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Posts
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Joined
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Yay, no work this weekend! Leviathan sounds good to me, and maybe we can take out some Halloween GMs while we're at it.
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I think I still need bombs on my Ill/Kin, and besides that it sounds like a blast so either way I'll be there.
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I have work this week so it looks like I won't be able to make it to this one.
I believe this week would be the Silver Mantis Strike Force "Pirates of the Sky" which is level 20+, worth 42 merits, and awards the Air Pirate badge. For those that can make it, meet at Silver Mantis in sharkhead isle at 8pm EST. -
We ended up doing a Tarikoss SF. At first it didn't seem like we'd have enough people, but thanks to Terra Fuego's recruiting we wound up with a solid team. I don't remember our time or anything, but overall it was a smooth run. I gotta get in the habit of taking screenshots at the end of these things.
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No work this weekend for me, so I'll be up for whichever SF we decide to do.
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I wouldn't say it's a no risk thing. As soon as those pets go away all the aggro they had immediately shifts to the pet summoner. So even if you have PA perma'd getting the second group out before the AV/GM floors you can potentially be tricky. In the hands of a skilled player PA can certainly make these fights very low risk, but if a power depends on a player's skill to do what you say is broken, then maybe it's not quite broken.
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Looks like work for me, so I won't make it this week.
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Quote:As far as the Devs go, I'd say they're probably busy in the i19 or i20 beta right now, whichever one is going on. Since a lot of that stuff could be considered an extension of GR (like the incarnate system) you could probably still just say "They are busy with Going Rogue" and it would work.Agreed, it's almost zen anti-marketing to be able to pull that off.*
There is an ever decreasing amount of red name feedback on the boards as a whole. A couple of months ago this was put down to "They are busy with Going Rogue". Now that is complete I can't see what excuse anyone could give for the ever decreasing amount of redname interaction (ignoring GGs witless "Jam tomorrow" style excuses). -
Looks like I *might* be able to make it to this one, as long as I don't have to work at the last minute again. :P
If we end up needing extra mez I can always bring my necro MM, I think between him and his pets he's got like 4 holds. -
I know it's been a long time, but I still miss CuppaJo.
I agree with the OP by the way, I remember when a community rep would drop into a topic where people were discussing an issue with the game and say something like "that's a good question, I'll point this topic out to castle" or something similar. Of course for all I know they still do stuff like that, just without posting to let people know. -
Quote:Actually since they're the animation department they could work on some of those new alternate animations for powers that many people seem to want.The people that work on emotes can't fix bugs.
All they can do is work on emotes.
And add me to the list of people passing on this one, for the same reasons that have been repeated over and over in this and several other topics. It kinda makes me wonder if one of the devs is reading this thread and then looking over at marketing with a "I told you so" look. -
Quote:Just out of curiosity, any idea if it would be difficult to do something like flag legacy costume pieces as "old" or whatever in the database and then include something simple like a check box in the costume creator that says "show legacy items" with an If... statement attached that only shows items flagged as "old" when the box is checked? That way there's less clutter normally but those that want to keep the old options can enable them when they want?One thing to consider is that redo-ing the menus and placement of items within them is, in itself, a significant amount of work for the Character and Tech teams. Assume that any menu work will consume 50% of the time available for any redos.
Bottom line, avoiding menu work is preferable and brings us back to Options 1 and 2.
I know check boxes already exist in the costume creator (the "use same colors" circle thingy) and it's already capable of hiding or showing costume pieces based on a database flag (ie; unlockable costume pieces), so those two functions would only need to be combined.
I only ask because it seems like this would be something that could be done very quickly, assuming you can get the programming time OK'd for it. Of course I only know enough about programming to be familiar with it, so for all I know something like this would be way harder than I'm imagining it to be. -
I'd have to go with Option 2.
Ordinarily I'd be all for reduced clutter in the menus, but since I had several costumes destroyed when certain pieces were made reflective I'm now wary of any "improvements" that replace current pieces. I mean sure, the shiny metal pieces look cool, and they're still basically the same pieces, but if you had them mixed with pieces that aren't shiny, such as tights, then suddenly things don't match anymore.
That said, if we had to choose between option 1 or no fixing old stuff at all then I would certainly take my chances with option 1. -
Not only this, but just about every PPP hold is worse than the APP equivalent, are these things that will be looked at eventually?
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What got me is that the hold in electricity mastery is better in every way than the hold in mu mastery. Except its blue.
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Quote:True, walking through walls would only be feasible on certain maps, such as the banks in mayhem/safeguard missions, or some of the new praetorian maps. Of course if the devs wanted to revamp the current random maps so that they actually make sense I sure wouldn't complain!Phasing through walls can't happen, because there's nothing there behind them for the player to walk on. And really, it would look janky no matter what.
Map-based teleportation is tricky because of the vertical axis. With such varied terrain in the city, and potential obstacles in mission-maps (desks, chairs, trees, railings), it'd be a rather tough thing to accomplish. -
As far as more utility goes, how about an expansion on the -regen idea from earlier? Say an inherent "Swap Ammo" type of skill you could use to choose from 2 or 3 options. Maybe in addition to the -regen one you could also have one that applies soft control when your crits happen (the control type would vary based on the attack set). Not sure what else would be good. But the idea being that you could choose what kind of "poison" you want to use to fit the circumstances.
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You know that by posting you helped prevent the thread from being buried right?
Anyway, I used to think the minimum 5% chance to hit should be lifted from things like destructible objects, since it's not like they can dodge. But then I remembered that it's not just dodging, it's dodging/deflecting, and that's where the problems come in. As far as themes go it would have been nice if defense was separated into two different stats: Evasion and Deflection. That way the game could differentiate between something moving out of the way, like super reflexes, and something deflecting a blow, like parry. But it's way too late in the game's life to be making such a huge change.
But as far as NEVER missing, yeah, that would just break way too many things. Think of it this way, no matter how accurate you are, someone could still trip and evade your attack by accident, or if you're firing a bullet at them it could just happen to hit a metal button on their jacket at just the right angle and be deflected.
Now a "hex" temp power buff that makes things like that go in your favor would be kinda cool. Give it a long recharge and a short duration, say 10 seconds, but anything you do that has a % chance of happening WILL happen in that time, be it crits, IO procs, secondary effects, and just plain hits landing. If that's too powerful just lower the duration even more to limit how much you can do while it's active. -
Quote:Yeah, this pretty much sums it up. It would be cool if the vanguard stuff could be given morality choices, so you could follow orders OR you could go do your own thing. But then, I feel the same way about doing missions for Hardcase too. :PConsidering where villains come from, (Rogue Isles, whose whole schtick is doing whatever the hell you want if you're tough enough) I find it quite natural for a villain to say "Screw you're orders, this is what works for me." Vanguard's policy seems more like "If you got powers and want to fight Rikti, we'll take you," instead of being a huge stickler for mission particulars, given that they're pretty much telling Longbow to go stuff it since they're hiring vills in the first place.
I'd find it more strange for a standard villain NOT to break rules and disobey orders. That's what a villain basically is. they're there to break the law and disrupt the status quo. It's what makes them a villain!
The way the RWZ is now, thematically, the only kind of villains who make sense ARE the merc type villains who don't care about saving the day, just staying alive and getting paid, or those villains who would go rogue and eventually hero.
The straight up greedy, selfish villain gets screwed in the Vanguard RP-wise because they have no other choice but to do good-guy work in a good-guy way.. -
Quote:Well, that's why most of my suggestion is focused on reworking the TFs boss fights, that way it doesn't take up too much dev time that could go to new TFs and SFs. At least the main series of TFs required for the Task Force Commander accolade. People run these same TFs over and over, and will likely do so even if new TFs are added, so giving them a little bit of new shininess would probably go a long way.While I agree that some of the TFs could use a rework (Shard TFs I'm looking at you), I would much much rather the devs work on new TFs and SFs.
Or even in story arcs, when you fight someone who is the leader of a whole villain group, or is a big name in some other way, the fights should be more involved than just the standard "pound on them till they're defeated" formula. The only problem with that is that it's probably hard to balance a unique encounter to be soloable for most of the playerbase. -
How about phase shift allowing you to walk through walls? That would be a great comic book staple. As for TP, it would be cool if you could activate it and click on the map to teleport to that location. It seems consistent with most comics that you'd only be able to teleport in line of sight or to a place that you've been before. (ie, if the map isn't clear yet you can't tp there)
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Quote:That's just it, if a villain were going to fight a war they wouldn't be rescuing longbow or diplomats, they'd be sacrificing the longbow who were weak enough to be captured so that they'd get an open shot on a rikti leader and take him out. The series of arcs in RWZ should have been completely different for both sides, playing to their respective strengths. But that was back when the game was still with cryptic and they only had like 16 people working on it. Now they have enough employees that they don't need to "get more bang for their buck" and make content that can be done by both sides.I never understood how fighting off the Rikti invasion is only something a hero would do. I mean, if the world got destroyed or everyone wiped out, wouldn't that include the villains? I won't argue that the villain arcs were worded poorly, but how is it not in a villain's best interest to stay alive?
Praetoria is a great example of how they can do in depth story for both sides. I'm sure it took a ton of time to get all those arcs worked out and put together, but boy is it worth it. -
Quote:The end cost of hover is very reasonable since it can keep ranged characters mostly out of danger. If you take stamina you should easily be able to keep up your end as long as you're not running other expensive toggles with it, in which case hover will be the least of your problems. On the other hand, if you're using fly in combat instead of hover, then that could be the source of your troubles, but I doubt that's the case.not so much worried bout the speeds its the fact that the toggles cost twice as much as SS and jump pools. if you are gonna cap our speed at least have the costs keep pace. i could easily live with the speed differential if i wasnt useing so much end in combat (in referance to the blaster comment. )
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Now that the Posi task force has been redone maybe some of the other task forces could use a little extra kick. I'm not suggesting that any of them need a complete revamp like posi got (although the shard ones could stand to be less tedious). What I'd really like to see is the final missions of TFs be more interesting. Have some more tricks when fighting the bosses that require people to actually pay attention instead of just spamming attacks till it's defeated.
For example, how about while fighting the clockwork king at 50% health he summons a bunch of clockwork and they build a barrier around him so he can regen, and the team has to destroy the barrier to continue the fight (the barrier can use the same mechanic that the paladin building uses in KR).
I don't think the fights necessarily have to be harder, just more interesting. Have more enemies doing huge nukes, but giving a warning first like protean does so if people are paying attention they can move. Have an enemy drop a location AoE (similar to earthquake, but maybe just damage instead of knockdown) 40ft away from him with a 10ft radius that lasts until the AV is defeated so that the ranged characters have to pay more attention to their environment during the fight. Just anything to keep the fights from being the same as every other fight in the game, only longer. -
Maybe now that they have the tech to read what powersets your team has (since that's how it can make clones/shadow simulacrum of your character) they could do something like this but make sure a mission doesn't have something that would require a powerset that the team doesn't have. So if the team doesn't have any healers it would replace the "heal NPCs" objective with something else. You'd still have a problem if someone quits the team though.