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Posts
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Joined
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I remember someone on DA doing lessons on how to draw certain features......
http://cataclysm-x.deviantart.com/gallery/#Tutorials
There's some good help in there. -
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Quote:Every ebil marketeer.Yea the supply may increase, but who is going to list their IO at less than the recent sold price.
The way to make money is not to be greedy. Also, you do have to put a little effort into learning the market. Learn some of the ebb and flow of the market.
Example. During Halloween, buy the expensive commons ( alc silvers, Ancient artifacts, etc) You can pick them up for very low prices due to the massive influx. Same with costume pieces. Sell them later for a much higher price when demand slowly starts going up.
Eventually, you learn the weekly ebb and flow of the market. Weekdays, demand goes down, supply goes up, and prices tend to drop. Weekends are the opposite. When supply gets very low, prices tend to skyrocket for a short time. Then the supply goes back up and prices drop back to normal. The last 5 is NOT a good indicator of price, except for high end salvage, and that even fluctuates by as much as 100% at times ( 1mill to 2 mill in price)
It takes time, effort and a little research to play the market. Once you do learn it, you can earn huge amounts of inf with very little effort. -
On some of my combination binds , where a power execute is also in the macro, I find it drops the execute part. What I have found is that if you go back in and edit the macro after that, adding the execute part back in, it works.
If you've tried that, then not sure what to tell you. -
Pro Payne's post is a good place to start: http://boards.cityofheroes.com/showthread.php?t=129153
Also, read through the review threads. Anything in them with a half decent review is likely to be worth running. Also, check out the players choice awards threads. It is stickied at the top of the forum.
That should give you pretty good start. -
No. It hasn't gotten old for me. I love playing my arch/mm blaster. When you can seamlessly run blazing, snap, aimed, snap,blazing, you kind of end up giggling as you spin around at target after target. And for AOE? Oi. ROA,fistfull,scream and shockwave just makes you laugh as everything falls to the floor.
Once you get ROA and slot it up, you will love how much damage you can do.
Add in ninja run, jumping off a building, hitting an attack, flipping, then firing off snap shot before you land. It's all fun. -
Quote:No, but I did have the group setting set much higher than the number of people running. (2-3 people, but set for anywhere from 5-8 people on my settings).Thank you! Much appreciated. I take it you soloed it?
Yeah, I'm still working on understanding the gameplay aspects of mission creation, as far as balancing enemy attacks and such, but I'll get there, and I'll never go hungry again!
The warning wasn't meant to be a 'it's too hard" warning for the mission, but rather a warning to people that might run with high multiples for their settings. I should have clarified it better. I also wanted to warn without giving away any storyline. Some people would have more difficulty with the mission 2 mobs, but one group has a power that most everyone hates while the other group in the mission everyone just hates. Also, running that mission with high multiples can cause problems, but I think running it set 1/1 shouldn't be too difficult.
Overall, I really think you did strike a pretty good balance. Mission three boss rezz was annoying, and you may want to remove that power ( again, some don't mind, some hate it) but on an elite boss/av, it can be tough. ( I think it was mission three. I'd have to look at my logs to be sure.)
If I had run the entire arc at 1/1 solo , I think the mob difficulty would have been on par with most in the game. It gets hard (and well it should) when you try kicking the settings higher. -
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Maybe borrowing Clark Griswold's "Non-Caloric, Silicon-Based Kitchen Lubricant" wasn't such a good idea. -
I ran Troy Hickman's arc last night. It was very good. It had difficult opponents and a believable storyline. The third mission could be killer. Stacked mobs with twilight grasp can be tough. The puns were plentiful but not in such a way to keep the story from being serious. It was well balanced, I think, between the humorous and the dramatic.
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I ran Mercedes MArc, Mystery on the Boardwalk, twice last night. I didn't take notes but a few things stood out.
Solo friendly. I ran it on a 50 scrapper at -1/5 ( forgot I had it set that way before I started.) I thought I'd set it for -1/1 I was racing through the mobs so fast ( It's a DM/SR and not set for AOE at all.) Second time was on a duo at 1/1. Level 30 db/da scrapper and Arch/elec blaster. Again, we ran through it so fast I thought we'd set it low. The only road bump was the final boss. He actually was tough enough to make us feel like we were fighting something.
Typos/text errors. If I was noticing them, there were lots. My partner's first comment on picking the MArc was about the typos. She tends to notice things like that and I don't, but I was picking up even more on the second run.
Story. I don't want to say anything that might give away any part of it. It is a mystery and it works.
Little details. There's lots of little details that are there, as they should be. Bio's for mobs as well as characters. I liked the comments about the contact in the accept window. ( I agreed with the comment at the start of mission two very much so.)
Over all, a good MArc. Very playable for most anyone. Lower level controllers and defenders may have problems with the final boss mob, but most teams and other soloers will likely not even notice.
I look forward to running the other two MArcs.
A tip for teams running MArcs. At the end of a mission I cut/paste the debrief dialogue box into team chat so the others can keep up with everything said. I think that is the only box that only the team lead can read and no on else gets. It makes it a better experience for all the players. (Other team members, you get all the clues and opening dialogues.) -
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One response to the original post. Why choose between the two versions of WW? If it's a long TF, you'll have to multi-part it and can use both versions.
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Another step I add, is I post three items, all at a very odd amount ( say 673). When I log back in, and there are still only three, I then try to buy them at one less than the amount I listed them at. If I cannot, then I try for one at the amount I listed. If I get one, then it's safe to transfer.
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Quote:Sharkshead, Croatoa, SE 1/4 of Cap, Eastern portion of FF, Kings Row, Skyway. Lots of places you can us it to rooftop hop.Ninja Run is the roof top to roof top style travel. Now only if we had an area that gave more easy to hit building to building action
Granted it's not entire zones, but they all have large areas in which to jump roof top to roof top.
And, I love NR. I have one character that uses it as his travel power, and several the use it heavily, in spite of having other travel powers.
I think it of as a great alternative to ss/sj. Lets me kind of do both, without having to take either. Also lets me move around in some office and cave maps easier than with flight. -
Jericho has a hard time saving any Thorn for any reason.
Aden (aka Shadez) will happily gut anything that looks like it's related to the Snakes. Dragons are Snakes with 4 legs and wings. Lizardmen are Snakes with legs. Scaly humanoids of any form are fair game. -
Quote:I have a test bed for merits. I roll bronze ticket rolls first. If the rolls are for things worthwhile, then I'll run merits. If they stink then I keep my merits for another day. Works out pretty well for me. I get a good return on 4-5 merits rolls in that case. ( single merit rolls are too random. Rolling 4-5 times will almost always net me a good recipe, if I test roll with tickets first)[off topic rant]
That said, the worst I've been screwed in this game, money wise, is merits...I dont' understand why/how you guys love them so much. I've only wasted a few 100 merits on junk [bronze 35-40, as everyone suggests] and I get crap.
Tickets are easy to get so it's not as big a deal if I waste a few hundred on junk rolls. -
Played this last night and enjoyed it. The only thing I would suggest changing, is picking a different color for the clue text on I think it's the third mission. The red is kind of glaring. Another shade of orange/yellow, or a blue, or even a dull green would help. The color coding of the clues was a nice idea to separate them. It does make it easier to keep up with them after a mission.
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Missed this yesterday. Happy B-day Heroid. Enjoy the time with your family.
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GS, if you have problems with writing text for you MArcs, I highly recommend using Leandro's program. It will allow you to take a MArc out of the COH folder, edit the text, copy paste and spell check, etc, then put it back in the COH folder. You won't need to keep the game running to do all the editing.
You can find his posting about it here: http://boards.cityofheroes.com/showthread.php?t=128121
Excellent tool for working on MArcs out of game. -
I like and appreciate knockback.
I dislike scatter.
There are times you can use knockback wonderfully. Single target knockback is rarely the problem, unless someone is being stupid about it. ( I think we all agree wit that statement)
Stupid uses include:
Knocking toggled targets into other groups of mobs.
Constantly pushing a target away from a melee character. ( Hey, stuff happens, If it happens once in a while, Ok. If it's happening almost every fight or most every mob, then maybe the knockback artist may need to make adjustments)
Using an AOE knockback as an opener when you have a scrapper heavy team, or an AOE centric team. I think this tends to be the biggest problem ( or is in my experience). Say I'm playing a DB/DA scrapper. I go to hit my heal. wham! Archer uses Explosive arrow. Now I have no targets for my heal. I jump in the middle of a group of mobs go to hit Typhoons Edge in DB. Pow. I hit nothing because all the targets are now on the other side of the room.
These are not the only times, and there are always exceptions ( Like a tank joining a team of storm/nrg defenders. There will be knockback, and the tank will have to adjust).
Again, I'm not adverse to knockback. The melee player that can't adjust to single target knockback on occasion needs to get over it. But a knockback player that fires off his attacks scattering everything and making it harder for his team mates also needs to get over it.
Let me add, I've played a stormie, nrg/nrg blasters, Arch blaster, and scrappers of various sorts. When I have a knockback power, I try to be responsible in how it's used. When I have someone with knockback powers on my team, I try to be understanding of what they are doing, but if a person is using knockback in such a manner that it is detrimental to the team, then sending a tell asking them to make adjustments is not out of line.(Adjustments mean asking them to try and backstop with a wall or not to open with an AOE knockback and just wait a few seconds until after the others have a chance to use their AOE damage powers, not telling them to never use a power.) I find asking and explaining why usually works wonders. -
Pretty much anything you like.
Flashbacking via Orobolous gives you exp now.
Joining low level teams, gives you exp, even running on a sewer team.
It's so easy to gain exp now, it's almost impossible not to get to 50, unless you turn off exp or stop playing the character.
And, there are some great AE missions that are fun. Saul's Discount TF ( by Ascendant) is funny. Another good one ( IMO) is Consequences of war. A two part MArc ( It's 10 missions long) If you want more, you can check out the Mission Architect forum for review threads and can get an idea of what you may like to run. -
Might try asking in the Screenshot and Fan creation forum as well. The artistic inclined and talented generally gather there.
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I concur that target cap really does have more effect than Area.
My Arch/MM blaster duo's with a db/wp scrapper. I open with RoA ( if it's up) then hit fistfull of arrows then Psychic scream. Anything left over gets a few single target shots. I'm usually firing FoA before ROA lands. The 5 target cap absolutely affects the damage output of FoA. No matter how tightly packed the mobs are, I can't hit more than 5 ( and they do get packed in thanks to the AOE taunt in /wp)
With the cones, you have to use the target cap as part of the equation. It makes a difference. -
I don't think it's the fact that they associate Dual pistols with scrappers.
They associate SR with pistol using.
Lately, gun fighters are not the stand up, quick draw fighters we had in westerns. They are matial art dodgers with a weapon in their hand to shoot their enemy while dodging everything thrown at them. The shooting is cool, The dodges and moves they've got are _really_ cool.
Now, which AT has a power set that allows dodging and slick defensive moves? last I checked, it wasn't blasters. ( I'm not saying they have actual dodge graphics, but the idea behind the Power)
I admit, I wanted a DP/SR scrapper. I love the concept. It's not likely to happen and I get that and am willing ot deal with it.
But it's still a cool concept and I can still dream. -
Issue 14 ( Architect ) released on April 8th, of this year. I believe Lazarus is pointing out how, if you made the MArc a year or so ago, you are saying this from the perspective of April 2010. Even Open beta started March 6th. It's mostly a minor quible with your phrasing is all. It may seem a year since MA came out, with all the changes made to it, but it hasn't quite been that long.