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Posts
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Joined
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I have to wonder how many of the Option 1 supporters are running Ultra Mode.
Still, I think a lot of the "old" in the game comes from NPCs and building structures as opposed to the players themselves. Plus, I think a lot of the Option 2 crowd are firm in their stance due to a bit of distrust from prior actions. -
Sizable chance I'll be busy Saturday. If so, have fun.
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I'd offer a service but anything that would be worth me offering I already do for free.
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*raises hand* I'm new. What was the Mole Machine fix?
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Operation Oedipus: Glory of our Empire gave me some interesting thought processes.
Overview
Ah, Malta. Sad to say, that may doom your arcs popularity in it's own right. It's a shame since it is a decently written story. However, there are some things here and there. First is the contact. In a lot of ways anonymous drops and such seems very much like what would be done when combatting Malta. Plus, the arc does have the player a little questioning of the contact's actions so if you're willing to RP it (gasp! in a MMORPG? BLASPHEMY!) it fits. At the same time other players may view it as:
Contact: Psst, hey hero. You hate Malta, right?
Player: RAWR, detestable scum!
Contact: Well, I got this super secret plan that will totally mess them up.
Player: Aw yeah, IT'S CRIME FIGHTING TIME!!!
You handle it better than that but some people are very picky about contact relations. BTW, your contact has a logic error. The Complex gadget clue mentions Kings Row while the contact is Locker 27, Atlas Park
Concerning your ambushes....
well...
...the last time I had to fight that many Titans was Master Koga's Agent Six Task Force. That is potentially one of the hardest completable arcs in the MA and Malta actually wasn't the hardest thing in the arc. The ambush waves could potentially be fun but be wary about that. Doubly so since you have a few all Sapper ambushes. Makes perfect sense for the story but runs the risk of ragequit. I think you've got them set to Medium or Hard. I'd argue bumping them down one notch in size. Also, that final map feels too long though it could be due to fighting Malta while dragging a lowbie along for the ride.
Mission 4 has a runner. I'm on the fence since it makes sense and I feel CoH needs more scripted runners. At the same time, people may react negatively.
Mission 4 completes rather than requiring the lead-to. I think he needs a surrounding spawn for it to work. Just have him "order" the men to attack. On that note, you may want to make him non-combat. Slightly immersion breaking for the guy trying to infiltrate Malta to start going all Crime Fighting Time upside their head. Also, "Fake Malta" would probably be better as "Malta Infiltrator" or even just Malta but that's a nitpick.
The first floor of the first mission could stand to have a patrol or some sort of dialogue so it isn't so dry. I find it funny the police arrived late to the action... >_>
In the end, I feel you did succeed on making this work as a standalone arc.
Spelling/Grammar
-Mission 1 intro
"neighbour"
For your native language this isn't a typo. Just noting that since I'm American. You can probably keep it but just noting it.
-Mission 3
8 Plant the demolition charges!, 2 Erase the databases!, 4 Destroy the Titan components, Defeat the Malta commander!
A bit of a formatting problem and you sometimes see this with dev content sadly. Consider rewording your plural objective text to (number auto inserted due to the system...) Demolition charges to plant!, Databases to erase!, etc
NPC "Take them out!"
I was still solo during this part of the arc though I think it happens more than once. Consider rewording to
Take $himher out!
Broken Prisoner bio
You think you've seen this girl before. In fact, she looks just like the hero you saw captured on that What was Malta doing to her in all that time?
I believe something got cut off here. AE will occasionally chew up your text when typing quickly.
Mission 5
6 Demolition charges, Activate the base lockdown!, Destroy the hard-copy blueprints!, Take out the Sapper Plant commander!, 2 Take out the main database
Same problem as above -
Wear a jacket. I don't know if it's a glitch or intended but many jackets bulge at the midsection with larger waist sizes.
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I believe your question would be much more suited for the Brute forum than here since you are asking about your own powers and not the MA itself.
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Quote: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.Quote:My take is closer to "menu work is a necessary evil that is better attacked sooner than later". If Option 3 would be "Half the improved textures originally planned, but everything better organized for future expansion", I'd pick it.
As a side note... I seem to recall Castle saying that when he went and designed the new NPCs (Girlfriend from Hell, etc.) that the dev-version creator with the NPC parts was far worse organized than what we see as players, or at least burdened down by far longer lists. Wouldn't it be a long-term gain in overall productivity to improve the costume design organization for everyone? Or, put another way, if the reorganization is going to be needed eventually, investing in it now will pay off more dividends than letting things go until it's creaking further under the load. -
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Off the top of my head, I think a Dark/Ice Tanker could reasonably fit many of those set bonuses. The OP was more of a curiosity than anything but I'm rather intrigued.
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I'll gladly run both if you run two of mine.
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Quote:This more or less sums up my thought process and thus I vote option 2. Though I think David is the one dev who could pull off option 1.There are two fundamental problems here, and an additional side issue:
* The CoH team has close to a 100% failure rate at delivering on the above promises, and in every such case I can recall players have been basically told to suck it up.
The arrogance level of the art team is viewed as pretty high for a reason, with cryptic pronouncements at widely-spaced intervals rather than communication, inattentiveness to player concerns, a lack of a meaningful feedback process (especially early enough in the process to actually serve any purpose), an unreasonably high error rate (what's the odds that a patch will break a previously-working costume piece?), extreme slowness to fix errors (if a database typo causes something to go missing and it takes more than one patch cycle to fix, your process has serious flow issues), and so on.
You appear to be working to fix a lot of this, and I have hopes... but we've had plenty of people come in with nice-sounding comments who fail to deliver results. Forum talk is cheap, results speak volumes. You are going to have to show us on this one.
* The trend lately seems to be toward more elaborately designed pieces to fit a specific look or set, rather than more useful pieces that can be used for many different things.
If I can draw an analogy, it's conceptually similar to a trend in Lego sets some years ago, where the number of custom oddly-shaped plastic pieces increased dramatically and the number of general-purpose bricks declined sharply. This made building the set pictured on the box easier and faster, but reduced the utility of the set for building anything else.
Personally, I'm a bit conflicted; some of the newer pieces are much crisper looking and that's usually good; however, I find myself frustrated by the "added elements" not matching what I'm trying to go for, or each other, far more often than they help. I can't even begin to count the number of times I've wasted time swearing at the costume creator because some artist decided that one piece "needed" some sort of overlay or blending layer, which changes the color so that it doesn't match some other piece that doesn't have such a layer, and the limited color picker doesn't allow me to match them up. Similar are the pieces that seem to have some element of "Caucasian" peach-ish skintone baked into them, and look really off when used on more ethnically diverse humans let alone the wide variety of colors seen in CoH.
Then there's things like the pieces that have decor elements that limit them to a very narrow range of uses, where the basic piece would be far more widely applicable. To pick just one example I ran into recently, there's a perfectly good bicorne hat model that if done properly could have been used for all sorts of historical concepts; Napoleonics, formal diplomatic dress, naval officers, and of course pirates both realistic and silly. It might even get used for unusual concepts like a hammerhead shark headpiece. However, it's got a giant white skull and crossbones plastered across the front, totally non-removable and non-colorizeable , which limits it to a small subset of silly cartoon pirates with particular color schemes and limited imagination (and the even smaller set of people making deliberate ironic use of the above).
Plus, the trend so far has been to introduce even fewer versions of the higher-resolution pieces. For instance, I have a character that has the "Headband with wings" piece as an essential part of her look. While she enthusiastically adopted the body textures from the Mac Pack Valkyrie set when that came out, the great-looking high-res head wings that came with it don't have a "with headband" option, and due to the somewhat bizarre legacy organization of the costume pieces, can't be combined with the existing headbands; so she's stuck using the old low-res versions.
(As just one example, if the ear-covering side-head pieces such as wings, headphones, earcups with antenna, etc. were placed where they really belong in the "Ear" menu, you could mix and match them with the existing "upper face" details such as headbands any way that was needed; the requirement to even *have* a "headband with wings" option is a failure of the costume organizational system. It should be a naturally emergent case of being able to pick a headband from one menu, and side-head wings from another.)
* The organization of the costume pieces is terrible, and the user interface is poor. There's at least some hope that you might be able to argue for some UI designer time or whatever is required to make better sense of the way costume pieces are presented while doing all this, and the odds of us getting a more flexible interface going forward are increased if you have to consider multiple versions of the existing pieces.
For instance, using your example of the Tank Top piece, if you added a sub-option to it, we could start with the existing piece called "Legacy" and add a "Matte cloth" option based on the medium-light weight white cotton or poly/cotton undershirt you linked. Later on, someone might decide that this same geometry could be used for a filmier, shiny casual party top or more feminine underwear, and we'd get a third or perhaps fourth option, "Shiny cloth" and "Shiny cloth with lace" in a Valentine's pack, perhaps. At some other point, a police-themed pack might give us the distinctive vertically-ribbed undershirt worn for ventilation under body armor ("Ribbed cloth"), and an actual light body armor texture ("Light body armor"). Once you have the structure, being able to add pieces later is much easier; but if you go about replacing pieces haphazardly in situ we loose big in the long run.
Currently, you'd use the existing low-res piece for all of the above; once you start getting specific, you need to have more sub-options so that you don't make things look worse for some uses. For example, anyone currently using the tank top to represent the silk top is going to be seriously upset if you replace it with something that looks less like a sexy piece someone might wear to a nightclub and more like something someone would wear fixing their pickup in a trailer park.
tl;dr: The existing low-res pieces are used for all sorts of things that they plausibly might be; if you pick only one thing to represent in high-res and the new version is clearly that, you eliminate all of the other possibilities of what it might be. The only reasonable option that will not get players justifiably upset is to have the original general-purpose Legacy piece as an option, and add additional high-res options as you have art resources to produce them. -
I know about the base 100 cap. I was wondering if there's any sort of cap once accolades and set bonuses come into play.
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What is the maximum amount of endurance you can have with a character?
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V_OUTDOOR_SHARKHEAD_SKYRAIDER.TXT
It's the SkyRaider base but it's the instanced version from Lt. Chalmers' Help the Sky Raiders fight off Longbow mission. Hopefully it avoids the potential problems the TF version of this map would have. Also, it could potentially house a GM spawn. -
I know Controllers get the Dominator power but I don't know what the rest of the hero ATs get.
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Quote:Eh, most normal women look better than super models but I'm pretty sure you mean the general public instead of me and my weirdness.Putting that fix in with GR is THE worst thing they could have done, aside from slapping in that half-**** patch in the first place with no testing after months of ally abuse. Seriously. It's like getting your hair fixed, then walking into the room with three or four swimsuit models and expecting anyone to notice your new improved hair.
Still, it would have been nice for Aeon to bump the other thread, quickly go over the fix in an upbeat attitude, then throw out a playful comment about Television. Patch Notes are good and all but it's a wall of text that the general public won't read through. However, there are people who scour Dev Digest for individual posts, myself included. -
*dusts off thread*
Still available for those who are interested. My only request is that you not run Illpracticed Malpractice since it's not updated. -
Just a friendly reminder that the contest ends next week. Hopefully I'll have picked the winner and mailed the prize by Friday.
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Quote:Bolded for emphasis.Positron's "**** you" post that resulted in no noticeable action being taken and only served to make people paranoid about their joke arcs with animals on a farm
Quote:rushing to add the new shiny that is a cute gimmick at best -
Quote:You can actually minimize and resize that screen unless you're in the character editor portion. However, when I ask I always directly send tells which is why it strikes me as odd.I can only speak for myself, but if Im building something in the AE, Im not responding to anything short of a tell. That screen is huge and blocks out everything.
It could just be me but I didn't really see this. The widespread farms were pretty much always dev created creatures. I do believe there was a ripple effect since if you try to make a melee custom with smashing/lethal then your reward output is lower.
Quote:If the devs fix it so that missions with ally critters aren't inferior anymore?
Quote:...the development has made it clear that the efforts of the mission writers is secondary to farm damage control, and they won't spare the rod even if it might bruise the good apples too. -
Quote:I always try to to do this. What's interesting, if annoying, is that a lot of times they don't respond. Something I've been trying to do recently is casually ask people after a team starts disbanding from a TF or GM run. I've gotten a few maybes that might pan out.You know, the next few times I see people in the AE, I going to just ask what they are playing/building.
Also, taking the perception thing into account, there's still a fair amount of broadcast invites for AE power leveling in the Atlas AE on Freedom... -
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Mayhem's Hospital. I believe it is under Unique -> Office though I'm not sure. I also believe it requires unlocking but I can't remember since I've had everything unlocked for a while.
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I have a feeling that it's Talos. Despite being on Victory, which has a smaller population than Virtue, Talos is one of the hardest zones to zone into and the most likely to crash the game during load. It's been like this since I18 hit.