Zamuel

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  1. Zamuel

    FF needs love

    Quote:
    Originally Posted by Montaugh View Post
    That is what is really missing for me.. the ability to construct area or walllike constructs which is a common forcefield thing in comics.
    I think that's where the set fails on a conceptual level. Everything else fits or works but the lack of placed bubbles and that is the failing of two repel/KB PBAOEs. I wonder if it is truly too late to change this one due to cottage rule. If it's placed at your feet instead of as a targeted AOE it would work the same if you don't move.
  2. Zamuel

    is MA dead?

    Quote:
    Originally Posted by Zombie Man View Post
    The Devs have said, in the past year...
    Not sure if you're being snarky or not. There's a difference between posting patch notes and open discussion and I figured you of all people would know that since you do promote having more informative and complete patch notes. There was a decent amount of communication and promotion earlier in the year and then...silence. Especially since it was left off on "people exploited X so we're going to simply make it bad for everyone for a few months and then push it into an issue where the fix will get massively overshadowed".
  3. Actually, I was under the impression that it, the Performance Shifter proc, and the Theft of Essence proc worked differently. May need some Test server verification to make sure. http://boards.cityofheroes.com/showt...hlight=panacea
  4. Zamuel

    is MA dead?

    Quote:
    Originally Posted by Zombie Man View Post
    I wonder why they keep developing something no one ever uses.
    While "dead" is perception based (I've stumbled on other AE authors, and I'm in an AE SG), dev silence is worrisome. Not surprisingly, nothing about AE seems to have been said at PAX and Aeon hasn't posted here in quite a while.
  5. I'd also suggest turning off Sprint as you fight if you don't already. The same for travel powers if you're using them as opposed to Combat Jumping and Hover.
  6. Zamuel

    Mission Weekly

    Quote:
    Originally Posted by Party_Kake View Post
    If you were the first guy to comment, I only caught about half that message because I was logging out when I saw the yellow text.

    [snip]

    Someone mentioned that I should have made each girl have a different look. The number of girls - and the wife's description were a sort of easter egg, they were intended to be more like extras in the story, not main characters, so I fought the urge to make them all special and unique.
    Yep, that was me. You can check comments in-game by going to your Published Missions tab, expanding the mission, and clicking the Comments button.

    Quote:
    Some others mentioned that the first mission was very empty - it was also supposed to be. I knew which map I wanted, the one with green smoke, but the problem is that's a huge map and so I added some patrols and flavor text to it, but it was supposed to be an empty warehouse where you had to find the boss, not one where you claw your way through to the boss.
    Green Fog can be atmospheric but you're right about it being large. Also, there's no pools of water on the top floor. However, you might be better serviced by using the Hellion office since it's smoky inside yet smaller.
  7. I've always had creative interests but I can't draw, own a subpar computer, can't afford an artist, and have always had problems with those who supposedly volunteer for free. Creativity feels like a curse. While there are a sizable number of headaches due to "missing" features or visuals, Mission Architect feels like a breath of fresh air. Basically, it's "If you want something done right, you have to do it yourself" in a medium where I actually can do it myself.
  8. Quote:
    Originally Posted by FredrikSvanberg View Post
    What little is mentioned about mutants in the game talks about them being feared and misunderstood, much like in the Marvel Universe. Since there are no mutant enemies after level 20 this is never really explored in the canon material.
    Devouring Earth? >_>
  9. Quote:
    Originally Posted by Lurker Hunter View Post
    Do recolors count?
    Of course.

    Also, I probably won't start looking at groups until near the deadline. One last thing, each enemy needs a bio, even if it's just copy/paste from a previous version of the mob.
  10. Quote:
    Originally Posted by HeroeMan View Post
    How are you going to rate them? Just by overall feel?
    Overall feel. Admittedly I'm making this up as I go but my subscription is current and I have enough inf so at least one person will win.

    Quote:
    Originally Posted by Kidou View Post
    How excatly do you want them to be redesigned?

    Harder? Updated with more recent powersets? More expanded? Made for level 50s?
    "Whatever works." Some groups may need to be harder and others easier. I like a 3 minion/2 LT/1 boss proportional mix though a 2/3/1 mix can work well too. A 1/1/1 ratio is bad. Try clever tricks like re-purposing enemies from one group to another. I will say that they need to mostly match the level range they are already available which is part of the reason fro requiring one prior mob in the group. Another reason for that (other than just throwing a monkey wrench in the mix) is to keep the group recognizable. It's one thing to add more of a magical or tech slant to a mostly normal group. It's another to stick everyone in Day Glo colored Iron Man armor.

    Quote:
    Originally Posted by Johnny_Johnny View Post
    And on which server?

    Due to I18 I'll be mailing inf to globals. So I believe that's everyone except for the European servers unless someone over there wants to match my payouts.
  11. I have to wonder...Is it possible that the grief flag is adversely scaling to rank? In other words, the fact that a mob is an AV screwing with the values and making them more prone to run instead of less. Just a thought of a possible switch that could be flipped in the wrong direction.
  12. While I've got an "But I want to enter!" voice whining in the back of my head, EU really deserves this. Looking forward to see what gets entered.
  13. AE's been a little quiet lately...how about a contest? I'm thinking of running a biweekly enemy redesign contest. I'll pick an enemy group and people will tweak it and stick it in a quick mission as an example or publicly upload a zip file of the group. The catch is that the enemy group must retain one enemy from the original version.

    This week's enemy group shall be... *spins wheel*

    Warriors.

    Deadline: 09/15/2010
    Prize: 50 Million inf
  14. I submit to you Dhahabu Kingdom and the Indelible Curse of Hate #367872 or An Arachnos Slumber Party #335317. While I feel Dhahabu Kingdom is the better written of the two, it's also the more difficult. However, since I've run both Mercytown and A Penny For Your Thoughts I'd be more than happy if you ran both.
  15. Quote:
    Originally Posted by Silverado View Post
    Enemies in Praetoria may be harder than Hellions and Skulls, but they pale in comparisson to end-draining Clockwork in the pre-stamina levels, rech-flooring Vahzilok with toxic damage, chain-mezzing CoT mages before anyone has mez protection, tohit-debuffing Spectral Daemon Lords pre-SO's, and other hazardous mobs already present in Paragon City
    While I think "pales in comparison" is rather strong, you do have a point. Even Council, who are cannon fodder for most toons high level, have the potential for chain knockback on the low end. Which leads to...

    Quote:
    Originally Posted by Forbin_Project View Post
    IMO the problem isn't that the difficulty was raised in Praetoria, it the fact that far too many players have gotten into the habit of skipping the low level stuff in their rush to get to level 50 endgame content and they don't know how to play a character between the levels of 1-20.
    Seems like the "end thread" for multiple discussions about Praetoria. There's some potentially nasty stuff at low levels like Minion of Igneous bosses with holds, high damage, and status protection but they are easy to avoid.

    Quote:
    Originally Posted by Donna_ View Post
    Actually i'd like to see the ablility to set missions to +5 or even +6's...

    For big teams of kitted out veterans, 54's can still be a little soft.
    I think a lot of that is an enemy powerset issue. You can make far stronger enemies in the MA that are still beatable but will put up a greater challenge.
  16. Quote:
    Originally Posted by StormSurvivor View Post
    Thought I'd second this. When I'm zoning into Kings Row, I want to see pictures of Kings row. I don't want to see a shot of Paladin, Blue Steel, and 'NuRsE.KiTtY'. Exaggerating a little, I admit. But I'm sure you get my point.
    Player characters and regular mob spawns certainly shouldn't be in. However, GMs and some contacts make sense--especially Lusca. Some may not even be avoidable. Furthermore, Monster Island's current load screen has enemies on it and it's fitting for the zone.
  17. Zamuel

    Mission Weekly

    Hah, beat you to it Fred!

    Er...anyways, noble effort but there were some things that could be cleaned up. Commented on these in-game. That said, I would recommend it to others.
  18. Quote:
    Originally Posted by Tangler View Post
    Also new rules: this will be quid pro quo, and so I ask anyone that submits a review to have rated and commented on at least one of my arcs (you don't have to comment or rate my arcs as the bestest arcs evar, but I do ask that you submit a reason on why you think the arc did not work).
    Is this retroactive? Also, any restrictions to stuff you won't run?
  19. Not being able to select the Abandoned Sewer Network still seems a bit odd. The other restricted zones are very specialized visuals for their loading screens. Also, Siren's Call is listed with the villain material but it's geographically part of Paragon City and I it even uses a hero load screen right now.
  20. Zamuel

    So... Stalkers.

    Quote:
    Originally Posted by Zem View Post
    The removal of a single PBAoE and replacement with a high-damage first-strike weapon like AS does not change the whole character of the AT from Scrapper to Hit-and-Runner. If I'm supposed to hit and run why do I have SIX other attacks and an entire defense secondary... just to make good my escape?
    The wording seems to take things a bit out of context and my highest level Stalker is Claws/Willpower so I do scrap a fair bit. I say hit and run more to express the "You do your best work when attacking from ambush, and can even hide in plain sight to escape foes." part of their description. While Mag 4 confuse might lead to a long and hard (though arguably needed) argument with Controllers and Dominators, I think returning to Hide faster is justified.

    As far as ambushes, I personally feel they should only be location targeted unless either its due to a sensor/camera system (like the underused mechanic from mayhem side missions) or an explicit trap.
  21. Zamuel

    So... Stalkers.

    Quote:
    Originally Posted by Siolfir View Post
    But yeah, leading mobs - either combatant or non-combatant - sucks for Stalkers.
    Except for the ones in Warburg.

    I want to know how they pulled it off. The scientists in Warburg can see through Hide + Stealth proc without problems. One interesting quirk is that while it's been proven that Negative Stealth doesn't actually do anything, the scientists in Warburg don't actually apply it. I wonder if it's secretly having a negative affect on the escorts themselves.

    I support the suggestion of adding a high mag confuse to Placate. It's not self stackable and would help prevent the problems of placating a foe and it killing a squishy. It makes perfect thematic sense and would fit in well with a more tactical style.

    That said, it should only take 4 seconds to return to Hide. It would help with focused damage spikes and hit and run which is what the AT is supposed to do.
  22. While burnout is very understandable, it does bring up issue of integrity and open communication. Smurphy is one of the few people who could pull this off which is why many authors gave an attempt. While I know I can't solo my own arc I designed it so at least it was a fun romp. The problem with a challenge arc versus a normal one is that you literally can not pay people to play it.
  23. Quote:
    Originally Posted by Dispari View Post
    upping the difficulty (other than the fact that there's no NPC in Praetoria at the moment, which is unintentional)
    I have a feeling it's quite intentional due to a combination of trying to restructure the lowbie game, curbing power leveling, and data mining. The question is whether or not it's working the way it should. Even as someone who feels that a level of challenge is needed so that people learn their characters and keeps the game fresh, I feel that parts could bear looking at. The aforementioned two EBs and really the sheer concept of forcing alignment shifts to be solo isn't well thought out. Lowbie Seers are similar to I1 groups in that they break a design rule that's been getting discussed in some of the AE threads--have proportionally 3 types of minions, 2 LTs, 1 boss so that any one type of debuff isn't as overwhelming.
  24. While I do need to eventually make a lowbie arc, I'm probably not going to alter the level ranges of my current arcs. It's rather difficult (near impossible) to make an arc that is suitable for all levels so I try to keep them them narrow. Dhahabu Kingdom and the Indelible Curse of Hate is 41+ and has a fair amount of customs so it would be unlikely a lvl 8 could solo it despite my recently trying to make some parts here and there easier. However, since you've joined the MA Superteam it's very possible you could run it with the SG.
  25. Rider's Ribs Restaurant Rescue, An Arachnos Slumber Party, Dhahabu Kingdom and the Indelible Curse of Hate, The End of Saturday Morning are now current with I18. Furthermore, most have brand new mobs to enhance your arc experience. Try one today!