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Posts
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Just started one of these as well, but might reroll a bit due to a slight concept change. Good to see a build or two on this. Seems like a very challenging, but fun, combination.
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I wonder if number nine is referencing Reichsman. You free him: "Iron turns to crystal." Prelude to Incarnate abilities: "When a pair of fives arrives, power flows and power drives." 5th Column is the reference to the spinning rod in some sort of roundabout way?
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Reading number 4 a few times makes me wonder if it's about Kheldians after all. The beginning makes sense for them, but the end does not. Because there are still Nictus and Peacebringers, so they're not "just one culture slow to change." And I'd say that the Nictus are pretty "evil pure". I mean, they try to twist and corrupt a lot of stuff throughout history, and seem to be bent on destruction.
I almost wonder if it has to do more with the Shivans, since we know very little about their actual motives. "Silence breaks by the gods thunder" also doesn't seem to have much to do with the Kheldians, but maybe I'm wrong there. Seems to me to predict more about the meteors crashing to earth. -
OP: have you tried Kheldians out? They have two different forms that you can morph into.
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I have two problems with AoE KB:
1) The first is when it has a chance of occurring. When used against large group of enemies, an AoE with 60% chance of KB is going to launch some, and not others, leaving groups scattered in two different places. This hinders further AoEs from being as effective as they could be until the groups merge back up again. I'd much prefer if AoE KB effects like this were turned into 60% chance to happen against every mob or none. Not like the current implementation where each mob gets checked individually.
2) The second is PBAoE Knockback effects. As part of a set where the focus isn't on melee damage, this isn't too bad. However, if the set is melee based (Super Strength, Electric Melee), then doing radial KB away from you can cause 360-degree scatter, which isn't at all efficient. -
Quote:Yes, different departments do different things, but they tend to need to work on things together. For instance, the powers guys and the animators need to work together to create a new powerset. World designers need to work together with other artists and programmers to make new zones, and then need to work with the story guys to flesh out the zone.As someone up thread pointed out, different departments do different things. And there's no reason to expect that every department would be tied up with bug fixes for equal amounts of time.
And it doesn't have to be for an indefinite period, it's just until launch of that issue.
You can make up all sorts of things that would be bad to do. But, that doesn't mean that they have to do the bad ideas. They could do it in ways that don't involve the obviously poor methods you're worried about.
So can new content. So it's a wash on that angle.
Tying up one part of that can mean that the whole thing needs to be delayed. Yes, the world designers can create the skeletons of 5 new zones, but without the other units working to flesh it out, what good does that do? If we have animations for 10 new powersets, but no numbers to go with them, do we get the powerset? No, no we don't.
Does new content also create new bugs? Yes. But when you're asking the Devs to just sit there and fix bugs, but don't account for bug fixes to create new bugs, you leave the door open for additional problems with your idea.
You want a whole issue devoted to bug fixes. You're making assumptions there that might not be true. The least of which is that the Devs can fix the bugs you want them to fix in an issues timeframe. -
Quote:People tend to look at Tanks and Brutes at higher levels, and think that they can do that at lower levels as well. This tends to mean that they bite off more than they can chew at lower levels. People get aggro-generating powers early, and put off survival powers to take them. As such, any Tanker set can be survivable if you recognize which powers to take and which to skip (Chilling Embrace is a great aggro tool, but can mean very quick death to level 2 Tankers trying to tank for a team).Hi, I'm wondering your thoughts on the most survivable early level (1-20) tank.
I've been running DFB with a couple of brutes that kept getting splattered.
In general, it seems like tank/brute should be the easiest AT to solo, and yet it often isn't the case. *I'm not trying to solo DFB, I just mean for normal missions.
Thoughts?
That being said, I think that SR/ is now probably one of the best low-level Tanker sets. Great defense at a very early level, with the aggro aura being one of the defense powers, which helps. -
Quote:And if that means no new content for a year? There's no way to tell how long it will take to find and fix bugs. As such, saying "do nothing except fix bugs" has an indefinite end date for which any new content could begin being worked on. That's a bad business decision.And I am saying give them "down time" from new content until the bugs in their area are fixed.
And again, there's still no guarantee that fixing current bugs won't create new bugs, which would then need to be worked on, which could introduce even newer bugs. -
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Quote:Because that #3 is basically what they already do. They look into bugs and work on new content at the same time.It seems that there's a middle which is excluded here.
Is there no #3 where people who have fixed the bugs in their area of expertise are otherwise meaningfully occupied within their fields?
That seems like a blatantly obvious thing to do.
What you're arguing against sounds like a silly thing to propose and I don't see why you think anyone would suggest that or do that.
Now, if they were to just focus on bug fixing at the expense of anything else, and then once they fixed every bug in their system (again, not a guarantee), went back to work creating new content within their field, then you still have the issue of things like new zones being created with absolutely nothing in them besides the terrain. Or new animations being created without any power data behind them. Or you get new story arcs created without any maps to go along with them.
Or, what you could do is have all of the Developers work on fixing bugs in their downtime from new content creation. Which is what they should already be doing. -
Quote:Because the majority of bugs are in the realm of a few developers there. As such, most of the staff that isn't related to those systems would fix their bugs relatively quickly, whereas the staff that is will take a lot more time to fix all of their bugs (and this is still assuming that the fixing of Bug A won't create Bug B somewhere else). So you have created an issue where some of the Devs have to do one of two things:I agree with what you're saying, but I don't see how it constitutes an objection or rebuttal.
I see no need to expect animators to work on systems issues. I honestly have no idea why you think that any would suggest what you're arguing against.
1) Sit on their hands while the other Devs fix all of their bugs, so as to not risk creating new ones, or
2) Try their hand at something they've not done before, which contains a higher risk of creating new bugs and errors
#1 is bad, #2 is worse. Better for the Devs to try to fix bugs as they go, while still creating new content. What I am NOT saying is that they shouldn't focus on fixing bugs. Just that spending a whole issue fixing bugs is not a great use of resources. -
I tried to take this power once. The game didn't know what to do, and just auto-leveled me to 50. True story!
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Quote:Okay, now that is something that seems reasonable, and I might actually agree with. The OPs point and yours are different, though.The first "halfway" patch we got is a good example of doing it right. It introduced some cool new features like Real Numbers and fixed a lot of issues and people loved it.
I'm not saying "Lets just fix bugs, screw new stuff", I am saying there's a much happier balance between the two than the current development team are treading.
The "change" to Poison Gas Arrow from Trick Arrow kinda illustrates this, people have been vocally calling for tweaks to the set quite a lot on the forums. Instead we get one tweak which, on the face of it, does rather little.
I agree that they should be focusing more on fixing stuff and making improvements to old features than on just throwing random stuff our way.
That being said, they did just come out with a new, huge game feature (Freedom) where they said that by changing their business model, they could get us a lot more stuff quickly. From a business perspective, for the first few months after that, you kinda need to keep up with that promise. Not saying I necessarily agree with that, but I can understand it. -
Quote:Not all game developers have the same skillset. Fixing bugs in powers can't be done by artists sometimes. Fixing UI bugs is better handled by people who work in the UI system all the time than people who have never seen that code before.There are some graphics bugs.
Also, if they don't have bugs to fix, why can't they work on something else instead of sitting on their hands?
That just sounds silly to me to think that they would sit on their hands instead of working., imho. ymmv
Think of it this way: you're really good at plumbing. But your ceiling fan stops working, and you've never done electrical work before. Sure, it all has to do with your house, but it's going to take you a lot longer to fix your fan than someone who's good at electrical work.
It's the same situation here. Better to have the Devs who work on various systems within the game continuously upgrade and fix those systems than to have people who have never worked on a system previously muck around with the code (because that would likely just introduce MORE bugs). -
Spending a whole issue doing nothing but fixing bugs wastes a whole lot of Dev time. Not only can you not be guaranteed to actually fix all of the bugs that you wanted to, but then you've got a whole art department sitting on their thumbs doing nothing.
It's one of those things that sounds good on paper, but actually ends up being worse in the long run for the company. I'd rather they fix bugs as they go.
Now, would I like them to spend an issue fixing up old content that's been forgotten about? Yes. But a whole issue just spent fixing bugs does less than you'd think. -
Well now that's an interesting idea. Kind of like a "sponsor." I think that they'd want to have some sort of way to be able to link the activity of the freebie to the VIP though. That way if an RMT VIP account were to sponsor a freebie to do its dirty work, the GMs and Devs would be able to see who the sponsor was and be able to track that.
Other than that, I really like this idea. -
More expensive =/= better. You can get to the soft cap and still get decent recharge pretty cheaply on a SD/Axe build. Putting more money into a build doesn't always make it better.
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Did the Transformers start out as a TV show or as a comic book?
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Yeah, I don't regard that as evil. I regard it as a natural reaction to that level of annoyingness. Jackholes shouldn't be annoying to people with superpowers. That seems like common sense to me. Can't tell if someone has superpowers or not? Then assume that they do, and don't be annoying.
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The +Recharge does affect you. However, two things to keep in mind:
1) There is a recharge cap, so there's only so much you can increase your recharge.
2) Burnout will not affect Hasten, I believe. It only affects primary/secondary powers, not pool powers.
There's also the "effective" recharge cap, where you are limited by endurance and the necessity of doing stuff, too. Having +400% recharge is only great if it provides a tangible benefit over +200% recharge. If you are limited by endurance and animation times at 200% recharge, then adding another 200% recharge on top of that won't make you any better. -
I would go Kin/Sonic. The buff/debuff values for Kinetics will be better, giving you more damage, but the -Res effects from the Sonic attacks will be better as well, allowing you to pile up even more damage over time.