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Posts
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Joined
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Heh, a number of people in the MA SG also thought I had been around longer. Someone's AE arc sort of spoiled what the true purpose of the WEB was and they were shocked to find out I hadn't done the STF yet. Then again, I've done the Abandoned Sewer Trial more times than the ITF so I'm odd anyways.
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Quote:You may be dangerously stepping upon a few "standards of beauty" issues. While outright fat characters generally aren't considered attractive, there's far more options in real life than the borderline anorexic ideals that often get portrayed. In a way that's the whole premise of the song "Baby Got Back". Plus, if you want to use the Greek god argument, women were portrayed as generally thicker in art back then than most modern artistic portrayals.Super Heroes follow a old designs like they are suppose to look like Greek Statues, Gods like, Tall, Sexy and Strong.
To the OP's suggestion, especially in light of a recent dev comment, I'd say we should argue for the ability to adjust the sliders up and down slightly more than our current minimums and maximums. -
Well, I've hit the one year mark for paid time in game. While I've been here for a bit I still sort of feel like the new guy. However, I have enjoyed myself so I look forward for things to come.
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That's why I made my comment. There were a number of things that went wrong but it all stemmed from lack of communication. Plus, it was the most asinine thing I've heard in the game so far and laughing at it helped me resist the urge to facepalm.
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Quote:Adding onto that, the Strength of Will inspiration can not actually be used to break you out of mez but its mez protection lasts longer than a normal medium breakfree.One thing to remember about Breakfrees: You can take them proactively. If you know you're about to get the attention of a pack of mezzers (Rularu, Rikti, etc) sometimes it's more helpful to take one BEFORE they hold you, rather than waiting until after you're snagged.
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But Ham...Defenders can't waste time reading team chat!
AST technically isn't that hard in its own right but it has a high "lrn2play" factor. It's the TF separates the men and women from the children. Might try to setup another tonight or some point over the weekend. Despite being my 3rd failed run, I know I have a vastly higher success rate at running these than most (who seem utterly terrified at mentioning it). I will say that it is one place in the game where I vastly prefer having Fly over Super Jump and thus I'll probably try to run with my Blaster instead of my Scrapper. Plus, she's in range to get a Hydra-O. -
Something was brought up both the first time I did the Abandoned Sewer Trial and on this most recent (failed...) attempt. Has anyone here actually had Rikti inside the trial instance that were in the level range instead of above it? Specifically for people who have run it since I16 dropped. I've always had the Rikti roughly +2 to the team even though my settings have never been that high and TFs are immune to difficulty changes until I17 hits. It's possible that it's been bugged this whole time and I've been merrily feeding PUGs to the Hydra (though that's not an entirely bad thought).
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Chronicles of the Old Realm: The Lord of Dread
#2890
@Robin Everheart
It could perhaps stand to have a smidge more text but the visual design and the contact voice do a good job of setting up a more classical style of fantasy. That said, I also offer one of my arcs
Dhahabu Kingdom and the Indelible Curse of Hate
#367872
@Zamuel
as a fantasy epic set in an African themed realm. -
You know how you can assist an ally by targeting your attacks through them? You can actually use it with enemies. If you're in a small group and you're sure a specific team mate has the aggro, target an enemy and you can buff or heal that ally through the enemy. This stands a chance to be inconsistent due to switching targets but is rather interesting.
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Something else interesting about that is the fact that while not used in such a capacity, RIP as a group actually goes all the way up to lvl 40.
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Perhaps the biggest frustration is that Elec/* has a lot of -end but only has -recovery in specific moves. Essentially, you can get them mostly sapped but it's hard to keep them sapped to the point of fighting in safety. Otherwise, I enjoy my elec/elec due to the tools it has available.
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Quote:SwellGuy sort of mirrors my opinion of Mechano's concern. We have consumables with no downtime whatsoever that can potentially give strong buffs but often don't get used midbattle. Sometimes I'm guilty of this and will get stuck on the "too awesome to use" mindset for the large ones but there are options during longer battles.See I would be inclined to agree with you IF we did have long multi-AV fights.
Those fights actively discourage buggering off elsewhere and resting, especially Reichsman or the final eight in the Lord Recluse Strike Force which means the squishiness of rest causes you to be deaded in mere second (if you even get the chance for it to toggle on), you're discouraged from using rest yet the fights go on long enough that you'd obviously need to use it, even detoggling certain toggles isn't going to help you in the long run if the fight goes on for 10 minutes. -
I'm curious, has there ever been an officially stated dev reason why Hami-Os (and Hydra-Os and Titan-Os) don't have any enhancements in their midst that buff Endurance Modification?
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I still don't get why Rest has such a long recharge time considering it makes you immobile and extremely squishy while active. Similarly, it would be nice if it could actually slot Healing and Endurance Modification sets instead of just commons.
For the main topic at hand, it varies greatly on whether a toon "needs" Stamina or not. Some are utter endurance hogs that make things nigh unbearable while others can get away with a lot and are completely comfortable. -
I'd like for you to review Dhahabu Kingdom and the Indelible Curse of Hate #367872. It's on CoHMR and the link in my sig has the thread here.
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Yeah, as Ian said there's the Caves Cimeroran Set currently available for indoors and some outdoor maps coming with the next issue. Some of the Circle of Thorns maps may work for the interior of an evil castle and similarly some of the unique unlockable maps may work for those purposes. From my own works I can sympathize that it's much easier to do modern or futuristic arcs than it is to do arcs set in the past.
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I'm going to touch on a different facet of a concept mentioned earlier. College campus were brought up due to the general aspect of demographics and placement. I'm actually going to say use Mission Architect's capabilities as a selling point for college departments that have game programming curriculums. While obviously not as robust as a true programming language, it allows some of the more writing/design oriented folks in such departments to use it to experiment with.
I offer myself as an example. I got into CoX due to the new Mission Architect edition being released and a few instructors in the writing/design portion of the program opting to use it as that course's final. Some people buddied up on working on an edition and I think most of them unpublished when finished but at least through me you got a year long subscriber and a few of the instructors subscribed for a few months though they were hit by the economy crunch.
A while back I tossed out some PMs seeking out more direct Paragon Studio support but I didn't know the right channels and I never heard back from anyone. The college itself is Central Piedmont Community College. The instructor in charge of this can be contacted at Marc.Tucker@cpcc.edu and I personally can be reached either through forum PMs or zamuel01@hotmail.com -
Alas, perhaps I'm too innocent minded at times. However, what if the badge wasn't selectable but could be viewed in the player's Info tab? Granted, it might wind up that it's too much work for too little gain but it's a thought.
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Quote:Had a few PM discussions with Arcanaville about her understandings of phase mechanics. (wall of text warning ahoy!)Yeah, we'd basically need some dev input here.
We do have a few situations to consider, though -
- PVP, if I recall properly, decided to set it so phased players can attack each other - basically sacrificing theme for playability, because:
- PVE, the devs had said previously that just because you're phased doesn't mean you're "phased the same way" (technologically going to another dimension, putting yourself out of phase with this dimension, etc.) and they wanted to maintain that.
- Current Hami, IIRC, *can* attack through phase.
What to get from all that - some of which is solely from patch-note memory? I don't know. I don't know the mechanics behind any of it or if it'd be dev-acceptable in a PVE situation (I really, *REALLY* hoped we'd be attacking illusionaists....)
Quote:Originally Posted by ArcanavilleQuote:Originally Posted by ZamuelI'm wondering, is there's any known way to remove the phase state from a player or NPC outside of a full power dampening?
Being phased is basically being hit with a hold, only its your phased state that goes up not your hold state. Hitting someone with a power that reduced your phase state would snap you out of being phased, just like hitting someone with clear mind can snap them out of being held. Of course, how you're going to do that when they are phased is tricky: you would have to phase yourself, hit them with the "unphase" and then unphase yourself. Or have a power capable of affecting phased things specifically.
Quote:What happens if two entities are phased and one hits the other with a caging power?
Quote:Also, what are the differences between Dimension Shift/Black Hole and Detention Field/Sonic Cage since the latter can not accept Intangibility enhancements.
Quote:ParagonWiki mentions that slotting intangibility improves both magnitude and duration, is this true?
Important: when you enhance a power, and boost effects in that power, the *only* thing you can change is its Scale Value. You can't boost anything else, period. So if the effect is tagged "magnitude" then slotting (and buffs and debuffs and all other effects - even the purple patch) affect the effect's magnitude. Damage effects are like that. If the effect is tagged "duration" then the only thing you can affect is the duration of the power. A single power can have different effects tagged differently. An attack that does damage and holds (say, Blind) will have the damage effect tagged magnitude and the mez effect tagged duration. Damage enhancements will boost the magnitude of the damage, and Hold enhancements will boost the duration of the hold, in the same power.
Its *impossible* for a power to have an effect in which enhancements increase both the magnitude and the duration of that one specific effect, because there's no way to do that. *Different* effects can be individually affected in different ways, like the Blind example above. But note that its not the *enhancement* that determines what happens, but actually the *power*. The enhancement just says "boost Hold." The power says "when you boost my hold, increase its duration please."
Unless the devs did something very special to intangible powers when I wasn't looking, this general principle applies to all powers and all effects. All enhancements have the ability to increase duration or magnitude, but no power can have an effect that has both an enhanceable magnitude and an enhanceable duration. Remember: its really just one number - Scale Value - and a flag which says which one the scale value is. Clearly, you can only boost one or the other for a given effect in a given power.Quote:Originally Posted by ArcanavilleQuote:Originally Posted by ZamuelTo my understanding, Hamidon's attacks ignore phasing: How does he accomplish this? -
That's what I was thinking through the wording. What might be a better or more feasible idea is to have the ability to award a custom badge that's noted as such (so people know it's not from dev content) and does not increase your badge count. So you could have someone run the arc and upon completion get the "Temp Badge: Smacked Some Fools" to verify their success. Any further rewards will be handled in person by whatever the SG leader/challenge suggester wants.
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Arguably, Judgment Dave's two guides should be moved to the guides section. A lot of the others probably need to be reviewed and recreated due to many links being broken and/or outdated.
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And remember, when you miss a chance to run with the MA SG, you miss a chance for awesome. Regardless of the arc, it's the adventure.
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Overview
So I go to load this up and notice the description says that the last update is "28/4/10" April 28? -glances at calendar- Did he time travel? Not time travel! Noooooooooo!!! -curls up in a ball-
Oh, it's probably just a typo. Onwards then.
The arc was pretty structurally sound and had very few typos. However, there's an issue of "feel". While I like a good comedy as much as the next, it seemed a smidge too aimed towards humor as opposed to the Drama tag it had listed. Considering this is an anti-super hate group, I'm really not seeing enough actual hate. Since your arc is already structurally sound, tweaking the dialouge would go a long way towards increasing their perceived threat level. Similarly, I'd move the Fusionette rescue farther back into the mission so that there's a bit more tension in saving her. However, a little snark may work in places, so it'll take going over it to see what feels natural.
The destructables had enemies saying their text twice. Would be better to either cut out one of the two entirely or tweak it so it's a conversation between the Blackshirts.
A few points seemed like they could be very slightly more elaborated. Mission 4 didn't give a timer warning until after the mission started. I don't think Spanner was named when I met her, just listed as Blackshirt Kitbasher. You mission exit popups were rather dry. On the flipside, some things were over described. The mob bios were very long but I don't think it was needed. The Medic's bio was roughly half the length but still gave the vital info. What I'd suggest here would be to shorten all the bios but have Borea give the player a Start of Mission Clue that's a dossier about what they've learned about the group at the start of mission 2.
Enemy visual design was nice but the Instigator didn't give any XP. It's possible you already knew this and regardless you should be able to remedy it when I17 hits and allows better powerset control.
Spelling/Grammar
Guilt by association. remove period from clue title for consistancy
--Mission 3
Blackshirt Kitbasher: Where the hell is the rest of my troops? should be Blackshirt Kitbasher: Where the hell are the rest of my troops? <- grammatical error
--Mission 4 intro
We will use one of our choppers to drop you onto the cargo ship. Your job will be to plant a small number of explosive devices in key areas on the ship. Once in place we will detonate the explosives will cause enough hull damage to force the vessel to come to a full stop, but not enough to sink her or destroy her cargo. Hopefully you can cripple the ship before it hits international waters.
Once the ship is stopped it's just a case of waiting on the Navy who are despatching a Frigate to secure the vessel. Although while you are waiting you might want to see about capturing this Loot character. It seems he is the salvage operation's head honcho, and he already has a rap sheet that is a mile long.
should be
We will use one of our choppers to drop you onto the cargo ship. Your job will be to plant a small number of explosive devices in key areas on the ship. Once in place we will detonate the explosives which will cause enough hull damage to force the vessel to come to a full stop, but not enough to sink her or destroy her cargo. Hopefully you can cripple the ship before it hits international waters.
Once the ship is stopped it's just a case of waiting on the Navy who are dispatching a Frigate to secure the vessel. Although while you are waiting you might want to see about capturing this Loot character. It seems he is the salvage operation's head honcho, and he already has a rap sheet that is a mile long. <- rewording, typo
--Mission 4 outro
$name I salute you. should be $name, I salute you. <- comma