Zamuel

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  1. Forgive the mild edit but...

    Quote:
    Originally Posted by RemianenI View Post
    Star Wars...underwater
    Death Whale?
  2. I'm sure we all wish you the best of luck on your future endeavors.
  3. In a lot of ways, I think the biggest problems are that the ground simply isn't dangerous enough, enemies are slow (and dumb...), and everyone is handed out temp jetpacks. In other words, different zone and map design would make Fly more useful without needing to speed it up. However, I don't see it happening. It's a catch-22 of sorts. Can't make ground spawns more dangerous because it would "punish" other travel powers but as they are now Fly seems to have a false advantage.

    Something else of interest is that it's usually the defensive advantages that are mentioned but it's interesting that outside of Hover-blasting (which is viable and may technically stop some arguments on its own, yet it's still defensive) there don't seem to be offensive advantages. Only so many flying enemies and with the exception of Cabal witches, Longbow Eagles, and Diabolique they're too dumb to live. It's nice to have when fighting Rikti ships but that's not common.
  4. Your files are stored locally but you can copy/paste them to a thumbdrive for transport between your computers. Where ever your CoH files are stored, you want the Missions, Custom_Critter, and CustomVillainGroup folders and their contents.

    People don't get a pared down version of the arc when it's published. All of the enemy info is stored in the *.storyarc file. Problem is that editting, even if it's published, checks your local files for enemy groups. You might accidentally delete your progress if you try editting on different computers without local backups.
  5. Quote:
    Originally Posted by Necromatic View Post
    7 pages and no stalker /ea Repulse
    From what I've heard and what I saw with a teammate once is that it's only bad if you treat it like a toggle (though it is). It becomes a useful control tool when used as a sort of click power to get enemies off of you or a teammate and then turn it back off.
  6. I don't think the final mission of the Abandoned Sewer Trial is soloable but that's due to a combination of how the temps work and a time limit on the second half.
  7. Quote:
    Originally Posted by Ynaught View Post
    Good grief, where in the world do you live where a happy meal costs $15?
    Since there's burger signs all over Mercy, I guess that's how Lord Recluse funds Arachnos...
  8. Quote:
    Originally Posted by Xanatos View Post
    The game need more maps. Everyone agrees that COH is too repetitive. (Everyone in the MMORPG scene anyway.) More maps would held alleviate this.

    To clarify: Not new zones. New mission maps. Not new skins/redesigns (troll rave/etc) I'm talking new maps from the ground up.
    I dunno, redesigns can go a long way towards sprucing up a map, even if it has the same floorplan. It's an aspect of atmosphere. Don't get me wrong, we do need more brand new ones but I think this is a good short term solution.

    Quote:
    Originally Posted by Olantern View Post
    For me, the biggest problem with the game is that a majority of the players are now longtime veterans. All the other problems stem from this.

    First, it means that a majority of the playerbase have seen nearly everything in the game umpteen times, which makes them want to powerlevel past content, do hardcore min-maxing, and just generally complain a lot. It also exacerbates parts of the game that really do repeat, such as mission instances.

    Second, as a corollary of the first, many (I won't say most) players know so much about how the game works that they consider anything less than maximum xp-per-minute to be "sub-par" and "broken." (See, for example, current crop of threads complaining about lacklustre performance of Dual Pistols. Is it "the best" blast set in mechanical terms? Of course not; it has those elaborate, silly John Woo animations that players begged for in a set for years and years, which makes it somewhat slow. Does that make it "the worst?" Of course not. Many players have a similar attitude toward AE; they won't do it [except for farm-type missions] because it's less-than-maximum xp.)

    [snip]

    I'm happy to see new people joining the game, as we see here on the forums from time to time and I see in-game as well, but I'm unhappy with the way everyone tells them to play on Virtue or Freedom.

    What I'd most like to see would be a large influx of new blood on all the servers.
    It sort of frustrates me as a newer player who plays on a smaller server. Most stuff in the game is new to me so I'm interested in them but I see so many others who are set in their ways and thus the unpopular missions and SFs/TFs don't get run. UberGuy makes a valid point in not generalizing everyone but at times I really don't know what to do outside of teaming with other new players which seems unlikely due to how I was brought to the game. Seems really hard to use unconventional powers if you don't have a static team.

    Quote:
    Originally Posted by DKellis View Post
    Offhand, a problem I can see: unless the requirement is relatively trivial (one easy-to-get exploration badge, maybe), that greyed-out mission is going to stay there, blocking all further missions of that type (be it hunt or door) on that contact. In effect, the contact becomes a badge contact, and we already have those.

    So before this can be implemented, yet more tech needs to be put in to prevent such a thing from happening.
    Actually, some arcs have a sort of "either/or" option where two missions are given and you can pick between them. Done like this, it would be a viable concept and would be a good way to actually get mileage out of some badges.
  9. Also, there are three SFs in Ouroborus that are usually neglected that are usually not long though difficulty on two of them may fluctuate on team skill. I'd actually suggest trying the Mender Tesseract SF since it's pretty short and not really hard for the average team.
  10. Zamuel

    Mitos and AE

    When the green mitos were removed from AE, were the yellows and blues removed as well? If they are still available, what faction are they under?
  11. The actual comment was a typical "I enjoyed your arc" type comment for Rider's Ribs Restaurant Rescue. The followup conversation led to him saying that the reason was that he was turned on and having fantasies about the black men in the arc. TMI much?
  12. Zamuel

    200kb

    Quote:
    Originally Posted by LaserJesus View Post
    And obviously, with a team pretty much anything is a total cakewalk.
    This is mildly incorrect. Some enemies and groups become far worse when the arc is played as a large group due to the way they stack. Especially since the MA lacks "one per spawn" rules. Actually makes things sort of interesting.
  13. Quote:
    Originally Posted by Clave_Dark_5 View Post
    If I had ever played an ITF, I might have given this a shot.

    But I haven't.
    Try it anyways. I think he's given enough details for most competant arc writes to give it a shot. ITF actually isn't my favorite TF but I think I have a good idea of what he might like.
  14. I feel this is the correct section. The other section is more for promoting a created arc or discussing them. I'm contemplating taking you up on your offer. The biggest issue is that two things I like counter with things you don't--mezzers and a chance to fail. Gonna put my thinking cap on but I might be able to pull something off. Testing will be a headache though. Just reconfirming, you said you don't mind not getting inf on some enemies, correct?
  15. Zamuel

    The Tally

    I got a kill in Siren's Call and converted it to villain control

    Oh yeah, and I got some of those ex pees that people are always talking about.
  16. Heh, if this specific toon is on Victory, I'd like to see her at some point. I can't give as much slotting advise as others outside of adding two Air Bursts in your AoEs so you get the global KB buff.
  17. Quote:
    Originally Posted by BackFire View Post
    After many a defeat and one of the most untimely Zeus Titan ambushes ever, we all decided this story was going nowhere and quit.
    I need to compile my info since I managed to take a full team through this and wanted to give Master Koga more feedback. Of note, the Titan ambush isn't the hardest part of the arc...
  18. The more I use Gravity Control, the more Propel actually bugs me more than Dimension Shift. Don't get me wrong, DS could stand tweaking and improving but I'm contemplating a thread taking a look at /grav from my relatively newer eyes.
  19. I was also on the team running your arc. I was an elec/dark Stalker and I noticed some things. I actually saw the hostage in the first mission but didn't realize that it would follow us and thus get killed. I think there's three different solutions to that problem. The first is to make a custom so he's both sturdier and he's more noticable amongst the crowd. The other is to do a recolor of a standard Lost mob but make him some sort of bright color that they don't use so that he's easier to find. The third is to make him a captive instead of an escort though that may clash on the undercover nature of the hostage.

    A smaller sewer would help with the stacking issues and keep the mission to the point. The Galaxy City Science origin contact Rebecca Brinell has a rescue mission on one of the "Tiny" sewer maps. I think it can be argued for most content for lowbies is that it should trend towards making the maps short and to the point, especially with larger teams where multiple patrols are a team wipe waiting to happen. Mission three might not have been that big in reality but as a defeat all it felt that way.

    I think you should slightly revamp your "no clues" stance. It's an admirable goal with merit but it clashes with people coming late to the arc or even a player who takes breaks between playing. Rather than doing zero clues, I'd say you should do a single clue at the end of each mission as a recap. Keep it short and to the point but note the events that take place. It's incredibly easy to miss dialogue due to the way things spawn and sometimes start up when you aren't near them. Also, I don't think you've achieved your "show, don't tell" goal yet. Part of that is not your fault since we are still lacking a conversation objective but a few more emotes and set groups would go a long way towards achieving your goal.

    I find it intriguing that

    Quote:
    some players are truly creatures of habit, and they treat the arc with a casual disrespect one might associate with a scanner mission or AE farm
    mildly clashes with...or is affirmed by

    Quote:
    Players wanted to have Stamina and other higher level powers, which they couldn't have with the arc capped at 14.
    You wrote a lowbie arc. First concern should be how it plays for lowbies. In it's current form, it might be doable solo but it's beastly for groups. I'd advocate downgrading it back to lvl 14 and doing most testing with a lvl 10-14 character. A level 14 toon won't have access to Stamina so lack of that doesn't sound like a valid concern in my eyes. I am more than willing to help if you find me online and need team testing (primarily on Victory server but have several on Triumph for the SG).

    And that brings us to the customs. First up, they look very good and I commend you for that. Noticed a few key problems with their strength. I think one of your minions or LTs has Dark Armor. Problem there is that it seems to have a perception boost that makes pulling much harder. While I'd actually advocate higher perception for high level mobs, I'd advise against it with lowbies. Switching it with Regen or Willpower should do the trick. Next up is your bosses who were AR/Dark Melee which caused two key problems. I believe Dark Melee is actually one of the higher burst damage melee sets and most player shields have limited resistance to Negative Energy damage. I know that this was done to match the canon Bone Daddy mobs but MA critters are on a higher damage scale than canon enemies. With Assault Rifle it seemed to be using Ignite (correct me if he doesn't have that power) which causes a burn patch on top of the other damage.

    I'd suggest that you use canon enemies for your regular spawns and customs for named bosses and your EB. Use Dark Blast instead of Dark Melee. Experiment with defense secondaries. I think your project has potential but it'll take a fair amount of fine tuning to get it just right. I actually plan to try to run this solo at some point so that I can give better feedback on the overall storyline.
  20. Zamuel

    Sick of DXP?

    I just might join you on the M Bison Strike Force.

    Claws/Willpower Stalker
  21. How good/bad is this? Contemplating getting it for my Elec/Elec Blaster but wondering what everyone's opinion of it is.
  22. I have "An Arachnos Slumber Party" (arc # 335317) if you VEATs are within level range and are interested.
  23. I'm thinking out loud on this so feel free to discuss and/or disagree.

    Mez protection on a Defender would be several shades of broken on a team. However, considering the description of Vigilance I'm wondering if a stacking mez resistance bonus as your team takes damage would be feasible if it had limits. Essentially,
    • Connect the amount of resistance to the current Vigilance endurance buff
    • This buff operates at a lower value if teamed with other Defenders, specifically countering all Defender shenanigans that would likely be overpowered
    • Limit the resistance to holds, stuns, and sleeps
  24. For this DXP, let's try something a little different...shall we?

    9PM EST I'll be in Siren's Call. Not an official event, just punching faces and building bounty points. Just a little something for those midlevel toons.