-
Posts
2519 -
Joined
-
I think the wiki lists it as a bug. They're supposed to follow and help, but the bug just has them stand around. If stuff comes to them, they'll help fight but still won't move.
Maybe its been fixed? -
Quote:Oh oop, I did leave one aspect out that I think would impact your ideas thus far presented on Skyway. One caveat they added was that the revamp would be done without a major graphical revamp. Like, slight tweaks or specific spot updates seemed ok, but nothing that would involve having to change the architecture of the whole zone.Interesting. Under those rules, I think I could have made an extremely compelling case for Skyway, with only minor modifications of what I posted above.
I did like your ideas on skyway though. -
I listed the Underground as my favorite trial. Likely sets me in an extreme minority, but I enjoy the dungeon crawl feel the trial has to it and the story is actually pretty decent. The challenges aren't bad and the Avatar isn't that bad, albeit a tad binary in terms of winning/losing. I just think it's fun.
hard to say what my #2 would be, there are a lot of them that're fairly worthwhile. -
Aw, but I liked the midnight reveal. I could be playing around and, tada, I can check out the new shiny.
-
The player summit thread gives a pretty good summary in points.
Keynote: (I didn't watch this, so this is the sketchiest)
Reveals for Water Blast, Bio Armor, and Nature Affinity. We're expected to act surprised.
Discussion on VIP stuff, like asking if we want VIP exclusive items on the market.
Talk of the super packs, like if we want them to be tradeable in game via Auction house (unopened).
Reveals of stuff that's on beta like Night Ward, the panther travel power, the group transport power.
Create a power set:
Radiation armor wins and is sketched out as a debuff armor set. Runners up included Air Control and Thrown Weapons as a blast set. Though Rad Armor was picked, the devs kept the list of other ideas for future use.
Create a costume panel:
I didn't watch this either, but post-apoc won out.
Revise a Zone:
Nothing was 'picked' exactly, it was just a string of presenters pitching their ideas while the devs asked them questions that included:
Would you keep the level range?
What would be the central component of the zone? (Think Moth graveyard in Dark Astoria)
What would be the story/theme of the zone arc?
6 arcs for singular side/co-op, or co-op but each side gets 3 separate?
Which 3 enemy groups would feature in the zone? (a 4th could be added but had to be made a special case).
Zones presented included: (not in order)
Striga Isle - Hyping up the Council/5th Column war, robots exploding out of volcanoes, etc. Devs pitched on maybe making it a villain (or villain accessible) zone.
Perez Park - Pitch involved revamping it to center the zone around the amphitheater, explaining the Kraken, etc. Dev hints kind of imply they were thinking about a revamp totally changing the level range
Independence Port - Making it not such a pain to travel, devs talk about hyping the tsoo vs family drug battle, pitcher described making it about Crey & Lusca, and a zone event involving 5th column trying to conquer the bridge Atlas repelled them off of years ago
Shadow shard - since it's 4 zones talk of reducing it down, at least 3, no less than 2. Lot of story ideas tossed around, Nemesis and a zepelin taking a particular stage in the enemy group discussion.
Eden - Pitcher suggests merging Eden and the Hive, keeping the level range the same, making the story focused on the Devouring Earth, potentially making it co-op for villains to try to cash in on secrets or the like. Talk of what would happen with the abyss if blueside raids were now co-op.
Kings Row - The details honestly escape me atm. Sorry. it's in the other thread somewhere.
Boomtown - Revamping into a clockwork palace, some story about a rogue praetorian clockwork? I didn't catch it all, someone else summed it up, though it sounded like it was outside the scope of what the panel was suggesting.
At the end the Devs brought the discussion back around to Independence port to toss out some ideas, though they made it clear that IP was not their 'pick'. They didn't choose any particular idea, just that one or more of them might see the light of day in the future.
Endgame panel: Honestly, I zoned out (and had to break for dinner). But there were no big reveals. It was purely Q&A and centered around what our expectations were for Battalion and what makes us feel epic. That was the entire discussion, if there were any important tidbits they were hidden deep and were just dev responses, the devs presented nothing in this panel.
That's pretty much it. -
In a wild twist they give us Tarikoss and Synapse.
-
Psst, everyone ask for a mini-hamidon vanity pet!
-
Quote:It was a "problem" as soon as they introduced the 'new' penny, because you could still rescue the adolescent version of her in the Lady Grey TF, 5 levels later than when you can first meet the adult her.It's already a problem, given that child Penny is part of the Faultline arcs (in the final mission of the zone, even), who's upper end occupies the exact same level range as the Penny TF.
(Edit: Quoted wrong post.)
But then that's if you treat each event chronologically by level. Which the game clearly isn't trying to keep strict. -
it's really not worth it to argue. If the devs include psi resistance in it, they do. Whether it works within your concept of what rad armor should and shouldn't be isn't really their concern.
-
Quote:Once per character to get the requirement out of the way =/= often.Synapse is tied to the Task Force Commander accolade and we all have that on most of our 50s amirite?
It's easily one of the -least- run taskforces and the only reason it does get run is -because- of the accolade. If it weren't for that it'd be sitting dusty and alone like Quarterfield or any of the other TFs that only get run once in a blue moon. -
my only problem with that is we already have Dark Astoria and Night Ward as 'permanently night' zones, and it makes sense for them to be. Making king's row permanently night, while I would like it, doesn't make any particular sense except purely as an aesthetic.
Oh the other thing I had to laugh at about the King's Row discussion was the dev that piped up about Clockwork not featuring as much in a revamp because the Clockwork story is tied up in the Synapse TF (Cuz we ALL Run that often, amirite?). -
Shivans!
I mean, ok, I knew they existed, but I'd never taken the time to pop to bloody bay to try it out and pick one up.
Aaaand now most of my characters carry one Super handy for those pesky elite bosses all over villain side.
Also the Atlas Medallion! Soooo simple to get. I wish the villainside accolades were as easy to get >> Stupid debt and damage badges. -
Quote:The other lil factoid they floated was whether or not it should be an alternative to atlas or player should flow from Atlas to King's, since doing Habashy and Twinshot pt 1 will land you about level 7 or 8 and that leaves very little for the 5-10 range.I don't know if it's been mentioned yet, but another idea the devs suggested to the audience which seemed to get quite a positive response was making any revamp of Kings Row include turining it into a perma-night zone.
The whole panel was very telling in that the devs have thought about redoing each zone and everything suggested had them tossing out some of their ideas at us. -
Quote:Psi melee wasn't revealed as one of the upcoming sets (Water Blast, Nature Affinity, and Bio Armor were). I would guess those 3 will be the first to hit into the I24 beta and probably released over the summer one per month, while some of the others are added to be released post I24.Wait...I didn't see the psi melee mentioned among those sets.. Or am I blind?
As for the fellow that asked why it was absent from the Power panel. It's already in development. The devs chose from everything that was submitted to them, those people presented their case and then the top 3 were picked from that until we got Rad Armor picked. So, obviously, anything that was suggested that they've already got in the works was skipped over. -
Read your clues. The mission gives you clues on which portals to pick.
If I remember, the first 2 sets have a red colored portal. One of them you pick the non-red, the other you pick the red (something about 'the color of agony?) And then the 3rd set, you look for the one with the torches arranged differently. -
Well I'm certain we'll see Water blast before we see Rad armor. I mean from the leaked stuff, they've at least got the set and its mechanics down, they may just still be tweaking it so it works, or waiting on the animations.
But we probably won't see 'throwing weapons' as a blast set til after Rad armor, at the least.
Who knows! There are plenty of sets coming out anyway that'll keep us busy busy. -
Wasn't there talk of a context sensitive heal power? Like if you're max health it boosts your recovery? Thought one of the devs said something along those lines
-
Quote:What was developed at the pummit was a bare sketch. They were just throwing out concepts, it'll be up to the devs to detail the fine numbers and powers. There was some thought about an 'overload' mechanic too that wasn't all that clear. And it's the devs, they're not just going to copy and paste a lot of stuff together and call it done. By the time it's done it'll be a separate and alternate choice. There's nothing wrong with more varietyIs that how the powerset actually turned out though? AFAICS, it's mission failed, primarily because the concept of the set itself was not sound. The only debuffs I see are in the absorb click power, the taunt aura and the meltdown power which is after a crash I think.
-
No, you're not missing anything specific. Whatever Requiem found was not explicitly stated, though my personal theory is that it involves the ancient Nictus (As he mentions something along the lines of 'getting back to his roots').
And it's basically a way to explain why the 5th column can knock around in the big leagues of incarnate content. Dark Astoria introduced a number of factions and why they could hit the 50+ levels. -
The discussion at the summit about the shadow shard showed the devs are kind of hesitant to tackle it, largely because it would be such a big project and if started might even be a multi-issue revamp, potentially dropping it from 4 to 2 or 3 zones instead, potentially being co-op.
The other zones discussed were Perez Park, Independence Port, Boomtown, Eden, Striga Isle, and king's row.
The devs also had some guidelines and rules laid out, which I kind of which they'd spoiled ahead of time to maybe help people refine their ideas.
The first was whether or not people wanted the level range to remain the same or change.
Then, to declare what the defining point or centerpiece of the zone was (Ex: Moth Graveyard being the epicenter for everything nasty in Dark Astoria and the most visually corrupted area).
Enemy make up was limited to 3 different groups, though a 4th could be included provided a compelling enough case was presented.
The zone arc could be 6 arcs long or 3 each for heroes/villains separately. Participants were also asked what the central story or theme of the zone would be.
Was a fairly interesting panel. -
I was thinking since they're incarnate content it'd be neat to roll in the level shifts, but then that'd probably just trivialize them more.
Frankly I'd like to see a couple more incarnate TFs. Though, maybe not with a strict 8 team size. -
Quote:it's because of the terminology you used. An AE Baby is someone that powerleveled with AE and then has no idea how to play the rest of the game because they shot up so fast. Like DFB Babies that has no idea where the tram or king's row is even though they're level 30+.Exactly. I don't farm, and really could care less about the fastest way from Lv 1 to 50. No idea why that poster wanted to share his epeen size with the rest of us.
I'll try to finish up the "Blue Devils" arc tonight. I went out of state last weekend, which cut down into my CoH-playing time considerably. -
Quote:That's simple. Super packs are cheap and designed to be purchased in bulk. If 10 players buy the same power set, that's only 10 units sold. If only 5 players buy 5 super packs, that's 25 units sold. So it's extremely easy for superpacks to outstrip everything in terms of quantity sold.I think that a more important question would be how a group that's claimed to be only subset of the player base managed to force the Superpacks to the top of the sales chart above every single power set and costume bundle, when those apparently generate far more hype and anticipation, and require quite a few less units to be sold to make the same amount as the Superpacks have made - they need to sell 8 Superpacks just to match the amount they make from the sale of one power set.
-
One thing kind of interesting about the zone revamp though was the 'rule' that new arcs in zone would mean either 6 (for single side or co-op) or 3 each (if co-op zone, but separate arcs for hero/villain).
-