Zamuel

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  1. Quote:
    Originally Posted by BackFire View Post
    Another fun weekend of MARC-ing! We had a full-8 team running for most of the missions but villains were strangely absent this week...
    Combination of AFK and trying to get the backpacks for a new character I hope to make the nighttime meeting.
  2. What I'm wondering is, should we should compile a list of the decorative base items that are made from things in the current overworld/instanced missions and focus on getting those added? Likewise, should we concentrate on suggesting one or two "easy" to create features/upgrades for current base features?
  3. Quote:
    Originally Posted by Ms. Mesmer View Post
    I think the only mistakes the Devs really made were overestimating continued interest, making the Deadly Apocalypse unsustainable for the long run, and really not taking the low level experience in these invasion type of events into consideration. I'd suggest that they try and do one of them with just a couple of groups of level 10 or so characters to understand how frustrating it is.
    Thing is, is that the fault of the devs or the players? While the devs could have been keeping that in mind, most people who jump on Test seem to only use their lvl 50s instead of the lower levels unless it's a situation where they more or less have no choice like with brand new powersets.

    The following was posted elsewhere so forgive me for the multi post:
    It's interesting to see how things present themselves now that the event isn't as fresh anymore. Personally, I love the Deadly Apocalypse and would like to see more events of its kind. However, I'm seeing problems with a few things. As mentioned earlier in the thread, ToT is sort of hard for low level characters due to the high chance of getting bosses. Some sort of scaling of the spawn sizes would most certainly be welcome.

    I vastly prefer the banners to the zombies since there seems to be more of an actual goal other than just "survive". However, it seems like redside has developed a bit of apathy towards the Deadly Apocalypse while still actively participating in the Zombie and Rikti invasions. Granted, this could be due to the fact that they actively pursue you as opposed to being in their own spots but I've had one instance of someone outright quitting a banner team to join a rikti team. This is where the arguements for fluctuating event timers due to server size come into play. When you finally have people interested, the event is nearly over despite the fact that the team is now finally making decent progress on the banners.

    Another possible problem is lumping the banner event and the zombies together. I'm not sure if increasing both by the same amount was a good idea. Likewise, it seems like it would be best if the banners were triggered off of something other than Halloween salvage so they don't have to compete with the zombies.

    Finally I have a question. Isn't there supposed to be a spot in the game that talks about the event? If there is, where is it?
  4. Quote:
    Originally Posted by ShadowNate View Post
    ;n; Don't sue me.
    Well, you have a point.
  5. Quote:
    Originally Posted by Obscure Blade View Post
    I think the basic problem is that most of the people interested have already done it. It doesn't unlock a costume piece, grant an accolade power, unlock a weapon or anything like that; so there's not much incentive to do the event on multiple characters.
    City of Apathy.

    I've noticed that the same people who'll ignore Deadly Apocalypse will show up for rikti and zombies, even redside on smaller servers. The disappointing thing is that it's probably that Deadly Apocalypse actually requires some sort of strategy as opposed to just standing in a circle and spamming your powers.
  6. I think he has a valid point though. While the idea of upping the occurance was nice, it seems to have led to burnout among the actual people doing the events and the stackability seems problematic if you don't want the event.
  7. The captive/escort enemy detail "Single" should be renamed "None". Much more accurate to what it is (since it refers to the enemies, not the captive themself) and thus less confusing.
  8. Quote:
    Originally Posted by Redbone View Post
    Ads and Signage from the game stores and billboards.
    Adding to this, the various Arachnos recruitment posters that are posted around Mercy.
  9. About the only issue is that we still have key limitations in AE. As much as people complain about hunts and travel, done right they can fit into the plot of the story and the feel of the mission. Hunts especially cause an issue since the feel of some hazard zones may be more difficult to duplicate.

    Rather than waiting for official approval, it might be best for a few architects to go ahead and experiment with a few missions from various current missions/TFs/SFs.
  10. Quote:
    Originally Posted by MinMin View Post
    So how did Capella do against the GMs? About as well as any Dominator does really. They pretty much ignore your controls so it's all about damage output.
    The intriguing thing is when you finally get enough controls to stack. Eochai CAN be affected by Lift if this happens...
  11. I still like both ideas (though as said, the second on needs tweaking). One suggestion I have for your suggestion is to attempt to do portions of this in the Mission Architect. It'll give you a chance to flesh things out and experiment a bit.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    Personally, I wish they WON'T add more mission types. Last time people complained about it, we got new mission. And what did we get? Escorts, running bosses, destructible objective protection, simultaneous clicks. In other words, we got the most annoying, most reviled, most disruptive mission types the game currently has to offer. Frankly, if we had never gotten simu-clicks or running bosses, the game would have been a better place, as far as I'm concerned.
    My only problem with simul-clicks is not being told ahead of time. Otherwise I don't see a problem. The other three actually seem to come down to mob and map design on what works and what doesn't. I love the concept of having to actually defend something as opposed to always attacking.

    Quote:
    Originally Posted by Samuel_Tow View Post
    I'd honestly take a fight against the clock over a fight with a running enemy. The game just isn't designed to allow you to fight on the move. Travel powers suppress, attacks root you in place for long periods and bosses take a severe beating before going down. I wouldn't mind it if the boss took breaks to shoot back, or ran away to a checkpoint with reinforcements or some such, but just running a fleeing enemy is no fun. Not in any game I've tried that didn't let me snipe people in the back of the head for a one hit kill.
    And with one sentence you have added a valid idea to make running enemies more interesting and more dynamic.
  13. If I'm redside, look me up. I infinitely prefer Deadly Apocalypse over Zombie Invasion but people seem to be more eager to fight the zombies, sadly.
  14. Quote:
    Originally Posted by Venture View Post
    If they're not increasing the number of missions then there is really nothing you can use that much file space on except custom mobs...
    Text and formatting. If we hopefully get more types of objectives and more direct control over our arcs then arc size needs to increase by default.

    Very nice to hear but it's not the specific change I was looking for. Still, no need for pessimism with this announcement.
  15. Zamuel

    Nice Job, Devs.

    It's interesting to see how things present themselves now that the event isn't as fresh anymore. Personally, I love the Deadly Apocalypse and would like to see more events of its kind. However, I'm seeing problems with a few things. As mentioned earlier in the thread, ToT is sort of hard for low level characters due to the high chance of getting bosses. Some sort of scaling of the spawn sizes would most certainly be welcome.

    I vastly prefer the banners to the zombies since there seems to be more of an actual goal other than just "survive". However, it seems like redside has developed a bit of apathy towards the Deadly Apocalypse while still actively participating in the Zombie and Rikti invasions. Granted, this could be due to the fact that they actively pursue you as opposed to being in their own spots but I've had one instance of someone outright quitting a banner team to join a rikti team. This is where the arguements for fluctuating event timers due to server size come into play. When you finally have people interested, the event is nearly over despite the fact that the team is now finally making decent progress on the banners.

    Another possible problem is lumping the banner event and the zombies together. I'm not sure if increasing both by the same amount was a good idea. Likewise, it seems like it would be best if the banners were triggered off of something other than Halloween salvage so they don't have to compete with the zombies.

    Finally I have a question. Isn't there supposed to be a spot in the game that talks about the event? If there is, where is it?
  16. Zamuel

    NOT Sour Grapes

    Quote:
    Originally Posted by Redbone View Post
    This is entirely a guess, but.... I am operating under the assumption that if/when they have the Second Annual Awards, there will be a "creation cutoff" time and that that time period will start with "created after October 12th 2009" or something similar and nothing created before that date will be eligible in order to stop resubmission of not only nominees and winners but also all previous entries in order to get a "fresh crop" of arcs for that year.
    I sort of disagree with this idea or at least on the specific date. While it would seem like a filter would be needed, it may wind up blocking some good arcs that didn't get submitted the first time around or got some heavy fixes since then. Also, MA will no longer be the new shiny so there is less of a worry about being flooded with submissions.
  17. New skins would be a great way to spruce things up even if they maintained the same layouts.
  18. Quote:
    Originally Posted by Kelenar View Post
    Can we just agree that Carmen Sandiego is cooler and lobby for the National Monument and Landmark Theft primary for stalkers?
    /signed
  19. One of the more subtly interesting things about GR is that the cities will be specially designed so that every building is there for a purpose. Taking a step back, that is a lot of what Paragon and the Isles is missing and arguably part of what makes cross zone travel so annoying. It would be one thing to cross zones to get to a specific museum but to cross zones to get to a museum that's just an office...or a warehouse...or the sewer...can be annoying. Looking forward to see what, if any, trickle down Paragon and RI get from GR. I'm also wondering if there has ever been a point where the devs have outlined what goes into making a zone or even just a mission map.
  20. Ares

    Please

    Don't.

    ---

    That's my reaction to you letting yourself get trolled and baited. Ignore them, even if it means hitting the magic button. You've put too much time into your guide to get into a flame war that will get an otherwise perfectly fine thread locked.
  21. Zamuel

    Underwater?

    Quote:
    Originally Posted by Samuel_Tow View Post
    About the only game with any major emphasis on underwater environments is
    Ecco the Dolphin


    ...


    you may continue.
  22. Zamuel

    Underwater?

    Quote:
    Originally Posted by Mr E-Man View Post
    But, Sub-Mariner is cool!
    Strong and generally well written, yes. Cool? Ankle wings sez no.
  23. Quote:
    Originally Posted by Zamuel View Post
    1 - Shuriken
    2 - Storm Kick
    4 - Cobra Strike
    10 - Crane Kick
    16 - Master's Insight
    20 - Crippling Axe Kick
    28 - Exploding Shuriken
    35 - Dragon's Tail
    38 - Eagle's Claw

    Most of this would be like the Scrapper version but with adjusted scaling due to AT. Shuriken would be just a sort of required projectile and Exploding Shuriken would be the ranged AoE.

    The main difference would be Master's Insight. On it's own, it would just be Aim with an additional perception buff. However, it's main use would be as a Dual Blades style combo filler with Master's Insight as the second part of the combo. My suggestion on the combos themselves would be:

    Eagle's Claw -> Master's Insight -> Exploding Shuriken = Focus Chi (same as Martial Arts version)
    Crane Kick -> Master's Insight -> Shuriken = "Pursuit" (self +Speed, +Recharge)
    Crippling Axe Kick -> Master's Insight -> Cobra Strike = Weaken (same as Dual Blades version)
    Storm Kick -> Master's Insight -> Storm Kick = Power Boost (same as the version in most Dom secondaries)
    Revised a bit. Opinions?
  24. Zamuel

    Underwater?

    Quote:
    Originally Posted by StrykerX View Post
    If he's got full-blown telepathy, enhanced healing, and full blown super strength now then I can see him actually being a lot more useful on land. But what's up with the water hand? Last I remember he had a sort of harpoon style hook thing...
    Happened in the past 7 or so years (he had been slowly getting the other buffs). Since Atlantis has had some references to King Arthur in the past, there was a full storyline with him meeting the Lady of the Lake and she essentially healed the harpoon hand into the form of the water hand in return for him becoming her champion for some sort of mystical conflict. DC has fluctuated on the full abilities of the water hand but one of the most glaring buffs is that outside of outright dehydration weaponry, Aquaman no longer has a timer for how long he can survive without water. It's a magical weapon (which actually gives him an edge on Superman in a fight) yet it can negate or at least affect other magical weapons which makes him a threat to magical enemies. I think it has also given him true healz0r abilities when on the team.
  25. Zamuel

    Underwater?

    Quote:
    Originally Posted by Starsman View Post
    The only thing I am not sure is how strong is he supposed to be (sans the mystical hand.)
    He actually has hardcore super strength though not to the same degree as Superman. On that note, he's more willing to "fight dirty" than most superheroes. I think it is canon that he's lifted an ocean liner (on land).