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Quote:Well, that's actually kind of the point. This is supposed to be something that sends ripples through the universe, and sort of the problem with killing off one of the 'lesser' members of the Phalanx, because it won't have that much impact.Statesman feels too important to die, and if they DO kill him it'll just feel like they're doing it for shock value.
I guess Synapse can die, he doesn't really seem to do much of anything
Then again, we're supposed to feel something for Miss Liberty getting murdered and.. well we really don't since she had no development and is basically a set piece.
So, who knows. But I don't think we can really rule out anyone for being 'too important', that could be the very reason they do get killed. -
Quote:Having a trainer in the intro and actually teaching you about trainers are two different things. Talking to the trainer shows you that that person is a trainer, it does not tell you *about* trainers. Just showing someone something is not the same as actually explaining it to them. The intro trainer shows you the trainer/level up interface, but it doesn't actually explain things like "There's a trainer in most zones"Ah, but "X" IS a trainer and the text in her/its dialog is "Train to a Level of Power" exactly as on a trainer. There is one flaw in the training setup they use now though. Twinshot's arc doesn't unlock until you have trained to level 4. If it unlocked BEFORE you actually trained, there would be nothing wrong with having her introduce you to trainers.
To assume "People already know this stuff at level 5" is an assumption, but not necessarily an accurate one.
And see if someone *doesn't* know what a trainer is and they make it to level 5 that's an even bigger crime because that's 3 levels (since you go from 1 -> 2 in the intro) that they haven't picked slots or powers. That's far far worse to me.
In fact that's even contradictory. You cannot say it's adequate to include both a trainer in the introduction and still have to be introduced to trainers in the level 5 arc. Players *should* know what trainers are by level 5 because they met one at level One, so its a redundancy. -
Quote:A bit of a shame, but not too unexpected. Really though, it's a great idea if you tweak around when preemies get reward merits. A good hybrid model is one that offers in-game ways of earning things they can pay cash for, because it comes down to which becomes more important to the player, cash or convenience. Several will opt for convenience, but having the option in game does not feel like you're forcing anyone.We're constantly exploring many designs for possible implementation. In this particular case, we don't have any current plans on implementing this feature, and it showing on the vendor was a bug (if you look at the tooltip, it's obviously WIP).
While I love to see you guys theorize and speculate , I also believe it's important to set appropriate expectations. In this case, do not expect to see this feature in the immediate future. -
well the obelisk just won't take her powers but that doesn't mean they can't still use it to just kill her.
and yeah I don't see it being Statesman either, he seems too iconic to kill off. But that may be all the more reason for them to do it if we're really going for utter shock value here. Likewise, the same for Manticore and Psyche since one of them dying would be the most hard hitting.
I kind of agree that Synapse and positron seem the most likely. Actually from simply poking at the lore, Synapse seems to be killed now and again >> So, him biting it might be 'too obvious'.
Frankly I don't think we really have enough clues to guess accurately who will die, we know they're going to cycle through everyone before the big finish in March, or give us a big red herring (like positron is the only one not 'targeted' until the 7th one, only to have it be a hero sacrificing themselves ot stop his death or something). -
No, we'll have random teenagers and monsters running around in and out of mission doors. It'll be like halloween only there's no treats and the monsters turn out to be guys in rubber masks
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Just something for fun, since everyone has been discussing and guessing Who Will Die, and even who they want to die.
Which Signature Hero do you *not* want to die? if any. Given the lack of development on the signature heroes (without reading the comics) I can't say there are many that I'm attached to.
I'd be kinda sad if Sister Psyche bites it. Much as it seems every promotional appearance focuses on her bust size, I've always had a soft spot for psychics.
So how bout you guys? Is there any particular hero you don't want to see bite it? -
Quote:No, you're not taught about trainers at level one. All you're told is 'talk to X to get a new power'. That's it. This doesn't teach you about trainers. As soon as you appear in Atlas Park/Mercy island your first contact should be the trainer, then they can direct you to the mission contacts.You aren't taught about them at level 5. You are taught about them at level 1. Twinshot's mission simply has you talk to one again. During that conversation, if I am not mistaken, the trainer briefly talks about some of the other things the trainer can do like setting titles, switching builds, and (*cringe*) customizing your costume (still don't really like this addition to their repertoire).
Quote:The Praetorian tutorial was designed in the style of the older, longer, style of tutorials though. The reason the arc is so long is because they try to do it in a more entertaining way by doing it through a story rather than through a textbook.
Between enhancements (just normal enhancements), inspirations, the invention system, and mission architect, there is simply too much information to cover (or even touch on) during a tutorial without putting the player into information overload. You give them too much text to read and they won't read any of it at all. So they came up with abbreviated tutorial to get them into the game very quickly. New players don't want to read. They want to play.
And the only thing you *need* to know out of your list is enhancements and Inspirations, which are very easily explained without 'omgtext'. Inventions don't come along til Level 10 and Mission architect is hardly a required element of the game, both of those items are okay to weave in later.
Basically, for whatever you want to say is wrong with the original tutorials, the new ones have the opposite problems. Given a choice between the older tutorials and the new tutorials, I feel new players have more to gain and learn from the older ones. -
Well, that's kind of assuming. They could easily pick any of the signature heroes.
We know Statesman wouldn't be used, since he's Recluse's counterpart (and vice versa). And the rest would be pretty easy to come up with a particular power/theme for them to mold a pool from:
Sister Pscyhe - Psychic Mastery or Mind Mastery etc
Citadel - Energy something
Manticore - Traps or Archery
Synapse - Speed/Electric Mastery or something
Positron - Radiation Mastery
Numina - Something similar to Soul mastery or something healing related
Back Alley Brawler - 'Strength Mastery' or 'Body mastery'
Then again there's nothing that says the Phallanx (and BAB) *have* to be the ones, the Vindicators are considered Signature Heroes too. But Phallanx seems more appropriate. -
Quote:It does it poorly though. As stated, you shouldn't be taught about trainers at level *Five*. Or the Fateweaves/Analysts so late.Twinshot's arc, and the equivalent on the Villain side, were intended to get more in depth in teaching about the game. That's precisely why these missions have you doing seemingly "insulting" stuff like talking to a trainer (trainers are actually introduced briefly in the tutorial), explicitly going to the train station, the market, and the AE building (so that you know where they are), later on talking to a Hero Corp Analyst (or Fateweaver), etc. It was a way to introduce these things in a way other than a long wall of text which most players wouldn't read.
The theory is sound but the execution is dead stupid, new players need several things it's teaching MUCH sooner.
Compare to the Praetorian intro. Teaches you almost everything you need to know in a short 5-10 minute mission then dumps you right into an area that fills you in on a large chunk of the rest. There is no reason to stretch it out into a 5 to 15 3 arc mega-tutorial. -
Quote:Ok, it still sounds like villainside content. "Hey I found all the bad guys super secret schematics. Why don't *I* just use it?" The heroic thing would be to either A) destroy it or B) Lock it up to prevent misuse.FYI: you don't quote the whole post if you're only going to comment on ONE part of it. so, kindly comment on "Options 2" since you sited it.
and FYI: It's 'cited'.
Quote:We already established that heroes don't have time to train. BUT, my idea for positron to have made an AE training mission arch based on the 4 sig heroes would meet the need. -
Quote:They're still fine combing out all the other references in content that's still in. The Jenny Firkins arc in Founder's Falls that sends you to all the signature heroes still tells you to hit up Back Alley Brawler in Galaxy even though the mission sends you to Blue Steel in King's Row (Then sends you to Synapse in Skyway, who they say is taking care of King's Row XD)Yes, they also need to go through and make sure that textural references to Galaxy City are removed or edited, as well as make sure that they don't ask you to go talk to someone in Galaxy City, as well as make sure when they introduce you to a new contact, it isn't one in Galaxy City. None of these may seem major, and they may or may not actually be very difficult. You have to remember though, a lot of the folks who work on missions were busy designing the new tutorial zone, all new starting arcs in both Atlas Park and Mercy Island, and who know how much other fresh new content.
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Quote:Yeah I just read the lifetime auction pass under rewards, so that seems completely silly.Premium Players can only earn Reward merits after getting 8 Paragon Reward Tokens (approximately $75-$90 after tier 2), which also unlocks the lifetime Auction house.
If it is to allow 30 days of being able to get large inspirations for 30 days, well that is a perk that you can get for completing tier 8.
Hopefully it means they're going to rework when reward merits can be earned. -
Quote:Uh, that sounds more like Villainside content.I just had an epiphany.
Options 1: Why not have a hero arch that sends you to capture one of the villains, in exchange for their release, they are willing to teach you the basics of thier power set so you can more easily defeat their minions.
Option 2: The story arch could be as you're hunting them you find training material, the last mision you are at their traing center waiting till thier alone to attack. you fight they escape, but you found the last information needed to unlock the PPPs
"What? An offer of power in exchange for letting a villain go? SURE. I love me some blastiness, pow pow, oh he robbed a bank again? Well now I have more pow pow to stop him!"
Simple solution that plays off of current story: Whoever is killed in the Signature Story Arc, the other Phalanx members believe this could have been prevented if they had spent more time sharing their knowledge with Supers in training, so several volunteer to offer training. Four step forward and offer arcs as a test, those that pass the test get access to the Hero pools.
Obviously who offers what is dependent on who is still alive post Who Will Die, but again, easy to theme things per hero. -
Or it needs to be a multi-doctor bonanza. Something like the 5 Doctors only with the budget to make it actually fantastic instead of mediocre (not that I don't love it, but for example no things like the 'cliff' scene where Sarah Jane gently rolls down a slope and 'is in DANGER')
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Yup, it's live. I don't play on the beta.
And didn't know about the gating on the reward merits, that's kind of weak :P Hopefully they'll change it, either let freebies earn merits or drop it down a tier or something.
But it's still a step in the right direction in my mind, offering something in game that's available on the market, moving towards a model of having players consider what's worth more, 3 bucks or the time involved in earning merits.
And 180 does seem steep but it's pretty manageable, running a character through the hollows up through Faultline and completing the different arcs therein rewards a fair amount of merits, I had a 150+ when I hit Talos on one character. -
Might just be something I didn't notice before, but when I hopped on tonight I hit up the merit vendors and found 2 new options. People can now purchase the Auction house and Invention System 30 day licenses for 180 Reward Merits.
Obviously means nothing to VIPs, but something handy for Prems and Freems that don't want to drop the cash. -
Yup was wondering that mself.
You can also just use the midnighter club if you run that arc early on (pops up at 10) the Croatoa entrance takes you right to the corps analyst -
Is anyone else getting the 'WhispAuraIncentive' part unlocked when they log in? As far as I know I haven't done anything, and I already had the Wisp aura from Going Rogue, which it seems to be.
just curious if anyone else was getting this when logging in. -
A better option instead of posting the same thing in each individual forum would be to just go to the Player Questions forum and ask in one post what kind of suggestions people have for the three ATs. It generally works quite well and, aside from a few snarky people, you'll get pretty reliable answers.
Really though, most builds are decent at solo'ing. The stuff that isn't that great is any power set that offers a lot of goodies for teammates, but not yourself. Like a lot of Defender primaries have skills that don't affect them, like Empathy where half the skills are for targeting team members.
The Villain ATs in general are designed a bit more around solo'ing (Masterminds, Brutes, Corruptors, Stalkers, and Dominators) So there's a lot of choices you can't really go wrong with. Most, if not all, of the Melee ATs do well enough solo.
If you're new and finding your blasters/corruptors aren't surviving a lot, my best suggestion would be to get hover, it lets you get out of melee range (arguably where a *lot* of the game's danger lies, at least early on) and rain down destruction as you see fit. Brutes shouldn't have a major problem. -
Yeah for all it's 'faults' it's still perfectly viable to play with. You're not going to be stuck faceplanted constantly. A buff by the devs certainly wouldn't hurt, but it can play any content without any major hitch.
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So far the only thing to hit me has been the UI reset, which, for me, was simply the shop and rewards buttons moving back to the right side of the screen. And in fact so far it only hit 2 characters, had a 3rd play all night that didn't get hit.
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Quote:Yeah. Same here.Anecdote: earlier, I was answering questions on the Help channel on Union (legitimate questions get good answers, but things like "red sewers" are generally responded to by me with "purple chihuahuas"), and I happened to observe (on Help) that if all the people asking for sewer teams just queued using LFG, they would get on trials faster (honestly, when five people in the space of a minute ask if there are any blue side sewer teams forming, I have to wonder), and, naturally, I got shot down with "you queue for ages and don't get on a trial".
The mind boggles.
The problem, I think, is that people have trained themselves and others to form teams before hitting the queue, and to get full teams of 8 to 'max out rewards'.
Honestly I'd just be happy if they included a 3rd option for the low levels. Really I'd be fine with something that just puts me to 5 and sends me to the hollows instead of hasheby/twinshot or Sewers. It actually does kind of make me miss the old city hall contacts since... they pretty much did exactly that >> -
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He tried to buy a snowcone off a local street vendor but couldn't get exact change, so he realized Arachnos had been right all along.