Alluvion

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  1. What if blasters had a 'bank' of protection that was in some way related to defiance? Perhaps it only regenerates out of combat, but allows a blaster to navigate alphas (and some extended combat) with some reliance on 'damage as mitigation'.

    At full charge I have 3 'charges' of mag 3 stun/sleep/hold/confuse protection, after those three are consumed, I have one mag 2 charge, and one mag 1 charge left until I am without any mez avoidance. Kind of like 'absorb' but for ranged_mez only.

    Thanks for your work, Sir Arbiter!
  2. Howdy Bob,

    Well I do wonder. The char-creation screen still provides that origin has minimum impact on gameplay experience. I think it used to be more involved in terms of enemy groups one encountered, but that was early in the game.

    Still thinking about how this might work:

    would be great if they dropped like insps, but had 3 right click options:

    1)consume for a 10% boost to all stats (this does not scale)
    2)consume all available inspirations for an offensive proc (scales/unlocks)
    3)consume all available inspirations for a defensive proc (scales/unlocks)

    Would be great if you had access to 5 different procs of progressive potency for each ten levels. Drop rate could scale as well, but I wonder about the chance-to-activate mechanic mentioned in the first post.

    Anywho - I hope you are right.
  3. Been thinking about how to involve origins more directly into combat. Taking a queue from enhancements, your origin as a source of strength becomes stronger as you level (TO -> DO -> SO). Likewise, inspirations scale as you level and drop rates change to match the increase in potency - but those are, mostly, single-aspect self-buffs.

    Maybe there is a drop-schedule for these enhancements or a combination of consuming a piece of salvage and an inspiration to create a random origin inspirations.

    Perhaps there is a chance-to-activate schedule, so that sometimes you receive the origin effects and other times it converts into standard inspirations. The inspiration values could remain the same for all levels, but the chance-to-activate ratio evens out to 50% at L50. Maybe instead of drops, there is a method to combine an amount of regular inspirations into an origin insp. For example:

    Medium Mutation Insp Drops:
    -combine all available small & medium insps to activate Medium OI effects, 50% chance-to-activate or create 1 medium single-aspect insp.

    It would be interesting if there was a play between the buffs and procs. - for example, at L50 - you have a 50% change to activate, if activated, for 90 sec you may receive: 20% global stat buff, +dam proc on all offensive attacks, +debuff proc on all offensive attacks, +buff proc on all defense powers. This would mean 20 new inspirations total.

    Anywho - there's plenty of thematic content in enhancements, though there might be a chance for something new:

    Magic - 'chaos' proc.
    Natural - 'intensification' proc.
    Technology - 'innovation' or 'upgrade' proc.
    Science - 'side effects' proc.
    Mutation - 'emergence' proc.

    Thanks for reading - would love any feedback!
  4. Familiarity breeds contempt - personally I'd love to see new powersets that complete 'thematic' proliferation - the way fire/thermal trollers and ice/cold trollers were rolled out.
  5. Quote:
    Originally Posted by Starcloud View Post
    Pay attention.

    Individual villains might be able to buy anything on the market, but overall, the supply of things redside is lower. That means inf transferred from blueside to redside is going to be less than inf transferrred from redside to blueside.

    There simply are fewer villains than there are heroes. THis is a fact. In the aggregate, villains generate much less inf than heroes, just from the sheer weight of number. They generate fewer recipies, and less salvage.

    While, yes, inf under a merged market would flow freely between the sides, the fact is, prices for everything would rise. And with fewer villains playing, that means individuals redside would have a harder time paying for things from the merged market.

    Also, in a merged market situation, the flow of influence to infamy would quickly stabilize, leaving villains overall in a poorer position.

    Teams are generally the best/fastest way of generating influence and infamy. Have you tried to form teams redside? Let me tell you, most of the time, you cannot get a large team together, redside, unless there is an event of some kind running. Blueside, on the other hand, it is easy to get into a team.

    The developers have kept the markets separate, and it's a good thing they have. It keeps local market conditions local and doesn't force people to pay blueside prices, redside.
    Villian wealth is incredibly stratified due to the population discrepency over time vs blueside - so perhaps there is a way to devise a market response formula which allows blueside infl:drops to inform and respond to the infm:drops of redside to compensate for the low population. Perhaps it starts with linking premium rewards with populations in proportion to blueside - I don't have any popoulation numbers so, I dunno - lets throw out 33% of blueside population numbers = active redside population, so redside premium rewards drop 12% more often. As the population goes up, the increase in premium rewards reverts to normal (which is apparently the same for both factions).

    Although, the goal of that would seem to be to increase villian population which kind of a one-liner in terms of major game changes. If the reward for playing a char through redside is an advantage over blueside reward-results it would only be in low and in-transition population periods, unless this formula also had a percentage cap and villians were permanently granted more frequent premium drops to account for a historical and projected population inequality. I guess a ratio of active blue vs redside populations would begin to provide a numberical start but it doesn't take into account how the factions USE their wealth, which may not be as straightforward as it seems.
  6. Alluvion

    state of em/elec

    wow MW - good summary : ) em/elec does have some survival issues, its not an alpha tanker unless its uber-resist form is up, but I suspect the set is designed with the idea that the uber resist is built in such a way as to negate all the other 'passive' or 'layered' resist methods MW mentioned in relation to other powersets.

    Clearly, given the power change in the pipeline, this powerset architecture is not as useful for (meatshield) melee heavy ATs, specifically ATs that are suggestively structured around handeling alpha (much less the brute than the tank).

    While I find it a fun combo, its a lot like a /fire tank.
  7. The energy attacks seem fairly ambiguous in terms of what's really going on, seems to be a name assigned to a heroic looking powerset with related effects. Energy blast and melée really seem to be kinetic energy attacks, I agree, since it is only in the active (attacking) state that energy means anything (kb, kd, causing disorientation, smashing damage, etc).
  8. Some power sets are inherently ambiguous in terms of the character animations realte to them, allowing for suggestive layering with costumes. Sure there is typed damage, but I'm not sure that clearly defines all parameters for power source. Radiation is elemental/substance, but the source of that radiation is (like most of the elemental/substance power) is fairly ambiguous. Illusion has psi damage which might indicate it's a skill/training power seated in the mind, but combined with magic origin could suggest an entirely different source for how it performs. The broad nature suggesting skill/training and then summoning. Powersets seem to contain a proportional distribution of varying power sources within the set. This makes synergy between primary and secondary sets fairly complicated, and i16 should help a bit with continuity.

    It might be worth highlighting instances for each AT where primary/secondary/epic follow powerset continuity , such as a furry aura/fire melée/pyre mastery tank. Interestingly, this czn only happen on blueside.
  9. Hah, yes! But it falls under the condition of elemental becausevit is fundamental and a part of nature.
  10. Gravity is 'elemental' in nature.
    Claws makes sense as weaponry, as it they are applied/integrated into the character's body. But with costume work and power set selection (monstrous/ss) you can 'pass' a Body-like 'claws' set - it would be great if claws had an option of no weapons though for instances like the use of monstrous hands.
  11. *deeply contented sigh* I love spreadsheets
    very nice work! I've a rough version of something similar I've been working on, kind of a 'content availability matrix' but I'll have to dig that up to share the file. In more specific relationship to your document: we have 5 basic combat origins (ATs), 5 basic character origins and 5 basic power origins ( elements, skills and training, weaponry and gadgets, summoning and inherents).

    Of course some powers are blends, don't always have any visual reference to char origin (and for the most part you can't build a char to visually comply with origin be operate at top quality in combat) or blend power origin with at origin ( veats and heats).

    I'll look over your spread sheet and cross reference with my own for clarification, bit it would be interesting to calculate which ats are 'elemental heavy' or 'magic origin suggestive', for example.

    Thanks again!
  12. I've noticed a similar condition - usually after logging in or zoning, I have to click it to activate the auto-fire, or drag it to anothe tray, un auto, then re-auto. I thought it was maybe a lag/sync issue on my end.
  13. Achiever-Socializer - totally wants moar cookeez.
  14. It would be nice to be able to play with graphic scale and intensity, maybe on a slider and nothing to wacky, but just to nuance our mastering of our skills. Nothing in terms of models and such (weps) but things like gravity or even regen seem less than ridiculous candidates for this option.

    *edit* scale meaning, 1 = tight to model body, max = 5x larger. Intensity meaning opacity, maybe 1x more saturated, to 5x less.
  15. I love running pugs through the AE and vocalizing they will not get their precious h34lz0r, instead - they will get buffs and learn to utilize debuffs, and if they don't, they make frequent visits to the warm glow of the AE hospital. The ones that quit the team when I don't show them the stoner brute/tank, the kins and emp/pains are the one who have teh sux and aren't viable anyways.
  16. The game originally was without the AT system - then char development was structured as such because of the ease of gimping and min/maxing for players both n00b and l733t.

    And hey yeti : )
  17. Alluvion

    Sci-Fi -vs- SyFy

    I was watching this today - behold the elaboration of mediocrity and much less 'sci fi' than ever before. Whatevs. Warehouse 13 was fun to watch eve though it was a bit cliched/undercooked.
  18. RO runs "all" ITFs here and there, more than a few all MM ITFs as well. Those go fairly smoothly.
  19. Quintessential is probably fire/nrg or nrg/nrg, but that might not fit so easily into your preferences for play experience.
  20. Alluvion

    Issue 13: BUGS

    Costume Creator

    Server: Justice
    Zone:none
    Character name:none
    Time:7:45 PM EST
    Location: none
    Mission: none
    Mission Contact: none
    Bug Description: costume creator will not change colors to any parts of costume except for pants. random default colors remain even if the 'copy current colors across all' button is check, unchecked, then rechecked. Colors seem to 'unlock' once the cotume part menu buttons are clicked and expanded.

    Link to Forum Discussions:
  21. What would be useful for my char is creation is the ability to scale and relocate the chest icons and the patterns, similar too :

    http://i3.photobucket.com/albums/y58...1087713933.gif

    thanks sexiness!
  22. I am all for the BRB. Its a new WAY to play, and its quasi-player created content (like cc and the 'come and find me'). It would have to be BIG though, and a lil shiny. I also concur, no extraneous rules or games, just the ball with his inherently bouncy (glorius) nature and we without superhuman talents!