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Posts
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Joined
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I had to use several forms of animation for my Experimental Animation Class. So I picked Machinima to work with a few 'interesting' ways of animating. You'll have to watch the video to see
http://www.youtube.com/watch?v=8w_UplZd7HQ
Enjoy! -
*Rewards in Mission Architect missions that contain more than one allied critters will give progressively lower rewards for each additional allied critter in the mission.*
I kinda don't understand why this was done, although I will note that I did test this a while back. If any Ally damages an enemy, it already lowers the exp you get from killing that enemy.
Doing this could make some missions like where you rescue a team of heroes could totally throw off a lot of the game.
RIP: "World's Worst Pickup Group" -
Arenaz here, I'm gonna be dropping out of the tourney. Got a couple of other games I'm messin with.
Just kinda waitin for somethin new to happen in City so I haven't been playing much at all.
Sorry bout the inconvenience. -
I'll sign up.
@Arenaz
Dualbox: @Corrupted Series HX
I notified my friends about it as well.
Will add subs if I find any from my friends. -
How about letting the SG bases not look so empty all the time?
I'd say allow for a few placable NPCs that would say one custom phrase when clicked on and doing an emote (like sitting at a desk or drinking coffee)
Custom character NPCs would be limited to maybe 5 per base and only placable / movable by the super leader.
What ya think? -
From Nivine's post http://boards.cityofheroes.com/showflat....v=#Post13752643
[ QUOTE ]
Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
[/ QUOTE ]
Now a lot of people on that post cried doom immediately about the PvP recipes. But to me I'm questioning the exact wording here.
Why have a timer for rep. in the arena when you don't get anything there? It says you get Influence and such from ANY pvp kill. So a timer being at the Arena could only mean for the PVP recipe drop.
In general that's saying that you can still get PvP Recipes there.
Can anyone test this or has anyone noticed it?
I posted this here since there's a list a mile long of people contstantly posting to the above thread -
Actually what I was always wondering is why custom enemies got WAY more exp than regular ones in the first place?
I mean if it was on par with other enemy groups I think this wouldn't have happened. -
Post I-13 ones.
(Defiance, anyone?)
Blaster: This guy keeps on holding me! I can't attack at all!
I was watching a duel once and someone came from behind, held me. And my heavy, which was on defensive and away from the duel, blasted him and killed him on his own.
Him: "You shouldn't use a heavy!" -
Pre-I13 ones:
Hero who just lost: "I wish villains couldn't debuff so much! That's the only reason why I lose!"
A villain was killing longbow in RV. Villain came back to where he lost and started beating the 2 heroes down a few times. They respawned and continued the assault on the same villain for a few times.
When they stopped...
Hero: "We were battling enemies. That's unfair."
Villain: "You attacked me a few minutes ago when I was doing the same in here, didn't you?"
Hero: "Yes, but we were battling enemies. That's cheap and low."
There's more but I can't forget how it goes. It was along those same lines though. -
I agree on the Shadow Shard map.
The Floating Islands map from the mission on red side where you betray Scirocco.
The big firey octopus shaped room from the Transcendence Trial / Cap SF.
Is the demolished Crey lab with the broken elevators in right now? The one from the red side's Tavish Bell mission?
Also, would like the crystal cavern thing under the CoT from thel ast mission of Ice Mistral SF.
And finally. how about a few more arcane oriented maps. Sometimes COT underground-ish just doesn't cut it. I'd like some more medieval looking places. -
This topic is more towards the "Lowbie" part rather than the solo part, but I'll gladly take any advice on both.
I'm looking for advice on how to tell how Solo / Lowbie Friendly your arc is.
I did it a couple times, although there's always the build that just can't solo it as a lowbie. I got complaints from 2 people out of a good bunch. One controller and one defender.
I thought just putting it up like "85% lowbie friendly" would help define how well it works.
Especially when using some custom enemies.
Any advice? -
Two of mine did recently.
One of the numbers of glowies went up by 2 and made it unplayable. ALthough it was ONLY after editing it. It was fine till i edited it as published.
These were broken in sense but not unplayable.
The boss wasn't showing up after clicking the glowie.
And in another, the boss stopped doing his animation and reverted to the usual default one. -
Actually i'm wondering when the next picks for Dev's Choice / Hall of Fame are going up. It's been a while
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Even though this seems unlikely, we've gotten it to work a few times.
Two people activate Read Fortune on one person. Lets call them A & B. Person C is the one recieving the buff.
Person A activates the power. Person B keeps clicking the power on the same person till the power activates.
Person C waits for both A & B's read fortune animation to both go off BEFORE clicking accept. After both animations fire off. He clicks accept. Then the second window will pop up. He clicks it again. And there you go: Two Fortunes at once. -
Actually.
I think this might be the end of CoV and Scrappers.
And hero pvp with stalkers? -
What about if you own a supergroup?
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Hey Positron!
Message included in song:
http://www.youtube.com/watch?v=BJGkfABCsRg
(For those who don't want to wait, Fast forward to 1:52 ish)
(Note: I am NOT in that group at all.) -
Is there a way to set a random for a custom critter group? Like how you can set a "random" from a standard group for a boss.
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I think I can deal with the extra few seconds of log-in time.
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Question:
Since this was never originally intended and is kinda lost in jargon in some weird ways, would this have even been able to just come out in patch notes as "Recharge Pet IO sets slotted into pets/henchmen are working correctly now" and never mentioned a word about the whole pet recharge adjustment.
I'm asking an opinion on this as I recall BAB mentioning something about unnanounced adjustments.
Keep in mind I'm just asking about if this *could've* happened. I'm not promoting or flaming about the recharge change. -
What about granting all of the single attack pets an extra attack or two?
Even if it's the same attack. If I remember correctly, the MM ninjas have two instances of throw shuriken.
So why not give LS and VS. a second or third bolt? Give the imps a second brawl? Or for the hiliarity of it, boxing and kick and flurry. XD I'd love to have a kung fu Imp. -
Be thankful this wasn't the PSO system of banning words. XD
Let's ban three words that are used as names of items in the game XD. -
[ QUOTE ][*]C: Enemy Morale -Battling Factions- Simular to B however two or more factions actively fight against each other only attacking player when interfeared with or closer then the enemy. Also, the fighting factions regain morale by gaining defeats. There are no objects. (unless there are supporting mobs that are helping you. Then they would stick around until certian objects are destroyed. )
Once more, once morale is empty, the remaining run away for that faction.
[/LIST]
Important to note: When I say boss is defeated and it returns. I'm talking the named/unique boss alone. The spawn it came in doesn't matter. You defeat that boss, it will return with more regardless of the condition of the spawn it came in. That means if you target only it, you could end up getting overwhelmed by a rapidly growing mob.
[/ QUOTE ]
Actually based on this, how about a TF that can branch into different missions depending on the result of this battle?
Personally: I'd say Villains side for this fora few reasons:
<ul type="square">
1. Giving red-side more unique stuff.
2. Picking an enemy faction to ally with and/or possibly backstab.
3. It'd be kind of hard to be a hero and assist the villains that the other hero group (wyvern, legacy, longbow, etc) is battling.[/list]
And if that's too tricky, how about during the TF a second contact is introduced and offered as a optional arc with ending? -
Warning: possible TLDR material.
Not sure what type of opinion I'm giving here XD it's best for me not to guess.
I feel that Merits are a good idea. However I do feel that they should be able to be given to your other characters on the same server and only the same side (hero to hero / villain to villain) and not givable to other people at all. I do not think it is a good idea to make it global account based as it will mess up hero/villain side merit gaining. If kept hero to hero and villain to villain I don't think it'd be a problem but it sounds like it'd be overly hard to code. Maybe sometime in the future this could be implemented but it is not the biggest concern I have about them.
In fact, my concern is actually about costs.
I do hope that through monitoring what people are buying, that some of the merit items could get severely lowered or removed completely
The basic IO recipes for damage and accuacy, etc. This I feel is a waste of data as one would not want to spend their long time earned merits just to get a IO recipe that can be bought from a workbench. Reducing the cost to 1 or 2 MIGHT be worth it if you were given the actual IO enhancement, although I vote to remove it completely.
SOs: I feel the same way about the IOs although I think completely removing them would be 100% better than lowering their cost.
Random Rare Salvage roll for 20-30 merits: Way too expensive. It is more worth rolling a random 20-30 recipe. Based on playing the game, players find more rare salvage than I have worthwhile rare recipes. This is obvious because of the market having a lot of rare salvage for sale. Which can run for several million. But certain rare recipe procs can net 50+ millions. And this is also obvious because playing the game I have found a lot more worthy rare salvage than I have ever found worthy rare recipes. I would say even at its current cost, choosing which exact salvage you want, to me, would still not be worth it. I would suggest the random roll to go for around 3-5 merits. Which sounds low... but since you only get a few merits per arc AND there is a decent chance you would probably wind up with that expensive rare salvage you need, the low cost for this wouldn't seem broken at all.
Level should affect cost for non-proc IO recipes: This has been stated on the boards before so I won't go over it again.
Some IO set recipes just plain out need lowered: For instance. The highest merit reward recipe I saw was a sniper shot one at around 275. I'm taking a wild guess here, but I would say that If I had that many merits I'd be going for one of the big proc IOs that go for 50million+ that costs less merits. Like Miracle +recovery for 220.
Also some of the more useless sets should be lowered appropriately as well unless they are planning on being adjusted to actually be equally worth the other sets.
Now on a good note: I feel that merits should be slightly increased in some manner. Not dramatically of course, but just by a little bit. Yes doing TFs over and over every couple days would be a good grind to get them. I say to leave those alone. Giant Monsters? Yes 2 is fair as well I think. But a good bit of regular story arcs I think they ought to be boosted by one or two. For instance: lower exp enemy arcs like straight council missions.
That's the end of my two cents XD. I apologize if I said anything that was overly repeated here.