Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Durakken View Post
    No what I'm saying is the entire story is about time travel which is supported by the entire story being about time travel. If you remove the time traveling bit the series is like 80-90% different because without the time travel parts the 2nd, 3rd, and 4th season don't exist and most of the 1st doesn't either.
    I don't believe I have to actually say this directly, but when people complain about something being bad, its often because they do, in fact, want it to not exist. If all the parts directly related to time travel, rather than just incidentally related to time travel were removed (and your percentages are severe overestimates) that would be a good thing. Even if the percentage was 100% that would still be a good thing.

    Without time travel, we're still left with most of the Klingon arcs (hit and miss), much of the Andorian arcs, most of the Vulcan arcs, and the birth of the Federation at the end. And *most* of the first season does not deal with the time travel backstory.
  2. Quote:
    Originally Posted by Photonstorm View Post
    Wouldn't the problem as I understand it still be present? Your newly Beam Rifle/Time Manipulation Corruptor gets into a level pact with my Robotics/Sonic Mastermind during the headstart. Shortly after the headstart has ended, I stop my sub, going from VIP to Premium, and I'm not high enough in Paragon Rewards to unlock Mastermind without buying them. Do the Mastermind still get the XPs even if I can't play it? The level Pact goes kaboom?
    Probably a reasonable compromise, especially because its likely the devs are not anticipating a huge conversion rate and if its RMT-related as Zombie Man suggests they can still ban you, and the ban stick works on your downgraded to Premium account much better than a newly created F2P account.

    Its usually not easy to logic ourselves into the motivation for these changes, because often the changes involve forestalling something that may or may not happen, and only to a degree. That means the cause is often not logically deducible from the act to prevent it.
  3. Arcanaville

    Can I cry now?

    Quote:
    Originally Posted by Daemodand View Post
    BTW, if you don't like low ratings, don't make challenge arcs. Challenge arcs make just about everyone who plays AE angry or annoyed. Challenge arcs sit in the sweet spot for hate.
    I haven't had that problem, although mine is literally called a challenge arc in the title, so its impossible for anyone to get the wrong idea.
  4. Quote:
    Originally Posted by DumpleBerry View Post
    Okay?
    My guess: no one thought to write code to disable level pacting someone from VIP to Free and power leveling them with pacting or something similar, and launch is too close to commit code to change it. That's why we get pacts in head start then they go away after launch: they are fine with VIPs having them, but not so much with Premium and Free players being beneficiaries of them for some reason.

    This suggests VIPs will get pacting back eventually, and launch is less than 30 days away.
  5. Quote:
    Originally Posted by rsclark View Post
    This is going to be a strained analogy, but stick with me.

    You go to a baseball game. For 8 innings, it plays just like a baseball game. Then at the top of the 9th, everyone strips down to their underware and gets hosed down with warm jello. They then wrestle to decide the ultimate winner.

    Anyone not a fan of the jello portion of the event could just leave at the bottom of the 8th, and they would have still experienced 8/9ths of a good game. If you wanted, you could even just say that whoever was ahead after the end of the 8th was the de facto winner. Yet, somehow, I think the existence of that last inning would spoil the game for quite a few people.
    And yet, someone who really enjoyed the part with people swinging sticks at flying balls but really hated the part with the jello who kept going to game after game after game and not leaving at the seventh inning stretch would still be an idiot.

    The problem with your analogy is that there is still a certain incentive to either stay and watch or at least find out later what happened: to find out who won. Here, in City of Heroes, no one ever wins. There's no reason to stay for the jello except masochism.
  6. Quote:
    Originally Posted by Durakken View Post
    Here in lies the problem...
    The perceived story doesn't need time travel
    The actual story is nothing but time travel

    Season 1 - Enterprise continuously runs across the Suliban who interferes with the Enterprise... The Suliban are a genetically altered and risen species that is created and controlled by a future faction.

    Season 2 - Enterprise searches for info on the Suliban up until the end of the series where the Xindi attack earth. The Xindi who are controlled by a future faction that is defeated by the federation in the future and thus try to stop them early on.

    Season 3 - Enterprise make their way to the Xindi homeworld and in doing so learn about the future aliens trying to attack in the past and as a result stop that event from happening before it does.

    Season 4 - The Enterprise starts taking an active role in the past where they fight the temporal cold war with Daniels and thus reset the timeline to what it should be...

    That is to say that entire series never happened in the canon of star trek as far as a historical point of view and the entire story is about time travel and the future interfering with the past.

    Now if we remove that what happens to the series? It pretty much removes the entire series' story archs.
    That's like saying if we removed all the bad parts of X-Men The Last Stand we'd only have a twelve minute movie. Implicit in the complaint a movie or tv show has really bad parts is the assumption you're going to replace them with better parts, not have viewers stare at a black screen.
  7. Quote:
    Originally Posted by Shadowe View Post
    The fallacy (in context) is that historically the proportion of power sets that have been given free to existing subscribers (100%) has always been equal to the absolute quantity of power sets added to the game. Going forward, the proportion of freely granted power sets is reducing. On the basis of the sets we know about, it's reducing to 20%.

    Victims of the fallacy view the reduction from 100% to 20% as a reduction in quantity.
    Some people are doing that, and these people are morons. But there are other people that aren't exactly falling for that, their problem isn't quantity per se they just aren't expressing their opinion consistently clearly, and they aren't asserting its logical conclusion.

    Some people have a specific preference that they can always afford everything. And the logical consequence of that statement is that everyone should get only what that person can afford. In other words, if everyone paid X dollars, that would be tantamount to the devs having enough resources to make Y amount of game. If X is the budget of this particular individual, they are essentially telling the devs to never make more than Y amount of game, so they can always afford it all. They don't want to play a game where different people can afford different amounts of game.

    Its a variation of the completist philosophy that says, essentially, everything in the game should be theoretically acquirable by me. If it can't be, it shouldn't be in there. Extended to a subscriber that does not want to pay any more, it says anything you can't get with just your subscription is wrong to add to the game, because it represents things I cannot get in theory.

    This completionist attitude is not a right or wrong attitude per se. Its just one that has to be abandoned with City of Heroes Freedom because the Hybrid model being executed all but forbids it. And its not like arguing about the price of server transfers: this basic principle of the game's business model is changing fundamentally to be incompatible with the completionist attitude in a way no level of complaint will be able to reverse.
  8. Quote:
    Originally Posted by rsclark View Post
    And I don't get the attitude that treats the trials as if they were just another TF or another contact. They are the end game. They are the future advancement of your character.

    You can ignore them only insofar as you are comfortable being effectively a sidekick in the grand scheme of the game.

    Their presence does detract from the rest of the game, as it raises the bar on everything. Being a good student in 1st grade becomes less significant when you are working on your doctorate thesis. Changing the scale with which you character is measured does change the perception of the rest of the game.
    Yes and no. When Issue 1 came out and levels 41 through 50 were released, they too were the "end game" and the future advancement of your character. You could say that levels 41 through 50 were more important than levels 1 through 40, but I don't think of them that way. The existence of level 41 doesn't detract from my experience playing at level 31.

    Most cases of burn out are self-inflicted. The devs should try to minimize the opportunities for it, but ultimately its the players fault, and not the devs fault, if they have a compulsion to grind content they don't enjoy because their sense of reasonable speed does not match their sense of reasonable effort.
  9. Quote:
    Originally Posted by Cardiff_Giant View Post
    To me it looks alot like 'Space Ace'...
    I did get a little bit of a Bluth vibe off of it. Not a huge amount, but some.
  10. Quote:
    Originally Posted by Liz Bathory View Post
    hmm.. I can be wrong but the Star Trek fans of old are not their kids!

    Is it by chance possible that the whole Star Trek universe is now old news and will not bring enough money in to valid any new series?
    We already know just the name Star Trek itself is not enough to make enough money to sustain much of anything. However, that's sort of besides the point: a really good series that happens to be set in Star Trek will make a ton of money. The BSG2k series is a good example: nostalgia might have gotten them some attention, but it would not have sustained a new series. The fact that the writing was really sharp in that very first season is what propelled them to success. A Star Trek series with episodes like 33 in it would be successful no matter how much Trek burn out there is.

    And above all else that is debatable, Abrams proved you can make a movie called Star Trek with Kirk and Spock and McCoy in it, and people will pay to go see it if they perceive a high enough entertainment value.
  11. Arcanaville

    News from PAX

    Quote:
    Originally Posted by _eeek_ View Post
    You guys have got to get a woman on your costume staff.
    If my memory serves, I recall someone telling the devs that in-person and the reply was that there *are* actual women in the art group that makes costumes. Assuming there aren't any is actually a dangerous presumption in a lot of ways.
  12. Quote:
    Originally Posted by Durakken View Post
    The problem with Enterprise is that a lot of the viewers don't get how time travel works and think that its "whatever i say it is" Star Trek has been consistent with it's time traveling elements throughout and Enterprise is ALL ABOUT time travel. It is one big Time Travel story and it really makes sense when you look at it not as a prequel of other Star Trek series, but as a sequel set in the future.

    It's confusing because the setting and main cast are all from the past, but if you watch it as from the point of view of we know this didn't or shouldn't happen like this because we know the future it all makes sense. The series starts pretty much by introducing us to an element didn't previously exist in the timeline before hand... the suliban... and then we are slowly introduced to the temporal cold war, the future federation, the temporal accords, and within all that we are introduced to this war that did not and should not be occurring (even according to the people in the story) with the xindi war.

    So what are we looking at? We are looking at the future actions of factions in a past setting that supposedly gets corrected after the war happens with only a few people in the "past" knowing about it.

    It's kinda like how there is a Dallek in World War II that couldn't be there unless the events of whatever future date when the Doctor destroyed them took place... Yes the setting is the past but in the overall timeline of the series it actually takes place after the events that happen in future.
    Most people thought the time travel elements in Enterprise were silly and unnecessary, because they were silly and unnecessary, not because of any perception of time travel inconsistency. I should point out that my not refuting your assertion above is not an act of acceding to your interpretation, just not engaging in a debate of it. I can say your interpretation of time travel in Star Trek isn't common enough to be the source of any large percentage of viewer incredulity.


    Quote:
    Actually Voyager was made because people expressed that what they love about TOS and TNG is the unknown and the exploration of new races and cultures and the idea that they're on the frontier. Everyone saw that a show like that couldn't be done without something like throwing them to the far side of the galaxy because the world around the federation had been explored and people know all about everything in that area. So in fact they were trying to recapture what TOS and TNG was seen as to plenty of people.
    Actually, as I said it was made because they wanted to make another series, and decided to return to their roots of making a space adventure. But perplexingly, they made it a space adventure where all the main characters hated the fact they were on a space adventure. That's unlikely to work unless the writers are incredibly clever.


    Quote:
    I like Voyager and I think people forget that they explored various issues as well, but it also moved away from the atheistic secular humanist world view that ST promotes for the most part and dealt with a lot of theistic new age world view stuff that cropped up out of place in TNG some TNG episodes and after DS9 pretty much focusing entirely on the concept of "higher" beings as gods, Voyager was almost like a reaction to DS9 every sense of what it did.
    Okay.


    Quote:
    Enterprise on the other hand came about because First Contact made a lot of money, people wanted to see the era, and they saw it as a way to have their cake and eat it too with the fact that they could explore known space as though it were unexplored... and it's not like we have seen every race in the 400 episodes that make up TOS, TNG, and DS9 that the Federation has come across and a number of races while we've seen haven't been explored so it was more or less a perfect setting for whatever one wanted.
    1. The two concepts for the next Trek series after Voyager were a birth of the Federation concept and a Star Trek academy concept, both of which predate Star Trek First Contact.

    2. The time period of Star Trek First Contact is the end of the last world war, 2063. Enterprise takes place around the birth of the Federation, starting at 2051, almost one hundred years later. They aren't in the same era.

    3. The creators and writers said many times in interviews they wanted to do something completely different, and they set Enterprise as they did to give them what they thought was the freedom to do something completely different. Even small details like dropping the "Star Trek" from the title and using non-orchestral music for the theme were explicit decisions intended to be different. There's even evidence to suggest the entire reason for introducing the temporal cold war was to give them an escape hatch to violate prior canon and hand wave it away. Which, on a Star Trek series, you do at risk to your own life and limb.
  13. Quote:
    Originally Posted by TonyV View Post
    I really like the idea mentioned above of a rotating cast and crew, constantly bringing new people.
    Its an interesting idea in theory, but in practice it never seems to work. To work, you have to somehow make sure the audience never really connects with the characters in a way that makes them hate you for getting rid of them, while still making enough of a connection to keep coming back. This was actually supposed to be something they were intending to do on Heroes, but of course that was one of the first things to go.

    This can only work in anthologies with a strong enough theme that the theme itself is the hook. Like the Twilight Zone, for example, as mentioned.

    If I was going to pitch Star Trek for television, I wouldn't even do a series. I just don't trust the writers - any writers - enough to sustain a Trek series anymore. I would pitch it as a series of made for TV movies, like the Columbo movies, say. Give them two hours to tell one complete story. No grand story lines they seem to have difficulty making work in Star Trek. No set up for the future. The grand excuse of Enterprise: we were saving this and that for the future. When you're saving ideas for four years into your future, you're either extremely arrogant that you'll even be around in four years or incredibly talented. You, Mr. Star Trek writer. Do you have a story to tell? Great, here's two hours. What's that you say, you want to save your best ideas for the future? Great, we'll give the two hours to someone else who wants to tell their best story now. You can go back to writing dialog for the SyFy movie of the week.
  14. Arcanaville

    News from PAX

    Quote:
    Originally Posted by Kheldarn View Post
    Arcanaville MATH!!
  15. Quote:
    Originally Posted by Dinah View Post
    Wow, I didn't realize that saying "Everyone hit F7 please!" in league chat would piss you off so much. Have only ever had to kick 1 person and they weren't replying to tells that consisted of something like "Hey, are you there?"

    The main reason why we do it is so that we make sure no one is AFK and everyone has League chat in their chat box. People forget to add it on new (or old) alts (I've done it) and it's a real easy way to check and send a reminder tell to add it before the trial starts.

    Occasionally we have a few people who don't listen to/afk during instructions and wander off, but in pretty much every case if we restate the instructions in LC they come back and do as asked.

    I imagine it's quite a bit difficult to run any trial if instructions aren't even getting to the player.

    I'm not a slave driver, really. Just like to make sure everyone can hear League chat!
    On Triumph, the standard AFK check that most seem to use is to ask players in league chat to rally to a position (you know, I suggested that in a day one trial before I ever saw it done, but its the sort of thing that is probably so obvious its been reinvented many times before and since).

    Even if people have league chat turned on, in the heat of the trial with people looking at many different things all at once its often the case they simply get tunnel visioned and stop looking at chat in the middle of the trial, even if they were looking at it before launch. I've noticed that if something changes the circumstances of the trial enough for the leader to start giving out new orders, in *any* of the trials there are a substantial number of players who very obviously didn't read it, and weren't even looking at chat at all.

    The simple fact of the matter is I've seen lots of trials - again, not just Keyes - where the leader will ask if everyone knows what to do, if everyone has done it before, if anyone has any questions. No one says anything, because they are embarrassed to speak up. Then they start asking questions in the trial when its clear they are so lost they can't even figure out what anyone is doing at all and aren't likely to simply pick it up as they go along.

    When that happens, you can try to detect it and weed them out as soon as possible, or you can try to roll with it and hopefully get them up to speed quickly and reasonably. We could be much better, but Triumph has a history of at least trying to be inclusive, going all the way back to the earliest (level 50) Hami raids conducted on the server.
  16. Quote:
    Originally Posted by SlickRiptide View Post
    In the beginning, Sally was an actual monster-class creature. I'm not sure if we still use that classification any more, actually, but on the scale of "bad guys" you pretty much had Minion, Lieutenant, Boss, Arch-villain, Monster and Giant Monster. Only the last level was truly the sort that required groups of heroes to handle. (I'm pretty sure this was before Elite Bosses were invented.)
    "Monster" is a class, like minion, Lt, Boss, Archvillain. "Giant Monster" is not a true class, its what the devs call a Monster class critter that is specifically flagged to ignore combat scaling rules (i.e. the purple patch). Technically, the critters that scale to you in zone events are all using "Giant Monster code" even though they are themselves minions, Lts, Bosses, and EBs.

    Giant Monsters are not necessarily stronger. If the level 50 Giant Monsters on Monster Island in PI were not giant monsters, they would generally be stronger, not weaker, because players can't be higher than level 50 (outside of level shift). But as Giant Monsters they always con even to any player, if they were just Monsters they would only con even to level 50s: any player lower than level 50 would have a harder time fighting them as Monsters than Giant Monsters, because the critter would have an intrinsically higher level than them. So as Monsters they would be as strong or stronger than as they currently are as Giant Monsters (except, as noted, for level shifted level 50 players).

    Also, the class shown by a critter in a player's GUI can be overridden by the devs, so that it can read "Object" or whatever. As far as I know, there is no "object" class: I believe most are usually a subtype of minion.
  17. Arcanaville

    News from PAX

    Quote:
    Originally Posted by Golden Girl View Post
    I thought that the Death Star was the ultimate power in the universe?
    I don't have any undefended exhaust ports.


    It may seem odd my making jokes about my own exhaust ports, but around these parts its probably better than letting other people do it.
  18. Quote:
    Originally Posted by Tenzhi View Post
    Enterprise got a lot wrong, but I have to say that if nothing else I enjoyed every Andorian-focussed episode I managed to see. Of course, that may just be because Jeffrey Combs is awesome.
    I generally liked the Andorian story lines, most of the Vulcan story lines, and I did like the way the Federation sort of converged on Archer's past good deads coming back to him at the end. It wasn't portrayed as "humans are the best things in the galaxy" so much as "humans are too young to know any better, so they tend to have fresh eyes; also, they want to be friends with everyone, and they have a bad history with no one."

    In fact, you almost got the sense that everyone felt they should try to stick with humans because there were initially very selfish reasons for doing so. The Andorians thought humans were relatively straight shooters who would stand up against the Vulcans, but were no threat to them. The Vulcans thought without their guidence humans would become the Hells Angels of the galaxy. I think each race saw humans as something that was either useful or dangerous, but at least fair enough to be given a shot. Except of course for the Klingons.

    I think Enterprise had a lot of potential, but a lot of it was frittered away.
  19. Quote:
    Originally Posted by Ideon View Post
    Did you know before Issue 5, aggro caps were non-existent? That's right, you'd have some (okay, a lot) unscrupulous heroes who herd the ENTIRE map of enemies in a 8-man team into one spot and burn them to death, because AoE caps did not exist either. :3
    Did You Know that in the early days of the game, a favorite past time of some high level radiation defenders was to head to Perez, lock their debuff toggles onto a critter, lead them all around the park, the debuff toggle aggroing everything those critters came anywhere near to, and then bring them in one giant glowing debuffed mass to one of the gates, sometimes in numbers of hundreds of critters, all of which were debuffed so strongly they couldn't hit anyone and couldn't damage them if they did.

    You'd be in Perez minding your own business when suddenly you'd hear "Skyway gate" in broadcast, and then what looked like every critter that ever lived come bearing down on you glowing green. If you didn't know this practice existed, or for that matter what rad toggles looked like and did, this could scare the living crap out of you. Some players fled in terror, while others who knew what was going on took advantage of the free XP.
  20. Arcanaville

    News from PAX

    Quote:
    Originally Posted by Johnny_Butane View Post
    I certainly don't feel like the strongest force in the universe when my "invulnerable" Tanker is getting thrashed by BAF guard towers.
    That's because I'm the strongest force in the universe.
  21. Quote:
    Originally Posted by Freitag View Post
    I recall discussing this with friends and family about ten years ago ... the problem I see with a new Star Trek series is that it's more or less been done before. We've seen adventures on a space ship, we've seen adventures on a space station. They had to add a space ship to the space station because it wasn't working out all that well when limited to only a station.

    I guess I have no issue of more of the same, if it's like TNG... TNG benefited from veteran actors (many Shakespearean), and writing that, while not always perfect, had a seriousness behind it that made it special. That went away with Voyager, where it became a soap opera.

    That's what worries me the most with a "young fresh cast"... that it'll just become an excessively dramatic soap opera that dispenses with the seriousness that a future space tale should involve. We're dealing with 4-500 years in the future, where we're interacting with other species, some of whom have never been encountered before. It's not even remotely believable that the crew of a spaceship would behave the way young people act in many tv shows nowadays.

    I really think the franchise would benefit from older actors, personally. We probably won't get another Patrick Stewart, but we should try.

    ~Freitag
    I think some people forget that Star Trek is at its heart a space adventure, and it works best as a space adventure. It does not work well as a soap opera. TNG worked because it took what was most attractive from TOS and then, over time, refined and improved upon it. DS9 tried to change that, and eventually they were practically forced, kicking and screaming, to add the space adventure elements they tried to run away from. Voyager actually tried to say, ok, lets make a space adventure where all the adventurers don't actually want to be there.

    I don't know what went wrong with Enterprise, except its clear the writers wanted to "be different" and "not do the obvous" like mine the rich history of Star Trek. Thus, the temporal cold war we've never heard about, the Suliban we've never heard of, the literally Earth-shattering Xindi we've never heard of. Meanwhile, every time they do manage to reference pre-existing Star Trek, its almost always goofy: explaining Klingon ridges, somehow getting the Borg and the Ferengi involved. Then they skirt the Romulans because I guess they didn't want to focus on the Romulan war, then introduce the previously unheard of Xindi war. Why invent the Xindi war when there was a Romulan war they explicitly wanted to ignore? Because, I'm forced to conclude, the writers on Enterprise were only using the name Star Trek to peddle their own unique stories that had nothing to do with Star Trek, rather than trying to act as stewards for Star Trek itself.

    People rag on Abrams Star Trek, but I'll say this: its clear Abrams, Kurtzman, and Orci wanted to actually make Star Trek. They succeeded for some, and failed for others, but timeline or no timeline they at least acknowledged there was a Star Trek out there. In many cases, and I'm thinking about Voyager and Enterprise, it seemed the writers were trying to escape Star Trek, not make Star Trek.
  22. Arcanaville

    News from PAX

    Quote:
    Originally Posted by Zombie Man View Post
    Yes, true. And Paragon has been hacking away at the Cryptic code for years. But, what would be the benefit of recoding the very base of the environment engine to give a dev the freedom to easily revamp a zone?

    That would take a lot of resources and have the danger of introducing tons of new bugs. It would also have to account for integrating new assets (like UM textures) with old assets. All for being able to make a zone revamp take less time than re-doing it from scratch?

    They'd be better off creating tools to make building new zones from scratch go more easily. This way new zones can be built easier and quicker and old zones can be rebuilt *from scratch* easier and quicker.
    Nobody makes design tools whose sole purpose is to do what they used to do, but a little faster. The devs have, supposedly, improved their design tools but that improvement goes less into replicating the past quicker, and more into making better things in the same amount of time.

    And either way, the new tools and design processes are precisely what makes the old work of limited usefulness in newer designs.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    I guess the drive behind my question was "does knowing enemy powers and mechanics really give a knowing player a significant advantage? Does, for instance, my knowing that Chill of the Night is auto-hit and debuffs my defence a significant advantage that I have over a new player which a new player would feel ostracised by not knowing? This is an honest question, too.
    It is an advantage for me. But the question is would some players specifically Lord that knowledge over other players. And based on the fact we keep having discussions year after year about which builds and playstyles are legitimate, and which powers and abilities are supposedly necessary, I'm going to go out on a limb and say there probably are.

    But what I also notice is that the harder it is to gain that advantage, the more likely it is for the person with it to not use that knowledge against other players. For example, all other things being equal, its not the min/maxers that are disproportionately the lrn2ply people: the better min/maxers tend to avoid that. Most of the people who have figured out the details of this game (and I'm not talking about myself specifically here) tend to want to share that information with no strings attached. The know-it-alls tend, on average, to be people who have been handed this stuff to them on a silver platter. That's a generalization, and like all generalizations you can find exceptions, but my impression is, for almost as long as we've a min/max community, the people that work the hardest to get information are the people least likely to attempt to inflict harsh judgment on other players.

    I have theories on why this is the case, but they don't really matter here. What does matter to me is that this is a fortunate happenstance I would not want to tamper with unnecessarily, so I tend to tread lightly here.


    To make sure I contribute to the premise of the OP, a few other unofficial history facts:

    * Our understanding of how accuracy works owes a lot to the first Winter Event. The first Winter Event, which actually occurred at the beginning of 2005, was the first time the players had the ability to attack each other, using the snowball temporary power. This ability, which predates even the beta testing of the Arena by months, allowed some players (most notably Stargazer and Pennelope) to test how tohit and defense worked to a much better extent than previously possible.

    * The original thread mentioned that Peregrine Island was an experimental city/hazard zone. I don't think it mentioned what that meant. PI used to have quad boss spawns. You could - very often - see four Warhulks or two Warhulks and two Fakes, or even four Master Illusionists spawning all over Peregrine Island.

    * The Rikti Magus Elite Boss you see in ship raids made their first appearance in two missions in Angus McQueen's arc. Originally, and up to about Issue 9 or 10, one missions spawned one of them, and a second mission spawned nothing *but* them throughout the entire map. And this was true even if you attempted to solo the mission, and there was at the time no way to downgrade them.
  24. Arcanaville

    News from PAX

    Quote:
    Originally Posted by Jetpack View Post
    /this

    There is a serious case of group think going on at Paragon lately.
    As opposed to when the devs happen to agree with us, because group think is wrong, unless the group includes me.
  25. Quote:
    Originally Posted by Energizing_Ion View Post
    Don't get me wrong it is obviously harder to get 16+ people to dodge the Oblit. beam than 12 and so on....but...maybe, explain that when Oblit. beam starts, just move out of the way and don't worry about attacking AM? Maybe you're doing that already but .... *Shrugs*
    We were giving warnings, and eventually I added the specific warning to stop shooting altogether when the warning was given and do absolutely nothing but watch the countdown clock and wait for the beam. Even so, what I noticed is that when there's just five people out there, all five instinctively seem to know to spread out away from each other around AM, whereas even I had difficulty doing that when the full league was out and about. And if you move around too much when the beam is about to fire, you could spawn the beam on someone else: someone who won't get the "beam is targeting you" message on their screen. Its just a tiny bit harder to notice, and a tiny bit harder to dodge, and those odds start to stack up.

    I am the consummate don't-tell-people-how-to-play player. When I'm saying "lets just duo the son of a gun and get outta here" (we ultimately needed five) its crossed a line for me. And I'm not saying everyone who enjoys Keyes or even this specific badge is wrong: I'm just saying I normally cut the devs enormous slack, and even though I can do what needs to be done and I can do it repeatedly and I already have the badge so its a done deal for me, I think this one is, if not too difficult, then too difficult too soon for the playerbase.


    I should mention, in my opinion every single person on the trial league that awarded that badge earned that badge on Sunday. They earned it by doing what trial league members are supposed to do: listen to the trial leader, and try to do what they ask in a manner well enough to earn the rewards being sought. They all did that, and we all got the badge. Its just unsettling to me that for two-thirds of the league, the instruction we asked them to execute was "die, and wait in the hospital." But they all did what was required, on top of running Keyes dozens of times before in many cases, and that's all we can ask of any league: they do their best to follow instructions and help get the rewards for everyone.