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I kind of got my own idea earlier about something to help by introducing two new contacts and some new story arcs.
Basically, you arrive from Praetoria and get contacted by- Well, the contact in a somewhat cryptic way and you have to meet them not far from where you arrive, or maybe they're even waiting for you right there in a "Holy Zen! Where did YOU come from?!" moment.
The contact would basically explain that they know where your from and want to help you out, they do this by explaining some of the differences between Praetoria and earth Primal (this will likely be a snooze fest for veteran players), and then they give you a short series of missions you help you establish yourself, and (I'm not sure if this would be possible) they give you your newspaper/radio, as well as a selection of contacts you can pick from.
Maybe at level 25. they contact you again and give you another series of missions to help you establish/learn something about the situation back in Praetoria and even a possible way back...
The contact then reveals: "Yeah, sorry, you've probably figured it by now, but I'm actually praetorian myself. Sorry, but I'm taking this portal back because I have something that will stop Emperor Cole." or something like that, cue use of disappearing contact tech. -
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Now if you've played the DBZ PS2 games at all, I want you to imagine Cole doing the "Ki Charge" thing and then finally shouting "FULL OF IT!" in Mr. Satan's voice.
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Quote:Golden Girl, I /sign both of these so hard, my crazy old SS brute build that was supposed to allow for a theoretical 1170 points of damage KB blow can't compete.Isn't there a bit of a lack of fantasy themed maps? Like there's only really the Thorn maps, a few outdoor maps and the Cimerora maps - we need a medieval time travel zone to add more fantasy art assets to the game
It'd be cool if they'd let us use whole zones in the MA - like having the whole Cimerora zone to use would be awesome.
Seriously, we need more mission maps that take place in all corners of the globe and across time.
Quote:....has everyone forgotten about Croatoa?
We've got spirits and scantily clad witches and log throwing werewolves and giant pumpkins heads that disguise themselves as trees...and vicious vicious lawn gnomes! Jack-in-Irons is definitely a hill giant of some kind.
Not to mention there are plenty of outdoor maps with the Croatoa forest that give a DnD feel.
Or that huge graveyard map ala Dark Astoria...it just begs for an undead themed campaign.
Second part: What werewolves? I think you're talking about the tuathua dannan.
The feel of Croatoa is fantasy alright, just not medieval fantasy.
And finally, the outdoor graveyard map would be GREAT. ... Except you can see the obnoxious surrounding, modern buildings just beyond their walls. -
Quote:Funny, I've felt the same away about Silent Blade, I've encountered her about half or more of all tip and morality missions I've run so far as both ally and enemy. And sometimes both in the same mission.I think whoever was in charge of tip missions really likes Blast Furnace. Not to say I don't like him, it's fun doing solo vigilante missions with him burninating things up. But it seems like he's in a ton of tip missions, and he's been in every morality mission my DP/Dev blaster has run.
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I had actually considered an AE arc like this, with the contact supposedly being the DM, and towards the end, he'd get frustrated with how you whizz through all his challenges and there'd be an ambush of DE rock monsters.
"Rocks fall, everyone dies. ... Or not." -
Lord Recluse himself acknowledges the ridiculousness of the lack of utility with the Crab Spider backpack arms, but during prototyping of the Crab Spider Pack systems, back when they ended into folded claw-hands that could actually pick things up and so forth, Marvel threatened to sue Arachnos for infringement on their Doc Ock's trademark.
And so, reluctantly, all additional utility beyond killing for the Crab Spider backpacks had to be dropped, the only positive note was that this reduced unit production price by thirty percent. -
Hmmm... Needs more Peter Chimaera in it.
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(Sorry, have to make this joke)
Going Rogue Ultimate Edition, like City of Villains Final Mix, is only available for sale to Japanese players of the game.
The Ultimate Edition includes new story contacts that cheaply force new elements and players into a story, includes ridiculously hard, bonus AV battles, countless new costume pieces that all involve belts, zippers, spiky hair, and ridiculous sword customizations.
Further more, it comes with a special temp power that buffs you based on the number of people on your Gfriends list who are online since your friends are your power! -
Wow, this is both witty and sadly realistic.
It should also have a "Steal the Football Away at the Last Second of the Place Kick Practice" emote. -
Quote:Badass, Steelclaw. I should show this list to someone I know who's a heavy achievement player, see if this style of play would ignite his old interest.You asked for it...
Current Tournament Rules (the SEVERELY Abridged version):
* Each Server shall contain within it a single "team" of competitors all geared towards either a hero or villain alignment.
* Each team shall start with only two members... a team Captain and a Traderbot. The Captain shall actually play the game while the Traderbot is there solely for the purpose of playing the market and bankrolling the team.
* A new member shall be created to join the team when the last joining member of that team reaches 40th level.
* No Training, Dual or Single Origin IOs shall ever be slotted; Invention Origin ONLY.
* No Set Enhancements are allowed to be slotted prior to the character reaching 27th level. No Set enhancement lower than level 30 shall be slotted.
* Prior to creating the character in-game a spreadsheet shall be made plotting the exact Power and Slot allocation from 1st to 50th level. This plan shall be adhered to rigidly.
* A Reputation score shall be maintained for the character. This score is based on a mathematical equation using Badges earned (each badge has a different Rep value all kept on a separate spreadsheet), Number of Successful Missions run, Influence earned (earned inf only, that made via the market or sale of loot does not count), penalties for times defeated, and how long the character has been around. Also there is a bonus to Reputation based on how high a level the character got to before they had their first ever defeat.
* A Power score shall also be maintained for the character. Power = Temp powers/accolades/set powers + badge power values (spreadsheeted) + Level + slotted enhancements in powers + reward merits earned/spent + penalty for defeats. There is a bonus applied to power according to what the character's current difficulty settings are.
* A Teamwork score is kept based on prestige earned for the SG/VG by that character, enhancements they donated to the team storage racks, team missions they have done successfully, badges also grant a teamwork score, also there is a penalty for defeats occurring while on a team. The teamwork score is a percentage bonus applied to Reputation and Power when applying those values to the Team Rep and Power for that particular server.
* These scores (and others) are recorded at every level gain. Every 5th level they are exported to a separate spreadsheet so all characters progress can be measured against one another to see who was doing better at that point in the tournament.
Like I said, this is an extremely abridged version of my rules. I also have rules governing 50th level characters, when they can go rogue and switch sides. I have rules regarding my traderbots and how they level. I have rules about whose turn it is and what "bonus rolls" they get during their turn.
This is my tournament. This is my curse.
Heh. I love it tho'...
This is seriously HAADO MODO stuff... -
Quote:I'll /sign this. Because seriously, in-story terms, recharge, along with end consumption, is supposed to show how intensely and exhausting a power can be, now how does that make sense with REST?2) Because Rest comes with significant debuffs while active (only affect self, -100% Resistance/Defense) any balance concerns are mitigated IMO.
"Oh my god! That last break I took was so exhausting, I don't think I could rest like that against for another three minutes!"
/sign!
But just to point something out, it's not a -100% debuff to res and defense. It's actually -1000%. (It's OVER NINE HUNDRED!) I believe the only reason you don't die from one hit while resting is because there's explicitly code in the game that's meant to keep player characters from being one shot. -
Okay, so the Tsoo, Vazhilok, Hellions, and another group I can't remember, got new critters in their ranks and the Praetorian Clockwork underwent a complete overhaul along with quite a few Praetorians, so that leaves us asking: what updates, revamps, or overhauls would you like to see for various enemy groups in the game.
For me, I want to see a complete overhaul of the Skulls, lore, looks, style, etc. But powers can stay mostly the same since, well, they're supposed to be a low level, petty gang, but let's dissect their problems-
Style and looks: Look at the skull mask we can get with magic booster... Then look at the ones the Skulls wear. While the anatomy of the skull mask face detail is impossible for any normal human being, the fact is, it still looks like it's made from real bone and not a paper cutout mask. In the end, emblems and masks aside, they look like palette swapped Hellions.
Then, let's look at their names, their leaders are named Marrow Snap and Marrow Drinker, then there's Compound Fracture, The Strong Man, Brittle Bones, The Lasher, and it goes on, but there are some good ones, but really, for a gang using Death themes, they certainly have limited themselves to the crappiest of crap when about EVERY culture has a death god or three.
Lore: Go through Paragon Wiki and find any good arcs with them at the center besides Bonefire. Go on, I'll wait.
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Got anything? Yeah, I thought not. Though in some fairness, the Hellions don't have much blueside, but then that was fixed with Redside, and they even got special bosses, but then, there's more than just arcs the skulls are or are not in, but go to the information page on the site or look up their story in Paragon Wiki.
Now... What the hell does this all mean? where do the Skulls get their powers from? Are they magical? Somehow natural? It all feels weak and watery.
For looks and style, I'd mostly like to see them look a bit more distinct from the skulls, maybe give them the purple, banana clip SMGs for their Lt.s instead of the UZI, a different shotgun model (god knows, ANY gang that uses shotguns could use a new shotgun model, like maybe one with a stock) for the buckshots, give them a DP Lt. (Hellions too, I've always felt that as gangs they would be the natural ones to go Gangsta style with their pistols), and new jackets and such. To be honest, the hellions could make do with a looks upgrade too.
The gist of my own lore ideas is basically to make them less of a standard "in it for power and glory gang" and closer to just being a gang about wanton destruction in a cloud of black nihilism while at the same time giving foreshadowing to seeing that these guys could just as easily be one step away from becoming a troll or two steps from becoming part of the Freakshow later on, but that there's a connection between a lower gang to a higher gang beyond just chain of command.
Bow the next group that could use a severe upgrade is the Knives of Artemis, they have less diversity than Skulls and Hellions, they have no real arcs of their own, and in general we seem to only know them as Malta's call girls who, as going by RWZ mob dialogue, don't think as long as their paid.
Hmmm... An organization of women who model themselves after the virgin goddess of the hunt not thinking as long as their paid by a group of men, are mostly a satellite organization and given no development of their own... Nope, no unfortunate implications here, ladies and gentlemen!
So here's what needs to be done for starters, one new boss type at least, two new Lt types, three new minions, AND NO CALTROPS. Also, let's try to give them some arcs that center around THEM, and stop pretending there's only a hundred of them, even someone on minimum difficulty settings takes down more than that on most missions involving them! (Or at least give them all a Teleport-Away defeat animation to provide us with an illusion that we're not really permanently taking them down like normal gangs. ... On second thought if they do this, do it for Council, Sky Raiders, Malta, and possibly Nemesis as well.) -
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Quote:Ummm, Fire control doesn't have burn, it has bonfire, which doesn't have fear, but KB, which, while it is annoying, I think I do understand is supposed to both give it an area denial ability as well as some level of balance.Oh please great disembodied beings that exist but are rarely seen...
You've removed the fear from burn for fire tanks. You've removed the fear from burn for archery defenders.
I beg of thee, please remove the fear of burn from our controller pets.
How silly is it that beings of energy and light (see Phantom Army) who do not even take damage will still run from a fire.
Or, even funnier, my fire imps. They're MADE of fire. Why would they run from it?
Thank you for your time.
Amen.
My own fire controller is a Fire/TA controller, so meaning she lays down fire cages, heavy res debuffs, and eventually her bonfire's going to be stacked with lit oil slick arrow, and it will doubtfully be very pretty.
While I want to /unsign this on principle of balance, it would be nice to not need to remember laying down the fire cages first and constantly have to reapply them for full effect.
I shall remain neutral on this. -
Quote:interestingly, this is exactly why my longbow special agent (One of the nuclear 90, a rad/DP defender) ONLY street sweeps against enemies actively doing something criminal. (I.E. threatening or robbing someone)Heroes in City of Heroes have always bugged me in that they get a pass to do whatever it takes to clean up Paragon City. Many, in canon, proceed to take their claws and do moves called "Eviscerate". To loiterers.
The implications of that are unsettling to me. One of the reasons I prefer villains: They're more... honest.
Otherwise, you leave her alone, and she'll leave you alone. ... Which we all know that if you pass by aggro range, even when you're just trying to get to your mission door, they never will.
But I liked playing her like this because it subverts both standard hero street sweeping AND being Longbow. -
I'd want to aspire to be the cape, but in the end, I'm only human and would likely do lots of full vigilante things.
Also depends on what and how useful my powers are, but in the general sense, it's also not that I see myself as above the law, simply not always understanding it very easily.
And hell, I'd probably vary whether I'm a hero or vigilante based one state.
Here in California, anyone who's trained for 6 months in any martial art can no longer plead self-defense kills, it is treated as man slaughter, regardless of situation or intent. (also, knives longer than four inches with two edges are illegal... but sword actually aren't.)
So even if I try my best to uphold the law, I will likely fail in more than a few places and become a Maelstrom. -
this is allowing me to kill Westin Phipps, I will /sign this.
I also want to kill the following Redside contacts:
Peter Themari (Too much like Westin Phipps)
Willy Wheeler (Just way too whiney)
Darrin Wade (Jerk used me to try to free rularuu)
Psimon Omega (Overconfident Jerk)
Operative Rutger
Johnny Sonata
Mender Tesseract
Vivacious Verandi
Captain Mako
Black Scorpion
Lord Recluse
Ghost Widow (Again)
Scirocco (Or at least sock him in the face and say: "Cheer up Emo, kid") -
In this thread, let us discuss things we've only recently realized about this game which, in hindsight, should have been painfully obvious.
I have two to share, centered around Praetoria, to starts us off:
Praetoria is Cyberpunk! As of this post, it has been two days since I blinked and realized Praetoria is, in many ways, the traditional Cyberpunk Dystopia. Look on the Holographic computer displays and on occasion, you can catch a glimpse of gratuitous, pointless, Japanese characters (unless when combined with the binary all actually add up/translate to yet ANOTHER brilliant Easter Egg). Look at all the new factions, they all seem to have strong cyberpunk genre themes to them especially the moral relativity of everything. There's the 'currency' being 'information'. The signs and symptoms abound all over, and the only thing Praetoria lacks is an Internet network. (This is likely because the impossibility to regulate an Internet would be dangerous to Emperor Cole)
Tyrant's thing for Rome is part of the Parallel between himself and Statesman. (Who's a Greek fanboy). I only realized this about a week ago when this information's been around since I started playing more than two years ago.
/slowpoke. -
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Quote:this is awesome.Fort Gladius, I think, might be more interesting if it's not only slaves and exiles, but actually mostly contains veteran soldiers from the Hamidon Wars. The bitter ones, who're angry about what happened to their world, and want it back. The ones who never really came back from their war. Fort Gladius is the natural dumping ground for all those dangerous Hamidon War veterans whose loyalty is not absolute, to keep these dangerous men out of the hands of the resistance. Cole keeps the men best suited to lead a rebellion busy with a more dangerous enemy.
The fort itself is one of the most free places on Praetoria, with few of the harsh restrictions of Praetoria save military discipline and little of the obvious propaganda. Hell, some of the people might never have actually seen Praetoria, and few of them know how controlling the dictatorship is, or that there even is a resistance.
The Resistance, though, uses this place as a training ground and safehouse, sending its recruits to be hardened, and those soldiers who've angered too many or become too well-known to be safe in Praetoria. The base is full of bitter veterans, and some of the most dangerous agents in the Resistance.
The Loyalist arcs are about fighting back the Devouring Earth, and finding a way to deal with the Resistance. The Resistance arcs are about dealing with Fort Gladius before they discover the Treehouse, and keeping safe from the DE. Both sides culminate in having to combat a new Devouring Earth monster, one of incredible power, the ability to control the DE around it, and worse, dangerously intelligent.
The Power arc is a more ruthless military campaign, where you must win at any cost, versus the Responsibility arc, which is more about keeping the soldiers under you alive even if it makes victory less likely. The first arc has you conducting general military patrols, activities, and rescuing captive soldiers, with the central plotline being discovering the DE are capturing soldiers to convert into Devoured. In the Power plotline the contact expresses disgust that these soldiers let themselves be captured alive and orders you to plant a beacon so they can destroy the entire Spire and everything in it, whereas the Responsibility plotline has you rescue the soldiers and destroy the Spire but let many Devoured get away.
The second arc involves the discovery of the Resistance base, at first following rumours of disappearing patrols, then encountering Resistance bodies, and trying to find a Resistance patrol and stalk them back to the base. In the last mission you encounter a large group of Resistance pinned down by the DE. The Power plotline is to use one of the lure bombs to draw enough DE there to weaken them, then finishing them by yourself, so you can check their bodies for intelligence of the location of the base. The Responsibility plotline is to help them fight them back, because at worst they keep the DE's attention divided, and at best you may be able to form a tentative alliance of convenience with them. In this case, though, you find them entirely unreasonable, and though they tell you where the base is because you saved them, they refuse to consider working with you.
The final arc starts with an attempt to raid the Resistance base, only to be ambushed by a new and terrifying DE enemy, a colossal Devoured with a lesser form of the Hamidon's ability to control the DE. You can choose to help the ambushed party escape, or let them die and flee yourself, because getting this intel back is far more valuable. Then you join a hunter-killer team tasked with killing the beast, only to find out it is actually a skilled tactician, and was exposing itself only to lure you in. You return to base to find that the base is under a massive attack, and that you'll have to fight it off. You fight for a time until it becomes obvious the attack won't end, and the second last mission is to distract the enemy long enough to buy yourself some time, by dropping behind enemy lines to attack the beast yourself so it calls back its forces. The last mission is to hit it while it's weakened, in the Responsibility plot by going in alone and planting a beacon for a massive airstrike, and in the Power plot by going in with a hunter-killer force, at greater risk, but so you can be sure you hurt it.
The moral choice mission is one to destroy this DE monster, because it poses a clear danger to not just Fort Gladius but Praetoria itself. You go to the Resistance base one way or another, Power, ordering you to plant a beacon there so the monster attacks and destroys the base, allowing the Loyalists to hit it while it's badly weakened, or Responsibility, forming a temporary alliance with the Resistance to fight it. When you get into the base you're confronted by the base's commander, who offers you pretty much the same choice. If you choose Power, you have to fight him, then plant the beacon, and then go out of the base to see a huge number of Resistance bodies and a EB monster with a half-health cap. If you choose Power, you go outside, but are confronted by your CO for trusting the Resistance, who were planning to do the same to your base. You fight him, and then the Responsibility contact joins you. You fight a full-health EB, but with two strong Boss allies. In this case an unspoken treaty of nonaggression forms between the Resistance and Fort Gladius.
Either way, the threat is ended and the loose ends tied up, just before you're called back to Praetoria to celebrate your remarkable success before heading to your next assignment. -
*Brofists the Demon Hunter* Sing it, brother!
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Redside: Cap Au Diable, normally I'd say Mercy, but I've got a picture as to how I think a view my vision of a super revamped up Cap Au might look from the new Luddite Village up at Aeon City
Blueside, I'd probably go with... Oh, tough choice.
But I think I'll go with Dark Astoria like some other folk. Include some Silent Hill-esque fun. -
"Hey look, Francis, they have the latest issue of 'I Hate Everything'!"
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Quote:sounds good to me, but you forget that the Devs are not fencers or kendoka in anyway, shape, or form (to my knowledge, and at least the devs who first made/animated/named the powers).I'd honestly prefer to see parry as a recharge debuff for the person hit by it, or a recharge buff for the sword wielder.
Generally a parry throws a target out of position and opens them up for a riposte, rather than increasing your own ability to defend yourself. The parry action itself -was- your defense against the attack.
Giving the target a recharge debuff to represent their inability to retaliate with haste or a personal recharge buff to increase your riposte makes far more sense.
-Rachel-
But your idea has merit, another possibly one is also a -dam debuff.