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Posts
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But you would both be working different departments of development, so there'd be no need for competition.
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Ridiculous and out there/gag wishes:
-A series of "Mini-issues" devoted to updating, streamlining, buffing, and maybe some small nerfing, done for each of the ATs in a TF2 class update manner. (Blaster Vs. Stalker update!)
-For Mercy Island to see some rebuilding, the place is a complete hole, srsly, why would Ghost Widow wanna hang out in a dump like that?
-Steelclaw for event coordinator Dev!
-Me for enemy design Dev! (Actually, who would be the current guy in charge of that? It seems like something that would be less of an office of one guy and more like something shared between Jay, BaB, Castle, and Posi)
Serious Wishes:
-Updates to the city scenery, zone touch ups, and storyline revising/updating
-New map tile sets.
-More space for MA mission arcs and critter customization.
-Updates for bases (more items, more things to do in them, etc. etc.)
-Samuraiko for Dev!
-A little help for lethal damage dealers. -
Quote:Well, not exactly, but what does make a baddy worthy for level fifty?It's possible that the reason most enemy groups are level limited is the same reason groups that go from 1-50 sometimes have problems in progression. The Hellions and Skulls have few, simple powers and work well as a low level group, but how could you expand on that up to level 50? And do we even want to be fighting Hellions in different outfits for the whole game?
Though really, it wouldn't be too hard to expand on the Hellion concept, perhaps as they progress they become mutated and demonic, while Skulls become living dead monsters. -
Quote:In theory, if groups only diversified as you leveled, than the annoyance of fighting an earth thorn caster or equalizer would be mitigated by the fact that there was a good chance that you'd face only one or two every mob or so.It has that feature, konshu, they just almost never use it. If you look at the Longbow Wardens, you can see that there are really only something like 8 or 9 of them. (I made a list somewhere, but I've lost it.) They're just defined as 1-9, 10-19, whatever so that they gain powers as they go up.
The sad side effect of how little they use this, though, is that even groups that have a ton of mobs, like the Circle of Thorns, only have maybe two lieutenants, two bosses, and three or so minions at any given level range. So no matter what level you are, every mission is roughly the same spawn over and over again.
Of course, sometimes this is a relief, like when you level past Earth Thorn Casters or SWAT Equalizers and don't have to worry about them any more. But it's a relief I'd gladly forego if it made the game less repetitive. I mean, seriously: all of the non-robotic cops in Peregrine Island are Peacebringers? Come on, really? And yeah, back to the original post: the Circle of Thorns won the Mu/Oranbegan War by summoning ... mobs that only go up to level 40, and two or three elite bosses? -
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Quote:As a work around, I tried that, I guess the real question of this thread is: What makes a critter worthy of its level range?You can use Infernal's Praetorian demons up to level 50 if you want, I believe. They're very similar to the Circle of Thorns enemies.
I thought it was number of powers, and/or resistances, but it doesn't seem to be the case. This is also something I want to know badly because I enjoy making custom critter AE factions and try to balance them for the level range they're supposed to be in, or at least test the level range you're expected to start fighting them.
I would like to note here to AE critter creating maniacs like myself, that if you want to simulate a critter possessing only one powerset, regen as a secondary works well for that. -
Updated:
In light of a realization what this is really about, I would like to know if anyone knows what makes a critter worthy of being able to appear at its level range? What makes a succubus, with only four powers and no resistances, be considered a good level 40 boss compared to a Hell Frost with seven powers that include and inherent resistance and an armor power only suitable for mid-20s to 30s boss material?
Original post:
So since Mission Architect was announced, I had been eager to make an AE arc where your character would fight their way out of the depths of Hell (or even take over a small chunk of it, it would be neutrally aligned, honest!) but when I finally got around to it, I was disheartened to realize that not only would I not be able to make it a level 50 arc, but I would not even be able to have Hell Frosts, Behemoths across the level range, and succubi in the same custom group (I tried subbing this with Blade Princes, but then I realized that they were elite bosses and would not spawn normally), and when looking over the power range and abilities, it seems odd that behemoths are the only demon type enemy that goes up to level fifty, and very sad.
But now I'm just curious, when so many of the other demons seemed qualified for going up to level fifty status, why do they only exist for such a short level range? -
Initiated: Rikti speech pattern
Reaction to this revelation: Mind: Blown -
To all those bringing up continuity: it was screwed up the moment we did the arc instead of the Freedom Phalanx, not only that but it retroactively damaged continuity!
Remember, the model was originally supposed to be kidnapped from Icon and the ritual was supposed to take place outside. -
Quote:They don't provide info without a mission, further more their job has been taken over by recon officers.Well the primary purpose of the Security chiefs isn't for missions. They're there to provide information about the zone to players (I believe they do this even if you don't have the mission). The extremely annoying mission and hunt are just there to help guid players to them.
I support this, though another nice idea might be letting them give out mini-Task forces like Ouroboros contacts to further bring flavor to a zone. -
Magic, though their founder was originally a mutant, her soul was sealed inside a mask by a magic using Satanist.
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Channeling a little bit of TF2 sniper here...
"For a second you made me think I was in an AE farm."
"You're not a shining example of the Devs' 'risk vs. reward' rants."
"You're making this so easy I'm actually losing EXP and Inf."
"And I thought Hellions were bloody pathetic but you make 'em look like Malta."
"I always wondered why the Skulls were so emo, seems they saw how you fight too."
"I think I could raise my skill on this toon better farming Contaminated than bothering with you."
"I would steal your lunch money now, but it seems all the level one heroes and villains already plundered ya."
"Maybe I should just get my emp defender and spec her out of all her enhancements and self affecting powers, might have an even fight then."
"What was your chest insignia? A 'Kick me' sign?"
"I feel sorry for whatever gang you run with, mate, you don't even make good cannon fodder."
"I never thought I'd meet a dumber villain concept than Comatorium."
"Gee, and I thought the blokes in the Foot Steps Initiative were awful." -
Quote:If Dark Armor gets allowed KB protection then I'd want SR to get fear protection dammit.Ugh... Yeah, Dark Armour is a huge mess, especially in terms of endurance cost. Protection-wise, it sort of works, between the relatively low static protection, the nice heal and the control auras, but it costs so damn much it's often just not sustainable. Even just the shields by themselves are too expensive for what they are, especially Cloak of Darkness. Why is that power so gosh-dang expensive when it provide benefits which so rarely come into play?
And Cloak of Fear is just insulting. It costs a hideous amount, it does barely anything and it hits so inaccurately. This power is simply not worth its endurance cost for what it does.
Dark Armour really needs to be balanced with cost in mind. The set has seven toggles, four of which are shields that are necessary pretty much full-time. From then on, you just have to account for the fact that people may want to run a heavy toggle on top of that, seen as how they're what the set gets for lacking so much self-protection, but they're just so incredibly expensive and do so little.
Personally, I'd like to see Dark toggle costs lowered across the board and some small-scale knockback protection added in Cloak of Darkness. Enough to resist the simple things, like baseball bats and pistols, but not quite enough to resist boss knockback attacks and such. The set has more than enough utility. Making it a little easier to use that utility and at least nodding at a patch towards the biggest hole would go a long way, in my opinion.
But anyway though, I've never played DA, but i'll accept the idea of the tohit debuff resistance as well as a possible neg- energy resistance buff. -
Quote:Seems interesting, but I'd assume there'd be a natural limit on what you could do this with, like say you wouldn't be able to do this with Malta Titans and the like since their animations are made specifically for them.I'm sure that most of us agree that the nerf to custom enemies in Architect arcs was a necessary one - the ability to tailor your enemies' abilities for minimum risk and maximum reward bordered on game-breaking. But we can also agree that, following the nerf, the only way to receive rewards on par with regular mobs is to crank up their abilities to the point where the risk dwarfs the regular one, eventually leading toward discouraging the use of custom mobs altogether, as many AE players will be driven away from arcs with severely unfavorable risk/reward ratios.
Thus, I propose what I believe may be the best of both worlds - when creating a custom critter, present the option to use the attributes of an in-game mob, rather than picking out specific powers. For example, let's say you want to create a custom mob named "Chrono Agent". You design the costume and once you do, you are presented with an option to use the powers and abilities of any in-game mob. So instead of selecting specific powers, you decide to use a say, a Tsoo Red Ink Man as the template for Chrono Agent's abilities. Everything about the Ink Man is transplanted onto Chrono - hit points, powers, level range, the works.
To all practical purposes, someone fighting Chrono Agents would be fighting say, Red Ink Men, but with appearances and biographies determined by the arc creator. Thus, because mobs created by the devs are {supposedly} balanced in the risk/reward department, there would be no reason not to grant rewards corresponding to the custom critter's template mob.
What does everyone think? Did I miss anything obvious?
It might also present other interesting opportunities, such as the actual ability to reuse existing mobs but change their text. -
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Sorry my SG leader hasn't been on and didn't give me base upkeep permissions so I couldn't get the Telepads up and running, otherwise I would have so been there and laying down forts like you wouldn't believe.
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Funny, I've been thinking of something a long these lines as well, basically a series of temp powers both craftable and purchasable designed to assist as inf sinks in the game, the trick would be to make them powerful enough to be worth going back and getting them regularly you run out, but not be a game breaker, but I also figured there'd be two for each origin and they would be sold at the enhancement stores.
One you could just buy like a Raptor pack, I'm thinking maybe 75-100,000 inf since you're getting a freakin' power here, and not exactly one to completely sneeze at.
Plus, these purchased ones would be more effective if you were the associated origin, to let people's origins mean a little something.
A second one would be a little more upfront effective regardless of origin, but it would be a recipe you must purchase and then craft. The Recipe possibly costing the same amount.
And finally, a purchasable heal other temp power, possibly similar to the one for Day jobs but I think that by giving it only three charges per-purchase could keep the day job power desirable.
Although for fun, here's my suggestion for an alternate to it being a copy of the dayjob power:
Medpack, moderate ally heal, 5 second cast and interrupt time, requires melee range with target. You're character will do a jazz hands as an animation. -
Quote:Well that puts the horrible mental image of Lord Recluse alone in a dark room with a computer, a TV, and countless pieces of anime memorabilia and figures (including a few body pillows *shudders*), wrapped in a blanket watching Lucky Star and sighing the word: "Mo-e"
Cue the 4 patrons running for the eye bleach. -
Also, maybe have each other trainer arbiters in different emotes besides just standing around going through the idle animations.
Maybe one is always found with a clipboard in hand, or another is always seated at a small table drinking tea, and another drinking coffee. -
What I wanna know is why is ice bolt described as throwing "icy daggers" and yet it deals cold/smash damage rather than cold/lethal? To be honest, I'm not complaining, but clearly someone either could only throw daggers and hit with the pommels or blunt sides (a possibility since it can be hard to do), or simply did not know what kind of damage a dagger would be classified as.
Excerpt for reference:
"Ice Bolt quickly pelts an enemy with small icy daggers; their chill Slows a foe's attacks and movement for a time. Fast, but little damage." -
One random idea that could also give Longbow itself an overhaul for appearance and abilities could be the U.N. deciding to out Miss Liberty (or was it Ms. Liberty who's the current?) and replace her with someone a bit more ruthless, possibly even revealing say... A high ranker in Malta.
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Quote:For arcs that are kind of heroic or at least neutral: Seer Marino's Oh Wretched Man, Captain Petrovich's Iron Widow Arc, plus he lets you blow up the Cage Consortium building and I'm a strong scrapyarder sympathizer, we've all had a horrible job that really sucked but we couldn't quit.I'm going to make a Brute version of my Tank and switch him to CoH when Going Rogue comes out.
Are there any missions in CoV that make you "kill" civilians or anything like that.
I really want to start playing him now, but I'm obviously going to have to do the villain missions.
How many of the missions are clearly evil?
The Technician Naylor arcs are fairly neutral, Johnny Sonata's too. Oh, and there's Diviner Maros.
For ones you should avoid: Psimon Omega's, Westin Phipps, about half of the contacts in Nerva, really (Longbow traitor, looney ex-hero). Scirocco and Ghost Widow's arcs, at least towards the end since you're stopping something potentially good from happening. -
F@#$ YEAH!
And nice work on another list steelclaw.
By the way, Santa's elves are totally natural origin. /em gagtroll.
Now what kind of things do you folks think are on the NPCs Wishlists to Santa?
Scirocco:
-Linkin Park's latest CD
-My Chemical Romance's latest CD
-Those really cool cargo pants at Hot Topic with the glow in the dark tube trim (Actually, any pants that fit would be nice.)
-Going Rogue, dear god, Going Rogue please!
P.S. if all else fails, the Malleus Mundi. -
Blue Steel or Spark Blade
Or Scirocco. -
I would like to reiterate my last question pertaining to the Imperial Wind from WWII.
Who were the members?
Are any still alive?
What was the fate of The Lord of the Frosts? (Maybe he became Winter Lord?)
Is this something you will leave to players? Or plan to answer in a in-game event and that's why you remained silent last time I asked.