AzureSkyCiel

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  1. What I would like to know is that while the OP's two minute lapse seems harsh, was my access denial due to a three day lapse justified?
  2. AzureSkyCiel

    NPC Makeover

    Quote:
    Originally Posted by IanTheM1 View Post
    I seem to recall a handful of the lower level villain groups already did get a revamp in the form of higher definition textures, such as the Outcasts.

    That said, I'm not sure I'd want them to really overhaul citizens for two reasons: 1) They're really not that terribly important. 2) They tend to come en masse. More detail = more potential lag.
    Actually, on that note, perhaps the number of citizens that spawn per-zone should be reduced and have a limit cap simply because it doesn't completely make sense for them to be out and about on the streets when they could just take a car, form a carpool, work at home/shop online, or the Devs could make citizen only buses.
    Otherwise all they do is just push you out of the way, but it that's a problem in game... Hmmm... I'm not sure it'd be practical, but perhaps some manner of coding that spawns a citizen to walk by and push anyone being a jerk enough to try to block doors and stuff by spawning out of the nearest door (likely the one they're blocking) and pushing them to despawn later?
  3. I'll /sign this.
    But with gladiators in Arena, that technically makes it PVP or EVE.
  4. AzureSkyCiel

    NPC Makeover

    Quote:
    Originally Posted by BBQ_Pork View Post
    How hot do you really want to look when you're going to be accosted by Trolls, Hellions and the like? Dress poorly, put on bad makeup and hope that all they want is your purse.
    Point, would also be interesting to see some of the citizens of Paragon fed up with the muggings and seeing them locked in brawling animations with them with varying degrees of success as well as the occasional: "I got this sorted but a hero would be REALLY nice right now!"

    Also, on the note of NPC makeovers, I wonder what the alternate costumes of some of the canon NPC characters are? I mean, does Statesman still sometimes don his old costume for nostalgia? I heard Scirocco's mantle is cursed because he stole it, but does that mean that its ALL he can wear (God, he must reek, no wonder all the other patrons seem to avoid him)? Maybe Sister Psyche could dress a little more warmly during the New England Winters, unless her force fields provide decent cold res.
  5. AzureSkyCiel

    Zones:

    Quote:
    Originally Posted by Techbot Alpha View Post
    Old zone content needs fixing first. Content, not the maps, maybe. But old is still old, and not as fun to play through.

    Then, by all means, roll onto the new stuff, since it will be good, having seen what zones like the new RWZ and Cimerora are like. We know the Devs do great work.
    But it won't hold together if the paintwork is shiny but the chassis (old zones) are rusty. And they are,
    Agreed, particularly why I brought up some new story arc content for such updates.

    Really, when one considers the nature of ouroboros, it should be feasible to phase out old content and have it be found exclusively within Ouroboros flashbacking, maybe to help players find those old arcs, give them a special tab in the aspect pillar listing, or perhaps have them require a special aspect pillar/mender contact.
    But that's kind of getting off on a tangent.

    @Ian
    Ah, so that's what you meant, and it's understandable. I would kind of think that maybe a broader regional community might be more in order, for example, if we go into something like a "Little Mediterranean", we might also be able to include Banished Pantheon (Though I think they're more central and southern African that northern), as well as throw in a few links to Cimerora.
  6. AzureSkyCiel

    Zones:

    Heh, I remember once spending a long time coming up with an idea for Japanese zone, three actually, for heroes,villains, and one where both could meet. (didn't settle whether it'd be coop or PVP)
    Though I will say that a lot of zones, as of now, are unused much on their own, so perhaps what would really be needed is some story arc visitation and some changes to the some of the neighborhoods to give kind of a theme and new life. (Though the dev say updating a zone takes as much time and effort as it does simply to make a new one.)
    I especially like like the idea of portal corp missions that send you to other parts of the world.

    Also, on the note of places where single ethnic groups tend to gather, Ian, have you ever been to places like Little Tokyo or China town? The reason that happens is because immigrants will look for people who feel familiar, especially when founded in older times when racism kind of forced those people together in those places.
  7. Quote:
    Originally Posted by Wolf_Reign View Post
    Hrm....I could have sworm tab was defaulted to locate NEAREST enemy.
    Nope, just "next enemy"

    It's something easy to miss throughout the entire time leveling a character. I know I learned this when I was told about "selecting nearest ally" to find hostages in outdoor maps (doesn't work anymore) and occasionally change it up on my defender.
  8. Personally, I'd just settle for boxing and kick to get new animations. I'd love to see boxing get a glowless barrage one-two punch animation instead of the standard Jab-to-the-guy look.
  9. Oh for the love of-... My thread on this was only on the next page!
  10. Quote:
    Originally Posted by Wolf_Reign View Post
    Okay its issue 16. The game is YEARS old. This bug or whatever is still around. When you're in a pvp zone and somebody is attacking you but you cant click on them due to them moving all around and you hit tab what does it do? IT LOCATES A FAR AWAY MOB! Hit it again and it gets ANOTHER GODAMN MOB! There can be 4 people coming towards you and it will locate the mob far away.......WHY cant you fix this?
    Change the tab key to target nearest enemy.
    Or assign a key to target nearest enemy. Actually I've been somewhat having this problem in PvE too, thanks for reminding me.
  11. For those discussing the idea of improving inherent AT powers to help keep AT uniqueness, please visit my thread.
  12. Hey, corruptor, why so sad? Couldn't get those three powers that you really wanted? Awwww... Why not? Oh, you had to spend it on Stamina!

    Edit: Sorry, I enjoy my defenders and scrappers, and it gets me really PO'd over the idea of come Going Rogue we're going to get swept under the carpet and booted from teams because it sounds like people like the OP and some others in this thread will see them as only scrub tier ATs compared to villain side. Huh, this is probably my first DOOOOOM! post ever.
  13. One thing I've been kind of interested in seeing (though I'm not sure how it could work) is longbow trained agents specifically made to bring down SoA VEATs, kind of like Quantums vs. Kheldians.

    Another idea was a slightly nerfed in power, but otherwise the same, Longbow Ballista boss version.

    And finally, taking que from Malta, Nemesis, and the PPDs hardsuits, New Longbow EB; Arbalest. A nigh two story tall powered armored nightmare agent.
  14. I would like to admit the idea of the OP's has merit, and as others have pointed out though, the oni would probably look a bit wrong with ninja run, particularly the issues with his skirt thing. (They definitely do not look like the bottom half of kimino, nor do they look much like hakama)
    However I would also like to point out that ninja run also looks good because of the speed that comes with it, which, we are proposing, the ninja would not have. For an idea as to how silly this might look, make a character set to max height scales and get them up to using ninja run, notice how the animation is slowed to pace with their steps but also the sense of how slow it is compared to how fast you're supposed to or need to be moving.

    Now as to whether ninja run looks bad, I think I should point out to Zachery that when you're wielding a bladed weapon, or one of any sort, it can actually look rather silly to run with it bobbing about, nearly poking out your eye or swinging this way and that, ninja run offers something where you do not look like you're going to take out half your own team just be moving alongside them.

    In closing, the idea has merits, but might need some work, among other issues with ninjas, but non-the-less, I'll give it my /signing.
  15. AzureSkyCiel

    Worst Mobs Ever.

    Vazhilok... Just... Vazhilok.
    Ironically, the human enemies moreso than the bosses or zombies.

    Nerf your recharge and regen to hell, seem stupidly accurate for their levels against SR, and their hacksaws rip you pieces way too quickly, and they come in minion and Lt. variety, doubling your chance of encounter with them.
    Two in a group? Kiss your already dismal attack chain good bye.
    Three? You're dead.
    Not f@#$%ing fair, Devs.
  16. Dude, I don't even much like PVP and I am /signing this.
  17. Quote:
    Originally Posted by Ad Astra View Post
    I almost didn't even go into this thread due to the title.

    Was anyone else wondering why the OP put forth his "worst idea yet"? I think generally people want to put out their better or best ideas.
    Well, I figured that it was probably a bad idea, but I had tried to put a lot of thought and effort into it hoping to make it right, or at least decent.

    I'm kind of wondering if anyone's even reading some of the ideas beyond the first sentence at the moment though...
  18. AzureSkyCiel

    November 27th

    Well, tomorrow's the major event, and maintenance is going to be today.

    /em crosses fingers for something
  19. Quote:
    Originally Posted by Rebel_Scum View Post
    If the kheldian buff inherents were made into aoe auras, the numbers would have to be reduced to retain some semblence of balance. Consider that a single kheldian on a team with say three tanks and three blasters would be giving the entire team 60% damage and 30% resist all. That's better than some defenders can manage. Add a second kheldian to that team and it becomes 120% damage, 60% resist all and 20% slow resist. So yeah, it'd get very unbalanced very quickly.

    E:


    They tried this, I believe, back when they were last looking at revamping the stalker inherent. It was deemed to be underpowered on low ranking targets and overpowered on high ranking ones.
    You have a good point on the first, I had forgotten that the buff stacked on the individual Kheldian, so I suppose that would be how it retains a secondary effect, this would also allow the Quantum Energy resistance bonus to be buffed since it would no longer have the problem of stacking, I think. The math is starting to get dizzy for me.

    Well, that's kind of why I suggested the scales sliding based on the level of the enemy to the stalker, this could be worked both ways.
    So when you get to something 4 levels below you, you're going to be taking off large chunks of HP even from an AV and instantly killing bosses, but when you're fighting something that's four levels above, you're going to be doing significantly smaller percentages against even minions.
  20. Quote:
    Originally Posted by Blood Spectre View Post
    If they TRULY had physical perfection they would also be catgirls.
    I can think of a certain Maus who would be thinking "Och! Not again!"
  21. Quote:
    Originally Posted by Steelclaw View Post
    * Certain exemplary foxboys will be accepted as harem slaves to the Catgirls. These hardy souls generally die of exhaustion within a month. Those with Stamina last two months; six slotted with Endurance Mods will extend that another 3 days. Such foxboys die cursing ED.
    What if they're regen with six slotted end mod Quick Recovery, Stamina, and Body Mastery's Conserve Power (with plenty of recharge reduxs), and Physical Perfection?
  22. So lately I've been thinking and notice that a lot of people tend to complain about how some of the inherents work for some ATs (defender namely, though I personally love vigilance for when I really need to heal spam on a team) and that some ATs, like Blasters, Doms, and Controllers get two inherent effects instead of just one.
    To this end, I've come up with a small series of ideas to add to existing inherent powers for the ATs, though to be honest, some of the specific numbers and details I'm not clear on, so please remember that any specific numbers are list are basically arbitrary. So that's said, let's begin the inherent modification with...

    Warshade and Peacebringer: Dark Sustenance and Cosmic Balance, this inherent encourages Kheld players to team up, and while that's not a bad idea, people often say there's not much a reason for other ATs to team up with them, and if I recall, for the longest time, Kheldians did not benefit from having fellow Kheldian players join, to this end I propose this simple change- In addition to the benefits gained by the Kheldian player, these bonuses are given it's teammates as well, after all, a Kheldian is a symbiotic creature (mostly) so Dark Sustenance and Cosmic Balance should reflect that they give back as well as gain.
    Also, I propose changing the benefit Kheldians gain (and would give with this modification) from teaming with one another: For every Kheldian on the team, you gain a 5% resistance to the Special Quantum Damage from Quantum array guns. Now this bonus might seem small, but consider that with this change, it would mean that not only is the Kheldian gaining this resistance from being with a fellow Kheld, but also benefitting from the bonus they're giving they're Kheldian teammate. So on a team with two Kheldians, you gain a 10% resistance, and on a team with three Kheldians, it's 15%, and so on. (Cue the 8 man team of Kheldian ATs asking "What now, b@#$%?" to the next quantum gunner they fight)
    (Though I suppose all this is moot since Kheldians generally end up with several different inherent powers)

    Defenders: The current system isn't so bad, especially on smaller teams, so let's throw something else in to make it worth while, eh? I propose a chance for "Special Critical", basically everytime they use a power that buffs, debuffs, or heals, they would have say... A 15% change of that buff or Debuff's effectiveness be boosted by 30% for its duration.

    Tankers: I hear people say that Gauntlet isn't enough, and as someone who's played a tank solo ("lol, lrn 2 play tank" I know...) I can say gauntlet can't get you in a few more jams than help you out with. Also, one an eight man spawn, the numbers can easily get overwhelming if the DPS isn't fast enough or the support misses a beat (which I know isn't the support's fault), so for this I propose this addition to Gauntlet: a PBAoE aura (non-taunting) where for every opponent that's engaged on you, you gain an 8% resistance to all debuffs capping out with ten opponents for an 80% resistance to debuffs.

    Scrappers: Well, I know they say "If it ain't broke, don't fix it" but the point of this isn't that the inherents are broken, just that other AT's should be allowed a secondary aspect of an inherent, so my proposal is that similar to a Blaster's damage buff per-attack, only to bring out the absolute DPS of a scrapper, every time they attack, they could gain a small recharge buff for a short duration, possibly a small end discount too since this would theoretically mean, even an a claws/regen/fitness with body mastery's physical perfection and conserve power going and no toggles one would still end up sucking wind, depending on the duration and strength of the buff.
    Also, depending on the strength and duration of recharge buff, the possibility should be kept open of it not effecting secondaries, lest we get double stacked Strength of Will or perma-Moment of Glory, and this is just considering the tier nines.

    Now we're on villains...

    Brute: They about have the same options for aggro management as a Tank with the exception of Gauntlet, and in the end, a Brute is still more delicate than a Tank, and besides, they're damage dealers, and while they do have their own taunt in their attacks (the poke-voke), I would like to propose that on a Brute's single target attacks, the would still have a small chance (Say maybe 5%) of whacking one or two additional enemies within five feet of their target for half or maybe a quarter of the damage of the power they used, with the possible addition of this only being possible if their fury is at a certain percentage. (After all, those shock waves from SS seem like even they'd hurt to be too close to) This is inspired by the Left 4 Dead's Tank ability to smack multiple survivors and works with the Brute's concept of being the incarnate of awe-inspiring force.

    Corruptors: For corruptors, they would basically get the "special critical" for my defender idea, however, it would be linked with scourge going off, and rather than it applying to only one power, it would be a short global buff (lasting for say... 7 seconds), so if you work fast enough, you can lay down multiple boosted debuffs and buffs on enemies and allies.

    Stalkers: This is more an overhaul of the whole inherent, to start with, Assassination would be buffed (or debuffed, depending on your views) to deal a set percentage of damage depending on the opponent's rank. From a proper assassin's strike, minions would lose all their HP on a connecting blow, Lieutenants would lose 50% of their max HP, bosses would lose 25%, EBs would only lose 15% and AV's 10% to prevent and all stalker team from just soloing Statesman with a simultaneous AS. Though to be honest, I'm not entirely sure how to stop something like say; a level 6 stalker from going around, popping yellows, and ASing something way higher level than it. (One idea is to scale the damage percentages down based on how many levels higher the enemy is to the stalker starting from +2. So a minion would only lose 50% HP from the AS) Furthermore, an assassin's strike would have the benefit of significantly stronger secondary effect that matches the set, for example, the standard ninja blade defense debuff is -7.5% to defense, when Asssassin's Blade is used, in addition to the damage, it would also inflict a -15% defense debuff. The fear effect would remain. (I'm not sure what would be done for claws and Dual Blades which lack any standard secondary ability)
    (For purposes of PVP, I'm not sure whether AS damage should be calculated normally or if it should be treated similar to AVs)
    Another problem with this is that it would effectively negate the need for damage slotting on the Assassin's X powers.

    Masterminds: This is really tricky since in the end, it's the pets' inherent abilities that really make the MM than just Supremacy (though it does help a lot), but to this end, I propose that the number of the MM's henchmen should also benefit from their numbers and possibly their upgrade state. For each Henchmen summoned, they gain a 1% defense buff and gain a 7.5% Resistance to all mezzes and debuffs for each upgrade. (So really, a fully upgraded henchmen would only have about 15% resistance to those things in spaces they do not have)

    Soldiers of Arachnos: No clue, honestly.

    In closing, if this seems like a good idea, you might wanna talk to a doctor, or maybe I did get something right, but all in all, try not to take this too seriously, and I'm not holding my breath for this so I wouldn't advise you try.
  23. Quote:
    Originally Posted by Smash_Zone View Post
    No... just no... for the love of all that is sacred, HELL NO!!!

    Seriously, if they actually started selling this, I would probably drop my account in an instant. This idea is just... horrible! Is this some kind of joke?! I sincerely hope it is, otherwise is would be very smart to get your mind out of the disgusting gutter it dug itself into.

    Wow, I didn't think a single post could make me be so rude...

    No strippers in my game please, kthxbai.
    <The Joke>


























    <Your head>
  24. AzureSkyCiel

    Shield charge!

    Quote:
    Originally Posted by Memphis_Bill View Post
    They're Trick Arrow. Everyone's going to be covered in glue and nets.
    No freeze arrows or oil slick arrows? I am disappoint.
  25. Alternate animations for Fiery Melee, Electrical Melee, Ice Melee, and Energy melee to include martial arts kicks and punches. And then we shall be City of Fire Benders, lol.

    But seriously, I just would love to kind of have the fiery martial artist thing for my fiery melee toon instead of just "I touch you (in inappropriate places, considering my fiery melee brute's height) with FIRE!"

    Alternate animations for certain blast set powers. Like Electrical blast, since thunderous blast is a really really really big disappointment. I would have expected a huge blast of lightning from the sky... instead, we get the same DBZ blast animation.

    And as a joke: Spines customization... With DRILLS!