Blood Red Arachnid

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  1. The only ATs that really need help on a whole are Blasters and Khelds. For the most part, it is particular power sets that need to be looked at.
  2. I know that on virtue and freedom you'll have very little trouble getting a team redside. Granted, it is less populated than blueside, but it still has plenty enough players to form tip teams, radio teams, and every single SF as well as through story arcs.

    It is slightly harder on redside, but so far I've been able to solo a stalker, dom, both SoAs, and a PB through it. This is at levels befiore IOs, so I do wonder what some player's deals are.
  3. Not necessarily. You gotta talk manpower and resources and the actual programming, and before you even begin you have to have the mindset that is willing to go through with it along with the plans you intend to unfold with the new system.
  4. UPDATE:

    MoDD trial guide his here:


    http://www.youtube.com/watch?v=zU_eqHET6sA


    The trial was originally 37 minutes long. I had no idea that it took that long to do an MoDD! I thought the second to longest trial next to the UG would be TPN or something. Guess it is this one. To get it to a manageable size, I had to cut it down out a lot of the lengthy AV fights and enemy fights. The team I ran this with, while quite successful, was also an unusually slow one. And I have to say, after running all of these trials, I can't believe how luck I was with them. There were a couple of... strange things that both happened and didn't happen.

    First, I only received rare/vr reward components at the end of the trials. This is on a toon that is essentially already finished, so it is less about me being lucky and more about God's sense of humor. I'm still waiting for people to hate me over it.

    Second, throughout all of these runs I have never died once. Granted, my PB is quite durable, but normally something happens that makes me kiss pavement. During this run I came close two or three times or so (I believe only one wasn't cut due to time constraints). I was very lucky from a cinematic point of view, since the protagonist here doesn't die, and usually death's greatest effect is the harshing of one's mellow.
  5. Sweet! I've been wanting to do something about this for awhile. This is my current screen:




    As you can see, I got a little tired of his crotch, so I'm letting LR give him a beatdown. Though this might not be my permanent login screen, since I just used this image to test the system out.
  6. Forgot to post an update...

    Yes, it was the geometry buffers. Once those were turned off the crashes ceased.
  7. My concern with the whole "lairs in addition to bases" thing is the server load. My older computer used to go on the fritz any time I entered an SG base. Imagine that, then imagine 1000 other bases, then double that load for Lairs.

    At best, what could be done is an "either or" system. This is where an SG leader can opt out of a regular base to go for the "lair" which is identical except for adding new stuff and content and things that will eventually make the old system extinct.


    There is an alternate option, but it may be hard. Now, I believe the way SG base storage currently works is they take the various entity IDs, scales, and orientations of all of the items, and then place save them in place. What could be done is, when lairs are made, they could just make aesthetic copies of all of the current items updated with new code, and then once the lair system is ready they can just take the layouts of each base (which may just be a text file), change the files for new code/new items, and then put them back onto the server.

    I don't know a whole lot about how the SGs work or about how much the current devs know about the programming, but I don't think we should rule out the idea of simply converting one to another just yet...
  8. Indeed. The frailty of the current SG base code is the biggest issue with this suggestion. It's hard to live in a house of cards, which is what this suggestion needs.

    However... if something like this does get implemented, it would be extremely fun and also open the doors to other ideas. It never quite sat right with me that SG/VG bases were essentially decoration, especially when an important part of those bases is how they provide a support beam for upholding justice/villainy that is readily available to attack.
  9. 1. These aren't base raids. At least not in the sense of being PVP based combat focusing on stealing items from other bases.

    2. This is not an issue since decorations become destructible and anything obscuring a hallway can be destroyed.

    3. No longer a problem with the above two.
  10. This is one of those things where at first I thought of all of those bases I had been in and how'd they be lost. But then I remembered something: I never go into bases or even really bother with SuperGroups anymore. The most I ever get out of it is a teleporter. All of the base designs were basically lag city on my old computer, and on my new one it is often a chore to run around these convoluted obstacles just to get where I want to go. The current SG bases are little more than decorations with strange requirements and a teleporter. Oh yeah, and the Cathedral of Pain trial, which gets run around once a week on virtue.

    The storage racks get some stuff put in, but it is rarely taken out. I've seen SGs with that have 5 inspiration storage racks all filled up with just inspirations. Lets face it: We're hoarding! SGs themselves are kind of meh. Probably the funnest option is to change any of my costume's colors immediately. The SGs I join are almost always nearly abandoned, with 100 players and 80 of them haven't logged on in well over a year. I could try to form my own SG, but then I could always just join another one that is already filled and is fully functional* and use it's assets instead. It isn't like the SGs on virtue do much as a group anyway, what with being a little bit more than just a channel to form teams on.

    It probably isn't like this on every server or for every SG. Just the dozen I've been in. So when I am provided with a choice to stay with current SGs or sack them for a newer model that will possibly allow things like PVP, raids, games, and access to more a lot more items, I'd go with the newer stuff. As for storage.. give at least a month's advance warning that the drop is coming beforehand, so we can store and sell all of that stuff.
  11. This is an SG based mission (because "event" is a problem word apparently). A randomly chosen enemy group will assault the base, and it is the job of the SG or VG and whomever they invite to defend the base. There will be several modes in which your base is assaulted. While inside, enemies will try their best to basically wreck whatever is around as they wander through the base, making a beeline toward offensive towers, inspiration sellers, the hospital, generators, control, teleporters, and all of that interesting stuff, until they are distracted by players, decorations, and all of that stuff.

    For the list of rules:

    • The minimum team requirement for an attack is 4 members.
    • The maximum team requirement for an attack is a league of 24.
    • All players are sidekicked to 50 at the start of the attack. Incarnate shifts still apply.
    • The enemy is chosen from a list of all applicable enemies that are available at level 50. You could face Malta, Rularuu, CoT, ect.
    • No damage is permanent. At the end of the mission, all base items and functions are restored.
    • There are no set rewards for these missions... currently. Only killing enemies and bragging rights.
    • Enemy waves will always scale to the team's size.
    • Waves of enemies will enter every 30 seconds for respective game modes.
    • Victory is achieved by meeting the conditions of each of the game modes.
    • Defeat is achieved once every energy and control system is destroyed, along with the mission computer / oracle and base energy hits zero. Or, the enemy obtains enough "destruction points" from other systems.
    • Destroyed energy and control systems become a glowie and can be repaired by clicking on them. Assembly time is 15 seconds, and any destruction points gained for destroying these systems is removed once they are repaired.
    • Base defenses are still auto-repairing.
    • There are two entry points for enemies by default: the SG regular entrance, and a randomly chosen hallway. The hallway will be shown on the map.


    Game modes!


    • Extermination. A finite number of enemies is attacking the base, and you must outlast this number of enemies, at a ratio of 20 enemy mobs for every player, but it is adjustable to up to 100 mobs for every player. Victory is obtained when all of these enemies are killed. Enemies will be level shifted by +1 once 1/2 of all enemies are killed, and +2 once 3/4ths of all enemies are killed.
    • Siege. There is a set time limit that you must endure an assault of enemies. Times are adjustable, from 10 minutes to an hour in 10 minute increments. At 1/2 time enemies will be shifted +1, and at 1/4th time enemies will be shifted +2. Success is achieved once time runs out, regardless of how many enemies are standing.
    • Endurance. This is a nonstop match where enemies will continually spawn until you call it quits or failure is achieved. Every 5 minutes the enemies gain 1 level shift, growing indefinitely in power.


    Other things:


    • Destruction Points. These were invented to make sure that an SG can't just put crap in the way of the control and energy buildings. To be honest, I have no idea how to quantify destruction of everything, but I figure there would be a 100 point threshold, and non-decoration items would be worth 5 points each while decoration items are 1-2 points each.

    There are in no way the final numbers nor is this suggestion all encompassing of every single aspect that may go into bases getting attacked. I... just REALLY want this to happen. I don't care if no additional rewards are added later to completing these things. They will be awesome, and I would like the opportunity to do this.
  12. Defender: Eh... sounds cool.

    Blaster: YES! We've all been waiting for something like this!

    Brute: Now brutes get a superior form of bruising. J_B is gonna rage.

    Controller: Uh... assuming that an energy font is a pet this is pretty cool.

    Corruptor: Meh. Not sure it is worth slotting, but if you have nothing better...

    Dominator: Ditto with controller.

    Kheld: Pretty cool. It'll definitely help my kheld while it tanks.

    Mastermind: This is the most epic aura I've ever seen in an MM.

    Scrapper: Not sure how it works, but it seems like it would be awesome.

    Stalker: Meh. You'll need 13 attacks to get buildup to recharge with any regularity, and it seems a lot easier just to maximize buildup's recharge rate anyway if you take the power. This is also obsolete with Kin Melee, which with the other proc you can recharge buildup every time Concentrated Strike is recharged.

    SoA: Seems cool. Global damage proc and all.

    Tanker: Meh. Most tankers are durable enough. Not sure if the absorption system will be worth it.
  13. Quote:
    Originally Posted by TerraDraconis View Post
    Any sufficiently advanced science is indistinguishable from magic and any sufficiently advanced[sic] magic is indistinguishable from science.
    I think you meant sufficiently studied magic. Though this isn't true if magic is fundamentally arbitrary.



    Anyway, I always saw robots as being tech origin. Robots are made up of gears, pistons, motors, wheel and axles, levers, pressure differentials via liquid or steam, and other stuff. If you were to take a wheel and axle, it itself wouldn't be considered superpowered or a product of superscience. If you take enough wheels and axles and pulleys and levers and put them together in the right way, you get a robot. In the sense that you are constructing things from tools that are readily available, it is a matter of technology.

    The case for science origin can be made very easily. There are several "parts" of the robot that we tend to take for granted, such as the material they are made out of, their power source, or their AI source. If a new and unusual way of handling those aspects is an important part of a robot's story, then you can say that it is science origin.
  14. Quote:
    Originally Posted by Hopeling View Post
    Like I said before, I'm not sure what mutant-themed content would even look like, since we don't seem to have the mutant stigma here that Marvel has. It would be interesting to hear ideas, but it doesn't seem to provide nearly as many potential hooks as other themes. Science and Tech very much run together as story themes. There's a place for Natural stories, but in a superhero game they should be an exception, IMO. After all, the appeal of Natural superheroes is often at least partly how outclassed they are by their opponents/the situation, and that's what makes their victories so exciting. So Natural characters are most enjoyable outside of Natural-themed stories, and non-Natural characters feel out of place in such stories.

    I did write up something about mutant stories on page 3 that aren't heavily based on segregation. Although I feel that plot point could be explored a bit more: Something that I always found fundamentally different between mutants and the other power types is that mutants are your kids, your friends, and your family. The other origins are seen as tools, as knowledge, as something extra that is added to the ordinary man. Tony Stark is a man who has a super suit, Green Lanterns are regular men who are given power rings, the fantastic four were regular people who got zapped into having powers, ect. In all of these cases, the superhero is a regular person who gets something added on to them. Another minor aspect is that these usually involve adults who have branched off from the next and are expected to be all mature and stuff. Superpowers here are more or less considered exotic weaponry.

    But not mutants... no, those are the people who are born with their powers, and this is a bit of another primal fear that humanity has: something being seriously wrong with their child. By the mere context of expecting a human and not getting one, it makes mutants despised abnormality. The roles of the family fall apart, the social norms of adolescence are cast aside due to a horrendous power displacement, this is what makes people truly afraid. Now, you can make a case that this segregation can happen with all forms of powers, but you have to wonder exactly how often it is that little Billy is going to ingest a top-secret superserum and become Big Billy Boy Wonder before he gets out of middle school. When contrasted to how often it is that some child has a gene that, through the limitlessly intricate and not fully understood complexities of biology, has given him heat vision, it becomes a mutant issue instead of an all origin issue. No parent would want to send their kid to school with Johnny Storm.

    Then there is the hunted issue. While the arcane need some kind of ritual/artifact/umpteen strange things, science needs rigorous and possibly dangerous research, technology needs assembly along with trial and error, and natural is just as its name implies, the mutant is a source of power that just happens. The genome has produced an aspect of power essentially for free with no strings attached. This isn't just "unfair" to the other origins. This is a shortcut to any opportunist who has the will to attempt it. The arcane and the natural want to use the mutant as a tool for their own gains. The science and the technology want to dissect the mutant to learn what makes them tick. The mutant is left segregated because they violate the established social contracts of power allocation, and likewise hunted because that very same power makes them valuable to whatever goal that anyone can have.



    For natural storylines, one only needs to look at Roland Daggett, or David Xanatos. In a world of superheroes, unless things go the way of Praetoria it is a fairly safe assumption that the President of the U.S., the Prime Minister of Japan, the representatives to the United Nations, all of them will be regular people. To this effect, much of the villainy that you see happen in real life can be applied to the videogames as a natural storyline. The corrupt politician's weapon isn't flying or super speed, but a silver tongue. It is the jerk who's company is too big to let it fail, who gets pardoned for all of their crimes because they're friends with the Governor of that state, who's influence as an authority lets him dictate the news, who's endless list of contacts and personal relationships let him get a hold of whatever criminal resource they need. They are exceptional indeed, since there is nothing that a "never murder someone" hero can do against a villain who's powers are their cunning mind, charismatic personality, and substantial wealth/importance to the community.
  15. Enhance Heal means that all heal powers will gain a 6% increase. So if you had aid-self at 80% boost to healing, the fourth slot will give you an overall 86% boost to healing.
  16. You gotta see this from the dev's perspective, too. I get the feeling that the development team is going "Oh CRAP! Zwil, get on it nao!" because the development team actually says "nao" whenever they say now. The best laid plans of mice and men...

    But regardless,

    ONCE YOU SAY IT, YOU CANNOT UN-SAY IT!
  17. Quote:
    Originally Posted by Zwillinger View Post

    Too late.
    ONCE YOU HAVE SAID IT, YOU CANNOT UN-SAY IT!
  18. Natural. I'm interested in how the average joe deals with the the world more than how some guy with laser vision deals with the world.

    It is a bit of a running gag of mine how all of my super-powered entities only have roughly two dimensional thinking. A lot of their reoccurring problems with villains comes from their inability to get a conviction by doing things like not showing up to their court date, or not understand that they'll hop into an escape pod and set the place to blow... again. The idea is that, although superpowers exist, once one has superpowers they come to rely on them a lot for various little things, much like how a person would adapt to living with a third arm. This creates a bit of an adaptive crutch, which causes them to lack higher problem solving skills that they would need to develop without having super powers, or an acute observation to details to see trouble before it comes instead of fighting off when it does.

    That said, I don't have too many toons with too many dominating ATs. Two magics, 4 naturals (once is a peacebringer so meh), two mutants, a science, a technology.

    IMO, long-term planning skills is a super power.
  19. I've only played a few support sets, but I've come to really like sonic. It's outright high resistance debuffs are kind of unique and rare since no one else plays sonics, so whenever my sonic is on the team everyone suddenly turns into a tank.

    Battle axe, as an offensive set, feels just fine once you get to higher levels. I have it on a Willpower tank, and while being based in regen the KD effect can buy him a hundred HP or so. I suppose one of the issues is that the secondary effects for battle axe aren't all that great (knockdown and 1.05 accuracy), and since the set does lethal damage it isn't that high damaging either. I couldn't complain if a buff was given.


    Gravity control is one of those powers that, while not having as much "flash" as other sets, is definitely fun to play around with. Wormhole as far as mez goes is an awesome attack with so many utilities you could almost argue it is OP. Singularity was a good pet before the buffs it received, and now it is just awesome. The singularity is tough enough that it almost never dies, it's constant repel effect can be used to ward off melee groups, and it layers on mez as well as the player can. Grav got the shaft only in the sense that there are several powers that weren't really needed in the set. Regardless, it is fun as ever to play.
  20. The weird thing is I already have a lot of my toon's weaknesses worked out via the other five slots we haved. For most of these I would either go with something extra, or try to fill that last hole that exists in the set.
  21. The easiest AT to start with would probably be a scrapper or a stalker. The reason why I recommend a stalker (my first melee AT) is because the powerful and easily accessible stealth is a great way to flatten the learning curve for players. If you want to explore places or observe enemy behavior, if you do that in nearly any other AT you run the risk higher level enemies mopping the floor with you. But a stalker's hide lets them be curious without all of the risks that come with it. Stealth is itself a defensive advantage, since one of the most damning things that can happen to a player is if they draw aggro unintentionally. Their damage output, while not being as high as a scrapper, is still plenty high enough to bash thing's heads in. The inherent powers of a stalker are easy enough to figure out.

    Powersets for primaries would be basically anything but Energy Melee, and for secondaries I would also recommend pretty much everything except regeneration. Energy melee because it kind of sucks, and Regeneration because constant health managing is somewhat hard to do on a melee toon.


    For the BEST AT to start with, my vote goes for the Defender/Corruptor. I myself, started with a defender. The reason why I started with a defender is because I thought that various enemies in the game may have had several unique tricks to them, so instead I went with something that I knew I could do and tried to support my teammates instead. Supporting teammates is something that can be almost universally understood by gamers: you heal when their health gets low, you cure status ailments, you increase their stats, ect. Because you are attacking at a distance, combat doesn't take as much concentration, so you can devote more time to your teammates. The various powers themselves have interesting effects in the game, letting you learn the depth of combat and feel powerful while altering the field. Most support powers don't need too much slotting to be effective, so they are very lenient on the wallet. The important thing about being a support-based AT at the beginning of the game is that it trains your mind to be constantly aware of other players around you. You learn to always pay attention to your teammates and help them out when possible, and that is the most you could ask for in a player.

    For Powersets, any corruptor primary/defender secondary will do. As for corruptor secondaries/defender primaries, the only ones that I would want a player to stay away from would be traps and trick arrow. Those ones are kind of a hodgepodge of different tricks with many of them needing some serious buffs or changing.
  22. Blood Red Arachnid

    Ignore

    ^That's just the threadslayer curse.


    Anyway, I don't think it would be too bad being on someone's ignore list on the forums. It lets you correct them for the public to see while not having to put up with their nonsense that normally follows.
  23. I've been wanting some way to have proportions be different for the costume so if I change them I can easily apply the changes to all other costume slots.
  24. UPDATE! The MoM trial guide is now uploaded! All viewers may now bathe in it's warm glow of slightly-above-averageness!

    http://www.youtube.com/watch?v=68wW3gEJK6M


    Even though the thing is over 5 gigs it is still is only meh quality. I wish I had a better screen recording program than Quicktime, but those cost money and I can't afford to blow cash on what is going to be just a so-so video.
  25. This is one of those things where I feel like I'm falling behind the times. I don't use facebook and myspace, and the only thing my telephone does is make phone calls. Me and my old-time ways of console gaming and laptops...

    What I hate is that some Resumés now ask for your facebook page. It is one of those things where it is starting to become a necessity to put up with their crap. Next thing I know, I'm going to have to get one of these glasses because my new job will require us to stream info about stuff that may be happening on the job, and then 90% of the time I'll get adds for Viagra and performance enhancement drugs shoved RIGHT IN MY FACE!

    Ah, technology... putting more naughty parts into people's faces.