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Posts
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Joined
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Yes, something like this, though I don't remember specifics. Been far too long since I've actually read any comics.
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Quote:- Don't use walk in a mission."Better" would be:
- Allow the combination of inspirations while walk is active.
- Fix the bloody AI so it actually can follow decently (and give the NPCs the speed to keep up.)
- Fix the pathfinding for the same reason.
Trust me, I've had plenty of identical issues with "following" NPCs, whether they were mission escorts or the pets of my (numerous) Masterminds. I just don't see how walking (as it stands now) is in any way superior to jogging (sans sprint and it's ilk) a short distance, and waiting for the NPC in question to catch up, or going back to coax them away from a stuck path. If someone gets attacked and defeated while walking through a mission... *shrugs* I laugh. Seriously. The same way I do when a Tank has a bit of a lapse and charges into a mob with all of their toggles off. Why would you do EITHER on purpose, if it leaves you defenseless?
All that being said, while we're on the subject of logic, to me the ideal solution would be:
- Remove the pointless power restriction from Walk.
I don't have any idea why the power is any different from a really, REALLY slow version of Sprint, i.e. a simple movement modification power. I'm sure someone will come along and try to explain how game-breaking it would be to be able to use all our other abilities (barring perhaps other travel powers) while walking. They're certainly welcome to... and I will laugh at them, as well. -
Quote:I've never been 100% sure if I should blame NPC (including pets) AI, or if it was more an issue with map geometry. Seriously, when an escort gets stuck on a 4" high cargo pallet, it seems less like "too dumb to walk around" and more like "ahhh, my shoelace is caught!"In the post you quoted to reply to it was already stated that Sprint was off.
The hostage AI is buggy enough that I've had the same issues at times, and I never move very fast as it is inside missions.
EDIT: That being said, Walk should never be used inside a mission or any area where you might be attacked. /unsigned
Agree that it's a tad daft to walk through a mission. If you know you could be attacked, why leave yourself vulnerable? A mez preventing you from turning it off it kinda irrelevant if the mob has alpha'd you while your trying to respond... and besides, if you're mezzed, what are you going to do even if you CAN turn off walk? Stand there and... still be mezzed?.. -
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Unless the character concept is someone with super powerful screams. But yes, I can see, err... hear this both ways.
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Frankly, I'd like ALL of the electrical attacks in the game to sound... I don't know... electrical, maybe. As opposed to the squeaky, static-y noise most of them make currently. The big reason I don't play Electrical Blast, Electrical Assault or Electrical Melee, generally speaking, though there have been a (very) few exceptions. Powers like Lightning Rod and most of the Mu Mastery stuff are fine, very lightning/thunder sounding. Everything else could really do with a makeover toward more "arcing electricity" stuff.
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Neh, hardly your fault, even if this is the case. Again, is on the base owner for not telling both of you what "the deal" was from the beginning.
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Well, I'm sure communication could have been handled better all the way around... but seriously, anyone who unfriends you over something this trivial isn't a terrible loss, in the long run. As opposed to, y'know, at least having the courtesy to ask why you were upset. Who knows, maybe he'll figure that out later.
In the meantime *shrugs* the game is still full of potential new friends. -
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Don't think I've ever done anything like this on the market - I'm adamant about checking my numbers before clicking "make offer" - but I've been known to inadvertently vendor things like Armageddon: something/or/other on occasion. This is usually a sign that it's time for some sleep.
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Personally, I'd be a tad annoyed if the person I was working for (paid or not) decided that the project was a collaborative one without telling me prior to just throwing someone new into the mix. I don't appreciate it in real life, certainly, and while "it's only a game", it's still work they asked me to do. I certainly don't mind working with other people on things, I just like to know about it, and get a chance to actually collaborate, beforehand. There's virtually no way for two or more people, thrown together like that, to actually work toward a common idea. We're not mind-readers face-to-face, let alone through a game interface.
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Already have a BR/TM Corruptor planned, costume and all.
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Quote:Does take a painter to express why a painting is poor, on a technical level, as opposed to their discussion basically boiling down to "I don't like it". Likewise, a non-carpenter can obviously see that a wall is crooked, but a carpenter can tell me why, as well as the problems it creates, and how to fix it. And these are exactly the kinds of thoughts many critics pretend they are qualified to voice.You don't necessarily have to be a painter to recognize a bad painting, or a carpenter to recognize a crooked wall.
Quote:Which one doesn't need to do in order to recognize good/bad tasting food. -
Quote:Yet at the same time, I've seen a great many movie reviews put forth by people who don't even seem to have even watched the film. *shrugs* Maybe THAT'S what most of them are doing wrong...Indeed. You don't necessarily have to be a painter to recognize a bad painting, or a carpenter to recognize a crooked wall. All such experience does is give you a foundation upon which to build technical complaints.
Also doesn't help that most critics (of anything) seem incapable of presenting an objective opinion. -
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Quote:Simple philosophical guidance for me: "Those who can't do, criticize."So, more evidence that people should just go see the movie for themselves, rather than rely on a critic to tell them what's good or not.
When a movie critic actually MAKES A MOVIE, I'll consider lending a measure of credence to that individual's opinion. -
Quote:"Velcome to Norvay, Mister Amerika..."Now for a big question: Hugo Weaving aka Agent Smith plays the Red Skull.....did the Skull have a henchman or agent named Anderson? Or did they blow a good opportunity for a Matrix easter egg? I can just imagine Weaving/Skull saying "Herr Anderson" or "Mister Anderson"....
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Like my necro/dark, who was soloing GMs well prior to Incarnate stuff. Gets one of the recharge intensive sets on the front set, a lot of -regen on the back, and a lot of -to hit throughout. Still, a melee-heavy MM isn't for everyone.
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And they've even said (in a ustream chat) that they haven't given up on the MA, so that one doesn't QUITE count... yet. Base builders like myself used to be told the same thing about that, too...
Quote:personally I would say that our best chance is that when freedom hits, game goes f2p, and playing a kheld means having to pay PP (obvs for non VIPs) then there will probably be afew people who complain "LOLWTFISTHISSHITIPAIDFORWHYDOESITSUCK!!11!1!! " and then you might get something done either from the decrease in playtime khelds get or the increase in ******** from mr. john Q f2player.
It's going to happen. I'm not going to say we told them so, even though we have been. I'm not going to be gratified to see them eating crow... with egg on their faces. I've just come to accept the fact that it's the only way they're going to learn. They'll either rise to the challenge... or they won't. -
Quote:Yes, I was referring to the version of Sunless Mire on the Dwarf form. They may call it something else, but my only WS is a human-form build, so I don't recall if it's named differently.Meh, the Dwarf forms need it most... Of course, my Warshade is capable of holding +4x8 aggro in Nova and Human form, but we have to keep in mind that not all Warshades are created equal and if a taunt aura is put anywhere but the default 'tanking' form it might make it difficult for new players/old players rolling first time Khelds to become accustomed to the AT's.
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For a WS, might work to add a taunt component to Sunless Mire, with a duration equal to the other effects. Gives some aggro management, without overshadowing Tankers.
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