CapnGeist

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  1. The three main issues of the Tanker inherent are...

    -It does nothing solo. Not "it's diminished solo" but "it does 100% nothing solo except when you're in specific missions that give you allies, because Tanks can't get pets."
    -The more tankers on a team, the less useful it becomes.
    -It's entirely mechanical and relies on AI being controlled by numbers and not anything resembling intelligence.

    What the tanker inherent needs is something to show WHY it's a bad idea to not attack a tanker. As Umbral suggested in another thread, give the tankers something resembling a "flanking" attack in which they get bonus damage vs targets that aren't targeting them. This will give a slight increase to damage solo as, if you're fast enough or using a ranged attack, you can get the bonus on the first hit in combat, will encourage tankers to jump around and gain MORE aggro by attacking each enemy once then running, makes tankers stronger when in the presence of other tankers who are stealing the aggro, and it explains why not to avoid a tank from a flavor standpoint rather: If you're not focused on him, he's going to punch you for extra damage so pay attention to him.
  2. I don't like it. This is a strict, non-dynamic power increase. If they change the tanker inherent, I'd like to see something that results in a more active thought about using the inherent in your tactics.
  3. Quote:
    Originally Posted by Xaphan View Post
    But the ones on the street act differently. They shouldn't do the overt crimes... if any. They just loiter around, talk to their girlfriends, maybe get a bit rowdy and yell at people passing by... but nothing that would really make a person stop and think "This is WRONG! I should stop them!". Their only real crime is wearing gang colors.

    That reminds me. Why is it okay for me to beat up Legitimate Businessmen on the street just because they happen to be wearing nice suits?
  4. ...I disagree with your definition of Inflation, and thus I disagree with your proposed fix.

    You claim that inflation is what players request as prices. I argue that INFLATION is the slow, steady rise of prices and thus the devaluation of infamy/influence.

    The cause of a gradual INCREASE in prices is because more Inf enters the system than leaves it on a regular basis, and Inf enters the system at a faster rate than anything one can buy from NPCs for Inf is reasonably needed.

    The fact that more of this inf is in the hands of certain rich people isn't the cause of inflation, as the rich people aren't the main purchasers. Certainly, some items, like PVP recipes, are purchased almost exclusively by heavy farmers and market-players, but salvage and MOST recipes are purchased by pretty much everyone. The community is getting wealthier over time and because of this, the same goods are costing more now than they used to.


    Increasing the drop rates is a TEMPORARY fix. It will cause a sudden surge of price drops, after which things will settle out, and then inflation will start up again as even more money enters the system and players become richer as a whole. For the same reason level 25 characters are able to spend more than level 5 characters, 60 month veterans are able to pay more than 20 month veterans. They've earned more in their careers.

    In order to have a PERMANENT fix for inflation, there needs to be a way to ensure that influence/infamy exits the system at a rate roughly proportional to it entering the system, thus not becoming devalued.

    So what we need IS, in fact, an Inf Sink. Something that the AVERAGE CONSUMER will want to purchase in such a way that the AVERAGE CONSUMER won't have as much inf to spend on the big expensive things. Prices are set by what people are able to spend, and the only reason Common IOs are randomly selling for 5 million is because so many people have that much to throw around.



    Long story short:

    Inflation happens when people GAIN money as a whole or when goods BECOME scarce. As the merit system and the architect system have actually reduced scarcity of goods and yet inflation continues, it's pretty clear that the issue is people as a whole, not just the elites, having too much money.


    http://en.wikipedia.org/wiki/Inflation
  5. Cause it'd be cool and fun.
  6. As said, this won't combat inflation. The people who have the huge piles of money aren't likely to bother spending much on their apartments unless they get real mechanical benefits from them.
  7. Quote:
    Originally Posted by Risko_Vinsheen View Post
    It could work great for a Dominator Assault set. As it is I don't think Dominators have really any Natural attack sets, so something combining a sword and gun [maybe not a gunblade as Squaresoft might sue] could make a good set for them.
    Gunblades were real weapons. Squaresoft modernized them and made them known, but they really did exist.
  8. How about instead of being activated, it goes off based on Inf earnings, so that it occurs about as often as a level up did but isn't controllable?
  9. CapnGeist

    Female Minions

    Quote:
    Originally Posted by States View Post
    well I thought I heard, I'm not sure about it.. but I thought I heard them talk about customization for MM's, Again I'm not 100% sure if I heard them right about it when the subject came up.. But I'm sure it was something that came up as a hopeful.
    What they said was that they're working on it and it keeps not working, and they'll KEEP working on it until it works but right now they've got to put all their manpower into going rogue.
  10. CapnGeist

    Noooooooo!

    Quote:
    Originally Posted by Leo_G View Post
    Have you played CoX? The GAME and the STORY are separate. As is, it doesn't matter much your actions, because you'll get the same story. The souvenirs will read the same. The enemies in the next mission will not know the difference.
    Actually, many souvenirs notes will vary based on whether you succeed or fail at certain missions. For some of them, you even get a different souvenir.
  11. Fire Breath is a staple of monsters, beasts, demons, and all sorts of creatures, and yet it's inherently locked in with the other fire powers in this game. I'd like the option to make a dragon or a demon or whatever who went around smashing things randomly and could then occasionally let loose with a blast of Fire Breath.

    To deal with this, I simply suggest adding Fire Breath as an option to Pyre and Blaze mastery. I don't feel that the overlap with Breath of Fire is such that it would necessarily need to be locked out any more than Fireball would have to be, and I think it would be an important option for those scrappers and tankers running around as half-dragons and demons who don't want the whole slew of fire attacks but just want to be able to breath fire because they're dragons. Flavorwise, Fire Breath fits as your "only" fire attack far better than anything in the current masteries do, as it's most usually seen alone.

    Alternatively, a seperate power pool could include Breath of Fire, or a weakened version thereof. In such a power pool I would suggest...

    6 - Fire Resistance: Auto Power, 10-15% Fire Resistance (depending on AT)
    6 - Fire Spit: Fire Blast, with a variant animation
    14 - Breath of Fire: Breath of Fire
    20 - Smog: Similar effects to the Smoke power, but a 40 foot cone with the Fire Breath animation.
  12. Quote:
    Originally Posted by mousedroid View Post
    See for almost all my toons I HATE the fire breath power, and I would love an option to change that to a cone of fire projected from the forehead or eyes. I can't explain why that would be cooler than fire breath tome, it just would. Also, I want the ability to replace the various fire swords with just flame-wrapped fists.

    The reason you hate it is probably because it's inconsistent. Think of any fire-user in fiction. The vast majority EITHER spit fire or shoot fire. The amount with both fire breath AND a fire blast attack are slim to nil, and the few that do usually just use breath because it looks cool and not because they can't blast it from their hands.

    Fire Breath originates from dragons and monsters, the idea of a large beast that can spit fire. It's always been a bestial power. While I find the fire breath power inherently interesting, it very much clashes with the fire-slinging powers in the rest of the set. We'd rarely if ever see Pyro or Fire or the Human Torch using fire breath, and those that do have fire breath are people like Bizarro who have no other fire powers.

    The Fire Breath in Fire Blast is actually only a minor annoyance to me, but I'd very much like the ability to have fire breath as the sole fire power on a character. Putting it into Pyre and Blaze mastery would add a lot, I think.
  13. CapnGeist

    Noooooooo!

    First off, I love Neil Gaiman.

    That being said, a game is NOT a story. A GAME is something in which you can succeed or fail based on luck and/or skill, usually with a heavier reliance on skill. A STORY is something in which you cannot affect the outcome. City isn't a Massively multiplayer online STORY. It's a game, which means that any serious success or failure needs to be in the hands of the guy playing the game.

    While I'm all for drama if a hero fails, I am entirely opposed to the idea of a player character being forced to fail. As a long time Dungeon Master, I know that it breaks immersion and really annoys players. (That's right, breaks immersion. Why? Because to really make a forced fail instead of just an overpower fail, something's got to happen that makes the player say, 'But I could have X. Why didn't you let me X?' My most notable example is fighting a boss once who had apparently set off some sort of attack to Defeat us that we weren't allowed to avoid... except I had a readied action and a Scroll of Time Stop, and the DM just said no.)

    I'm all for stories that expect the player to fail, and I'm all for dramatic hits when that happens, but if failure is the only option AND it's a dramatic failure, then it's just annoying in a game where you're supposed to be the hero.
  14. CapnGeist

    Noooooooo!

    How about more failable missions where the mission is particularly difficult? Not that stupid 10 minute mission where even if you succeed you still fail, but a mission where if you succeed... you succeed, but you really have to go all out TO succeed. There's a fair amount of missions that are very failable, such as the mission in the LGTF where most choose to kill the crazy girl who won't shut up. And then there's General Pistolwhip in that other RWZ mission.

    What we need is missions where failure is an option and the penalty for failure is not "oh, he teleported away just in time so all is good" but instead "He's dead. You failed to save her and she lost her life." That is, we need missions in which FAILURE AND SUCCESS HAVE DIFFERENT STORY OUTCOMES.

    That's my point here. I feel a lot less attachment to a loss that I'm not given the option to fight to protect. This is one of my favorite things about Suikoden: Most of your 108 characters can die, but if you play the game perfectly they're all alive and well at endgame.

    Crono Trigger's a great example, too. At the part of the game where the main character dies... he only dies if you lose. The battle is semi-scripted, in that the opponent is 10-20 levels stronger than what you're really prepared to face, but it IS possible to /beat the game right there/ instead of having Crono die.
  15. CapnGeist

    Female Minions

    ...Does anyone have any records of the devs actually SAYING that the reason there's no female minions is because of sex slaves? Because what I've heard the devs actually say is that there's just no MM customizability, and when there IS (this isn't an If, it's a When, but right now they've made very little progress due to GR so this When might not be for many years), we'll have a great deal of control over what our pets look like, presumably including gender.
  16. Lots of people want a major revision for bases, but apparently not enough to get anything. The devs have shown no love for bases in a long time. I would really like a lot more stuff in bases.
  17. CapnGeist

    Arm Wings

    I would love arm wings.
  18. CapnGeist

    Female Minions

    This'll come when full MM customization comes, which'll be whenever they're able to do it.
  19. I'd love something like this for Speed Boost and for the general shields.
  20. CapnGeist

    Antarctic Zone

    Put a Rikti base in the zone. That'd get people caring... Though it might just feel redundant. maybe a massive nemesis base? ...No, steam doesn't like cold.
  21. CapnGeist

    Speech bubbles.

    We can do thought bubbles with /em if what you type in isn't an emote.

    That said: Signed. I'd love a nice, evil, heavy speech bubble for my demon character and a blocky one for my robot.
  22. For 500 million, I want everyone to be able to see it.

    But I'd pay 500 million and 500K a month to put a statue of me up that everyone could see...
  23. Walk is 3 MPH... That's about how fast I walk. When I'm strolling with my friends, not actually caring how fast I get somewhere, it'll take me about 20 minutes to do a mile.

    If I'm actually trying to travel, well... Normal movement speed is way faster than me, and Sprint is crazy quick.