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Posts
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Hi All.
I have this lil ss/elec brute I made some time ago and have recently started playing again and enjoying quite a bit. That being said I remember how squishy I was with no defense and would like to remedy that situation along with adding more recharge to get all my powers up faster.
On my old db/elec I used to use power sink and lighting field to decent effect for keeping foes tapped out of endurance...it was just surviving the alphas that sucked
Anyway here is what I've come up with after some reading but I'm sure there is a way to improve this, hence asking the Brute players for help!
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Electrina Stormfist - Virtue: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(3), T'Death-Dmg/Rchg:35(5), T'Death-Acc/Dmg/EndRdx:35(13), T'Death-Dmg/EndRdx/Rchg:35(39), T'Death-Dam%:35(40)
Level 1: Charged Armor -- TtmC'tng-ResDam:35(A), TtmC'tng-ResDam/EndRdx:35(7), TtmC'tng-ResDam/Rchg:35(15)
Level 2: Haymaker -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(3), T'Death-Dmg/Rchg:35(5), T'Death-Acc/Dmg/EndRdx:35(13), T'Death-Dmg/EndRdx/Rchg:35(23), T'Death-Dam%:35(43)
Level 4: Conductive Shield -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(7), RctvArm-ResDam/Rchg:35(15), RctvArm-ResDam/EndRdx/Rchg:35(37)
Level 6: Fly -- Flight-I:35(A)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Acc/Dmg/Rchg:35(9), C'ngImp-Acc/Dmg/EndRdx:35(9), C'ngImp-Dmg/EndRdx/Rchg:35(11), C'ngImp-Dmg/Rchg:35(25), KinCrsh-Rechg/EndRdx:35(39)
Level 10: Static Shield -- Aegis-ResDam:35(A), Aegis-ResDam/EndRdx:35(11), Aegis-ResDam/Rchg:35(23)
Level 12: Swift -- Run-I:35(A)
Level 14: Health -- Numna-Regen/Rcvry+:35(A)
Level 16: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(25)
Level 18: Rage -- GSFC-ToHit:35(A), GSFC-ToHit/Rchg:35(19), GSFC-ToHit/Rchg/EndRdx:35(19), GSFC-Rchg/EndRdx:35(40), GSFC-ToHit/EndRdx:35(40), GSFC-Build%:35(43)
Level 20: Stamina -- P'Shift-EndMod:35(A), P'Shift-EndMod/Rchg:35(21), P'Shift-EndMod/Acc/Rchg:35(21), P'Shift-Acc/Rchg:35(34), P'Shift-EndMod/Acc:35(46), P'Shift-End%:35(46)
Level 22: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 24: Lightning Reflexes -- Run-I:35(A)
Level 26: Tough -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(27), RctvArm-ResDam/Rchg:30(27), RctvArm-ResDam/EndRdx/Rchg:35(37)
Level 28: Energize -- Dct'dW-Heal/EndRdx/Rchg:35(A), Dct'dW-EndRdx/Rchg:35(29), Dct'dW-Rchg:35(29), Dct'dW-Heal/Rchg:35(31), Dct'dW-Heal:35(37)
Level 30: Weave -- LkGmblr-Def/EndRdx/Rchg:35(A), LkGmblr-Def:35(31), LkGmblr-Def/EndRdx:35(31), LkGmblr-Rchg+:35(34)
Level 32: Foot Stomp -- Oblit-Acc/Rchg:35(A), Oblit-Dmg:35(33), Oblit-Acc/Dmg/Rchg:35(33), Oblit-Acc/Dmg/EndRdx/Rchg:35(33), Oblit-Dmg/Rchg:35(34), FrcFbk-Rechg%:35(39)
Level 35: Power Sink -- P'Shift-EndMod/Rchg:35(A), Efficacy-EndMod/Rchg:35(36), Adrenal-EndMod/Rchg:20(36), EnManip-EndMod/Rchg:20(36)
Level 38: Hasten -- RechRdx-I:35(A)
Level 41: Lightning Field -- Efficacy-EndMod:35(A), Efficacy-EndMod/EndRdx:35(42), Erad-Dmg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(42), Erad-Acc/Dmg/Rchg:30(43), M'Strk-Dmg/EndRdx:35(50)
Level 44: Mu Lightning -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(45), Thundr-Dmg/Rchg:35(45), Thundr-Acc/Dmg/Rchg:35(45), Thundr-Acc/Dmg/EndRdx:35(46), Thundr-Dmg/EndRdx/Rchg:35(50)
Level 47: Ball Lightning -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(48), Posi-Acc/Dmg/EndRdx:35(48), Posi-Dmg/Rchg:35(48), Posi-Dmg/Rng:35(50)
Level 49: Taunt -- Taunt-I:35(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
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Set Bonus Totals:- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 14.3% Defense(Smashing)
- 14.3% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 13.6% Defense(Energy)
- 13.6% Defense(Negative)
- 3% Defense(Psionic)
- 16.1% Defense(Melee)
- 12.1% Defense(Ranged)
- 10.2% Defense(AoE)
- 1.8% Max End
- 41% Enhancement(Accuracy)
- 28.8% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 14% FlySpeed
- 196.8 HP (13.1%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Held) 5.5%
- MezResist(Immobilize) 12.7%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 9.5% (0.16 End/sec) Recovery
- 10% (0.63 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 19% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1427;722;1444;HEX;| |78DA9D935B6F124114C7879B14160A95D20BA58582BD00B296C4072F0F466D9B981| |4A512AB696B57A453BA0985BA2C893E98F8624C4C7DF0FE54AFBDBF7A4BF41399E8| |27F0B29E3967CA8B890F6EE0FFDB3973CE99336776F237C77D8CDD39C56CCAD96AA| |9D1D0CE184D93BBF2A58A5E8E4E5479D934F45A295E34EBC6CA92DE30E3D9F88C6E| |984DEE668C45D059CBF32AE76AB1B9CA0DAD681ABC563197A33435CE9778ADC1559| |9A9AC9D3656EA46C7B9DA32073F53DD7F510AF57A559DACEA9565D347EFBA59E38D| |865F0EC0AED72A5E1C1557395F0C4FACEA655516D0D4F2A586C98D5B3D50550AFE0| |91B938FE562B3C2C0EC7308E73CC2771531BC8018D1106F4500465A76A6DA84E940| |1AD19E41246D721ED2DAFE91B68BD2A629ED26A883D23A1C094A3B4069638843830| |8057AEAA2ECCC95C4D0219870CB05DDD7D0D456262C22BC1CD1739DB673DB2EB005| |038FDC87E728E6F68E21BA720817E454C88129590C7583C92F4DFE19F4B28329408| |B3B0205F40A4E132ED2AA45EA1E7877605F2C57C70656707093B08518D926EC20D2| |BB8836C81EA2055DA14768EA7C4C7882187C8AC83E233C476C837F589619EE86977| |EB603836E69EAA6CD382077AFACBC973A1EA18E476218233BBE0B1E7DE4E7EC3B8F| |A6E814A18018C8D3015D4038216DBF3CC8FE103974128288C13022051A93A716FB8| |975C77F107E132CDAE12FC4F05DC41E968E6D7424A813C907847B80104BDE4724A0| |8A21F9990C653068037454F672740D63520F095FED62BFA9EF88F43744EE0646690| |EC632B2CCCC3A9A0EBF20BC24BC42645F23726F1025885265CFD477683AF29EF089| |F081DC3FD22709658DC96AC772688A3A5B97137EF0B0A9BF2C0567EBA6311B5A269| |DADCB69798270A368F67F9FCFBEFD253DD35ED0A2904B422E0BB9226456C89C9079| |210B423421D6975674E098A8EBB89013424E0A09437D6C4D78BA151045884F885F4| |8BB908090A090909088907521D61F8D1BFD8C| |-------------------------------------------------------------------|
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Quote:How nice for you that you got 1 purple per level. I've been playing my 50's since purples were introduced and i've gotten...one.(Imagine me saying this in my encouraging voice, not my haranguing voice.)
Alternately, you could play your character and get purple drops, which you can then sell. I just got a tanker to 50, doing standard content solo (Maria Jenkins) at +0/x5, but some missions at +2/x5, +0/x1 and +0/x8 depending on enemy type and mission size. Between level 47 and 50 I got three purples, one per level.
No amount of hardcore marketing will increase the supply of purples. If you want the price of purples to go down, do something to increase the supply (or at least enrich yourself). So many people are bemoaning the price of purples but so few are reducing demand by producing their own.
However, I have to admit that there may be another cause for decreased supply. With I17 comes the ability to attach items (including purple recipes) to your in-game emails, which you can address to your own global in-game email address. I know I'm saving high-value recipes in anticipation of being able to send them to my alts on other servers. I would imagine that many other players are doing the same.
Which may mean that many players will be using their drops on their own characters instead of selling them on the market. Which would mean that it's that much more important to increase your own supply of purples instead of just waiting around for someone else to do it for you. -
Please stop playing with my cash register! That's not an AE terminal...and NO I do not want to go on your adventure "Mr Tinky's Happy Fun Trip to Terror Town".
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
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Bugs with newest patch and BS/Shield
1) Walking: can only have shield or sword active when walking. Really want to walk around with both out.
2) Walking: can't draw weapons of any type when walking, yet can on other AT's.
3) Walking: drawn weapons clip into the leg a bit. I'd rather keep the ability to have a weapon out if this can't be fixed as other things clip in the game that can't be fixed.
3) Hovering: Hover/Fly stutter/spazz (as mentioned)
4) Hovering: Hover + headsplitter = air sup animation. I can't get any other animation but this.
5) Hovering: Nemesis/Blackwand Staff plays the hand thrust forward to blast animation which holds the staff sideways and looks weird.
don't have whirling sword on this build so can't test the wonder woman spin while hovering/flying.
The walks looks really great!. -
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Test patched for me and seemed to work just fine, however this is the first time that I remember ever getting this error just after logging in and choosing the test server, which is green.
Wrong game version. run patcher and reconnect, server 1600.20091102.0 client 1600.20091015.6T
server page shows test as "unknown" which is common when there are not many on test and it's working. Sooo bugged or test just not quite patched yet -
Quote:I agreeWell, put them outside the door then, to keep the Latin Student company - or even make Azuria the info giver - as long as she doesn't forget
someone outside would be good, or as others mentioned War witch in pocket D.
Giving the info to Azuria is self defeating, she'd lose it, get it stolen, or her dog would eat it -
Quote:People will just farm the mobs that are easy to kill and not kill the ones that aren't easier to kill, unless they're badge hunting. All this will do is bring out the characters who are better at farming to rack up as much salvage as they can in as little time as possible for their alts, instead of rewarding the actual participation in this event by getting salvage as treats.I also liked what seemed new and different (and undoccumented as far as I can tell) from the old events, Costume Salvage no longer drops from Door-Clicking, and instead drops from actual mob defeats, which IMO is a much better system, as, other than the mob-defeat badges, there was no "reason" for anyone to kill the spawns (except standard drops/exp/insps), and most years they tended to door-buzz and leave them, getting a lot of people killed, or drawn into "leftover" aggro. Forcing them to be killed to get the costume drops should help cut down on that, very good choice!
That's human nature and moreso in an mmorpg where you don't have to be responsible for any of your actions or give a rats *** about anyone else playing the same game as you. That is a fact, a sad fact but a fact none the less. I've seen this behavior in every single mmorpg I've played since the days of Ultima Online back in 97, over 10 years of crappy human behavior in these games and an event that gives out a time limited reward will draw out that behavior like flies to honey.
The outlooks will be like this:
"why should I spend my limited game time killing mobs on a character that has trouble with them when I can just mow down easy to kill mobs and quickly move on to the next door on my (insert farmer type character)?"
"why should i fight a boss mob or a lt mob when I can just zip away to another door and let someone else deal with the problem. I can mow down those whites real fast for the goodies?"
"great so I'm forced to log on my scrapper/tanker/farmer to get enough salvage for my squishies because I have to fight all the mobs to get salvage drops. Gee that's real fun."
"So with my limited play time I have to use a character who can kill fast to get enough salvage drops for my alts."
"Screw fighting the lts/bosses they waste too much time when I could be clicking doors for minions and cool temp costumes."
"small insp only for treats? wow that totally sucks. what a lame event. what am I paying for again?"
Ugly isn't it? -
Quote:Midnighter's club, while logical leaves out anyone who is too low level to do the quest or anyone who hasn't done the quest from obtaining info about the event, assuming that an npc to explain it all is added. That leaves pocket d as the only real alternative. Gated areas are useless for things like this unless those things are also gated.A follow up to the lack of info for the event:
Any chance we could get a NPC to contact us about the event, the way DJ Zero and Father Time do for the other events?
Someone in Pocket D, or maybe the Midnighter Club, to keep with the magical flavor would be awesome - just with a brief bit of background info for the Event, and a list of what players can do, with a few hints and tips for things like ToT and the Banners. -
Quote:It won't. People will still leave mobs behind, especially those who find the current random spawned mob group their facing tough.* Are rewards being handed out correctly?
Never received a temp power for the zone event,but I am glad to see the ToT mobs dropping rewards,hopefully this will ensure people cleaning up their messes.
What it will do is bring out farmer toons to farm salvage. You can bet on that. That's how players in mmorpgs operate when there are rewards involved, especially limited time rewards. -
Quote:I used Assemble the Team to try and unstick Zerlina. The power fired off just fine. I was standing still at the time so there was no interruption of said power. Zerlina was not teleported to my position.Not sure if this is just an issue with so many flocking to test to see the halloween event or an actual bug but have been experiencing the following
When using Ouroboros portal on finishing zoning my character becomes stuck. I can not move, and typing /stuck /synch etc does nothing. I can see chat going on around me and others are moving around fine. I was able to get invite to a team but was unable to be tped by teammate the power activated but I didnt recieve prompt to accept.
After a few mintes I am booted from the server and have to verify files before logging in -
Quote:I totally agree. The event should be using the invasion level code and thus would do as you said, eliminate the whole zone level tot thing, though It should also take into account your personal settings.Been saying this for a while now... it would also eliminate the need to have level caps per zone, meaning that everyone would have more zones from which to choose, regardless of level.
Trying to fight bosses and oranges on a lowbie defender was a study in frustration. -
Quote:Giant Succubus!Couple revisions after running it some more:
I caught the timer this time. I think it could stand to be more prominent, but that's a nitpick.
It seems there IS an fx for when the banner is shielded, so n/m on that - looks good too. Just needs to be more obvious that you can't attack it while shielded.
Using new art for the GM would obviously be preferable, but I don't think it should be random. It causes confusion about whether or not a normal GM you see walking around is the aspect. What about a giant unseelie? Or a giant behemoth?
Some better icons for the map markers would be good - if you're not going to put the UI up the whole time, then new map markers would at least let someone know when they look at their map that something special is going on. The current colored dots are easily overlooked. -
Event Bug?
Banners kept appearing and disappearing on my map which made trying to get to them very difficult unless you had the spot already targeted. As they don't stay in your targeting window this will become frustrating.
Suggest that banners always stay on the map during the event until they are destroyed.
GM Could use a targeting thing on the map too, maybe like a fire or supradine event style target so people have a chance to get to said GM. Also for solo people the GM badge should be awarded for people who are near the GM as the rewards window seems to work that way. -
More Event info: BUG
participated in the end GM kill for the event solo. I put all my debuffs on it (now on a L40 controller instead of a 23 defender) and tossed in my pet along with a few propels.
I did not get credit for the GM kill. I did get the temp power window. I did get the merits. I also received the temp power.
BUG: The Bug seems to be in Sking up (not sure about down) and getting the temp power awarded.
On Trick or Treating:
I really hope tot salvage isn't being awarded for only kills. This will penalize those who kill slower, do less damage, and are squishier then other AT's (mostly defenders/controllers of lower level and probably blasters too).
With the random spawns not taking into account your personal settings (eg no bosses, -1 etc...) doing kills on these characters for half the spawns is just not feasible. People are not going to be happy with being sent to the hospital constantly or having to run away or worse breaking out a "farmer" character to go farm salvage for their lowbies, assuming they have one.
These events are supposed to be fun for everyone, not just scappers/tanks and high damage high level AT's.
NOTE: I had zero problems with this event on my Scrapper, though i seemed to get more tricks then treats, which for my scrapper was juuusttt fine. -
Bugs & Feedback
- Temp powers are not awarding for people who are Sk'ed up, not sure about sk'ed down *these are on defeat of the GM*.
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- In both cases the GM died so fast with the huge group on test that I only got to hit it once in one instance and none on the second instance, yet if made tougher the gm won't be able to be killed by smaller groups on less populated servers.
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- Trick or Treated on a team of 4 in PI and got 2 purple and 3 red mobs that instantly kicked my ***. Not fun.
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- Personal Settings (-1 so i could, you know, survive more then one yellow spawning on my crappy low level defender) are doing nothing for ToT spawns. I'm still getting multiple yellows and higher when solo.
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- Halloween salvage that fills your "event" tab isn't dropping if your invention salvage is full. Why does my invention salvage have to be open for salvage that doesn't even go there? It should work like the salvage you get from the Midnighter mission.
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- Inspirations: I have yet to get anything but a small insp from ToT. That sucks. The larges long time ago were great, being reduced to meds was ok but they should ALL be mediums not smalls.
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- Halloween Salvage: I got ZERO pieces of halloween salvage from kills or door treats. I did run away from every boss and only killed the lts if they were solo or minions as my L23 defender can't handle anything more then that without taking 10 min for an iffy kill which isn't fun.
On The Event
The event itself is really fun. It took me multiple runs with a group to get the badges, which is going to be a bit frustrating trying to get the badges on all of my characters that collect badges. I really wish these things were global. Still it's a fun event, neat idea, great looking totems and fantastic art on the badges themselves.
On ToT.
I can see on my low damage/high squishy/low level characters I'll be doing a lot of running away or ToTing near police drones in order to speed up my ability to hit doors and get treats as I can't control the size/level of the spawns that will jump out with the new level system. Trying to kill an orange and a yellow on a L12 character sucks if you're not a scrapper. -
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To see just how much life npc's can add to your base check my sig and the Carnie themed base I did up...all in the Oversite center room.
The 3 things I'd want bare minimum are:
1) Better Base Controls: lighting, more floor levels, able to move objects in all 3 axis without stacking tricks, rotating items in small increments etc..
2) Basic Structural Items: various floor panels in different sizes/themes, 1/4, 1/2, 1 sq big, 2 sq big, 4sq big - arcane (2 or 3 styles), tech, modern - with faces on all sides, various wall panels like floors.
3) NPCs: placable functional npcs with some simple settings such as, static, wander this room, wander base, static & fiddle with stuff. (perhaps with paths you can lay down in the editor). Simple MA dialog for them when clicked on & descriptions. Small chat trees a bonus (Hi there, choose 1 to 3 options up to 3 times) and of course true functional npc's such as tailors, difficulty changers etc.
Bonus: And I'd REALLY like some placeable nature items dammit! Trees w/o holders, grass, rocks water that splashes and not. streams, waterfall water, fog, etc..
Edit: here's a little something I did in a base right after Cimerora was released but the post seems to have been eaten....
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Quote:This is, I feel, one of the crux problems in cox. All these interesting looking places and they are nothing more then window dressing for door missions from statically located contacts.If CoH were more like WoW and those interesting places in Nerva triggered stuff to do, it's be fine. As is, it delivers nothing but sightseeing for its own sake and pointlessly long runs to missions out in the jungle, which may or may not have a thematic reason to be there.
Nerva wouldn't lose anything if it were half the size it is, and would attract many more players.
If there were just dynamic things that you could trigger and random missions to find in these zones they would be fabulous....and I don't mean like what seems a half-hearted attempt at this kind of thing in the pvp zones.
The zombie attacks on random zones triggered by Halloween salvage turn in's is a good start or the random rikti invasions triggered by a successful Lady Grey Task Force. I'd like to see that expanded on and zone contained.
Examples:
- Imagine you're exploring nerva and you stumble across an old crate that some Crey are digging up (there are random spawns where they are digging up boxes and stuff in nerva just fyi), so you decide to investigate because Crey is usually up to no good, or in the villain sense, something profitable. When you click on the box and open it you are then offered a mission of some sort.
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- While running through nerva on your way to find Technician Naylor, who is hiding inside an old Temple, you enter the wrong temple and find an old skull with some parchment sticking out of the eye socket. Upon reading the parchment you are offered a mission of some sort. The skull spawns after 15 people have zoned into nerva.
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- After someone has leveled up at the Arbiter an unconscious lady spawns drifting in the waters of Nerva. When she is clicked on another mission option appears for you to undertake.
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- While investigating the Thorn Tree island you happen upon a strange looking dagger with runes on it (clue item). As you continue to explore you find an odd shaped skeleton lying on a magical symbol with an empty dagger sheath. Clicking the skeleton without the dagger clue does nothing. Clicking the skeleton with the dagger clue causes a Thorn Tree island event, where portals open up and Redcaps pour through to avenge their fallen/sacrificed comrade.
The skull could spawn in different spots all over the map, heck multiple skulls could be all over the map or other items, same with the digging Crey/Arachnos/Whoever. There could be a variety of things that cause these random mission givers to spawn such as the 2 listed above for example.
(ignore the blank dots. The forums list feature does not put spaces between bulleted items making them harder to read.) -
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Quote:On a side note I find it sad that these unique maps don't get used more often in other official story arcs.Unfortunately, except for updating arc maps (Freakalympics, Tsoo tattoo parlor, etc.), I think there's a sort of "written in stone" aspect to all content. So let it be written, so let it live forever.
--NT
Joe's Garage, The 5th warehouse, Supradine warehouse, Carnie warehouse, Paragon Dance Club warehouse, Tsoo Ink warehouse (boy they sure seem to love warehouses) Freak office, Hellion Office, Clockwork King room.
Many of those would be great to be seen in other places and not all of them are available in MA from my casual browsing, though most of them are and that's the only way you'll see them more then in one mission or two unless you enjoy running the same Oro mission over and over and over.
On EQ:
The devs from EQ came from an old D&D background and felt that "Punishing" the characters for bad things happening was a good game design philosophy. Corpse runs where you could lose all your hard work is one example and made the tediously long traveling from Feydark to Quenos a true study in frustration, along with a good solid 2 to 3 hours real time just crossing the land.
On Coh Travel:
When CoH came out I remember reading some time later that they made these Fed Ex and Missions across city zones that were far away to give people a sense that the game world was really BIG. IF you have to spend 30 min traveling across 6 zones the world must be huge!
I do wish they'd go back and tighten up the old missions/task forces by doing the following:
- Dump repetitive missions that are just filler. (extra kill alls that dont advance the story etc)
- Re set most of the mission doors to be in the same zone as your contact like in CoV or at least 1 zone away (not counting base ports which not everyone has nor does everyone have pocket d porter and only L25+ can get the Oro portal).
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Quote:Heh casual wear that stands out is a contradiction in terms. If you stand out it's not casualI'm guessing he not only wants to have his character in casual garb, but also wants it to stand out among all the other crimefighters in civvies out there too.
Which is possible, but with the casualwear so flipping limited in CoX it's a total spherical object ache. It feels good to get a few o.O reactions from those you come across, though.
I'll try and get a few screenshots of my own chars for you, see if that serves as some form of inspiration., however I do understand what you mean. The only way to do that is to use the pattern and color options to try and differentiate every other pair of blue jeans from yours as an example.
I'd stick with probably subtle colors that almost blend in so that you're not running around with a glaring sign that says LOOK AT MEE!!!! -