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Just an FYI:
<ul type="square">[*]Quando Omni Flunkus Moritati.
When all failure be dead. (When all else fails, play dead). It's pseudo Latin; student humor; flunkus is not a Latin word.[/list]
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I suspect it's also an homage to Red Green. -
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Just think, odds are we won't see this until Issue 14 , 13 if we are REALLY lucky. But think of how many new maps will be created by the devs between now and then for us to choose from..=)
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About as many as have been created in the last year... I.E: two. Rikti and Roman. (Unless I12/13 contains more new map types than that.) -
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Sweet! This should effectively end complaints about "end game content".
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How? At the end of the day the difference between player created missions and endless radio grinding will be flavor text and a map built from the same Lincoln Logs as every other map in the game.
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Actually, I have a feeling it might be more customizable than you think.
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I'm going directly from what Posi said, not from the wishing/dreaming/hopes that many people here are.
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Remember a couple months ago when Castle was tasked to ask the players about [u]"Abusive" bases[u]? I bet it was so they could start to test this idea out. We probably won't see customizable missions until I13 or I14 (it'll likely be the marquee addition in whichever issue it's attached to) but since they start working on issues long before we see them they've probably already started to test out the tech already.
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Oh, that's a sure bet - but it doesn't speak to issues I raised at all. -
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Sweet! This should effectively end complaints about "end game content".
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How? At the end of the day the difference between player created missions and endless radio grinding will be flavor text and a map built from the same Lincoln Logs as every other map in the game.
That's not to say that I wouldn't be interested in playing a series where the flavor text was written by Troy or others of his ilk, but this really isn't the Second Coming some folks are making it out to be. -
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((oddly enough, I was working up a system for a pitch to a licence holder for such a thing for a game... wow. great minds har har!))
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Nah. It's an idea that's been floating around for years and years - ever since Doom for PC games, and arguably since the days of Zork and Colossal Cave before that. -
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Oh. My. Frakking. Geez. We can make our own missions???? WHOOHOOOOOOO!!!!
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Soon (TM). -
Count me in as trying to make it to any off-site portion. The con cost is a bit steep to get in for just the CoX portion.
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Please use this thread to discuss the following announcement:
The City of Heroes Team will be out and about at the following trade show events this summer:
Penny Arcade Expo, Seattle, WA
August 29th to August 31st
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Hopefully with a little better arrangements for meeting-and-greeting outside of the Expo than last year. -
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Since the team was so small, we had a lot of flexibility. With few people, there was little time lost due to infrastructure and bureaucracy. If I had an idea, I'd run it by Hero1 or Positron and, after a few minutes discussion we'd go back to our desks and "do it." A lot of "let's try it and see if it works" development took place.
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An important effect - and one all too often discounted. -
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With the Power Information...will there be a way to view this info outside of character creation or levelling up? Possibly more detailed information on your Enhancement Screen or with the hover over on your Powers tab?
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The detailed power info will be available in the power selection screen, level up screen, respec screens, enhancement screen, and as another tab on the info window for powers.
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Yummy! -
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drink.......more.....ovaltine?
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First, with the way the map is all broken up, it can be painful/deadly without a travel power. It's less broken now that you aren't forced to go to areas that are way out of your level, but it's still too easy to fall into a crevace that limit your choices to (a) pleading for a port out or (b) finding opponents above your level and getting defeated so you can go to hospital.
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You forgot "(c) learning to not fall in the crevasse in the first place or, (d) learning to navigate the crevasse".
Neither is particularly difficult. -
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Unless the repeatable missions are for the higher end of The Hollows (low to mid teens) and send you to the far corner of the map (away from the Atlas gate), I have to agree with Doc Scorpion. The Hollows' regular contacts of Wincott, Julius the Troll et al will be ditched in favor of running endless repeatable missions for the quick and easy payoff.
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But players can already do that with Radio mission in King's Row, Steel and Skyway. That is, if they realize they don't have to stay in the Hollows until level 15...
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That's my _point_ Mirai. For those players that wish to grind radios, there already exists a path to do so, and many people do. Adding a contact with repeatable missions to the Hollows just turns the Hollows from something unique into a clone of the advancement track that already exists.
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Some players will go for the easy route, as they do now, but others will still want to hang out with Frostfire, Atta and the rest.
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My experience is that it's not "some" players that will go the easy route - it's the vast majority of players, especially PuG leaders. You want the easy route, head to KR, Sky, Steel... The Hollows does need some toning down, but not dumbing down. -
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I'm not sure it's a detective. I suspect it will be like Borea in the RWZ, just missions to do.
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It's not the nature of the contact that bothers me GDon, but the idea of having repeatable missions in the Hollows of any kind. -
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It's been stated, relayed by a red name from War Witch, that the Hollows isn't getting the full Faultline treatment. An added vehicle with rez tubes. A detective contact with Safeguard entry point.
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I must say the detective is a dammfool idea - giving out repeatable missions in the Hollows range in The Hollows will turn it into just another zone where people do radio missions because it's easier than traveling back-and-forth to the contact.
No Bloody Thanks.
Clean up the spawns so it's a hybrid hazard zone. Fix the mission door locations so lowbies aren't sent across half of Christendom. Cut-n'-paste a Safeguard style hospital. (Maybe even add a trainer and/or a store.)
But for the love of all that is holy don't change it into radio PUG hell like every other zone in Paragon. -
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Wouldn't have been my first choice for the part of the level 5-15 game that most needed overhaul, to put it mildly. There are things about the Hollows that suck, but it's still better than all ten other story arcs in the 5-15 range combined. But yeah, the Hollows did need a little bit of touch up, so I'm glad to see it. I'm just disappointed, a little, because I think the developer time would have been better spent on revamping the other level 5-15 blue-side contacts instead.
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Is there anything about I12 you like? I mean in every single thread you seem to find something to complain about. -
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I'm sure they'd love to give us P.C. and if they could do so without a complete rewrite of the powers system I have no doubt they would. But if anyone can read BaB's OP here and think that they're actively working on anything P.C.-related *other than searching for a miracle that will allow them to do it in a way that won't take away from a year or more's other content* then I think they're just grasping at straws.
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They have that year to make it so. I'd suggest hiring a crack team of programmers ad hoc. Give them a copy of the source code and all necessary adjuncts. Keep them advised of changes and additions and so on and with a mandate to have this rewrite accomplished in six months (or whatever deadline seems feasible). Then, put it on test for massive beta testing by us.
Of course, that solution seems so obvious, there's no doubt it's already been considered and probably rejected for reasons I can't possibly know. Or, simply dismissed out of hand for other reasons.
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It _is_ obvious why this hasn't been done - once you think honestly about it. (Assuming you have the background to think about it, as opposed to speculating and handwaving.)
1- This will be very, very expensive.
2- It will take probably six months to a year for new programmers to get deep enough into the current code to be able to work on such a significant piece of the game with only minimal supervision from the current Dev team.
3- Supervising the training will take significant effort.
4- Even minimal supervision means considerable time and effort.
5 - This will be very expensive and not just in dollars and cents. -
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just so we know who we are dealing with, are you counting last year's releases as failures? given that they were hugely popular with the community and rolled out without major bugs, due to the closed beta testing, im just seeing what your definition of failures is, and wether there really is any rational space to debate the point in.
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Alright, but remember, you asked for it....
Issue-9 ....had very limited actual Beta Involvement across the player base and even less actual testing on drop rates or any way to verify them(Pool-C's being the hardest to verify).
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Sounds like a "I wasn't invited into the I9 Beta, so it obviously sucked" whine.
Because your claim doesn't match the facts. -
Excellent work, as usual, by Chase - not 'just the facts' but a healthy helping of humor!
And yeah, Shandora does clean up nice.
What? Shes already pissed at me after the I11 promo comic, I don't have anything else to lose. -
Unless I'm mistaken - this isn't the Rants forum.
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Maybe things would be better for Freedom and Virtue and the rest of the Ghost town servers if NCsoft instead of solely pursuing money instead had implimented a system of MODERATED SERVER TRANSFERS.
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Of course - the problem has to be caused by server transfer. After all, on all the double XP weekends before server transfer... Freedom was perfectly stable and free of lag.
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This time around, I'll be pushing my MM to 32 to get the Tier 9's for his pets... After that, I don't really know. I don't have any characters I'm in a rush to self PL this time around as I'm either a) trying not to outlevel contacts, or b) playing new powersets and want to go slow while I learn/understand them.
Maybe build a few Flashback teams. Maybe play mentor all weekend with my lvl 50 and catch up on my reading. -
I don't find guides that spend the bulk of their time explaining how you must take pretty much every power or you are stupid to be very useful.
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Is it just me, or is anyone else finding that while Defiance 2.0 is good at 50, it's definitely lacking any oomph at lower levels? My level 31 Ice Blaster and my level 24 Fire Blaster don't seem to get much benefit from the new version.
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On my fire/nrg hover blaster, the effects of the Defiance didn't become very noticeable until I reslotted for recharge - then it became very noticeable, doubly so when SBed.