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Posts
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Oh, and btw, I'd gauge that the way you worded your thread's title makes this a petition. Might wanna change that.
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Who gives a flying [censored]?
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Bah. Here I was thinking of an actual ring that went on your finger, like a GL ring or a Legion Flight Ring.
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You could do as Fernandes says and make an extra group. I haven't tried this, but you might actually be able to name both custom groups alike. I know I was able to make a custom group named Arachnos with only Mu types in it, cause I wanted a map full of them.
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Maybe it just has to do with the size of the map? On, for example, a ship map, you can be halfways to the exit or more with a rescue before any enemies spawn. How small is your map? If it's only a bank map or so, maybe that's the reason.
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The Sun looks like the Oracle's altar in the Imperious task force. Phoebas (Phoebus Apollo) maybe?
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More likely a reference to Sister Solaris then.
Also, anybody notice that the Wheel of Fortune seems to have the AT symbols on it. Scrapper is clearly recognizable at the very top, slightly off to the right, Tanker at the opposite end of the wheel and Corruptor in the lower right corner. -
Signed. I have a World War two arc in the pipes and I'm terribly scared of it looking too colourful.
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You do realize that the majorityof the playerbase would murder you if you tried touching their lovingly crafted costume, right?
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I sure as [censored] would. -
...I actually like the idea. It'd give people something useful to do with their prestige.
Serious question, though, how should it work? Does the team leader just get to trigger it and everyone else must fall in line? What about people not in an SG? -
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Burn also does very little actual damage; the numbers suggest otherwise, but are misleading. Where foes nearly instantly hop out of the patch, it does little actual damage and instead sends foes running.
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You simply need to figure out ways to leverage it. Burn is not a straight-up damage power and not meant to be. But if, say, a Stormie keeps piling mobs up in the corner into which you drop your Burn patch... that's not funny for those mobs. But very good and easy XP for you.
Slows and Immobs (not to mention Holds) can be used to similar effect, of course. -
The big size eaters are custom characters. Text only makes up for a few percent, while a custom character comes in from around 5-7% it seems. Can you replace a few customs with NPCs or trim the variety of a custom enemy group? That's about the only way to bring size down noticeably.
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You suckers are lining up for Talen to insult you, while I get it for free.
Suckers.
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I'd rather someone tell me the truth bluntly than lie to me sweetly.
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This. The blunt truth you can work with, sweet lies or "Eh, it's okay." is useless.
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My thoughts exactly. That is precisely the reason I submitted my arc both here and in Venture's thread. I'd LOVE it if someone played my arc, thought it was total crap, one-starred it, and then gave me a half page list of ways to improve.
Because that is way better, and will help me make a far better story, than the single, no comment, four star rating it currently has.
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Amen to that.
Of course, all the [censored] had to say about my arc was "it's not even a story". -
No idea if it's cool. But I made an EB that hit for 1570something points of damage through my Brute's shields. Said Brute only has 1499 HP. Needless to say I scrapped that EB right away.
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Cetero Censeum Hurricane Esse Restoram
Arc ID: 57163
Morality: Neutral going on Heroic
Length: 2 Missions
Difficulty: Cakewalk
Description: Castle, the powerful but wicked arbiter of Superpowers great and small has committed a terrible crime against the noble and awesome Hurricane. It is up to you to set things right.
Notes: This is obviously not an IC arc. Custom enemies and a custom EB in mission 2. This is mostly just me working through my personal ongoing CoH trauma, the neutering of the power Hurricane over some silly PVP issue. -
Simple solution: Don't have so many custom enemies.
The one custom group I've made so far took up about 40KB at 6 different members. So if every 20 KB are good for 3 custom characters, well, you do the math. That's 13-14 custom characters max you'll have in your arc overall. Nothing else really takes up space.
If you absolutely can't hack it with 14 custom characters, you have two options: One, split your arc into several. Two, find existing replacements for your current custom characters.
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The thing here is this: MA missions are meant to be virtual reality diversions.
Based on the nature of Badges apparently being meant to show off real accomplishments of your character, I'd argue that anything achieved during a simulation plain does not count. There's a huge difference between giving CPR to a training dummy and giving it to a real person whose heart has stopped. One makes you a trainee, the other a lifesaver.
Granted, the comparison kind of breaks apart when you consider Influence gains and XP debt gained from Architect missions. Getting XP in itself is fine as you can learn stuff during training exercises, but why be penalized for not learning to cover your head? That's what an exercise is for after all. But obviously, those two stipulations must be in there to keep the MA interesting and to prevent even more rampant abuse, respectively.
But from a storytelling point of view it makes no sense to award non-Architect Badges for Architect activities, because they're not real within the canon of the game world. -
Maybe that was the joke.
That it was on you. -
I feel gypped. I expected something closer to when discussing gender-specific weapons for women. But then I'm old school.
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Well, bottom line is, a lot of people like to make arcs of 4-5 of the biggest maps they can find. And when they don't add Patrols or Rescues or Objects with guards, that makes for some very long and empty stretches of playing. On an outdoor map, it's forgiveable since you can always use the direct route to the next spawn, but on an indoor map I sometimes get bored just getting from spawn to spawn that way.
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Very much agreed on all points.
This has been my main gripe with the Mission Architect to date.
I'm using the smaller one of the graveyard maps and I want the main Boss to spawn on the little 'island' in the middle, but obviously, I can't.
I'm trying to force encounters to show up in a given succession and again, I can't.
Some amount of spawn point control both for critters as well as clickies strikes me as really important for advanced storytelling. It's always kind of silly to find something before you get the clue prompting you to look for it. And forcing things to spawn only after the clue has been dropped could mean they spawn in an area the players have already passed through and won't come back to until they've cleaned the rest of the map.
It's just no good. -
Well, there's a Shadow Shard Cave in there. But I presume you mean the outside maps used in for example Technician Naylor's stories. I haven't seen those either, and I'd love to see them very much.
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Mettle.
Unless you're talking about testing your fillings at any rate. -
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You wouldn't want to be mean to the Cripple Sisters, would you? D:
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One woman who can't run away and one who can't run away that well? Why would I be mean to them? -
They're heroes because they have no legs and they don't care.
If they shuffled around on their stumps all day whinging about they had no legs, they wouldn't be heroes, would they now? -
Oh noes, you might need to move.
Seriously... doing Architect Missions already cuts down on travel time by a whole bunch. Having to get to the same AE site ONCE is not really hard work.