El_Frawg

Recruit
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  1. [ QUOTE ]
    Chew on that for a while. We've announced player created missions. What do you think we might be working on that we didn't feel comfortable announcing yet?


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    *gasp* Player-created players! Finally!!! I've been wanting a friend for so long...
  2. [ QUOTE ]
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    I'm not sure if literal side-switching is coming soon, but a related possibility I can see is cross-zoning. The devs could make hero-side missions that take place in the Rogue Isles, and vice-versa, and heroes and villains would in effect be playing in the same zones, not entirely different from running opposite-side missions in Sirens or Warburg.

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    Something similar could be heroes vs. villains instanced missions. A race to a glowie through Shivans. Protect/Destroy the MacGuffin Artifact. Escort/Kidnap hostage mission. Disarm/Plant bomb. The hero vs. villain aspects of this could be really fun! This could be a decent substitute for the Arch-Nemesis system they would've like to have implemented. This way you and a buddy could be each others' worst enemy.
  3. [ QUOTE ]
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    This is the final step needed in preparing the IP for future projects, to be announced later this year.

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    Hmmmm....wonder what these future projects could be???

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    Perhaps we will fianlly get "fallen heroes" and "redeemed villains"

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    YES! I can't wait for my redeemed Necro/Poison MM!
  4. [ QUOTE ]
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    “WHY NO EMP FOR CORR?” – ELF_STALKER



    Empathy isn’t a villainous trait, generally speaking. From a fiction standpoint, it will likely never be given to Villains as a set.

    Back to thematics – Empathy isn’t really a villainous trait. From a fiction standpoint, it wasn’t our first choice to port over and the reason corruptors didn’t receive it in the first place as part of the release of City of Villains. If we were to add an “Empathy Like” set, it would need to be all new and not a port of it, to make it fit into the Villainous theme. As such, that fell out of the scope of Issue 12’s powerset proliferation and is why it wasn’t included.

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    Defenders have dark, not very hero like.

    Scrappers have dark melee, not very hero like.

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    This point can be debated until the end of time. In a game where concept trumps all, not allowing us to decide for ourselves what is evil and what isn't is just beyond comprehension.

    Empathy for helping other villians achieve their devious goals? Or perhaps empowering other idiots to do all of your dirty work while at the same time manipulating them into believing that you support their cause.

    There. I just made a concept that makes sense. It's not really even that creative. Just saying that it isn't a villianous trait is just an excuse for not wanting to port it over. I can go one step further and say WHY GIVE VILLIANS BUFFS AT ALL? Cold shields, Thermal Buffs, Sonic Buffs, the list goes on. Why would you want to buff other villians? To serve your own purposes in the end, perhaps?

    Listen, I am stoked about the new issue, including the VEATS and QOL improvements. But watching you guys try to pacify the screaming of Doom from some of the playerbase is just hurting your original aim. It's no wonder people think the Devs hate villians with responses like this...

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    Please note the devs' strategy. Port the quick wins first. There was obviously debate on Empathy, so they picked sets that had less debate. They'll get to it along with all sorts of other sets, INCLUDING the ones even more controversial than Empathy. They're practically screaming hints that Kinetics Masterminds are in the plan. They've just got to figure out a way to balance them out. Patience please. Once you get past the anxiety of waiting, I can nearly guarantee you'll find something you'll like. There's too much new stuff not to. If you have an open mind, I'm sure you'll give it a chance.

    Oh yeah, and if they can release essentially 24 new powersets (counting the VEAT branches) on their skeleton crew and a few extra sheckels from formalware sales, just imagine what they can do with all the new devs they're hiring.

    Hope.

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    - If they were porting the "quick wins" first, and avoiding sets that might cause "debate," why port something as controversial as PSI over to Blasters? Seems pretty contradictory, to me.

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    My guess is they figure they either have it balanced well, didn't realize the perception people would get about it, or a little of both.

    Everyone's been heard. The message is clear. Psi Blast appears to be too powerful. Villains appear to have gotten the short end of the stick. Luckily they can still make tweaks.

    We'll see soon enough.

    Odds are, there will be something there you will like, even if you're a villain.
  5. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    “WHY NO EMP FOR CORR?” – ELF_STALKER



    Empathy isn’t a villainous trait, generally speaking. From a fiction standpoint, it will likely never be given to Villains as a set.

    Back to thematics – Empathy isn’t really a villainous trait. From a fiction standpoint, it wasn’t our first choice to port over and the reason corruptors didn’t receive it in the first place as part of the release of City of Villains. If we were to add an “Empathy Like” set, it would need to be all new and not a port of it, to make it fit into the Villainous theme. As such, that fell out of the scope of Issue 12’s powerset proliferation and is why it wasn’t included.

    [/ QUOTE ]

    Defenders have dark, not very hero like.

    Scrappers have dark melee, not very hero like.

    [/ QUOTE ]

    This point can be debated until the end of time. In a game where concept trumps all, not allowing us to decide for ourselves what is evil and what isn't is just beyond comprehension.

    Empathy for helping other villians achieve their devious goals? Or perhaps empowering other idiots to do all of your dirty work while at the same time manipulating them into believing that you support their cause.

    There. I just made a concept that makes sense. It's not really even that creative. Just saying that it isn't a villianous trait is just an excuse for not wanting to port it over. I can go one step further and say WHY GIVE VILLIANS BUFFS AT ALL? Cold shields, Thermal Buffs, Sonic Buffs, the list goes on. Why would you want to buff other villians? To serve your own purposes in the end, perhaps?

    Listen, I am stoked about the new issue, including the VEATS and QOL improvements. But watching you guys try to pacify the screaming of Doom from some of the playerbase is just hurting your original aim. It's no wonder people think the Devs hate villians with responses like this...

    [/ QUOTE ]

    Please note the devs' strategy. Port the quick wins first. There was obviously debate on Empathy, so they picked sets that had less debate. They'll get to it along with all sorts of other sets, INCLUDING the ones even more controversial than Empathy. They're practically screaming hints that Kinetics Masterminds are in the plan. They've just got to figure out a way to balance them out. Patience please. Once you get past the anxiety of waiting, I can nearly guarantee you'll find something you'll like. There's too much new stuff not to. If you have an open mind, I'm sure you'll give it a chance.

    Oh yeah, and if they can release essentially 24 new powersets (counting the VEAT branches) on their skeleton crew and a few extra sheckels from formalware sales, just imagine what they can do with all the new devs they're hiring.

    Hope.
  6. From Castle:

    Every AT gains at least 1 powerset -- Masterminds only get a Secondary, no new Primary. Brutes get 2 new Primaries, and 1 secondary. Everyone else gets 1 Primary and 1 Secondary.

    So lessee...

    Scrapper
    Primary 1 -
    Secondary -

    Blaster
    Primary 1 - Psionic Blast
    Secondary -

    Tanker
    Primary 1 -
    Secondary -

    Defender
    Primary 1 -
    Secondary -

    Controller
    Primary 1 - Plant Control
    Secondary -

    Brute:
    Primary 1 - Axe (About time!)
    Primary 2 - Mace (ibid)
    Secondary -

    Stalker
    Primary 1 -
    Secondary -

    Mastermind
    Secondary - (Kinetics, Radiation, Thermal, Sonic, or Cold)

    Corruptor
    Primary 1 - Storm
    Secondary -

    Dominator
    Primary 1 -
    Secondary -

    Interestingly, that "only" makes 20. Positron stated there would be OVER 20 new powersets... Either they're leaving something out (Please let it be more Mastermind Secondaries), they miscounted, or the Kheldians are getting some love?
  7. Eh, actually, there's quite a few villains and heroes that just sit back at the base and emerge less frequently. Dr. Magnus is from DC and is the inventor of the Metal Men. Dr. T.O. Morrow is the inventor of Red Tornado if I remember correctly. Hank Pym had a long time as just a scientist but could chug some Pym Particles to go fighting if he liked. The Mad Thinker, Microchip (Punisher's buddy), and Professor Utonium from Powerpuff Girls ;-) are all good Inventors or Mad Scientists. The case could be made for Mastermind in some cases, and in others the Mad Scientist theme could fit a little nicer.

    If nothing else, it'd be a way to give the hero side a taste of the Masterminds, and both sides a character with lasting replay value if done right, even at endgame. It's the cure for altoholism ;-)

    As for the alternative way to get to level 50, I wouldn't intend this to be a faster way to level up, just another way to do it. Some archetypes can level faster than others. I would propose that inventing should take just as long to level on average as it would to do so by missions.

    Any way to add more ways to play the game is OK in my book.
  8. I actually like the idea of having an invention give you XP. Each invention you make should give enough XP to actually make an "inventor" be a viable character type and level through just inventing if you wanted. In fact, could it be possible to make an epic archetype whose powers are geared toward making inventions?

    An Inventor for Heroes and a Mad Scientist for Villains could have a primary that has powers that do things like increase the XP gained by creating inventions, increase the lifetime of inventions (if they are temporary), increase the potency of inventions, increase the chance of salvage drops, and increase the probability of success of inventions (If there is a chance of failure when inventing). As a secondary, the archetype could have a tiered set of temporary powers. Maybe every couple of levels or so, the power would be "Create Tier 1 Power", "Create Tier 2 Power", etc. Each tier would open up a set of powers that only this archetype could create for him or herself or for others. The beauty in this would be extreme customization for a character. Want to make a Tanker? Invent a bunch of defensive powers. Want to make a blaster? Make a bunch of ranged attacks. Want a Mastermind? Build some robots. Each tier could give you one power at that slot that could be respec'ed whenever you have enough salvage to change the power to the appropriate one you want.

    It fits in the comic book world quite nicely, (Dr. Magnus, Hank Pym, The Terrible Tinkerer, Dr. Sivana), and would be quite appreciated on a Supergroup or Villain Group. The guys are out gathering salvage on missions while the inventor or scientist is back at the base crafting temporary powers that help the supergroup out (I think invented powers and enhancements for others should be temporary because the usefulness of an inventor would otherwise diminish over time). When the inventor gets bored, he can take his toys out for a spin.

    Oh, and last secondary power should be a mech ;-)

    Do you think an inventor/mad scientist archetype could be viable?
  9. The real change in Kinetics should be to add it as a MasterMind Secondary. Tankermind heaven!