Eva Destruction

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  1. /em headdesk.

    That is all.

    The AE swear filter should match the game's swear filter, and the "copyright" filter needs to go die in a fire. It's not like people can't create blatantly copyright-infringing arcs even with the stupid thing in place, and I want to use "Gunslingers" in an arc title, thank you very much, since it refers to an in-game NPC not some Marvel team that I hadn't heard of until I googled "slingers" to find out why it was filtered.

    Yeah. Kill it with fire and bury the remains. /end rant.
  2. Quote:
    Originally Posted by Blood_Beret View Post
    I did a downgrade Uncommon (Spell Book one) got a pop up of the Common table and got to choose my Nanotech one. Worked fine for me.
    Yep, I figured you'd get a reward window when the downgrade description said "your choice" but no choice was presented. I like the way they did it, it saves scrolling and will probably save some people some misclicks.
  3. Quote:
    Originally Posted by UberGuy View Post
    There are a lot of people producing as much salvage as I am. Not all are listing it as low as I am, but they are listing pretty low if they want it to move. I agree there's definitely no point in listing common or uncommon salvage for profit. The only reasons I see to do it are goals like mine or market altruism.
    I list mine for 1. I just want the badges, and to get rid of it. Usually I just delete the stuff, but if I'm at the market anyway I figure I might as well dump it off there.
  4. Quote:
    Originally Posted by SolarSentai View Post
    And not so much for pointing fingers and blame when something's not used, but more so to identify where the temp powers are and assist people on their use.
    Telling people "if you have a grenade, hand it to so-and-so" and "if you have an acid, use it on a door or hand it to so-and-so" and "MAKE SURE TO CHECK YOUR TEMPS, they might not show up in your tray" is really all the help anyone should need. If you need more help, it's not like you're incapable of typing and asking for it. If you need more help and are incapable of typing and asking for it, team content just might not be for you.
  5. Quote:
    Originally Posted by LeoninProtector View Post
    1) I'm looking for a specific map if anyone can assist me. It's the Longbow base map that has the submarine at the very back of it. I can't seem to find anything that looks like it from the maps in the Longbow set. And the unique Sea Base looks to be WAY too small.
    Not sure which one you mean....I only recall Longbow bases with the submarine entrances. If such a map is from one of the newer arcs (i17 or later) then it's not in AE. The only map I can think of that has submarines at the back is the Arachnos cave map from one of the Faultline missions.

    Quote:
    2) I'd also like some story references for missions that take place villain-side in that map. Once again, I tried looking for specifics on ParagonWiki, but I haven't been able to find anything. Ran through the list of Vindicators and their encounters and nothing seems to pop up from the context. Nothing that sounds like it would occur in a submarine base anyway.
    The Longbow bases with the submarines are supposed to represent Longbow bases at sea, that you use a submarine to sneak into. I think some of them are underwater bases.

    Quote:
    3) Can Bane Spider 'Hugo' be found anywhere in the AE or is he one of the many encounters we cannot expand on? Looking in both the Rogue Arachnos and Arachnos sets results in no hits at all. Am I just missing him or is he not in there at all?
    Did you unlock all the Arachnos unlockable enemies? If so, he'd either be under Arachnos or he isn't there. I think his max level is 45 or 47 or thereabouts. He's an EB. Unless I'm thinking of someone else. If you really want to use him and can't find him, just substitute a standard Bane Spider and name him Hugo, I know I wouldn't care if I played an arc that did that, can't speak for others though.
  6. Quote:
    Originally Posted by Olantern View Post
    I like the story as a general thing, but I don't sweat it. I don't expect it to be particularly brilliant, let alone perfect. The complaints I see about it just seem to me to be unfair, particularly since they come from the same contingent that has argued that "Nemesis is a terrible character because steam powered robots are unrealistic."
    The steam powered robots are his only redeeming quality. Nemesis is a bad character because he's supposed to be a genius, but the people writing him aren't geniuses, so in order to make him look smart other people have to be made to look stupid.

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    The devs got into this business (and, I'd wager, a lot of players got into the game) because they enjoyed using a joystick and a couple buttons to cause a plumber to run along straight lines and hop on enemies' heads to make rewards fly out of them, not because they wanted to tell a story, or even (primarily) to enable others to do so. Now, I'm not saying I necessarily agree with this, but it's something that doesn't get acknowledged enough.
    If you're just in it to mash buttons, you shouldn't be working on an RPG. As soon as you put the letters RPG in a game's description, the story becomes important.

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    It's much easier (I'd argue, essential, even) to tailor a story and a character to one another than to throw one creator's character into a prefabricated story.
    Yeah, we have NPCs for a reason. They're the ones who should be affected by the story in a predetermined way. As for the protagonist, the story should involve opportunities for character development. It should not take character development as a given, then decide what form this development takes.
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    Imagine trying to make this work in an MMO context, and you end up with something like the much-decried "your character has a connection with the thinly-veiled polemic of a transdimensional dictator he's never heard of because he has the power of the nebulous, cosmic thing the character wants" that's going on right now. Of course, this gets criticized as "hijacking the character," because it's a technique from media where the plot and the protagonist are controlled by the same creator ... the very same kinds of techniques that have been urged on the devs in the past to "make our characters feel like they matter." The writer can't win in such a situation.
    No, these techniques don't "make our characters feel like they matter." They make our characters into puppets of the plot.
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    For example, Crey and Malta seem to play to a lot of players' archetypal fears, so we see a lot of praise for stories about those factions, even ones that aren't really all that great in the abstract.
    Yeah, that thing you said about character driving the plot? Crey and Malta are characters that drive the plot. Those stories do provide opportunities for protagonist development. These guys are working on a plan to kill heroes with a touch of a button...how does your character feel about that? Are you afraid? Are you determined to take them down? How do you feel about the Revenant Hero Project? Do you wonder if Paragon Protectors have feelings too? Do you feel sorry for them? Or do you consider them abominations to be put down at the first available opportunity? The writers don't need to tell you these things, they just need to present a scenario for you to react to.

    You don't need to do something stupid like join Malta to interact with their stories, or to be an important part of them. After all, the last time I interacted with Malta for any length of time I received the thanks of the world. That makes me pretty important in my book. I didn't have to save the world, I could have just told Crimson to do it himself, but I went and did it anyway, for reasons that are entirely my own and may or may not make sense to you. Not because some guy from the future told me I would, or because some big blue guy said it was the only thing that mattered.
  7. Quote:
    Originally Posted by Steel_Shaman View Post
    Heroes my butt. They're mercenaries, nothing more.
    I see them more as vigilantes. What annoys me about that is that they're hypocrites about it, and the game treats them as heroes, and expects us to treat them as heroes despite evidence to the contrary.
  8. Quote:
    Originally Posted by EvilGeko View Post
    I would add that folks with temps should have a bright aura around them so people can immediately see what's going on. In that case if someone DCs and there really aren't enough temps then we'll know.
    Ewww, no. There's enough stupid flashy crap going on in the trials, I don't want a stupid bright aura through the entire sabotage phase just because I happened to get a temp early. However, I would not be averse to the temp adding an icon to my buff bar....so the team leader just needs to take a look at teammates' buffs to see who has the temps.

    If someone DCs then at least you know there's a good possibility they took some temps with them, and screaming won't help. Not that screaming helps anyway, but that way you know it really won't help.
  9. Quote:
    Originally Posted by Inazuma View Post
    I do not think those words mean what you think they mean.
    Anyone who gets in a forum argument with Golden Girl pretty much wins by default.
  10. I'm sure you're in the majority. However, if you don't care, then what does it matter to you if those people who do care get a good story or not? You can click past a good story on the way to smashing things just as easily as you can click past a bad one, no?

    "People don't care" is not an excuse to write a bad story. It's an excuse to write paper missions.
  11. Quote:
    Originally Posted by Steel_Shaman View Post
    Perhaps this is a fault of my own, but every time I've gone to the RWZ it's always been on a level 35 character and I always seem to run out of story arc missions before hitting the next "tier" of missions in the 40-50 range. As a result I wind up getting tired of the place and leaving it. I really should go back sometime and do the arcs I've never seen, I just keep finding other things to occupy my time.
    The RWZ spans a 15-level range, and a range where you take longer to level. It's unrealistic to expect it to have enough content to fill that range. No other story zone except maybe the Hollows has enough content to fill the level range it covers either, and all the others only cover 10 levels.

    So yeah, no wonder it "wears thin" to you, you've only seen 1/4 of it. 1/5 if you've never done the LGTF. I will agree with you about Cimerora though, the arcs there seem like an afterthought, they have no substance and half the missions take you out of the zone anyway.
  12. Quote:
    Originally Posted by Steel_Shaman View Post
    If you mean more content similar to the RWZ and Cimerora, I'm afraid I'll have to disagree. Those two zones wear thin very fast. The vast majority of what keeps you there is repeatable random missions. If I wanted that I'd go do papers.
    The RWZ is all repeatable missions? Did I just imagine the four quite substantial arcs it has?
  13. Quote:
    Originally Posted by Ms. Mesmer View Post
    We actually had this system in preparation for Issue 9, but we all hated it, so they got rid of it. I find that amusing somehow.
    We hated it because it had no point. I don't care if you got an LotG, because your getting one doesn't affect me, or the rest of the team. If you get an acid, it does affect everyone.

    Something that may be helpful though, especially with people who are new to the trials, is to volunteer to take acids off their hands if they get one but are unsure of what to do with it. I've had a self-admitted trial newbie hand me acids on a Lambda, possibly because he didn't quite know what to do. It may be helpful if people know this is ok to do.
  14. Quote:
    Originally Posted by Arcanaville View Post
    I am very close to suggesting that the devs basically out the players with the grenades and acids: when they drop, combat spam will say "Violet Rumble recieved Molecular Acid" and when its used combat spam will say "Violet Rumble has destroyed a reinforcement portal." I think this is the sort of thing you should be wary of doing, and the only reason I'm not personally there yet is because even with the apparently amazingly high illiteracy rate among MMO players my overall success rate is still pretty high running trials.
    I am there yet. I'm pretty forgiving of a lot of things my fellow players do or don't do. But when you can't read and follow a simple instruction, my forgiveness ends right there.

    I also honestly don't understand why people would be wary of announcing they are new to the trial, when specifically asked in a way that implies that if they speak up, someone will walk them through it. Do we have so many jerkwads who kick newbies in this game? I have yet to encounter one; the worst behavior I have seen toward newbies trying to learn is simple indifference.
  15. Quote:
    Originally Posted by LeoninProtector View Post
    Actually he's spawning outside, which was the intent, but I suppose if he'll spawn wherever, then I should probably remove that portion so the player doesn't have the chance of being attacked at mission entrance.
    That is odd, considering how many outdoor spawn points that map has. If you set him to spawn at "middle" though, then he will spawn inside the warehouse and not on top of the player's head.

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    And I did happen to see that there was only one collection allowed, just wasn't sure if that meant that was the only location for it or not.
    Yep, one collection allowed means there is only one collection spawn point. I'm pretty sure you can fill up all the collection points. Unlike boss spawn points, which some maps don't allow you to fill.

    Quote:
    Originally Posted by LeoninProtector View Post
    I'm trying to script my second boss to say multiple lines in his dialogue, but using breaks doesn't seem to work. The text box in the editor will allow me to separate the dialogue using breaks, but it's not translating into the mission itself. Is there a way to do this or will it remain as a wall of text rather than a neat, divided block?
    I've never seen this done, so I'm assuming you can't do that. You could split up his dialogue a bit if you have him talk as his health drops though.
  16. Quote:
    Originally Posted by FloatingFatMan View Post
    The transition from Praetoria to Paragon/Rogues at level 20 is probably THE most shonkily handled bit of story ever.
    How so? you step out of Preatoria and are immediately introduced to a guy who informs you that one of Primal Earth's villains is waiting for you, and has either rounded up a bunch of versions of you from other dimensions or has already started cloning you. Doesn't that make you feel right at home?
  17. Quote:
    Originally Posted by LeoninProtector View Post
    1) Part of the mission is supposed to be in Warburg, however, I can only find the one Warburg map in the MA (Unique-Outdoor-Warburg Malta Base). Are there any other Warburg maps?
    That's the only Warburg map.

    Quote:
    The idea was for the first boss to spawn at the beginning of the map and run away from the player, but if I do that, the boss sees the player on entrance and begins attacking. Not an issue considering the boss is a LT. However, it doesn't mesh well with the story. I could make his defeat a requirement, but it would mean a slight reworking of the story. Is there a way to get him to spawn near the front of the map without being right on top of the player?
    I'm guessing you mean he's spawning at the front of the warehouse portion of the map, since if he's outside he'll spawn wherever. Looking at the map, there are two "middle" spawn points in the interior. Which one he spawns at is random. If you want him to run instead of attacking, I believe you need to set him to flee at full health and, if he is alone, either 0 or 1 minions remaining. (I haven't set up a running boss in a while, but in the early days the boss himself would count as a minion). I'm not entirely sure what the settings are if he is guarded.

    Quote:
    The second boss was supposed to spawn at the back of the map, but for some reason keeps spawning just before the final warehouse door on top of the scaffolding to the left. Is there any way to get this guy to spawn in the back of the map? I have tried testing with different characters and this guy always spawns on that scaffolding. Could the locations be mislabeled in the AE or will I just never be able to get this guy to spawn properly in the back?
    The "back" area of the map includes the scaffolding to the left of the door, as well as the area to the right. It also includes the area behind the doors, where I assume you want him to be, but there is no way to guarantee which of those points he spawns at.
    Quote:
    I don't know if it interferes with the previous or not, but the collection I have continually spawns in the final room of the map, regardless of where I place it. I have tried placing it in Middle, Any, and Back. Could this map only have that single location for a collection?
    That is the only collection spawn point on the map. If you look at the map details, you'll see that it only allows one collection.
  18. So I was fighting Requiem and I started thinking to myself, "self, why do you have Greater Fire Sword? You can't run the top attack chain anyway, and of course you haven't done the math, but wouldn't the cheap and easy Scorch>Incinerate>Scorch>Cremate be better for fury building anyway, since Scorch animates so quickly, and GFS is kinda slow? And self, you will be getting an Interface proc one day...wouldn't the faster attacks get more benefit from those as well?"

    So my question is twofold. One, should I ditch Greater Fire Sword and just stick with the basic attack chain on my Fire Melee Brute (no, I don't have Gloom, and I will never have Gloom), and two, when you factor in Interface procs, will we be rethinking some of the "best" attack chains?
  19. Quote:
    Originally Posted by AzureSkyCiel View Post
    Origin of Power arc, Eva. Origin of Power. Though if you're just experiencing memory surpression, I understand.
    Oh yeah, I think I have that badge.

    On a completely unrelated note, at one point I heard they were going to make a Terminator 3, whatever happened with that?
  20. You want alternatives? Ok, here are some alternatives. Expand upon the existing lore instead of making stuff up. Create content that actually fits the level range it's supposed to go into, in both difficulty and scope, rather than creating whatever and shoving it into whatever level range "needs more content." Build up the game world instead of throwing in more monster-of-the-week arcs. Think about what you write and how the players will feel about it, and how their characters will fit into the arc before you write it. Write the damn story first, then come up with the necessary mechanics to tell it, not the other way around.
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    Calvin Scott.
    Faultline (the zone, not character.)
    The Hollows.
    The Rikti Crash Site/War Zone.

    Edit:
    Unfortunately, Faultline taught War Witch (and by extension the rest of PS) the wrong lessons, really getting her stuck on "Just redoing old content to bring it up to date is too much work, we'd rather do a new zone." Faultline required a LOT of work. They altered the maps, put in new buildings, and let us in behind the "wall" to the turbines.
    Yeah, and you know what? I still think the old Faultline looked so much cooler. They should have left the dam alone, thrown in some newer buildings near the gate, added a way for superspeeders to get out of the trenches, and saved themselves some work.
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    I'm not sure about the layoff portion of it. I'm going more with Eva's explanation, quite honestly. The VEAT arcs were the first time (for me) that it really hit - it's like you could tell when they were taking their time (up to, what, level 20 or so?) and when they just sort of shoveled crap together to call it an "arc" ("Here, have one mission!") and get them out the door.
    Now that you mention it, the i13 Cimerora arcs were also pretty crappy, and were the first time to my recollection that a big deal was made of "we have new tech for this mission, check it out!" I guess the Reichsmann TFs were what really drove it home for me, after the debacle with letting a new guy who didn't bother to do any research at all write them, Akarist being a villain, new mechanics that were not fun at all and seemed to be introduced strictly for their own sake, and just being an overall and very visible trainwreck.
  23. Quote:
    Originally Posted by Arbegla View Post
    So, 4 zones that have been destroyed since Launch, 2 of which have been at least partially redesigned (Hollows got a technical update, Faultline got entirely redesigned) and thats your argument for why Skyway/Kings/Steel can't instantly be fixed once you exit out of an instanced map?

    Whose to say a wizard didn't do it and just hit some big reset button?
    Uh, the new Faultline and that villain mission where you halt the rebuilding of Boomtown say so. Faultline is full of obvious signs of construction, and Boomtown is still trashed because jerk villains keep showing up and wrecking all the mundane construction equipment they're using to try to fix the place up.

    You do realize that the trope namer for A Wizard Did It was an attempt to explain away sloppy continuity, right? Invoking it doesn't exactly help your case.
  24. Quote:
    Originally Posted by Wonderslug View Post
    Lower-level content is always assumed to chronologically precede higher-level content. If you're doing Sutter, Apex hasn't happened yet. Yes, it does tie your personal timeline in knots, but such is the nature of non-static MMO timelines.
    Except that the dialogue from Apex suggests that the invasion had just started at that point.

    Don't bother trying to explain it. It's just another piece of content shoved into a level range in which it doesn't belong, because "we needed more stuff for level 20s to do" (as if people who don't have SOs yet have any business fighting multiple AVs at once, or spawns made up of nothing but bosses, or being swarmed by uninterruptible, fast-moving suicide bombers) and the devs love their Praetorian invasion storyline so it had to involve that.

    Whenever you spot inconsistencies like that in anything from i15 onward the best explanation seems to be that they just didn't care.
  25. Quote:
    Originally Posted by FloatingFatMan View Post
    If they're not going to do the job right, then they shouldn't do it at all. All they managed to do was intro some new content that completely breaks immersion for anyone who actually tries to take the storyline seriously.
    ....
    Or quit blowing up newbie areas, that's good too.
    Yeah, that.

    Well, except I don't take this storyline seriously, since the devs obviously don't either (exhibit A: Fusion and Jane Tremblor). So at this point, I just consider these overdesigned TFs where every map is new and unique a colossal waste of time that could have been better spent adding more missions and arcs so we wouldn't finish an entire issue's content in four hours.