-
Posts
151 -
Joined
-
How many super heroes does it take to screw in a light bulb?
A whole city; one to screw in the light bulb and the rest of the city to watch in awe of the glory of a super hero screwing in a light bulb.
Foolish mortals praising someone because they saved a few a couple of times showing off their stupid smirk of a smile, woman yelling "Eat my baby, eat my baby!" "No eat my baby!" "My baby is more delicious!" Mmm, babies /e drool
How many kinetics does it take to screw in a light bulb?
It'll never happen;
they'll be too busy speed boosting, getting 'SB ples', casting increase density, making sure
they bulb they use transfusion on isn't going to die in next 2 seconds, 'SB ples', recasting
increase density, recasting speed boost, listening to the 2 team members hidden under 200
lines of chatting yelling at them because they couldn't remember they didn't want to be
SBed, 'SB ples' recasting increase density, all of them to miss with tranference, recasting
increase density, 'SB ples', recasting speed boost, have two members quit because they
got speed boosted, and two to cast fulcrum shift and cause everyone to become too
strong to screw in a light bulb. And repel wasn't even mentioned. 'SB ples' -
Just wanted to say that I pretty much blah blah blah.
-
No, because the people who haven't upgraded their rigs will be sad because they'll see all the pretty load screens but not be able to play in the pretty pictures.
-
Does anyone get irritated when they're on a team and their enhancements, recipes, and salvages are full so they click on a store on their map to find their way there. While running there the leader clicks on the new team task, and now the map is leading to the mission instead of the store. And they're like Noooooooooooooooo!
My suggestion is to have a team task waypoint and let each individual party member have their own individual click waypoint. -
What are?
Alpha- and Omega-themed auras
Alpha and Omega themed costumed sets
Four stance emotes
The Shadowy Presence invisibility power
I'm sure they're the stuff for the extra $10. But, what are alpha and omega themes? -
There are some missions Villain side where your asked to "kidnap"(rescue) some person. When you finally drag the person to the door the mission ends and in the clue some give after completion says the contacts men came in and took victim away. No one really ever comes in to take victim away. Victims say something along the lines of threating revenge against villain and then just stands there. My suggestion is to actually have some people enter the mission to take the victim away. So as to play the story out.
Another suggestion not part of the initial post, closure missions. After completing a kidnap mission the victims say something about revenge, but they are most likely never seen again especially in paper missions. I'd think it would be great to have a mission where the victim has regain their power and is now planning to act out their revenge against the player. It could be in the next list of missions the contact gives or it could be a mission popup on other contacts list later down the road causing players who read the story lines go "Archon Willis? I think I've seen that name before." and it would be a kidnap victim from a paper mission at level 12 now Boss or Elite Boss or something at level 23. -
Salvage storage, markets, mission architect, crafting tables, merit vendors, base portals, and tailors(not talking about the tailor that can change a male character to a female character vis versa in the VIP room, just the one that changes the outfit).
For the people with the belief everything should be spread out so players have to travel to several locations to achieve a simple task rather than playing the game. If people are playing the game they'll still have travel to get there. And it'll probally be for a couple of things at a time.
For the people who believe this will make architect farming more efficient. Maybe you should be happy they would be in a rarely used zone instead of in ur zon lagin ur conectshun!
As for the reason suggesting this? I don't know, Pocket D has alway seem like a place to go to get things done and(And if the music was actually the music instead of a background sound; to mute just that)a place to hang out. They already have salvage storage, CoOp arena terminals, tailor(VIP room), and a base portal. I'd just thought that they might as well go all the way and make it a centralized location for getting things done. -
For every 20 standard merits (Reward, Vanguard, Candy Canes, Architect Tickets) a Universal Merit is awarded which can be used to purchase items from any type of merit exchange location.
It's like prestige for merits! -
People talk of earning then speak of easy obtention so long as done the one way. If this is true than whouldn't the person who did 100 Vanguard missions be more deserving than the person whom has done only 4 or 5 ship runs?
Why after completing the "Welcome to Vanguard" initiation; shouldn't we be given the basic Vanguard apparel things not even sold to say we are initiates of Vanguard?
Should ship raids be the easiest way to collect Vanguard merits? Fine, but it shouldn't be a 3-10 Vanguard merits per mission compared to 300 to 400 as someone once claimed. To me that seems like an unbalanced system of work to reward ratio.
It'll not matter that ship raids is the easiest way to obtain merits so long as there isn't an enormous gap between what can be obtained in raids and what can be obtained from mission rewards.
But, even if mission rewards were balanced with ship rewards I still could not change my view of having the price cap lowered for a cosmetic item that has no affect on the game. The only reason I could go with the opposite is if the costume piece were needed to use the Vanguard powers or if the pieces were unlocked account wide.
All pieces should be obtainable with just one raid completion. Any additional merits should go to all the extra Vanguard game effecting things. Needing to do any more is just using the pointless MMORPG system of extensive farming for unaffective items.
If there is a problem of Vanguard merits piling, than the answer isn't to raise the prices. The answers is to add to the list of item a person can by so even the casual player can afford to buy any one item with out a need to dedicate decahours of play time.
The "Welcome to Vanguard" should unlock the tights chest and pants and armored chest and pants the things not sold; and the boots with out the knee pads. This will be the initiation uniform.
One story arc complete or one ship raid start to finish should earn the merits to buy all if not atleast half of the sold pieces. Ship raids would still be the quickest way to earn merits by time of involvement to merits ratio. Sure people will earn merits faster by doing missions, but that's only because people aren't going to raid one after the other 24/7 even people whose server raids frequently would have to agree that a 24/7 raidathon is very unlikely to happen. Raids shouldn't be seen as a major income for merits, but as a sort of "chistmas bonus". People could earn the merits of a raid per arc and when a raid arises spend a mission's time to earn the merits of an arc. Making raids still the most efficient way of earning merits.
Even after balancing out the Vanguard rewards. The problem of piling Vanguard merits that many Vanguardians/Vanguardites still exist so I propose adding to the list of things to buy. Vanguard Teleport: One time use interruptible temporary power which teleports from any location to the Vanguard base. I'd try to think of other things to add but they would need to be placed in another post. The temp teleport is what to do to deal with large accumulation of merits instead of raising prices or disallowing the lowering of prices. -
-
I believe the prices for Vanguard items is unreasonable or doesn't make sense. A heavy cost 250 Vmerits and a hat cost 250 Vmerits. Why would a game item that's purely cosmetic cost the same as the item that has an effect on game play? The prices for some Vanguard costume pieces are way too high for what is sold. My suggestion; lower the price cap for what costume pieces can be bought at. I'd suggest nothing over 50 Vmerits since it's to be used on a player's character just for show and has no effect on game play.
For a further related/unrelated suggestion; costume packs that have multiple pieces to all the pieces for discounted prices. -
There is a screen that shows which salvage is needed for a recipe and which ones you already have on hand; unless you talking about which salavage you have in the vault for the recipe, because that would be swell.
-
I want to see the Hellions and the Skulls have a musical gang war, with a dance choreographer and everything.
-
You know anything about powers activating in the Chimera cave mission pools? Because I suspect if the ocean floor ever did get lowered; powers would activate the same way in those pools.
-
I didn't say lower the actual floor just the gfx... to give the illusion of a deep ocean.
How do powers activate with flying characters than? -
Out in the water while my hero was wading, I notice his feet keep getting cut off. My suggest is to lower the ocean floor gfx to where characters' feets aren't cut off while wading. Even low enough to the where the entire gfx effect of orbital powers i.e. Force Fields, Sonic, etc is seen all the way to the bottom of the power as seen in the air. But those types of powers would have to first be able to penetrate to water's surface.
Actually low enough to where in infastructure like the Talos statue or the Peregrine Island power lines bases extends to where turning on Depth of Field will cause them to fade into abyss. Maybe make water depth of field in natural bodies of water fade more dramatically than in the air.
TBO I would like to see the ocean become deeper and all that. Maybe give the pool in Ouroborus that ability atleast if not the ocean.
PS
Fix the moon, plz -
A villain and/or group has decided to destroy/enslave/hold for ransom the city/world. And a lone and/or group of hero(es) must stop him/her/them.
Length: Short
Morality: Neutral
Level Range: 30+
Enemy Group: Council -
What that ^ person said.
Quote:Challenging huh?Good idea! It would not only make the game more realistic, but make it slightly more challenging!
"Someone's killed the Sapper."
"Jinkies, looks like we have another mystery on our hands."
"Oh row!."
"You said it Hercules Class Titan!"
Hold!
Quote:you don't think challenge matters in a game?
Your the only person I have ever seen that doesn't like a challenge in game. Most people love challenges and it's exactly why said people play games.
As for the suggestion of AI being curious as to why their fellow, stereotype word for follower of a mad man trying to take over the world is dead is great just as long as just a couple from the group investigates and does a patrol to find out where the attack may have come from and run back to warn the others in the group if they've spotted some interloppers. The challenge would vary on how careless the player(s) are.
To add to the Metal Gear festivaties, it would add a nice bit of realism if a couple of AI from a group would break from the group to use the few warning sirens though out map. Actually, I think I've seen this sort of thing in James Bond games, Siphon Filter games and Perfect Dark. It would give AI through out the map a +perception so enemy will be spotted at a longer range. If player's don't adjust to the change, than they'll be plenty of "Oh Holy! Carp of the waters of thy pond, why has thou send vision to my enemy?" moments. -
The ability to take 25%, 50%, 75%, and 100% space from one story slot and adding it to another story slot for a total of 300% space in a story slot. The total space a player can have would remain the same, so player can only have at maximum combined space: 2 300% space missions and a 200% space mission. Totally 800% space of a mission, 8 missions, or 800KB.
-
My theory is when the Devs implemented this they forgot to take out the percentage of drops goes to team members. So if you play as a 4 person team, you would get your drop and what ever the rest of a 4 person team recieves gets dumped from the system. Try playing as a 1 person team, a 2 person team, and a 4 person; and if can a 8 person team. And see if drops per amount of mobs defeated changes any.
-
Quote:I've made some draw backs with control set being able to control their pet to a moderate degree in the original post.We've already been told straight from the devs that if controllers were given *any* control over the pet, the pet would be nerfed *hard.* The reason Masterminds have that degree of control is that the pets are the reason for being for the MM. They *are* its offense and a good part of its defense.
As far as MM controls - learn to use and love the binds. Visit the MM forums and find out what they can *already* do.
-Control pets can't be affected: buffed, debuffed, healed, nor attacked; i.e no more SBed Fire Imps.
-When status effects: sleep, hold, disorientate, and fear is casted on the summoner, the pet can no longer take action.
-All damage caused by the pet causes the Foe to be agroed to the summoner. Pet powers use the summoner's endurance.
-Pets are always passive until commanded to take action.
Maybe you should take into account both parts of the suggestion before making display of your opinion.
As for MM pets. They can't be told to use a certain power. They can't be set to take a specific action due to a certain events. Only thing you got me on for usage of binds is the pet attacking when the MM attacks. -
I believe merits should be based off play statics instead of time. A defence AT that runs with no toggles counts towards reward. Delay use of next power counts toward reward. Buffs count against reward. Debuffs count against reward. Against higher levels counts toward reward. Perma mez counts against reward. Masterminds with no pets counts toward reward. Being Debuffed counts toward reward. The rewards would be based on a sliding scale. When something occurs to go against reward the sliders goes down and as something occurs to go toward reward the slider goes up. Example: Defence AT runs Dam Res toggle gets hit 3 times, reward slider goes down 3. Defence AT turns off toggle gets hit 3 times, reward slider goes up 3. Foe was buffed to Dam at 200% during the attack on the untoggled defence AT, slider goes up 3. Defence AT's toggle doesn't resistant type of damage from foe, reward slider goes up.
-
Mind control pets can zone with summoner. When I made the rule I wasn't thinking that Issue 16 would allow pets to zone with the player. So yes, Malta Operative in Atlas Park. The new rule now is mind control sets can not summon pets, if a mind control pet is defeated that pet is gone forever.
Unrelated, but I think a Mastermind should be able to pick a power the pet uses. I also would like to see some sort of tactics commands for Masterminds. Not just what we have now, but things the pets should do; like setting the protector bot to heal the other bots when they are at 27% health up until they are at 81% health, healing in order of lowest health. Or switching automatically to aggressive as soon as the Mastermind attacks an enemy. Masterminds would get 3 Tactical command clicks. -
All points of views can be disregarded.
Control pets are the manifestation of the controller's power, so thematically the pets with exception of mind control having conciousness doesn't make sence. To make sence once a control type summons a pet; they should gain commands similar to Masterminds, except there would be some differences. Control pets can't attack automatically, so only commands a control pet can have are Attack target, Attack Group, and Go to Location. I would suggest control pets could be told to use individual powers, but that's most obviously going too far.
Although this set would cause draw backs to control sets as the pets would have to kept being told what to do, if they are attacked they won't attack back, they'll always argo Foes to the summoner, the pet's powers are powered by the summoner's endurance, and if the summoner is mezed the pets can't be told to attack. There are some benefits to it as well, pets won't go running off to argo a group that was a little too close, pets can't be mezed, pets can't be injured, and pets could be told to attack a high priority target.
Mind control the petless control set. Causes some wonder as to why a mind control set isn't able to occasionally fuse their mind with their hosts mind taking it over completely. 20% chance of confused minion becoming a pet, 10% chance of a confused lieutenant becoming a pet, 5% chance of a confused boss becoming a pet, and 1% chance of a elite boss becoming a pet; when AV protection is active the elite boss is a Foe until the AV protection is disabled making it a double edge sword. Enemy players 20% chance of becoming a pet for 15 seconds.
If a confusion results in a pet, the mind control pet can be healed, recieve buffs and be attacked by enemy players and/or combat NPCs. Since the mind control has taken over the Foe's mind; the Foe would no longer have a concious, so would have to be controlled the same way as other control set's pets from the previous section.
Mind control pets are temporary and will be disable upon zoning. No Malta in Atlas Park. And mind control sets can only take over 3 minds at time, if a confusion result in a pet over the limit the control of one of the pets is dropped and they become a Foe. People may ask, "But Force Encephalon what about NPCs and players with buffs?". Well the commands won't exactly be the same as other control sets instead they would get affect commands; Affect Target, Affect Group, and Go To Location. Mind control pets with no buffs that try to affect friends gets a 'CAN NOT BE AFFECTED' display.
A player who don't want to drop certain pets will have to refrain from using confusion powers dropping their controlling abilities significantly.
Although I figure this will never happen, it is still something I would like to see. It would be a challenge to use, but the challenges could be overcomed as the player increases their abilities.