Force_Encephalon

Cohort
  • Posts

    151
  • Joined

  1. Terminals that every three hours for whom wishes to attend; will allow players to register for costume contest. By registering the player pay 1000 influence/infamy which the terminal deletes 10% of the fee and gives the player a voting temp power(If temps can't be used to vote then players can vote by choosing players from the terminal). The player is able to choose three of the players they like. A player can't choose themselves, the same person more than once, players not registered nor memebers of the same super/villain group or coalition. The top three people who get the most vote receives the influence/infamy. The influence/infamy will convert to which ever side the winners are. If a player unregisters or leaves Pocket D they receive back 900 influence/infamy and can no longer vote, unless they reregister. A player has only has half an hour from the start to register and vote before no longer being able to compete.

    Staggard an hour from the costume contest is the Pocket D lottery. The lottery works the same as costume contests, except players choose 4, 10 digit numbers. The players who can get all 4 correct wins the influence/infamy.
  2. And challenge... maybe.

    I was thinking, a character can gain rewards from defeating NPCs 6 levels above them, but NPCs can only go to level 54. Meaning there's a 2 level potential lack that could give level 50s a bit more challenge. Problem is the difficulty settings are set to where it doesn't go up a level the harder it is set to.

    So, what I'm suggesting is add a bonus difficulty level 50s that causes NPCs in missions to be set at level 56. Also give bosses AV/GH protection(Can AV protection just be switched on?). And have NPCs increase it's rate of attack by enough to not really affect its endurance usage.
  3. crafting tables and merit vendors
  4. Co-Op Scanner/Newspaper type missions. Not Valentine's Day Co-Op give extra buffs to the other team missions. Just regular Co-Op Scanner/Newspaper type missions. Unless everyone wants the Valentine type buffs.
  5. For this very least; have this activated while the log in screen says "This account is already logged in".
  6. [ QUOTE ]
    I'm not sure what you mean exactly. (I assume you meant "agro"... but that isn't the source of my confusion.)

    [/ QUOTE ]

    In your last post you were saying, saving the game to the exact would create a pause button. Where I was saying, by just getting far enough from the enemy to no longer chase you, is an equally effective pause button. The save still starts you on the outside of the mission, so you'll still have make your way back to were ever it was you were at. Is there really a problem with adding convience to get rid of a little frustration?

    A problem I can see with saving only foes killed and clues clicked with recharged health, endurance, and powers. Is you get to change the out come of the alpha-strike. Let's say you have a stalker and you try to AS an EB, but it misses. You could log out than log back in and try again, as many times it takes to get a hit on the first stike. Also lets say that EB has really powerful attack that knocked your stalkers health to a quarter. You could log out and log back in as many time it take for the EB to miss with its very long recharge Uber power.
  7. [ QUOTE ]
    Snippet:
    [ QUOTE ]

    And for saving enemy hit points. I think that would be a good idea, because you won't want to log back in to fight an enemy that took awhile to get it's hit points down just to have to do it all over again risking another disconnect depending on the users internet connection. But as my post suggest this would be a prompt, so you can log in at saved hit points, endurance, buffs, powers recharging or not use it and log in at normal.


    [/ QUOTE ]
    I think that saving an enemy's hitpoints remaining would be a bit too convenient. For instance, say that you are beating up an AV and suddenly your doorbell rings. What you have effectively created here is a [Pause] key. Part of the nature of this variety of game is NOT having the ability to pause. I think that having the option to force a disconnect as a means to "save your game" is a bit too nice.

    However, I don't think that a person with a bad connection should be penalized by totally replaying a mission over and over again either. I stand by my previous post, and hope that a happy medium can be acheived.

    [/ QUOTE ]

    There's already something that works like a pause button, yet doesn't require waiting to log out and log back in. Agro range.
  8. [ QUOTE ]
    Turns out that it's NOT Seer Marino's arc that causes the problem, but the building.

    Last week, I got the Defeat All Snakes In The Casino mission from Mongoose, and then logged my character off in that building to earn credit for the Arachnos Agent Day Job. When I logged the character in the next day, I exited the building, and the map marker was pointing towards the building I had just exited.

    So, as you can see, it's the building that seems to be causing the error. I'm going to see if I can reliably duplicate it on other characters, and if I can, I'll be /bug'ing it, and probably sending a PM to War Witch, since, IIRC, she's the Map Goddess...

    [/ QUOTE ]

    I had a theory it was the building, but I never actually tried testing it out. I wonder what makes that building any different than any other open building? Maybe after you exit the building the waypoint doesn't count you as being on the outside of the door. So maybe the switch that's activated by clicking the door, that tells whether you are outside or indoors, doesn't get flipped. Or how ever doors work.
  9. This will be for single player missions. Since being on a team you can just rejoin and you'll be pretty much were you left off.
  10. DJ Zero's a contact?

    Thing I want to see in Pocket D is zombie and Rikti invasions; were instead of attacking they start dancing.

    The spa, I think would be cool.

    A Pocket D enterance in Cap Au I'm not sure. Haven't played villains long enough to rate.

    The summer event zone sounds like a great idea. But, wouldn't it be a giant beach ball?
  11. Force_Encephalon

    Tuck and roll.

    [ QUOTE ]
    In addition to tuck and roll, I'd also like to be able to dive off buildings. I'm tired of falling feet first.

    [/ QUOTE ]

    Don't do it, you have so much to level for! Like level 50.
  12. In the first mission Marshal Brass gives you: Steal Rocket-pack from Brickers. There is an error in the details. "Here are the details:", first sentence of the second paragraph reads "deliever the it to"; the enter sentence reads, "Your job is to steal one of the Rocketpacks, then to deliver the it to Dr. Flammond's lab for analysis."

    I think the mission writer was thinking both "deliver the rocketpack to Dr. Flammond" and "deliver it to Dr. Flammond".
  13. A work around for this is to go to another map, than go back to Mercy.
  14. Force_Encephalon

    Tuck and roll.

    [ QUOTE ]
    An option to set your character's weight so significant sounds can be set to a particular weight. This would make heavy characters sound and feel heavy.

    [/ QUOTE ]

    Unfortunatly, the choices whould be extra regular and giant/heavy and would be automatically set.
  15. At the start of the "Loss connection to mapserver" error; Hit points, endurance, buffs/debuffs, status effects, toggles, powers recharging and if part of the mission; time, will be saved. If the game can reconnect it gets erased. This to prevent people from exploiting this for time missions. It's an unfortune for people that will disconnect then connect then disconnect then connect then finally disconnect log enough to end up back at the log in screen.
  16. [ QUOTE ]
    Good idea, and probably quite feasable. Only I wouldn't include Mayhems/Safeguards as savable. Simply because they fall into a very differant, time-sensitive catagory, and that may be a problem if you log back in and find you have only a minute or two to rob the bank.

    [/ QUOTE ]

    Saves at the start of the disconnect.
  17. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    As long as all remaining enemies are restored to full health/end

    [/ QUOTE ]

    Unless it's a mission with an AV you've been soloing for a while, and you manage to get him down to 10% health and then you DC. Log back in, and you find you've just wasted 5-10 mins and probably a crap load in inspirations.

    [/ QUOTE ]I was assuming we'd reload with all health/endurance/etc. restored, like we do now. But if it can save the enemies' levels, it can save ours, too. So that's not the problem I thought it was.

    Should it drop us outside the mission entrance, using the current game mechanics already in place, just not reset the mission? Or should it drop us exactly where we were when we DC'ed?

    I think it should be at the entrance because if you've got a slower loading system, any mobs in aggro range when you left are going to be VERY happy to see you come back where they can reach you before you finish loading. That may give the AV some time to recover, but that's better than them getting a free shot before you finish loading. ESPECIALLY if you're also weakened.

    [/ QUOTE ]

    Yes, I was thinking that just didn't put it down. Your character would load at the mission entrance instead of where you were disconnected at. As you have already stated the reason why.

    And for saving enemy hit points. I think that would be a good idea, because you won't want to log back in to fight an enemy that took awhile to get it's hit points down just to have to do it all over again risking another disconnect depending on the users internet connection. But as my post suggest this would be a prompt, so you can log in at saved hit points, endurance, buffs, powers recharging or not use it and log in at normal.

    Saves at the start of the disconnect.
  18. "You have an active mission from your last log in. Whould you like to continue?"

    It's mainly for server disconnects
  19. Force_Encephalon

    Tuck and roll.

    [ QUOTE ]
    What's worse is that falling damage doesn't scale with level. A drop from, say, the sixth storey will deplete a level 1 character of half his hit points, maybe more if he's a low-HP AT. The same 40-50 hit points worth of damage won't even budge the health bar of, say a level 50 Tanker, yet that's exactly how much damage he'd suffer from a fall like that. WoW's falling damage is a lot of fun, because a drop that would have taken, say, 900 out of your 1000 hit points will take 9000 out of your 10 000 hit points when you're high level, which might make it easier to standardize this.

    I have to agree with the general spirit of the suggestion, though. A little more impact when landing has always been something I've wanted to see, especially on my ultra-heavy cyborg who should really be leaving a small crater when he lands. The game in general is highly non-interactive when it comes to terrain interaction. Stairs, slopes, inclined walls, they're all the same. Surfaces don't matter for anything other than sound, our characters' stances never match the terrain incline unless it's perfectly level ground. Kneeling from a big drop would, technicalities and standard code rant aside, be a big step in that direction.

    [/ QUOTE ]

    Good point, which is why it might be better to count for any amount of damage.
  20. Force_Encephalon

    Tuck and roll.

    [ QUOTE ]
    [ QUOTE ]
    It doesn't have to have happen all the time just at a height were the character will take some damage.

    [/ QUOTE ]

    How about "significant damage"? I ask for distinction because a player dropping from a second story will take a few points of damage, but the height is only slightly higher then what a player can jump. Also, if a player runs downhill, the game doesn't always register that you're running, and upon reaching the bottom, can take falling damage. Just a point or two, mind you, but it's not very accurate.

    The same can be completed by "surfing" the war walls. The slopes on those are such that if you jump at them at the correct height, you can move up and down, while going horizontally, along the War Wall. It all counts as "falling", and can incur a stiff falling damage penalty, depending on how many times you go up and down before stopping.

    I like the idea, but I would think it better if it only occurred when a certain percentage of health was removed from falling. So that lower level characters would do it more often, but as you gained in levels, you would have to drop from higher up to preform the same percentage HP loss.

    [/ QUOTE ]

    I suppose so, but I'm not really sure. I think this more on the bases of player vote since this just a flashy thing to bring more entertainment to the game. But, this occuring only at a percentage damage loss range might work.
  21. Force_Encephalon

    Tuck and roll.

    I like to have an option to make my character roll from a moving fall and a kneel landing on a straight drop. I think that would make my character look awesome! It doesn't have to have happen all the time just at a height were the character will take some damage.
  22. Does holding the flag cause any debuffs?

    I thought about this and only thing one side would need is a super speed tank and/or brute. By the time they are killed or mezed they'll already be on their side. And squishies like blasters or controller won't get very far.

    By that being said, I was thinking that the flag would have the holder at equal resistance; no matter the AT. The flag is actually a prototype super armor which each side trying take away the other sides new advantage. With the "flags" buffs and debuffs the holder's run is set @ sprint speed, resistance set @ plus 80% from base, defence set @ -20% from base, health placed @ 5000hp, end unlimited, 15 mag mez resistance, mez protection similar to Arch Villains, and use of only one really powerful ranged target AoE temp.

    The holder can't be buffed or debuffed by other players, so other players will have to aide/defeat the holder in other ways. They can be held, but will be able to move freely while the AV mez protection is in affect. The holder can't be teleported. The holder's jump is similar to the GvE jump pack, but at based super jump height.

    The temp is a very fast recharge; ranged target AoE; damage over time; brings all AT to 1hp on the first tic.

    I was thinking of have the Heroes temp power be based off of the Rikti Blaster, and the Villains temp power be based off of the Quantum Gun.
  23. Using the more then 3 months past, maybe people will feel differently about it excuse.

    Now not only will you able to collect salvages and enhancements from your foe, but your able to collect their body parts too.
    -mmmmm delicious!
  24. Force_Encephalon

    Idea for ingame

    The slot machine sounds probable, maybe make it cost 1000 inf to play and a very low chance of hitting the jack pot for about 1,000,000 Inf. Could help reduce the amout of influence floating around. But, since not many players are going to use this system due to them wanting to actually play the game or not leave Atlas Park; game Inf reduction probably won't be that grand.

    The pool table on the other head probably not; due to the bad collision detection in the game.

    Monkey fight betting is totally set up. This you can do with other players.

    Minigames are like PvP in Pocket D or the arena. They happen, but no one really witness them.

    At what percentage of the game population would agree on implementing minigames to make this work?

    I don't care either way. I doubt this getting added would put that much of a noticable cripple in game developement, but if not many people want it, than there's really no point.

    There, this is my unbiased, indecisive opinion on the subject.
  25. I agree on Sky Skiff temp power, and tanks that attack.