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Posts
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Gunsinger was hailed as the new Madonna, until she found out that her music and videos was used by an ancient order to deliver pro-Illuminati symbology to the youth of the world in preparation for a New World Order take-over. She faked her own death and is fighting back with all the magic she could steal from her former masters, and a sweet pair of guns. I haven't decided on what her pop-star name was... so, I guess this didn't help at all.
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I think we could use more bulky stuff, certainly. I like diversity.
The problem, I think, is not just with our characters but with the NPC-favoring bias. NPCs are allowed to be 10 feet tall and much bigger than player characters, with special designed bulky gloves and heads and feet. Just look at Noble Savage. He's one big slap in the face of people who want to be THE BIGGEST. Nobody can be as big as he is. It's unfair. -
Great idea. I can't wait to try it.
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My ally was set to betray when a certain boss was defeated.
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I have a mission with an ally who betrays me.
The ally is set to say things as his health decreases.
He says his betrayal line, but then he remains silent.
This is very irritating. I bugged it in-game but thought I should mention it here as well.
There doesn't seem to be a good reason for why allies would behave like this. Health decreases, trigger speech. It seems simple. -
Allies/Escorts have acted weird lately.
If they are set to do 'Nothing', they will still follow you, for example, which really messes things up.
Your bug there is probably part of the same weirdness. -
Because if they let Willpower go over 100% then within minutes you would see nothing but farms with Willpower baddies in the AE. Let's see... bring an Ill/Rad controller or three... The bonuses won't last long and while they do the bad guys will punch Phantom Armies that can't be damaged anyway, or Phantasms that are easily replaced. Whee, ~200% xp for free and they rez too so we get it twice for every enemy!
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I don't even have Rage on my SS brute anymore, for the same reasons OP mention. I do enough damage anyway and I don't have to think about stopping down or wasting attacks or any of that stuff. Just keep on smashing.
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I think if you haven't added the NPC chat channel to any of your tabs, their speech bubbles won't show up either. Check if you have that channel on one of your tabs.
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I don't know. How does it work today? If you start a power and build up wears off before the power finishes animating, do you get the effect of build up or not?
My idea was that the charge-up would only keep going for the duration of the power's normal animation/activation time anyway, so there should be no difference in how long it would take to fire off a power. Instead of just clicking the key you would simply hold it down while the power animated. -
Quote:I couldn't come up with a better name for it than "charge-up". What I really meant was: "click power key for one effect, hold power key pressed down for another effect". The time you hold the power key down could affect some powers, or be irrelevant in other cases. A "click" could be defined as a very short time, a "hold" could be defined as anything longer than that. I certainly didn't mean that we should import some of the less aesthetically pleasing things like the charge-up bar that appears when you use some powers. I wouldn't want to see that thing in CoX and it would be unnecessary.That mechanic was one of the things I absolutely despised in CO. And as far as "KB vs KD?" So, if I'm playing my Peacebringer or Energy blaster, where almost every attack does KB, where I *WANT* every attack to do KB, I'd have to "charge it up?"
Hell no. Keep that crap out of this game. -
If the MA is ignored, it's ignored, but if it gets any attention it's suddenly bread and circuses.
Of course we want them to fix all the issues we're having.
Of course /they/ want to do something about it.
Can they do everything at once? No they can't.
Do they have priorities that don't include the now mostly working as intended MA? Almost certainly. (Working as intended meaning it's not riddled with exploits and causing all kinds of trouble.)
Will another Aeon Contest solve the problems we're having? Probably not, but if enough people participate and it gets advertised even a little bit on the other parts of the forums it might make some people that don't play in the MA now to check it out. And when the MA gets enough people playing in it the devs will have more reason to do something about the other problems.
The solution is never to quit using whatever it is that is causing problems. Look at pvp. Many PvPers stopped using it because they didn't like the new rules. There is now even less reason for the devs to ever do anything about it ever again.
The real solution is to get as many people as possible to use the MA so that their voices are added to our own when it comes to stuff that we want fixed. For a positive example, check out Nakayama's art threads. Everyone has an opinion about the art in the game, and especially the costume pieces, so when he asks for input from the players he gets 100s of pages of replies. If everyone had an opinon on the MA and a thread from Aeon asking what needed to be fixed first got 100s of pages of replies (that weren't all from the same five people)... well, it would be a miracle to begin with, but then the devs would have a reason to do something about it.
They can never make everyone happy but they want to make most of the people happy. Don't give up on it, make more people use it (somehow) and it will get attention. The devs could help with more rumor control ("yes, you do get rewards in the MA") and better advertisement and actually poking a stick at some of the most player-unfriendly problems we have right now - the things that are actively making players turn away from the MA buildings. It's still very much up to us. Don't let the MA go the way of PvP. -
I've had this happen to me when I was selling stuff at a vendor in Port Oakes and a zombie invasion suddenly started. In a hurry to get to safety I accidentally sold some valuable recipe.
I actually got it back because I petitioned a GM about it and they could see that there was indeed a zombie invasion going on at the time, so I was lucky that time. Having a buyback option would have saved us all some work though.
I think that everything we sell during a vendor session should end up in its own section in the vendor's part of the window. No need to complicate matters by dragging things back or forth, just let it show up as "sold during this session" or whatever. There could even be a warning when closing the vendor window that "all sales are final" and to make sure that we haven't sold anything we wanted to keep by mistake. -
Ack, I don't want them to be targetable like that, that would be really annoying! I just want area attacks that could affect them to do so, automatically, without changing the way they work otherwise.
I've attacked oil slicks with all kinds of attacks that do nothing for them before because I double-clicked an attack instead of looking for a target manually, and it picked the oil slick because I was standing on it. I would hate having to sort through 12 patches of caltrops, an oil slick, four invisible pseudopets I don't even know what they are, etc, etc, before I get to the enemy I really want to punch.
So unless this can be done "invisibly" and non-intrusively in a way that doesn't change the current game too much, I'll unsign my own suggestion... -
Well, one thing it could accomplish would be to end the debate about knockback/knockdown once and for all. If people could control this aspect of their powers by the way of activation both people who like knockback and people who hate it could be satisfied.
Having played Champions for a few days myself I was somewhat stumped by the mechanic at first but once I figured out how it worked I was pleasantly surprised. It was one of the few things I liked and wished we could have for this game.
I think that future powersets could benefit more from such a mechanic, since it would be integrated into those powers from the beginning, but some old powers could be enhanced by the addition of a charge-up too, especially if the effect of a click is unchanged.
I thought I made clear what kind of powers could be enhanced, and how, in my first post. Why? Well, because it would make them better of course. Snipes would be infinitely more useful if they could be fired as a normal attack with less damage, or as a charged up attack with more damage, for example. -
The most (and indeed only) example we have of this right now is Fire damage powers setting Oil Slicks on fire.
I want to see more powers be able to affect more pseudo-pets.
For those who don't know, pseudo-pets are the engine's way of creating certain power effects, like Caltrops, Oil Slicks, Hurricanes, etc, etc. Anything that sticks around to cause an effect, and many invisible things that you wouldn't expect like Lightning Rod and Shield Charge use pseudo-pets.
What I would like to see is having Knockback powers affect certain pseudo-pets like Caltrops. A patch of caltrops (or twelve) annoys you? Use Handclap and scatter them. In this example the caltrops would have a special weakness against Knockback powers so that the caltrops pseudo-pet would be defeated and go away if exposed to a certain magnitude of Knockback. Other pseudo-pets that could be defeated in the same way would be the gas clouds left behind by Rikti monkeys, and by Nemesis grenades.
The infamous Longbow sonic grenade could perhaps be countered by Siren's Song, effectively cancelling out the harmful vibrations.
Burn patches could be countered by ice powers, and vice versa.
It would make for a more complicated game, but also more strategic, and it would allow for more interesting ways to balance powers. A power that might be considered useless today (e.g. Handclap) could be situationally useful (or more so) if it could be used to counter certain annoying attacks. -
I think this suffers from the same problem that's preventing us from having a "deflection" system, where attacks against us would bounce back and hurt the attacker. There was some mention of infinite loops, but I admit I'm fuzzy on the details. Suffice to say that the engine couldn't handle it.
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I would like to see a new mechanic introduced for certain powers: the charge-up. Basically it would let you charge up a power by pressing a key and holding it down. The longer the key is held the greater the charge.
This new mechanic could be useful for many kinds of powers. Here are some:
Knockback Control: clicking a KB power will make it cause knockdown. Charging up a KB power will make it cause knockback. Greater charge causes more knockback.
Full Auto/Flamethrower: the power will fire until you release the button, or to the previous maximum length of the animation. Allows for a quick escape.
Snipes: While you are charging up your snipe the power can be interrupted. With a greater charge you cause more damage. Release early to avoid being interrupted, or to use the snipe as a more conventional attack, with less damage.
I'm sure many other uses can be found for such a mechanic and I hope it's taken into consideration for future powersets, if not for existing ones. -
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I can't believe this ****.
You guys (you know who you are) whine and complain about being ignored for months on end and then when you have a chance to get noticed, and most of all to have the MA get noticed by the rest of the players, you still don't like it.
I'm gonna enter this sucker and I'm gonna win because all my competition will be complaining and whining.
Love you guys but cheer up. -
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Well, some sets could get Caltrops. Other sets could get other powers, not necessarily ones that have been removed from those sets previously but just other powers. Maybe Energy Aura gets a small radius immobilize that looks like a Gravity Control power, for example. Maybe Elec Armor gets a smaller/weaker version of the sleep aura drop from Elec Control. Etc.
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How about they make Hide inherent instead and replace it in the secondary with other powers that help Stalkers in all those ways? More work, sure, but I think it would be a better result. Hide should have been inherent from the start anyway.