FredrikSvanberg

2010 Player's Choice Best Villainous Arc
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  1. More complicated answer: sharks that can't be targed from a greater distance than 20', and who have a leaping bite attack with a range of 20'.
  2. Quote:
    Originally Posted by Noble Savage View Post
    Would it still be a plain white tank top? Of course! But it'd be a lot more realistic and convincing.
    But the version we have now which looks like painted skin might be what some people want. Are we losing the option of having painted skin? Or will there be yet another option which looks like more realistic painted skin? (e.g. white colored pieces won't have skin-tones shining through)
  3. Quote:
    Originally Posted by Noble Savage View Post
    There would be absolutely NO impact to a toon's theme because there'd be no discernable aesthetic change.
    In that case I'm all for option 1.
  4. If everything had a sub-option it would also be easier to add new sub-options, like this:

    Tights
    -classic tights
    -new tights
    -war-torn tights
    -dirty tights
    -shiny tights
    -super-reflective tights (like Widows)
    -etc
    -etc
  5. To avoid clutter, would it be possible to make the two versions into sub-options of every piece? For example:

    Tights
    -Classic Tights
    -New Tights
  6. I've wondered why they didn't make maps work like that for a while.

    Even better if these randomly spawned props are destructible so we can smash up their stuff and ruin their lives while we arrest them.
  7. FredrikSvanberg

    Mission Weekly

    Quote:
    Originally Posted by Party_Kake View Post
    It does bug me that there are a lot of mission objectives that will not say their "player in range but not aggroed yet" dialogue until you attack them, causing a big flood of dialogue in the chat window right when combat starts, so there's no way you can follow along with it. Had to keep the dialogue very simple for that.
    Indeed. That is one of the bugs I hope they will fix soon, since it's been happening ever since City of Villain was released ages ago.
  8. FredrikSvanberg

    Mission Weekly

    Another trick is to "front-load" all the important stuff. Set all the required objectives to spawn at the front of the map and the player won't have to walk through three mostly empty floors to finish the mission. This will only work on maps where the spawn points work properly, though, so it's a bit of a crapshoot at the moment.

    I used this trick in the fourth mission of "Evolve or Die", if you want to see an example.

    I didn't think that each girl needed a different look but I thought that they all could use different dialogue. It's time-consuming to create seven different hostage objectives instead of just setting one of them to repeat 7 times, so I understand why you didn't do that.

    Another thing you can do is make their dialogue more generic. Instead of saying the exact same thing they could just say "Thanks!" or scream "AAAH!" and run away. That wouldn't seem quite as weird as having them all say exactly the same sentence.

    I also noticed that they seem to be allies instead of hostages. They run away and when they get out of range they stop and say something, and when you get near them they scold you for leaving them alone. That's distracting and could be confusing for a player who might think he's supposed to lead them to the door.
  9. Quote:
    Originally Posted by Zamuel View Post
    Devouring Earth? >_>
    Going by what kind of enhancements they drop, they are Science origin.

    And since they aren't born that way they aren't Mutants.
  10. Quote:
    Originally Posted by Castle View Post
    Well, I know there'll be at least one announcement that will please folks.
    Boomtown revamp!
  11. Sounds interesting. I'll give it a shot.
  12. FredrikSvanberg

    Perfect Endings

    Quote:
    Originally Posted by JeNeSaisQuoi View Post
    As much as I hated the Stars Wars prequels, if at the end of Revenge of the Sith, the Emperor and Vadar kinda glared at each other but then broke into grins and high fived like that, the movie would have been awesome.
    Dammit, you're right!
  13. FredrikSvanberg

    Mission Weekly

    Interesting project. Good luck, and I'll make sure to play the arc as soon as possible.
  14. Quote:
    Originally Posted by Mackie View Post
    Should I petition, or am I missing something - (please dont tell me I have to go and do tips to fully reinforce my villain AS a villain...)
    It does seem like a bug so you should probably file a bug report. You could also petition support for it, in case they can do something about it. I doubt that they can "flip a switch" to enable VEATs for you, though, but it can't hurt to try.
  15. Quote:
    Originally Posted by Steelclaw View Post
    You asked for it...

    Current Tournament Rules (the SEVERELY Abridged version):

    [snip]

    This is my tournament. This is my curse.

    Heh. I love it tho'...
    Ok. But why?
  16. Why don't you just start over on a different server instead of deleting everything every few issues? You could keep the characters on the old servers as mementos.

    I don't get the idea of a "tournament" either but I suppose I must have missed something.
  17. I've wanted Tankers to be remade as Defense/Assault ever since we got Dominators, in order to set them apart from Scrappers and Brutes. I don't see how relatively low damage short-to-medium-range blasts could possibly be overpowered, even combined with a Tanker's awesome defenses. Instead of generating Domination the Tanker's Assault sets would generate aggro and wouldn't even have to include a separate Taunt power, since there would be plenty of area attacks for that purpose.

    I would also remake Gauntlet to make it a "Gauntlet bar" which filled up as the Tanker was attacked. When the enemies discover that the Tanker doesn't die, they start to panic and try to bring all they've got in order to take down the Tanker, temporarily forgetting about the squishier targets. The Gauntlet bar would increase the Threat level of the Tanker, making things like Taunt a thing of the past. Run in first, don't die and fire off an area attack, and that's all the aggro control you would ever need.

    Since it's unlikely that they would change Tankers now this should probably be lobbied for as a new epic archetype. I will only take the credit, you guys can thank me later.
  18. Quote:
    Originally Posted by Divus View Post
    Lol Regen STD
    I'm using that for a character now.
  19. FredrikSvanberg

    Reverse NPC Text

    Pretty much all the time, for the past 3 years or so.

    I think the dialogue problems started when we got Paper/Radio missions, but I might be wrong. It could have been earlier.
  20. Quote:
    Originally Posted by Sukothai View Post
    Hopefully on the next update they will add the pedestrians back!
    Hopefully they will also make sure that pedestrians don't spawn in such huge numbers in some places that they are forced to walk through each other constantly. And maybe they will update all pedestrians everywhere to do more interesting stuff. One can dream.
  21. Praetoria has an internet. Kids go to school online.
  22. Moved a bunch (5 or so) of 50s off Virtue. Moved a couple of 50s that I had moved last time back to Virtue, since I want to play them again and I don't see the point of playing on another server.

    Moved the kheldians off of Virtue again when I realized that Kheldians aren't going to be fun or get more attention anytime soon.

    Moved some characters I didn't feel like deleting but wasn't playing either off of Virtue. I went from 4 free slots to 12 free slots on Virtue, then started filling them up with new alts.
  23. Thanks a lot for the review. Glad you liked it!

    Quote:
    Originally Posted by GlaziusF View Post
    @GlaziusF
    Frostfire is a real powerhouse, though, unless you’ve whipped him up as a custom fire control/cold dom guy, in which case he’s still a real powerhouse but for different reasons.
    Yes, it's a custom Frostfire. He doesn't come at that high level, or at least he didn't when I made this arc.


    Quote:
    More anti-mutant sentiment. I never remembered the 5th being big on that, but it does fit the comic book nature of mutants, and as the Johnny-come-latelies to the big power buffet I can see why an old established group like the 5th might hate them with the burning passion of a thousand suns.
    What little is mentioned about mutants in the game talks about them being feared and misunderstood, much like in the Marvel Universe. Since there are no mutant enemies after level 20 this is never really explored in the canon material. I imagine that the 5th Column don't like mutants for the same reason they don't like anyone who isn't like them.

    Quote:
    Storyline - *****. Solid use of investigations for foreshadowing and a story that resolves its initial issues and credibly sets up for later action.

    Design - *****. Great work with map choice and clever use of objectives and text to fake missions that change “on contact with the enemy”. The Neo-Outcasts’ design is a clear outgrowth of their old one and just as individually distinctive.

    Gameplay - ****. I realize it’s story-appropriate, but the construction site map is a bit of a pain to navigate and operate on, since it can (and, for me, did) scatter appropriate objectives across Z-levels -- in addition to that odd little tucked away boss corner. Aside from that, the power selections on the customs were reasonable and there was generally lots of available help when I needed it.
    Believe me, I've been cursing over that map so much... but it's the only one that is appropriate.


    Quote:
    Detail - ****. Generally very good work, even with the incidentals, making the maps seem alive and foreshadowing major plot developments. Just a couple little tics here.

    First is the Crey mission. The closing paragraph of the “mission summary” clue seems to indicate that there might be some benefit to investigating deeper into the lab, but I really didn’t find anything in the depths except for a boss fight that didn’t drop any clues or say anything plot-relevant. Maybe it’s just my mistaken impression of the wrapup clue, but it might stand to be rewritten all the same.
    I did it this way because the burning laboratory map was the absolutely best I could find for the mission. The only problem was that it was 5 floors and quite large. So I figured I would put everything relevant in the first room for people who only wanted the story-related stuff and didn't feel like fighting all those PPs, and then I let the player decide if they want to clear out the rest for rewards. If I could have a burning lab with just two floors I would have done it differently.

    Quote:
    Second is the rather monolithic NPC regard of mutants in the arc, except for the mutant hero assists in the last map. “Mutie” is kind of a charged term for me given its use in X-Men, and Paragon City may not quite have the history that the Marvel Universe has, but NPCs at the construction site and from the Crey and 5th and the New Outcasts all treat mutants as some kind of collective.

    Mutants don’t all have the X-Gene in this continuity. They are the most idiosyncractic of the power origins, with the limited amount of information available suggesting that no two mutants work alike. There isn’t some unified mutant power framework, except in the context of a unified framework for all superpowers.

    Honestly, this is probably just a personal quibble. I can definitely see what you were gunning for with this arc and it’s certainly something that’s done for mutants in comics.

    Overall - *****. Overall my quibbles are personal and minor. This is a well-plotted, well-designed arc that takes the task of adapting a low-level enemy group to be high-level players and hits it out of the park. I certainly wouldn’t mind a sequel.
    Mutants in CoH are sadly underused. After level 20 there are no explicitly mutant enemy groups anywhere. I wanted to make an arc where "the mutant threat" becomes an actual threat. The Outcasts is one of my favourite enemy groups, because they are actual supers instead of mostly thugs with guns. As for the anti-mutant sentiment, the game talks about mutants being feared and misunderstood, but this never really shows up anywhere. It's mentioned a few times and then forgotten and abandoned, along with the mutants themselves. Even the mutant part of the Origins of Power story arc where the origins are discussed in depth drops the ball and sort of loses track of what mutants are supposed to be.

    Anyway, thanks again for the review. I hope I can get to work on a sequel soon.