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Posts
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Joined
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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'.
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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)
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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
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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 -
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. -
Quote: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.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.
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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. -
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Interesting project. Good luck, and I'll make sure to play the arc as soon as possible.
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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.
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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. -
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. -
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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. -
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.
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Praetoria has an internet. Kids go to school online.
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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. -
Atlas Park and Grandville.
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Thanks a lot for the review. Glad you liked it!
Quote: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.@GlaziusF
Frostfire is a real powerhouse, though, unless youve whipped him up as a custom fire control/cold dom guy, in which case hes still a real powerhouse but for different reasons.
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.
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 its 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.
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 didnt find anything in the depths except for a boss fight that didnt drop any clues or say anything plot-relevant. Maybe its just my mistaken impression of the wrapup clue, but it might stand to be rewritten all the same.
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 dont 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 isnt 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 its certainly something thats 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 wouldnt mind a sequel.
Anyway, thanks again for the review. I hope I can get to work on a sequel soon.