Golden_Avariel

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  1. heh... Well, I do hate wildly running people in any mission but I don't hold that against the concept. I have always liked that mission and usually grab it everytime it shows up in the paper.

    Different strokes...
  2. LOL Yes!

    You guys make me laugh... in a good way. Thanks.

    I did withdraw my suggestion about the Mayhems. I realized later that it is probably a technical difficulty to end a mission in a different place than you started one. I didn't really think out that one. I did a newspaper bank this morning and it was great and I thought "hey, this should be how Mayhems are done!"

    I still think they are more difficult to understand, especially for new players to the villain side, until you know the trick. But I don't want to mess with what is obviously a well-liked mission.

    Just please, don't ask me to like them and I'd really prefer to never run it but once per character.

    Thanks for the feedback. It is appreciated.
  3. I've been told that before but the one time the vet was going to "prove" it to me he failed. I think his first words after we woke up in the jail was "wow, that never happened before."

    Pfft... I'll do it the scenic route. And yes, I obviously know you get the contact even if you fail. My first attempt was spent waiting for the timer to expire... from inside the Atlas jail.

    I just hate failing. lol
  4. heh... ok ok Uncle already.

    I still think they are backwards (compared to RL/comics/movies not safeguards) and not intuitive for the new player (I did compare them to safeguards in this regard).

    But that's cool. If I'm in the minority then keep them the way they are... just don't force me to run them to get my next contact, i.e. consider my other suggestions.
  5. There is "tight" security and there is "cause mass hysteria in the public, robbery already in progress" security.

    I can tell you it was a very rude surprise the first time I ran a Mayhem. We got our rears kicked royally, even the second time when we brought along a supposed veteran to show us how it was supposed to be done. It was nothing like I thought it would be because it's nothing like a real bank heist would go off. The safeguard is much more realistic in that regard.

    Even now, when I have the hang of it, I dislike them. It seems wrong to fight your way to the bank. 99% of bank robberies start with the hold-up inside the bank. COV has it backwards.

    With my alternative idea (which I actually like better) you have to exit the bank, guns blazing in the teeth of the police blockade Butch Cassidy and the Sundance Kid-style to try to get to your getaway spot. That's the kind of drama I'd prefer in my Mayhem mission.

    But alternative ending or not, having to fight past security all the way to the vault, destroy the vault, grab the loot, and then defeat a Hero-led counter attack is STILL 100% more than the heroes have to do in the Safeguard. All you have to do there is defeat the guys holding the public hostage in the front room then wait for the villains with the loot to come to you.

    I like your idea of having the side missions inside the mayhem unlock contacts/arcs back in the isles. That's very cool. The idea of unlockable contacts is neat but everytime I look at them I'm thinking "heck, by the time I get them unlocked I'll have out-leveled them." By having side-missions unlock them it suddenly becomes something I would consider doing.

    As for the patrons, sure I can roleplay anything. But it would be nice to have a couple of independent patrons and we could certainly use more variety in the pools. It was only a suggestion. One I'm sure has been repeated a thousand times before.

    I *want* to enjoy COV but I find it difficult. I don't know if these suggestions are the right way to make it more fun for me, but I do want something to change.

    How about this... how about a sunny day once in a while?
  6. I think the Mayhem missions are a twice as hard as Safeguards and I dislike them intensely. With the hero version you *can* just run to the bank, defeat the robbers and exit with your prize. Villains should have an option like that.

    I'm going to preface my suggestions by saying my highest level villain is 23rd but I've been listening to my wife's complaints and she is up to 34th. As far as I can tell the problems I've encountered in my first 20 are common up at least to 35. In fact it might be worse because at least I have Ashley McNight to talk to at 15th on Cap to avoid the Mayhem there.

    Anyway, here they are:

    1) START in the bank lobby. It would be very similar to the Newspaper bank heist (which I like) but more intense. Do the heist, defeat the hero and his lackeys, done. Go out on what's left of your timer to get the rest of the goodies and cause some mayhem if you like. Alternatively make escaping to the get-away vehicle the next goal after robbing the bank.

    I mean, what's up with the police already having a blockade up around the bank? It's like you were setup to take a fall, betrayed by someone most likely your broker or Arachnos. Why would I ever trust my broker, or any broker, ever again? It's insane.

    Now I don't mind feeling betrayed once in a while but not on every Mayhem which apparently I HAVE to do in order to get my next contact and that leads into my next suggestion...


    2) Have other ways to get contacts than running Mayhem missions.

    Sorry that isn't more specific but on the hero side I have contacts coming out of my ears and I rarely do more than the Atlas Safeguard and then only for the temp-powers.

    On the villain side I MIGHT have a contact given by my previous contact. But if you don't want to talk to the new guy because you don't like his missions (some of the arcs are too depressing for me) or he didn't bother to give you another (I'm looking at you Radio), then you are stuck with doing a Mayhem and hope the next one is better.

    Sure you can just wait out the timer and fail the mayhem and still get a contact but there should be another way.

    3) More "opportunity" contacts.

    By this I mean contacts that give you an opportunity to be a villain in your own right instead of someone's mercenary or muscle. Radio is a good example.

    Ideally they'd offer two arcs for you to choose from and it would be really cool if they offered one that gained you points with Arachnos and another that was independent or even counter to them. Their main motive should be simply a share of the gains... you know, what the brokers would be if newspapers were arcs instead of one-off missions.

    I think there should be a way to get all the way to 50 doing what you want instead of towing the line with Arachnos or being someone's stooge every step of the way.

    <best Seinfeld impression> Not that there's anything wrong with that...

    and that leads into my next suggestion...

    4) Create a merc patron.

    There should be an option to get patron powers that aren't connected with one of Recluse's inner circle... Like Matthew Burke. Ignore this if there already is one but I don't think so.
  7. I noticed this thread while posting about a new machine I've ordered. I made the recommended changes listed in the OP and the game looks better and runs smoother than it ever has before. Almost makes me regret getting a new machine and I have a P4 w/X300.

    I did have to turn down a few settings because the X300 only has 128mb, plus I used 80% world instead of 100%, 100% character instead of 200% and turning Shader down to Medium or Low (I forget).

    Still, it is so much better than what I'm used to! I'm very happy. It'll be no problem waiting until my new box gets in when I hope to turn everything to the maximum.

    I definitely agree that the 8.1 drivers are best. I periodically try to upgrade and always go back.
  8. [ QUOTE ]
    This is not a big deal to me; it still offers fantastic RP potential in addition to the regular content. I can see playing SG-specific missions in test mode, while still playing/creating other published arcs as well.

    The best of all worlds. Wow. Time to start prewriting; MA sounds like a winner!

    [/ QUOTE ]

    Bingo! I feel the same.

    But I assume you can delete your own published module so I guess it doesn't matter either way. Go ahead and publish it just before running and delete afterward... assuming it isn't generic enough that others might also enjoy it.
  9. QR

    I was lukewarm on the MA until I read the writeup. Now I think it has a lot of fun potential.

    I was a GM and builder on a Neverwinter server and the ability to tell special stories was one reason I stayed there so long. With MA I can create missions meant for specific people or even myself (or others for me) to advance our roleplay and character stories. I think that is awesome.

    I assume when you are testing you can bring along a team. If that's true then I'd never have to actually publish those arcs right? Just run them the one time in test mode and then delete it?

    I suppose I don't mind publishing them to the community at large but because of the specificity I wouldn't think anyone else would be interested.
  10. [ QUOTE ]
    The XP and Influence bonuses seem to work intermittently sometimes. I haven't paid close enough attention to see if there's a breakdown of radio missions versus story arcs versus regular missions, but I have noticed it now and again. No idea if it's intended to work for some missions and not others.

    [/ QUOTE ]

    This seems to be true of the day jobs that drop salvage as well. Got one for a radio, not for a story-arc (end-of-arc mission) even though I still had plenty of time left.

    I've been told it is a "chance" only for a salvage drop but that seems pretty lame. Considering the limited time available it should be automatic.

    Other than that I like the concept and some of my characters are working towards badges and accolades just so they can put the titles uner their names. I'd love to see it expanded.
  11. [ QUOTE ]
    Don't know if its been mentioned or not, but I'd like to see decorative specail effects. Things like ground fog, dripping water, a ghostly mist, a fiery wall, icy ground, a mistical vorex, falling rocks, etc.

    [/ QUOTE ]

    Third! Pillars with water pouring down the sides, fountains...
  12. Surely someone has suggested medical beds before? The 2 torture / restraint beds we have now aren't very fitting to a medical bay... or have I missed them?

    I'd like the ones that can be thrown by the gravs.
  13. How about this as an easier fix...

    * If you pay early your due date is advanced 4 weeks.

    * If you pay late your due date is assigned 4 weeks from when you paid.

    I.e. leave it as it is but fix (patch) the way paying early works and leave everything else alone.
  14. Base Repricing
    1) How will the repricing of bases affect you personally?
    I don't take these things personally.


    2) Will you dismantle your base to gain the additional prestige from the repricing?
    There is very little in our current bases that costs less under the new system. Those few things will get dismantled.


    3) How long would this process take you if you were to engage in this practice?
    It'll take us longer to figure out what will give us money back and what won't than to actually do it.


    4) What are the positive and negative concerns regarding repricing?
    Bigger bases with more room, more energy, and more control in a reasonable amount of time (we never even considered it before).

    Having to pay rent will be an inconvenience since we never had to do that before. At least the price is minimal.


    5) How will this feature affect you long term and short term?
    Paying less, even if it means paying a minor amount in rent, can only be a good thing long term. I don't see much effect short term except maybe buying a bigger plot for both of our bases to expand into.


    Base Salvage Exchange to Invention Salvage
    1) What is the negative effect on your base for this feature implementation?
    Currently we have basically unlimited salvage to play with as everyone willingly drops off their base salvage in the rack. Those donations will cease. For a while we'll be ok because of the conversion and massive backstock of salvage, but eventually we'll have to ask for donations in order to make the base items that require salvage.

    In the past I could just pull the entire rack into my personal inventory with no fear of running out of room or mixing it with my own salvage. I could then go to the work table and everything I could make would be highlighted in white. That will no longer be possible and multiple trips will be required to figure out what we have. On the good side there are a lot fewer recipes to sift through.

    Having room for only 30 items in a rack will mean multiple racks, which will further raise our rent ... which we never had to pay before.

    We had just put an empowerment station in our base and it has taken us a while to figure out how great it is. I'm afraid it will fall into disuse. I don't know that for sure, it's just a feeling. For all I know it'll be more used because people won't have to search the rack for the mystic foci or whatever.

    Group salvage racks might mean fewer things will go on the Market for sale. This could make salvage, especially common salvage, less available for people who don't belong to a group. I'm not sure how real that is. As it is we swap a lot of salvage among ourselves now, it'll just be easier in i13 which is a good thing for us.


    2) What is the positive effect on your base for this feature implementation?
    Some things listed as negative aspects are also positive...

    I'm hoping all this means people will receive more invention salvage in drops and that will help everyone including the base. If true this could help mitigate the effect the group salvage rack might have on the market.

    Group salvage racks! Woohoo! I plan to dedicate a rack exclusively for this purpose (a way to make a readable sign would be wonderful).

    We'll have to ask for donations in order to make the base items that require salvage (yes this is a pro and con). The base doesn't need items like this often so if we have to have a meeting to discuss what's needed that can only lead to more of a feeling of ownership among the players and may spawn group events where the express purpose is to find the necessary components. I doubt we'd ever resort to the Market.


    3) How long will it take you to adjust to learning this new system?
    It's pretty much the same but with a lot fewer recipes to choose from and more like personal invention crafting. No real time to adapt.


    4) What side effects to this system do you currently see from transitioning the old to new system?
    Because rent is based on storage items, and because the new racks only hold 30 pieces, I expect it to take us a long time to convert old base salvage to invention salvage.

    I forsee us starting with 3 salvage racks - the old one containing a dwindling supply of old base salvage and all our event salvage, one for new base salvage made from those old pieces and donations, and one for people to share.


    5) What security concerns do you have regarding this change?
    Security is one reason we have not expanded our SG or VG beyond the initial group of 6 RL friends. We've only recently added a new person and luckily he turned out to be very reliable. Because we are all friends I don't have any fears about people taking things (and in fact if they can use it they are welcome to it) but we will continue to be very picky about who we let in the group.
  15. Status Reports
    Star Strider Force
    Name: Shadowguardinal
    Global Contact: @Golden Avariel
    Reporting on Assignment: Guard Duty, Talos Island
    Star Strider Force Unit: Justice
    Time/Date Location: 10/19, 20:00 local time
    Level of Alien Threat: Low

    Report Details:
    Patrol circuit of each police and train station was mostly uneventful. I considered abandoning my post to join the fight on the hill but those worthy heroes seemed to have the situation well in hand.

    Enemy incursions on my patrol during what was supposedly an invasion were few and far between. I even stood in the path of the enemy ships and taunted them to no avail. When the occasional drone or soldier would teleport next to me as I strolled slowly around trying to calm the citizenry, I'd hit them on the head and drag them behind me to the next station for... analysis... or whatever it is you do with them.

    Then again, maybe they were just afraid of an unstoppable rolling globe of netherworld energy. Hey, I can dream.


    Analysis of Current Situation:
    I believe my fellow members of Arc of Dawn have it right. The enemy forces are showing definite signs of fatigue. I expect the current series of invasions to end soon.


    Suggestion of Action:
    None. Treat them like the punks they are and beat them up for their temerity.
  16. Status Reports
    Star Strider Force, Justice Squadron
    Name: Chief Scarlet Arcuarius / Arc of Dawn
    Global Contact: @Golden Avariel
    Reporting on Assignment: Rikti Invasion 11/18
    Level of Alien Threat: Medium

    Report Details:
    The Arc of Dawn responded to multiple Vanguard alerts starting at 07:45 local time and spanning an hour of intense fighting.

    Our squads took out bombs in Steel Canyon, defended the main police station in King's Row, took the high ground in Talos Island and fought alongside Ms Liberty in Atlas Park.

    Our losses were high in Steel Canyon and King's Row but victory, with the help of many others, was swift and assured in Talos Island and Atlas Park despite the appearance of multiple heavy battlesuits in the final two battles.

    Analysis of Current Situation:
    After a quick succession of attacks in multiple locations and being repelled each time, the Rikti withdrew for over an hour. Arc of Dawn stayed on high alert throughout and so we were ready to respond when they made their final push against Atlas Park.

    We believe the Rikti invasion force is running out of resources and will most likely soon withdraw from Earth to regroup their forces.

    Suggestion of Action:
    The time has come to take the fight to the Rikti and follow in Hero 1's footsteps.