Grouchybeast

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  1. Quote:
    Originally Posted by Sigium View Post
    Your strategy is just 'Kill me so I can do lots of damage', which I don't think should be rewarded to begin with.
    Why? Seriously, why? It isn't like I snuck RotP in as some kind of hack. It's a power someone saw fit to create that deals kick-*** damage. What's wrong with taking advantage of an opportunity to use it effectively?

    Anyway, the real point is - I got the impression that wanted your system to have an in-world flavour to a system that penalises character deaths. I think it spoils that goal if NPCs are penalising certain characters who are actually doing something effective. It makes the NPCs look stupid, which to me seems like a bad thing.

    Quote:
    Originally Posted by Sigium View Post
    But it's ALSO 'discriminatory' (by the way, LOVE the use of wording, there) to: Regeneration, Willpower, Empathy, Pain Dominance, Dark Miasma, Poisons, Dark Armor, because they all have a resurrection power.
    I knew I should've put the smiley in there. I thought the tongue-in-cheek flavour would come through strongly enough, but clearly it didn't. Sorry about that.

    Anyway. Does your proposed system especially penalise characters with those powers if they use them effectively? I shouldn't think it would, if they're either self-ressurects that don't have spiffy side-benefits, or they rez others. If it does, though, then, yes, I think that's also a bad idea. The more cases in which it applies, the more opportunities there will be for NPCs to look stupid.

    Quote:
    Originally Posted by Sigium View Post
    Aside from Self-Destruct, having yourself purposely die in combat? It's a cognitive dissonance.
    In that case, please think of RotP as another version of Self-Destruct, with the death coming before the big bang.

    I guess, fundamentally, I just don't have that cognitive dissonance where we're talking about a character that has a power which means death can have a beneficial outcome. Then, there's no logical reason for them to avoid it. Maybe I've just been watching too much Torchwood lately. :-)
  2. Quote:
    Only problem then is that you miss out on the side joke.
    Ah! I knew there was a reason I had the last kill all there :-) Of course, if players clear all the other mobs and leavethe EB 'til last, they'll still miss the surprise, anyway, so it isn't a particularly cast-iron reason. So far the options look like:

    - leave it as it as.
    - get rid of the surprise and have the mission end with the EB defeat. (Although it seems kind of un-Carnie not to have them try to do *something* to the hero.)
    - get rid of the defeat all, and make the surprise a mission objective.

    Hmm...I shall go and fiddle with the arc a bit, I think.

    Thank you very much for the excellent feedback.
  3. I'm really glad you enjoyed it. I admit, I am really bad at coming up with good descriptive titles -- I always have been.

    I started off trying to make a neutral arc, but it tends to make the dialogue come out very bland, so in the end I just went all-out with the heroic alignment. Maybe I'll do a proper villain one next, to balance things up.

    I dithered over the two defeat alls, but the plot kind of requires clearing the bad guys up at those points. There's a sad lack of good outdoor maps, especially ones suitable for Zombie Ninja Pirates to hang out in. Hmm... I could definitely get rid of the last kill all, and just have the end clue assume that the player has wrapped everything up.
  4. Grouchybeast

    Pirates!

    Happy TLaPD!

    And to celebrate in style, you could try my MA arc, featuring Zombie Ninja Pirates aplenty. (Arc#314490) Yo ho!

    (I still can't read 'yo ho' without getting flashbacks to Scott Adam's Pirate Adventure. 'Weigh anchor' - About 20 pounds.)
  5. Today is International Talk Like A Pirate Day.

    My one and only MA arc (#314490) just so happens to chock-full to the gunwales of piratey goodness - zombie ninja piratey goodness, in fact. So, clearly, today be the best day of the year to run up the flag and maybe add to the 2 plays it already has. I hope anyone who tries it will get some fine booty, as well as enjoying the story. :-)


    What other pirate-themed arcs are out there? Does anyone have any recs? I'm in the mood to buckle a few swashes.
  6. If nothing else, it would be really nice to be able to give inspirations to opposite-faction team mates in co-op S/TFs.
  7. It would be interesting for someone could gather some more data on the wall in Cim, to look at the drop rate outside instanced missions. In at least some of the versions of I16 on test, that drop rate was also seriously down.

    There's more info about the testing done so far, and tools to help with gathering data, in this thread here:
    http://boards.cityofheroes.com/showthread.php?t=188370

    I also second TopDoc's request for dev feedback on this issue. It would be really nice to hear something, not least so people can use their time testing this in the most productive ways.
  8. Quote:
    Originally Posted by Sigium View Post
    Upon reaching a high-enough reputation, it will unlock contacts, depending on what zone you're in, and your level range! That's right... Say, you've done 9 successful missions without fault? The word's gonna spread, and more people are gonna want YOUR help! These people can offer SO much new content to the game for EVERY level group, and every zone!
    This is terribly discriminatory against flame mastery blasters, you know. In fact, any character with Rise of the Phoenix available ought to *gain* reputation for throwing themselves into the middle of the fight, nuking, then rising from defeat in a blaze of fiery awesomeness to smite their enemies. I'm supposed to forego a chance to deliver an extra 600 points of delicious sizzling AoE damage because of some poxy civilian contacts' narrow-minded ideas about appropriate hero behaviour? Feh, I say! Forwards, for death AND glory!
  9. Quote:
    Originally Posted by Not_Epsilon View Post
    If you need some help collecting data, I can offer farmers on both sides, quite a few different maps. I'm Not quite sure what exactly you need, so if you would post it here, PM it to me or contact me IG i would happily help gather some data.
    That's awesome! Thank you :-)

    The things to make sure you record are:
    - exact number of minions, lts and bosses defeated.
    - exact number of Pool A recipe and salvage drops.
    - map.
    - difficulty setting.
    - team size setting.
    - AT.
    - mission conditions (e.g. normal mission map, Ouroboros, exemplared).

    DropStats (www.glasspaw.com/dropstats) will tally up the defeats and drops from the ingame chat log, saving a lot of time.

    If you have a particular theory you want to test, it takes ~2000 minion-equivalent defeats to get a statistically significant result for any one set of conditions. (Or rather, this will get a confidence interval narrow enough to distinguish between the old and 'new' results as established so far.) The most important thing, though, is to report ALL runs, whether the rate seems high, low, whatever. Selective reporting will destroy the validity of the data gathered.
  10. Quote:
    Originally Posted by Dark_Respite View Post
    Re: the drop rate of recipes - says who?
    Says a number of people who've been testing extensively. The recipe drop has been screwed all though beta, and still appears to be screwed in I16 live. You can read the thread here:
    http://boards.cityofheroes.com/showthread.php?t=188370

    If you're getting normal drops, that's both great and very interesting. Would it be possible for you to turn on chat logging next time you do a run, and produce some accurate data to add to the stats? You can generate the stats easily by running the log file through DropStats, which will do all the tallying of defeats and drops for you (www.glasspaw.com/dropstats). If you could, that would be really awesome :-)
  11. People wanting to contribute to the stat gathering might want to take a look at Archie's DropStats, which will automatically tally up the different drops types, as well as minion, lt and boss kills from your game log, and thereby make reporting accurate stats much easier. I thought I'd mention it again, as the link is a few pages back, now.

    www.glasspaw.com/dropstats
  12. Quote:
    Originally Posted by Sailboat View Post
    The biggest problem with AE as a storytelling tool is that the contact text is not pushed out to the rest of the team. The team members can open the posted mission text and read it if the team slows down to permit it, but generally that doesn't happen, and as far as I know they can't see all the contact chat before and after accepting a mission. And they usually don't pause to let everyone read it anyway.
    I agree that it would be really nice to have the contact screens pop up for everyone in the team. AFAIK, both parts of the mission intro dialogue show up in the mission text, but to let everyone read it at the same time the leader needs to click through them and then wait for other people to read.

    At least the clues are given to all the team members in AE. I think that the only text *only* the leader can see is the mission exit dialogue -- at least, I remember trying to put the minumim text in there when I did my arc, and making sure there wasn't anything important to the story shown there.
  13. We're really sorry about missing the team tonight. I was feeling a bit unwell, so I went to bed for a nap which turned into a rather longer nap than I was expecting, and Archie was writing code and didn't notice the time. Hopefully, we'll see you next weekend. Sorry, again.
  14. I think you'll find the person to thank for the 5,000,000 sales here:

    http://boards.cityofheroes.com/showthread.php?t=189416
  15. Grouchybeast

    Time for Change?

    Quote:
    Originally Posted by Kitsune Knight View Post
    And as for the last comment, I thought I'd remember reading them call it 'City of Heroes and Villains' in some of the Going Rogue PR, but after a bit of searching I couldn't find any mention of it, so I might have just gotten confused with another site calling it that, and not actually NCSoft, so that's my bad also.
    Actually, you were right, but they've been using the phrase for longer than you thought. E.g. this I10 press release uses the term.


    Quote:
    Originally Posted by Novawulfe View Post
    1) Rogues (Simple, easy, and gives the game a new feel)

    3) City of Rogues (Keeps the signature feel of the name, but still shows change to the game.)
    I don't think that 'Rogues' is a good term to focus on.
    1. 'Rogues' have a long history as a fantasy game character class, in tabletop and computer games, e.g. AD&D, WoW. It certainly isn't a term immediately associated with comics or superheroes (except in the sense of 'Hey, Marvel own a character called Rogue!').
    2. It makes it sounds as if 'Rogues' are a named faction, which I don't think is confirmed by the GR info we've had so far.

    Quote:
    Originally Posted by Novawulfe View Post
    4) Heroes and Villains

    5) World of the Super Beings!
    These both discard the 'City of...' branding, which seems like a bad idea when that's the strongest part of the brand at the moment.


    The devs themselves, and Paragon Studios PR, are all over the place with the names they use. You can find 'City of Heroes and City of Villains' 'City of Heroes/Villains' and 'City of Heroes and Villains' all used pretty regularly. So one of your options is already being used.
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    Also: The Praetorians aren't stupid. Why would they attack at the one point where Paragon City would be best equipped to defend itself?
    But surely they'd want to deal with the portals in Paragon City which allow heroes to attack them in their own dimension? If I were planning a Praetorian invasion, I'd make it a priority to wipe out Portal Court, the Portal Corporation employees who have the expertise and experience, plus any the other working portal locations heroes can access (hmm...the RV entrance, maybe the Shadow Shards...anywhere else?). Then the Praetorians could strike at Paragon City without the City being able to retaliate. Heroes will be forced to Go Rogue just so they can beg portal time from Technician Naylor in Nerva :-)
  17. Quote:
    Originally Posted by bracass View Post
    I believe most of you suck at this game.

    Villain enough?
    'Believe'? 'Most'? What kind of wishy-washy hedging hero-speak is that?

    I *know* you suck at this game *completely*. :-p
  18. If you want me to prove I'm a Villain fan, I'm going to need suitable recompense for my time [1]. Payment upfront, in unmarked Inf. Discounts are available for missions helping me prove my loyalty to Lord Recluse.



    [1] No guarantees offered. Monies will not be returned under any circumstances. Contacts may be betrayed or backstabbed at any time.
  19. Quote:
    Originally Posted by BigFish View Post
    Next time you do the Midnighter arc, consider going to the Hollows. The Lost are near the entrance and will be conning gray to you. No frustration curing 20 there at all
    Or, if you aren't in a hurry to get inside the Midnighter Club, save the Lost Cure wand for the Faultline arcs. Particularly for squishy toons with little mez protection, it's a lot of fun to run around curing the Lost bosses in the first missions there. (Downside - if defeating specific named bosses is a mission objective, you have to wait for the cured civilians to run out of the mission before they count as defeated.)
  20. Quote:
    Originally Posted by W Peace View Post
    Having done quite a few leveling pacts with friends, I can confirm that Inf is not split for the duo. There have been times when I have PLed one half of a pact, in order to get both chars into Travel Powers, or SOs/Fitness, or whatever the case/need may be. While this is a great way to get to a certain level where said character will certainly start to shine, unfortunately, it also means that character will be dead broke, having gotten no drops, no prestige, no inf, nothing but xp and a few levels.
    Ah, okay -- I was working from the wiki, which says inf is always split evenly. I guess that's only true for pacted lvl 50 characters, then. I'm pretty sure about that, because I was logged on last night, watching the inf tick up on the ID screen of a pacted character while the pact partner defeated mobs in another zone.

    Out of curiosty, did you have both characters logged in while the PLing character was gaining inf?


    ETA: I just tested this on the live server with a pair of lvl 14 pacted characters. With both characters logged in but unteamed, inf was split evenly between the defeating character and the pacted character. With only one character logged in, they were awarded half inf for the defeat, and when the other character logged in, their total inf had gone up by a matching amount. I have no idea why you didn't get inf split on pacted characters, but right now on live, the split is working for me.

    (If it matters, the defeats were street-sweeping, not missions or AE.)
  21. Quote:
    Originally Posted by W Peace View Post
    I suppose a fair competition is who could make the most funds on the way to 50. Perhaps level pact the characters, so you know that they'll reach 50 in approximately the same time frame.
    AFAIK, levelling pacts split inf made through defeats, so wouldn't really be suitable here. It would always be an advantage to be the character standing in WW while the other person racks up defeats for both of you :-)

    One way to do it, and incidentally guarantee no cheating, would be simply to make it a race to getting one of the Inf badges on the characters. Pick the badge you want to determine the length of the competition. You'd only be counting inf from defeats, then, but it's a very clear end-point.
  22. Quote:
    Originally Posted by Godpants View Post
    You can also purchase temporary powers to teleport you directly to Wentworth's or the Black Market, although you can only use them once every 30 minutes.
    Or even get the power for free via Day Jobs, when it can be used every 5 min. (Max. possible of 10 uses before it needs recharging, though.)
  23. Quote:
    Originally Posted by Cardiff_Giant View Post
    The other thought I had about this was - when Synapse recently replied to this and (essentially) said, "the drop rate code hasn't changed in I16".
    I was thinking - maybe it slipped in sometime before? - maybe during I15 or one of the patches or something??
    In regards to this, the drop rate on live has also been checked, and is in line with the older data. Any difference that's showing up is a difference between the current live build and the build on test.
  24. I would definitely recommend Hatred's Hungry Heart for the 30-34 arc. I found it was 15-20 min per run for the whole arc. The missions are close together and the 2 hunts have grey-conning enemies nearby. The mission 'Save Waylon McCrane from the Tuatha' can also be completed significantly faster by stealthing to the hostage at the end, defeating the guard mobs, then simply letting the other mobs in the room, or the ambush waves, defeat the hostage. That fails the mission, but it doesn't affect the badge award.

    Not very heroic, but there you go :-)
  25. /signed.

    I'd thought of having an option to access the character creator screen between the end of the tutorial and the start zone, but this is much better/easier to implement.

    Also, is the Pocket D tailor still only available with the VIP pass, or has that changed?