InfamousBrad

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  1. InfamousBrad

    You can quote me

    Jack Burton: "Where are we, Wang?"
    Wang Chi: "This is the Hell of Ten Thousand Identical Warehouses, Jack."


    Jack Burton: "What's in the flask, Egg? Inspiration?"
    Egg Shen: "Yeah."
    Jack Burton: "Thought so, good. What do we do, click on it?"
    Egg Shen: "Yeah!"
    Jack Burton: "Good! Thought so."


    Jack Burton: "Hey, what more can a guy ask for?"
    Egg Shen: "Oh, a six-enhancement bag!"
    Jack Burton: "Terrific, a six-enhancement bag. Sensational. What's in it, Egg?"
    Egg Shen: "Hami-O, LOTG, all that kind of thing!"
  2. Quote:
    Originally Posted by Dr_Mechano View Post
    Yeah I know it's weird isn't it but for some reason the head being out of proportion bugs me even more than it should do...lord knows why...just makes them look like Superdeformed (chibi if you will) style, like very evil bobbleheads.
    Oooh ... Bobblehead Summoning masterminds? Sign me up!
  3. Quote:
    Originally Posted by Commander View Post
    The thing I found interesting, that I think people might have glanced past... when Positron asked "Can I tell them about no more war walls" and someone told him "no", I don't think he was just talking about Praetoria....
    While there is no longer any in-game reason, nor any compelling code reason, to have the War Walls there, don't expect them to actually go away. "No more war walls" is a running joke going back at least as far as issue 9, it doesn't mean that they're ever going to do it. Sorry to rain on your parade, but if nothing else, consider this: every lead developer in the history of the game, including War Witch, has said that it's a huge effort to revise existing maps. Well, go look at any of the map sites like VidiotMaps.com and try, just try, to fit those zones together into a seamless whole. It can't be done. They'd have to revise the (multi-word expletive) out of every single map in Paragon City to get the puzzle pieces to fit. Does that seem at all likely to you?
  4. Over and over again, they've said "We will never raise the level cap." Technically, they're keeping this promise, if the 10 Incarnate levels don't raise your base stats. But only technically.

    I don't mind this system, I'll probably participate in it, and in particular the idea of it being tied into new zone events really catches my eye. On the other hand? I really hate the name. In all of the lore to date, it's impossible for anyone of any other origin to become an Incarnate. Incarnates are incarnate at their origin, that is to say, they got their powers directly from the Well of the Furies.

    I saw in the cellphone-cam video from the PAX East panel that Positron said that it was what "we're currently calling" it. Does that mean that you're at all open to suggestions for a different name? Because if you are, my nomination is "Signature Hero" and "Arch Villain." After all, in game mechanics terms, what separates a level 50 (or above, but you know what I mean) signature hero or arch villain from a mere elite boss (the current in-game NPC equivalent of a player character) is that they have powers not ordinarily available to others, either because they're reserved for signature heroes and arch villains and giant monsters (like the Purple Triangles of Doom) or because they're powers not typically offered to that archetype. So saying that people who buy Going Rogue, reach level 50, and participate in the new end game system "become Incarnates" makes no sense, but saying that they become "signature characters" fits the game lore perfectly.

    Or I'm open to other suggestions. But seriously, "Incarnates?" Does not work for me at all.
  5. My honest opinion? 20 seems early to me. At the very least, it is way early to be playing a Kheldian. At the time, Kheldians were designed around two assumptions: (1) by the time you unlock Kheldians, you know how to play the game, so it's okay with you if we make it harder, and (2) by the time you unlock Kheldians, you've been playing for at least 450 hours, which means that it's very likely that you have plenty of friends to team with you, so it's okay if we hand you an archetype that's only barely playable solo, that gets an average stats boost of 25% or so across the board from being on a big team. I don't think that's going to be true for the vast majority of the people who unlock Kheldians at level 20. At level 20, attribute modifiers have barely kicked in. At level 20, you don't even have your character in single-origin enhancements. At level 20, you've unlocked only 11 of the 18 powers in your primary and secondary powerset; you don't even have a feel for how one character plays, let alone how the whole game's game mechanics work.

    I understand the impulse. Right now, the target for "hours to 50" is 250 hours. Someone who plays the industry-average 22 hours a week has to look at people who are "more privileged" than them for almost three months, for three months they have to ask "why can't I play a shapeshifter?" and "why can't I play an Arachnos soldier?" If they have alt-itis (and this game really encourages alt-itis), it could easily be a year or more; it's not uncommon to hear some people say that they didn't get their first 50 for two years.

    And there's a practical argument for making Kheldians and Arachnos as common as dirt: the 2% of the player base that plays those characters are screaming for upgrades and improvements (well, to some of the combos), and if you were the lead designer, you'd have a hard time justifying spending big money on a game system that will only affect half a percent or one percent or even 2% of your customers. If you want to see Peacebringers or Warshades or Soldiers or Widows get some developer attention, there need to be a lot more of them. This would do that.

    Me, I'd set it at 40, not 20. But I can live with it.
  6. If I had War Witch's job and the resources it would take, I would do for their map editing tools what they just did for their mission-editing tools, even if it took an engine overhaul to do it. And I would make it a priority, from now on, that every issue comes with at least one new instance tileset.

    Oh, and I'd make all cut-scenes voiced, and add vocal "reaction" noises (like a grunt of pain when being hit) to all NPCs.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    *A character who is capable of both hand-to-hand and ranged combat, isn't a squishy to be protected, and and is effective at both.
    Basically a ranged scrapper, eh? I'm with you. Fortunately we sort-of have that, in the epic archetypes. That's pretty much how a human-form peacebringer plays, and it's also just about the only viable build for a bane spider. I say "sort-of" (for both) because they do both have glaring weaknesses that require some effort to overcome.

    Human-form peacebringers have no native mez protection, so if you get mezzed before you reach the enemy with your melee hold, or if your melee hold misses, you end up in a world of hurt. Groups with multiple mezzing minions, like Tsoo and Malta, are why I actually built the character as human/dwarf, dedicating enough slots to the dwarf-form attacks that I can slog my way slowly through any such mission. But that, plus four-slot frankenslotting my single-target heal for heal/recharge, makes for a character that can scrap, blast, off-tank, and heal ... quite fun, truthfully, and you may like it.

    I had to take Tough on my bane spider just to be able to solo on low difficulty, because of the unpleasant irony that is being a melee fighter who is weakest against incoming melee attacks. But once I did, I had a character with a great single-target attack chain, almost equally good at range and in melee, with a reliable ranged single-target hold, good selection of pets available in the late game for things like tougher elite bosses but not dependent on them for regular play, and very welcome on teams for the Tactical Training buffs. (Although if I'm going to be doing nothing but large-group teaming, I switch to my huntsman alternate build, all ranged, nearly all AoEs. But I have yet to have any team complain about my build if I didn't bother.)

    Neither one is truly squishy, and both are entirely functional at either melee range or at longer range, and they both solo and team equally well. They also have the amusing property of filling multiple roles in Hamidon raids, since they can help melee the yellows, help range the blues, and help hold the greens. You may want to try them to see if they suit you.
  8. InfamousBrad

    evil

    Quote:
    Originally Posted by Scythus View Post
    I honestly never realized there was a fail status for that mission.
    Then you've probably only soloed it. This one and the stealth-mandatory mission in the same arc have that in common: trivially easy solo, essentially impossible for large teams.

    There aren't a lot of villain arcs in this list, you'll notice, but one deserves at least a nomination, if not to win: a level 25 mission to defeat I forget how many (20, I think?) level 28-29 Council, found almost entirely in Hazard Zone sized spawns, near their base in Sharkhead. I have a few characters who've been able to do it (using several trays' worth of inspirations); for everybody else, I either skip that contact or use a mission-skip.
  9. Put me down for a plants/poison controller(1) and a shield/sword tanker(2), and maybe an illusion/energy(3) dominator and an ice/ice brute(4). I'd also like a shivan summoning/radiation emission mastermind.(5)

    Footnotes:
    (1) "Poison isn't very heroic." And Dark Blast, Dark Miasma, Dark Melee, Dark Armor, Umbral Blast, and Umbral Aura are? Besides, you're going to have poison-wielding heroes by the end of day one of Going Rogue; at that point, the only remaining question is whether the only heroes who get to use Poison are masterminds, or not.

    (2) I really do want it more for concept reasons than for game mechanics reasons. But I admit Castle is probably not wrong to be terrified (if, in fact, he is terrified) of giving Parry to a tanker. And the concept of a reflexes/broadsword tanker just makes me grin like an idiot; the only thing left in the whole game that could hit that would be Hamidon.

    (3) "Domination won't do anything for illusionist dominators." As opposed to what it does for gravity dominators? And yes, yes it will: it will still give them the ability to auto-hold and auto-confuse bosses. If it doesn't do anything for Phantom Army, fine.

    (4) "Recharge debuffs decrease incoming fury." And Cloak of Fear and Oppressive Gloom in Dark Armor don't?

    (5) There's no reason to give masterminds Dark Miasma and not give them Radiation Emission. And Shivan Summoning really is low-hanging fruit; one developer could knock it out in an afternoon. No new models. Only two powers, and their animations and FX could be copied from the Necromancy ones and recolored. Take all of an hour to decide which powers the Shivans, Shivan Smashers, and Shivan Destroyers get with each upgrade. Powers: (1) Summon Shivan (1) Neutrino Bolt (2) X-Ray Beam. (6) Upgrade Shivans (8) Electron Haze (12) Summon Smasher (18) Summon Decimator (120 second duration, 15 minute cool-down, immune to recharge buff) (26) Summon Destroyer (32) Empower Shivans. Oh, and if Summon Decimator is too much? Even with that duration and cooldown? Fine, replace it with (18) Shiva Detonation (a version of Fallout that only works on dead Shivan pets). C'mon, do it! Even after Demon Summoning, masterminds will still lag everybody in powersets.
  10. Thanks much, War Witch; I'm a big fan. Much of this is pretty much what I'd guessed, but you said one thing that would make me tear my hair out if I still had any. I just don't "get" this:
    Quote:
    The pain comes in when we decide to adjust geometry and that is usually where discussions come to a grinding halt in favour of something more “bang for the buck,” because the Art team’s time is always very tight with every issue.
    WHY? The company's been on a hiring binge ever since NCsoft bought out Cryptic's half of the rights. Why does it still take an act of congress to edit a game-world map?

    We talk about this all the time on the Virtue United (currently VU2010) chat channel, and there's a pretty broad consensus that one of the last remaining things hurting the game's customer retention is that, if you scrape the decals off, there are still only about a dozen mission tilesets, and in all the time since CoV shipped, we get maybe one new tileset a year. It's not like there's a shortage of other plausible environments that super-fights could take place in: space stations, malls, suburban outdoors, factories, mansions, apartment buildings, historical, wilderness areas not encased by war walls, steampunk (Nemesis) labs, you name it. There are even some low-hanging fruit that could be done with just decals, like a wider selection of Council warehouses like the one in that early mission, or Arachnos offices based on the one Arachnos office in the STF. But no, we're still stuck with (for the most part) the same warehouses, offices, caves, and sewers that we've had since 2003. Why is this one much-needed improvement to the game so expensive that it's out of the question?

    I heard the audio of the presentation you gave over in the UK about the Faultline makeover and what it took, and I'll admit that the technology sounded pretty clunky, but it also sounded to me like you working full time and a couple of people working part time for you managed to crank out the whole Faultline rebuild in not much more than a month. Even after tripling the staff, NCsoft can't afford to merge the existing geometry from the CoV missions that show new construction in Boomtown with the outdoor Boomtown map? Maybe even throw in some shanties, copied from the ones that populate Darwin's Landing? I love to joke that here it is 7 years after the First Rikti War, and Baumton still doesn't have so much as one blue FEMA tarp. I hear you every time you say that it would be too expensive, but I don't understand it: what's the expensive part?
  11. Quote:
    Originally Posted by Golden Girl View Post
    I think MMs in the Shadow Shard using the jumping points would be pretty funny.
    *shudder* For the same definition of "funny" that includes rubber crutches. Been there, done that: Efficiency Expert Pither's mission to rescue Olivia Darque from the Storm Palace. Once you start hitting the gravity geysers, all masterminds become petless masterminds.
  12. Only recently, and not entirely on purpose. I got lazy and used my alt build instead of respeccing on one mid-40s character, and didn't have any IOs to slot into them, so just as an experiment (or so I thought) I filled the enhancement slots with SOs, just like in the good old days, and went off to play to see if the new build suited me at all.

    When 2XP weekend is over, I'll probably go through and swap a bunch of them out for a mix of Hami-O's, frankenslotted IOs, and level 50 common IOs, and be even better. But for now, I can still take down even relatively tough Elite Bosses with just a hatful of inspirations and no temp powers, and none of the teams I've been on have complained. There are worse things running around in this game than a character with no IOs.
  13. InfamousBrad

    The Boot Myth

    I haven't had any trouble finding teams on my human/dwarf form Kheldians (I have one of each), not for being a Kheldian, nor for skipping Nova form.

    I wouldn't kick a mastermind for skipping the pets. I'd just roll my eyes and ignore them until I could get back to my favorite global channel to complain about them. What I've seen more often, and I treat the same way, is (gods help us) a willpower or invulnerabilty tanker who skips all the toggles, who just takes the passives. Had one of those on a team I was on just yesterday. Also had no taunt and no AoE attacks. Useless as the paps on a boar hog. So instead, my human-form warshade and the blaster who'd taken tough took turns soaking the alpha strikes and trying to hold aggro.

    Because here's the thing: unless you have the difficulty sliders completely maxed out, this game is so, so easy for an 8-person team that quite frankly, one entirely useless person tagging along with the team is hardly the end of the world. Heck, that team even had two completely useless people, the other one was a VERY low level pistols blaster with no enhancements, happily banging away without ever hitting or hurting any enemies. We still cleared every map fast enough.

    Some people are just game snobs. Live a little. Treat the one or two completely useless people on your team as a pleasantly random difficulty increase, and prove that your oh-so-perfectly tuned build is as uber leet as you say it is.
  14. InfamousBrad

    Jack Emmert?

    Quote:
    Originally Posted by DoctorParadox View Post
    I've heard a lot of bile about former lead dev statesman. what made him such a hated individual? I can't find anything specific anywhere.
    Wow, I hate to pick the scab off of that wound.

    Capsule summary: there were many things that players demanded that Emmert change about the game. Some were good changes. Some were bad changes. Emmert didn't judge them on "good or bad," though; he judged them on "consistent with my vision of the game" or "not consistent with my vision of the game." Emmert also had his own vision of how the game should be played. If he caught you playing the game in a way that wasn't consistent with his vision of how the game was supposed to be played, he would nerf whatever it was you were doing into oblivion.

    This approach had its virtues and its vices. I think Emmert is an ambiguous figure in MMO history. If it weren't for him, City of Heroes would have been exactly what the forum cartel demanded: Everquest in Tights, where you farm one ideal mission for uber loot for your whole career. On the other hand, it wasn't until he left the team to go work on two newer MMOs that City of Heroes got several things that just didn't fit his vision of the game, most notably powerset proliferation, that were just plain good for the game. So if it had never been for him, this game would have totally sucked. But now that he's gone, it sucks even less.
  15. I chuckled when I got to this quote: "Villains can experience Paragon City™ for the first time." Really? I experience Paragon City at least once every 5 levels: I set fire to part of it, rob at least one bank, blow up a few dozen people's cars there, it's all quite fun. But I know what you mean.

    I'm really not crazy about the Dual Pistols video for two reasons. Even though many players do, in fact, stand that close to NPCs when they shoot, it's going to look silly to people who don't play City of Heroes to have groups of enemies just standing there, 8 to 10' away, doing nothing, while you flail around madly throwing bullets in every direction except at them. And secondly, even so, none of them actually ever seems to take any damage or fall down. So the impression the video leaves is that Dual Pistols is about throwing ammo in every direction but the target, leaving the targets completely unharmed.

    That demo that was done at Hero Con, where the one resistance member guns down half a dozen Praetorian Clockwork, was a much better demonstration of what the powerset is about. You'd have to reshoot it to reflect the new Swap Ammo power (and, sadly, to remove the doves), but it was much closer to what the powerset deserves.
  16. InfamousBrad

    Zomg!

    There's some kind of a patch. Live servers came down 10 minutes ago. Whether or not there's more to it than an exploit patch we won't know until it comes back up, probably.
  17. Quote:
    Originally Posted by pohsyb View Post
    Emails can be sent to local as well as global names now.

    Emails with attachments can only be sent to a Global name.

    Valid attachments are Enhancements, Salvage, Recipes and Inspirations if they are tradeable (buyable on AH). One per email. Inf can be sent alongside item.

    There will be 20 mail cap to inbox. Mails sent to full mailbox will bounce (bounced mails can exceed cap). If you are at the cap you cannot send mails.

    Items with attachments cannot be deleted until attachment is claimed. They can be returned to sender.
    Sweet. One last tiny request: can you make it possible to email a supergroup invite somehow, some way to /sgi someone who isn't online at the moment?
  18. OK, I don't get it. Are we talking unlocking Kheldians at hero level 20 and Soldiers of Arachnos at villain level 20, or are we getting whole new epic archetypes?
  19. Oh, this one's easy for me. I'd tweak the PPD and the Circle of Thorns so that mobs never drop out, only get added. Even all the way back to the Life Mages, who could quite plausibly become quite annoying if you kept adding powers to them every 5 or 10 levels to level 50. And to be fair, I shudder to think what a level 50 SWAT Equalizer would be like. But it routinely annoys me, with both factions, that for many, many levels at a time they only have 2 lieutenants, 2 bosses, and 3 or maybe 4 minions. It leaves it seeming like every spawn is absolutely identical.

    I agree that the hero side of the game desperately needs more of The Family; mobster villains and supervillains are still a mainstay of comics. I'd extend them all the way down to level 5 (as part of the still desperately needed level 5-20 content rewrite). And yes, please, please update their costumes; at the very least, get rid of those stupid-looking purple suits.

    While we're talking villains in suits, Crey should extend a lot farther down, too ... as (so far as your character knows) good guys. After all, they're (a) the city's biggest employer, supposedly, and (b) prominently displayed in the tutorial. It would add punch to the later Crey content if the player felt betrayed by them.

    Don't you dare take out the Goldbrickers, they've got some of War Witch's best dialog. Just extend them 5 levels and add another level 20-25 strike force, a sequel to The Aeon Conspiracy and the Virgil Tarikoss TF, where we go up against Dr. Aeon, and we see what, exactly, he had in mind when he created them as his private army.

    And one last change: go through every mission with Longbow in it, and ask yourself all over again, "Should this mission really be versus Longbow? Or should it be versus Private Security, or the PPD, or the Legacy Chain, or Wyvern, or Hero Corps instead?"
  20. Really, this time? Or are you just yanking our chains, like you were the last three times?
  21. Quote:
    Originally Posted by Dark_Respite View Post
    Whatever they do, I wish they'd hurry up and do it.
    Whatever they do, I'm officially (bleep)ing done with it. Just posted to Twitter, yet again:

    Quote:
    Originally Posted by CoH_OCR
    Star Strider Forces prepare for battle! Rikti inbound! Attack imminent, mobilization required!
    Half an hour later, I realized that they lied again, and logged off. I'm tired of being lied to. I'm done with dropping whatever else I was doing on the off chance of catching a rare in-game event only to find out that it was yet another head-fake. (Bleep) that noise.

    Hey, Nivienne, or whoever is behind that (bleeping) Twitter feed? Ever heard of "The Boy Who Cried Wolf"?
  22. Quote:
    Originally Posted by Down_Incognito View Post
    I say they're introducing a Rikti AT.
    ..and I want the Rikti-Monkey-throwing power mentioned in the above post
    A recurring fantasy of mine since they introduced the branching archetype technology for Arachnos Soldiers, yeah: redeemed Lost who eventually become Rikti Traditionalist heroes, Destined One candidate Lost who eventually join the Rikti Reconstructionists with Ambassador Kur'rekt as their patron. Forced respec at level 30 where you go either Soldier or Mentalist.
  23. I keep TweetDeck running on my spare laptop, so I was in Vanguard HQ within 10 minutes of the original tweet getting posted. 40 minutes later, I went away and did something else.

    You keep using that word "imminent." I don't think it means what you think it does.
  24. Remember, the bad protest is the one with all the head injuries.

    P.S. Uh, D_R? They kind of did ditch the pom-poms. The customizable energy melee fists are much more transparent, look a whole heck of a lot less like pom-poms. Check 'em out, even if you want to keep the pink color.

    (P.P.S. I just now, while the servers were down, ordered a new Alienware to retire my nearly decade-old Frankenbox, specced specifically to support UltraMode. Well, and one other game with equally ridiculous "recommended" system specs. Requiem et pacem, old friend, but in one swell foop you went from ridiculously high end to barely minimum system specs on processor and graphics card, which would require new mobo, new memory, and a new power supply. That's too many components at once.)
  25. Absolutely. I had to be pried out of PvP in WAR to PvE, unless I was only going to be on for a half an hour or less. But I don't think that the problem in this game is primarily balance related, nor even that you have to learn new roles for your powers. It's two-fold, in my opinion:

    1) Hit and run just isn't fun. You get someone down to a quarter health, and then 30 seconds later they're a quarter mile away and have broken aggro. But even this could be fixed if ...

    2) There's nothing to fight for. They can't let us gain XP in PvP until they solve the problem of people taking turns killing each other without fighting back. There's no reward for winning at the only territory-control game. You can't point to anything other than your score (on a scoreboard that nobody ever sees) and say "I accomplished that" or (more importantly) "we accomplished that." It's all just completely pointless. So people go level up another character in PvE instead, where they can see their rewards and show off what they've achieved.