Ironik

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  1. "Stan."






    ...like I'm going to let a juicy target like that one get away.
  2. I didn't even know this arc existed. I somehow glossed right over it.
  3. Quote:
    Originally Posted by Leandro View Post
    It's one of the dialogue options after you finish the arc. You flat out ask him who is Mender Silos and he says it's Nemesis.
    It says he's trying to atone for what he did. Very much like some iterations of Kang in Marvel comics.

    Plus the whole anagram thing: Mender Silos, Lord Nemesis.
  4. I'm an INTJ. I could do this in my sleep.
  5. Quote:
    Originally Posted by MentalMaden View Post
    I, for one, welcome our arsenic eating bacterial underlords.
    Fix'd.
  6. Minor typos aside, I'm really enjoying this. More comic, please.
  7. Quote:
    Originally Posted by Mr. DJ View Post
    rehashing old animations for every blast set would not have taken less time and work.
    Of course it would take less time and work. Nothing new is being created, it's akin to a copy and paste. (Which is not to say it's as easy as c'n'p, just that porting something which already exists from one part of the code to another part of the code is a lot easier than a guy sitting down and working up a whole new animation from scratch, testing it, then adding that code into the game. By using existing old animations, you're eliminating two entire steps, each of which require more time and effort than the last step. Which, I would hazard, is precisely *why* so many of the "new" animations are really just imports of other animations.)
  8. Quote:
    Originally Posted by Patient_V View Post
    1. Energy Transfer received an absolutely terrible animation when it was rebalanced several issues back.
    2. Terrible animations were being implemented when Back Alley Brawler was around, so blaming the underwhelming animations from latest offering on his departure is silly.
    I thought you meant replacing the guns with flashlights in E.T.: The Extraterrestrial.
  9. Quote:
    Originally Posted by Panzerwaffen View Post
    Just like when you claimed earlier that no one could make the influence cap without exploiting or RMT, you're greatly exaggerating the issue here.

    There are quite a number of desirable recipes that sell for less than "tens or hundreds of millions" influence. Crushing Impact, Doctored Wounds, Thunderstrike, Red Fortune and others. Even among the desirable rare sets like Positron's Blast or Obliteration, several of the pieces can be picked up for less than 10 million easily with a bit of patience. It's not the 'all or nothing' situation you make it out to be.

    Same issue with salvage. The only people paying 300K for anything other than rare salvage are impatient players who NEED IT NAO! Granted, the current common salvage market is pretty screwed up from the latest round of AE exploits, and will likely stay undersupplied for some time with everyone playing level 50 content with Issue 19. Even with all of that, a little bit of patience goes a long way, as it always has.
    Whatever you do, for God's sake don't read every word I write. Only read the ones which fit into your predetermined point of view.

    Also,don't forget to put words into my posts in order to spin what I say to your skewed argument.

    Oh wait... you're already doing that. Nevermind, carry on, Mr. Beck.
  10. Quote:
    Originally Posted by Forbin_Project View Post
    I am so disappointed I can't have this attack.



    ...add in the "Match" temp power and, well, boom.
  11. Quote:
    Originally Posted by Slashman View Post
    The sensible thing to do in that situation is to not have them go live with this issue.

    This is one QoL improvement that deserves some quality time dedicated to it.

    It should not have been some homework for the animation folks to play around with. It should have been given some decent time and effort.

    Take a look at the alternate animations for MA and SS. You may not like every one, but each one was unique. They made sense with the theme of the set. And I loved the fact that knockout blow got an option that looked totally different and still remained interesting and fun.
    I expected the new animations to be of the MA and SS quality, especially since they were given their own call-out in the press release. Unfortunately, I get the sense that the Party Pack and the new animations were done by the second string, since there's almost no verve to them and precious little (if any) originality. (I mean, really, Michael Jackson dance moves? Is the new animation team from WoW or something? Why duplicate something from that game instead of striking out in a new direction? Especially considering WoW has had the MJ dance emote for over 5 years now. If you're going to raid '80s dance moves, go for MC Hammer or Breakfast Club or *something* other MMOs don't do.)
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    Speaking of which, I feel Psi Blast was a huge missed opportunity. I'd have LOVED to see animations for that powerset that just had your character do NOTHING but glow at the head. You know what I mean, right? You stand in place, focus your mind and people around you drop dead. No need for arm flailing or pointing or yelling. You kill people WITH YOUR MIND. I can't imagine that would take more development time than the absurd new animation that most of Psi Blast got. HOLY HELL is that one bad!
    I'm going to log in my Mind Blaster right now to look. I think you're on to something with the character exhibiting no overt histrionics, just standing there (I imagine with a smirk) laying everyone low.

    Edit: The new Psi animation is Power Push, looks like. There are a couple that I like, such as Psychic Scream. It's recycled, but the addition of floor-level effects gives it a bit of a twist. Psionic Lance I don't get at all, unless it's bugged. Looks like the power goes backward and to the left for some reason. The pose is really silly.
  13. Call me when you get GUNS ON YOUR FEET.
  14. Quote:
    Originally Posted by FizRep View Post
    I'm curious: What do you do with your salvage?

    Because for me, the inf that I get for actually killing stuff often pales in comparison to what I get selling salvage on the market (and I don't mean listing everything at 1 and praying, I mean listing it close to the current values and coming back the next day).
    I save what I know I'll need in future and sell extraneous ones. The problem is that everyone wants the same bits, so those go for a million each. There's no point in selling the 3 or 4 I have because I need them too. On the rare occasion I manage to get, say, an extra Luck Charm, it goes on the market. But those times are few and far between, because you need Luck Charms for essential IOs. Almost no one makes Intangibility or Interrupt IOs, so the salvage used there goes unwanted. But Luck Charm, Masterwork Weapon, Inert Gas and Demonic Blood Sample are used for the more popular IOs like Accuracy, Damage and Range.

    It goes back to my issue earlier in the thread, namely that IOs and salvage are "either/or" in terms of desirability. Either the IOs are going for tens or hundreds of million of Inf, or they go for zero. There's almost no middle ground. Same with salvage. It's either 300 grand a pop or there are 1,426 of them sitting there for sale.
  15. Quote:
    Originally Posted by The_Pancake_King View Post
    Wow I am like the exact opposite. I think the Rogue Isles are so much more interesting and varied, and that almost all of the Paragon City zones look exactly alike (although some have different hued backgrounds!). I like the 'natural' look of the Rogue Isles, and I like the landmarks that every zone has that, imo, are far more distinct than anything in Paragon ("Lets meet by the giant hero statue."). Dr. Aeon's tower and all the crazy power lines coming from Mt. Diablo in Cap, the Casino's in St. Martial, Grandville's awesome music and Recluse speeches, the thorn tree in Nerva. Heck I even like Mercy Island, it's just a very thematic zone (as opposed to say, Dark Astoria, which is just like any other hero zone.... but really foggy).

    I like red side so much more than blue, but sadly spend the vast majority blue side since that's where all the people are.
    The reason more people are blue is because the whole CoV experience is badly thought out. I don't know who was responsible for making those design calls but they were completely wrong-headed in every way imaginable.

    I don't know how many times I've heard that the aesthetic of the Rogue Isles is simply ugly and depressing. Which it is. I can kind of see the point of that, but there are NO bright spots whatsoever, so it becomes unrelenting. Aside from the uniqueness of the maps and apparent "variety" of the architecture, the zones themselves are horribly designed and the worst of them is Mercy island. Whose bright idea was it to create such a complicated, non-intuitive and death-trap-ridden zone for the beginning levels? From CoV's beta onward there were numerous complaints of people getting lost, not being able to figure out how to navigate, and even when they did stumble across the right way to go, they would often end up running from snakes only to find themselves in blind alleys to be shot down by Longbow... only to rez and restart the process. There was so much frustration engendered by Mercy that people simply logged out and never came back. (My cousin was one of them and a couple people from my late, lamented SG joined him.)

    But the real death knell for any MMO is to stifle the players' creativity, which is what redside does. It treats the game like a single-player game, putting you on rails to follow the "minion of Arachnos" thread for your character's entire career. You can't deviate from that even a little bit, so there's no way to tell your own story. Roleplayers are forced to ignore all of that stuff and even non-RP players become annoyed at always being a toady. That's why CoV's economy ultimately tanked: people just disliked the game in general.

    The bright spots were the new ATs. Brutes and Masterminds and Stalkers... all very cool. Now with Going Rogue, players can choose whether to take those new ATs to Paragon City or the Rogue Isles, and they're still overwhelmingly choosing blue. I'd contend that merging the markets saved redside as much as was possible, because that allowed players to actually get the things they wanted rather than exist in a state of continual frustration.
  16. Quote:
    Originally Posted by Dark_Respite View Post
    Feycat: you should try Council Skeet-shooting.

    You need at least a couple people for this. Someone with Teleport Foe stands near Moonfire or Ravenstorm, and yanks a random Council agent up to them. If that same person has a major 'launch' power (ie something with knockback), they then send them flying (I often use Power Thrust). Anyone else with blaster powers then tries to hit the Council schmuck after he's been launched into the air.

    My husband and I were killing time waiting to start a Moonfire by doing this... then a group of players about to start a Hess wandered past and decided to join us. Then another group of players. We must have had like 20 people on the ground opening fire every time I yanked and smacked a Council. People were just howling with laughter.
    Oh, for the days of unlimited knockback. You haven't lived until you've blasted a lieutenant 10 stories into the sky, watching them become a dot and then come screaming and flailing back down to the ground to go splat. Talk about a hoot!
  17. Quote:
    Originally Posted by Sailboat View Post
    Variety.

    I also get way more enjoyment than one might think out of seeing all the wildly different characters other people make up...cool or funny names, all kinds of looks from classic to bizarre, and bios/descriptions of every stripe. In other games, most of the characters from the same class/AT look and act fairly similarly.

    Only here can I be standing around on my slightly cynical Bronze Age minotaur, chatting with a Siamese catgirl with a funny name, while we wait for our teammates, an artificially-intelligent kitchen appliance and a mythical Irish heroine, to reach the mission door so we can commence fighting 1940s Italian fascists possessed by alien symbiotes. Meanwhile a psychic kitten riding a zombie-girl sidekick, a flying Japanese computer scientist/detective, and an elemental tree spirit pass us on their way to fight a satanic carnival. It's crazy in an endlessly entertaining way.
    Quote:
    Originally Posted by Human_Conductor View Post
    Variety in mobs from aliens, witches, gnomes, talking trees, robots, fascists etc.
    Oh, yeah, this is a huge one for me. I have never seen a game with so much sheer variety, from the character creator to the bad guys we face.

    I mean, we can fight 10-foot, 2-armed, knife-throwing cobras and giant walking mushrooms and petty street thugs and alien monkeys and animated totems and giant robots and a ginormous cell. What's not to love about that?

    Also: kicking people off of high places. I never get tired of that. Never.
  18. Quote:
    Originally Posted by Tinier Bolt View Post
    Quote:
    Originally Posted by Samuel_Tow
    The largest and most obvious problem is that they only added NEW animations as alternatives, vastly, vastly, VASTLY limiting the possible variety.
    Wait a minute. I'm confused--how do new animations get added to the mix get called 'limiting'? You added that just because it was 'new' it wasn't preferable to the other animations we already have. Why? Is it because they made the 'mistake' of porting the animations across as many powersets as normal, so they seem blase? Is it because you personally don't like the particular style of the animations?
    I believe the key word you're overlooking there is "possible." I agree with Sam, namely that porting animations from one power to the rest of the powerset and porting over extant animations from other powersets would vastly increase the potential combinations. I don't know if that would be less work, but I suspect it would be, and it would've been an efficient use of development time.

    As an example, some people might want to have *all* of their Fire Blaster or Ice Blaster attacks to come from their character's mouth. I can't imagine it would be all that difficult to simply add the "Fire Breath" animation to every single fire and ice attack. It certainly seems simpler than creating a single new alternate animation for each attack. Similarly, I can imagine Radiation Defenders and Mind Defenders/Blasters would like all or many of their attacks to emanate from their characters eyes. Again, seems like less work to just have that animation available across the board. The animation already exists, so all you have to do is add it to the other power and adjust the timing.

    Personally, I'd love to have the Gunslinger, Mastermind and Lady Grey dual pistol animations available for my Dual Pistols character. the flashy animations are fun, but I'd also like to have a more subdued powerset for a more "serious" character. I can't see how that would be more work than creating entirely new animations for each power, especially seeing as how some of the "new" animations really are just ports of existing ones.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    Blazing Bolt, correct? This one is just BAAAD! I see no reason why it couldn't charge like the others. Amusingly, though, Blazing Bolt is probably the only one which actually needed a one-hand animation, being that it's naturally two-handed. All the other went from one-handed to... One-handed...
    I was just looking at the new Blazing Bolt and I think it looks pretty sad, frankly. Way back in beta I saw a Fire Blaster use Blazing Bolt and based on the extreme coolness of that one power alone I made my own Fire Blaster. The "oomph" of the animation and the deep, resonant sound it makes, all lend it an air of the character digging deep and really unleashing hellfire on someone. It's the nuclear option of the fire set. By contrast the new animation is a wet firecracker.

    A lot of Blaster animations are still bugged, too, which is a shame.
  20. Quote:
    Originally Posted by Golden Girl View Post
    They're just going with the majority
    I wonder if that's true. Most likely it is, but I do see an awful lot of catgirls, demons, robots, cyborgs and assorted furries running around.
  21. Quote:
    Originally Posted by Jasra View Post
    I have to be honest - I was disappointed I couldn't change all of the other Rad attacks into eye beams.
    When I read the press release, that's the sort of thing I was expecting across many (if not all) powersets: the ability to change the emanation points for everything. It was a bit misleading in that regard.
  22. Ironik

    Holy bejeebus!!

    Quote:
    Originally Posted by BafflingBeerMan View Post
    I'd rather have the rain then 5 feet of snow like last year.
    No way.. If it's going to be cold, it ought to at least be pretty.
  23. Ironik

    Holy bejeebus!!

    Pouring down here, as well, with flash flood warnings up north. This is New Hampshire, in DECEMBER. Where's my winter wonderland, dangit?!
  24. Any chance to show off one of my all-time favorite designs, Yuletide Carol:

  25. I've been doing a lot of complaining lately. That's mostly just stress. (Stupid near-death experience.) But I actually do like this game quite a lot. Just signed on for another 6 months, in fact. Some things I love:

    The new train stops. Man, that's a terrific addition.

    Shadows. That whole graphical update has been cool in many ways (neat water), but some time ago I was running about doing my hero thing and a winged hero flew overhead. The shadow as it passed over me was awesome, simply ineffably cool.

    Dual Blades. Are you kidding me? That's such a gorgeous powerset I can't even believe it. The whirling, the spinning, the swick-snakt-zing of the sounds... the kick in the crotch Brawl dishes out with swords in hand. Whoever did that set was hitting on all cylinders that day, let me tell you.

    Super-sidekicking. Such a joy, what a great way to make the teaming experience even easier.

    Okay, now you go.