Jack_NoMind

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  1. Jack_NoMind

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    [ QUOTE ]
    jack, this has nothing to do with what i agree with or what i dont. this has to do with the fact that we don't need <thing i disagree with>

    [/ QUOTE ]

    So you'd say the reason you disagree with everything is because you're perfectly satisfied with the game as it is, and any changes to it would necessarily weaken it?

    [ QUOTE ]
    so again i ask, give me one reason, other then everybody wants this(speculation) or because it would be cool.

    [/ QUOTE ]

    What the hell other kind of reason is there? I mean, the same argument would've excluded Villains entirely from the game.
  2. So scale it -- 3 smalls for a medium, 4 mediums for a large -- and add a cost to it; say, 5000 inf per conversion and can only be done at a crafting table.
  3. Jack_NoMind

    Sub Classes

    We call those Epic Power Pools, here.
  4. I don't think I understand the argument. It could be a badge to complete the LRSF with nothing but Brawl, but if characters already have it, it adds absolutely no requirement whatsoever to anything else it's attached to.
  5. Jack_NoMind

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    Hey Sharker, can you do me a favor and find the last three ideas you agreed to, or at least posted on and didn't try to shoot down? Just curious for Bayesian purposes.
  6. [ QUOTE ]
    It has been suggested many times that they could put in a new switch in Options that turned on the behavior of allowing log out to go to server selection instead of the log in screen.

    [/ QUOTE ]

    Wouldn't having a switch in Options, which anyone who is logged into your character would have access to, kind of defeat the purpose of the whole thing as a security measure?

    Setting it at the account level somehow would work (like in your NCSoft account settings), as would including a new UI aspect that prompts for password. Of the two, having it as an account-wide setting would be the more secure.

    Edit:
    [ QUOTE ]
    For example you might be able to buff teammates real quick with one alt then swap over to a second character quickly enough to get a "multi-character" benefit that way.

    [/ QUOTE ]

    The raging paranoia about exploits on this board never ceases to amaze me.

    And how much memory, pray tell, do you think a machine would have that would allow it to do this instantaneous zone-reload? 'cuz my four gigs sure ain't doin' it.
  7. Jack_NoMind

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    [ QUOTE ]
    Didn't Castle say yesterday there would not be more slots for powers?

    [/ QUOTE ]

    Essentially. He may have meant "from levels" given where he said it, but it would be a bit optimistic to suppose so.

    Anyway, in regards to the OP: I had a similar thought.
  8. True. I think of them in a different category than regular Accolades.

    My point still stands about the redundancy making the requirement largely meaningless.
  9. No existing badges are. It would also kind of defeat the point of having it be tied to the Accolade at all; people would already have gotten it for the Force of Nature accolade.
  10. You mean Villain? Unfortunately, that's already an Accolade requirement, and I don't think they do doubling up.
  11. Well, Fire damage shows up here and there, but yeah, it's mostly included for theme (it also balances slightly against the Cold resist in the Winter's Gift sets). I assume the KB protection would be what most people sought it out for.
  12. Oh, hey, as long as we're talking issues, here's a question: Has anyone gotten word whether or not it's intended behavior that the Numina's and Regenerative Tissue procs are enhanceable? I mean, yeah, I'm scared of the answer being "no" as well -- my flimsier scrappers might cry, in game, if they lost that +~45% regen -- but I'd have a bit more peace of mind about it if I knew they were going to stay that way.
  13. [ QUOTE ]
    gl everyone and now back to your regularly scheduled OP's topic "Powers Vision"

    [/ QUOTE ]

    this is the same topic.

    You, and folks of the same mindset, including the OP, are making a big fuss about things you do not understand and then blaming the most convenient scapegoat for your lack of understanding.

    What is it you're trying to do here? Y'all are like someone who's read the Divine Comedy in translation and now are getting mad when people discuss its poetic structure because you don't see any of that... and if you don't understand how something could be, clearly it's because there's some malevolent conspiracy among those 'in the know' to keep you out.

    Arcanaville flatly did not do the things you're holding her responsible for. I mean, please. I've seen that woman blamed or argued with in the most ridiculous fashions, entirely because the people doing so have no understanding of mathematics or proper logic to speak of. It's not about whether I like or agree with her; you just don't walk up to Alan Greenspan and tell him he doesn't understand money. (Well, maybe now you could.)

    Castle and Positron are not omniscient. I spend some time working on a 16+ year-old text game, and the lead developer there is still rooting out things from the earlier code that have unintended consequences -- and it's an exponentially smaller project that he has personally rewritten several times! That's just the way that things work.

    Now, I'm a pragmatist, so I'm not going to give this as an imperative. Think of the following as a suggestion: Improve your comprehension or decrease your prolificity. This is the same suggestion I offered to the OP, and I think it applies equally as well.
  14. Some wislist for Fiery Aura:

    <ul type="square">[*]Disable enhancements on Toxic resist component of Healing Flames, allowing the power to be unflagged for "ignores buffs and enhancements." Possibly increase duration slightly to compensate (more stacking). (Possibly redundant with one of the "Kludge" entries, but provides a workaround.)[*]Consume: Improve cycle time and add a Slow debuff to the power's effects on enemies. Removing the (paltry) damage component would be an acceptable trade. (Slow would be thematic -- absorbing heat from the bodies of others -- and would combo well with the scatter in Burn.)[*]Increase Slow resist in Temperature Protection, and/or add Endurance Drain protection. Losing the fire resist component would be acceptable.[*]Add movement slow resist/breaking to the effects of Burn.[*]Add perception, endurance drain protection, or recharge debuff protection to the effects of any power(s). These seem thematic for the set and would go a long way towards offsetting its overt mitigation weaknesses.[/list](Don't really care about inherent KB mitigation.)

    Couple've random others:

    <ul type="square">[*]Eliminate redraw on Fighting and other power pool attacks.[*]Adjust click heals for current base HP; regeneration automatically scales, but click heals can only be scaled via level and Enhancing.[/list]
    And not for your list, but something I'm putting here anyway:

    <ul type="square">[*]If Stalkers get Critical Hits as a free additional Inherent, give Scrappers higher base and maximum Perception as a free additional Inherent. =P[/list]
    Edit: hey, and some bonus discussion of one of the points:

    It was commented that expanding Resistance coverage in IOs would be nice. Adding Resistance in addition to the large amounts of Defense already available seems pretty imbalancing, and it's unlikely that Defense buffs will be significantly reduced or removed. Besides which, resistance bonuses already usually do come in pairs.

    Regarding Super Reflexes issue list:

    Issue 3 on the list has been addressed. Issue 5 on the list is redundant with Issue 2. Issue 6 on the list has been addressed. Issue 11 has long since been addressed with things like scaling damage resistances and the like; SR isn't unique in that it benefits from some types of buffs much more than other types.
  15. [ QUOTE ]
    lol I think

    [/ QUOTE ]
  16. I don't see how that would avoid animation issues; they'd still move like player characters, not like cars. It would, however, add the additional work of making the cars need to know where roads are.
  17. Making vehicles move believably would be very difficult. Think about how your character runs, versus how a car handles. Everything in the game right now either moves on tracks (with fixed, pre-planned and pre-animated behavior) or like your character does. Making a car that steers and turns like a car would require a very large amount of work.

    Actually, there's another thread going right now in which we're discussing this, and I'm taking a "pro-vehicle" position. I gave a workaround suggestion for how cars could handle, but it -- and many of the other ideas presented here and there -- fail to convince people that vehicles wouldn't totally break immersion without significant overhauls to the game.
  18. Yup. Firmly agreed. (Also firmly agreed that making a Kheldian-like transformation into a Flier and duking it out in the Arena would be an awesome mode. Also giant robots. You didn't say them, but now you will think about them.)

    On the flip side, another advantage to these as crafted/accolade powers is that they offer some build freedom to those who rely on them, which to me fits very well with the "pure natural" concept.
  19. True. I think for many of those reasons, putting in Fliers/Chasers/Skiffs/Space Rowboats would be a lot easier than putting in cars. You pointed out earlier than we don't really have to worry about a Longbow Flier going through a door; it's too big. Once you're not dealing with clipping issues and the like, the immersion issues start to become tractable -- I gave some examples above. It shrinks, maybe, or it's part of the Mysterious And Loosely Defined Teleport Network! (By the way. Manticore supposedly hacked it to gain teleportation powers, right? Why was that not immediately standard issue for PPD?)

    And I think I outlined a way cars could work. Sure, they could drive over water; they're superhero cars. It's weird, but plausible, and weirdness wears off with familiarity. (Usually. So, Cimerora is supposed to be kept some kind of secret from the Ouroboros folks, right? At least, that's what whoever briefs you on it says. So why can we use the Oro portals down there?)
  20. Jack_NoMind

    Badge Tracking

    I'd kind of agree with this; I know I get frustrated trying to figure out which badges have and have not been gotten to get Supergroup Teleport Beacon badges -- or even whether or not I've gotten all the badges for a particular zone yet. After six or seven zones, it's a long list and my eyes get tired.
  21. Hey, I replied to your earlier post as an edit to my previous post. Since it's an edit and on the previous page, I figured this placeholder might be appropriate; it addresses some (most? all?) of those points.

    And I can expand my list of things I think ridiculous pretty much indefinitely: Activating Leadership pool toggles while swimming or flying, getting hit with Frost Shield while using Fire Shield (which is just all kinds of ridiculous), and so on and so forth. The point isn't that explanations can be found for how all these things might happen -- maybe your car has a teleport beacon in the Paragon hospital network that takes it to you. Maybe it's inflatable. I mean, we've had practice coming up with explanations for ridiculous things happening for years now. ("Yes, I'm a natural character that flies... you see, I was given this invisible jet...") The point is that there is no way to legitimately tell someone that the things they find ridiculous are in fact not so. Unless it's goofy in some sort of immediate, practical, technical way -- a car that bunny hops, for instance -- I feel like adding it to a list of "irresolvable" issues is just a tad artificial.

    [ QUOTE ]
    Two words. Shadow shard.

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    Also two words: You fall.
  22. [ QUOTE ]
    I have yet to see any of those stock replies disproven or invalidated.

    Ever.

    1) The game engine can't handle it.
    2) Vehicles would look ridiculous indoors.
    3) The players would not be satisfied with one model for any vehicle type, so the Devs would need to add a Vehicle Creator to the Character Creator.
    4) The developers would have to redo every single power animation for each type of vehicle.
    5) Pathing issues would need to be addressed.

    [/ QUOTE ]

    Those are the objections you've never seen invalidated? What?

    1) The game engine obviously can handle vehicles; they're a part of the game for NPC groups already.

    2) Large vehicles probably would. Is this a technical objection? Because if it's about taste, there's no way I could ever invalidate it, and asking me to do so is disingenuous at best.

    But from my point of view: Also, Burn looks ridiculous while swimming, Strangler looks ridiculous used on many footless flying enemies, Stone Cages looks ridiculous when there's very large monsters in it, and Spines looks ridiculous with a wide variety of costume options. I suppose when there is a dedicated anti-ridiculous campaign instituted for character powers, I'd be concerned enough to propose that vehicles not be allowed in indoor instances. Bill already explained why this wouldn't be a problem in many cases: Large vehicles can't fit through doors, so players simply wouldn't want to use them indoors.

    3) 'k.

    4) What? Why on earth would they do something like that? Wouldn't it be much easier to make any enclosed vehicle just disable the character's powers?

    5) How To Resolve Pathing Issues With a Car: Step 1: jumpheight -100000%, fly -100. Step 2: Have coffee. If you want to experience this for yourself now, get someone to blast you with web grenade while you've got Super Speed and Combat Jumping on. You will not be able to go anywhere a car could not. You will be able to go over broken terrain and water, but, well, so does Batman's car. Edit: And the A-Team van, if you want something even more natural-origin than the Bat-Car. I'd comment on the Dukes of Hazzard, but then we'd have to allow jumping. =(

    Now, you didn't actually say it, but a much better objection than 5 is, "Characters can strafe and stop suddenly, while most cars cannot, at least not the way characters can." And then I would say: "Yes! That is a good objection, and I'm glad you copied it from Bill's post! Because I've thought of an answer for that as well: The drift/inertia mechanics used for Flight and characters standing on ice causes behavior very similar to that of a car's. It would still look kind of silly, but I think it's possible to improve it. When you move, the game preserves direction and orientation, so you continue to face the same way while possibly moving at an angle to that. However, when you use a power, the game forces you to face the direction of your target. Using effects very similar to these and a lot of man-hours, it should be possible to cause a vehicle to always try to face the direction it's moving. Is it possible this could cause some sudden weird orientation changes that look funny? Abso-friggin-lutely. See 'dedicated anti-ridiculousness campaign,' above. Your character walking already occasionally moves in very goofy ways. Sorry, but for any multiplayer game, these little sacrifices have to be made."

    And then there's the Ultimate Objection:

    6) This would take a lot of care and a fair amount of time to do well.

    And my answer:

    Yes. It would.

    [ QUOTE ]

    And, again... there's the issue of all (and I do mean all) the powers. As a full-on travel power, how do you deal with all the powers players use? Let it look... ok, I'll say it, downright stupid? Disable them all? (Forget PVP.)

    [/ QUOTE ]

    I don't think vehicles would make a good power pool... Excepting a couple of the more novel "hoverboard/slide" pool suggestions that have been made, I never really have (and even those would require power customization to be worth a damn). I know that's how this thread originally began, and I gave kind of the standard objections at the top. But it's obviously evolved since then.

    I think that craftable or accolade/earned powers make the most sense for this. I think, also, that it could be done much better in a single player game. I don't think multiplayer games will for a long time yet (in Internet terms) be able to support the kind of robustness that would support fully articulated skeletons so that, say, swinging a katana from the back of a motorcycle, or even simply twirling a staff, would be a relatively trivial addition to make. CoX and all of the other games of this sort have to sidestep and hack these issues, putting up with immersion compromises to permit customization and fun factor. I think that's obvious to both of us; the question is simply where we draw the line.

    Hey, I'm happy with the A-Team van. Sure, it's goofy; a bit over the top. Did you see that animation where that guy knocked a Hellion off the roof of a building and he flew for what, in game terms, was almost a mile?
  23. [ QUOTE ]
    obviously you still have a chip on your shoulder when i disagreed with the changes you wanted to make to FA.

    [/ QUOTE ]

    If I kept a chip on my shoulder towards every person who disagreed with me, I'd already be in jail. (Edit: Hell, is there anyone in this forum who hasn't disagreed with me at least once? Probably ten times or more?) No, I think that what I said pretty much sums it up -- every suggestion thread I've read lately that you've posted in, you've shot down with the same "search the forums!" comment. It's not helpful and, frankly, downright annoying... little better than posting "/jranger" to everything you see.

    And you were so polite only six weeks ago! Do you see what the forums do to a person? ;p