Jackrabbit

Legend
  • Posts

    142
  • Joined

  1. Well, I'm stoked. As a teaser for what the next issue may contain, it works for me! I wanna learn more!
  2. Awesome. Pity you likely shouldn't show us Sister Flame modeling the shirt--this is the internets after all Bet she's adorable.
  3. I'm curious, since it's not mentioned...previously, to have both CoH and CoV as well as twelve character slots per server (instead of 8 I believe), one has either had to have both games or the GVE pack. Will the merged worlds (so to speak) include the four extra character slots? I would hope so, but since it's not specified...I'm asking!
  4. [ QUOTE ]
    [ QUOTE ]
    Microwave oven moved next to computer... check!

    [/ QUOTE ]

    Uhh... is that a good idea??

    Every time 2xXP nears, I lay off a little on my CoX play so as to not get horrible burn out after a potential 60 hour weekend. I'm just glad my home server is Protector!! WOOT!

    [/ QUOTE ]
    I think I'm more worried about the:
    [ QUOTE ]
    Three days worth of Hot Pockets... check!

    [/ QUOTE ]
    *urp*

    I got a few 'project characters' in mind...one already created, one I may create Friday. If I can get a presently-level-11 Arachnos soldier up to Crab Spider level, and grow a not-yet-created Widow into a Night Widow over the course of the weekend, I'll be pleased. That'll gimme a Bane, Crab, Fortunata and a Night Widow all made.
  5. Happily, I still enjoy the invasions Insta-teaming without worry about having the 'perfect' team setup, sounds wonderful to me. Now to see if I can get the accolade on at least one of my newer characters...
  6. Kinda like the article. It's a good insight into what thought went into the Roman zone and all. I do hope it's just the beginning, I want Nazis, I want dinosaurs, I want feudal Japan...

    I do wonder if we'll ever see 'reverse time-traveling' ATs come in. If heroes and villains can go back in time to meet the Romans, why couldn't the Romans go forward in time, following their new hero/villain friends? Give us more ATs to play as, ones who start off in Cimerora and take that plunge thru the gate to get to Paragon City or the Rogue Isles.
  7. I'm mostly cool with this. Mostly. We use Teamspeak with our SG, and it'd be nice to have it so one of our members doesn't have to run the server, tying up one of his computers (thankfully he's got several, I've accused him of trying to create his own Google operation in his house, but...). And since I know we're guilty of being...awfully 'quiet' so to speak in text-chat with people we team up with who aren't on our TS server, just forgetting to type stuff instead of saying things into our microphones, well...

    My big question is...will we be able to selectively mute people, set it so we can only hear people on our own team, and so forth? As well as just mute idiots who tick us off--I can only take so much 'hehhehehehe--b00bies!' and other nonsense. Something I doubt can be answered now, this early in the process, but it's still something that'd influence how I feel about the stuff. I'd wanna be able to hear my team but still slap a big ol' *IGNORE* on the moron yelling obscenities in Atlas Park.
  8. That's why I said 'even without the walkway' Since I'm pretty sure that what tries to 'block' the path between doorways is the two bonfires on the floor...note, 'on the floor', not even floating. They've got what, a hit box around them that's half the height of a normal desk, if that big? My grandmother would've had a hard time leaping over that, but the average hero wouldn't.

    Personally I think that so long as a line can be drawn toward an object that's the width of the hitbox I assume is around our characters, whether that line's in the air, on the ceiling, on the floor, whatever, it should be allowable...perhaps making some allowance for characters with super speed or no vertical travel power. The only reason I can think of for requiring the paths to be a line drawn across the ground is to account for rooted characters. I can understand that it could suck for a stone tanker to have to toggle off Rooted in order to jump some obstacle during a raid, but...
  9. Yeah, I honestly think a good deal of the pathing issues come from the base builder proggie not thinking three-dimensionally. F'r instance... In the Warren's 'temple' (AKA the generator room), I built a 'pit' across one half of the room, I believe it's a 2x4 room...and built (with as close to a 'fire pit' as I could manage down below it) a 'walkway' made out of floating SG logo tiles across the 'pit'. Some of y'all have seen it. I had a devil of a time convincing the base editor that there was a clear path from the doors at either end of the room, I suspect because of the floating torches and bonfires below the pathway.

    My point being...even if I hadn't made a floating walkway, there's empty space above everything that's in between the doors. Even a level 1 character with no travel powers, not even using Sprint, could leap over everything that's in the way there--even the bonfires' and torches' hit boxes are small enough to allow it. Yet, 'cause you're right, the system's trying to draw a path across the *floor* (someplace we're by no means limited to traveling across)...I almost scrapped the whole 'walkway of fire' idea.

    So...long-winded diatribe over. Yeah, I think the pathing is unnecessarily restrictive, whether it's for raiding or just for paths between doors.
  10. Read it earlier Looks pretty cool. Not a lot of meat and potatoes in the article, but what's there looks appetizing.

    And suddenly I'm hungry, feh...
  11. Good lord but I hope the mission creator doesn't go the way of the skills system...I'd cry, scream, pull my hair out...

    I'm already imagining creating the ultimate bank robbery...will we be able to have access to destructible environment items, i.e. objects that can be used both as weapons against the enemies in the mission and as things to break for fun, I wonder. Heck, now I want to create a 'heroic mayhem mission', let heroes invade a pseudo-Rogue Isles setup and lay waste to the countryside. Curtail Lord Recluse's operations by seizing Arachnos' payroll funds. 'Course, you'll have to turn the monies over to Longblow afterward, but it still means bank vaults to crack open
  12. Wayell, if it's the *wife* that's wanting the extra slots... 'But, honey, we have to buy food for the kids!' 'I need more character slots NOW, dear!'
  13. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    So....since you're answering all sorts of other questions Lighthouse, what about being able to transfer across accounts under the same master NC account with this? If you don't know, just an 'I don't know' would be nice so we know at least someone's reading the posts and know its a concern

    [/ QUOTE ]

    We're aware of the desire for cross account transfers. However I don't have any public statement on it, nor would I hazard a guess if or when or under what conditions it would be implemented.

    [/ QUOTE ]

    It would be cool to do.

    [/ QUOTE ]
    Nah, they won't do that. It'd mean I could move my alt account's characters over to the 'main' account, and that much awesomeness in one account? That'd be way too much

    Awesome update, this, I have to say. I may yet wind up with 72 characters on Pinnacle and Triumph is the only problem...stop aiding my altaholicism! You KNOW that just means bunnies everywhere!
  14. Rather wish there was a definitive answer re: the interactivity of the ads...I'm cool with them being on billboards, our nonexistent buses, whatever, but I'd rather not click on something accidentally and be brought to a web page, be it Coke or Lexus or *shudder* Viagra. Keeping them in-game, all right, forcibly drawing me OUT of the game I think would be the ultimate in immersion-breaking. I'd personally rather not have them be audio/video ads, too...static pictures or even animations, no problem, but standing in Wentworth's and hearing looped advertisements would get on my nerves I fear.

    Has any mention of what type(s) of adverts DoubleFusion (or whoever it was) would be shilling been made? As in, what kind of products? I'll confess I've never heard of 'em and wouldn't know the first thing about tracking down their usual clients...I'm curious whether we'd be dealing with Coke and Pepsi or RC Cola and Shwepps or something. Recognizable brands or no-names, and what would be the prevailing products--if we're gonna do this I'd at least prefer a variety, not endless Geico ads.
  15. [ QUOTE ]
    Mmmm, Dark Tanks. Me Likey.

    [/ QUOTE ]
    Yep, I'm gonna have to make Dust Bunny somewhere...
    [ QUOTE ]

    But Super Reflexes for Brutes? As much as I love Super Reflexes, that just doesen't seem to fit Brutes from a conceptual standpoint at all.

    [/ QUOTE ]
    I'll definitely admit that caught me out of left field. I do see possibilities though...while I'm sure my first axe brute will be Axe/Electric, or perhaps Axe/WP, Axe/SR makes some sense to me, having gone from 1 to 50 on an axe tank. Axe is powerful, but slow-hitting. SR...I question the survivability, but since it's got Lightning Reflexes I believe...anything that speeds up the axe is great in my book.

    Plant/Thermal for controllers...seems like an odd pairing, though the idea of running around Talos Island with a giant, screaming, FLAMING flytrap is downright scary. Dominators, I'd honestly be more fond of the supposed synergy if it was Electric/Electric or Earth/Earth somehow, this seems kluged more than anything. Ice Defenders I do like. Ditto electric corruptors. Stalkers...with electric. Um...huh? That's it, just huh? Not something I can see being worth the powder to blow up...

    All in all...I'm sure I'll be making a plant/something controller, an electric/storm corruptor, an axe/electric and/or axe/SR brute, probably a darkitty-dark-dark tanker and a flaming scrapper. The rest...I dunno.
  16. Cool idea. I'd prefer the 'two levels above the probate/under diress person' to be outta there to be honest...my level 50 heroes would travel to the Rogue Isles in a heartbeat to fight some dangerous threat, and lacking a level 52 villain anywhere to 'sponsor' 'em...A sponsor, yeah, somebody's gotta vouch for the character who's over in the other playground, but I'm not sure I see a need for the level-locking though?
  17. [ QUOTE ]
    (From Dr. Brainstorm, for those being naughty at work)


    [/ QUOTE ]
    I beg your pardon...I'm reading forums at work. Being naughty at work would get me fired I'm not management after all.

    I'm cool with the powerset-proliferation details being revealed tomorrow, honestly...considering I'd half expected the news today to be 'Here's more details on how you rearrange your power trays with I12!' or 'Here's how you transform inspirations!' ...with the 'PP' stuff coming weeks from now
  18. All understandable, we'll muddle through as best we can in the interim.

    Now get back to work! *cracks whip*
  19. I'm truthfully kinda 'meh' about the whole Hollows thing. I am, however, surprised nobody's said anything about the typo in the subject. 'They're giving the Hollows legs!'
  20. Great-looking bar there, I like it a bunch. Cool theme too.
  21. That's awesome! And quite fitting

    So, when will the fireman's helmet be arriving from ol' Sexy Jay?
  22. Provided it comes with an 'air guitar' emote too Hey, we gotta play the things somehow, when we're not whacking people upside the heads with 'em!
  23. Carnies actually take *extra* damage versus lethal. The late-game enemy (aside from the ones that tear you up with psi and debuffs, anyway) that most people hate, axe tankers love, it's wild. I know a fire/fire tanker who hates Carnival of Shadows and I laugh at 'em.

    I've personally found the whole 'Axe does less damage!' thing to be a little overblown...compared to some, yes (certainly it doesn't do as low damage-wise as Mace, Ice Melee, and Super Strength without Rage, emphasis on *without* Rage), but that doesn't mean the damage ain't there. It is, it's just eclipsed by Fire, EM, Stone, and Super Strength WITH Rage Being able to juggle opponents with your knockdowns helps for sure. Once one gets to the 'peak' so to speak the number of enemies our fully-slotted and much more powerful attacks can't lay low in a few shots isn't all that big, really. We won't be one-shotting things unfortunately (not that tankers tend to do that anyway), but relatively quick defeats still happen.

    When we'll see it at last, I don't know...when we asked Back Alley Brawler about it on test, he told us that the thing was in, it was just waiting to be activated and given a pricing scheme over in the Vanguard base...but there IS supposed to be a Talsorian axe. Which, if it looks like a glowing energy-axe, I'm gonna be in love. It won't quite fit my immortal daughter-of-a-wizard Lilian Rook, but I'll find a way to fit in the concept I'm hoping, too, that the designs we've seen aren't the end, that more will be brought out later on, a 'true' tech axe (more than the Impervium one at least) and another fantasy design or three I think are a must.