Kelenar

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  1. Dark Miasma is crazy good. First set I ever played to make me go, "Hmm, it's a hazard zone spawn of +2s with three bosses... I think I can handle this."
  2. Several of my friends have probably gotten tired to death of me making the same complaint over and over--at the end of the day, my villains don't feel very villainous. The vast majority of the villain missions fall into the categories of either doing people's dirty work (apparently for money, though very few really directly mention that) or trying to kiss up to Arachnos. Really, it feels more like City of Ill-Tempered Mercenaries than anything else. Some of the most traditional villain goals, like world domination or just grabbing yourself a big old chunk of power, are almost totally unrepresented in the game.

    I've heard people argue a lot that the reason for this is that these can't really be represented in an MMO. In the strictest sense, that's pretty obvious--if a character could actually conquer the world, it would cause some pretty basic problems. On the other hand, heroes get to outright save the world a time or three on the path to fifty. Shouldn't villains be able to at least get a taste of conquering it?

    So, that's what this is. Two different ideas I've had to put more of a villainous feel into the game. Before anybody jumps on me for it, I'd like to point out that I am fully aware that these would take huge amounts of effort, and thus don't expect them to ever ever ever happen. Or even be considered. I expect they'd both be comparable to the Mission Architect in terms of effort. Consider it more a thought experiment in how an MMO could do the villain thing better. Not should. It's a proof of concept that I think we could still get more villainous feeling in the game without killing the MMO aspects. That said, I've purposely made sure that both ideas are similar enough to existing systems that I think they could actually be done. I've also tried to make sure that they don't add in much new griefing potential, hence the lack of anything strictly PvP.

    Idea 1: Conquest, or your own personal Latveria
    The Isles are, presumably, a large place. We have a decent bit of evidence that Arachnos doesn't really rule the entire thing with an iron fist, so why not let the aspiring world dominators take little chunks for themselves?

    It'd go like this. At level 5 or so, you'd be able to scout out an area of the city that Arachnos doesn't particularly care about. Ideally, the player would be able to choose: A run-down Mercy Island area, a Nerva jungle one, whatever. This area becomes available to the player as an instance, basically a personal base, except it happens to look like an outdoor area.

    It would, of course, be initially infested with Hellions, Snakes, and all those other undesireables that are all over the Isles. Every five levels or so, the player could get missions to drive out their competition, beating up prominent gang leaders in their personal neighborhood and such.

    After enough of these, the player would cement their hold over the area, making it their personal turf. This would open up the second stage: Basically, the base editor, except with buildings and such, so the player could personalize their conquest. The options could be fairly basic to begin with: a bunch of run-down buildings, trashcans, dumpsters, whatever they could browbeat the denizens in their new turf into building or stealing. Later missions or badges could open up more--maybe beating up 25 turrets in Grandville lets you build your own, or you can get a mission to beat up Doctor Aeon and learn some architecture from him, thus letting you add Arachnos-style buildings to your territory. Really, the only true limitations here should be what's vaguely within reason and the limits of the engine. If the player wants to build a stone ziggurat surrounded by parking lots on the beach, let them.

    At this point, the missions could get more interesting. The player's efforts would start getting a bit more attention, so maybe the missions become 'Stop Arachnos from bombing your territory into a wasteland' or 'Chase Longbow inspectors off of your turf.' Now that they control the area, they'd need some street-level enforcers to keep it safe, so there could be missions to ally with various villain groups, resulting in those groups spawning friendly patrols within the neighborhood. Perhaps they could attack neighboring areas in mayhem-style missions to annex them, essentially giving them a plot size upgrade.

    Idea 2: Reigns of Terror
    This is sort of designed to be a catch-all for villain goals. Essentially, we know that finishing a task force can spawn a zone event, thanks to the Lady Grey TF and its associated Rikti raids. So, why not let villains purposely trigger such things in Paragon? You could have a series of new contacts, probably at least 40+ or 50+ (see below) who would act as facilitators in helping villains achieve their grand goals. Upon finishing the arc, the villain's work would be unleashed on Paragon in the form of a zone event. There would probably need to be a wide variety of potential end events to encompass as many types of villains as possible, but some examples:
    • Giant robot attack - essentially, a beefed up giant monster.
    • Zombie curse - Prolonged zombie invasion + Dark Astoria style fog.
    • Orbital bombardment - Heavy-duty Rikti bombing without the dropships.
    • Zone Invasion - Groups from a villain faction of the player's choice move in on a zone and start fighting the street mobs for supremacy, in the style of the 5th Column vs. Council war. These would probably have to be invasion-coded to con even to everybody.

    The villain should probably be able to see their work pay off, which could be done one of two ways:
    1. (Realistically) - Let them go into the hero zone as an invisible, invincible spectator, arena-style. They can watch the event unfold, but are unable to participate.
    2. (Ideally, but griefable) - For zone events that unleash mobs, let them go into the hero zone in Gladiator fight mode. They're invincible and can't use any powers, but they can control up to eight of the villains they've let loose into the zone. However, this opens up griefing potential, so it's probably not a good idea.

    Ideally, the villain would also be able to choose what area of the city their event happens in--not only for those who have a grudge against Talos Island or something, but also because it would be really lame to spent hours trying to get your reign of terror unlocked only to unleash it on an unsuspecting Independence Port. Which has one guy in it. And he's sitting in the tram. AFK. Doing so would however, open up some griefing potential in the form of 'I know guyIHate's Synapse task force is getting ready to fight Babbage... time to drop a zombie invasion on Skyway!' (You already have a pretty good shot of disrupting a Numina with a well-timed LGTF, though.)

    You would also need some method to keep people from spamming these. Obviously, there are some problems if every single villain can do one with a few hours of commitment, since every hero zone would be about quadruple-invaded at any given point. Some ideas on gating the content a little:
    • For those who want a new money sink in the game: Make your villain need X million infamy to fund their project.
    • Alternatively, make there be significant expensive construction involved with it. Perhaps building a giant robot requires 30 Synthetic Intelligence Units, 200 Ceramic Armor Plates... (Probably not a good idea, since salvage prices would go insane.)
    • Let characters only do it after level 50.
    • Make the arc to unlock them really long and/or hard.
    • Make the arc to unlock them a task force that rewards no merits.
    • Only let characters do it once. Or once a month. Or whatever.
    Mix and match these restrictions until you like them!
  3. Quote:
    Originally Posted by Biospark View Post
    Level 19-24 ----> 4 Deaths (Tsoo Tag-team of Sorcerer+Ink man Mezzer, Elite Bosses (x2), Warrior (Hewer))
    What were the EBs? Downgraded Vahz and Heracles?
  4. Kelenar

    Vs. Carnies?

    For scrappers, I'd say /elec would be ideal come i16. It's basically the endurance king, and about the only hole you really have against them is a slight weakness to negative, which they don't do much. About your only worry is getting hit with one of the debuff masks, so you'd probably still do better on anything softcapped, but /elec would have good performance out of the box.
  5. Quote:
    Originally Posted by Fleeting Whisper View Post
    I'm a big fan of High Realm, but then that's a custom font I created myself, so it's not possible for anyone else to see it like I do

    Now do Old Realm. I dare you.
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    I bump the the difficulty up as soon as the character in question can handle it. I don't think I've ever stayed on Heroic past level 22 or so.

    If I can't solo on at least Tenacious I lose interest in the character real fast.
    Pretty much this. Unless it's a teaming character, I've probably abandoned them if they can't run on the second highest difficulty by the late 20s. Or third highest difficulty for ST-focused characters, in some sort of hypothetical universe where I don't play many AoE-based characters.
  7. Quote:
    Originally Posted by SpittingTrashcan View Post
    Arguably, working for Dubrowski and Dumont means working for Cage Corporation, and the continued operation of Cage Corporation's mines is clearly in Arachnos's interest, which is why I didn't include them. Then again, Cage's mine may be a means to an end for Arachnos, with the true goal being the unearthing and exploitation of the Leviathan. It's an edge case.

    Now we're really getting into the niggling details, though. The broad point has already been made, I think.
    By those criteria, another handful could be pulled off of the list. A few contacts, like Abyss, are mentioned as being allowed to work unhindered because their work indirectly helps Arachnos.

    The interesting bit is that the proporition of Arachnos:non-Arachnos contacts seems to rise as the levels go up. (Granted, a lot of this is because of the patrons.) I also never realized that Port Oakes is basically the one Arachnos-free zone, as far as contacts go.
  8. Quote:
    Originally Posted by Olantern View Post
    -Fiery Aura Scrappers with primaries other than Spines or Fire. I've NEVER seen MA/Fire, and I've only seen DB/fire once.
    A shame, because DB/Fire is awesome if you like AoEs. Mine's currently shelved at level 40 until i16, when the new difficulty settings will finally let me get enough enemies to make her worth running.
  9. Quote:
    Originally Posted by SpittingTrashcan View Post
    Captain Petrovich
    Crash Cage
    Lorenz Ansaldo
    Lt. Chalmers
    Hard Luck
    And of course the brokers.
    And Henri Dumont and Vince Dubrowski. I accidentally skipped over a level range.

    Quote:
    I couldn't possibly argue that the influence of Arachnos in the Rogue Isles isn't pervasive. It'd be hard to live there without encountering them somehow. That doesn't mean you have to do what they want you to do, though. It wouldn't be particularly difficult to play a villain character who opposed Recluse's designs at every opportunity, and there's no lack of opportunities.
    Yeah, that was basically my point. You probably get more chances to fight Arachnos than to work for them.
  10. Quote:
    Originally Posted by SpittingTrashcan View Post
    Are you going to make me list the contacts redside that are not Arachnos-affiliated and have no missions on behalf of Arachnos?

    It's kind of a long list, is all.
    Burke actually is sorta: He's taking jobs from Mako for the anti-Snake stuff.

    Contacts that don't work for Arachnos and give you no missions on behalf of Arachnos:
    Doctor Creed
    Mongoose
    Angelo Vendetti
    Billie Heck
    Mr. Bocor
    The Radio
    Dmitri Krylov
    Dr. Percey
    Peter Themari
    Willy Wheeler
    Golden Roller
    Archmage Tarixus
    Captain Petrovich
    Crash Cage
    Lorenz Ansaldo
    Lt. Chalmers
    Vince Dubrowski
    Henri Dumont
    Darla Mavis
    Diviner Maros
    Doc Buzzsaw
    Hardcase
    Hard Luck
    Psymon Omega
    Slot Machine
    Vivacious Verandi
    Basse Croupier
    Jezebel Jones
    Johnny Sonata
    Kelly Uqua
    Ambassador Kuhr'Rekt
    Terrence Dobbs
    Abyss
    Tavish Bell
    Television

    Plus the Midnighter/Cimerora/RWZ contacts. Think that's it.
    A list of contacts who give no missions for or against Arachnos, though, would probably be short indeed.
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    You need more practice thinking outside the box.

    A dual blades brute can fit the idea just as easily as an SS.

    As the fight goes on the brute's adrenaline increases, causing him to get more aggressive with his swords, swinging them faster and putting more power behind the strikes.

    And who says a brute has to be dumb? There's Archtypes, and then there's stereotypes.

    And why is it that brutes and tanks are the only ATs viewed this way?

    I
    For me, it's more that brutes generally rely on, well, brute force. Angry Ballerina With Swords Melee doesn't project much of a feeling of that, beyond that one cone with the nice solid CRUNCH! sound. To me, most other Brute primaries feel like brutes. DB/ feels like a scrapper who just happens to have Fury.
  12. Quote:
    Originally Posted by Leo_G View Post
    Knockback is serious mitigation, and probably is balanced around. Changing effects from KB to KD can affect that. Such as Energy Blast. Without the knockback (changed to knockdown), your mitigation is severely hindered and that's really all energy blast has going for it, IMO.
    And Knockdown is serious mitigation too, along with having some advantages over Knockback. I'd say that anybody who digs around in IOs enough to be effected by this probably knows enough to pick for theirself which they want in a given power. Any specific powers that are considered too powerful if they do knockdown instead of knockback could just ignore the IO or something. I honestly don't think it'd be that much of a balance concern, outside of two or three powers.
  13. Quote:
    Originally Posted by Thirty_Seven View Post
    We are still unable to WALK... I would wait for the Natural Super Booster before I count this one out, but my bet is that it's not going to happen.
    Yeah. Given how much work it apparently is to put in a walk animation, I wouldn't hold my breath.
  14. Quote:
    Originally Posted by Carnifax View Post
    Aye, my Grav/TA I made after teaming with a PLed one who hadn't taken any of his arrows. When I got thinking about the synergy and combos you could actually do with one I decided I had to roll him. He's deffo a hidden gem.
    Grav/TA's one I've been considering for a long time. It seems like TA would shore up Grav a bit to make it more control-heavy, plus having an AoE immob with no -KB plus Oil Slick Arrow.
  15. Quote:
    Originally Posted by famousflicks View Post
    Hamidon Lightning goes to AP. I did Hamidon that night, but I don't think I brought it...I hope I didn't...
    On Virtue, it went to Pocket D. And then again. And then again...
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    Psychic Blast/Fire Manipulation blaster.

    It is the only combination I can think of I have never seen. EVER.

    I have seen at least one of every other combination, but I have never laid eyes on a Psychic/Fire blaster of any level, let alone a 50.
    Quote:
    Originally Posted by Aggelakis View Post
    Sounds like an interesting pairing, at least...Psy is extremely single-target, and Fire Manip is fairly AoE-heavy, making them supplementary if not terribly complementary.
    I had one of those on this general idea. Deleted her not long later. /Fire did kinda make up for psy/'s AoE lack, but that just sort of made the pairing mediocre at everything. That plus the fact that neither pool has much mitigation early on and the PBAoE DoTs attract aggro like mad... Probably would've worked a lot better if I tried to solo or group with competent people, though.

    I think TA/anything but archery Defenders are a really rare combo. I can remember seeing about three in the total time I've played, and one of those was my TA/Sonic.

    AR/Cold blasters are way up there too, I'd say. As are Ice/anything except /Ice or /Fire tanks, but then, tanks other than Invuln/, Willpower/, and Stone/ seem to be a dying breed these days.
  17. Quote:
    Originally Posted by Sardan View Post
    I think the repel is a separate effect of Hurricane, isn't it? If it had KD instead of KB, I thnk it'd still bounce the bodies away. If not, then yeah, that's a serious balance issue.
    Yeah, I was gonna say 'no knockback,' but I knew some wiseass would come in and point out it still has repel, so I decided to preemptively imagine that we'd get rid of repel too.

    Also, in my world, Brawl does a mag 20 hold.
  18. Kelenar

    Denial Power Set

    Quote:
    Originally Posted by Stormfront_NA View Post
    I wish your words were true, but against AVs and EBs if the holds ever take, they don't last long and they get to get off their effect anyway. I am looking for something that will cancel the effect, but not really be as total as a hold would be.

    Hugs

    Stormy
    This is sort of what I wanted to see for PToD balancing. Make holds have incremental effects versus AVs, so they stack meaningful unresistable debuffs on them (probably -recharge) to simulate the enemy being restrained by them even if they're not totally stopped.
  19. Arguments about MA aren't innovative at all.
  20. My character gets Blaze, Seismic Smash, Psychic Shockwave, Rain of Arrows, Shield Charge, Dark Regeneration, Power Sink, and Seeds of Confusion!

    My inexperienced friend can take Blaster Frozen Aura, Psionic Dart, /Poison's Poison Trap, Serum, Burn, Lucky, Smoke Grenade, and Black Hole!
  21. Maybe the IO could just set the power's KB to below the knockback threshold? Instead of 'multiply it by 0.5' just make it 'set it to 0.6' or something. No idea if that would be easily possible.

    Not quite a perfect solution, but I get the feeling it's about the best we could see. It would still annoy me quite a bit if I wanted to make a 'teaming' build or something for my energy/energy blaster and ended up needing nine or ten slots for the things.

    There are also some balance concerns, I'd expect. Make Hurricane into a knockdown with no repel? Yes, please!
  22. Quote:
    Originally Posted by Westley View Post
    *one hour of buying incrementally later*

    Left with
    231 million

    I've bought ALL BUT 9, and the remaining ones are selling for MORE THAN 6 MILLION influence. I could try to find out how much they're selling them for, but nah, I don't want to give those speculators the satisfaction.

    So we're down from 1900 supply down to 9. With the last sale being for ONE MILLION influence!
    The moral of this story is that if you list common salvage for a truly ludicrous price, somebody will still eventually buy it for sheer novelty. This shall obviously be my new investment strategy.
  23. Quote:
    Originally Posted by TroyHickman View Post
    (by the way, do you folks have particular clerks that you ALWAYS deal with? I find that I always go to the female employees, if there are any).
    I liked people like you when I worked retail. As long as the only customers in the store were dudes, I could read the paper safely knowing that they'd always ignore me and go to the female cashiers.