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Posts
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Joined
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Quote:I agree I would like to see a few new tights options, the couple I would like to see the most are:
1.) 50/50 1st Half one Color other Half 2nd Color (Mask, Chest, Gloves, Pants, Boots)
2.) Left and Right - Single & Double Off Center Pin Stripe (Chest, Pants, Boots)
a.) I know that's more like 4 options (Left Double Pin, Left Single Pin, Right Double Pin, Right Single Pin) The possibilities for different pin stripe options could be quite vast, as I can think of several off the top of my head. (Lightning, Flames, Circuitry, Shred, Dotted, Dashes, Tribal, & Celtic)
Lastly it would be nice if we could choose to have the chest detail smaller and on one side of the chest or the other. Kinda like how Jackets have it, only upgraded with an option to be on left or right side.
I played champions for a bit and I liked those options quite a bit. It was surprising how often I used them.
I heartily second this. I'd personally love to see the option of a midline (either visible or invisible) vertically bisecting the costume, allowing different colors on each side. What would truly rock would be to put that optional midline on a slider, letting the divison of colors be moved up to, say, 90% to the left or 90% to the right.
Such a slider could also be applied to the chest detail, allowing for a player to position a chest detail atop the color scheme division line. Or not, if you like.
As I'm not a programmer and I'm just now learning the basics of 3dCG, I have no idea how feasible this would be.
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Numina: 30
Synapse: 30
Citadel: 25
Statesman: 14 - 1 = 13
Back Alley Brawler: 40
Manticore: 32
Positron: 33
Sister Psyche: 35 +1 = 36
Maybe she'll update her task force if we keep encouraging her...
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Numina: 31
Synapse: 30
Citadel: 27
Statesman: 19 -1 = 18
Back Alley Brawler: 35
Manticore: 32
Positron: 32 +1 = 33
Sister Psyche: 32 +1 = 33
Yeah, I'll stalk the four hour limit to take Statesman down. I still remember i4.
As for SisPsi, she's a hot redhead. Who dresses somewhat provocatively. Works for me.
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Numina: 31 +1 = 32
Synapse: 30
Citadel: 27
Statesman: 21 -1 = 20
Back Alley Brawler: 35
Manticore: 32
Positron: 32
Sister Psyche: 32 -
Von, thanks immensely for the transcribing work you put into these. I greatly enjoy having some time to wrap my head around upcoming features before they actually go live.
These rewards sound pretty darn good. I am hugely excited about an Unslotter reward (been wanting one of those for years). Heck, all of it sounds quite well thought-out.
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I'll miss Galaxy Girl's statue. Deeply. It still stands as the finest and most compelling statue in all of CoX as far as I'm concerned, plus it symbolizes a character who embodied service, humility and self-sacrifice in a way that no current member of the Freedom Phalanx can.
Maybe we can find a way to move it to Ouroboros intact... And I mean the actual statue, not a "ghost" of it.
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Some things in-game that I would describe as epic...
Abandoned sewer trial--While this one loses much of its mystique with repeated runs, the descent into the depths of the sewer system (without any maps!), the scads of Rikti, the nastiness of the baby krakens and the Hydra itself, the need to coordinate timing, location, tactics and temp weapon management to defeat the Hydra... This was the first real "epic" trial I ever participated in, and I still enjoy running it today.
Eden trial--definitely. The scope, the maps, the hordes of monsters, the crystal titan, all contribute to the sheer excitement I felt the first time I ran that trial. Still one of my favorites.
Lord Recluse's SF--really, the final mission is all it'd take for me to consider this one epic. You and your team. The Freedom Phalanx. Nothing else. Simple and lovely.
Virgil Tarakoss's SF--Unremarkable until the final mission, then $#!% gets REAL. Unique map, unique monster, choice of equally viable tactics, hordes of special minions. Took my breath away the first time I saw it.
The culmination of any Patron's arc redside--The buildup and the story leading to taking on future Recluse primes you, and then the final battle on a wasteland map delivers.
While I could make arguments for Synapse, the Leviathan strike force, Statesman's task force and several others, the five above are what really felt "epic" to me.
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Quote:I ran into a similar problem when creating one of my characters who was still in high school. There's no official information on any schools other than Paragon University's existence and a few random course offerings, unfortunately. I went with the assumption that given Steel Canyon's (then) unique situation as a hub for both Yellow and Green line trams, it would be a perfect zone to house a high school. Thus was born Steel Canyon High School, home of the Steelworkers, school colors Steel (really more of a dull silver) and Ivory.Before the Rikti invasion, did Paragon City boast of any professional sport teams? If so, what were the sports, mascots, and colors? Does the University have any teams? Again, if so, what is/are the mascot and colors?
Im curious about this specifically for a characters background. I can certainly make it up but if there is anything even semi-official, Id love to hear about it.
I hadn't really thought about primary schools, but Atlas and Kings Row would be natural choices for primary schools, while Talos and Skyway seem like good fits for middle schools.
Honestly, it would be nice for the devs to round out a bit more lore in terms of education in Paragon. But until they do, I think we as players might be able to work together to come up with some reasonable working material for possible schools in the greater Paragon City (and maybe even the Rogue Isles). Would prob fit best in another thread at this point, though, since this poor thread appears to be long-forgotten by the development team and Manticore in particular.
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Quote:Abso-freaking-lutely.I think the IXP bug is making Keyes look less attractive right now for some people.
I personally don't see Keyes as any MORE annoying than BAF or Lambda, it just has its personal annoyances for me which are different than the other itrials. It IS a nice change of pace, it requires different strategies and team dynamics, and it awards an Empyrean merit as well as an admittedly small number of Astrals. But the reason I don't run it as much as the others is that the iXP reward is hosed right now. While that's not a problem on my main hero or my main villain, it is for my other incarnates. If I'm playing one of my incarnates who still needs iXP, I'd really like to see some tangible reward at the end of her trial run, particularly when running what tends to be the longest itrial in terms of time.
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Quote:It's a huge pain for healing. Was playing my emp/dark defender last night and had to keep moving the cursor over each teammate to get an idea of what his/her hp and end were, because the team window wouldn't sync up until the end of the mission. Wasn't much of a problem for buffs, as I don't follow the mini-icons for them.I haven't played my Fire/Therm Corrupter since this bug has hit - I wonder how much this may affect Healing and non-group buffs?
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I slotted my fire/fire tank's Rise of the Phoenix for damage and recharge. It's not an "every mob" type of attack, but it cycles surprisingly quickly with 2 or 3 recharge IOs, and its damage is pretty spectacular when coupled with 3 damage IOs, an accuracy IO and some set bonuses. Where it really shines is when I'm running her in a party with some AoE immobilization, because that counters Rise's initial knockback and holds the poor suckers in place for all three pulses of damage.
Obviously, there is an obvious downside to using Rise of the Phoenix as an attack: you sort of have to die to use it. With a fire tank, already pretty squishy as far as tanks go, it's not that hard. Whenever I want to use it, I just drop my toggles and drag everything possible into melee with me. Works like a charm.
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Quote:Well, now, THAT makes me sad.Galaxy City isn't getting revamped - it's getting removed from the normal game - there's no logner going to be a Galaxy City zone - the current one will be an "echo" that can be accessed from Ouroboros, but from I21 onwards, Galaxy City will cease to exist in the game world, except as the name of the new tutorial map - Atlas Park will be the one and only blue side starting zone.
I find the story of Galaxy Girl to be one of the best early examples of CoX lore. It's inspiring, not just for a young hero character but also for jaded players like me. More than one of my characters cite Galaxy Girl as their inspiration, and seeing her statue's arms reaching into the sky still gives me a thrill when I fly past it. I truly hope that if her memorial and the zone of the city named in her honor are destroyed, somehow she'll get a new memorial built in a different zone. IMaybe we could get a Galaxy Girl statue in front of the train station in Atlas, like the devs did with Cyrus Thompson in Kings Row.
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Nope, I borrowed it from some website years ago. My hair's much shorter than hers (I like a pixie cut, but it's close to my shoulders now, to please my loving wife--she likes me to look more girly) and a dark auburn. Her eyes are very much like mine, though, which is why the pic grabbed me at the time. While I'd love to dye my hair electric blue to match my in-game persona, it would be a bit hard to explain to my patients. My wife and my daughters would love it, though.
Edit: I forgot that I had a collar like that girl's too. I save it for special occasions.
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I'm beyond happy with my Storm Elementals. I've been wanting them as a pet for years, and I was soooo hoping that we'd get them as a Lore pet option. The devs have made me quite happy.
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Quote:I think you're dead on with this theory, GG. They may be able to use inorganic matter as well as organic matter to form a "body" around. Heck, they might even be able to form around energy such as fire.Maybe the energy/goo adapts their look to wherever they show up? Like in Bloody Bay they used the skeletons of the people killed there for their shape, but in Galaxy City they seme to be using the rubble of the ruined buildings to give them their shape?
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I'd like to echo the sentiment expressed early on about Galaxy Girl. Her story has always been one of my absolute favorite pieces of CoX lore from the very beginning, and more than one of my characters has been inspired to take up being a hero by Galaxy Girl's selfless actions. I'd love to see more of a game spotlight directed to her and her backstory. Really, she deserves it.
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Already some good advice given out here =)
It sounds like you're in roughly the same spot I was when I got the itch to redecorate a couple of months ago. You've got stuff you want to keep and not re-craft, which is completely understandable. What I did first was to increase my base's plot size. I also spent a bit more prestige to make it a "secure" plot, which increases the amount of control and energy items you can place. How big you need to go in plot size is up to you, but I'd recommend adding at least 4 more boxes along one side (in your case, maybe 6 if you're moving your big teleport room). This should give you enough space to move your existing rooms you want to keep to the side while refitting the space they used to occupy. Once you're done, you can either move the old room's items into the new room or just move the entire old room into its new place. Bear in mind you can add doorways between rooms, too; you're not just limited to what the base editor automatically places between a room you're adding and its existing adjacent rooms.
Hope this helps!
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Would be nice if our Incarnate Level Shifts were active on Apex's and Tin Mage II's task forces. I'm sure there are all sorts of reasons why they're not, but it would certainly make sense for them to operate on those.
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Trick Arrow is just an awesome debuff set overall, and I absolutely love its Tier 8 and 9 powers. Oil Slick might not be an "every mob" power, but with some slotting it's certainly an "every other mob" power, with excellent def debuff, knockdown chance without any scattering from knockback, and even an opportunity for some free damage with the right accompanying power. And EMP Arrow is just one of the best AoE Holds in the game with some very lovely debuffs to regen and recovery and even some endurance drain to boot. As far as the self recovery debuff, yeah, it doesn't make any sense... other than for play balance. That's the real reason for it, I believe.
I'm with everyone who doesn't get why Clarity is a tier 8. It'd make more sense if it was an PBAoE buff and/or had a much longer duration.
Force Field's Tier 8 and 9 I've found to be not particularly useful. Now, that may be my playstyle, which finds my DP/FF defender a bit more offense-heavy than most. But the main reason I'll use either Repulsion Bomb or Force Bubble is to get some breathing room when a mass of enemies is swarming the team. I generally do not use either as standard operating procedure.
Thermal's debuffs I actually find extremely useful. Melt Armor is flat-out a wicked debuff, cutting both defense and damage resistance to a large degree. Oh, and it also happens to be Targeted AoE! Slot it for recharge reduction and it's a powerful weapon against anything. Heat exhaustion isn't quite as amazing, but it's still a really nice debuff that significantly reduces the damage output of your target while also debuffing regen and recovery. Requiring a hit is probably its biggest weakness, but even with that it's a very nice debuff.
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Absolutely. Without hesitation.
Personally I'd be willing to pay up to $20 for a base expansion pack BUT only if it contained a large (or preferably huge) amount of new details, items and materials. I'd certainly be willing to pay the typical rate for add-on expansions, $10, for a more modest amount of new base material.
Well, I've wanted to have water in my bases for years: fountains, waterfalls, pools, rivers, streams, trickling water, you name it. Right now all we have are tricks to simulate water, and they're pretty much pains in the rear all the way around. I think this is what I'd go for more than any particular theme.
However, in terms of themes, I think they could be organized either around a Big Concept (sci-fi, fantasy, anime, supers, nature, ruins, etc.) or existing in-game material, such as enemy groups (Circle of Thorns will most be likely be the biggest request, with Carnies and Rikti the next most-popular, I expect), organizations (Praetoria, Ouroboros, Paragon City, PPD, Longbow) and existing maps (Frostfire, Croatoa maps, outdoor maps).
Well, THAT'S a question with lots of leeway. I guess for a $10 pack I'd expect at least 1 or 2 new themes (like the existing Sewer, Tech, Bricks, etc.), prob 20 or 30 new details/items and one or two new "game mechanic" pieces (like new storage racks, new plots with more space for storage items, base defense pieces, teleporters, and so forth).
Really, those of us who still love and work with our bases tend to be few in number but very diehard in loyalty. I think almost all of us would be willing to pay for more base goodies. If the devs would throw in a pretty or two for everyone, like new costume pieces, new temp powers or new emotes, they'd get quite a bit of the non-base-enthusiast crowd to buy as well.
It's been years since we got any base love from the Studios. It's time.
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Quote:This was prompted by doing a Freakspec yesterday with a friend and spending 80% of the time in the reactor room doing absolutely nothing, which is why I almost never run respecs heroside anymore. I was not aware that there was another thread on the same idea until I saw the link in your post.Uhm, scooped?
I sincerely apologize for not being aware of every single post on each forum.
Quote:The fact that it's meant to be run by characters who need a respec. So it actually is meant to be a bit of a cakewalk.
Quote:Unless I'm mistaken, you can't adjust the difficulty of a TF or Trial downward anymore, due to the option being abused to earn merits even faster. And you outright just said you could raise the difficulty to make the trial more challenging...so why don't you do that?
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I don't think there's any argument that the final mission of the hero Respec trials in the Terra Volta reactor core has become a time crawl. Ever since the spawn rates were cut many issues ago (for what was then intense griping about difficulty), every TV respec I've run has taken about 10-15 minutes for the first two missions, about 3-6 minutes getting to the reactor room, and then about 25-30 minutes just in the reactor core. There are gaps between spawns of several minutes where people are left standing around with absolutely nothing to do. If the original version of the reactor core mission was in danger of failing due to waves of enemies, the current version has us in danger only of falling asleep.
So what exactly was wrong with running a respec trial and actually having a chance of failing? It's not supposed to be a cakewalk! Yes, I'd always hate failing a respec in the core, but every single time I had a blast fighting off waves of enemies regardless of whether we were successful or not. Having to race back to the reactor from the hospital in IP (there wasn't a field hospital in TV then) only added to the excitement by trying to get back while the team held off the hordes of enemies. We need some of that excitement back in the Reactor Room!
Please speed the spawning of enemy waves back up in the reactor core. We now have multiple options to adjust difficulty, including the effective levels of enemies and the size of the spawns. If the trial is too hard for certain teams (or too easy for certain teams), we can use the difficulty adjusters to fine tune the challenge for each team. In short, there's really no longer a need to keep the spawn rate of enemy waves in the core at its current staggeringly slow pace. Please move this back either to the original spawn rate or at least something very close to it, so we can regain some of the thrill that the original respecs had.
Thanks!
K