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New non-clipping revamps of all the old costume pieces: 200 points each in the Paragon Market!
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Quote:The puffy shirt from the Steampunk pack clips with 100% of characters because the neck bulges into it. So it's not even an "old vs. new" thing.I was talking about animation clipping exclusively. I agree that Positron's explanation does not make a ton of sense given the examples you have presented. However, the examples you gave all involve pieces that have been in the game for over 2 years at this point. Since then the Devs may have adopted a "no further clipping" policy where, as Positron said, if a piece they are considering porting over clips with over 20% of the currently available pieces, it is then not ported over.
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The moral choice in Seer 1381's arc involves freeing one Seer substation. Furthermore, even choosing not to shut down the station, while it means you do fight her (I think...it's been a while, so it may not even be her, but just a bunch of ambushes), doesn't mean she gets plugged back in again. So "Katie Douglas is free, but there are still Seers in the network" is a perfectly valid situation regardless of which choice was made in that arc.
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Quote:Really and honestly no offense meant, but that argument might hold a little bit more water if so many pieces didn't already have pretty noticeable clipping issues. When a good 25% of the jacket options get their collars covered up simply by virtue of the fact that my characters have a neck, I simply learn not to use those jacket options. Most of the female "detail 1" options can't be used with the various hairstyles available, etc.What is more likely the case is that the pieces in question clash with over 20% of the other pieces in that area (cutting through geometry, in general looks really bad). In these cases we reserve the right to withhold these pieces in order to maintain the good looking characters you guys are capable of.
If we're so capable of making good looking characters, why is it so hard to think that we're similarly capable of noticing these same issues and adapting our designs to them? -
Is the belt supposed to just kind of...stop like that, or are this set's pieces actually clipping with other pieces from the same set? I don't see anything there particularly worth the money...the set works decently for a bunch of badguys in uniform, but not so much for player pieces. When they inevitably roll out "Thorn Pack 2" for another five bucks, we'll see if there are any decent pieces there, but I rather doubt it.
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As I recall, in this particular mission, it doesn't really help that the Resistance stealth is actually ridiculously buff. Base Empowerment buffs don't help, and IIRC, it takes two small yellows to make them visible (1 medium yellow will work, but those aren't as easy to just run to the contact and purchase). The mission itself is fairly long...running in and out multiple times because you have five minutes of inspirations and twenty minutes of mission really isn't acceptable either.
But honestly, at baseline, I'd say that if you're playing smart at +0/x1 and chugging inspirations that fast, there's still a balance issue. There's no other group out there that's going to make you do that. And really, "get inspirations" isn't a challenge, any more than "get a Mastermind" for Barracuda.
I like seeing challenges in this game, but it's better to define a challenge as something that makes you play smarter, first and foremost, rather than just running back and forth to stack the deck. Put another way against the Inspiration argument, let's take Hamidon. Your group is going to need EoE Inspirations, more than likely, if they want to do a successful Hami-raid. But I guarantee you that having fifty players each with a full 20 EoEs is not going to win the raid for you. Heck, having fifty players who somehow have 200 EoEs each still isn't going to magically fix everything. That's because Hami requires strategy (it may have become rote on some servers, but it's still strategy). Hence, Hami works well as a "challenge". These Resistance don't require anything except to make you slog to and from your contact repeatedly. -
On the one hand, I can see the reasoning behind it. Most of the individual AT forums are pretty slow compared to, say, Player Questions or City Life.
HOWEVER!
I think simply the fact that, in game, you have multiple ATs popping up under multiple categories, is reason enough to understand that merging certain ATs' forums just isn't going to work well. Furthermore, merging like ATs still isn't going to work. A Dual Blades/Willpower Stalker plays hella different from a Scrapper or Brute with the same sets. And similarly, a DB/WP Brute, isn't much like a WP/DB tank, either. Similarly, within just the Mastermind AT, and the various EATs, you have people playing as tanks, as support, or as big damage, depending a lot on which sets they use and their general style.
If you're dead set on merging the AT forums, I'd do a few broad categories based around playstyles rather than ATs, and then naming ATs that are "possible" examples, but not restricting them to a single spot. "Squishy damage", "Crowd Control" (Controllers, Dominators, Fortunatas, Masterminds) as just a couple examples. Not too different from the original proposition, but more focused on build style than AT, and as you can see, with certain forums open to multiple ATs. Even this way, you could still probably cut the number of forums in half, at least.
It's still not that great, but it's better than saying "Blasters and Corruptors over here", "Defenders, Controllers, and Dominators here", I think. You might have to repost a few of the sticky guide listings in multiple forums, but it'd make for more ease of discussion.
I also wouldn't really bother with a separate forum, honestly, with build help if you go this way. -
Honestly, I like it. I got quite a bit of mileage out of it, teleporting from the far side of IP, or from Striga (especially handy for that one fedex mission near the end of Moonfire), or as a direct link to Peregrine Island.
That said, I can see it being pretty useless for villains, since everything's connected to the ferry anyway, and the lack of hazard zones or cross-alignment areas for Vigilantes and Rogues are both disappointments.
It's good enough for me...but it could be a lot better. -
That doesn't mean it has to be in either. It could be in yet another dimension (which, in a way, might tie in the whole "Coming Storm is a threat to the whole multiverse" aspect better), or somewhen else in time (ala Cimerora). Not that there aren't aspects of the continuing Praetorian storyline that I like about it. I just feel like it might've come into its own better as its own world. But that also may change as I do the later arcs.
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Only managed to do the first two arcs this weekend before I out-leveled the whole area. My own fault for waiting 'til the late 20s to start out of how buff I heard the enemies are (and they really weren't...so far at least). Really enjoyed them. It's a great setting, though I'm not sure if it's connection to Praetoria serves or detracts from it.
Though on the "Praetoria" side of things, it's nice to see that the story takes my view of Calvin Scott and runs with it. -
They've been like this since day one of i18, well before the trials started showing up with them. And yes, it's damn annoying. But sadly, it seems they're meant to work this way; it has nothing to do with bleeding from the Incarnate raids.
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I'm not usually one for speed-leveling an alt, and heck, not normally one for Defenders in general, but I've been having so much fun with my own Time/Rad that he just made 32 last night after less than a week in use. Time's Juncture + Irradiate makes me happy in all sorts of ways. I feel like a tank, against non-mezzing enemies at least.
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Rule #1 - The Doctor lies. It hasn't been 200 years, and he hadn't actually done all the things with River that he said he had done. 'twas a ruse to convince help everyone that this was the end of the line.
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Getting to the end and being unable, for whatever reason, to defeat the EB at the end, I'd assume. Since it's set up as a TF, you can't just call a friend and say "hey, come help me out". You'd have to quit and start all over again.
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Quote:We already know there's something like that in the costume creator code because of Munitions Mastery for Blasters and Mace Mastery for everyone let you choose a weapon to use with their respective sets, but only when you, y'know, actually have those sets. That said, Standard Code Rant still applies, and just because the power customization screen looks like the costume creator on our end doesn't mean they're remotely related when you dig into the code.What I wonder is what if they made an 'invisible badge' you get when you select a Pool, Epic, or create an Incarnate power. That nonexistant badge (as far as we players are concerned) represents the unlock for that 'costume piece'. We lose that badge when we respec out of it or create the next level of Incarnate power, consuming the previous one(s) and get the appropriate non-badges with what we change instead.
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I think my definition of 'we know it's wanted but don't have any plans to do it' is probably a pretty good translation of Aware, really.
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I think it's more like the exact opposite of Soon. Soon means "we're working on it, and we'll have it out when it's ready, but making it ready might take some time". Replies as far as further power customization seem to be more like "we know people want it, and we've made a lot of notes about it, but work on it hasn't even begun, nor is it actually even slated to begin".
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I believe the common answer is "we know people want it, but it would take too long, and we'd rather use the animation time for straight-up new powersets".