Lemur Lad

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  1. Lemur Lad

    NoPhase

    My controller hibernates every time Romulus dies. I love the power. No thank you on eliminating it.
  2. I've talked to Castle in the past about Attraction (reverse repel) effects, and he freely admitted it would be awesome and give him a lot of cool options (can you imagine the Plant pet if he dragged people into his maw instead of just rooted them and plinked them with thorns?).

    Unfortunately it's something the system currently isn't capable of. He was distinct about that. Didn't say it wasn't capable or that they'd never work on it, just that it couldn't at present. And to be absolutely clear he never hinted they were planning to work on it either. I still have my hopes though.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    WHY is that so hard to understand?
    I think that's clear. A lot of kids went into a lot of canyons with those signs back before they could read. Got hit, and here we are.

    Or something.
  4. Quote:
    Originally Posted by DJ_Legend View Post
    Does anyone know about any of the badges that come out with i17?
    Dozens I'm sure. As others have said, anyone who is in Beta isn't allowed to tell you or give info on it yet. The only thing I'll add is, this:

    You're going to have to ask yourself a question. How much do I want to discover for myself? By which I mean, most if not all of the new badges will be found and listed by the time it hits Open Beta if not sooner. So the question becomes, do you want to hunt them yourself and only resort to the guide when you get stumped, or do you want to be led on a nice and easy tour?

    Just something to think about. I know I'm going to keep myself in the dark on the specifics until I'd gotten at least a few of the badges myself.
  5. Quote:
    Originally Posted by konshu View Post
    I'd like to see the devs hire someone and tell them to add content to redside, including new SFs. If they're good, they'll have some decent stuff up within 6 months.

    One SF I'd like to see, as a parallel to Posi, is a Veluta Lunata SF, for ranges 10-15. Her arc is virtually inaccessible for players at level 12, so why not convert the contact and the arc (with some modification) into a SF?

    There's so much that could be done. I just wish it WOULD be done.
    If you went there with a smallish team, you could get the badge easily at 12 and run the arc(s) as a Strike Force. I personally always felt that it IS a Strike Force, they just did it the way they did so that people who didn't want to get a team together could still get it rolling.

    Considering I've soloed those badges at least twice at level (before and after they were heavily reduced), and duoed even more, I don't find the arc inaccessible at all. Just remember to move to a new trap before it blows, and it's fine.
  6. Lemur Lad

    Incarnate Levels

    Quote:
    Originally Posted by Xaphan View Post
    I'm gonna start calling them iLevels. Who's with me?
    You go ahead. I'll be right behind you. Really. I just have a few things to take care of over here...
  7. I know you can target specific objects with targetcustom, but I don't know if you can target objects as a class. I also know you can bind accept and reject as responses, but I dont know if you can do the same with interacting with something.

    Based on this it doesn't look like it.
  8. Quote:
    Originally Posted by zachary_EU View Post
    My humble opinion is that they should open Shadow Shard dimension to villains and give them own contacts so villains can do those TF's (SF's). That would be fastest way to give 4 new and really long SF's to villains.
    Bad Content is better than no content at all? Nah I don't think so. The zones weren't ready for prime time when they came out, and they're most definitely not up to snuff compared to what we've gotten since. I love the Shards. But no way do I want to see them expanded without a significant revamp.
  9. Quote:
    Originally Posted by Zaion View Post
    I'm not saying the set doesn't fit within the CoX universe, or that it isn't fun, but it's a little too specific. You'd have more thematic options with normal shotguns and assault rifles. Anyone can pick up simple guns and fight with them, but only a specific type of character is going to get their hands on something like the current AR.

    We have 6 different powersets that essentially come down to hitting people with a simple melee weapon, and only 2 for guns. I just feel it should be more balanced and this is the way to do it.
    We have those 6 melee sets, and we also have dev acknowledgement that if they'd had a choice about a different way to do that, they would have. So why are you trying to push them down a design road they've already said is a bad idea?

    I wouldn't mind if they revamped AR to make it more like Dual Pistols, and had an Ammo Swap, but dividing it into 3 full sets is not the way to go.

    Especially since then you'd have to come up with a solution that handles what you've just done to all the people with AR characters who like having the options.
  10. Lemur Lad

    Kinetic Melee!

    Quote:
    Originally Posted by Blue Rabbit View Post
    ZOMG! That looks a lot like my Tai Chi practice only I don't throw kinetic force bubbles (obviously ). But the movements are like that!
    Like I said, Jazz Hands.
  11. Lemur Lad

    Kinetic Melee!

    Sure, they won't do Clown Summoning, but they will do JAZZ HANDS!
  12. Lemur Lad

    Kinetic Melee!

    Not as funny as it seemed in your head.
  13. Plant Thorns is the obvious Dominator
    Plant Rad is probably the obvious controller (you have mutant plants and something to mutate them)

    At least, to make use of Plant.
  14. Quote:
    Originally Posted by BlueBattler View Post
    Boy I hope a DEV reads and answers this ...

    Both Positron and War Witch state they would prefer to concentrate resources on making new zones rather than revamping old ones because it's easier to do so.

    I'd like to know why it's actually easier to make a new zone than it is to revamp an old one? What does a revamp involve that making a new zone doesn't?
    Revamping an old zone involves several things that a new zone doesn't:

    1) you have check all legacy content and make sure it gets pointed to the new version of the zone (or somewhere else).

    2) revamped zones are in essence new zones, they just happen to look a lot like the old one. In order to accomplish that, they can either build a map using all new textures and models and try to make it look exactly like the old one (where it needs to), or they need to take a copy of the old map cut out sections that need to change, and put in your new assets. The problem with the first is getting it to look enough like the old one to match. The problem with the second is getting the sections to fit together and blend and look right.

    The reason they feel new zones are easier is the same reason a general contractor will tell you they prefer building new houses to remodeling old ones. When you go into a remodel you have no idea what the people who came before you did until you rip stuff out and get a look.

    Fun Fact: did you know that "old" Faultline and "old" Rikti Crash Site are still part of the game?
  15. huh? which missions do you mean and what do clickys and checkboxes have to do with them?
  16. Quote:
    Originally Posted by Tokyo View Post
    Instead of praising the devs for everything they do in order to get into the next closed-beta.
    *adds this to the long list of things Tokyo is completely wrong about.
  17. Quote:
    Originally Posted by Eiko-chan View Post
    Except that's simply not true, and you just proved it yourself. 9 hours is significantly less than 18 hours. There is not "enough villain content available" to avoid the DR clock. There is ample hero content to do so, however.

    So one side or the other of this issue needs to be fixed.
    If you're playing more than 9 solid hours a day when it's not a special occasion like Double XP weekend, you have bigger issues than the DR clock and the amount of content.
  18. Quote:
    Originally Posted by DumpleBerry View Post
    Really what I'm surprised about, is how WW was able to find that thread--considering how fast the bad ideas move in this part of the forums.
    By move, do you mean float to the top and hang around no matter how much you flush, like a really hefty log?

    It's good ideas that sink like a rock because people have a hard time coming up with more of a response than "I agree" but are willing to argue for weeks about something they've argued 32 times before.
  19. Quote:
    Originally Posted by Substrate View Post
    Ok added a Virtueverse page for Substrate was surprised to find out he name was not taken on Virtue. She is a WP/Mace tanker of Natural origin. WP is using the minimal FX option and Mace is using a Shovel. Gives a good natural looking set for my sanitation engineer.
    Remake as Shield/Mace. Manhole Cover and Pipe Wrench are far superior theme wise.

    I have a Brute named Pipe Snake, who even though he's now 50, will become a Rogue then exemp himself through Ouro, and live in the Abandoned Sewers.

    edit- just read the end of the thread. I dont see it as campy at all. It's a lot of fun too. Shield Charge wins battles, end of story.
  20. Quote:
    Originally Posted by Tokyo View Post
    Pretty much what bill and Cat said. Balance is just that, "balancing." With every new element introduced into the game the devs have to balance this with preexisting elements. It's a process that continues and can never be fixed with one issue.



    I have a bit of a problem with this statement. For a few reasons. While the Devs can't concieve of EVERY possible way their changes may affect builds or might be abused. And they certainly can't account for every bug that might be exploited..

    The beta-testers during i13 WARNED the developers that the changes would KILL ladder PvP and would widen the gap between PvE and pvp as well as push people away from PvP and many out of subscription entirely.

    Those that beta-tested AE WARNED developers that the reward system was BAD and would be abused by farmers and RMT'ers, many made some great alternative suggestions...they were ignored.

    I remember when BotZ came out many beta-testers told devs Exhaustively that the bonuses were too high and they'd be abused...they were ignored.

    I could go on..but those are some of the glaringly obvious things I could think of that the devs could have fixed just by LISTENING to what their beta-testers were saying.

    My point, if the devs would listen to criticism and the insightfulness of their beta-testers; MOST of the exploits and nerfs that the devs have made could have easily been avoided and anticipated.
    Thanks for telling me about beta tests I was there for. I disagree that most of those problems were easy to avoid though.
  21. Quote:
    Originally Posted by Vitality View Post
    That doesn't have to happen if you take the time to balance something before you put it into the game.

    Adding new stuff should never require adjustments to the current.
    And you think they don't try to balance stuff before they add it?

    Here's the deal. No group of testers can try every variation. No dev or team of devs can anticipate what thousands of players will do with something once they have it.

    There's just no way. Unless you want something like one new issue a year, or no new content at all, then you're not going to get what you're asking for.

    Besides. If they devote a full issue to "balance" what does everyone else on the staff do? They'd have to wait to see what the final balance changes were before they went ahead with any new content or systems. You're telling 2 small groups of people (the powers guys and the engineers) to do all the work while the other dozens of people sit around for months.

    Idea. Does. Not. Make. Sense.
  22. Have fun at PAX East everyone who can go. I'm at a point where it just wasn't in the cards, even if I had entered and won the contest.

    I got to talk to Mod8 for a few minutes today, and it sounds like it's gonna be a rockin good time.

    Make sure people are taping or filming the panel discussion! I want as new secret info!!
  23. Quote:
    Originally Posted by eiko-chan View Post
    maybe the solution is to punish/discourage speed runs, rather than lower overall merit rewards, then.
    that's what the diminishing returns clock does!
  24. I love how quickly people forget the rampant farming and speed running that this change was meant to short circuit. In addition to the fact that rampant speed running led to the major merit nerfs that people hated.

    Let villains run as much as they want, or even twice as much? You'll kill what little merits we get as people quickly optimize and drive the times lower and lower. In the end it will lead to less people running less SFs for less merits, and give the devs one less reason to make more SFs, not more.