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Quote:That doesn't mean they won't ever revamp a redside zone though. They revamped Atlas because it really was showing it's age and they could use the new tech to get it to look more as the originally intended. I saw what WW said as more an indicator that as a zone, Mercy was a lot closer to their intended mark and that was the main reason they didn't revamp it. I don't remember her exact quote, but I'd bet money that what she said couldn't be parsed to apply to all red side zones.Not to burst your bubble, but I have yet to hear any redname make a single statement that would indicate to me there will ever be zone revamps redside. To the contrary, when discussing the Atlas Park/Mercy Island zone and mission revamps in I21, War Witch pretty much indicated that they specifically chose not to revamp the look of Mercy Island because the Rogue Isles has a distinct style that they did not want to change.
With Ultra Mode Tech, they can make differential between St Martial's glitzy casino district and it's back alleys more stark. They can go back to northern Nerva and give Primeva and Thorn Isle some much needed love in light of the updating of the Circle of Thorns.
There's a lot of room for improvement and several spots in the Isles I'd be willing to argue didn't hit the target with the dev's intended look. There's also big sections that look tacked on as an afterthought and could use some definite story and graphical redevelopment. -
Quote:Hell, they have the entire middle section of Diable Isle between CaD and Port Oakes. Ever look at it on the map? It's at least as big as each existing zone.I can definitely see this. I'd rather see them add new contacts or SFs that use the space they already have. The redside zones have so many nooks and crannies that are never really used outside of one mission here or there, like the Crey HQ or the Sky Raiders water base. I'd love to see more content added that expanded these little sub-zones in the bigger zones.
I could also have a ton of fun exploring the complex that I know much exist under Aeon City. -
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Mid's accounts for it. The detailed info even tells you when and where you have superfluous bonuses.
I've never slotted a PvP set, so I can't say if the bonuses have different names. -
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Taser speaks true words. Mark me down for what he said.
The only thing I'll add is that for every person I've heard complain about redside being dingy, I've heard someone complain about blue side looking too sterile and identical. Never made sense to me to have vast stretches of clean super city, yet they're still flooded with active criminals acting criminally. At least Red Side the arrangements tend to make sense, and you even see rival groups fighting each other or staking out turf as opposed to simply standing around most places.
I think my biggest disappointment with Red Side is they didn't do enough. Between huge budget cutbacks and lay offs, and caving into the hero player whining that happens whenever something villain centric is added without anything equivalent for heroes, they fell short on the comfortable amount of content needed to feel like the area is fully fleshed out. If we didn't have to settle for the same WST on red side twice this month (not to mention one we have this month we had last month too), I'd be pretty much completely at peace with the way Red Side differs.
In the perfect world inside my head, they'd announce they're revamping Boomtown. Release screenshots and a teaser video. Then a week or two later let out that the bulk of the content will be villain centric, due to the mutual cooperation treaty Vanguard and Longbow made with Arachnos to deal with the Coming Storm. -
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Quote:Because the only content that worked/works that way was the initial hero content. They've not tried to stick to that in content that's come since. Most game content from the revisions of Faultline and RWZ onward has admitted to the existence of higher level characters doing bigger things, at least tacitly.No... See the Sutter TF comes first. It's the lower level. The game lore is not designed so that characters of one level are working concurrently with characters of another. The whole game lore is written so that as one character progresses through contacts they learn more and more about the world. It's why not everyone knows that the Lost are turning into Rikti, what the Rikti really are, and that Crey is evil.
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So how were the events of Apex/Tin Mage II the initial invasion plans if I've fought them through one TF and two story arcs previously?
If in your characters personal timeline you happen to do Tin Mage last, you simply have to address that in your head and accept that the events of Tin Mage, Sutter, Apex, and the Incarnate Trials are largely simultaneous.
They can control the order they add things and write as if later things happen after earlier things, but they can't control the order people run them. That's not the fault of the content, as they've done their best to move away from a strict linear character timeline that was a big downfall of the original Hero content. -
Quote:Who needs a handwave explanation? You yourself brought up the explanation within the Apex TF, why be so quick to forget the text within Tin Mage II?Yes, I'm sure you can come up with a handwave reason why they didn't turn on their incarnate power for Sutter. I'm not really interested, since there is no canon explaination for it yet. Like I said, I remain optimistic that someday it'll be explained. But then I feel that tying Incarnates to Praetorian content was a massive mistake, lore-wise. The goatee universe just allows for too many comparisons of power levels. They would have been better off using something else. Unfortunately that ship sailed years ago.
Quote:You have all done an upstanding job at defending Primal Earth from the Praetorian Invasion. Halting the force within Neutropolis will allow us to more easily handle the current forces that are within Primal Earth. If that army were to have marched through, Atlas Park and Grandville would have been overwhelmed by the sheer number of Clockwork, War Works, PPD, IDF, and Powers Division members. We still have a long way to go before this war is over with Praetoria, but we have pushed back their initial forces. As I understand, there are some other incursions by the Praetorians throughout Paragon City.
The only time there's a logical pretzel would be when someone exemps down and tries to justify the lower level TF as a linear part of their personal timeline. -
Quote:Huh again?It has game lore problems in that it occurs concurrent with the Praetorian Invasion, which then doesn't start until you hit the 40s for characters not created in Praetoria. So if you run it early you will take part in defeating an invasion that hasn't happened for that character yet. I remain optimistic that someday that will be fixed through other content. There's also the whole, "why did I need incarnate powers to defeat the same people I could beat at level 20," problem with the later incarnate missions.
It's pretty safe to say that the Praetorian invasion applies to characters sub 40 in this TF and it's not a contradiction to any other content, so I'm not sure what your gripe is. Praetorians come to Primal Earth at 20, and these TFs start at 20. It's an expansion of the story not something that trumps things that happen later.
Besides, look at the foes in Sutter: A Primal Sky Raider AV, 2 Praetorian nobodies, 2 Praetorian alternates for Primal Heroes, and both versions of Col. Duray. All are foes designed for that level range. -
Quote:Huh? If you'd care to point out where else the Wrecked Skyway City map and the combo Talos -> Sewers map show up, I'd appreciate it.To me personally it feels like a rehash of the Apex Task Force for lower levels. It starts with a shiny new map, but then it's like they realized they couldn't have a one-map TF and so just cribbed from what was already in game.
As for being unpopular, I don't buy it. It's longer than Kal but really that's the only knock it has against it. It's a fun story with fun fights, much more interesting than the ones in Mortimer Kal.
Whenever I've run it, people have had a blast. Even the time I did it on a nearly all melee team and we had 65 deaths.
Anyone who ever wants to run one get in touch with me ingame and I'm down. -
Quote:Too bad you missed some key details. There is gray area content. It's just limited to Tips presently. You're given a choice in how to pursue them. If you wanna do that gray area stuff you can, without changing your alignment further.People spake thusly:
Did NO ONE read what I wrote? I'm not asking what to do with my character!!!
I know "what there is to do." What I'm saying is that there's nothing for a ROGUE to do who wants to stay Rogue. Not every villain is the hardcore villain type just like not every hero is Captain Whitebread who wouldn't kill a fly. I'm playing the "Going Rogue" expansion, not the "Going Hero" expansion.
If you're going to have four alignments in the game, have content for all four alignments. That's ALL I'm saying. If the ONLY content is for heroes and villains, you might as well just have the characters flip directly from hero to villain and back again with nothing in between. Anything else is a waste of time.
I am SORELY disappointed at the fact there was no effort to make content for that "gray area" between hero and villain. This is where the bad guys get shoved off buildings because the "hero" wants to watch them plummet to their deaths...or the good guys get beaten to a pulp, but then the "villain" walks away and let's them live. It's SO rich in possibility and it's so sad to see absolutely nothing done with it. Had I known there was "NO" rogue/vigilante content at all, I would very possibly not have purchased Going Rogue.
That's all I'm saying.
They can't revamp all existing content at once though.
What you purchased was the chance to go through the transition, and a set of new zones that do operate in those gray areas (Praetoria). If that's not enough for you I'm sorry.
As for the responses you've gotten, if your post was mainly rhetorical, it doesn't belong here. People responded as if you were looking for information, which is what this section is for. -
You need to open up your second costume slot at level 20, then you can make that a plain clothes look if you want.
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Quote:Pretty sure that part of the EULA has been there for years, not that it matters. The language isn't there so that they have grounds to stop you from doing it, it's there so that no one has grounds to claim they are liable if someone does it and something bad happens....and violated the terms of the new EULA by using what appears to be your real name in the thread title.
"You warrant and represent that You will not use any Service, Content or Software to provide any information that could be used, directly or indirectly, by another user of the Game to identify You in the real world. You warrant and represent that You will not use any Service, Content or Software to obtain any information that could be used, directly or indirectly, to identify another user of the Game in the real world. "
Have you seen that new EULA? Wowza. -
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Here's the thing. Have any of you actually run into anyone who has bought INF? Getting rich in this game is so fall out of bed simple, and the mechanisms we have to slow down RMT sellers so generally effective, that I honest to god don't see it as an issue.
Leveraging against RMT by selling official INF would matter in a game where there were big INF sinks and pretty strict limits on acquisition. That's not this game, and the moment any new player talks to someone who has played longer than a week, they will learn that. -
Moral of the story (according to the OP): Having badges is awesome. Getting badges sucks.
That's what the post boils down to for me, and I have to say I disagree. Once I have a badge, pretty much all it is for me is a memory cue to remind me how I got it. It's those experiences and groups that make getting badges interesting for me, not the having of them. If I had all my badges on every character, I'd have no opportunity to re-experience the getting of that badge in a different way, or improve on the amount of time and effort it took me prior. -
My advice is respec now, but don't dump money and time into some kind of ultra high end build. Use your freespec, get a feel for the process, and try out something you maybe wouldnt have normally.
Use the respec to get some ideas and plans in advance of the i21 update everyone is telling you about. -
Quote:Because in the AE a script is still running the show for the NPCs with those powers. In the game a human is picking the powers and when and how to use them. This makes a big practical difference in how those powers would get applied.Here is one issue I have with this title. It seems that you have complete freedom when creating mobs for missions with respect to the pairing of power sets. A massive, even dizzying array of combinations is available, and it seems to me this is the way the main game should have been.
Additionally I'd say the AE system is actually quite limited in what and how you can pick, and is nowhere as free form as it first appears.
If it were free form, it would be abusable, just as AE mobs are abusable. A breakable system with lots of chances for pitfalls doesn't sound particularly fun to me, and that's what our powerset system is designed to avoid.
Additionally, when you look at all the potential powers, there's no way they will all be equally useful on a 1 to 1 basis. Lumping them in groups as they are lets the designers still make less strong and situational powers, balance them with general utility powers and show off mega powers, and still get a healthy mix.
What you see as rigid restrictions I see as a chance for more robust and varied design. -
I'll just say that you should keep an eye out for 2 things:
1) Most incarnated out teams I've been on lately are actually boosting their settings on TFs and such, because +0 is getting a bit boring. Look for this to spread as I think it will.
2) They said at PAX they're looking internally at creating Incarnate difficulty settings with increased rewards.
As for your original suggestion, it won't happen I'm nearly certain. We live in a game where speed is king in a lot of ways, and there are builds out there that aren't even appreciably slowed down by +4 foes. An across the board improvement in drops for higher levels would just make people forced into those ideal builds and further the gap between haves and have nots.
Keep an eye out for the Drop Rate improvement buffs coming with Freedom.
Lastly one thing:
Quote:whu?Hero tips drop per mission, so playing at low level is encouraged. -
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I read in another thread that something is up with the market server (and account wide items). So don't count on this being a deliberate change, wait and see if it's just a temporary glitch.