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Posts
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Joined
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Using the unconcious emote could work.
If ally is an escort:
**set the emote to trigger when the escort reaches the objective
**create an auto-fail objective that will trigger when the escort is released
If ally is a "Rescue Captive" objective:
**set the emote to trigger when captive is released
Those are really the only ways short of betrayal that I can see the ally meeting his/her unfortunate fate. -
Quote:So instead of a one issue delay with powersets we are now into a 3 issue delay with no certainty on that either.....Brilliant devs...just bloody brilliant.
They have gotten behind on their planned AE updates. Which they specifically stated
at the Player Summit just a few weeks ago. Issue 24 should catch us up on the
powersets and maps that have been lagging behind. -
Quote:I have always thought that Tips should only be accessible via street sweeping the mission-specific enemy group. I can't understand why fighting Council members can give me a Tip about the Circle.What about version of Tips/Adamastor's summoning recipe? Like you'd get a Tip/recipe drop that told you thatm, say, a nearby jewelry store was being robbed - going to any jewelry store and activating the Tip/Recipe would spawn a costumed Villain and some hired thugs from the door, kinda like a Halloween ambush.
This would be an awesome idea! I wouldn't turn down another way to get Safeguards...or the side missions in them. -
Quote:Well, welcome back. Enjoy your stay, however brief or extended it may beYeah, I needed a break bigtime <x_x> But I am indeed back, at least for awhile.
I'm hoping for extended personally! Old vets returning makes it seem like this game has a good deal of life left in it.
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Quote:It's been a long while since I read those, so I had forgotten the specific context for that statement. Mea culpa.Here's the context of the scene
Quote:So to me this is much more than stating the fact that some things will forever be beyond the reach of human science (which I don't deny); to me it shows the condescending attitude that science can understand nothing of magic's superior ways. It's worth noting that the Nictus are, of course, horribly transformed by science and in the same comic Requiem is very specifically addressed as "Science-Lord".
As my location says:
Back to the shadows.
*activates smoke flash* -
Quote:The villains of Praetoria use their scientific and technological mastery to manipulate the populace and warp the human form while the poor oppressed magic users hide out in a swamp and plot rebellion while squads of sci-fi raygun soldiers try to hunt them down. It really doesn't get any more obvious than that.
Depictions of science and technology in this game are nearly universally negative. Both are presented as powerless in the face of the major supernatural threats confronting the city, which only mystical understanding can comprehend (and this one dates all the way back to War Witch's line in the original CoH comic, "There are things that science will never be able to understand."). There are no examples of research or engineering organizations using technology for the good of the public; all we have are Crey, Arachnos, Malta and the their ilk. Advanced technology, with exception of the medicom and possibly the war walls, is almost always depicted as having severe negative consequences (see Portal Corp) or being used for evil: witness Cole's nukes, Hamidon's genetic meddling, Enriche, etc. High-tech villains abound, from the Rikti to the Praetorians and Dr. Vahz.
And yes, people will cite Positron as a counterexample, but it's worth noting that Positron does very little with his technology, except for a line in the description of PPD hardsuits saying that Positron had a hand in designing them. He just flies around and blasts people with lasers; he could be a mutant in a clown suit and it would make no difference, really.
Mad/bad/misguided science runs rampant through many major comics and is just a staple of the genre. I can't really argue with the writers staying true to the source material...besides, what good would a hero do in a world where science has already solved all the world's problems?
As far as War Witch's statement in the comics:
As much as I love science in the real world and believe the answers to almost any question can be discovered via observation and the scientific method, there ARE some things science will never understand. -
Quote:To this I must vehemently disagree. The lore is the basis of ANY game. It gives the pixels and numbers and animations PURPOSE. I can create the most amazing and awe-inspiring story for my character, but if what I come up with clashes with what the writers have written, then I need to change my story. Point blank.The lore should be made as unintrusive as possible so that I can ignore parts that don't fit.
Quote:*snip* your next childish, juvenile personal attack will be *snip
While I will agree that Powerset Proliferation didn't need a backstory, a rise to Incarnate levels of power DEMANDS a story for it. If you don't like the story, then you don't like the story, and it is your prerogative to dismiss it if you choose. However, calling it nonsense to those of us that actually don't mind drawing our power from a wellspring of human potential (that just happens to have taken on modern human characteristics) is not any better than a perceived slight. -
Quote:I completely understand this too. All of my characters have back-stories and adventures outside of the preset lore and story arcs of the game; however, when my characters are involved in certain storylines (i.e. the Incarnate storyline), I don't get irritated because certain things weren't done the way I want them done. For example, it makes perfect sense to me that my Lore pets have the Reflections aura surrounding them because they are reflections--manifestations of people/things I have interacted with before.Actually, I don't get why people seem to think it's either-or. My Khelds, for instance, have their own backstories, their own RP, their own interactions - the Kheldian War storyline just happens to be running at the same time *also.*
It's the same thing with certain other arcs throughout the game. The "Origin of Power" arc doesn't offend me like it does some other, more vocal, players. It isn't absolute truth, it is the contacts' observations of their own origins--which is naturally biased and subject to human predispositions. Perhaps I am just justifying it for myself, but a lot of the arguments brought up when discussing lore and how it "steps on toes", just seem childish and entitled. YMMV. -
Quote:I understand some people like to role-play and come up with extravagant and detailed stories for their characters (I do it too);I do play for story - my own, not the yawn-inducing one that's in the game.
I prefer my own stories not because they're actually better than Paragon's in some objective sense, but because they're mine. So when the one in the game starts stepping on my toes, for example by putting translucent Lore FX on my pets, I get irritated. I also have no interest in playing minor enemy grunts from someone else's fiction.
however, at some point you have to come down to Earth and realize that you are not playing your own game.
You are playing a game written and developed by someone else. It is that way with ANY game you play, unless
it is a table-top...even then you're running into the same issues. Your character exists in another person's universe.
It is not and never will be YOUR universe, so anything that "steps on your toes" needs to be gotten over.
Period. -
Quote:EATs also lose power customization, in a game that's renowned for the depth of character customization it offers.
Nobody ever refers to CoH as "That game with the really good backstory, did you see what they came up for with their incarnate storyline, that was really good writing?" Performance not tied to appearance and variety of character customization has always been one of this game's unique, strong selling points. Not the crappy lore, or ATs tied to crappy lore.
Someone obviously doesn't play for the story, which baffles me. I've tried most of the other MMOs out there
(excluding a galaxy far away) and Paragon Studios has ALWAYS had the best writers out there, IMHO.
I'll chime in support for some new ATs. Epic and otherwise.
(De)Buff/Armor
Blast or Assault/Armor
Rikti EAT
DEE(a)T (pun intended)
The AT I've heard rumors of sounds like it would fit a concept I've had for years for a Blood of the Black
Stream character. All I need for a Coralax character is some costume pieces--Omega doesn't fit quite right. -
Quote:I'm having an issue with an arc I'm working on where the Captives'/Allies' "unaware" dialogue is triggering upon entering the mission. It's supposed to trigger when the captive / ally sees the players, but it's doing it on mission entry.
Is there something I'm doing wrong?
Does the captive/ally have any mobs surrounding it? If not, then the captive auto-completes when you enter the mission. -
I'm inclined to agree with GG here. Gimmicks tend to make for memorable boss fights, however, there are some that are just memorable because they are memorable. One of the newer low level arcs (the one with the Tsoo) does make a memorable boss fight without the gimmicks. You get to the final mission and at the end, you step into the last room to take on 4 bosses and then the final boss in a tournament style set up. Actually quite a satisfying end to the arc. -
Quote:Im going strictly by what the devs stated purpose of killing States and SP was...to make the characters number 1.
Of course, nevermind though, that they dont get the CoL mask in UG and all those other things #1 character you would think, would get.
I understand your position, but I'm baffled as to how your hero could LEAD a group like the Carnival of Light. Or any group, for that matter. I think that would actually lead to an excruciatingly boring series of arcs.
CoL Contact:
[Big block of text setting up mission]
That sounds like a good idea, Contact. (mission acceptance text)
Cutscene plays showing your minions completing the mission.
Alternately:
You may be on to something. We should check it out. (mission acceptance)
Proceed on mission with minion/lt/boss spawn equal to your own difficulty. Wipe floor. Rinse, repeat for the entire arc.
Edit: Ok, the latter actually sounds like it could be really awesome if done right. Especially utilizing the pop-up power bar they recently created to give players MM-styled controls over objective allies...this idea gets more and more interesting the more I think about it. -
Quote:good idea! Let us take patrons as heroes to really prove we're the number one hero!
Which, remember, Statesman was killed by this point. Sooo...by this point we're suppossed to be THE HERO already.
So we're going to take THE HERO OF HERO characters (our own heroes) and then say "Oh hey, look, you need to grab a patron, because really, you're still so lowly"
Well, as long as they dont offer up any epic power pool with it, sure! Do it!
I'm certain your "NUMERO UNO"/MOST POWERFUL OF THEM ALL/HERO OF HERO could stand to learn a thing or two from other heroes. I highly doubt the Phalanx would be so condescending and degrading to a fellow hero, unlike Recluse and his PATRON-izing, darwinist ilk.
For the record, I'm all for learning some new tricks from fellow heroes in a cooperative manner. -
Quote:So, a SIGNATURE story arc featuring SIGNATURE characters. Funny how that works, huh?You know what I liked about the SSA as a whole? We saw all kinds of "incidental" use of existing characters. (Dark Astoria, by the way, does this too.)
What do I mean? Normally, you don't have much interaction with existing characters except when playing content designed around them. Contacts appear in their own arcs, and that's about it. You go steal some stuff for Mr. Bocor, fight some Legacy Chain, focusing on them to the exclusion of all else, then you finish, and both Bocor and Chain are forgotten. That's fine to an extent, but at some point, it makes it seem that each NPC is off in his own, entirely separate, continuity.
In the SSA, we have Luddites mentioned outside Cap au Diable, Penelope Yin making an appearance unrelated to Faultline or the Clockwork King, a villainous contact actually being villainous, and Manticore actually acting like a crazed vigilante rather than just being pointed at and called "crazed vigilante." The SSA was the first content that gave me some sense that the game world's different parts actually interacted with each other. It was the first "CoH Universe" arc.
Dark Astoria, which was presumably written up a bit later than the SSA, did the same thing, only much more impressively, so hopefully we will see a bit more of this in future "special" storylines.
P.S. Not directed at you OLantern...more toward those who have complained through the entire SSA that it was the story of the Freedom Phalanx and we were just along for the ride. Not sure what they expected when it was specifically called a SIGNATURE Story Arc. -
Quote:Here's something everyone would hate:
An enemy that can turn off half your powers =) All at random, and it would switch which powers are "off" every minute or so. Would not apply to Temp powers.
Enemies that deal direct, unavoidable damage when killed.
Enemies that "Respawn" with high resistance against the attack type that killed it last.
An enemy that can rearrange your UI >=)
You sir, are an evil, diabolical man. -
Quote:I run incarnate trials daily so I get that and respect it for the limited use it has been used for so far. A few tip missions and incarnates have the script thing going on. I think its limited and not creative in ways that an optional customized system as outlined above is not.
As long as they make any of this stuff optional I will be fine with whatever they do, I just think painting themselves into the scripted encounter corner is not the best use of developer time. Once folks figure out the script that "challenge" is over vs a new customized challenge each encounter.
I understand what you're saying, but your idea of a challenge seems to be different than mine. Bosses/EBs/AVs don't always equal challenge. More often than not, they equal frustration. Certain encounters' high levels of HP/regen/debuff resist/damage all combine to make for a very frustrating experience that ultimately end in relief that it's over and not actual enjoyment. That's been my own personal experience though, and primarily with older EBs/AVs. I've tried AVs and certain EBs solo and the strategy there ultimately ends up being to pop 4 lucks and try to kill it before they time out. -
Darth_Khasei,
Some of us actually enjoy said gimmicks and find them as a welcome relief to the standard asinine "tank and spank" mindset of the majority of the playerbase. I actually want to have the game force me to think, strategize, and get me out of the rut I get in after playing standard content.
In response to J_B,
That idea is perfect for Terra Conspiracy and other similar ending story arcs.
Different encounters along these lines would go a long way for making interesting, interactive, and potentially challenging missions. More J_B ideas, please! -
Quote:Just call it [Arrogance] and it would make perfect senseThat's a neat idea, but I could see that being abused, or players complaining about reduced rewards because the fight took too long. What if it had degrading resistance instead, for example? At the start of the fight it would be tough to damage. The longer the fight goes on it lowers until they reach the 'normal' level of resistance (possibly going lower than normal to compensate for the initial difficulty and to help less optimized characters succeed). That would ensure the fight would last longer than 5 seconds, but still capable of being overcome eventually. Think a one-shot (<---this is important) start of the fight power similiar to the Incarnate Barrier power (without the effects of course).
What hero/villain doesn't get cocky (and lose their situational awareness) when their opponent can't do much to them?
For my own preferences:
Team-based difficulty
A mechanic or some-such that provides a challenge that needs to be overcome with applications of different styles/types of powers (i.e. Absurdly High def/resist AV with weakness to mezzes)
A spawn mechanic that spawns allies with the ability to buff AV or debuff the team (i.e. Romulus and his Nictus in ITF)
Objective-based AV defeat requirements (i.e. Overdrive in Dr. Graves arc; Countess Crey example above)
Solo/Small-team difficulty:
Extra EBs/bosses that spawn based on team size (must make thematic/lore sense)
Objective defeats (similar to above) that spawns extra objectives based on team size
Buffing/debuffing/offensive lieutenants -
For those of you that have her on ignore or are purposely ignoring her responses, Golden Girl has answered your questions.
***SPOILER***
Quote:From what we know so far, they're an Incarnate "race" that gain power by consuming the Wells of other species - they're also sometimes called "Battalion", without the "the", and treated as if they/it were a single entity.
In this form, it might be connected to the "Dark Father" the old Shivans mention in the Drowning in Blood Trial, who has made their "Mother" it's "bride" - possibly referring to the Shivan Well being consumed by Battalion.
They say that now it's hunting through space for the "Blue Maiden" - which is hinted to be Earth and the human Well.
The Battalion also burned the entire Kheldian race as fuel for their starships, so the basic theme of this threat seems to be consuming/devouring, which is a logical step up from the theme of enslavement that's the basis for the Praetorian part of the Incarnate storyline - where Tyrant and the loyalists are trying to enslave the multiverse, the Battalion are trying to devour it.
Quote:Originally Posted by Iannis
Praetoria can only keep on being the place Incarnates keep raiding for so long--gotta bring out some kind of alien super-Incarnates.
A Well's "mind" is shaped by the thoughts/hopes/dreams/fears of the race that creates it, so it can change over time - and right now, the human Well is dominated by thoughts of power, the lust for power, and the uses of power - events like the two world wars, the nuclear arms race, the Hamidon wars, Reichsman's victory on Axis Earth and so on have shifted it's "mind" to focus on power on a vast scale, used in a ruthless manner, because that's what human minds have been focusing on in the 20th and 21st centuries.
And because the Well isn't good or evil, it's shaped by positive and negative thoughts - so, for example, both supporters and opponents of the nuclear option would help shape its "mind", as they'd both be focusing on the same idea of the massive use of power involved in a world wide nuclear conflict - just like the Allies fear of an Axis victory would carry the same weight as the Axis powers hopes of victory, as both sides were focused on the idea of global conquest.
So now that human thoughts have made the Well's "mind" focused on massive power, it's responding to people who use massive power, such as Tyrant.
Basically, Tyrant is the "ideal" human in the eyes of the Well, because he's so powerful and uses his power on a world wide scale, and is willing to use it in the wider multiverse too - he's the personifcation of modern human's thoughts about power, so the Well has made him its champion to protect it from the Battalion. -
I've run into similar situations while trying to create complex sequences. For some reason, the Architect system doesn't like it when you try to spawn objectives off one another or when you tie an ambush to an objective that is tied to another objective. I know it has something to do with dependency, but I don't know how to circumvent that.
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Quote:I hope they make a replacement that varies the group a bit better. If you include BaB, (which they do for the LRSF) The team has 3 tanks, three defenders, a controller and a blapper. With the new archetypes and the open archetypes, I hope they consider adding in something different. I'd like to see a kheldian, dominator, corruptor, or heck- even a long ranged blaster.
Horus? (Blue King comics for those who don't know). -
Quote:I missed that tidbit about having Alpha unlocked somewhere.
You still need to unlock the Alpha Slot to engage into it, and the only solo way to do this is vial Mender Ramiel's arc.
Edit: Apparently it's in the patch notes introducing the story arcs. Glossed right over it
Quote:And even if I didn't do it, the Well is still involved with the storyline to the best of my understanding.
Quote:And again - if we CAN turn our backs on something that can apparently control people who draw from its power, then THAT would make for a compelling storyline I'd like to experience, as opposed to ignoring. It sounds like an interesting story to play through at the very least.