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Posts
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Joined
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Bots/FF character, with a Dual Pistols/Trick Arrow Flawed Clone. He did quite well as I recall, and survived quite happily as I wandered around trashing the glowies.
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Certainly, something needs to be done about the state of the arcs available as others have stated. I've yet to go back through my two arcs for compatibility with the latest patches so I have no idea what state they are in.
I'd love a system that removes from listings (forcing the owner to Republish before listed again) any mission that....
- At any time it becomes flagged as invalid
- Any mission not marked as "Final" disappears after 30 days of a (re)publish
... plus send a Gleemail notification of such removals to the owner.
And for the love of $deity rotate the Dev Choice "stickiness". Only keep the recent Dev Choices up top, let the rest sink down to the bottom (so you can search for "Dev Choices" but they're not taking up page after page). -
Erm. Ow. I'm going to have to play with my difficulty settings, and load up on inspirations (which I never do!) for this mission.
Eight Bots/FF MM's. The MM's use Dispersion Bubble. The Protector Bots use Dispersion Bubble. That's 24 Dispersion Bubbles.
I could barely hit anything. They had no such problem against myself
Not a solo mission (for this badge, anyway) -
Still works fine - used it a couple of days ago when I created my new Demon Summoning files and /bind_load_file'd them.
As an aside, I'll add the Demon Summoning files in ASAP - which could do with some beta testing for the higher level ones (since my DS MM is a lowbie). -
All,
I'd just like to shout out my thanks to the people who answered my call for a little help in Grandville with Positron last night - every one of you really helped me from getting it in the neck from my fiancee
Also, a little shout out for NCsoft_Mod08 who literally dropped Positron on Dr. Darkespark's head - it really made her night to finish off the set for the Blackguard badge.
Looking forward to hooking up with people tonight on the Test Server for hanging out with the devs - this community is why I keep my 6yr subscription running even if I'm not particularly playing the game regularly!
Until next time, in the name of SCIENCE!
MZ (aka Andy) -
Quote:I could go for this. Dual Pistols shows the tech for a single power to have variable effect on the basis of a toggle. It would be possible to give MM's a toggle (granted with the first upgrade power) that switches the upgrades from AoE to Single-target.But what if we reintroduced the power, by allowing you to have a choice between the old and the new equip, or perhaps even granting the ability to do either?
I can't see any harm in doing so. Dev time would likely be minimal as well. -
Aye, I remember when I heard the news that I had arranged a AV hunt in RV but a couple of days after with him.
Fine man, a great player who will always be missed. Happy (belated) birthday. -
Visit to the Facemaker for stag-do costumes - 3,000 Infamy
Transdimensional portal to get to the nightclub - 10,000 Infamy
Round of drinks at the bar - 20,000 Infamy
Inability to use high-tech ATM - Priceless
There are some things infamy can't buy, for everything else there's MastermindCard.
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
Quote:Yes, well I did this (prior to the badge being released as I had NCsoft-caused billing issues that would have rendered me normally ineligible) and I have to say the response time(s) have been universally appalling.If for some reason you do not receive the badge but feel you are entitled to it, please file a petition via Ask a Question.
Can someone Paragon Studios-side please see to ticket 090923-004917 and light a fire underneath NCsoft support. They're letting the side down for what has otherwise been a lovely 5 years or so of gaming -
Mad SCIENCE! I'm with Techbot Alpha - why would I go when I can sit in my manufacturing facility sending wave after wave of my own robots over to their dimension! I might sit next to the portal setting forcefields on them before they go, I guess...
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Quote:I wouldn't think so, as to go Rogue or Vigilante you have to support the Loyalists or the Resistance. Anarchists are covering those who'll want to flip-flop between them. We just have those who want to stay true to their core-faction.And then there will also be Rogue and Vigilante, for those who choose to walk the shades of gray.
And I don't want to share allegiance with any of those darn capes! -
Alright, if we're declaring factions then we're missing two... Hero/Villain with States/Recluse for those of us staying pureblood.
Yeah, I went there - filthy mud-bloods! -
Quote:Excellent! Now, come back here Scrapyard! *bwahahahah*Masterminds
- Fixed a bug that sometimes caused Giant Monsters to flee from Mastermind pets
Quote:Mission Architect
- Fixed a bug that could cause freeing captives in timed architect missions to cause the mission to immediately fail.
And joy! I can restore my arc back to its former glory -
Make sure you are not on the Docks - the Smuggler Day job takes priority.
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Rampant speculation on my part says Praetorian content is likely 1-20 and then 40-50. This means that you can pop off to the Isles/Paragon after 20 and your path is set, then come back to Praetoria for the big high end stuff (thus giving a moral choice in the higher levels - help the Praetorians invade Paragon, or go back to their home turf to stop them).
I'd also theorise that side-switching is set in the 1-20 zone(s), but done in instanced missions so it can be done at any level. -
Darn Vigilantes coming to our Isles, stealing our Contacts!
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I can see this working within CoX's bound but for a DoT set as others have said it needs some mitigation. I'd suggest a minor secondary effect of -Regen (so that when the DoT'ing Blaster is laying down damage that its not outhealed) and some soft controls (I'd suggest Stun and some Knockback).
The regen would keep an all-DoT build appropriately damaging, stackable soft controls would enable the build to deal with bosses. The powerset would have a role in AV fights and the like as the -Regen secondary effect would be handy. Toxic theming the set would again give it a niche.
So, for example...
Venemous Spit: Ranged ST, Low DoT, Low Rchg, Low -Regen, Chance to Stun
Toxic Tag: Ranged ST, Med DoT, Med Rchg, Med -Regen, Chance to Stun
Bileous Spray: Ranged Cone, Med DoT, High Rchg, Med -Regen
Burning Blast: Ranged ST, High DoT, High Rchg, Chance to Stun
Vile Pool: Melee Area of Effect, Foe Knockdown, Minor DoT, High Med Rchg, High -Regen
Envenom: (As per Mastermind Poison Power, for flavour rather than an Aim clone)
Viscous Globe: Ranged Targetted AoE, High DoT, High Rchg, Med -Regen
Vile Stench: Melee AoE Toggle, Low DoT, Med Rchg, Med -Regen, Chance to Hold
Toxic Meltdown: Melee AoE, Extreme DoT, High Rchg, High -Regen, Stun
... not really balanced at this stage but with three chance to stun powers (set them at a high change), a Ice Slick-esque Knockdown and a Holding/Debuffing "Armour" it should have some survivability. The -Regen component would then need to be balanced against the DoT to have it on par or slightly better than, existing Blaster sets. -
I've only contacted Billing support recently and that was a painful experience. Took them about a week to respond, and then a few days over that to actually tell me what the issue was.
At least we have access to the same forums these days, but it still feels like being a second-class citizen in City of. -
I have already /bug'd one of these but I'd like some corroboration from the general populace.
Mission Failed from Release Captive Objective
On a timed mission (30 mins) within one of my arcs, the mission will fail when the NPC saved (designed with powers as used elsewhere in the arc) during the Release Captive objective exits the map. Didn't have time to test last night, but I theorise that this may not happen on non-timed missions.
Custom Groups: Strange Spawn Levels
My arc involves two custom groups made up of exists mobs from the game, but selected to give a full spectrum of levels from 15+ (one has a mix of custom mobs and game mobs from one faction, the other is just game mobs from various factions). They will no longer spawn to their full range. Seen this mentioned elsewhere but thought I'd pull it in here too. -
Okay, while I have modified the missions the arc has two current bugs...
1) The custom ARAD and Robots groups are subject to level spawning problems, as a result of Issue 16 (they were working fine before hand)
2) The final Release Captive objective is bugged - releasing the captive results in the mission ending (and failing) once they exit the map (not intended behaviour)
Update: Have temp removed the timer so the arc is playable. Time yourself if you feel you need to -
VEATS have erratic behaviour that allow you to select differing Primary/Secondary Pools (i.e. Crab Spider Primary and Bane Secondary). Further switching pri/sec powersets results in stranger still naming/behaviour.
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Okay, have now reviewed your comments and will be looking at the following issues with the missions tonight...
Mission 1
- Remove Defeat All
- Changing Rogue Arachnos to Arachnos faction (was a personal character bias that MZ would not have you attack Arachnos troops. Possibly may consider replacing with security guards/police of some sort)
- Adding clues (while mission one is "throw away", its premise is to set up the rest of the arc as "canon" and not a simulation)
- Adding patrol dialog (I can see that the mission, on reflection, is a little dry - this should pep it up)
Mission 2
- Spruce up the mission offering to give a few details on whats coming
- Add some Longbow patrols or ARAD vs. Longbow fights (original concept was that they were there under invite from Dr Brubaker but it hasn't translated well - will make it a battleground instead)
Mission 3
- Darkespark is actually EB class and not AV (MZ is the only AV for the ARAD Villaingroup and won't turn up for an arc or two yet. Does she feel overpowered? The premise was that she'd survive the mission for Mission Four)
- Modify mission dialog to account for possibility of data backup (secure remote dump, data lines temp cut off)
Mission 4
- Ensure reasoning for robots to be destroyed is there
- Add in plot continuation clue(s)
Hopefully these changes should clear up the bulk of the issue highlighted in your feedback and should tighten the plot for Reap What You Sow, and beyond. -
Yeah, there's a detour pointing to the CO forums and everything! I wandered in there by accident for a few months!
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Quote:Ta muchly. I'll have to check (since I've been holidaying in Millenium City!) but I believe at least one of the Defeat All conditions have been removed (first mission). The hook is literally random happenstance and I appreciate it might not pull people immediately into the story (which continues into the second arc). Lackey is indeed the feel I was going for, as an intro to the overall plot - expect MZ to like you more next time you work with him.Heya, I did try this arc back in June and wrote some feedback, but quite likely you never saw it since I'm on a US server. I'm afraid I didn't rate it very highly, but hope you can get some value out of my notes on the arc anyway. My main complaints were: (1) the hook leading the player into the arc seemed rather weak to me, (2) the contact treats the player like an incompetent lackey the whole time, and (3) two defeat all missions seemed excessive. [Though, in fairness, I did play through this arc four months ago, so it could have changed since then.]
Still I'll take your review in hand and see what improvements can be done. Ta muchly!