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Posts
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Joined
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Try tomorrow. (Also, see the announcement re: maintenance... where they'll increase to 20 per day.)
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.net framework 2.0 i srequired. Says so right on the page.
As for the rest, I have no idea what you're saying. Clarify, please. -
Sweet duo....
Candycane Melee/Chocolate Armor Brute
Toffee Control/Chocolate Chip Assault dom -
So what can you do to avoid this in the future? There will be queues, servers will go down.
1. Pick a server that isn't Freedom or Virtue.
Here is a brief description of each.
2. Get some friends together from your server.
You DO have friends, or at least SG mates, who will tag along, right?
3. Form a "theme team," "theme SG," or something else on the new server.
This gets rid of the "But I don't know anyone there!" complaint.
4. Play once a week or so.
This builds up money, prestige, and levels characters.
5. Invite others.
Suddenly - wow, you have people to play with on another server if you can't get into Freedom! With the new merged markets/global email/etc, you can't (well, shouldn't, I'm sure some will anyway) complain that anyone will be "starting off broke" or whatever. -
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Quote:Actually, dealing with the server load (or more specifically the lag and mapserver issues) is WHY they have a queue. Before that, you'd get on and lag off.Here since you cant read:
This game is how old now? and they cant take the server load?
Then again, if you chose to keep all your characters on Freedom, you have nobody to blame for not getting to play but yourself. Yes, you pay a subscription fee. NCSoft does not guarantee service 24/7.
*goes back to Pinnacle, gets on right away, plays* -
So far, talk to him, he'll eventually give you two sets of contacts. Once ou finish talking to him (picking resistance) you'll still do Praetor White's missions initially. Watch the mission text, it'll tell you when he'll "call" for you to do undercover stuff.
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Quote:*points to Kheldian backstory guide*Anyway, there are a few things that I can use some help with in terms of Kheldian background.

It can be whatever you want. After all, we can use extractions, etc. on robots as well - and I've yet to hear anyone say Mek Men have a soul.Quote:1. Since we don't kill our enemies as Heroes in COH, what do you think Stygian Circle is doing our defeated opponents? I'm assuming we're drawing on their life force to make ourselves stronger, but what effect does that have on our foes when they recover? (I'm leaning towards them having nightmares at the very least ...)
There's not one, canonically. (Again, kind of went into it with the guide.)Quote:2. Anyone worked out a good system for coming up with Kheldian/Nictus names? I loved the name of Reqiuem's half-- Dirge of Entropy-- and I have yet to come up with the "Right" name for Shade's Kheldian half.
Return: Good, doesn't need much slotting.Quote:3. On a non-RP note, just how good are Unchain Essence, Twilight Shield, and Stygian Return? I want to use the human form as much as possible to differentiate the play of my Warshade from my PB.
Shield: Meh. Unless you're staying in human. And have a pick/slot to spare.
Unchain: Make something go boom? Of course!
(And as far as a writing system, I believe that they do, yes. I want to say it's been referenced in some of the arcs - and would strongly suspect it's in the one where you find the Nictus plans for the earth, at the very least.) -
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Patch notes with all relevant info on this and more.
(Info that I will forget.)
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Quote:Just have to bring up some (pre-Death (or exit) of Statesman examples, blueside -There is significantly less villain content, no doubt, but I think what content the villains do have is more polished. The best example I can think of are the TFs/SFs. Look at stuff like Synapse's/Sister Psyche's/etc. TFs. There really isn't much to distinguish them from regular missions except their length.
Now look at the beginning SFs redside: The Binder of Beasts, Crystal Keeper, etc arcs that all had pretty cool set pieces at least somewhere in there.
As the game expanded and Emmert buggered off, the TFs got better (see Statesman's TF, the Cimerora arc, LGTF) but a lot of the TFs blueside are still fairly dull. While I generally think of all the SFs as being pretty cool (and thankfully much tighter in terms of storytelling and mission count).
The Hess TF (Fight in a volcano, and the "trap" room)
Eden trial (c'mon, just *look* at it!)
Sewer trial - even if it's still (IIRC) rather broken
Katie Hannon (More set pieces)
Even Synapse has (a) a GM fight near the end, "out in the wild," and (b) a setpiece in the Clockwork King's court.
Now, yeah, the Surviving Eight TFs in general need some reworking with what's been learned over the last six years and change, absolutely. (So do the Shard TFs.... which also have some unique settings on occasion outside the Shard itself.) But it's not all "Jack era = suck, Jack left = great." The Eden trial's still visually one of my favourites. -
Quote:This, pretty much.I'd go for making non-combat use of powers optional. Advantageous, but not necessary to complete the mission.
E.g. electrical powers can be used to restart a teleporter to skip a nasty room, or security systems that fight the bad guys when you reactivate them.
Healing injured civilians so they can run to safety gives you a XP bonus, but isn't required, after all Paragon's world class hospital system can sort them out iof you can't.
That way, if you don't have Power X, you can still slug through it with brute force.
I did something similar in my Freedom Force mods - some characters had a SCIENTIST attribute that let them tinker with objects to gain an advantage, and it worked very nicely. It gave the player something cool to do with those characters, but the missions could always be completed without a scientist.
People have been asking for non-combat ways to finish missions for years, and your ideas fit them really well - so as "alternate way to finish the mission," they'd be great. (We have a taste of something "sort of" like that in the steel canyon fires, where any Ice powers can be used against the fires.)
Making them required, though - that, no. There are times I like to solo. There are times I play with friends on "theme teams" (for instance, our group of elec/elec "sapper" blasters.) Having that team, for instance, see a mission where they're going to fail because none of them can heal something? Blah. *drop mission* -
Quote:True. One of the issues with RWZ, IMHO. (Even if I do get to beat on Longbow, saving them ahead of time for no personal "payoff" like them leaving me alone in Grandville is just irritating.)The issue with putting both heroes and villains in the same zone is, as it always is. Co-Op content favors one side or the other (always heroes)
Well, that or I could go with BBQ's last post, too. It works for me.Quote:Honestly, I could go either way on this one. Maybe have the villain version of the zone be the one with decay? It could also be an interesting change to move all the contacts and zone spawns so that they are different on either side of the mirror held up between the two versions of reality.
Oh, I know you're not writing them, just didn't want that other side of this forgotten. (And shameless plug for arc 1120, which I really probably need to update at some time.)Quote:I'm not trying to write the arcs in the thread, Bill. Just come up with a story-appropriate explanation for the changes I'm offering. That said I'd love to see Tub Ci and the Tsoo get some stuff done in DA, as well. And, perhaps, even run a mission or two with Ghost Tsoo, killed and bound into service by the BP or CoT!
-Rachel- -
Quote:I know War Witch was supposed to be looking at stuff like that for a while - of course, now that she is l'Cheese Grande, well... time to designate someone else to look at things like that.If you're going to be moving spawns around, I wouldn't mind a few spawn points removed. Namely, that pair of Purple-con Freak Tanks that guarded my mission door a few months ago. Maybe they were camping a Hero spawn point for thier Hero Slayer badges.
Jerks.
Or, just any spawn point that's right ON TOP OF a mission door. *Angry face* -
Quote:*cough*I was almost hoping it was a movie/tv/other reference that I didn't get.

Thoughts -
I still don't really buy the whole "give villains access to DA," even as a separate-but-equal zone... at least directly. However, Heroes going from DA to a sort of spirit-DA wouldn't hurt, and having it mirror in Sharkhead (Potter's Field most likely, since we still have COT and BP there) makes a degree of sense... go "under" Potter's Field, find the rift, go through, end up in a blighted spirit-DA. (This should show far more than just the current city - as I'm recalling, Moth Cemetery is *ancient,* so bits of Native American, pioneer, etc. architecture and decoration should be around. Anything that would have left a 'spiritual mark' on the area.)
Decay... actually, no.
Have the interior of the war wall show it, have a few "new" pieces near the entrance show it - then have the rest of the zone stay pristine but foggy, to bring up a "Why does this *not* look old?" - something that could conceivably be investigated in an arc. (Simply, the BP ritual did more than just sacrifice everyone in the zone - the zone itself could be "stunned" in time.)
"Villains have to kill in a way that doesn't satisfy the ritual." I'd honestly like an alternative. Sure, some of my 'villains' would - though really that makes them more bullies than 'villains,' a problem with a lot of redside content. Give me another way (alternate path/contact) to disrupt it so that I can profit by it without just killing everything I see. (Basically, I come out looking good to whoever I save, rubbing the heroes noses in it, and still make a profit of some sort.)
Heroside, you've got one other faction to take into account - the Tsoo are there looking for "something" for Tub Ci. There's a lot of preexisting "hinted at" story there (help the COT maintain "the sleeper's" bindings, find what the Tsoo are looking for, help seal off Mot/fight the Pantheon itself, maybe get Tielekku (sp?) up to help... or save her.) -
... dammit, new alt time. *shakes fist* This combo falls perfectly with a character I had in mind, and looks fun.
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Quote:True.Also keep in mind that adding a small DoT effect to being in the "water" will make fighting Jurassik a bit harder. I really don't recall how hard he is at present, but this might actually serve to make fighting him even LESS popular... not sure, just a thought.
What I'm looking for, really, is "flavor damage." Not enough to really be noticable at the levels appropriate to the zone, but enough to go "Hey... what is this?"
... if I wanted to be a smartalec (which... yeah
) I'd throw in an accolade - take enough damage from the water, you get the accolade which disables damage from the water
(Not some ridiculous amount, we're not talking a million points of water damage, but something realistically achievable even going quickly halfway through the arcs.)
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I think the concept is a little broad - 1930-60 encompasses a wide variety of styles.
Break it down to, say:
Classic Casual - Everything from a Zoot Suit to poodle skirts (though we know that gives some animation issues.) I tend to think old movies with this though.
Military - We have quite a bit in game that would already fit this, admittedly, but things like a bomber jacket, 1940s-ish pilot headphones, "classic" sailor/soldier/WAC outfits, more helmets, more weapon styles and the like would fit here.
Silver/Golden Age - For the classic superhero/supervillain costumes. Can't think of what pieces we'd actually be missing for this already, but it's a decent catchall category.
Art Deco/Steampunk - For both costumes and base items. -
Gah. And I got him right later in the post (hey, I fought him maybe two weeks ago.) I blame mentioning DA in the first line.
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Quote:Yeah, I know, between the two - but there's not a lot that really ties the heroside and villainside story/level timelines together. I mean, both sides end up fighting Protean. (I keep wanting to type Protein when it comes to him.)The villainside arc for this caps at level 29, I myself am not exactly big on the "level = timeline" since that's gotten screwy for awhile now, even if ouroboros technically enforces this concept, I still kind of view a sense of consistency should be kept.
So in the end, my only problem with this is purely me being anal retentive.
I think it's enough to get away with it.
(OK, admittedly with GR's side switching coming up, that could be a bit jarring to some. There can always be minions. They're replaceable.)
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Minor QOL item.
Start a new character. At the *very* least, you'll end up with Rest greyed out. If you're like me, you've also go the Mission Transporter, Ninja Run and Walk, among others, greyed out.
They're there, just not awarded until later.
Other "greyed out" powers (such as the Pocket D VIP pass) can be placed on the trays, even though you can't use them yet.
QOL - a little consistency. Let me place all of the inherent powers right away. A minor thing, but it doesn't hurt to ask.
(And yes, yet another alt has been created, thus why this comes to mind. New plant/storm.) -
I would like to point out to the OP just why (as in, because of who's response to je_saist) he has that quote in his sig... I'd say "before he does something like this," but it's a little late for that.
Not to mention that (a) updates for one side do not mean nothing for the other, and (b) one of the things villainside loves - or used to love - trumpeting is how they had "fewer zones to deal with." And (c) I am, once more, nearing 200 alts. I play both sides. There's no favoritism in my suggestions. So take your "whiny hero" comment and let your proctologist find it later. -
Let me say first - *Content for Dark Astoria first, please!*
That said, there's another zone that could use a revamp. And content. And updating. And reason for existing. Namely, Crey's Folly.
Crey's Folly is, if you haven't been there in a while, an industrial wasteland. Literally. Industrial waste. The waters are brown, the buildings are rusted. There are villain groups there (Freakshow, Crey, Nemesis, DE and Rikti) and, of course, (edit: gah) Jurassik and his Buick of Doom.
Crey's Folly still sees some traffic. If you're doing the hero aura mission, it's one of the best places for one-stop shopping for all the groups. Freakshow? They're there. Smack down a pile of Rikti monkeys to finish that portion quickly, then go after the DE swarms - viola, you have an aura. (Yeah. Doesn't make sense to me either.) Still, outside of that (and some hunt missions - I go there for the level 40 costume, as well)
Crey's Folly, however, has also lost one of its reasons for people to go through it. It used to be the connecting point for the Rikti Crash Site - go aaaaaaaalllllllllllllllllll the way back in the corner, past the Freakshow town (betcha didn't know there was one there, if you joined, oh, since 2006 or so) and hop through the security gate. (Wouldn't you hate to have THAT guard's commute.) Yeah, the RCS was a PITA to get to, and there wasn't much to do when you got there. Now there is - and that entrance is closed off.
Readers digest version? Let's update Crey's Folly. There are a few things that can be done.
1. Reposition spawns. The Rikti, in general, are spread throughout the zone. Move most of them (not the monkeys - I don't want to discourage aura missions) farther toward the back. The RWZ is an active war zone, they should be concentrating there (while trying to work on footholds in the city... just not spread throughout the zone.) Nemesis gets reduced and moved towards the back again. Crey, of course, takes prominence along with the Freakshow, who - while they still own their "castle," have moved closer to the front.
2. Add spawns. I don't want a *lot* of new spawns a la the Hollows, but with Rikti come vanguard. In fact, this might be a good place to spread out the Rikti civil war, with friendly and enemy Rikti fighting (both of which, of course, would fight Nemesis gladly.) Longbow, while overused IMHO, we know keep an eye on Vanguard, so they make a (small) appearance near the back.
3. New zone event. No, we're not getting rid of Jurassik, though having him wander a bit more wouldn't hurt. No, no - we're getting something that could cross two zones. An impromptu Zig breakout!
Yes, I know, the Zig is in Brickstown - all of one zone away. And we've got the RWZ, with Vanguard... some of whom are villains. Not to mention Arachnos. While they won't use an official passage and draw attention, occasionally a random group - either of Arachnos, or a named villain and crew, sometimes of Freakshow - will head across the zone. If they make it near the gate, they break in to Brickstown and head for the zig. If nobody stops them - trigger a "riot" to take care of, and have them head back. Random riots could spawn on the way (I'm thinking of the Ghost Ship/passenger dropoff style) as members break off to cause havoc.
4. "Does that still qualify as water?"
Face it, that water doesn't look healthy at all. So let's make it unhealthy. Similar to the lava in the last Hero's Hero mission (freeing statesman,) make the water a corrosive chemical mixture. Not horrifically bad, but standing in it, you *will* lose health (2-3 points a second, resistable, for instance.)
5. Reopen a (fortified!) path to the RWZ.
It's already there. Have Vanguard fortify it and reopen it. Yeah, it means heroes have another entrance. It's also a hell of a haul to get to. Again.
6. There is no point 6.
7. Missions!
Yeah, this isn't all just fiddling with the outside of the zone. Give the zone some story arcs. I don't see adding a task force (it's already going to have a GM and zone event, after all,) There should be a few themes here -
- Crey, of course. Just because it's a dump doesn't mean they want to lose their investment. And because it IS a dump, who knows what they've left behind - or are still working on.
- Crey, part 2. There's one specific arc I'd like to see where you end up helping crey. Yes, I know at the same time you're hunting down the countess, but "greater threats" and all that. Namely, I would like to see an arc where you have to rein in some rogue Protectors. Some that seem to have developed a sort of "group think." (This is specifically to tie into Unai Keenan's mission later where you explore a certain dimension.... )
- Mane Corp. Yeah, we see something about them villainside. So let's tie it in here - namely, help Leonard (your contact) find out what Thomas Mane is doing. Have him recover what he can, but in the end, he has to run to the Isles. Not really a "win" for the heroes, but it gives a heroside tie to the villainside Protean story.
Would it take a bit of work? Yes.
Would it be worthwhile? Bringing some life to a very underused zone (and more content - admittedly we're not bad on 30-40 content, but it's more stuff to do, and conceivably could incorporate some 50 content as well - see also Incarnates, "wonder what these chemicals will do to me" and the like.) I think it would be.

