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Well, that's more an easter egg...
Hmm. Cheat code...
I'd give myself pipe bombs. Lots and lots of them. With the occasional molotov. Especially if Vahzilok and bp zombies had to chase them.
If it were any cheat/hack/etc? I'd give myself a Battlemaster to run around in. >.> -
Quote:That just brings this to mind, which doesn't quite seem... resistance-y.Cell Leader Ebon3 letting you know we are out there... somewhere...
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1. *shrug* I'm already able to take on multiple roles, thanks. I don't need to be a "veat-alike." And leadership's available, if you so choose to do so.
Of course, the other question is "How do you balance this" with having already high-damage classes on a team? Besides, the team's already being given a benefit - aside from the multi-role ability in many Khelds. Namely... they are seeing things defeated faster, because one or more of the members are (depending on team makeup) not being mezzed as much and/or defeating things even faster.
2. No. The extra spawn is NOT that big a deal, and has a place in the storyline.
I'll also say I've *never* had an issue getting onto a team - certainly not "And I'm bringing some extra XP in for you in the form of an extra mob." You're overreacting by dropping out.
3. What about warshades?
3a. "Epic" = tied to a storyline.
3b. Mine don't require them to feel "epic." And this as an RPer.
3c. APPs are designed to help normal ATs fill in holes - squishies get defense/resistance, tanks get holds (for instance.) Controllers get ranged and AOE damage. Khelds, by design, *don't have those holes.*
4. What about Warshades, who get this as an inherent already? -
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Only communists would hate the computer. And only mutants would be able to hide from themselves the fact that they're communists. Both wish to harm Friend Computer. Of course, members of traitorous secret societies would also have no compunction against lying about their hatred of the computer.
So, do you hate Friend Computer? -
Not to mention the "don't worry about pathing/clipping/etc" editing.
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Being rolled heroside.
OK, "more serious" answer?
- AOE damage, as mentioned above. Scrapyarders will chew up and spit out a Mastermind without thinking twice.
- Survival without their pets. You get separated *just* enough (or - PVP - TP Foe'd away) and you are nothing but a very squishy target that might, possibly, have an attack. Then there are the hyperactive ninjas... and travel, of course. Get ahead of your pets just enough, get shot, go "squish."
- Pet AI. Are they confused by lit oil slicks still?
(Full disclosure, yes, I have a MM at 50 and love it - Thugs/Poison - as well as several others, three at or near 30 - Nec/Poi, Merc/storm, and the forever stalled Bot/FF that initially put me off them, as well as several others at lower levels.) -
Quick browse through -
1. You have a more powerful AoE version, and while they may cost you more endurance, you really don't need to immobilize a single enemy anyway, unless you are fighting an AV, otherwise you can just hold them. -
Have to say I disagree. Take the ST immob. Seriously. >.<
2. contagious confusion is, as I recall, no longer bugged - just as a note.
Also have to say that in the mid-20s, my plant/thorn LOVED to hear that the Miner Strike in Sharkhead was ongoing. She soloed them with ease... and earned her Creepers doing so. Easiest time I've ever had with them. -
Quote:Reason for turning off sprint even without END cost:This is what it comes down to for me. There has to be a reason to turn off sprint (it doesn't suppress, after all), because if there isn't one, I'd suggest axing it out of the game and just giving everyone either a base run speed increase, or a constantly-running passive run speed buff at level 1. Toggles are powers that need to have a reason to be turned off, and for most toggles, that reason is cost. Without cost, they don't need to be toggles.
- I've already slotted Swift, and Sprint pushes me just over the edge enough that hostages find it easier to lose me. -
I agree, it's an interesting way of handling them. (Though I'm iffy about WW/BM not handling them. I'm not big on "soulbound" items elsewhere, and this sounds a step away from that. It would,a fter all, be part of the reward for crafting them. ) The risk (big percentage drop in chance) is a bit steep, IMHO as well - but the idea behind it works for me.
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Quote:Have to disagree, in many cases. Most fights seemed to constrain *themselves* to one specific area once they got started - but for me, personally, the hunt is a big part of the fun. I mention on occasion either last winter or the winter event before, where I was wandering around Bloody Bay and noticed snowbeasts spawning from open presents. Both the person doing it and I were on hide - no idea who was there. Spent a bit of time trying to track them down, figure out their route, and find out if they were friend or foe (yeah, I know, broadcast... but that's no fun.) Never DID find them, but that was great fun to me.Zone PvP should be written off as too loosey-goosey. PvP base raids were pretty fun because the environment was more confined so the hippity-hop super-speed nonsense didn't work, players didn't spread out very far so teamwork was better, the opposing teams were always the same size, and the layout was subject to change.
Space to work with, between base-size and zone-size, would work. And, personally, I want more reason to fight *in the air,* but... eh.
Currently - /ai. You can do that and tweak it a bit anyway.Quote:And give us an arch-enemy system or some form of one-on-one dueling. Taking a friend to a PvP zone where our powers are neutered and pretending to have an arch-enemy duel doesn't cut it. I want to be unexpectedly interrupted during my normal crimefighting, or have my "arch-enemy" invade my door mission and become an additional obstacle to completing the mission.
I'd have no problem if you were flagged for it, or had PVP-able missions. I *don't* want to impose this on people who are completely uninterested in PVP though.
Well, there's "reason," but there's other stuff to fix, as well. There have been interesting zone scenarios worked out in the past. We don't need more PVP zones, I agree (though as many people as call for the shard... it might be interesting to create one there, with little ground to work with.)Quote:Carefully crafted PvP scenarios, please, not wide-open PvP zones with messed-with powers, six-on-one ganking, and no real reason to be there in the first place. -
Did this once or twice just to see what would happen (and got one or two recipes out of it) -
Step 1 - Log in account 1.
Step 2 - Log in account 2.
Step 3 - Go to BB.
Step 4 - Cycle through alts, defeating each of them.
By the time they cycled through on one server (with a mix of heroes and villains,) it was long enough for me to get rep for the first one again. I could go and just churn in rewards on most servers without ever being disturbed. (After all, once I set up my location, all my alts log back in there.)
Macskull, Hyperstrike and Goldbrick all, really, have good points. There's no *reason* to PVP in here. Carrots... eh. You'll find more people cooperating (if they bother with the zones) than fighting on most servers. And the whole "Well, in PVE I have long holds/hold protection/great defense while in PVP it's completely different" does throw people.
Aion was made with PVP in mind. Think I mentioned elsewhere I love having a rift open and keeping an eye out for any Asmos that wander through. It's tied into the world story, it's built into the powersets and world. COH... not so much. Aion is (somewhat) more balanced - both sides have the same eight classes. There's also compelling reason (aside from PVP itself) to go *into* those zones.
I'm not so sure we could get away with that here. Or that it'd really work out as well - without it somehow forcing people into being on a mixed team.
There's a good bit of underlying work that needs to be done before we look into more PVP carrots, IMHO. -
I'm disagreeing with this solely for the reason of disagreeing with something other than EvilGeko for the moment. One must have some variety in life, after all.
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Going Rogue is an expansion, not an issue. That said, I *believe* BAB mentioned some time ago the synch issue would be I17. Given the gap before GR hits beta, though, that may no longer be true.
Edit: The difference -
Expansion: Praetoria zones, all Praetoria missions, having the choice of it as a starter zone with (as I recall what was said at HC) all ATs. Having the choice of "Rogue" or "Vigilante."
Synch: *As a guess* I'd say the visual upgrades would be part of the "issue," as would the Praetorian models (in other words, you won't be fighting "new, shiny" Tyrant at the end of A Hero's Hero "only if you have GR," and fighting the old version otherwise.) Since the powersets are listed as a blaster and MM, those would *likely* be in the issue.
Those are, of course, *guesses.* -
1:40, roughly:
"...at least, the stuff we can talk about."
IE: More info later. This is not all of it. -
And are they refunding everyone who purchases in advance?
Again... $15/mo isn't expensive. Not just saying that as "Oh, I have a job" but as "Hell, I could afford it when I was unemployed WITHOUT income or major savings."
Besides, price-wise, getting into the game is cheap. Both the Architect Edition and the Mac edition, new (on the PlayNC site) are $20... and that includes the first month of game time.
Price is not an issue for bringing people in.
Edit: Hell, dropping the price - ESPECIALLY after bringing out a paid-for expansion, namely GR - would probably keep people *away.* Why would they drop the price after a big investment? First thought I'd say would be that the game development will be slowing, with the game going into a "maintenance" mode instead of getting further actual development.
So, dropping the price could actually be *harmful* - outside of the obvious "directly lowering their own income." -
You may be fighting at -1 to them right now... but so is everyone else (except the leader.) To me, that's a HUGE improvemetn over "I'm fighting at -1, Joe there is fighting at -4, Francine is -3, and Ken there just lost his mentor, they're +18 to him now."
The responsibility for the difficulty is the leader's - they should be seeing if the team is having too much of a problem. The responsibility for letting the leader KNOW it's too difficult is the rest of the team's. -
Quote:They don't OFFER another mission when the Security Chief pops up. That is the *sum total* of missions you'll get - there's no "Talk to the security chief / Go do X" choice. And contacts will get stuck on that until either you do the mission or outlevel them.I don't think that you are right about that. Except for Atlas Park and Galaxy City (I'm beating up Hellions anyway) I quit doing the Security Chief missions a long time ago, and I haven't been locked out of any content whatsoever. They are not mandatory.
If you aren't being offered a story arc mission, it means that either the contact doesn't have a story arc mission for you; or that contact doesn't want to offer his story arc to you until you have improved relations with him or her; or it means you already have the maximum number of story arcs open.
If you don't want to do the Security Chief mission, then do the other mission the contact offers. Every contact has non-story arc missions in addition to story arc missions. Of course if you don't like the contacts non-story arc missions, you are screwed. But that has nothing to do with the Security Chief missions. Sometimes a contact will offer up two of his or her non story arc missions, even if there is no Security Chief mission up. -
Quote:Well, SOME code we know exists. For instance, I can go visit the Hollows, talk to the contact, and be on my way, and never be given the "Go see.... " mission.Well, the purpose is to introduce newer players to stuff that they could easily miss. The code's not smart enough to figure out that you've already done those missions with other characters. Who knows how difficult it would be to make the code smarter.
However, if I turn 15 and decide to, oh, run a patrol in BB - nice, fast, come back with temp stealth and a badge - my contact will STILL give me a "Go see the Warzone Liason" mission. That shouldn't (to me) happen. OK, yes, they're different contacts, but if I have *anything* from BB, I obviously know about the zone. Same with the Hero Corps contact, though not everyone bumps their rep that early.
The Security Chief, IMHO, should (a) be moved to the newspaper and/or (b) be a "Click him specifically to get his hunts" style mission.
Last but not least, we know contacts can be "introduced" without having to talk to them, with the popups we get at various levels. Give a checkbox to "Move to inactive" or something similar and I think everyone would be happy. -
Quote:How about those who would prefer to leave the more populated servers? BTW, those "inactive" servers aren't particularly 'inactive," thanks.I wouldn't merge servers but at times I think it would be nice to have a free server transfer to leave some of the more inactive servers.They're just fine, thanks. "Revive" implies "Dead" - which, as has been mentioned many times by those who actually play on them, they aren't.Quote:
Id wait until going rogue is released before making any changes. Because it will probably revive some of the lower populated servers. -
The only problem I'd have with it is it being red - mostly from association with "My SOs have gone red and need replacing." But noting that they behave that way would be good info to have, yes.

