-
Posts
10557 -
Joined
-
[ QUOTE ]
The 5th Column are one of the few enemy groups that are 1-54. Using a group like this is one of the only ways to make a mission playable to ALL levels.
That's why it's important to make all enemy groups (1-54). If you do that, you will see some truly amazing arcs.
[/ QUOTE ]
... some, yes. All... not so much. Why would, for instance, a basic street gang (Skulls) be level 54?
Besides, right now it allows us to know something's going to be a lowbie arc. -
The thing is, many of the DC/HoF arcs aren't anywhere *close* to canon. They don't have to touch on anything in the CHV universe. Or they could directly contradict it. All they need to do is be entertaining enough to get the attention.
Now, IF one had a good arc, solidly in line with canon, *maybe* it could happen - I wouldn't hold your breath on anyone getting paid for it, though. And it certainly wouldn't "free the devs up to concentrate on the rest of the game" - they, after all, have the direction the City Of's various storylines are supposed to go.
Besides, this same tool will, itself, make their job easier. -
Muahahhaha! Another victim comes. This one thinks they're prepared, making the crushing of their opti...
Wait, outside voice. Dangit. *clears throat* Um, what I mean to say is, Welcome! -
Some we know from here - like imagesbyalex. Graver, obviously.... there are really so many I like for one reason or another. A non-COHer (as far as I know) - semaj007 - is on the list for me, too. Hibbary does interesting things - mostly anthro, but she's got a way with color and expression that really needs to be seen.
I've got a pretty good size watch list. *shrug*
-
Well... I don't know. There's no one answer. Sometimes a name or concept will pop into mind, and I'll work at fitting powersets to it. Or a backstory. Or I'll get with friends and make a set of pacted, themed characters. Or set an overall goal (one of each AT to 50, one of each X primary, etc.) Or a costume piece, or...
Well, inspiration can come from anywhere.
Not sure that's the most helpful answer, but it's mine. -
Objective:
There was some confusion as far as who got the "big red star" when this went live, even with the above description, going to the longest registered "leader" instead of the last logged on (who was not the longest only from re-rolling the character early on, losing about two days.) Resolved internally with star transfer.
Objective/Subjective (testable, but opinionated) -
Having a base with one or two racks wasn't a big deal. Having one with multiple racks and storage items got to be tedious. While I agree with having (by default) only the top two ranks able to access storage until permisisons were fixed, having selections that would have set all racks to a chosen default would have been a huge time saver. (For instance - "Set default permissions for salvage racks" would have changed all salvage racks, as well as set any new ones that would be placed. Same for Enhancements and Inspirations.)
Subjective (related to above) :
That said, I like the finer degree of control. -
Wow. OK, this'll be interesting to see regarding a live feature.

Subjective feedback:
Thanks to how freely they drop, I'm *far* more likely to "burn" tickets on rolls, especially Bronze, than I have been with mission merits. The latter I tend to save up - and with how cheap it is for bronze rolls which take up some of what I'd save up FOR, they'll probably be saved up more for 'big ticket' items. I don't see myself rolling mission merits on random "stuff" any longer. -
I'm not particularly impressed by the NPCs in GW (or, honestly, in GW itself.) And here? Two names. "Fusionette" and "Lady Jane." Get on a mission and have them run wild... and soon you won't have a team with them. But you will have PLENTY of aggro.
-
Add me to the "NO" crowd.
It's even more incentive to try to get a lowbie arc I like made. -
OK, Female/Elegant goes far too well with the Bridal stuff. I can see me using the heck out of it.
Ceremonial wear. - not all ceremonies are magic. First one's one of my Warshades, who was/is the "de facto" head of one of my SGs, even if it's named after someone else. The other's my Fire/Storm controller, one of those "by right of birth, leader" types. And who's going to argue with someone descended from two dragons? -
Icon's only the *second* worst. Inside the costume creator itself... that needs help, as well.
(Fix 'em all, and give a nice neutral background - while we're at it, have a "stage" so it can be seen, if desired, in a generic city background and "in action.") -
[ QUOTE ]
Talk about the anti-doom post of the decade.
[/ QUOTE ]
Must be done.
MMOOOOOOOOOOOOOOOOOOOOD! -
[ QUOTE ]
Having given up on the billing server, I attempted to use the PayPal service.
...
It timed out and threw an unknown error when going back to the NCSoft site.
I'm calling Shenanigans! *grabs broom*
[/ QUOTE ]
Double check your Paypal account and see if it got billed. Mine choked coming back to NC... er, para... whoever's store it is this week, but did have the code ready to apply. -
Extradimensional priestess finally got something slightly more regal... or something.
Some pieces work nicely with the wedding pack bits. -
[ QUOTE ]
Just saying that the Crab pets and Troller and Dom pets need better control on what to attack like mm pets. With my Crab fighting a EB it took me about 10 minutes to get him killed and my pets just standing there watching, I could have had him killed in less time if I could tell me pets to attack. If there is not any control over them than what is the point in having them?
[/ QUOTE ]
YOU are your main source of damage as a Crab. Run a bit past the EB, the pets should follow and engage. For you, they're just a little extra. If you're relying on them for a primary damage source, you're doing something wrong.
For a controller, their entire schtick is ... get this... control. When something is under a control, they get double damage. The pet's a helper. Doms have it even better, IMHO, as their secondary *is* damage. The pet is icing.
With a mastermind, the pets are the main source of damage (and hit points, and general survivability.) They MUST be directed. It's the whole point. And far different from the point in any other AT. -
[ QUOTE ]
[ QUOTE ]
The Devs didn't intend for the mission architect to be farmed. It was made so players could create missions for themselves and the community. Inferring upon their intent otherwise is foolhardy.
[/ QUOTE ]
Farming is not prohibited in this game, and a normal game function, and you were just foolhardy.
[/ QUOTE ]
Um, when Positron - y'know, the lead dev - says flat out the MA was not for farming, and not for badging, I'd say she's got much firmer ground for her argument. -
It was there while this issue was in beta.
And I posted after checking it on live.
-
[ QUOTE ]
I did not mean that naming pets for trollers/ doms and AoS but I meant letting them stay around longer and be able to control them better like mm pets.
[/ QUOTE ]
... won't happen without massive nerfs to the pets. Minions are the core of the Mastermind AT itself, pretty much their point for existence. They're not for any other AT. A controller, crab, dom, etc. can function perfectly well without ever taking a pet (ignoring illusion, which isn't a very controllery set to begin with.) Masterminds... not so much.
Plus controller and dom pets are, for the most part, permanent. (Long, LONG duration, so functionally permanent.) -
For the last - Mastermind "pets" are henchmen. Controller pets are not. Bit of a thematic difference. (Plus, it's not just "blueside," Dominators can't rename theirs, Corruptors can't (Dark Miasma,) SoAs that have them can't, no patron pet can be renamed... and even a Mastermind who takes Dark Miasma can't rename the Dark Servant.)
That said, I wouldn't argue with being able to name them. *shrug* Not like they don't have nicknames anyway. -
If you hadn't noticed it yet... you can rename your dual builds.
For instance, on one of my tanks (currently 20) I have a more Tank-y build, and one that's more of a "Heavy Scrapper." So I wander over to the trainer:
- Select your active build.
- Rename your current build.
I do so. "Tank build." Menu closes after I confirm.
- Select your active build.
Selected build 2. Menu closes. Now, Rename your current build, right?
Wrong.
"You must wait 14 minutes 57 seconds..."
Now, no, I don't expect to be renaming builds every five minutes, but still. I'd prefer a menu like this:
Main window:
Replace "Select your active build" with "Build Selection and Management."
Build selection window:
Select Build 1 (whatever it's called)
Select Build 2 (whatever it's called)
Rename Build 1
Rename Build 2
Cancel
This way, you can just go in, get it done, and not worry about switching builds to do so.
Yes, it's minor, not something you'd do continually (I'd hope... typos, though...) but it'd be slightly more user friendly to not have to wait. -
For the OP:
"Because they haven't made/released them yet." Taunt sets, for instance, weren't in the first release of IOs.
[ QUOTE ]
im just waiting for half the crap sets to finally be removed. all the dev's have to do is visit themarkets to see which ones need it. and yes to some more purp sets.
[/ QUOTE ]
The "Crap sets" (a) aren't always crap and (b) work wonderfully for cheaply frankenslotting a build. I'd hate to see them removed. -
[ QUOTE ]
[ QUOTE ]
Arc Name: Hero Corpse
ID: 1134
Faction: Crey, Custom
Difficulty: Easy-Moderate. Boss fights, various rescues, and a glowie.
Level range: 35+
Summary: Hero Corps is asking for your help to find a wounded member of one of their teams. Finding them brings up unexpected, disturbing information to the rental heroes.
Play time - depends how much you stealth. You can zip through it in less than 15 minutes if you want, or clear everything... probably in under an hour.
Missions: 4
[/ QUOTE ]
Played through your arc, it was a fun little romp through Crey labs.
Noticed a few places you could tweak it up a little bit, so here's my constructive feedback (some minor spoilers):
Mission Description: Noticed a typo ("attemtps").
Mission 1: Mission Entry Text typo - "wha"
Mission 2: The compass displays "Operative Santiago" but your character doesn't really know of her existence. I'd suggest changing that goal's compass text to "Find information" or something that doesn't reveal Santiago immediately.
Mission 2: Santiago's rescue text says "Let's fight", but rescuing her is the end of the mission. You might want to string a second goal upon her rescue -- maybe she overheard Crey talking about their plans and you have to go find a glowie after her rescue.
Mission 3: Compass text references "Find Steelman" but this is another case where the player wouldn't know that Steelman is really in this lab. I'd change that goal's text to "Discover whereabouts of Steelman" so the player at least doesn't know if they're looking for a rescue, a glowie, or what.
Mission 3: Once you rescue the last Operative, the mission ends, but he's ready for battle. Here again I'd suggest adding a goal after the rescue so that the player has a chance to play alongside the operative for a while.
Mission 4: Patrols say "Can't let them escape!" but the player isn't really trying to escape. Might change it to "Don't let them find the cloning tanks!" or something similar.
Overall: I liked the judicious use of custom critters, though I would have liked to fight some more clones. Overall the arc doesn't really hammer home that you're crawling deeper and deeper into a Crey cloning operation (although the story explains it well). Fighting multiples of the same clone within the story might have been enough to hammer that fact home, too.
Overall a fun set of missions with a good Crey story and Hero Corps (don't really ever get to hear their story!
)
[/ QUOTE ]
Thanks. I could've SWORN I'd caught those typos... at least twice now!
Bit of tweaking done.