Mister Rik

Rookie
  • Posts

    332
  • Joined

  1. Quote:
    Originally Posted by Lycantropus View Post
    That's interesting. The evidence is more compelling with the title "The Flying Stars" in contrast to City of Heroes group she's affiliated with "The Shining Stars". Having not read this book, I'm interested if the rest of the cast is somehow represented by members of this supergroup as well? Twinshot, Proton, etc.
    I don't think it was a "book" per se - I got the impression that the Father Brown stories were short stories published in a magazine, much like Sherlock Holmes. I've haven't read them, so I'm not sure how much of a "recurring cast" there was from one story to the next.
  2. Quote:
    Originally Posted by Chase_Arcanum View Post
    Note that Nike is a name from mythology.
    Not even that - it's simply the Greek word for "victory", making it a logical name for a brand of athletic shoes/clothing.

    Quote:
    Originally Posted by Blue Rabbit View Post
    I had my Perky Nipples genericed. And yes, I'm still mad about it. It was an Ice/Kin corruptor which is now named Mercury Tundra.
    Heh. I have a scantily-clad female ninja blade/ninjutsu stalker named "Triple-N", because the character creator wouldn't let me call her "Nearly Naked Ninja"
  3. I was reading about G.K. Chesterton the other day on Wikipedia, and came across this interesting bit about his Father Brown stories:

    Quote:
    Father Brown is perpetually correcting the incorrect vision of the bewildered folks at the scene of the crime and wandering off at the end with the criminal to exercise his priestly role of recognition and repentance. For example, in the story "The Flying Stars", Father Brown entreats the character Flambeau to give up his life of crime: "There is still youth and honour and humour in you; don't fancy they will last in that trade. Men may keep a sort of level of good, but no man has ever been able to keep on one level of evil. That road goes down and down. The kind man drinks and turns cruel; the frank man kills and lies about it. Many a man I've known started like you to be an honest outlaw, a merry robber of the rich, and ended stamped into slime."
    The character name there, along with Father Brown's description of a criminal becoming worse and worse, resembles Flambeaux's "descent" in-game. I have to wonder if this bit of Chesterton was part of the inspiration for the CoH Flambeaux character.
  4. I made an electric/electric scrapper with a bright pink costume, and named her "Shocking Pink". I was quite surprised the name wasn't taken.

    Assault Rifle blaster named Parabella.

    Made a fishman villain named Chowderhead.
  5. Quote:
    Originally Posted by ClawsandEffect View Post
    However, there are literally hundreds of lesser Marvel characters that have not appeared in any media in more than 5 years. 5 years is the cut-off point for the non-use clause in trademark laws to take effect. It is quite literally a "use it or lose" it deal. If you hold a trademark and do not use it for anything for a certain length of time, it is possible that anyone who uses it other than you will be awarded the rights to it.
    I've long believed this right here is a large part of the reason for "super groups" in comics. Whether it's the Avengers or the Justice League, or any of the minor SGs, they follow the same pattern: 1-3 "A-listers" (to appeal to a broad customer base), a handful of "B-listers" (who have a good customer following, but not enough to support an ongoing solo title), and then 1-2 "C-listers" that few people really care about, but who need to appear from time to time to keep their trademarks current. It's also why super groups seem to go through membership shakeups so often - they need a reason to rotate different characters in, even if only for a couple appearances.

    Likewise, when Marvel of DC does one of their massive crossover storylines, the key "catalyst" character who turns out to be at the center of everything is often some relatively minor character who hasn't been seen in a while (like Deadman in the Blackest Night/Brightest Day storyline).
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    All of these I consider to be good things, and all the things you seem to be missing I consider to be intrusions. I don't want other people butting into my fights, I don't want to meet new people, I REALLY don't need to encounter overly powerful enemies and I HATE the fact that enemies respawn.
    I love the fact that missions in CoH are instanced. It means I can complete them in an efficient manner, the way I like, and narrate the story in my head as I do so, without interruption or interference. I'm a refugee from Big Fantasy MMO. One of the things that infuriated me the most in that game was getting a quest to kill some named mob who dwells in the back of yon nearby cave, and fighting my way through all the lesser mobs, and as I'm fighting the last group of minions before the named mob, some other player just runs past me and kills him. Then I'd get to spend the next five minutes standing there waiting for the named mob to respawn. And then, on my way out of the cave, fight my way through all the same mobs I killed on the way in.

    Quote:
    Yeah, I'm playing an MMO - because a single-player of City of Heroes doesn't exist. But if the whole game were instanced, I would not bat an eye. I don't need or indeed even want other people I didn't specifically invite.
    I'm starting to think we're two of a kind. "MMO" is the genre I've been waiting for all of my videogaming life (which is 30+ years - I started with Asteroids at the convenience store when I was 14), but not because of the multiplayer aspect. I look at games like I look at books. Most video games, historically, are like short stories or standalone novels. Great the first time, but less entertaining on repeat reading/playing. My favorite reading tends toward long, ongoing series, because I like the idea that the story theoretically has no definite end.

    So in the 1990s I stumbled across a Mac-only shareware game called Escape Velocity. It was a space trading/combat game that was completely open-ended. It had various default storylines you could play through, but you chose which ones to do, and picking some would lock you out of others due to the various factions in the game universe. On top of that, the author gave the game a plugin architecture, and freely provided the tools for players to create their own content on an unlimited scale. Players could make plugins that did anything from simply adding new storylines, to adding new spaceships and equipment or new planets, to completely recreating the entire game universe. So you could create a character and theoretically play that character forever and never run out of things to do. I played that game for years. People begged for an online, multiplayer version, but the author wasn't interested in doing that. But the game really felt like a precursor to MMOs, simply due to its open-ended nature. I haven't played EVE Online, but the descriptions I've heard (and heck, the name itself) make it sound very much like an online, multiplayer version of EV. I wouldn't be surprised to learn that EVE's creators were inspired by EV.

    So all that led to me playing mostly solo in MMOs. I love to just explore every nook and cranny in the game world, and the feeling that the story has no end.

    Quote:
    Originally Posted by Nethergoat View Post
    As a someone who is very, very rarely able to team I dislike the Forced/Strongly Encouraged Teaming model, which is why I didn't stick around That Big Fantasy MMO past hitting the level cap and exhausting the solo content.
    Same reason I left. I'm not opposed to teaming, but I have a very bizarre and unpredictable work schedule that leaves me completely unable to commit to a raid schedule. I got fed up with completing all of the soloable content and then being unable to do much of anything to advance my character.

    Quote:
    Originally Posted by Blood Red Arachnid View Post
    Whether they respawn is highly irrelevant to their destruction; the whole appeal is that enemies on the street are doing things other than just standing around waiting for some hero to beat them up.
    When I'm playing a hero, I — as best I can — hold to a streetsweeping policy of only attacking mobs that are in the act of committing a crime (mugging, graffiti, property damage, etc.). If they're just standing around, I leave 'em alone.
  7. Some of these have probably already been mentioned, but anyway:

    Is there a way to make the colors match better between the head/neck and the rest of the body? With nearly every skin color, there is a distinct line where you can see a slight color difference. And this carries over to Masks, which are often just slightly off from the same color on the Chest piece.

    "Sleek" option for Masks - it looks silly when my character has the "Tights Sleek" option on the chest and then a matte, painted-on mask.

    I'll second (or third, or fourth) cowls, or at least masks that don't look painted on. As it is right now, a light-colored mask on a light-skinned character (or dark- on dark-) is really an ineffective disguise. The faces look exactly the same, as if I simply changed the character's skin color. I find myself forced to go with goggles or other eyewear when I'd prefer a simple mask, simply because the masks don't actually disguise the character if I use the color I want.

    For female characters: Makeup options that are completely separate from masks. Why can't my female characters wear lipstick and mask/glasses/goggles?

    Winged boots that aren't armored. I just crafted the "Winged Boots" recipe for my character, "Girl Mercury", figuring they'd go well with her name and her Super Speed, and was disappointed to discover they look armored and almost knee-high. The only other winged boots I've seen are the Valkyrie winged boots and one other plate-metal armor set. A pair of lightweight, ankle-high winged boots would be awesome.
  8. Mister Rik

    Event Fail

    I'm afraid this invasion is all my fault. You see, Flaminatrix (my main) recently spent a lot of time foiling Nemesis all over the place for that dude in Founders Falls, and I guess I ticked off ol' Nemmy just a bit.

    Sorry about that.
  9. Can I buy a global unlock that will give me, say, a "Paragon City Directory" so that none of my characters will ever again have to go chasing across zones to meet the Hero Corps and Bloody Bay contacts, or David Wincott?
  10. Mister Rik

    Mutant issue....

    Quote:
    Originally Posted by OneWhoBinds View Post
    Outcasts are NOT mutants! Okay, their leadership - the ones with actual names, like Frostfire and Keystone - are probably mutants. But the rest? They get their powers from mystical charms!
    Huh. There's a low-level contact in, I think, Steel Canyon who sends you on several missions against Outcasts, and on one of them she comments, "There sure seem to be a lot of mutants around lately", or something like that. I always took that to mean that they were all/mostly mutants.
  11. Mister Rik

    I can't see

    Quote:
    Originally Posted by Kitsune Knight View Post
    Does CoH's engine even support dynamic lighting? I don't believe it does... definitely not when outside Ultra Mode.
    I would guess not - considering that the "pools of light" under streetlamps are really pools of light drawn on the ground - I noticed one of my characters was ankle-deep in one.
  12. I'll sign this one. It would be perfect for one of my characters, Girl Mercury, to make her costume actually look like mercury. I've faked it as best I could, using the "Tights Sleek" chest and legs pieces, along with the "Blend" pattern in white and medium-gray. Under certain lighting conditions and at certain angles, she looks fairly metallic:

    http://www.mister-rik.com/hosted/coh...cury_shiny.jpg

    ... but a true "liquid metal" costume would be even better!
  13. Mister Rik

    Mutant issue....

    Quote:
    Originally Posted by Blood Red Arachnid View Post
    Next thing we know a bunch of red-haired mixed-race babies with frighteningly strong superpowers are born en mass.
    *GASP* My main, Flaminatrix, is a red-haired mutant!

    Quote:
    Originally Posted by Xzero45 View Post
    I always figured high level mutant content would be something like the Outcasts, only much more legit and having a more defined, larger scale purpose. Get, say, a council of incredibly gifted mutants that seek to unite those born with power. Their ultimate goal is the extinction of all average humans so that the stronger, super-powered humans can flourish and make a world where everyone is powered.
    Unfortunately, that's basically Marvel's Brotherhood of Evil Mutants.
  14. If a specific power doesn't require you to move around and position yourself just so, I really don't see any need to move around during combat aside from movement to avoid damage (i.e. "Don't stand in the fire").

    To be honest, back when I was playing WoW I was often baffled and amused by exactly the opposite scenario: seeing somebody in PvE jumping all over the place and running in circles around a mob. It immediately screamed, "PvPer who doesn't grasp that jumping up and down and running in circles doesn't confuse the A.I. the way it does another player." While this was merely amusing when seeing it out in the open world, it was downright maddening when the tank would do it in a dungeon, and I'm a melee DPS class who would really like to get behind the target (because mobs in that game can't block or parry attacks from behind), but I can't because the tank is running in circles and making the target spin around and around. Or even worse, leading the mob on a merry chase around the room. It made me want to slap the tank and scream, "This isn't PvP! Plant yourself somewhere and hold the mob still!"
  15. Mister Rik

    CoH Roadmap?

    Quote:
    Originally Posted by VKhaun View Post
    Why in the world do you think that?
    Dance Studio:

    http://wow.joystiq.com/2011/05/27/th...-dance-studio/
  16. Quote:
    Originally Posted by Nethergoat View Post
    My characters costumes are in a perpetual state of flux as they gain access to new bits of costumery....your inflexibility seems strange and alien.
    I think his point was that some "costume" parts might actually be a physical part of the character rather than being part of a costume that that the character puts on and takes off, so they should be accessible at creation. For example, a humanoid bird character wouldn't buy his wings, he'd already have them as part of his body. A robotic character might have been built with rocket boots (though that might be moot since you can't fly until level 4 anyway).
  17. Quote:
    Originally Posted by EvilGeko View Post
    Redside is fundamentally broken.
    Quote:
    Originally Posted by Tater Todd View Post
    People only stay on blue side because of the lack of blue skies/clean environment/green grass and the higher chance to Team.
    While it doesn't fall into "broken" status, the main reason I rarely play my villains is the gloom of the Rogue Isles. It's always cloudy and dark. I put a lot of time into designing a villain and his/her costume, picking exactly the colors I want ... and then rarely get to visually enjoy my creation because the dim lighting everywhere just washes everything out.

    I do enjoy the writing redside, though.

    Quote:
    Originally Posted by MrHassenpheffer View Post
    The experiences that made me quit playing redside;

    My favorite builds, built the best I could, all enh'd to the hilt, were constantly picked apart by enemies that chewed right through my defenses and resistances. In short, constant faceplanting soured the experience.
    This is the entire reason I've never gone back to goldside since getting a Praetorian to level 20 and through the portal to Paragon. I thoroughly enjoyed the storyline, but like you said, the constant faceplanting got very old, very quickly. Specifically, low-level enemies loaded to the gills with knockback attacks, with no knockback protection/resistance available to my characters at those levels. It's like every mission went like this: enter mission, encounter first group of enemies who unload on me with knockbacks. And they keep spamming the same KB attack over and over and over. Repeat, repeat, repeat for every spawn in the mission.

    Quote:
    Originally Posted by Zaloopa View Post
    Now, back on topic. Do you think it would be viable for them to open up all zones to all alignments? I was thinking the contacts would still be restricted to alignments the way it currently is, but say add some phased villain contacts in the paragon city zones to hand out repeatable missions and vise versa for the rogue isles. This wouldn't solve the TF:SF disparity, but it would open up the game to a lot of new opportunities.
    I wouldn't think they'd even really need to phase the opposite-alignment contacts. Just set it up so that, if you're the wrong alignment, you don't see the colored circle on the ground under the contact, don't see the NPCs last name, and you'll see a gray reticule if you target them. They'd appear identical to any other random citizen, assuming they're wearing "civilian" clothing. If the contact is a uniformed/costumed member of an organized group, same-aligned players would see the NPC's name, while opposite-aligned players would just see a generic identifier. For example, in the case of a Longbow contact, heroes would see "Captain Johnson" while villains would just see "Longbow Captain".

    The biggest problem I can see with heroes and villains having access to the same zones is this: The "regular" zones would have to remain PvP-free (for many reasons), so there would need to be some in-game rationale for why heroes and villains aren't attacking each other on sight. I mean, when a villain does a Mayhem mission, they arrive in the instanced zone to rob the bank and everybody knows they're there and tries to stop them. So why wouldn't that apply while doing regular missions in Atlas Park? I would apply the same roleplaying rationale I personally use when playing my heroes, in that when I'm patrolling/street-sweeping, I choose to only attack "villain" mobs who are in the act of committing a crime. Those Hellions or Skulls just sitting on a wall or standing around talking to each other in Atlas Park remain unmolested by me (unless they attack me first). Paragon City is in the USA, and to the best of my knowledge, simply belonging to a gang isn't a crime in and of itself. So this would apply to player villains as well, and could easily be handled by player villains simply not having street-sweeping/hunting missions in Paragon City zones so that they're not committing crimes in full view of nearby heroes. Instead, villain contacts in Paragon would only hand out door missions, and any heroes those villains encounter and fight would be Signature or Rogue's Gallery heroes, not player heroes. Of course, player villains in Paragon may still be subject to attacks from the PPD or Longbow.

    OTOH, I suppose there would need to be a different rationale for heroes in the Rogue Isles, since villains wouldn't be under the same constraints against attacking on sight.
  18. Quote:
    Originally Posted by plainguy View Post
    I would love the option for retractable wings. Wings and cave missions really can cause an issue for the rest of the team.
    I found them annoying solo in those situations. One of my brutes had the fairy wings, and they looked great on her when standing around or traveling. But in combat they just looked ridiculous — big, stiff, and flat, waving back and forth with every punch. I was very happy when the Cherub Wings recipe dropped for another character. I immediately mailed it to my brute and she changed her wings.
  19. This would be useful for a solo player trying to level a defender or controller. I don't play either of those ATs much simply because it takes so darn long to defeat anything due to lack of damage output (at least at lower levels). Having a sidekick along to dish out damage while I'm busy defending and controlling would be great.
  20. My dad was a cop, so yeah, I've been inside police stations. They're pretty quiet most of the time. Then again, the stations I've been in haven't been physically connected to the jail.
  21. I enjoy AE, but I find myself playing the same small set of missions all the time. I'm not interested in farms - I want good stories. But I'm really a solo player — the main reason I quit WoW (at least until the next expansion comes out) was the obsessive focus on raids, raids, and more raids, and really nothing for the solo player at max level. And so I do a search in AE, and I find a number of story-focused arcs that sound interesting to me, and then I scroll down a bit further and I see the orange text:

    "May contain Elite Bosses, Extreme Bosses, Archvillains, and Extreme Archvillains" (or however it's worded).

    Dang it, as a solo player who isn't level 50 and IO'd to the gills, I'm not up to "Extreme Bosses" and Archvillains. I can usually handle a lone Elite Boss, but anything tougher than that? Fageddaboutit. So I just skip those - I don't see the point in playing through a story that I can't see the end of.

    And yeah, custom enemies. I found a number of arcs that would have been fun if I hadn't spent 75% of my time flat on my back because of groups of enemies chain-knockbacking me.
  22. Just a quick update - the Market still crashes on my Mac, but I can play those two characters now. I went by my storage unit to go ahead and grab my Windows PC, and discovered it had been broken into and cleaned out*. I consoled myself by buying an inexpensive Windows 7 laptop from Wal-Mart, installed the game on it, and closed the dang Market window on that. (And I was surprised to discover that this inexpensive laptop is capable of running Aion, so I've been trying that out too.)

    *They took everything of value, including my entire comic book collection - over 3000 comics with a replacement value of about $10k
  23. Okay, I'm not familiar with this "Mag" bit of jargon ...

    Quote:
    Originally Posted by Carnifax_NA View Post
    Actually if you're solo and Gravity then Dimension Shifting half the spawn is worth a punt. Or using it as a bottle-neck.
    Only level 12 on this character - don't have that power yet.
  24. Quote:
    Originally Posted by Call Me Awesome View Post
    Vahz ARE one of the tougher low level groups along with COT; you do need to put a little thought into them. As others have mentioned once you kill the Morties the zombies are so stupid you can walk right past them with impunity, or pick them off one at a time easily.

    After awhile you'll get the hang of how to handle the various mobs in the game. Later mobs will be much tougher with more tricks... but then you'll also be tougher with more tricks.
    Of course! My main character is a level 43 Fire/Fire blaster. I remember fighting Sky Raiders on her and how quickly I figured out "Ignore everybody else and take out those !@#$% Engineers first!" Currently, the banes of her existence are those Nemesis snipers (Tirallieurs, or whatever) and the Malta Sappers. The sappers are the entire reason she's finally carrying the blue inspirations - until she encountered them, Endurance was never a problem for her.

    I have over 60 characters (mostly blasters, scrappers, and brutes), and the Vahzilok have been a problem for all of them, though.
  25. Quote:
    Originally Posted by Kitsune Knight View Post
    I've had no issue mezzing them on my dark/dark dom. Do you have you powers slotted with any accuracy enhancements? I don't think Vahz have any noteable defenses to speak of.
    Yeah, I figured out early on that +ACC should be the first enhancement I slot into every power that can take it. Extra damage/duration does no good if it doesn't hit!

    Quote:
    Originally Posted by Doomguide View Post
    I see Zombie Man has beat me to it. Long long long pulls spreads them out (i.e don't pull to just the nearest door or corner ... pull to the next "county"). The other thing along these lines I'll do is wait until the aggro starts to die off, then come up behind the line of returning Vahz to pull the one at the back. Often can get the last one to be the only one to turn and chase me again (or at worst the last 2 or 3 in the line). Use that speed/slow difference and horrid perception against them.

    That and run early, very early, compared to when you would normally flee. That toxic DoT is deceptively strong and long lasting for a lowbie encounter. Don't let their mez and DoT accumulate.
    Good advice - I'll remember it for next time.

    Quote:
    Originally Posted by DarkGob View Post
    So yes, they definitely do resist immob (as do Abominations), as well as Smashing damage, so that probably explains why you were having so much difficulty against them on a Grav/Earth Dom. Dunno about the other mezzes not working though, I have to assume that was your imagination running wild after your immobs didn't work.
    Would resisting Smashing or Lethal damage carry over to resisting the attack's secondary effects? For example, if the Cadaver/Abom resists the Lethal damage from Stone Spears, is it also likely to resist that attack's Knock Up effect?