MrCaptainMan

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  1. Quote:
    Originally Posted by Nuclea View Post
    I guess my Time/Sonic Defender called Dr When will offend your sensibilities then

    Oh no, he looks great! And I love Sonic

    And my Who fanboisim isn't affected, since the Doctor isn't actually called 'Doctor Who' (save for the credits in the non-canonical Peter Cushing movies, I believe).

    'Dr When' is a cool name for a comicbook superhero with time manip powers.

    Eco
  2. Time Manip for the Doctor makes no sense. He doesn't manipulate time apart from using his TARDIS to travel through it.

    The Doctor is a MA/Regen Scrapper. The Third Doctor was an expert in at least two different forms of Venusian Martial arts, and of course, he patently regenerates.

    Giving him Time Manip powwrs just because, ooh, the set's got 'time' in it is like us having a Shapechange Into Bat power and making Batman tribute toons.

    Eco
  3. Quote:
    Originally Posted by Frosty_Femme View Post
    I agree about how the new tutorial doesn't actually teach you any of the things you need to know about the basic mechanics of the game. Which, to me, is pretty much the point of a tutorial. I want to learn how to use my powers/skills and use inspirations and enhancements. The new tutorial does not do a good enough job of teaching those things to new players.

    What I suggest is putting the old tutorial (or a similar one that teaches the necessary game skills) back in and using the new tutorial as part of the game's story line. Finish the tutorial, talk to Coyote and advance to Galaxy City (this would be the only choice) where you find yourself fighting for your life against the Shivan invasion only to barely escape to Atlas Park where you begin your heroic journey using all the skills you learned in the tutorial and tested in the new "Starter Zone".
    Except you're not fighting for your life, since you cannot go under 1hp. You can saunter down that street and stand in a group of Shivans and go have a shower and your toon will be fine.

    Eco
  4. Unless they've changed something since Beta, you can complete the new 'tutorial' by using brawl four times. Just tag the initial required Shivans and let the NPCs do the rest. At the 'climactic' final fight, just stand right up in front of the hole in the ground, and go make a cup of tea - the jets kill the others and the giant shivan for you. It's impossible to fall below 1 hp in any of it, so there's no challenge in any of it.

    I loathe the new 'tutorial'. It's a barely interactive cutscene conveyor belt.

    Eco.
  5. Hi,

    I'm on holiday, and won't be able to log in for the Praetorian invasion to get the Defender of Primal Earth badge as per the announcements windows for it. Am I out of luck? Will this badge be gainable somehow in months to come?

    Eco
  6. Congratulations from sunny Greece, PW! Well-deserved!
    I too am eager to see what you fill your new free slot with!

    Eco
  7. Quote:
    Originally Posted by ketch View Post
    Agreed. There's also the problem that the tutorials gives a false impression of power by fighting these epic monsters (because to me they look quite powerful and have destroyed an entire city zone) without faltering, only to minutes later enter the city proper and be dropped by some simple thugs. Setting up for that kind of disappointment isn't a good idea.
    Well if Invincible Mode was more widespread throughoit the game then the noobs wouldn't think it strange - they'd think it was a cool USP of CoH - parts of the game you could play with no danger of losing, but with no advancement at all reward-wise.

    An added benefit for NCSoft would be that it would slow down players progress to 50, and prolong subscription times.

    Eco
  8. Quote:
    Originally Posted by Nalrok_AthZim View Post
    1. It's a mouse click. There's no reason to ***** about it.
    2. It's ONE mouse click. ONE.
    3. The need to repeat over six posts the "hassle" of ONE (I repeat, ONE, yes ONE) mouse click is absurd.

    It takes two clicks to post on this forum, three if you use Preview Post after Quick Reply. One more mouse click isn't going to ******* kill you, and NO ONE should be acting like it will.

    In my opinion, that is.
    Fixed that for you.

    Lol I don't think one mouseclick is too onerous either, but i'm not everyone, and Neither are you. Ranting off with Capslock declarative statements is wrong.

    In my opinion.

    Eco
  9. Quote:
    Originally Posted by warden_de_dios View Post
    What an interesting way to grief. You want to give me a power that when I toggle it on my teammates don't get rewards.
    If you read every post before commentimgbyou'd see this was addressed.

    Eco
  10. The toggles would would have to be greyed out in PvP zones and the Arena.

    Eco
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    That's what the Mission Drop feature is (partially) for. This sounds too abusable in my opinion, since you can't void the unlocks that specific missions provide. For instance, you can run your Trapdoor or Honoree mission from Ramiel with this on and though you won't get the influence from the mission that you don't even need, you'll still progress through the arc.
    I think that with the new 'convenience is king' approach to the game, this would be viewed as a good thing. With The Honoree, the absence of death would make conpleting it easier, but the absence of rewards would balance that out somewhat.

    Eco
  12. I'm looking for recommendations for story arcs that might be thematic fits to my lvl 38 Shield/War Mace (manhole cover/sledgehammer) Tanker, Casey Crockett. He's a big stoopid heart-of-gold type that'll help anyone out but ain't got much in the way of academia, so any kind of deductive or sciencey arcs are out.

    Eco
  13. Quote:
    Originally Posted by Paradox Fate View Post
    I don't think this will be a good idea. Imagine group play with someone having that toggle on, for whatever reasons - No rewards/exp/inf at all for the whole team ?
    That would have to be the case, yes, I'd assume. In the 'tutorial', it doesn't matter, since nobody in the whole map gets any rewards, and teaming isn't relevant.

    One way to limit griefing opportunites would to auto-boot anyobe who toggled it on from any team they were on.

    Eco
  14. Whilst musimg on the posdibilities for using the new i21 'invincibility' tech from the new 'tutorial' map Galaxy's Last Stand in the MA, I was struck by the though that maybe it might have its uses in the post 'tutorial' game.

    In the new 'tutorial' map, toons cannot die. They take damage until they're at 1HP and then stop losing HP no matter how many attacks they recieve from mobs or The GM that they 'fight' in the climax to the map.

    I think this could open up interesting possibilities for players who'd like to see content they might have difficulty with normally in the 1-50 game.

    It could be a purchaseable power from the Paragon Store. A buyable 'I Win' button lol

    Obviously, when this was toggled on, all rewards would have to be switched off. Mobs defeated would have to give no xp, inf, badge progress, drops or any other reward, just as they don't count for rewards in GLS.

    With nothing gained, this would not be exploitable, and since its not the same as everything conning grey, people still wouldn't be able to solo TFs etc.

    The devs could even make use of tge new Invincible mode by using it for set-pieces in future canon arcs.

    Eco
  15. I was idly thinking about the possibilitities for AE utilising the new Invincibility tech from the new Galaxy's Last Stand 'tutorial' map coming in Issue 21.

    For those who don't know what I'm referring to, in the new 'tutorial', it's inpossible to go below 1HP. Your character cannot die no matter how many mobs are attacking it.

    What options would this give us as story arc writers. Obviously, any mobs defeated whilst in Invincible Mode would have to not give XP or inf or amy other reward, just like they don't in the 'tutorial'.

    I think that this might open up interesting opportunities for story arc set pieces.

    What do you think?

    Eco
  16. Look, to some people, one extra mouseclick is too much hassle. For others, going anywhere is too much hassle, hence the calls for /tailor. Arguing over who's laziest is pointless - both are entitled to begrudge the extra work.

    Eco
  17. Quote:
    Originally Posted by Nalrok_AthZim View Post
    The amount of laziness in this reply is depressing. God forbid your pointer finger has to move more.
    God forbid people have to run 10 seconds to the Atlas Icon from Miss Liberty to edit their costume.

    Eco.
  18. Also, one-mission story arcs are always welcomed by story arc fans - it's nice to play sth short if you've only got a short amount of time.

    Eco.
  19. Quote:
    Originally Posted by Memphis_Bill View Post
    Check back this time next year. I'd bet they aren't. Maybe less crowded when new-shiny pieces come out, yes, but that's hardly what I'd call a *bad* thing.
    Yeah, it could have been worse, I guess - they could have given the trainers the super-tailor function and removed icobs from the game.

    I still thi k its a shame but its in, I'm getying over it.

    Eco
  20. Quote:
    Originally Posted by BashfulBanshee View Post
    Atlas won't be a dead zone. Lots od People will continue to run their Tips there. I know I will.
    I didnt mean AP would be a dead Zone. I meant that the icon stores will be dead zones.

    Eco
  21. Quote:
    Originally Posted by Lothic View Post
    This.
    Real cities have plenty of stores that sell clothes. Might as well reflect that in-game.
    And why would trainers bother with costumes? Might as well let us access the Auction House through them too.
    And the MA.

    Eco.
  22. Let's face it, nobody's going to quit subbing because the trainers are tailors. I'm not.

    But I do think it's sad that that fact is undoubtedly more important to the devs than wether or not its a liked feature to a majority of players.

    "for a lot of players, this will make their overall game experience less fun. But they'll still sub, so it doesn't matter" is probably sth that has been said in some form.

    On the positive side, since hopefully there is one, if more exposure to the Parahon Store does succeed in noticeable higher income, then thry've got more funds for making cool stuff like First Ward and Street Justice, and more incentive to keep the game going.

    Eco
  23. Bear in mind that feednsck posted here will have less effect than feedback posted in the appropriate thread in the VIP Beta forums.

    I dincerely doubt anything will stop this going live anyway, since it's patently been implented to increase exposure to the Paragon Store, but I've noticed that a lot of players seemingly dont bother viewing the Open Beta boards to see what's coming, and if you don't go voice your opinion there about anything you don't like, you've got less justification to complain after it goes live.

    Eco
  24. Quote:
    Originally Posted by Zortel View Post
    There's never been any point in trainers being trainers, seeing as I highly doubt they can teach a 174 year old demon cowboy how to shoot his magical guns or use his infernal fire.

    I find it's very useful, especially as in Praetoria the Tailor is in Imperial City.

    Also this lets you get into the game from the tutorial and edit your up to 5 costume slots if you have them, then get to playing.
    Well, so would the new Icon they're also adding to Atlas Park, but wjo wants to go run all the way over to behind City Hall? You could die of old age before your lvl 1 character mamaged that immense trek.

    Eco
  25. Quote:
    Originally Posted by bAss_ackwards View Post
    I like it.

    There are more Trainers than there are zones with Icon/Facemaker. It's a convenient QoL feature that I'll make use of!
    They're also adding Icons to AP and Mercy. Which is a good thing.

    Even if they'll be dead zones.

    Eco.