Murry

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  1. Wow, owch. Well I hate to be the naysayer here but I didnt have a lot of fun in my first mayhem experience.

    First off, I play a corruptor.

    Sure blowing stuff up was fun and shiney but that part ended pretty much the second I entered the bank. Instantly im stuck between the banks security, and 3 waves of Longbow ambushes. Died, came back, took 2-3 minutes to break out of the jail due to not being able to use my most powerful snipe attack because of some unseen constant interrupt. Got out of the cell, had to deal with sticky crisis trying to get out of the jail, get back to the bank get the loot.

    Thats when the fun really ended. I envy people who just got some LT in a different costume.

    I got Valkyrie.
    And she was an Elite Boss.

    A melee/long distance elite boss, that kept having swat team members come in and back her up.

    In the end, I failed the mayhem mission without a chance of possibly succeeding, got a bar of debt, and aside from that, I guess because I failed I didnt get to get any new contacts.

    Thats a major level of bad in my book. I really dont want to have to depend on other people just so I can get my contacts and thus beable to do story missions and such.

    If It was just difficult that woulda been one thing, but I threw everything I had at val, got her to about 60% health, died, and by the time I got back she was at 95%. No chance >.<
  2. Escort missions?

    NOooooo*flash forward 5 minutes later* oooooo! I hates them! Escort missions are the worst type of mission in any game ever. Ever. Did I mention ever? I've never played a game with a GOOD escort mission in it, especialy not a online one. For some reason no matter who or what your escorting, its weaker than a sick lamb. You could be doing prison detail escorting Super-Omega-Ultra-Badguy to another holding facility due to death threats from victims and despite the fact that he could destroy worlds, a few stray shots could bring him down.


    I can only hope these missions are labeled a bit better than some of the missions currently in game liked timed ones or ones that require partners. Or at least that after a year of this game being out someone finally puts in a dang abort mission button in.
  3. Murry

    More answers....

    I'm glad SR is still being looked at, Some of the powers (like quickness) seem a bit.. lacking. The whole power set is kinda wierd really. You have a passive AND a toggle version of defense powers and then some other ones that seem like watered down versions of various pool powers.
  4. Murry

    Villain Emotes

    Definately need some overly dramatic looking emotes. Think The MONARCH! or Doc Orpheous from Venture Bros

    Lets see.. what else.. Insane laughing, maybe some nervous twitches...
  5. This is a great idea. Hopefully not to many people would be confused and try and strike up a conversation with a NPC version of a SG mate.

    It would also be a neat little thing for If/when your base ever got attacked. The NPC versions of the offline characters could still participate in base defense. Of course if they die it wouldnt you know.. effect the real players character. Just a way to keep things interesting you know?
  6. I'm going to be busy that day... The badges for the trick monsters look niiiice. Fortunately they dont seem to be terribly hard to get either.

    Heh I just hope for the lowbies sake that the trick monsters don't spawn at the same level as the person who clicks the doors. Else AP might become suicide for anyone under 50.

    I had hoped Statesman would make an appearance, but no such luck.
  7. ^^ Agrees with the brawl comment.

    You'd be surprised how much I still use brawl. Countless bosses and their goons have gotten to see the handle of my katana up close an personal just before they go down. Great way to finish off a mob and not waste a more powerful attack.
  8. When making a game a developer will soon realize their vision of a game might not always be in line with the will of the players. A good developer will realize that it may be neccessary to sacrifice parts of that vision to keep the game in line with what the players have decided their vision of the game is. Developers who do not follow this path are ultimately going to turn away their own players and damage the game for everyone, developer and gamer alike, with the changes that follow in their attempt to force people to play as they had originaly invisioned so long ago.