Nadira

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  1. Nadira

    15 People

    [ QUOTE ]
    Let's double up to 120 and kill off WoW once and for all...

    [/ QUOTE ]

    Please no. The best thing about World of Warcraft is that it draws all those players you rather not want in -your- game.
    Admitted, it also draws a lot of players you would not mind having around here.

    Nadira
  2. [ QUOTE ]

    freshly baked dutch apple pie.


    [/ QUOTE ]


    Dear Liquid X

    I am not a developer but I can provide the fresh Dutch apple pie.
    I will send one to you tonight (I need to bake it first of course). You can expect it in 6 to 8 week, as apparently it takes that long for a ship to sail across the Atlantic Ocean.


    Sincerely,

    Nadira
  3. [ QUOTE ]
    Note: Females using the new tuxedos and the veil apparently have *two* cape systems, something we've been told we couldn't have

    [/ QUOTE ]

    This may be the reason that it is priced relatively expensive. By limiting the number of purchases they limit the performance hit caused by it.

    Or maybe it is just the developers trying to figure out what the 'acceptable' price is and they start high because it is easier to lower prices for later packs than it is to raise prices.


    Nadira
  4. [ QUOTE ]
    Hey if you like the "special" little auras blocking you or anyone elese from seeing your actual character....so be it.


    [/ QUOTE ]

    I admit that after dark armour the effects of these temporary powers seem insignificant, but that was not the point I was trying to make. There is a reason that all our powers have these special effects. We may not always like their appearance, or feel they are too strong (and if we complain the developers even look at them, and have been known to adjust them as well), but there still are good reasons to give powers a graphical effect while active.

    [ QUOTE ]

    Don't try to discredit my point. It is a simple and valid point.


    [/ QUOTE ]

    I was not discrediting your point as such, but offering a different opinion why these auras exists in the game.

    [ QUOTE ]
    BTW Nadira....I didn't say it was game breaking, I didn't say we should just have code instead of graphics. Your post was full of over exagerations and basicly pointless. Disagree and make your own point, there is no need to put spin on what I said.

    [/ QUOTE ]

    I admit I was poking a bit fun at you, and I do appologise that you caught it when others were much much more dramatic about the issue than you were.


    Nadira
  5. [ QUOTE ]
    About the auto powers having special affects...ya it sucks.

    [/ QUOTE ]

    You may feel differently of course, but I hardly think it would qualify as anything worse than a mild annoyance. The world is not exactly coming to a standstill when somebody gets one of these auras.

    [ QUOTE ]

    I don't get why CoX is so aura happy anyway.


    [/ QUOTE ]

    Graphics are overrated too. I mean, text is perfectly acceptable for games, who needs pictures ... right?

    More seriously, these auras are a visual reminder that a power is affecting you. They also are a visual reminder to other players that a power is affecting you, and if they recognise the power, that it could be available to them.
    Plus all those effects make the game -look- good. After all, it is not the intricate combat mechanics that make City of Heroes stand out from the other multiplayer games.

    [ QUOTE ]

    I can see with a fire brute, or an ice tank, or a dark stalker.....but do things like debt protection and movement boost need auras? I don't even get why invulnerable or will power or regeneration need auras.


    [/ QUOTE ]

    They are visual reminders to the players that certain powers are active (ever got caught by the little glitch that activation animations make a character stand up even though they actually are resting, and then wonder why you could not move?). They also are there to make the game look 'cool' (or whatever the modern expression for that is).

    [ QUOTE ]

    Wolverine doesn't glow green, the juggernaut doeasn't have a shiny pink aura, I use willpower everyday and never once have glowed yellow.....just don't get why EVERYTHING has to have an aura.

    [/ QUOTE ]

    Comic heroes generally have a tiny, static, cast and readers do not need to be reminded of their powers. In addition to that, comic heroes tend to have a tiny fraction of the variety of powers that players in City of Heroes have. Wolverine has two special powers, Juggernaut (I think) only one. In City of Heroes you can easily have thirty different powers. The sounds and effects help you, and more importantly, other players, to recognise what is affecting you.
    You may of course agree or disagree with the necessity of this, but it is most likely the reason why every permanent and buff/debuff power gets its own special effect in the game.


    Nadira
  6. Event monitor
    Originally suggested by: Nadira (probably by others as well)
    Category: base item
    Customizable? NA
    Type: Crafted
    Description: A huge item that can be placed in any room. It shows a slideshow of images captured by a 'webcam' placed in a zone (i.e. no real real-time image generating as that would be too much of a burden on both server and client computers, but it does show the current state of a zone every 30 or so seconds).
    To place a camera the supergroup needs to complete a set of missions in that zone (accessible through the mission computer). For ease of use (by the server) the camera will have to have a fixed location and view direction and the mission only unlocks the access to it.
    Cameras slowly degrade over a very long time so the maintenance missions have to be done every now and then to maintain camera access
    Limitations: none
    __________________________________________________ ____________

    Training room
    Originally suggested by: Many many others
    Category: Mission
    Customizable? Yes
    Type: Crafted
    Description:
    Supergroups can craft a special mission 'door' that can be placed in the base. When it is present training missions become available on the mission computer.
    Each mission is specific to an enemy group and costs a certain amount of salvage specific to that group to start.
    Up to 5 common salvage for one particular group unlocks a number of missions of up to level 20 (level determined by the group leader, and team members auto-exemplar as per usual taskforce rules).
    4 common and 1 uncommon unlocks a number of missions up to 25. Replacing more commons with uncommons and later uncommons with rares unlocks missions up to level 70.
    This type of mission does not give debt, inspirations, salvage, prestige or influence.
    Other supergroup (and coalition) members can enter the mission once it started as observers only (same as with the arena). They can not affect or be affected by the mission in progress.
    The idea behind this is that it gives players a reason to be in a base as opposed to regarding it as a transit station the way it is now (almost the only reason to visit a base is to leave it again for another zone). By requiring specific salvage for missions supergroups or coalitions are required to work together to gather those resources before they can create their own instanced training missions, thus encouraging them to play the actual game and not viewing the training missions as the game.
    Limitations: none
    __________________________________________________ ____________


    non-raid base plot
    Originally suggested by: Nadira
    Category: Base construction
    Customizable? NA
    Type: NA
    Description:
    Many limitiations on base design exists to allow for a fair environment for base raids (e.g. no items in doorways, no doors in doorways, free paths between all raid destructable items in a base).
    By marking a base as non-raidable those restrictions could be lifted, or severely reduced in the base editor, allowing for more freedom in base design for supergroups (or private lairs) that are not intended to be raided.
    By making this a separate plot (set of plots) swapping between raidable and non-raidable is not instantly possible, eliminating possible exploits.
    Non-raid plots do not accept items of powers (or the rooms that hold them) nor do they accept the defensive variation of those rooms. Also no defensive items can be place and the base can not be invaded (not even with a consentual raid)
    Limitations: None
    __________________________________________________ ____________

    Secondary plots
    Originally suggested by: Nadira
    Category: Base construction
    Customizable? NA
    Type: NA
    Description:
    In addition to having larger plots also allow to purchase secondary, smaller plots (must be of the same style as the main one, either all are defensive or none).
    This would allow for more interesting base design, plus would be a start for allowing multi story bases (if secondary plots could be placed above or below the main one and floors and roofs could have a style 'None' to allow openings between them)
    Limitations: None
    ________________________________________________


    Player housing plot
    Originally suggested by: Nadira and many others
    Category: Base construction
    Customizable? NA
    Type: NA
    Description:
    A special plots that only accepts a special set of 'player housing' rooms and corridors (1 x n sized decorative rooms)
    Each room gets assigned an 'occupant' who can freely decorate the room (and allow or block access to the room to others as long as he or she is inside).
    Prestige for decoration comes from the supergroup store, but no player can draw more than the amount of influence they contributed to the group. The logic behind this is that it both gives more players access to base building and that it encourages to contribute to the supergroup's prestige pool.
    Limitations: None
    ________________________________________________


    Nadira
  7. [ QUOTE ]
    I said, "no" can be a legitimate reply, but only if the post it is responding to does not pose an argument to which the "no" is in response.

    Posting "Yes" would be sufficient. Saying "Yes" refers to the reasons given in the argument above, so reiterating them is unneccesary.


    [/ QUOTE ]

    However, this ignores the fact that we are not voting for suggestions, but we are supposed to discuss them.
    Neither Yes nor No, unless accompanied by new arguments, are relevant in that light. Which takes the wind out of the sails of the 'I want to be able to answer No' proponents, as they attempted to argue that it would be 'unfair' to disallow No but allow Yes. Rather than attempting to argue that one one-word reply is more acceptable than another, just agree that neither helps with the discussion and that both should be avoided.


    Nadira

    (I probably should shut up and let this particular thread slide into oblivion now the initial shock of being moderated is wearing off of the frequent posters here)
  8. [ QUOTE ]
    I tend to agree with those reasons.

    If you agree completely.. what more is there to say? You could certainly inflate the post with what is simply a regurgitation of the post you agree with, but that is just silly to require that. All the explanation and points are in the post you are agreeing with. What is the point in repeating them over and over? When disagreeing.. your reasons are not readily present. How is anyone supposed to know what you find wrong with it unless you explain? /no is utterly useless on its own.

    By that same token, everything past that first line of my post is useless because it is simply regurgitation of the same points already covered in this very thread. I've wasted your time and my time by doing it. I could have simply stated my agreement and we could all go about our business. A yes requires little explanation. A no.. not so much.

    Now, if someone else already covered why you think something is a bad idea you are free to post a short agreement for their reasons for disagreeing. At least I think so. "/no for the reasons already stated" is acceptable to me.


    [/ QUOTE ]

    I agree with everything you stated here, up to a point.

    The stated purpose of these forums is to provide players with answers to questions, to provide feedback to the developers with what the players perceive as flaws and bugs in the game design, and to suggest changes, improvements and expansions to the developers.

    Nowhere in this is any mention of it being a popularity contest.

    Saying only Yes or No, does not provide any more information compared to what already was present in the original post, and thus is merely a vote. It does not answer a question a player may have (well, it may be if the poster asked if something was a good idea). It does not give the developers any insight regarding a possible problem within the game. And it does not give them (nor the other posters in the thread) any information regarding the good or bad points of a suggestion.

    If all you can say to a suggestion or bug report is 'Yes' then obviously everything has been said already, and adding to it really serves no purpose (other than burying the suggestion or report under layers of meaningless posts). Or you are merely stating your consent and thus are voting, not contributing to a discussion.

    If all you can say to a post is 'No' then apparently everything has been said already in the original post and there really is no point to your post either. (We could have some faith in the developers for recognising bad ideas and suppress the urge for stating that out loud). Or you are stating your dissent and then you are voting, not contributing to a discussion.

    Neither help the developers find problems, or suggestions for improvement or expansion.

    If you want to contribute your post should either be in the form of "Yes, but I would like to add/change/elaborate ..." or "No because it will cause this problem ...". Or you could say "this idea has been brought up, you can find it discussed in other threads if you use the search function".

    These are examples of constructive contributions that help the original poster, other players and (should they ever bother to visit this particular suggestions forum ever again now it is essentially unmoderated) developers finding information rather than a good imitation of a seagull colony (*) ...


    Nadira

    (* flying in circles, screaming at each other at the top of our lungs and crapping all over the place)
  9. [ QUOTE ]
    People who say yes, or /signed, want to build support for the idea. And they are able to whether they want to (or can) expend the time to even really think about the idea and come up with a few sentences, or not.
    But you suggest that people who do NOT like the idea MUST expend that extra time and effort, even though they also, may only want to give their input and SLOW building support for a bad idea.


    [/ QUOTE ]

    But these boards are for presenting ideas, and for discussing their merits and disadvantages. They are not a popularity contest.

    If any of us feels the idea is so good it does not need elaboration, then we have nothing to add and should not, since mere agreement is neither discussion nor constructive. This takes away the /signed and /yes posts.

    If we feel the idea has merit but could be improved upon, then we can, and should, reply explaining what we believe could be done better with the idea. That is constructive feedback

    If we feel an idea is bad or poorly thought out, we should reply, explaining the problems we see with the idea. Adding a way to improve the idea is not necessary. This is constructive criticism.

    If we feel an idea is so poor that we do not want to say anything about it, then we should not as that would be stating out dissent and these forums are about presenting and discussing ideas, not about voting for them. That should remove the need for /no and /unsigned posts.

    The above plus basic common respect for other people, regardless of what we think of their suggestions, would go a long way to reduce the need for moderations on these forums.


    Nadira
  10. [ QUOTE ]
    Ok, so we all have come up with cool, confusing, and awesome ideas, but have we all forgotten what this is?!?!? ITS A GAME SO WHERE DO WE, THE PLAYERS COME IN!!?!?!?

    [/ QUOTE ]

    That is easy enough. In the first article it was stated that the outbreak plague was never contained and that new heroes sent in to help where infected and lost. Also the raid to spring Recluse's chosen ones from the zig failed.
    The conclusion is inevitable... the devs are gently preparing us for issue 11's big surprise: A character wipe


    Nadira
    (p.s. no. I do not for a second believe there will be one )
  11. [ QUOTE ]
    [ QUOTE ]
    No, I'm willing to bet that Fish is a reference to the true mastermind behind this, mr. Sean Fish, Head writer, aka God of Lore at Cox


    [/ QUOTE ]

    Possibly, but "shark-like smile?"

    [/ QUOTE ]

    You obviously never have seen him smile when he snatches the last cookie from the table ...


    Nadira
  12. [ QUOTE ]

    Correct. The last article stated "Recluse of the Rogue Isles" while this one take him completely out of the Rogue Isles and into South America. But both mention the Outbreak Plague being out of hand.


    [/ QUOTE ]

    I wonder if somebody already noticed this.

    Neither article mentions the Rikti at all ...


    Nadira
  13. [ QUOTE ]
    [ QUOTE ]
    Even giving hero teleporters 4 beacons would open up a lot of base building opportunities without sacrificing quite as much functionality.

    [/ QUOTE ]

    That's why I think a 3 or 4 destination Hazard Porter would should be the way to go - it wouldn't affect Villain balance at all.
    Heroes have 9 Hazard Zones right now, requiring 5 porters. a 3-beacon Hazard porter removes 2 of them, that's a whole 2x2 room. (and there are 12 City zones, so that 9th beacon doesn't leave a porter with 1 beacon on it.)

    [/ QUOTE ]

    Of course the better solution would be to give villains 13 more zones, but I do not see that happening any time soon ...

    (After all, from a developer point of view it makes much more sense to create cooperative zones rather than villain or hero only ones)


    Nadira
  14. [ QUOTE ]
    I feel that a teleporter with a slightly bigger footprint and a slightly increased control and energy cost would warrant the ability to host more than two beacons..which would cut down on room size, reduce energy/control costs slightly, and be very very convenient.

    [/ QUOTE ]

    Actually, there is no good reason why hero-side teleporters do not standard come with up to 5 beacons attached (or maybe 4). Villains have only 7 or so zones so can make do with 4 teleporters. Heroes have 21 zones so they can not even fit all teleporters in a standard plot, never mind the cost of energy and control involved. This makes it a lot easier to create a moderately functional base at villain side than it is at hero side. Even giving hero teleporters 4 beacons would open up a lot of base building opportunities without sacrificing quite as much functionality.


    Nadira
  15. Not sure if it is a base building or usage bug, but you always seem to zone in at one of the cardinal points of the teleport circle (i.e. due north, east, south or west of it, though the last two seem to be the most popular).

    Some decorative items have a small enough footprint that they can be place on those spots (e.g. the columns made of four huge wooden logs bound together by iron bands).

    Players who zone in end up stuck inside those objects, unable to move but also unable to zone out again.


    Nadira
  16. Outdoor base style
    Originally suggested by: Nadira
    Category: base style
    Customizable? NA
    Type: purchased
    Description:
    A new set of room and base plot styles that start with an open lawn. Items can only be placed in the 'rooms'.
    Additional rooms are enclosed by dense and impassable undergrowth similar to how it is handled in outdoor areas. Only decorative rooms come with the option of being unenclosed (it carries an invisible wall around it).

    Ceiling styles are translated into sky types.
    Floor heights transit smoothly if the height difference is 1 tier, or abruptly if it is two.
    Limitations: none
    __________________________________________________ ____________

    Biotech
    Originally suggested by: Nadira
    Category: Item style
    Customizable? NA
    Type: purchased/crafted
    Description:
    Functional items in a base come in two styles now: tech and magic. Adding a style with a biotech look (e.g. glass cylinders with bubbling liquid and unidentified tissue in it) would allow for more varied base designs. Control could be provided by brains in glass jars linked together, and the biotech equivalent of the fusion generator could be some mixture of high tech equipment and mutated looking internal organs with thick bundles of flesh sprawling over and around it. Or maybe something slightly less disgusting looking
    Having walls floors of living and pulsing flesh probably is also a bit too high of an ick factor but would be highly suitable for the mad genius or deranged mage kind of hide-out.
    Limitations: none
    __________________________________________________ ____________


    Elevator doors for the secret entrance
    Originally suggested by: Nadira, and most likely by others as well
    Category: decoration
    Customizable? probably not but perhaps other styles could be crafted.
    Type: purchased
    Description:
    Instead of a blue swirling thingy add an elevator shaft (tech style), magic summoning circle (magic style) for the base entrance. Some of the blue swirly effect could be maintained if it is considered vital for the base exit to be instantly recognisable.
    Limitations: Can only be placed on, and replaces the look for, the current base entrance. Only one per base, only in the entrance room.
    __________________________________________________ ____________



    Nadira
  17. [ QUOTE ]
    [ QUOTE ]
    Still don't understand what the big deal is. I think people need to relax and just put it out of their mind.

    [/ QUOTE ]

    An illustration.

    actual example snipped, read the original post if you are interested

    [This is the kind of stuff most people are griping about because the ADMIN channel spams every open chat window. No legible conversations in Team, Supergroup, Etcetera...

    [/ QUOTE ]

    Drama queen much, are we? There were 3 lines for each zone being invaded (that is 3 times over the course of 20 or so minutes). Even when zones were invaded overlapping in both Paragon City and the Rogue Islands at the same time that did not amount to more than one line of admin message every several minutes...

    Yes, the message showing up in all chat windows was perhaps slightly overkill, but in all honesty, had the developers not done that the boards would have been full instead with people whining that they were caught unawares by an invasion and were killed by it.

    I suppose they could plaster the warning messages screenwide over the game window in flashing red and yellow letters (to emulate how pervasive air raid warnings would be in reality) and keep the sirens running throughout the entire event...


    Nadira
  18. [ QUOTE ]
    lol...yeah we did have enough warning you just had to be payin attention

    [/ QUOTE ]

    The problem is that some people are always complaining.
    If it is not about too little advance warning like this, then it is about too much advance warning, like the admin messages about pending invasions...

    Nadira
  19. [ QUOTE ]
    This is for the devs I guess, but I think that if the daily raids are gonna cease, then the triggered raids should be MASSIVE. I miss all the excitement there was during the first 36 hours of issue 10. Granted, all the excitement caused mass lag from everyone trying to pile into a zone for a piece of action, but it didn't take long to figure out how to minimize it. After getting my accolade during the first week , the excitement of it wore off considerably, and during the second week, I found myself SuperJumping over ground assaults entirely cause I had a mish to get to, and there was nothing to be gained by joining the melee. I'd like to see the triggered raids, at least with the bombing phase, big enough that all the falling A-bombs cause us to "Fight in the shade"

    [/ QUOTE ]

    Personally I find the giant fights to be the most exhiliarating part of the invasion, lag and everything, so while the invasion lasted I made it a point to join in as many as I could.
    I do agree with you that on rerun invasions the bombing phase needs quite a bit more bite though. These past two weeks we had bombs exploding in the air, bombs hitting the ground and exploding (causing damage and a lot of knockback if you were in the blast range) and unexploded bombs waiting to be disarmed. I am thinking that for the reruns almost all bombs should hit the ground and explode on impact instead of blowing up in the air. The number of uxb may be increased a little bit as well (going to be a lot harder to get the bomb badge if only one zone gets invaded once in a blue moon).

    And maybe instead of having only a single random zone invaded it can be made so that while an invasion is underway there is a chance that another zone gets invaded as well. The invasion re-run ends as soon as no zones are being invaded anymore. But that I suppose depends on how popular the Lady Grey taskforce is going to be.


    Nadira
  20. [ QUOTE ]
    The website referenced is always the same site in 90% of the instances.

    [/ QUOTE ]

    Interesting... If they refer to the same website that could be used as a way to identify these lowlifes before they have a chance to annoy many people. Either flag or auto-gag (not ban) any account that has a character mention one of these sites in broadcast, tell or private tell. Just an extension of the 'bad word' filter list really, only instead of replacing the word with random punctuation marks flag the account that originated the message. After a (small) number of warning flags has been reached the account is automatically gagged and suspended pending investigation by customer service. Or whatever they need to do to investigate scammers before they can ban them.


    Nadira
  21. [ QUOTE ]
    We would love to hear your feedback of Issue 10 Invasion.


    [/ QUOTE ]

    Having played through an invasion with both a defender and a controller (both debuff heavy sets) I have to say that I do not quite understand the unbearable lag that people here are complaining about. Sure, by the time the Rikti start porting in and you have a team of 8 (or two or three teams) clustered together the sheer number of effects is causing graphics and audio overload and the game begins to stutter (looping sound and things like that) but otherwise the game runs no worse than usual. Of course I did miss the launch of I10 so it may have been worse at first.

    I do not personally mind the red alert messages in the chat windows. It helps me finding the invasions and should I want to duck out of the attack it warns me plainly where and when to do so (which I suspect is the point of having them so prominently, to prevent players complaining that the event killed them when they did not want to participate).

    The bomb run do feel a little weak to me. They do a little damage, but it is more firecracker level than carpet bombing that they are resembling. Personally I would not mind seeing their damage going up a (fair) bit so that the feeling of being in the middle of a war intensifies. And perhaps adding lighter crafts as escorts for the destroyers. Those fighters could swoop down and target heroes (and local gangs) with a lighter version of the big lasers of the destroyer.

    The invasion itself is great. The idea to have them level appropriate to the hero fighting them is great. It means you never have too much or too little challenge. Making the Rikti even harder than they are now would be welcome, but I realise that is going to be problematic later when the number of heroes fighting them is not so large. Still, while fighting them is not exactly easy, they do not usually threaten to overwhelm the defenders. They could stand to be a bit more capable of actually winning.


    Nadira
  22. [ QUOTE ]
    [ QUOTE ]
    Good job...shall we start a comprehensive list of the ones we want then?

    [/ QUOTE ]

    A Master list will be included in the aforementioned "Back Story Power Pools V. 2.0".

    Off the top of my head, here are the ideas:

    Rogue: Increases Newspaper Mission fun.
    Student: Dedicate one's self to sidekick.
    Mentor: Dedicate one's self to teaching others.
    Genius: Receives Items at an increased pace.
    Lone Wolf: Excellent for Soloing Missions.
    Divine: Receives minimal punishments for death, enabling a "reckless" playing style.
    Merchant: Favors Story Contacts, with whom purchases and sales are very profitable.

    and more when I think of them...

    [/ QUOTE ]

    Adding two more ideas

    Refugee: Whether you escaped from abuse, the rikti invasion, tyranical rulers from alternate dimensions or something else, the experience has made you wary and more capable of escaping capture (minor powers to mitigate or escape the effect of various holds)

    Hunter : One villain group in particular has wronged you in the past and you are hunting them relentlessly to prevent them from harming others like they did you. (minor boosts to attacks and defenses against specific villain groups)


    Also, if these are to be essentially free, like permanent temporary powers, the effects must be very small, probably much less than initially proposed.
    Pool powers after all are balanced around the fact that you have to give up primary or secondary powers, or other pools.
    That said, it stand to reason to have them outside the regular power choice system as they are not in fact powers but backstory elements that affect your powers.
    For that reason I also think there should be a limited number you can choose and that must be done relatively early into the development. Maybe one choice every 3 levels starting with the inherent origin power at level 1 for 6 choices total (i.e. the last option to pick one is at level 16). That would give sufficient choices to tailor your character but not so much that the cumulative power of them would be too great. It does mean however that every backstory powerpool would need 5 or 6 choices instead of the 4 or powerpools (otherwise specialisation is not really meaningful)


    Nadira
  23. [ QUOTE ]
    so...


    Mr.States + Mrs.States................... Mr.Recluse + Mrs.Recluse
    ...............||................................. ...................||
    ...............||................................. ...................||
    .........Statesman........................Maiden Justice & Lord R.
    ......................\\.......................//
    .......................\\.....................//
    .........................=====||=====
    ................................Miss. Lib + Mr. X
    .............................................||
    ..........................................Ms. Lib




    so...Lord R. is Statesmans Brother in law? and also Ms. Lib's Great Uncle?


    [/ QUOTE ]

    I have a far more pressing question.
    As I am sure I have seen a Mr.X running around on a couple of servers ... which one of them is the father or Ms Liberty?


    Nadira
  24. [ QUOTE ]
    *Runs away before anyone can throw rotten fruit with too much accuracy. *

    [/ QUOTE ]

    No reason to worry Baldric

    Everybody knows they nerfed accuracy in I5. They do so every issue after all


    Nadira
  25. [ QUOTE ]
    Well, you beat me to it.


    Yes. Speaking as a North Carolinian, I find it even more intriguing to wake-up today and find, suddenly and arbitrarily, that an entire island of our state and a primary faction of our history has not only been revised out of our territorial waters, but also *oh the shame of it* ceded to, of all places, Virginia.


    [/ QUOTE ]

    Well, I admit not having studied the article in detail, but I got the impression that the inhabitants of the new zone were abducted there. So, the original colony may have been in North Carolina, but the descendants are showing up in Paragon City because that is where their alternate dimension is manifesting itself?


    Nadira
    (p.s. I still think the mythology is a bit weird. I mean, Red Caps orchestrating the whole thing? They were a joke in the myths. Admittedly a bad and dangerous joke, but compared to the Firbolg and especially the Tuatha ...)
    (p.p.s. Nothing to say here but according to Bo Bindel I need two post scriptums, never one)