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ugh, thanks for making me feel OLD! =P
Saw pretty much everything on that list, many of them at the drive in (!)
That's the summer one of my pals got his license, we spent every weekend at the drive in no matter what was showing. Saw a lot of great stuff and a lot of total garbage.
The best experience by far was Road Warrior- it was a beautiful night and most of the crowd were out in lawn chairs picnicking. When the gal gets ventilated by the arrow cannon, the WHOLE crowd was howling NOOOOOOO! People were honking their horns, flashing their headlights...it was fantastic. -
Quote:The leveling interface is okay for picking ONE power or placing a couple of slots, as when you visit a trainer & level up, in the way a teaspoon works well for adding some sugar to your coffee.I don't think the respec interface is archaic or garbage. It's basically just getting to choose your powers and slots again from scratch. It's no more of a hassle than leveling up.
But using it to fill your empty sugar bowl would be tedious and annoying, as using the current interface to respec a high level character is tedious and annoying.
Quote:Also, not everyone uses a third-party offline program to do their respecs. -
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Quote:It shouldn't be time consuming because the interface is a piece of archaic garbage, no.It shouldn't be time consuming? It's not really time consuming anyway, and removing the last sentence of my post also removes the very "why?" you're asking.
Whatever thought goes into a respect happens offline using a third party program. It would be preferable to be able to import that chunk of work directly, but if we can't the game should at least provide a streamlined interface to make physically importing that data a non-aggravating process.
We got respecs grudgingly- the old guard was hostile to the idea and wanted extremely limited access. They made the process as annoying as possible in keeping with their design philosophy that time spent dealing with wrongheaded nonsense counted as "content" (see: old transit system, DO & SO naming conventions, stores not marked on maps, etc).
the ever increasing complexity of the modern game makes respecs a valuable tool- they're not just a last resort OH CRAP button anymore.
The interface should reflect this.
Quote:Making it faster would lead to more mistakes made, which would lead to cries from the player base that the system sets you up for mistakes so you have to buy another respec and yada yada yada. It works fine the way it is, and it's not difficult. -
Quote:Synapse agrees blasters have problems and changes are coming in I24.I love people who instead of trying to overcome challenges whine about them instead.
Really I do. They inspire me not to be like them.
Maybe they'll let you opt out and you can keep building the Taj Majal with a toothbrush and handful of toenail clippings! -
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Quote:Thematically I liked the Black Helicopter Line- in practice, I NEVER used it.That's similar to my feelings about the Tunnel Portals. However, I see it as a systematic problem along the lines of how the Arachnos Helicopter pads were laid out in the red side zones, especially back when they were originally only transporting you to a single destination. That is, except for the Cap<-->Mercy one, the Helicopters were in the same vicinity as a Ferry, so what value was there in using them? And now that they've been upgraded to transport you to all the same places as the Ferries? Big Whoop!
Although the new one 2/3rds of the way up the Nerva map is nice--if I remember to use it!
I still don't!
If you hadn't just told me that it replicates the ferry system I wouldn't have known. I'm not sure what the thinking of the original system was- I'm sure there must have been some point to it. But when I needed to get to places I'd use the ferry.
Quote:With these new Tunnel Portals, they could have made them more useful by placing them where they'd make travel more convenient when you're at the other side of the zone from a Train station or Ferry. As it is, all the non-mission activities that have been added to game of late seem to be clustering together which is a disservice to the efforts of the original zone designers to make all corners of the zone interesting. The Devs should have spread out the travel options to encourage players to go to these less beaten paths of the zone. I'm sure even long time Vets still have some uncleared Fog of War on their maps on their old characters (assuming you didn't use Reveal).
And I have no issue with clustering- I *like* seeing players in the zones, the more the merrier.
And I think you're giving the 'original zone designers' too much credit.
Stuff wasn't scattered around willy nilly for any reason other than to increase travel time. Much of the original thinking behind this game was wildly off-tangent from the way people ended up playing. Jack's notion was that people would have one character, which they'd play to 50. To keep us busy in a game that launched with VERY little content everything was made to be a timesink PITA. Different train lines, fedex's across multiple zones, dead end zones, even down to basic stuff like the mystifying, deliberately obtuse naming conventions for DOs and SOs.
I like convenience, I like having a bunch of useful stuff in a clump, which tends to create a cluster of players to observe & interact with, I like the utility of TUNNEL.
What I dislike is the slapdash appearance & thematically questionable placement. If it was in essentially the same geographic spot but in a building, like Vanguard's Rikti portal, that would be great. Just having a dimensional portal sitting in the middle of the sidewalk leading to these supposedly dangerous, lawless frontiers is immersion breaking.
It partly annoys me in the same way as Fort Trident- this supposedly major, important aspect of the game world that's just a plain vanilla mission map stuck in a cave.
Something supposedly very important that to take seriously, but done on the cheap.
The players deserve better. -
Quote:my favorite one of all time was playing CoV early on, early enough that I hadn't just started skipping Nerva entirely. Got that "bust up the nightclub" mission, and the game sent me AAAAAAAAAALL the way out into those islands at the back end of nowhere, through the jungle to a cave mouth hidden underground behind a waterfall.Many are the times where (with radio missions), I've been sent to the same warehouse door two times in a row, with slightly different layout and even different enemy group, though. That breaks immersion as well, when I've cleaned the place up just a minute earlier.
"Pretty damn exclusive nightclub!" my pal commented. -
also, a marketeering note:
I haven't been doing anything organized, just messing with this & that. I can report from running Paraleghell through a pretty limited chunk of high end content that simply checking your IO recipe drops & crafting the 'good' ones is still a terrific earner for lazy/disinterested players. Rough earning estimate off the first DA arc is 100 million or so, with 60m coming from a LotG Defense.
Interesting change of habit, I've been storing my rares away in the event I need them. I'd never have done this in the old days, but the /vault command makes it SO easy.
I also have two characters parked in Ft Trident converting merits to Hero merits, gradually transforming the fat pile I collected while burning through Super Packs- I'll figure out what to do with them once I've got a fair pile.
So anyway.....still dirt simple to make huge piles of inf with no particular effort. =P -
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yah I like this change- it was a pain claiming it then having to dig around the powers window to find it and set it off.
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welcome back!
sorry to hear about your tribulations, good to see you around these parts again.
=D -
I'll keep the solo story thing in mind- hopefully they won't mapserve me Cole-style.
One I23 change I'm not liking is the TUNNEL system.
Well, I like it from a function standpoint, but conceptually it bugs me for the same reason the mission entrances in the First Ward & Night Ward bug me- a floating portal undermines my sense of place.
It could be anywhere.
They're all identical, so why is there more than one?
It erodes the mask of the game world as an actual city, where I'm running around having adventures, exposing a bit of the numerical armature beneath.
In design terms those mission doors are just the same as, say, a warehouse door in King's Row. They are where they are to impose some sort of temporal spacing in your gameplay. But whereas my brain goes "oh yeah, sure, this gang of Skulls is in this warehouse but the boss is over in *that* warehouse" and thinks jogging to a different location to clean out basically the same warehouse makes perfect sense.
Not the sense I get from exiting a portal, calling a contact then heading halfway across the zone to another, identical portal.
For TUNNEL specifically, it just seems like something done on the cheap.
"Oh, we'll just slap a swirly energy thing next to the train station- done!"
Really? A dimensional warp is just hanging out on the sidewalk & there are a couple of dudes watching it and that's it? At least the DA entrance has its own planter box and circle of chanting acolytes.
Firebase Zulu access at Portal Corps was a big sandbagged security checkpoint, now I can get there from downtown Talos?
Hurmm.
Portal Corps doesn't bug me at all- those portals are very explicitly and massively anchored in the landscape of the game world. They have a physical reality these newfangled portals lack.
I'm usually pretty laissez faire about this stuff, generally happy to suspend my disbelief in whatever way the game requires to speed my path to the bashing enemies over the head segment of my session, but for some reason these things bug me. -
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Quote:A much more eloquent exposition of my rudimentary point.Stone/electric brute. Most fun a brute can have, every attack looks like smash, sounds like smash, one power is even called smash. Smash with fists!! Guy falls down? Smash him into the ground with smash hammer!! Guy standing there, trying to hit you? Smash him into the air with even bigger smash hammer!! Stomp on the ground and make a line of smash that hits foes so hard they fall down and get dazed!
/em applause -
I don't much care what sort of love blasters get, as long as they get it.
I'm enjoying playing my IO'ed to the teeth fire/ice through the DA content, but often catch myself thinking how much *easier* everything would be on pretty much any of my other 'main' characters. -
Quote:I figured I was operating at a handicap....even so, *almost* pulled it off. Probably would've succeeded if I hadn't messed up.As for that particular mission, it gets a LOT easier once you have your iStuff.
DA is great so far. As someone who loved the original in spite of its egregious lack of content I was worried, but they've done justice to the spirit of the zone (so to speak). -
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great idea, we're seeing the first steps along those lines with the faction-blind LFG chat channel.
the thematic benefits of opening up zones to all factions are obvious, hopefully it's an idea that's on the dev radar. -
here's one vote for stone based almost entirely on it's super fun animations.
I like it fine for damage, and as noted it has some great mitigation, but I really love the attack animations. And the lava skin the hammers and fists got a while back are great! -
Okay, got through a couple of missions & finished the first arc without any more connection issues, but was promptly mapserved outside the mish as I paused to Inferno a particularly juicy spawn of orange cons.
Really loved the final mission- terrific, creepy remix of a standard sewer map, great final encounter that actually made me lean back in surprise and say Woah! Keanu-style.
So being a hero I opted to try and save both Sigil & Kadabra.
I had a bunch of big defenses in my tray to keep me alive and figured if a fire blaster can't generate enough DPS to get the job done who could?
Alas, I had an unfortunate mishap mid-fight- hit Inferno before noticing I didn't have any big blues in my tray. By the time I fumbled around and managed to combine one, I was dead. Popped Return to Battle and picked up where I left off, but ran out of timer. Was genuinely shocked when Sig & Kadab dropped dead.
Great mission.
They went out of their way to underline the dangers of not being able to take out the Knives in time, and even so I was surprised.
Exited, nuked that juicy spawn and got mapserved.
Looking forward to continuing the DA storyline, so far it's top drawer stuff.
I haven't enjoyed playing a 50 this much in, well, ever. -
Quote:It is more convenient, but as I see low level content as something you'll only be able to run a few times before ennui sets in I don't mind. Remember, the masses much preferred old time sewer runs with all their attendant annoyances to 'the content'.my only annoyance with DfB is that with the trainers there to level you, it is much more convenient than the mission arcs in Atlas that are nicely chained in location except that you have to go back to Liberty to train.
I wish BaB or some Longbow trainer would show up between missions
I'd make DFB access an account unlock awarded for completing the new lowbie arcs, just to make sure people see 'em. But after you play a 'story' arc a few times it's nice to have an express elevator past that same floor.
Son passed out unexpectedly, I'm going to try and get some DA time.
Hopefully the mapserver is feeling benevolent...