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Posts
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Joined
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It's been mentioned before, but since it's Live, I'll mentioned it again...
There's a bunch of graphics that are invisible. The Skulls Dyne Lab, Hellion lair (with puzzleboxes), Portal Lab (with portals in various stages of construction), and other maps that have unique decorations in them. All of these objects are invisible. We can run into them, stand on them, and get line of sight errors from them, but we just can't see them.
Also, I've noticed that in the PPD stations, only the female Warden posters are left. Swan, Mynx, and the male Warden images for the Freedom Corps posters are gone (probably invisible too). I know that's a minor thing, but, hey, I likes my Mynx posters. =^_^= -
Oh wow... well, I love the costumes, and appreciate more being added, but I used to right-click-Info on every enemy I met, just to read up on them. I was even taking screenshots, that I'd edit later, so I could have "info cards" on everybody.
So, the storyline would have to be my favorite. Here's hoping for more backstory stuff ingame, rather than on the website. <_< -
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I'd certainly like for the final mission to take place at the dam. It'd be a lot more satisfying that running to a random office building door in Perez Park and pretending "oh, yeah, this is an electrical substation, yep, yep!"
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Considering that the Posi TF is from 10-15, and Faultline's range starts at 15, I doubt we'll be seeing Faultline as part of that TF. However, since there is an interior for the dam (and a very nice one too), perhaps that final mission for Posi could be an instanced version of this map, filled up with CoT, Clocks, and Vahz? <_<
Even better, instance off a small part of the outside dam, near the substation, have us beat on some boss to get a door key, then enter the substation to get the interior. That would give that TF a much more interesting ending. -
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What if you have a CoT hunt for Faultline on Live, and you don't complete it before issue 8 launches?
I guess you'd have to use the mission drop feature, right?
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Just so happens I did have a CoT hunt in Faultline on my copied over Stormie...
And the mission did not auto-complete. <_<
Mind you, that's from the initial I8 patch, not any of the other patches, so it might be different, but if you don't want to waste a mission drop (once per week, ya know), best to complete it on Live now.
Also, I noticed that the Security Chief for Faultline is still outside it in Skyway, and the Vahz are still there, which is the Chief's hunting target, so that particular mission might still be in existance in I8 (at least it won't be so nasty, since it's a city zone). -
Even if we can't target them, it would be nice to use slash commands to rename them,and it would be wonderful if they can use petsay as well, so the little guys could talk and emote. <_<
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Yes, you'll need a second person in order to get your alts into your one-player SG. If you don't know anybody that you trust, or they're inconviently offline, then change permissions for whatever rank you want your alts to be (presumably not Leader). Give that rank the power to invite, and promote, if you want your alts to be higher than "member", and that's it.
Head to Atlas or Mercy (depending on your character), and offer some inf to anybody willing to help you out. To make it easier on the lower-level character, log all your alts in the same general area, so the lowbie can actually see you (so they are sure it's you).
Once your alts are in, thank the player, switch to whatever character has the inf (if not already on it), give them their reward, then kick them out. As long as they know going in, that this SG is purely temporary, for the sole purpose of helping you out, then there should be no feelings hurt. =^_^= -
Actually, since they added the Overseer room, Medbay, and the tiny teleporter and workroom to the Create Room list, I don't think "too expensive" is the right word for it. A character in an SG of one, can actually rack up quite a bit of prestige on their way to 50 (even more if they can get a gift of inf, so that they could stay in sgmode).
However, decorations are quite pricey. Cheapest ones are 100 prestige, which isnt' bad, but they can go all the way to 5000 prestige! And that's for a non-functional decoration. Quite frankly, if it's non-functional object, then it should be the same price as all the other non-functional objects. Make decorations cost 100 prestige each, regardless of size.
And speaking of size.... could we please get some smaller-scaled decorations? Most of the Sewer theme have immense pieces of machinery that in no way will fit in a 2x2 room. And there's a bunch of Arcane objects (large head, large hands, green crystals) that are likewise ridiculously huge. How about some 1/2 scale, or even 1/4 scale, versions?
Now another problem we have is that if the SG is semi-active, it's not hard to rack up enough prestige to get 9 2x2 rooms on an 8x8 map. However, to expand, you'll need millions of prestige just for a larger base plot. I'm aware that base plots, and what you can put on them, is "balanced in cost" to reflect SGs having an Item of Power, as well as for Raid purposes. However, the Citadel of Pain isn't working, and doesn't look like it's going to be working til Issue 9.
So why not lower the cost of base plots? If not the Secure ones (which allow as many IoPs as you like), then how about just the Hidden ones, which is what an non-IoP SG base will have anyways. Since rent is going to be plot-size based, lowered costs for Hidden base plots can be reflected in the updated rent values (nothing too insane, I'd imagine, since Hidden plots only allow for one IoP). This will allow the semi-active SGs, as well as the slower SGs in the long run, to be able to expand their base size, and maybe even take a shot at the Citadel of Pain (more players doing something that takes a lot of resources to make!), and since they can only have one IoP in their Hidden base... well, it should be balanced. <_<
Oh, and perhaps we could add a new permissions item to the bottom of the permissions page: Public Viewing.
This would allow any player (of the same hero/villain side) to visit a Public base (a "public bases" option will appear on the Portal list when you enter one). The visitors will be able to wander around as they please, but they cannot click on anything (no poking in storage bins, no teleporter usage, no combining salvage on worktables). In order to keep lag down, the permissions list can have a "maximum number of visitors" that can be inside (this has no effect on SG/Coalition members), and the number of current visitors/max visitors will be shown on the Public Base Listing before you enter.
This would allow for neat stuff like the "maze" bases from the Halloween party on Test, or letting potential new recruits see what you have, or just for curious sightseers (or showing an impressive display of power, to keep it in villain RP). =^_^=
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Wow, a one-year necro post. =^_^=
Okay, since things have changed a bit in the past year, I'll add a few other things a player can do against the Psychic Clockwork King:
1. Set to Heroic, and if your team isnt' too large, you'll have an Elite Boss instead of Archvillain.
2. Dispursion Field from Force Fields now gives defense against Psi. Just hang around under the bubble and hope for the best! If the bubbler is protecting meleers, best to chomp some defense/resist insps themselves.
3. Opt to just drop the mission entirely! <_<
4. Once I8 is out, set your mission to "collaborate", and team with others who also have this mission. That way, you do it once, and everybody's PCK is done. -
Perhaps the Avilians haven't been scrapped, but perhaps it's just that the fancy-pants art for their wings were finished before the AT's powersets (and backgrounds, and missions, and whatever else comes with them) arent' nearly done.
So they take what they have (two types of wings) and offer them with the Vet Rewards, since we've been bugging them for it since the beginning, and when "the story" hits the part that would introduce the Avilians, we'll get to see them.
... assuming they managed to finish the powersets, storyarcs, etc. >_> -
The only problem I have with Empathy is that it's pretty much a team-based powerset. Only three powers work on yourself, and you have no enemy debuffing ability. Now, as people are always asking for healers, you would think that it's not hard to get into a team. And it's not.
However, most of the time, the folks asking for healers are in the lower level range (Hollows comes to mind), and once you get higher up, you might find more teams, but of lower levels, which means exemping down. Good for inf/prestige, not so good at leveling up. <_< -
Heehee, well done, Bill.
*gives the thread 5 peppermints* =^_^= -
I don't know how the Stalker version of Resiliance is, but the Scrapper version of it will pretty much end a stun immediately. I've used Awakens and saw the disorient debuff icon flash on, then right off, and could start popping blues, or whatever, right away.
I didn't think Revive brought you back stunned, but if it does, then Resiliance will allow you free movement right away.... plus help you should you face some stun-happy enemies that manage to get through Integration. -
Woo, double necro'd! =O_O=
LadyMage is just that good. >_>
Heh, and to think I kept asking LadyMage in global if Fortitude's numbers were right. "You sure? Really? Hmmm... really sure?" <_<
I'd say that for slotting, O_Positive, you'll probably want three recharges in Fort, the Regen/Recov Auras, and Andren Boost. Clear Mind comes up fast enough that I just leave it alone, and Rez... well, put more slots in it only if you think you're going to get multiple deaths all the time. >_> I just went with the one.
I haven't gotten past 35 yet, but I'm intending to slot Defense into Fort (maybe 2 Def, 1 ToHit... or just 3 Def), and maybe some End Mods into Recov Aura. Heal Other and Healing Aura both have 3 Heals in them, and I think I've put one Recharge into Heal Other. -
Never referred to my characters as "toons", even if they do act cartoonish.
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I couldv'e sworn that one of the rednames posted something about putting mission doors into neighborhoods that are the same level range as the character's current level...
Guess that would be for an "upcoming" Issue, or something. Or it just doesn't apply to the Hollows. <_<
If Safeguards are anything like Mayhems, at least a level 5 Flight Pack power will be used a lot. -
Ah, a nice outline of Ice powers for tankers, and just after I had created an Ice/Ice on Test and was wondering what did what.
Only question I have is on the numbers for defense on the various powers. Looking through other sites, I find recharge/endurance cost/activation time info, but not the defense/resistance each power offers. <_<
I guess that Frozen Armor has a pretty good base defense against smash/lethal, since I was watching a lot of punchy misses coming my way. -
Yeah, Brutes and Masterminds do well in Mayhems. Brutes can get their Fury pretty high from just SMASHing things left and right.
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Blame the devs for giving us cat ears.
Ooh, kitties, what to show... <_<
*searches screenshot folders* =)0_o)=
Hmm, looks like most of my kitties don't have pics yet. >_<
Still, from what I have....
The Peppermint Cat - main minty kitty, a Leader in F.EL.I.N.E.
Retro-Pep - retro costume for Pocket D event, that I just decided to keep.
Santa Pep - gives out peppermints to all the good heroes.
Nurse-Kitty - quality healing with a meow.
Teh Pep-Rmintz - alternate universe naughty Freakshow Pep.
Blackpowder Bengel - pistol-packing pussycat mastermind. -
Ooh, upgrades for NoFuture? Yay! =^_^=
At least we can still see the site, even if it won't be updated until next week or so.
*dontates a tin of peppermints to Red Tomax* >_>/# ^.^ -
*sigh*
>_>
*offers Cuppa a tin of peppermints*
Don't forget us! =>_<= -
Heh, I was wondering why "Disciplines" were listed.
I used to have some of them on my tanker, til we lost all our inspirations in a bug (=>_<=). I got my Presents back, as well as Ambrosia, but lost all my Disciplines. -
=>_<=
I always refer new players to your site, too, since it has so much stuff there.
Plus, whenever I'm about to start a TF, somebody in it always has your site up, so that we know just how many friggin' missions are left in this thing. -
While an expose on the Knives would be interesting, as of now, there really isn't much to this group. There are only three types of enemies (one of each rank), and they all have the same powers (with higher ranked ones having additional powers).
If more types of Knives are added to the game, as well as an Elite Boss or AV, plus some arcs that give a backstory, then that'd be different... -
Arctic's post mentioning Malta (for the next villain group update, I'm assuming), reminded me of a Malta mission in which you have to save a young hero from the Malta, without her knowing. The Malta intend to have her "mission" go disastrously wrong, and get blamed for it, thus removing another hero from active duty.
It's the high-level mission with some seriously-grey-conning Skulls in it. >_>
Perhaps Frostfire was the victim of the Malta, helping to cause the fire, and everything else that went wrong. Not to mention that "our friends" have connections.....