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Quote:There are definitely some valid points, but honestly, the PvP aspect of the event kind of precludes that. A lot of the story elements that involved characters like Xanatos and Johnny Turbo are clearly there to give the players of Phanto(Johnny Turbo) and Baron Blitzman (Xanatos) a way to have their heroes out of the picture so they can play the leading villains. Xanatos can't really be there to fight Baron Blitzman, and then bow out for whatever reason, because they have the same player. You could have a reason to have Baron Blitzman not be there in the beginning, then show up after Xanatos leaves, but then it creates that "You just missed him!" thing, which is very stupid. At that point it would have been better to involve different villains(controlled by different players) entirely, and that may or may not have been entirely feasible or even desirable.Tsk tsk. Didn't have to reconstruct the entire event, but it helps to be adaptable to things that can happen. It's not really much fun for others to be in an event if the entire thing runs on a rail.
Perhaps, with Shogun's information, only a few of the Challengers show up to the other leads, and are prepared for the fact it's a trap. Instead of Xanatos being at the ambush, he could instead show up to give aid in Siren's Call, only to be defeated there and forced to bow out as others come in to take his place.
There's all sorts of ways to make an event work that allows for the people you're inviting to feel like they're a part of something cool going on.
Otherwise we're just an audience and background fluff. Not really much in the way of participation if all we're doing is watching a pre-set series of events play out while we mill about.
It's like we're sitting in a theater watching a movie, in which case you didn't really NEED everyone else to show up except that you wanted an epic battle as a backdrop to your story of "Oh man, look how AWESOME we are!"
If that's what you were going for to begin with, then you should say so. Fairly misleading to label this as some big event with the advertisement that picking sides means anything when the specifics of the conclusion are already decided on ahead of time, which rendered the idea of there being sides to begin with a moot point. The villains don't have to win. Obviously, they can't (Status Quo Is God afterall), but if you're to invite people to participate, and make a BIG show of how important the sides are...
Well then perhaps you should account for and be flexible towards player input. What if a hero OTHER than the ones in the summary had made it to the bomb and disabled it before Devilfish sabotaged it? What if someone had defeated the Baron while he was running amok at the end earlier on? What if a villain had FIXED the damage to the bomb?
It's good to have a script as an outline for what happens, but for it to be the hard and fast absolute of what will and won't happen...?
Then this isn't really an event, it's you just trying to show how amazing your group is "supposed" to be.
Every storyline thing that occurred there could have just as easily have been done in an AE mish.In fact, it could have been better in that regard. Even allowing for the kind of minor storyline changes you want, because you can have X character played by x player fight an AE critter made to represent y character that is normally played by the same player.
But then it wouldn't be a PvP event. Which kind of defeats the purpose. PvP isn't the kind of thing that serves itself well to major plotlines, it's just like that.
In other words, it's not really the kind of event that lends itself very well to major shifts in story, as there needs to be story elements to accommodate the presence of the key players(ooc and IC) and the absence of others (ooc and IC).
It wasn't an event to show off how awesome the Challengers and co are, so much as an event with an "excuse plot" to give us enough of a set-up to smack each other around. Like a slightly less violent social mixer.
It's a definite step up from the last Infiltrator event they hosted in that the "excuse plot" had a more involved set-up,(as I recall the Blacklist seemed to just kind of show up and start talking smack) but the event's primary purpose was to get good guys and bad guys in silly outfits to hit each other. -
Quote:I'm a super soakerI am having a hard time thinking of a name...they all come across as quite obscene lol.
Names I have thought of using and decided against:
I'm All Wet
I Will Get You Wet
I'm So Wet Right Now
My "problem" is all my toons are "I **do something**" or "I'm **something**" (See sig).
I'm sure it will come to me before Water Blast actually hits live hehe. -
Quote:Flying motorcycles?First they need to add actual motorcycle street racing leathers, full one piece motorcycle suits that can be tucked into street motorcycle boots. Then folllow this up with motorcycle helmets. Then maybe add in some MX style pants, shirts and protective gear.
As for horses. . .Yes with wings! -
Sort of related, I always pictured Water as more of a control set, so hearing that it would come out as a blast set kind of threw me at first
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It's interesting to see a new "Stuff Blasting" set, since the last few ones we've got where weapon sets. It benefits nicely from the new approach to animations. I feels like Kinetic Melee without the whooshing build-u (especially the tier 1) so people who had previously used Kin melee as a stand-in for water powers should be very happy with it.
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I believe the point here is the sheer amount of min-maxing and creative gameplay needed to make such an outlandish idea viable is such that you learn a great deal from it.
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Quote:What about Power dizer?Is Geyser the T9? Because if so, every time I use it I'm going to be yelling "Power Geyser!" in my head (Terry Bogard, Fatal Fury/King of Fighters for those who don't get the reference).
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I saw that when I zoned into Sirens. All that partyin is what led to your downfall!
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Ah, I thought I was witnessing some kind of godly quad-boxing there, Nevermind. So who all were the other -placers?
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Quote:"Shway" is the accepted future teenager slang.Yeah! I think UU brought around 15 members? Maybe more I lost count a couple times. And as far as other villains, I wasn't taking names so I only remember the people I've also seen in the D. I shoulda took pictures.
And even though shouting in broadcast is a blast (well, maybe if more heroes used broadcast. it seems shouting into the sky is primarily a villain thing), RPing face-2-face against heroes woulda' been even more crash.
All in all its was a fun event. And the twist towards the end gave it a little boost that kept it going just long enough to not be a drain.
I look forward to RPing with everyone again soon. -
You could have reverse arrows like this, but with the colors matching the selection like in the picture
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I wish more people used the Monkey fight Club as an RP spot
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I guess I'll be keeping my eye on this thread. Seems cool.
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So my idea here hinges on the idea that a buff to me=a debuff to you basically
- Increase the range of all blaster powers. Something I've heard mentioned, and also read in the game manuals is that range=Damage mitigation in that it forces enemies to close to melee, this isn't really true, as every enemy has at least one ranged power and most, I've found, have several, with decent enough recharge that they don't need to move from one spot. A blaster's range should be just outside the reach of any non-sniper enemyas a corollary(or an alternative if not feasible/possible to do the first) to this,
- Add a -range effect to all the "crowd Control" powers blasters get in their secondary powersets. Arcanaville suggested an interesting idea in the MA for blasters thread that a Knockback attack with -range would be a replacement for a tier1 immobilize in the hypothesized set, a very good idea, but why not take it further. If the Secondary of a blaster is to be viewed as supporting the blaster's primary role, that of ranged damage, then giving themselves the advantage in range seems like a good way to go to both protect themselves, and present a value to the team, Namely, that of cover fire. "I'll shoot them before they shoot you"("although, in terms of game mechanics, I'm preventing them from shooting you via non-shooty methods, just don't tell anyone") It would mean that other ranged archetypes would benefit from having a blaster along, as they would give their fellow defenders/ Corruptors, Dominators, Controllers(and Petless masterminds I guess :P) an added measure of security as they played. Further, it would(hopefully) Make tank and melee characters easier to play with, as, when the enemies, with their reduced range, decide to attack the blaster blasting them, they'd have to start closing the distance, giving the Scrapper/Brute/Tank/Stalker ample time to re-engage them and prevent them from attacking the back-row squishies. In keeping with the "squishy" aspect of blasters, This wouldn't take away from the idea of blasters using "active defense" to protect themselves. Speaking of "Squishy"
- Give a temporary Defense or Resist(pick whichever one makes thematic sense and/or better balances the set) buff and/or some form of mez protection to Aim, Build-up and other self-buff click powers. A big problem for blasters is, again, they die easy. I don't hate the mez problem so much, because Defiance actually helps me a lot, but I'd love some good defenses. But blasters are conceptually weak. They are supposed to hit hard and from far away, and that's it. So how to make these two opposites work? Well, they don't have to be squishy all the time, just most of it, And temporary bonuses to defense sound like just the ticket. Most people hit build-up just before or as they engage a mob. Having a nice, quick boost to defense or resist and maybe some mez resistance would probably help to mitigate alpha, and let you as a blaster gain those precious few moments to finish off the enemy before they finish off you. It would also help as a "panic button" in situations where you find yourself in too deep. Hit Build-up to both increase your defenses to get some extra time and increase your offense to shred through the enemy, and thus eliminate the problem of people trying to kill you in the first place. This also would work well with th e very high damage of the melee attacks. if something get's close, you can hit one of these click powers and then clobber it before it does any decent damage.
- Increase the radius of damage auras and add some form of soft control where necessary The damage auras are when I'm blapping, but honestly they're just kind of.. there for me the entire rest of the game. They don't really keep anything from hitting me, and they don't really help my primary function of shooting dudes at all. I like World of Confusion, whenever an enemy charges me and then immediately turns around to attack his fellows, it warms my evil little heart. I'd like to see more of that,and I'd also like the range to extend a bit more, just so I can sometimes get use out of it while firing on an enemy. Something in the "Close" range, maybe the distance of Executioner's Shot
- Damage buff: I feel like Blasters should, at base levels out-perform Defenders and Corruptors in the damage department until things like heavy debuffs and scourge come into play. Sort of the ranged equivalent of the scrapper, without the crits.
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I wonder how having boosts to survivability so long as you keep attacking would work?
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To be fair, though, Deadpool is getting a bit tired and overplayed.
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Their focus should be damage. They should do awesome damage on their own and even more awesome damage in a group. When in a group, something about how they function should amplify both their and their teamate's damage. When by themselves, that is only increased.
I'd like to see something like the opposite of absorb placed on enemies when hit by your attacks. All of your attacks do more damage as things go on.
Their secondaries should be used as the active defense concept. Heping you stay alive so they can do more damage. Basically, they would be the inverse of Doms, Damage first, control of the battlefield second.(yes yes, Doms do good damage themselves, corruptors have decent buffs as well, not the point) The secondaries should promote personal survival by way of having more of an effect on the enemy, better debuffs, better holds/immobs e.t.c., and some way for them to weaken the enemy's ability to hurt you. -
I don't think he means "defense" as in the gameplay function, and more "defense" as in "protection from harm" I.e. All the Melee Secondaries/Tanker Primaries.