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Posts
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Joined
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Quote:The single biggest way to improve this fast is to have Matthew Habashy (and the redside equivalent) introduce you to one of the old school contacts. Effectively locking all of the original content behind radio missions was a huge mistake.
Yes, exactly.
I've had the same concern as the OP. There should be more overt options for players to choose what content they want as they level. There are so many paths -- which is a wonderful thing! -- but getting to each part at the right time is tricky, if it's even always possible.
I think having way too much content to do on one character is great, but without a guide, in game, where everyone will see it, people will end up just doing the same things, the things they know, every time. Which is a shame. They could get bored with the game without ever knowing what they're missing. -
Well, the are "flight poses," which are emotes that you execute while flying: http://paragonwiki.com/wiki/Guide_to_Flight_Poses
If I recall correctly, there were initially added as random poses that Fly would use, but they were turned into emotes, in part, at least, so people could choose what pose they wanted to use. -
I enjoyed the arc, but as with the first one, I think it's too short, too quickly completed.
I was trying so hard not to draw attention it didn't even occur to me to tap on the guard's shoulder and try to talk to him. Just tried the file cabinet because it looked like nobody was watching there.
And in my typical, oblivious fashion, I didn't even notice Hamidon; I've never been in the Abyss, so I couldn't recognize it.
Clearly I'll have to look around more next time.
Quote:You only list known villains. What if the bad guy is someone we think of as a hero?
In fact, what if the bad guy is a member of the Freedom Phalanx? In which case, we may be the one to kill them!Quote:Originally Posted by Johnny_ButaneGood point. But in that case we can narrow down which of the Surviving Eight it's not.
It's a good chance Synapse, Numina, Statesman, Manticore, Sister Psyche and Aurora are off that list. -
I actually kind of enjoyed the Twinshot arcs. A bit comic-book cheesey, but fun. I was disappointed the series ended on a down note, but it was amusing later when, in a Safeguard mission, I found out Manti's "prediction" about Flambeaux was true.
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I don't have a pet peeve about bad spelling, or even a feral peeve in the backyard of my mind. It bothers me when someone is obviously using contrived spelling to make people puzzle out what the letters etc. mean, but typos and lack of spelling knowledge don't bother me.
The main point of language is communication. The more significant it is, the more people who are expected to see it, the more time it's worth. Knowing grammar and usage is a worthy goal. We need to keep the evolution of our languages reasonably slow to maintain civilization. (An arrogant statement perhaps, but I think it's true.)
But chat is more like speaking than a document or story. And most normal people do not speak consistently with particularly proper grammar or preferred usage, even when they know them well. Most people don't notice that, either, because they communicate just fine. (I'm a copy editor who's been a reporter. This is one of the main reasons that good quotes are hard to get unless you clean them up -- which you can't count on getting away with in this day of recorded everything.)
In online chat, you need enough proper spelling and grammar to communicate without requiring effort from the reader. Beyond that, it's not worth fussing over. It's ephemeral. -
That's what I was afraid of. I'd rather have a generic NPC who appears than people "talking" to an empty space. Though I supposed it just looks like a person/people standing around.
I do like the alternate-outcome stuff though, don't get me wrong. I'm really enjoying the First Ward. -
This is just something I'm curious about: Some of the newer contacts seem to come and go and/or change. I'm thinking about at least one in Atlas Park and a couple in First Ward. (I'm trying to avoid spoilers.) It's cool that the world changes as you progress through an arc, but it seems weird knowing that other characters probably don't see quite the same world.
How is this possible? Are you in an instanced version of the city map even though the map is uncovered as it would be in an area where you've been before? Or are you actually in the normal city zone? If you are, how does it handle the different versions different people should see? Do people who don't have that contact see you as standing near an empty spot? -
Justice Blues, that was the answer, the Razor mouse.
And I did it to myself. I have one of those mice, but don't always use it. But I left it turned on.
Thanks to you both. -
Two things are occurring that are likely related. I don't know if they are bugs or new features, but I suspect the latter. I'd like to know how to better control them.
1. My characters now have a permanent floating power tray that I mostly can not resize and can't figure out how to get rid of. If I right-click on it, I get no menu, as I do with most floating power trays. Is this supposed to be there? Are there any ways to either control the shape or even better turn off this power tray? I want to make it clear this isn't acting like one of the power trays that pop up when you click the + on the initial power tray. It even looks slightly different.
2. I used to be able to, by default, fire off powers in my initial power tray just by hitting the number keys. I could fire off powers in the second-level power tray by hitting alt+number. Now that's messed up. When I try to fix it in the keymapping, it's not working as I expect it to. The alt power tray and alt2 power trays aren't what I expect them to be. Is there a way to get my power trays working as I used to? I'm pretty conditioned in my higher-level characters to using those first two trays that way. -
It reads as though there will be just one starting zone and it will be the destroyed Galaxy City. The biggest issue I see is that people don't like gloomy zones as much as the shiny nice ones. One of the reasons people frequently give for not wanting to play villain-side is the more gloomy feel of the zones. I just think you're going to put off a lot of new players if the first thing they see is a demolished, depressing area.
You need to keep one nice shiny starting zone, and make sure people know they have that option.