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Quote:Yes there is. You can make binds to handle that easily, and you don't need six/seven binds times six henchmen. You can easily get away with having only a few binds to do this with. Micromanagement of Mastermind henchmen isn't a problem, technically speaking. It's just not necessary very often.There really isnt much out there for strategy with the 6 pets. You cant set stances individually, and they dont follow orders correctly half the time. Its also not a huge deal to just resummon them if they die.
It is, but it's also quite irresponsible because it causes massive pet aggro. There's a reason a lot of people hate teaming with Masterminds, and it's not door gridlock. A lot of Mastermind players are simply a liability precisely because they let their henchmen roam around uncontrolled, aggroing everything in sight and constituting more of a detriment than a benefit. I've teamed with Masterminds like this, and everything becomes harder to do.Quote:Isnt a popular play method for MM's to just go around in bodyguard mode letting their pets do the work?
Generally speaking, Mastermind sets have variety. They have more variety than any other AT's sets, actually. Sure, the formula is always the same, but variety comes less from the Mastermind's own sets and more from what powers his henchmen come with. Mercs are almost entirely ranged while ninja are almost entirely melee, while thugs are a mix of the two. For Mercs, the boss henchman is the damage dealer with the lieutenant henchmen providing support. For Necromancy, the boss henchman is a controller with the lieutenants providing most of the damage. For Thugs, the lieutenants are damage and buffs while the boss is pure damage. You get more variety within just Mastermind primaries than you get within most ATs.
I don't really think making Masterminds even more esoteric is a good idea. If a single henchman character is so popular, it deserves its own AT. -
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Quote:I'm not really talking about a reliance on Placate so much as on capitalising on its benefits. Placate provides the ability to take a single enemy out of the fight for a considerably longer amount of time than Smoke Flash does, and it gives the opportunity for a free critical. Neither of the power's aspects requires the Stalker to run away to capitalise on, but both can be fouled up by poor timing. When you Placate, the Hidden status of your character is restored towards the beginning of the power, and it's very possible for you to be shot before even the end of the animation, causing the power to fail before you can make use of it. The only realistic way to guarantee you'll be able to make use of your Hidden critical is to somehow time your Placate in-between enemy attacks, but with four or five enemies shooting you out of sequence, that's a VERY tight reaction time. This also gives you very little time to change positioning between Placate and attack, for instance if you want to use Head Splitter to snag multiple enemies and go for multiple criticals.Bit of a Stalker specialist here (along with my beloved D3s...), and yeah, /DA is kind of like that. I've also noticed that /Nin (by far my favorite Stalker secondary) is much less reliant on Placate than most other. There are other aggro-management tools in its toolbox. Of course, I really don't play my Stalkers in the "AS-and-bail" manner; mine tend to stick around and scrap it out...and I build them to survive that. It's amazing how liberating a Stalker from so much reliance on Placate can change things (my "Stalker main.," Luna Faraday, does through entire solo missions - on pretty high diff settings - without using Placate, at least now and then).
Overall, the time frame of making use of Placate is VERY tight, which is why I've always suggested making the Placate Hidden status immune to being suppressed by outside damage for at least two or three seconds after you Placate, but still suppressible by your own attacks, just so that the player can get a longer window of opportunity without feeling such immediate pressure.
To be honest, I've always preferred action games, myself, though that's for reasons other than skill and reactions. In a stat-based RPG, the difficulty of an encounter depends primarily on the character build I brought. What this means is that "challenge" usually means less an actual challenge and more a build requirement, in the sense that "You must have this power and this many of that stat or you can go home and cry to your mommy." I've often been told that running bosses aren't annoying and difficult to stop because you can always hold them. What one does in the absence of holds is "get holds from somewhere anyway." I've always seen heavily stat-based RPGs are more like pokemon battles, in the sense that you prepare a character and then send it off on its own to lock swords with another's character, where your general input is largely confined to how you build.Quote:Ah, the beauty of diversity! I feel the exact opposite (although I am by no means saying I'm right and you're wrong...it's just a matter of preference). To me, the RPG-heavy bias in MMO combat systems has always been the fly in the ointment for me. As far as basic combat gameplay goes, I've always much preferred shooters and their reliance on player aiming, etc. To me, the ideal is a reticule-and-hitbox targeting system with significant reliance on player ability, but with the outcome influenced to some degree by character build/gear/what-have-you. Thing is, until recently, I couldn't get that in an MMO, so I was willing to tolerate "build wars" RPG-style tab targeting combat in order to get all the other stuff I love about MMOs.
I've played my fair share of action games before, and the reason I like them so much is that in them, success very often comes down to what I do and almost never to what I bring to the fight. In fact, one of the fastest ways to "ruin" the action of an action game for me is to tell me to just go level up and come back, and suddenly everything will be much easier. As much as I love Symphony of the Night, that aspect of it really ruined my experience with it. Of course, this doesn't mean I like twitch reflex games just because they're "action." I gave up on Devil May Cry 4 when I realised I had to try and time a "charge" function with the hit if I wanted to build up... Whatever that was called. I also just about gave up on Onimusha 3: Demon Siege when I realised that to counter-attack certain enemies, I had a window of opportunity of a single frame of animation. Action game is one thing, and it can very much have a wide, forgiving window of reaction time. A twitch game is quite another.
Of course, that doesn't mean I can't play RPGs just because fights are decided before they even begin or subject to the whims of the not so RNG. It just means that I don't play them for the challenge.
Gotcha, and thank you. I seem to have misunderstood before. -
Quote:I was going to ask why you felt that was the average, but then I saw who's postingInteresting question. My answer is: roughly the timescale of the average cast time of the average attack, which at the moment is approximately one to one and a half seconds.
I'll take your word for the average, Arcana, but shouldn't we have that reaction time be the power's animation time plus at least some form of time window for reaction? If we go with JUST animation times, then these are waiting times and the actual time from when a person can start acting to when a person runs out of time becomes close to nil.
Then again, this raises the question of whether we should allocate time in which people can make decisions, or if we should expect people to always know what to do before they are required to do it. Should I decide my next attack right before I fire it based on how much health my enemy has, how many enemies are clustered, what enemies are in the area and so forth, or should I simply be expected to have a static attack chain?
Should we be expected to act or react, so to speak. -
Quote:That's less higher level Stalkers and more Stalkers of a couple of powersets, most notably Super Reflexes and sometimes Ninjutsu. I suspect an argument could be made for Dark Armour and its to-hit debuffs, but I don't have a Dark Stalker to verify. However, sets like Regeneration, Electric Armour and even Willpower don't really have much defence to speak of if they have any at all. Defence certainly helps with reaction times in these situations, but not all Stalkers can rely on that, and the reaction time bottleneck lies in Placate's own design in activating the Hidden status before the Stalker is able to act or react, impeded by the power's own animation time.See bolded section: Situationaly, maybe. Higher level stalkers have access to Elude and such powers, I've used the power pool heal self before in the middle of combat with that; eating some purples before Placate could help as well.
That said, Stalkers in general are a somewhat fast AT that does require a lot of quick thinking and quick reactions to get a decent benefit of Inherent gimmick, which Stalkers really need to lest they fall behind in general performance. As such, they are probably an example of the "faster" ATs that require a much more precise reaction time than, say, a Brute, even a Brute of the same powersets (DB/SR, say).
That really doesn't change my preference, though - I like having time to think on my feet as opposed to being required to operate on instinct and muscle memory, so my own preference of 2-6 seconds of reaction time stands. Call it a comfort level.
At the same time, we've already seen comments that range in preference from sub-second reaction times to "infinite" reaction times, which makes it seem like the spread of opinions is even wider than I expected. -
It costs too much money for too little benefit. Trial and low-status Premium accounts won't be able to invite others to SGs, and I'm not paying another $15 a month just to have what I feel should have been a basic functionality from the very beginning of SGs back in 2004.
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Quote:Sadly, that won't help you, because if one contact offers you a Security Chief mission, they ALL will, at least the ones from the old contact chain. You can always bypass them by using post I6 contacts, but you're bypassing five to six characters at a time.I've left whole contacts behind because they were offering Security Chief missions. I don't care if they have their whole story arc to offer yet, I'll leave them behind and go to a new contact and not waste my mission drop. If I really want that story arc, that's what Ouroborus is for.
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The only benefit I can think of to running Security Chief missions is that you can't skip them so you HAVE to run them if you want access to any of the older story arcs.
If you're talking about a benefit to the actual game, then no, they don't have one. They never have. From he beginning of time, Security Chief missions have been a waste of time, a forced kludge to twist people's arms to explore the zones and in so doing fill the standard MMO quota of "Kill X number of Y in area Z." These things were outdated and deprecated from the moment they were first put into the game, and these days serve only to waste a mission drop, and to piss you off when you accidentally drop the "Talk to Security Chief" part and then can't drop the hunt.
If Security Chief missions disappeared one night while I was sleeping, I will not miss them one bit. -
In an effort to make this less of a binary choice (this time around), I'd like to pose to you an open question: If you had a choice in the matter, what kind of reaction time would you like the game to demand from you? I'm sure no-one likes a game that's far too fast to react to, and I'm equally sure no-one likes a game that's so static it puts you to sleep, so there has to be a golden middle. Where that is is, I'm sure, different for all of us. So where's yours?
Feel free to measure reaction time in any manner whatsoever that you're comfortable with. Seconds, real world reference points, existing animations, whatever you like.
Now, I don't like leaving questions bare, so let me elaborate a little bit. We all know that City of Heroes is not a fast action games that relies on twitch reflex and split-second timing. Even at the best of times, it's just not designed to do that. However, as MMO goes, it's also by FAR not one of the slower ones. Without a constant auto-attack and with so many of our powers needing positioning or situational awareness to use properly, there's still a lot in the game to keep track of in real time.
I'm also aware that the reaction time needed to play well varies from character to character. Take a Bots/Traps Mastermind, for instance, and you can lay down you traps, go have lunch and the game will have pretty much played itself while you were gone. The reaction time of that character can sometimes be minutes. By contrast, hop on a Fire/Fire Blaster and take on something dangerous. You can usually sneeze long enough for you to get killed in the meantime.
Personally, from experience, I think the best fit for City of Heroes is reaction time which never gives you less leeway than about 2 or 3 seconds, and usually gives you a good 5 or 6 to react. Think your typical Energy Syphon from our friendly neighbourhood Protean. There currently are a few spots in the game that giver rather less of a time window than this, however. Most notably, we have the added critical chance that Eagle's Claw gives to the other Martial Arts attacks, which only extends to a little under half a second after the end of the animation, and with a ping time of 250-300ms like I have, that's really not a whole lot of time to react unless you've already queued up an attack.
Stalker Placate has a similar problem - because its Hidden status is so easy to interrupt, even with good timing you'll rarely have more than about half a second to a second in order to capitalise on the Hidden critical. If you need to swap targets (so you don't break your own Placate effect) or find better positioning... Well, you better have quick fingers because you'll most likely lose that effect entirely.
On the other end of the scale are standard issue AV fights, especially the fight against Reichsman. I'm not sure these even require reactions at all, much less a measurable reaction time, as I usually fight Reichsman with one hand on the keyboard and the other head supporting my giant head in a vision of absolute boredom. These kinds of fights occasionally require you to react to changing circumstances, but those reactions usually occur on preset triggers that most players know about hours ahead of time.
But, of course, that's just me. What kind of reaction time are YOU comfortable with and why do you feel that way? -
Quote:That's actually a pretty good way of putting it - I'd like to see more female costumes that aren't defined by being specifically and only "female."I would like more non-sexualized costume options for my characters, please.
It is for the above reason that I look forward to the IDF costume set. I honestly don't think I have much use for it on my guys, but the relatively bulky boots and gloves will be an EXCELLENT addition to my Stardiver:
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The reason is simple - in order to invite, promote or demote a character, said character needs to be online, and because you can only have one character online from your account at a time, you can't invite your own characters.
I never said it was a GOOD reason, merely that it is simple. I, too, would love to be able to invite, promote, demote and shuffle around my own characters. Very much so. If this were possible, I might even care about SG bases and SGs more consistently. But since right now I need the help of other people who aren't always available, I don't bother. -
Here's the thing - I want pistols on my Katana Scrapper. And not just any pistols, I want the Match Compensators without laser sight. What do you think my chances are of getting a dual pistol attack that uses this precise pairing of pistols?
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Quote:Let's see what I said on the subject...Nothing technical? Onto what menu option would you hang this texture that wouldn't preclude a bunch of other options?
On exactly that menu option. A "skin" is nothing more than yet another texture option not in the slightest different from a Tights option. In fact, female skin options ARE tights options, but with a brown tint on their textures. As such, I would suggest cutting down the entire list of Tights with Skin option to the following:Quote:Both skins can simply be treated like a Tights option with the paint-on clothes available as patterns exactly like they are on a skin-coloured Tights top, but without the "none" option.
*Smooth skin + all existing "pattern options"
*Muscular skin + all existing "pattern options"
*Angelic Plus, Hearts Plus, Metal, etc. with no pattern options (they don't have any)
This does not require new tech to do, just a reshuffling of existing costume items. Yes, it takes work to do, but I've still yet to see the mythical game addition which happens for no work and time investment whatsoever.
When David says they're waiting for new tech, what I think he means is he's trying to institute this in a better way than to just put in a new texture with more patterns on it. I actually suspect they're working on some kind of layering tech to avoid the "painted-on" effect altogether. I know this was brought up multiple times before - some kind of system which allowed multiple independent, non-planned textures to be laid overtop each other, allowing us to both lay solid colour patterns over detailed textures (such that it looks like fabric wrapped around armour, not armour painted a different colour) which would allow much more than just muscular skins with tights, but things like rock skin with tights, snake skin with tights, robotic skin with tights and more.
Originally, I thought this was already possible because I was convinced the Science Booster goggles straps were painted on the back of the head, but I've since seen that they are a separate detail. This is one of those BIG things for the costume creator which has the potential to open a TON of options. -
You know, the reason I've kept quiet about this for so long is that this is kind of played out. I begged at David's feet and pleaded with him repeatedly until he said he'd do what he could and that's really all that can be said on the subject. The man in charge knows, he says it's moving along, albeit slowly and there's nothing we can do but wait. And despite what it may seem, I actually am a patient man when I'm reasonably certain something good is actually coming.
Actually, the whole thing is still neatly documented somewhere in the first ten pages of the All Things Art thread, as I was lucky enough to come up with the method of reproducing those screenshots at around the time that was made. I honestly couldn't be happier with how that went, all things considered. -
Quote:Idle side note: I don't know when this started, but mine are almost entirely the reverse. Almost all of my strongest, heaviest fighters are women and most of my lighter characters are men. If I had to put a reason to this, it's because I find the "big strong man" concept more than a little boring, bland and done to death, and I'm sure the other thousands of players in the game will be making many thousands of these. I also find the "petite, fragile woman who only serves as kidnap material or moral support" to be equally as trite and more than a little irritating. Every ******* MMO trailer I see these days has the big strong warrior guy and the skinny little mage/archer girl who looks like she's snap in half like a dry cookie in a strong breeze.It reminds me of a guy I met a few years ago who told me all his tanks and scrappers were men, but all his support toons were female.
You wanna' grab my attention, MMOs? Do something different. Oh, who am I kidding...
That's kind of my point, though - it's all fun and games, and I do actually have my fair share of women in stilettos (all of them perpetual fliers or shapeshifters), so it's not what's included that bothers me. Sexy santa, whatever. I'm sure I'll find a use for it. I'm disappointed I didn't get what I was hoping to get, though, because apparently being awesome is restricted to men only in this pack, at least judging from the pics we saw. Women only get to be cute and play with small versions of the men's weapons and walk around in ankle-breaking high heels. "Do something different," indeed.
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I ask this as a foreign speaker of English, but what does "T&A" stand for? -
Heh, if you want a fleeting laugh, check out these hiking heels
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Quote:Um... Z, the are very portable. Look - I ported them over once:Or... they're NPC models. Different rig, thus, not portable to PC models. Same reason why NPC costume pieces aren't directly portable to PCs.


These are my in-game model, they're perfectly playable in-game, they cause no errors, they show no distortion, they don't look out of place and nearly every time I post either of those pics I start getting PMs asking me how I did it and how the PM writer can have those pieces, too. There is nothing technically demanding in the slightest related to porting that exact texture to women. I did it by myself with no help and crappy software tools. I'm neither a developer of this game not a graphic artist. If I can do it, they can do it.
You wanna' know what's even more funny? A muscular texture for women with abs and all already exists in the game's files. It's been there for at least a year that I've known about it, but it's not usable from within the game. This is not a case of "this is not usable on player rigs" because even to this day, I have a Test client on my work PC that's modded to use exactly that texture on player rigs and it works perfectly.
You wanna' know what's even more funny? When I first showed these "doctored" mockups to David Nakayama, he agreed with me that this was something they wanted to do at some point, and he agreed that this was something they could do. This is well within the development team's capabilities. It's just not a priority.
About the only technical problem that exists is finding a way to hook this into the existing Tights With Skin options such that they'd give you a selection of textures, as opposed to assuming the use of the Female Skin texture. And even then, both skins can simply be treated like a Tights option with the paint-on clothes available as patterns exactly like they are on a skin-coloured Tights top, but without the "none" option.
Now, I'm a patient man and I'm not making a big deal out of it. I've already gotten a compliment from a red name on precisely this subject, as well as at least a few follow-up posts, all of which stating that this is still on the agenda, just not a high priority. This is not being held back for technical reasons. It's being held back because the art team have more important things to do. But its time will come, sooner or later. I'm sure of it.
*edit*
Also, I just noticed Anti_Proton got my name wrong in the thread title
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Quote:Spare a thought for the Star Wars series (old or new, it doesn't matter) and think about it for a moment. That's not science fiction, it's fantasy fiction. Sure, the characters use technology to solve their problems, but the stories it tells are much more in line with classic fantasy than they are with even the softer science fiction. There's only a line between genres if you want to draw one.See, I don't really think that fantasy is a genre unto it's own. Fantasy stories are stories about the fantastic, supernatural and myth. As a genre it cribs heavily from the vast wealth of historical fantasy (myths and folktales) out there. Sure there's a line between the two of them, but it's blurry and hazy at best. Heck, some of the more well-regarded fantasy novels out there are heavily steeped in mythology. Take Tolkien's works and American Gods for example.
I disagree. I've always seen City of Heroes as the one franchise where everything goes. We have pirates, zombies, ninja, wizards, catgirls, robots, aliens, mutants, ghosts, samurai, medieval knights, cavemen, catgirls, mobsters, walking plants, evil corporate goons, conspiracy theorist commandos, ancient Romans, goatee universe doubles, catgirls and so much more. To draw the line at dragons just seems frivolous to me. Somehow it's OK to have a 20-foot shambling zombie or a giant jack-o-lantern (to say nothing of a giant single-cell organism *snerk*) but a Dragon that I can give at least twelve different reasonable explanations for without pausing for breath is too much?Quote:It's not that I don't agree with you about 'traditional' dragons being a bad fit for CoH. I just don't agree with your argument. Personally I just think that CoH tends to lean more towards Lovecraft and the old sci-fi serials than anything else and as such dragons thrown into the mix heedlessly would have a good chance to clash with the setting.
One of my biggest problems with City of Heroes from the original storyline is that we never really got any vampires or werewolves (and that's been a problem of mine long before Twilight or Underworld), and instead have to do with Vampyri and War Wolves. They're really not the same thing. This, to me, smacks of a Uwe Boll adaptation where a character or creature shows up that's called the same as it was in the source material, but isn't actually anything like that at all and is much less interesting. Kind of like how the monsters in Doom the horrible movie went from being monsters from hell into a bilogical disease ala Resident Evil Jr. Personally, I've always preferred having the real deal in a story, as this demonstrates some serious balls in attempting to take a story that's been done and still do something interesting with it.
To me, reserved, cautious stories aren't really all that interesting. The scant few times that I've seen a story so awesome it made me get off my chair, clutch my head and yell "Holy ****! Seriously? Ha!" have been when it dares to be stupid, takes its narrative seriously and crafts a great plot out of a shaky premise. That's what I find exciting.
Maybe I'm biased, in that I don't really like comic books... At all in the slightest. But to me, "man/woman in tights" is just a boring concept. I've seen it done a thousand times before, now in movies as well as in books. Give me something interesting and I might be inspired. And dragons - classic dragons especially - are interesting. -
Quote:If you want a flying Mastermind, I'd suggest Robotics. Their foot jets light up when they fly. It's really quite prettySam, STOP MAKING ME WANT TO ROLL ANOTHER MM! It always ends in tears!!

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Say, did I or did I not hear that Group Fly was losing its to-hit penalty with Freedom? Hmm... -
You mean the revolver and the baseball bat? Weapon temps are not customizable, they're not slottable and there really aren't very many of them. Personally, I'd like to see proper pools/epics with proper customization. Honestly, aside from the cost of investment, I see no real downside to this. Power names, numbers and effects can be debated. I just want a pair of handguns for my Scrapper and a rifle for my Brute.
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On the subject of high-heel boots: I think we need to draw a distinction between a boot with an elevated heel and a stiletto. A higher than flat heel is not uncommon, and in even most male boots have one. Females have about five times the heel height, but even then, the ordinary Smooth boot still looks like a practical boot because it gives the foot at least some degree of surface area with which to provide grip, stability and support.
A stiletto, by contrast, has a very narrow heel that has almost no surface area. The problem with his is - and I've seen this countless times - that such heels sink in soft soil. All of my school years AND my university years were spent on a lovely locale just outside of town where paved surfaces weren't always available, and the soil around those paved surfaces was always covered in a sea of stiletto heel holes in the ground. If that's not enough, there wasn't a gap between two sidewalk tiles around the university building that didn't have at least one stiletto heel hole in its filler soil.
I don't want to question the aesthetics of "needle stilettos," but the simple fact of the matter is that these are only really useful on paved ground or inside vehicles. Taking these kinds of shoes off the beaten track just makes them sink in the ground. If we're talking about a wedding pack, we're talking about outfits that are mostly useful inside buildings or on city streets where the floors are hard. If we're talking Steampunk, we can conceivable speak about people who mostly ride vehicles or fly on impossible contraptions. But if we're talking Barbarians, these are people who would spend a great deal of time on foot in the wilderness, walking on grass, soil and mud.
Realism notwithstanding, giving them shoes that at least look like they could walk through these terrains without sinking in should be a priority. Even sandals or bare frikkin' feet would be more believable. Remember that one mission from Harvey Maylor about his missing reporter? In her notes from the clue where you find out she went to a cave, she has a note to herself: "Wear comfortable shoes."
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It occurs to me that perhaps when we as a community say we want something but neglect to mention we want it FOR WOMEN, the art team immediately assumes we want it just for men and then give women something else that's vaguely in the same general theme. That's a very scary thought for me, since most of my costume requests from the last... Five years? All of them have been FOR FEMALE CHARACTERS. -
Quote:The game's first two Elite Bosses were FrostFire and Atta in the Hollows, both of whom appeared with the zone in Issue 2. Sally is a Monster in Croatoa, which appeared with Issue 5. Technically, she showed up after the Elite Boss class was instituted.In the beginning, Sally was an actual monster-class creature. I'm not sure if we still use that classification any more, actually, but on the scale of "bad guys" you pretty much had Minion, Lieutenant, Boss, Arch-villain, Monster and Giant Monster.
I know certain "objects" scale down in both hit points and reward given when boss spawns are disabled. I'm not sure if these are tagged as objects, but Behemoth Portals naturally have boss level stats and rewards, but become much easier to kill and much less rewarding when bosses are disabled. The Behemoths they spawn are not affected.Quote:Also, the class shown by a critter in a player's GUI can be overridden by the devs, so that it can read "Object" or whatever. As far as I know, there is no "object" class: I believe most are usually a subtype of minion.
Also, Did You Know: Behemoth Portals used to have a large Stargate type stone ring around their blue vortex, which was positioned on top of a stone platform with a ramp leading up to the gate. These disappeared a couple of years ago, the actual portal effects began spawning on the floor instead of on their elevated platform and this is why now there is a displaced faint blue ring above the main portal vortex. The upper ring actually traces the inside diameter of the original stone Stargate, and once upon a time the portal vortex would have been inside that.
There is a special portal in one of Scirocco's Patron arcs which has a LOT more hit points and physically crumbles its stone structure as the portal takes damage. AS this no doubt uses a different rig altogether, this one should still be fine.
Also, an idle uninteresting fact: Spectral Demon Lords didn't always deal Psi/Dark damage. Once upon a time, they used the standard Dark Melee Smashing/Dark pairing of damage. I'm not sure why that changed.
Ah, this, yes. Though a critter says "Giant Monster" and has no level listed does not mean that said critter does not have an intrinsic level. Everything in this game that has combat stats has a level. The level of Rikti soldiers during a zone invasion, for instance, is 30, which you could see in their Info window once upon a time. This causes a couple of problems:Quote:Expanding on this, Lord Winter is the same class as the Reichsman, which can take several seconds to bring down even with 30+ people spanking it.
1. If you bring a very low level character to a level-scaled zone event like a Rikti invasion or a Banners event, your character will be very, very weak, at least speaking of damage dealers. This is because of how most combat attributes scale. At level 1, most ATs have very similar if not the same scales for almost everything and almost all enemies are scaled to be very weak. As you go up in levels, however, enemies start getting stronger as you're expected to be using enhancements and your damage decreases in relation to enemy hit points. When fighting a level 30 Rikti Chief, you will attack said chief as though you were a level 30 character. A level 30 character with one slot in each attack with nearly useless Training enhancements slotted.
2. The entire ridiculous powerlevelling craze over the Winter Lords of 2005 (was it?) happened because despite being "Giant Monsters," each Winter Lord had an intrinsic level appropriate to the zone it spawned in. What this meant what that a Winter Lord in Atlas Park would spawn around level 5 or 10 and have a scant 4000 - 5000 health while apparently the same Winter Lord spawning in Peregrine Island would have an intrinsic level of 50 and have upwards of 20 000 hit points. However, because these all conned the same to everyone, everyone got the same rewards, so level 50 characters could come to Atlas Park and kill the much easier Winter Lords there for the same amount of reward.
Of course, the reward itself didn't scale. It was always around 5000 XP, I think. To a level 49 character who needs several million experience to get to level 50, this is small change. To a level 1 character who needs 106 experience to reach level 2, that amount of experience all at once was enough to bring you up to about level 8 or so. This is when the developers first introduced the experience reward cap, stating that no single experience gain could ever give you more than half the experience you required for the next level.
Ah, those were "fun" times
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Quote:That's pretty much as I see it, as well. I've seen this posted before and I've suggested it, myself. I agree with this idea and would support its implementation. It hurts no-one, takes nothing away from anyone and it gives an added functionality.If you look at what this entails, it is really just a combination of:
A. ability to have multiple characters with the same name (Sam's note: within the same account)
B. ability to switch characters at a contact without the whole log off/on process
C. ability to switch characters without leaving the group you are in
B and C, at least, would be attractive to a much larger group of players. I'd rather see them implement the larger, more broadly useful changes than to see it only work in the one specific situation. -
Quote:The way the Contact Finder works, as I understand it, is it only lists contacts who will speak with you, but does not list those who you need to be introduced to by other contacts, and that's at least half of hero-side and most of villain-side. Either the old contact introductions have to be scrapped altogether, or the new contacts need to start offering introductions to old contacts at some point in their arcs prior to the end.That is one of the problems with the Contact Finder. It doesn't include Detectives or the regular contacts in KR. Once you finish Twinshot's arc at level 8, you are basically funneled into the Hollows if you don't know how to find other contacts. And if you do an AP bank run to open one of the old contacts in KR, the first thing he does is send you to talk to Wincott.

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Quote:Not only do Shards from solo play appear as a very bad path to Incarnate progression to a casual observer, we've been told that they are explicitly NOT intended to represent a meaningful form of progression and are merely there to supplement raiding by the actual developers in charge of this thing. Incarnate Shards from solo runs are not Incarnate content.Shards gathered in non-endgame content are an absolutely atrocious way to progress Incarnate abilities. I consider it slow for Alpha abilities, and I consider it not even worth doing for post-Alpha abilities.
Furthermore, Shards aren't "content" any more so than experience counts as "content." Content is the things you do, or at most the actual practical rewards at the end of the rainbow. The currency with which you buy things is not content, least of all long before you can buy anything with it. When people ask for "solo Incarnate content," what they are asking for is something to do by themselves that is specific to the Incarnate storyline and power/difficulty bracket.

