Samuel_Tow

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  1. Quote:
    Originally Posted by Luminara View Post
    I understand that, it's consistent with the theme of "common" drops.
    That would be consistent if Incarnate Shards were common drops, which they most certainly aren't. They're probably more rare than actual Rare salvage, at least in terms of drop rate.

    I do agree that something more distinct needs to be done with Incarnate Shards. I'd actually like to see either a purple message or at least a red message when one drops, plus a distinct sound.
  2. Quote:
    Originally Posted by bAss_ackwards View Post
    Well hey now, I wasn't being elitist or putting you down in that conversation. Yeesh.
    Oh, I wasn't talking about you being elitist What I meant in the last post was "that's the conversation I was referring to." The elitism context is actually something I've gotten from the boards at large, not from you.
  3. We have, yes. That's the one I was talking about.
  4. I absolutely HATED Roy Cooling's arc right up to the very end, when I was willing to give it a passing grade. Why? The writing. Yes, I'll be the first to admit that, on the technical side, his arc is well done. Unique and interesting maps, cool mechanics, nice surprises. But was it too much to ask for this to come with writing that doesn't make me tear my hair out?

    Seriously, this has to be a new low when it comes to writing, and I don't say this lightly. I haven't seen it this bad since Montague Castanella, and at least his writing could be ignored because his missions are simple. But Roy is rife with horrible grammar, text errors, really forced dialogue and just overall bad writing. I mean, I played Vincent Ross' arc almost immediately before this one, and it was GREAT! Vincent was excellently written by a clearly talented writer (which can't be said for that arc's supporting cast, but oh, well), but Roy Cooling is just... Ugh! It feels like this was written by a level designer or a programmer or ANYONE who should have no business writing professionally.

    I mean, yes, I can see that there might have been a good idea somewhere in there, like the plot may not have been so terrible... But it's executed SO BAD! This is the kind of writing that makes me want to skip my briefings and just kill stuff to make it go away. And it manages to bastardise existing contend YET AGAIN!

    You know Malta, right? That clandestine paramilitary organisation that almost NO-ONE KNOWS ABOUT? That's their shtick, after all. They're a secret conspiracy that secretly runs the world behind the scenes, assassinating presidents, toppling governments, mind-controlling people. Crimson and Indigo go out of their way to explain how no-one really knows about them. Crimson even claims they're still largely unknown, even in intelligence circles. In fact, the entirety of the result of World Wide Red is that Malta is finally known to SOME authorities, and it'll be harder for them to hide their business.

    But forget that. Secret organisations are no fun, so let's make it so everyone knows about them. Oh, yeah, Roy Cooling knows. The rogue PPD know about them. The Sky Raiders know about them. It's no big deal. It's not like they're secret or anything. Hell, if Daedalus over in ancient Rome knew about the Malta group enough to send you to hunt them down across time, why wouldn't Roy Cooling? Good job making both Crimson and Indigo into complete idiots, Roy. Good job!

    What happened to the "story bible?" Serious question here. Wasn't there supposed to be this large compilation of background lore and future story development that the game was following? They made a big deal out of it when they removed the 5th Column back in the day, so what happened to it? Because from where I'm standing, it feels like none of the current writers really care one bit about currently existing lore, nor do they feel like they've actually played the actual game. Any place that new content interfaces with old content, it manages to make a contact redundant, a story arc pointless or an entire plotline obsolete. Why does this have to keep happening?

    *edit*
    OK, I will admit. That one EB Zeus Class Titan right at the end was cool. But would it have been that much of a problem to NOT reveal who Malta is? Just treat them like these "mysterious benefactors" and drop the Titan at the end as a "What the hell is that thing?!?" moment, then leave the thing with no resolution until people actually meet Malta for real.
  5. Quote:
    Originally Posted by Furio View Post
    I think it would be fair to assume that endgame content is going to be treated differently from the 1-50.
    What I don't think it's fair to assume is that "end game" is the same as "forced teaming." I don't mind the TFs, provided we have alternatives, which based on... Everything simply will not happen. Ever.
  6. Quote:
    Originally Posted by UberGuy View Post
    Interesting. I did it on multiple Dark Defenders and Corruptors. I realize of course their roles don't overlap perfectly, but I did have many of the same concerns - the need to spam my debuffs, rezzes, heals, and attacks. I think this is just a matter of personal preference and mental wiring. (To be clear, I'm not trying to imply in any way, by the way, that your wiring is "defective". I'm just saying mine may be suited to that sort of multi-tasking, and yours might not be.)
    I've actually had a similar conversation with people in the past. The way the game has been set up so far, at least the way I play it, there really doesn't have to be all that much information overload. I know what all of my powers do, I know who all of my enemies are and where they are, so I know what to do. This... Doesn't work in a mosh pit, not for me. When we're eight heroes fighting what feels like 30 enemies, I begin to have no clue what the hell is going on anywhere, and I can't even see my mouse cursor. In these situations, I resolve to just pushing buttons, hoping that auto-targeting will pick something I can hit, because I honestly can't make sense of the kaleidoscope of power effects and swarming NPCs.

    A lot people like to patronise the community with "You have to THINK! You have to REACT!" and so forth, when historically, some of the highest praise I've seen for City of Heroes has been that it ISN'T an action game and that people who aren't normally devout gamers can play it and have fun. I remember there was one guy who was somehow handicapped and explained he was only really able to use one finger of one hand, or thereabout. Yet the game gave him a window into a world where he could be a super hero and not limited by his disabilities.

    You know, I'm not handicapped, I have good dexterity, I have decent reflexes... And yet it still bothers me how elitist the attitude here is becoming. Once upon a time, we acted like it was everyone's god-given right to have fun in the game in his own way. And now we take pleasure in telling people they're not good enough and that they don't "deserve" to participate? This concerns me greatly, because it stands to corrupt probably the single greatest advantage this community had over those of all other MMOs.
  7. Samuel_Tow

    Blaster Nukes

    Quote:
    Originally Posted by Necrotech_Master View Post
    i think the end crash is the only annoying part of the big nukes
    /thread

    Blaster Nukes are HIGHLY situational powers when they really don't need to be. Yes, they're strong. Yes, they're impressive. But because of how they're designed, their use is limited not by timer, but by whenever the opportunity arises to use one of them, which tends to be rather less than once per six minutes, in my experience. To be honest, the only character I have who gets decent use of a nuke is my Energy/Energy/Force Blaster, who gets to herd things thanks to Personal Forcefield.

    To me, simply removing the complete and total endurance drain from Nukes and leaving them at their current 20-endurance-point cost and 6 minute recharge would be sufficient to make large-scale nukes a LOT more fun without necessitating any large-scale changes.

    As has been said, the only time when these nukes are a liability is when you're solo and have to be the one to clean up after the nuke. On a team, a Blaster who nukes can simply stand back and pop off to take out the laundry while the rest of the team mops up and no-one will even notice. There's no real reason that I can see for systems which more than anything punish solo play, especially when Blasters are facing so, SO many other unfair factors.

    So I say: Let a Blaster nuke as part of his repertoire, and let the cost and timer take care of the rest.
  8. Quote:
    Originally Posted by Vanden View Post
    Synapse and Black Scorpion never post, without BAB and now you the dev digest is going to be so empty!
    What he said. Players rarely see eye to eye with developers, but what Castle and the BackAlleyBrawler did here was create a much more personal environment, one where players felt they could reason with the development team and their voices be heard. The Dev Digest has been depressing for a good long while now, to the point where it isn't even worth checking out any more.

    Goodbye, Castle. You work and your posts will be sorely missed.
  9. I deleted the checksum and the .prv file, and it's checksumming right now. I hope this will let me through.

    I was playing just fine up until an hour ago when I logged out to have dinner. Came back and the game won't let me in with the message in the thread title. I tried verifying files and restarting the computer. So far this hasn't helped.

    *edit*
    It seems that deleting the checksum and the other file is what made it work for me. The game reverified and fixed maps.pigg plus a few other files that went by too fast to read. Seems to be working for the time being.
  10. Quote:
    Originally Posted by Jophiel View Post
    I have a feeling (and it's only that) that future issues will bring out Incarnate arcs and solo missions that offer greater rewards in the form of shards and components. Making an uncommon purely from shards already takes something like 32 (?) shards and so, if the developers intend to allow people to solo their way to rares and ultra-rares as a viable path, they're going to need solo content that provides greater rewards than "One shard every couple missions". I'm envisioning contacts who don't talk to you until you have your Incarnate unlocked (or maybe even not until you have a particular tier slotted) and difficult missions with either a greater drop rate or else component rewards in lieu of merits at the completion of the arc. You might even see repeatable missions such as the Maria Jenkins one-off AV fights that give greater drop rates or even a guaranteed common shard at the end just to keep a solo path to ultra-rares open.

    And, with the examples of recent arcs behind us, I could still see those solo arcs being pretty cool and epic.
    IF that materialises, then that would be indescribably satisfying and amazing. I know the developers have the capacity to make excellent, well thought-out, beautifully designed, epic story arcs (when they want to - looking at you Maria Jenkins!), but my question is "will they?" Because look at what they did with I19: Two end game TFs and two story arcs (was it two?) that aren't even within bombing range of the Incarnate content. I sincerely hope they don't intend to retain this split in the future.

    However, what you describe is pretty much everything I could possibly ask for. Specific missions with either "epic" foes or "epic" circumstances that play on our nature as Incarnates and specifically and directly award progress towards our Incarnate nature, as opposed to just dropping Shards as an afterthought. I don't mind them being slot-gated, I don't mind them being boost-gated. It only makes sense, just so long as they exist.

    Quote:
    Originally Posted by Anti_Proton View Post
    I want to take this time to add that it would be cool if our powers had a particularly more powerful look to them beyond the basic numbers.
    While I agree with you completely, I don't think that's an option considering how many powers would have to be redone, and what kind of horror show this would result in for power customization.

    THAT SAID

    I still really like this idea. I harken back to The Force Unleashed 2, where Starkiller can enter "Force Rage" where all of his powers become practically and visually far, far more impressive. Force lightning gains much thicker bolts with far more arcing, force push gets a much bigger ball of energy and a far denser effect and so on and so forth.

    In this respect, having my Flares shoot out a burst of Blaze-looking projectiles and having Blaze shoot out a bigass ball of fire with the de-facto Fireball power making a mushroom cloud and Inferno a pillar of fire to the heavens would be so amazing I cannot describe the projected joy I would have. Even if it won't happen, I still say it would be very cool.
  11. Quote:
    Originally Posted by UberGuy View Post
    Aha.

    I have to say, I would find that thoroughly annoying. I mean, in a realism sense, it makes sense he'd keep churning them out, but it's a rude surprise for coming back from the hospital to find he's been bifurcating all that time.

    And that somehow sounds dirty.
    That's the cornerstone problem with these "infinite spawn" mechanics - if you fail once, you're screwed. You either restart the mission or you spend all day cleaning it up and failing. It's a pretty big break with standard mission structure in a game which, generally speaking, doesn't offer severe penalties for failure.

    Ideally, I'd like to see both Trapdoor and the Rikti spawning portals limited to some sane maximum number of simultaneous summons.
  12. Quote:
    Originally Posted by Ironik View Post
    I wouldn't want all the buildings swapped out, but a few new ones interspersed would be nice. Especially if they came with new maps. /em hint-hint
    Revamping old buildings I can agree with. Even tearing down specific ones, keeping them as those open pit construction yards for an Issue or a few weeks then replacing them with other buildings sounds well resonable. I just don't want a complete ret con of the city as, for better or worse, it already is what it is. I don't want a NEW city, just a better version of our current one.

    And a version which still includes War Walls, as well.
  13. Quote:
    Originally Posted by hemmingway3 View Post
    Speed Boost is a noun. Please don't expect me to explain why.
    In short: Yes, it is.

    In long form: "Speed Boost," in the sense of "a boost of/in speed" is a compound noun. If you're reading it as a verb, in the sense of "to speed-boost someone," then you are reading it as a slang shorthand. The proper phrasing of this as a verb clause is actually the inverse: "to boost speed." Now, "boost speed" itself can be read as a compound noun, but not within the context of Kinetics -> Speed Boost.

    The proper question here should be how you can marry kinetic energy.
  14. Quote:
    Originally Posted by Diggis View Post
    However, on your other points, I agree. I want to say this is just the start, I'm sure they'll put some in... but I'm not. I hope they will. It would be a bit disapointed if all we got to do was TF's at this power level.
    That, in a nutshell, is my concern. And it's not a question of teaming vs. solo, it's a question of what my character is able to to by himself, or by herself, as is the case with both my Incarnates. Essentially, I want to be able to win my fair fights on my own devices, but have to look for help for when the enemy cheats above and beyond what is normal.

    I still hope that we'll see Incarnate arcs proper sooner or later. Sooner, rather than later, as it were.
  15. Samuel_Tow

    Looping Music

    Quote:
    Originally Posted by Techbot Alpha View Post
    Praetoria has some great examples. Certain mission points will trigger music, most of which is utterly epic.
    The who of the what now? Damn, you're making me sorry I disabled all music in the game. However, I don't plan to re-enable it, because music as a general thing sucks in this game. We have a selection of uninteresting tunes that play once when you swap zones and that's about it. If we had actual interesting music that played at the appropriate times, then maybe I wouldn't feel the need to mute it to listen to Britney Spears or Iron Maiden or the Bellamy Brothers, instead.
  16. Samuel_Tow

    Troll Update

    Indeed, adding more lieutenants that use Stone would be a good solution to preparing players for the bosses using Stone powers. Personally, though, I wish they'd scrap the Ogre bosses in general and just use Supatrolls, instead. Saves the need for Stone Melee altogether.
  17. People keep talking about Energy Cloak vs. Stealth Inventions, but don't all of those Inventions suppress? I know the stealth radius in Energy Cloak only ever suppresses when you click an objective.

    Beyond that, Energy Aura has always felt weak to me. I still took an Energy/Energy Brute 50, mind you, but I had a significantly harder time staying alive than with all my other Brutes, then or now. I'll see if inherent Stamina and Health plus some respeccing won't make a difference when I get around to playing Xandra, but really - I survived more on my primary than I did on my secondary.

    To go back on topic, I see no problem with a Tanker running a stealth power with no taunt aura. That's what the power called Taunt is for.
  18. Quote:
    Originally Posted by Basilisk View Post
    So I go talk to the Hero Corps jerk, fix my difficulty, and then run up to Ramiel. I get "Ask about this Contact" and "Ask about the store."

    Seriously? I have to log out and log back in to change my difficulty? Especially on characters that in large part have been ignored for up to a year?
    You can abandon missions from the Missions menu. there's an "Abandon" button next to "Select Task." I'm not sure if that works if your current mission is already selected and spawned, however.
  19. Now, I will definitely support adding six slots to level 50 as opposed to three, but...

    If the intention is to make level 50 something more, isn't that what the whole of the Incarnate system is for? I mean, you hit level 50 and BAM! Mender Ramiel has requested to speak with you. Much better than what we had before, which amounted to a "Congratulations! Game Over." screen.
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    There's at least one mission in particular - long existing in the game - that needs to take advantage of this, if possible.
    Make that two, including Moment.

    Personally, I always felt that the Paragon Protectors were a massive cop-out. They're supposed to resemble known super heroes that they are clones of, but all they resemble are super heroes in motorcycle helmets. I'd say either just draw a dopelganger from some random player in the system for each and every Protector you meet, or otherwise give them a large pool of about 50 unique super hero costumes in the same vein as the Safeguard/Mayhem characters and let the game pick from one of them. I'd even let them come with names, like the named bosses from the Prisoners.

    Sure, it would ruin an Architect Arc I made, but it'd improve Crey VASTLY.
  21. On the one hand, I actually would like to see the game able to be played offline. Sooner or later it will go under, and when that happens, I don't want to lose access to the game along with the continued development. The way I play, I may as well be offline anyway.

    On the other hand, I know this isn't as simple as flipping a switch. Much of the game's operation is not, in fact, in the game client. Our characters are stored on the server, all combat mechanics go through the server, there's a whole complex mechanic of setting the server up, maintaining it, controlling it and so forth.

    The only way I can see City of Heroes being playable offline is if Paragon Studios release a standalone server app to run locally for the game to connect to and run off that, which I imagine would put quite a bit more stress on the person's computer. Remember that server lag on the hill in the ITF? That's powers calculations, and that's something YOUR machine will have to do this time around.

    Still, when it eventually comes time to close up shop, I do hope that Paragon Studios will release such a standalone server for people to run their games over. I'd buy that for the price of a AAA title, I know that much.
  22. Quote:
    Originally Posted by TwilightPhoenix View Post
    Not specifically from me, but referencing in general.

    Anyway, you know that bug where on clicking certain kinds of mission doors, you just walk and fade rather than performing the correct animation? That needs to someday be an option for teleport (when/if ever we get said power pool customization). No flashiness, no bright lights, no loud noises, just fading out and in while calmly walking.
    I had not thought of that, but yes, that does sound like a really cool teleport animation. Just start walking towards wherever you clicked and disappear
  23. Samuel_Tow

    Weapon Auras

    I'm going to turn your request around and suggest the opposite: Aura Weapons! I've wanted these for a long time now - weapons which don't have an actual physical form (which is to say, 3D model) but are instead constructed entirely out of highly opaque sprite arrays. You know the kind of red phantom weapon you get when you use Build Up with Axe, Sword or Mace? Like that, only denser and more permanent. This is completely and entirely doable in the current game system.

    As far as adding auras to weapons goes, BABs used to explain why this can't happen. He used to say that we could only use one weapon, so it either had an aura or it didn't, and we'd need multiples of ever weapon to achieve this. Shield Defence brings in compound weapon customization, where effects can be added to each weapon, and those effects can be unique to the weapon. For shields, this is usually emblems or spikes or doodads, but we've seen no reason why those can't be an aura. This would, however, require weapon customization to be altered in a big way, which I'm not sure is possible.

    As far as elemental weapons goes, I'd like to see those, myself, even if they don't deal elemental damage. After all, my Fire Shield doesn't protect me from fire or cold any more than my manhole cover does, so why should my fire sword deal more fire damage than, say, my rusty piece of angle iron? I'd like to see at least a fire/ice/rock/dark version of at least Broadsword, Dual Blades, Katana, Battle Axe, War Mace, Claws and Archery. Stone bow FTW!
  24. The only reason why Vigilantes and Rogues exist is to allow for cross-faction teaming, like I've asked for about fifty bazillion times. The only reason Heroes and Villains get Hero and Villain Merits is so there's a point to NOT being a Rogue or Vigilante so not everyone is all the time.

    I'm not a fan of adding more Rogue-only and Vigilante-only content to the game, especially if it means having to rewrite every contact's dialogue to account for that. The more you restrict content, the more cumbersome it becomes to do it. I can live with the faction divide restriction, but anything beyond that isn't necessary.

    Lastly, though they CAN cross over, Vigilantes and Rogues are not intended to live on the other side. Vigilantes are still heroes and Rogues are still villains, and as such do not belong on the opposite side.
  25. Quote:
    Originally Posted by Leo_G View Post
    The fuzzy ink-blot blasts on the other hand, look generic. Would be awesome if you throw out a thick pulse of energy that, the further away it gets, begins to disperse...into the shape of a swarm of crows or bats...interesting stuff like that...
    And this is why these things are never clearcut. The fuzzy ink blot blasts are easily my favourite, and I'd take Dark Blast over Gloom any day (provided I have the names right, blot over skull) simply because I think it looks cool. I love tentacles but hate the idea of mouths and a giant hand is just... I don't want to insult anyone.

    As far as Soul goes, the veritable "pastel darkness" is just laughable. What definition of dark includes neon yellow? Far as I'm concerned, Ghost Widow's Soul Mastery would have looked far superior in the default Dark colours.

    That's not to say I'd turn down special-shaped darkness blasts, but it wouldn't be my first choice. I could be persuaded to see a circle of shadow monkeys grab onto people's legs and bodies to hold them down, Blackheart style, but this seems like too big a shift change.

    Quote:
    Personally, I don't really care for Dark Blast. Dark Armor, however, could look better. Don't like all the fuzziness of the set...it just looks generic. I'd suggest maybe using the new Ultra Mode shadows as a type of Dark Armor with your shadow at your feet moving around, bubbling up or swirling around you instead.

    Same goes for Energy Aura which just looks like Dark Armor but bright (i.e. fuzzy light). Give us that one PPD energy deflection thingy they have...or force bubbles.
    Both of those require dynamic lights. How we managed to get through two major graphical updates and never get those is still beyond me to this day, but I can promise you one thing - dynamic lights just on their own would far, far, FAR surpass all the other graphical upgrades put together, even if they didn't come with dynamic shadows. Hell, Millenium Soldier: Expendable had that, and it came out in 1998.