Samuel_Tow

Forum Cartel
  • Posts

    14730
  • Joined

  1. Quote:
    Originally Posted by Amerikatt View Post
    Sam made a statement in absolute terms:
    Actually, what Sam said is rather less absolute if you quote Sam's entire sentence, which read more like:

    Quote:
    Originally Posted by Samuel_Tow View Post
    I fully believe that all players should expect to engage all of their 50s in the incarnate system.
    Stripping the "I fully believe" part does indeed make it sound like an absolute statement, just like stripping the "in my opinion" part does to almost anything that features it. I still fully believe that all players should expect to partake in the system with all of their 50s without being laughed at. Just in the same way as I can expect to get all of my characters to 50. Maybe not today, maybe not tomorrow, maybe not for years, but I'm getting there, and so far no-one has ever told me I can't or I shouldn't try.

    If the game is designed right now to disallow that, then I believe it should be changed, and I will remain convinced of this, because to me, that makes for a better game. I have no problem with picking who to explore the Incarnate system with FIRST. I have a very serious problem with picking who to NEVER explore the Incarnate system first because Amerikatt says I can't.

    Quote:
    I countered that argument by asserting that some people prefer to give their characters individuality and do not blindly follow the 'flavor of the month' lemmingry so prevalent amongst a certain strata of game player.
    Thus insinuating that I'm the kind of brainless oaf which follows "flavour of the mnth lemmingty" and completely discounting by intentional omission that I may actually have reasons to want to make more than one character an Incarnate that don't speak to low intelligence and weakness of character. And I say "intentional omission" because you build an argument on the assumption that your interpretation of the system is the only one valid and so the system is justified in excluding people like me.

    You put together a top-heavy fallacy because you used an obvious straw man as the basis for your entire thesis. Giving characters individuality is in no way hampered by the number of characters one wants to give individuality to. Some of us are easily capable of managing loads and loads of characters while still keeping them unique, distinct and personable. Some choose not to, obviously, and that is well within their right.

    However, what you have no right to claim is that because YOU chose to focus on only some of your characters, we are somehow wrong on wanting to focus on them all. Your argument fails because you CAN want to have multiple Incarnates and still be very much concerned about the personalities, stories and concepts of your characters.

    In fact, I find it odd to claim otherwise, unless you specifically and intentionally make garbage characters with the full understanding that you care nothing for them. I, however, don't. Every character I make and keep I do so because I care about that character's concept and want to see that concept fulfilled. If I didn't care, I wouldn't have made the character, or deleted him within a few levels. I have not a single character without a bio written that ran into the space limit in the text field, so to insinuate I don't care about my character is frankly insulting to me. Especially since you clearly don't know me.

    Quote:
    Throughout this thread, I have simply advocated that the Incarnate system may not be right for certain characters. I have *never* told anyone what they *should* do.
    No, but you've repeatedly insulted the intelligence and dismissed the writing of people who don't do what you feel they "should" do. You don't have to tell a person he can't do something if you tell him he CAN do it, but he's stupid for wanting to.

    *edit*
    And again, there's the game's general policy of altoholism. No other MMO that I'm aware of gives players this many character slots to use, and most other games have systems devised around people only ever playing one or two characters that they can never "finish." As players have shown already, you very much CAN finish this game, even with Incarnates included. What you do thereafter is make more alts and do it all again. That's what the developers have told us, that's what the game's systems are built on, that's why you can outlevel content. This is how the game is designed. To suddenly U-turn on that philosophy is unreasonable.
  2. Quote:
    Originally Posted by Diggis View Post
    I can't answer any of your questions sorry, but I do know if you hold one then it'll stop spawning.
    That would jive with them being critters with a power they cycle. The next question is - are these portals holdable? I've never actually tried, myself. Good a place as any to use Detention Field or Black Hole, eh?
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Sam read perfectly well, this is a strawman argument. You are saying that anyone who engages all their characters in this system must view them as valueless pieces in a dusty collection.
    To expand a bit on this, some of us (that is to say, I and at least a few people I know) are just suckers for "grand scale" characters, and tend to make more than one of those. I have, in no particular order:

    1. An alien princess who inherited the very power of creation.

    2. An alien usurper who stole the very power of destruction.

    3. An archdemon who emigrated to Earth because he was dissatisfied with the dilapidation of hell.

    4. An immensely powerful psychic with godlike powers who has an ancient demon sealed inside her.

    5. An ancient who is completely and entirely unkillable and older than he can remember.

    6. A dictator with all the power of the planet if he really put his back into it.

    7. The de-facto goddess of an alien world with power enough to rule it all just by herself.

    And that's without really thinking about it too hard, or really mentioning many of my ACTUAL signature characters. That's just how I and a few others like designing our concepts. In the current system, these characters are still limited to being top-level but unremarkable supers when they were meant to be godlike. The Incarnate system will allow them to be as godlike as I wrote them to be without actually developing Mary Sues with informed abilities but being much weaker than they should be in actual gameplay.

    To me, a concept isn't interesting unless it has the potential to be godlike of its own making and on its own devices, hence why I have not a single character for whom Incarnate powers wouldn't make sense.
  4. Here's my question, and this applies to all spawners such as Behemoth portals: How do they work? I know it's an entity that repeats a summon power, but under what conditions? To structure my questions in a more logical way:

    1. Once the "portal" has spotted you and started spawning, will it stop for ANY reason, such as if it loses sight and/or aggro of you?

    2. Is there some limit of enemies beyond which the portal will stop spawning, or will it keep spawning until it crashes the server?

    3. What determines how many enemies it spawns?

    4. Do ALL portals scale down to lieutenants if they were originally designed as bosses?
  5. Quote:
    Originally Posted by Amerikatt View Post
    Some people actually care about their characters and do not view them as valueless pieces in a dusty collection.
    "Some people" need to stop using straw men, because "some people" are constructing a top-heavy fallacy. Because "most people" are fully capable of caring about ALL of their characters and not just some but not other characters. If "some people" prefer to design some characters they respect and other characters they don't care about, that's "some people's" prerogative. "Most people" don't face that dilemma, because "most people" are capable of running and caring about multiple characters.

    Unless you're Golden Girl.

    Quote:
    If people *want* to have an army of uber-l33t cookie cutter characters, that is certainly their privilege. However, that privilege does *not* extend to demanding that the Devs reduce the time necessary to open the 1-10+ Incarnate slots on *each* of a player's characters.
    Again, says who? You keep making those absolute assertions like you're making the rules and designing the systems, but you're not. You don't have a development studio backing you up, so please stop acting like you do. In not a single official statement have any of the developers so much as hinted at this system being only for some characters on an account, but not for all. This is something you made up for yourself, and while you're free to believe this, it is neither your place nor your right to dictate how people play or what they campaign for. At no time were we told that only our "mains" would be applicable for the Incarnate system, so to claim people should have known better is both arrogant and insulting.

    Quote:
    I have several Level 50 characters who *could* be run through the Incarnate system, but it really only makes sense for Amerikatt to gain Incarnatedom.
    No offence, but I dare say the fact that it doesn't "make sense" to earn Incarnate status for more than one character is your own failing of either narrative or imagination, from where I'm standing. You are certainly free to be a one-character player, but to suggest that we should all be in a game that was built from the ground up, advertised, marketed and praised as a game that is friendly to making multiple characters and "altoholism" is out right absurdity. In fact, Positron himself has been caught as suggesting that people make more characters when they reach 50, that their design strategy is to support alts and that they have expressely NOT introduced systems (such as AT respecs) for no reason other than because they devalue the act of making and playing alts.

    You have no ground to claim this. Either back up your completely baseless claims with something tangible or stop pretending they're provable fact.
  6. I actually do have a legitimate problem with the "no reward" part. I know it's done to prevent these from being farmed, but you really can't get away with spawning infinite enemies unless they're going to grant infinite amounts of experience.
  7. I sincerely hope this one goes the way of the Cape mission and the Respec trial, myself. That is all.
  8. Quote:
    Originally Posted by Techbot Alpha View Post
    If there were to be any changes to Trip Mine in Devs, then they'd have to bloody leave well enough alone in Traps. Alpha managed to toe-bomb people LONG before he had IOs, solo and on teams.
    What I'm suggesting still works for toe-bombing... Of sorts. You don't actually lay the mine down at your enemies' feet, you toss it at your enemies. Same effect, but with more range and less chance to be interrupted. I have a hard time EVER seeing Devices as overpowered.
  9. Quote:
    Originally Posted by Nethergoat View Post
    this would also echo the original thinking behind not having Build Up in /dev, which was that TD freed up slots in your attacks for more damage enhancement. Your 'regular' attacks did more damage than other blasters, which made up for losing the 'burst' of Build Up.
    We used to be able to do that, yes. In fact, I did that once upon a time. ED put an end to that practice, however, both because Targeting Drone couldn't offer enough to-hit and because you couldn't slot your attacks for more than three damage anyway.

    If anything happens to the power, I want it to be a damage boost. That's on a Blaster, after all.
  10. Quote:
    Originally Posted by OneWhoBinds View Post
    Smoke Grenade: Ah, here's the next change I want to see... add a placate effect to Smoke Grenade. Still maintain the -Perception, and the low -To Hit... but include a placate effect as well. Since Stealth is obviously one the the ideas behind the /Devices set, a Hate Reducer would work well with the set, allowing the Blaster to successfully retreat when being overwhelmed. Of course, like the -To Hit aspect of the power, the Placate should require a to hit check...
    Turning Smoke Grenade into Smoke Flash actually sounds like a very nifty idea. It would certainly give the power more use than just basic unnecessary utility, so I'm all for that.
  11. Quote:
    Originally Posted by Amerikatt View Post
    Interestingly, you supported my statements just two posts after saying there was no official decree:
    No I won't run them 40 times because I don't have 40 50s. I will run them about 10 times, however, because I have about 10 50s. What I said in no way indicated that I believe there are 50s who SHOULDN'T partake in the system, merely that people don't tend to have as many 50s as they've had characters at level 10.

    I fully believe that all players should expect to engage all of their 50s in the incarnate system. I just don't think people have as many 50s as they have alts, but this changes nothing either.

    *edit*
    Quote:
    Our Incarnate(s) is (are) supposed to be special ... NOT just another n00b in some extradimensional Atlas Park!
    Says you. I happen to disagree.
  12. Quote:
    Originally Posted by all_hell View Post
    Why aren't people recommending teaming?
    Because "people" are looking for a solo (read: not forced teaming) option, and "get a team" is incompatible with that. This has nothing at all to do with whether the mission is or is not soloable, just that the "teaming recommendation" isn't always desirable.
  13. Quote:
    Originally Posted by Megajoule View Post
    This is in the same category (IMO) as not wanting to have to wait until 35 and run an ITF to unlock Roman costume bits on a new character who really should have them from level 1, when you've already done dozens of ITFs on others; or wait until 35, do the Vanguard intro arc (to unlock merit drops) and then get on a saucer raid just to get the nice sword/bow/axe/rifle/whatever; or find a way to get to the Shadow Shard for the Rularuu bits; or yeah, capes. Which still require jumping through hoops to honor someone who's already come back at the head of a Rikti invasion force, at the same level that we're now getting EATs unlocked just by dinging.
    I disagree. All of what you mentioned are cosmetic items, and I agree with how silly it is to gate them. The Incarnate system IS NOT cosmetic, and should not be treated as such. The Incarnate system is wholly and entirely a gameplay system. It will need gameplay to unlock and explore. To wish otherwise is missing the point.

    You CAN still compare this to the arc needed to unlock the Midnight club or the arcs to unlock the Recluse SF or the Caverns of Transcendence or the Ernesto Hess TF. Those constitute gameplay locked behind other gameplay, and are more appropriate comparisons. Hazard Zone levels used to be, but they no longer exist, except on Cimerora, Ouroboros, The Hive, The Abyss and all four PvP zones.
  14. I wonder how long that'll take solo.
  15. Quote:
    Originally Posted by Leo_G View Post
    And I find it particularly hypocritical for posters to have no qualms laying into some random troll that says something dumb that they don't agree with yet, when it's someone they know or like, they put on kid-gloves and act all nice-nice.
    You call it hypocritical. I call it loyalty. I respect and admire the people I like (which is why I like them) and I'm prepared to cut them far more slack and reason with them than I am with complete strangers. I don't see any reason to try and justify that - the kind of absolute neutralism that sees you treating your friends and family like strangers and enemies is alien to me.

    You'll also note that I'm just as happy to back off and be reasonable with people who respond reasonably, which is how I became friends with my friends to begin with. If people blow up in my face and flip their top, as it often happens, then I don't feel bad about treating them harshly.

    Quote:
    But it's good that you finally agreed to one point I was trying to make (that Stamina never was some cure-all that completely solves the issues of bottoming out on END and either dying or running, etc.) and that SO play as big, if not bigger, role in a character's ability to overcome these. But the main point I was trying to make was, if it's so much of a problem for a player, then it's sort of their responsibility to overcome it. There are many options to exploit to do this too beyond just endurance redux slotting, stamina and inspirations.
    One thing I want to point out - and this may make me sound like a dick - but you were wrong. Completely. The character I described above got Stamina yesterday and managed to slot it soon thereafter. I have not run out since, and that is without doing ANYTHING else to my build. Anything at all. In fact, I got Stamina for free, dropped a yellow End Mod SO in it and the character was transformed from having to rest every other fight and always running the risk of sucking wind to pretty much never having to rest at all unless I forgot endurance existed and just charged on regardless.

    Matter of fact, the entire duality between health and endurance just flipped on its head. Before, I almost never, EVER had to stop and rest for health, outside the cases where I had to rest for health AND ENDURANCE. With Stamina, the scant few times I have actually rested have been for low health. Endurance is no longer the bottleneck. Survivability is, as it should be. THAT is a change I can appreciate in a very big way.

    In fact, now that I finally have Stamina 3-slotted with level 40 Commons and I've replaced all my SOs (to the tune of 25 million Inf, thank you monkeys), I'm actually planning to REDUCE my endurance slotting as I can lay more of my expenditure on the almost 50% added recovery from Stamina. More specifically, I'm looking to get rid of the endurance reducer in my Deflection toggle, to replace it with resistance. As the power grants both defence and resistance and I want to three-slot both of those aspects, that leaves no room for endurance slotting. Before, I'd have plain had no room. Now I will, and I'll still be better off.

    You were wrong, dude. Stamina solved all my endurance problems, and I didn't have to budge a muscle or a brain cell for it.
  16. Personally, the less "common threats" we have, the better. I happen to agree with those people over at Suggestions who feel that heroes and villains are already too buddy-buddy. We need to stop banding together to fight side by side and act like heroes and villains.

    If villains need their own version of the "Shadow Shark," then they need to get their own version, even if it's their own instance of the same places, but with different names and Arachnos architecture.

    Enough with the "enemy of my enemy" plot, please. There's only one of those and it keeps repeating.
  17. Well, low-level teaming's gonna' be a barrel of fun for a while.
  18. Samuel_Tow

    Vigilante Woes

    Quote:
    Originally Posted by Lurker Hunter View Post
    I was under the impression that the new tip missions in "tourist" zones would allow Vigilantes to reinforce their Vig status in the Isles, but I was disappointed when I saw that there is only one choice: Villain. I want to go to the Isles to beat up villains and be a dark hero, to walk the line between good and evil. Not to be forced to cross it to participate at all.

    One more reason for me not to go over to the Isles.
    Precisely. If you want to be a vigilante, there are plenty of opportunities to be a jerkass in Paragon City. You don't need to leave town for that.
  19. So, you got your Incarnate stuff in a day? And people got mad at me when I suggested getting that in a couple of weeks solo...
  20. Quote:
    Originally Posted by TonyV View Post
    Good thing you got fitness, because your brain's going to need it for this workout. I just pushed out another Sporcle quiz to amuse and delight you in between beatdowns on the shiny news in Paragon City. Ladies and gentlemen and... um... whatever it is that person in the corner is, I present:
    I like the idea, but the system is a bit... Unfair.

    For one, Tub Chi seems to be recognised as "Tub Ci Tan," when I'm pretty sure he's listed as Tub Chi in NPC dialogue and "Tub Chi Tan" in that one Praetoria arc.

    The Family's leader is listed as Emil Marcone, when that's the leader of the Marcone Family in the Rogue Isles. The leader of the Paragon City Family and the Family overall is cited as Sebastian Frost in that one mission where you have to rescue his nephew who squealed on him.

    The leader of the Circle of Thorns is listed as Baron Zoria, when Zoria is actually just a man who found Oranbega and was possessed by the Circle, as evidenced by either the Library of Souls or Mu'Drakhan's arc where you find his soul locked in a crystal. According to Akharist, the Circle of Thorns itself is the ruling council of Oranbega, so I think they should be cited as the leaders.

    The Malta leadership is cited as "The Council of Leaders" and that's the first of heard of that. Crimson cites their leadership as "The Directors" in his World Wide Red arc, which eventually has you face off against one of their leaders, Director 17 (I think it was 17).

    I'm not saying all of these are "wrong" but they should probably be accepted answers.

    *edit*
    By the way, the entry for the leader of the Council accepts "Center" but does not accept "Centre"
  21. Quote:
    Originally Posted by all_hell View Post
    Anyone doing them REDside on Freedom?
    *rimshot*
  22. Quote:
    Originally Posted by Basilisk View Post
    I have to admit, I like the new animations too. They're mostly direct and to the point, which suits many of my characters. Not crazy about the snipe one, though. Charge with both hands, fire with one just looks strange to me.
    Blazing Bolt, correct? This one is just BAAAD! I see no reason why it couldn't charge like the others. Amusingly, though, Blazing Bolt is probably the only one which actually needed a one-hand animation, being that it's naturally two-handed. All the other went from one-handed to... One-handed...
  23. The general response to the new animations in Beta was "Meh." And I was a large part of it. What animations they made aren't bad (bugged, maybe), and unlike what others are saying, I don't feel there are too few. The problems are entirely different.

    The largest and most obvious problem is that they only added NEW animations as alternatives, vastly, vastly, VASTLY limiting the possible variety. There are so many old animations that could have been reused to give more variety to powers that otherwise didn't have it. For instance, the Power Push animation could have been so good in, say, Telekinetic Thrust. But it was never used, because it wasn't "new." Far as I'm concerned, we don't need NEW animations, we need "new to this power" animations, the more the better.

    The second largest problem is this seems like this was just busywork for a new artist, because so many of the new animations are basically remakes of the old ones. The crossarm we got for everything in Ice Blast is the same crossarm that already existed for powers like that Radiation Blast cone, and the new power for X-Ray Beam is almost exactly like the old power for X-Ray beam. If you'll consume development time to make new animations, then frikkin' make NEW animations! Why waste your time, your money and our patience remaking old animations into even less appealing variants? Seriously, this is like what happened to hairstyles way back when.

    Finally, a LOT of the animations are bugged, especially in the air. Famously, the alternative for Power Burst was and I believe still is bugged, where the effect originates at the chest or at the shoulder, instead of at the palm of the hand. Feels like I'm about to rocket-punch launch my entire arm at the shoulder. A lot of them don't "track" in the air. Some will rotate your character to face the enemy, but snap back to upright mid-way through the animation, and some won't track at all.

    Really, this feels like it was done by a new guy in his lunch breaks whenever he had spare time. It feels rushed, unprofessional and UNFINISHED. And I don't mean "we'll do more another time." I mean "I ran out of time so I just uploaded whatever was at least presentable." It's such a HUGE missed opportunity, seriously.

    Again, the animations aren't bad. It's just that they're so badly used it's not funny. Why give a one-hand blast a one-hand blast alternate animation? Why not give Power Blast an alternate animation? Why not use old animations? Why mismanage this so badly? I can't blame the animators on this one. They did their job. It's whoever managed what they work on that dropped the ball hard enough crack concrete.
  24. Quote:
    Originally Posted by AzureSkyCiel View Post
    I don't know why, but i always pegged you as /invul for some reason...
    Because of the Thick Hide?
  25. Quote:
    Originally Posted by Shubbie View Post
    The mission is bad because it is too hard for many builds or playstyles, that the recomended advice is just drop the mission.
    This truly is bizarro land when I can agree with Shubbie, but... I agree with Shubbie.