Samuel_Tow

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  1. Quote:
    Originally Posted by Beach_Lifeguard View Post
    I'm stuck here right now. I cannot find Stateman, I cannot find Black Swan and I certainly cannot find any clues in the 64 miles of map to cover. The person who came up with this mission should be committed. I sent a petition but its been a while.

    Can anybody tell me where I might find the mission objectives? Please?
    The "fog" only hides terrain, but does not hide the sky or visual effects. If you can jump or fly high enough, or just climb a high enough rock, you'll spot a version of the Chantry in the distance. Just head towards that and look for geysers to take you there. Black Swan is inside.

    Alternatively, just follow the contour of the grassy area. You might need to climb a few rock ledges, but eventually you'll see the Chantry as a matter of course.

    And you can't miss it. The skybox (rather, sphere) isn't affected by fog, so even if the chantry is, you'll still see a giant grey spiky ball floating against the orange sky.
  2. Samuel_Tow

    How do I....

    Some days I miss console-based operating systems But not enough to try Linux, God no!
  3. Quote:
    Originally Posted by Shadow State View Post
    There's always the option of going with something similar to the Roman armor chest details.
    They're still bulky and they still leave a gap between skin and armour. Decent for an armour plate, but really not something you can use for skintight clothing.
  4. All I can say about Diminishing Returns is that it's a needlessly complicated system that's likely to make people who are afraid of numbers now even more afraid in the future. We already have ED, which makes it all but impossible to predict what your slotting will do without a considerable amount of experience or without a lot of Wiki-diving. We don't need a system of diminishing returns over our existing system of diminishing returns.

    I hate to be the one to say it, but the more complex and user-hostile that numbers in this game get, the worse this is for the players. Yes, the select few like Arcana will still be able to make sense of them and probably write guides, but I have an Applied Mathematics degree and even I'm not going to bother figuring out the Diminishing Returns system. According to Arcana, it involves an ArcTangent function and division by Pi, for Pete's sake! I mean, I know why that is, but slap that formula on anyone who didn't study university math and most people won't even bother.

    If Diminishing Returns is intended to curtail power creep via stacked buffs, then its current implementation is not the way to go about it, because it seems to clip ALL slotting and ALL buffs from ALL sources irrespective of their size or scope. Yes, for low amounts it's a small decrease, but a good amount of powersets can and do self-stack significant amounts of buffs BY DESIGN.

    Not a good idea to bring it to PvE. Far as I'm concerned, it wasn't a good idea to bring it to PvP, either, but I'm not interested in debating with the PvP folk.
  5. Samuel_Tow

    How do I....

    One of the old versions of DOS was able to do that, so many of us who instinctively tried it tried it as a habit from that, I would wager.
  6. Quote:
    Originally Posted by Championess View Post
    I REALLY hope it's DR coming to PvE, the hate that would be thrown about by the total community about how bad DR is if it were to be the current PvP version would be hilarious, finally now everyone would understand how PvP'ers felt.
    And thus is explained the motivation behind these rumours. And it's about what you'd expect - pure, unadulterated malice.
  7. Quote:
    Originally Posted by Oneirohero View Post
    I'm really hoping it's one of the first two, if they managed to pull off the second that would totally revolutionise animations in the game. Imagine it, walking while shooting energy or weapons; no more weird standing positions when you start animating in the air without fly.
    Now imagine walking and kicking at the same time.

    ---

    On the note of Diminishing Returns, what actually IS that? I have a fairly solid mental block in place when it comes to PvP, so I intentionally glossed over all the PvP changes back then and I never caught what DR actually constituted.
  8. Quote:
    Originally Posted by Sharker_Quint View Post
    i must be the only one that got this.. tommy, is that you???
    Well, I was probably the only person in the entire world who hadn't made that joke yet, so I figured I'd complete the set
  9. Quote:
    Originally Posted by Steampunkette View Post
    I think there's an easy way to avoid (much) power creep or having mostly unslotable 47 and 49 powers.

    Have the level 47 and 49 powers both start with 2 base slots, rather than 1.

    By locking the two extra slots in the highest tier powers, you avoid the issue of players slotting their lower level powers a bit more (for high level set mods) but allow them to get more power from their highest echelon powers by allowing them both to be 5-slotted.

    -Rachel-
    Or that, yes. It feels good to have the last few powers have a leg up, and it helps exactly where help is needed. Sweet
  10. Yeah, I don't doubt your link. I bought it as soon as I posted Just seemed curious.
  11. Quote:
    Originally Posted by Jophiel View Post
    I don't see where assuming you're sword slashing hydraulics or tearing out wires is a different "amplification" than imaging giant towering infernos that don't exist but that's just me. Just as the game says you're kicking the robot in the toe, it also says you're shooting little poofs of fire. I wouldn't assume you're luring things into mine shafts but I think there's a middle ground between that and "stand in one spot and mechanically punch it in the knee until it's dead". But if you don't enjoy imagining that, I guess there's no harm done since you can always play more fantastic origins.
    It's really a personal thing. I could go on explaining where I draw the line, but it really isn't a very interesting read. My solution has been, as you put it, to simply play more fantastic origins, and it's worked to my benefit. Turns out that's what I like most of all anyway, and if it took a game FORCING me to embrace it for me to realise that, then oh well

    And I really don't want to take away from anybody else's fun. Your characters, your call, none of my business. Long as it works for you, I'm all the happier for it.
  12. Quote:
    Originally Posted by Dr_Darkspeed View Post
    Here it is:

    https://secure.ncsoft.com/cgi-bin/St...em&item_id=224

    The basic workaround is to go to the euro item page of the thing you want and then subtract 2 from the item number in the url
    Well, it looks American enough and it costs dollars. But why is it still branded Pegi 16, rather than the PG13 it is in the US?
  13. Quote:
    Originally Posted by DumpleBerry View Post
    Translating from what language?
    From English to Bulgarian. Be much easier if I didn't have to deal with things like "retroviral oncogene v-erb-B." I don't know what that even is, let alone what, if anything, it translates to.
  14. Hey, if you bought the Party Pack, can you drop me a link to the US version of the thing? The PlayNC Store only gives me a link to the EU one, and I have no use for that.

    What happened to the "US version also available" link, guys, huh? It's there on older items.
  15. Quote:
    Originally Posted by Jophiel View Post
    Well, we do have traps & devices.

    In comic terms, I would assume the "natural" hero would take down a Warwalker through either devices or through actions beyond the game such as the ever famous "jump on the robot, punch through access panel and tear out wires until something breaks" maneuver. In a game where we accept that we "arrest" criminals by setting them on fire or irradiating them (or "save" an office building with multiple applications of fires, floods, ice & earthquakes), I think we can make allowances in the other direction. Sadly, unlike potentially making new DP animations, making "jump on robot and tear out hydraulics" animations isn't especially practical but I don't think that's cause to dismiss the origin.
    While I don't want to discuss Batman (not a big comic book fan in general, if it weren't clear by now), I want to point something out - I tend to not pretend that my characters don't kill if it looks like they do. I don't know why that is, maybe I just grew up with violent cartoons or what have you, but I've never had the kind of aversion for killing your enemies as most people here seem to. I mean, sure, wanton murder and destruction are pretty anti-heroic, I will admit, but if I write for a guy whose primary weapons are a katana and a pair of pistols... Well, I won't do the mental gymnastics to try and explain how he's really not killing them. He is.

    But I don't want to start up a discussion about that, or indeed about Batman. That's how I see things, that's all. But the point is - the game really can't account for anything but "stand and fight" tactics. You fight a Kronos titan by facing it down and hitting it until it drops sideways. I realise I could re-imagine this as my character finding a weakness and disabling it, as climbing it or even as something more extreme, such as luring it into a trap where it falls through the ground and into mine shaft or some such. I could, but... When I can't SEE it, it's just beyond my willingness to want to bother. As such, I simply never write characters who would HAVE to resort to something like this. I'm not averse to playing such characters, as that's basically what the Prince of Persia is (one of my favourite games series of all time), but in this game, I somehow keep straying back to characters who COULD fight as the game depicts them as fighting.

    In my head, I will always exaggerate the effect powers have, such as Inferno not having an effect that you can barely frikkin' see, but rather producing the kind of towering fireball that would catch your attention on the other side of a big city and make you go "Holy ****!" But that's still taking what a power IS and amplifying it. Making characters that the game forces to do things that their concept says they shouldn't be is an instant buzzkill for me, so I simply don't make those. I'm not sure which came first - the game limitation or the preference, but I realise now that that's what my tastes demand these days, anyway - characters who COULD take down a Kronos Titan single-handedly.

    I guess what I'm trying to say is a re-tread of what I said before - over the years, I've grown to prefer the kind of super-powered characters who can take care of themselves against almost any threat with pretty amazing levels of power and sometimes explosions. You can take that as a partial explanation why, I guess.

    Besides, I just enjoy the discussion so far just on its face
  16. I didn't even know the servers are down. I'm bogged down with translating a godawful biology textbook without actually knowing the first thing about molecular biology. Eh...
  17. Quote:
    Originally Posted by StormVyxen View Post
    Maria's still handing both versions of the Marauder mission out on live. At least she was a couple weeks ago when I was running her arc.
    Well, that would explain a lot.
  18. Quote:
    Originally Posted by CanaDixieMan View Post
    For me, it depends entirely on the toon I'm playing. If she's a Fire/Fire Blaster, naturally, I want all kinds of inferno-rific graphics. Yet I also enjoy playing a dumb galoot of a Natural Tanker who is not invulnerable in the traditional sense, but who simply won't back down, and excells at basic punch-in-face brawling. If I must hop down on one side of the fence or the other, my ideal of a REAL fight is the the kind of stuff Charles Bronson did in "Hard Times" (with James Coburn, directed by Walter Hill). In-close, cussing, sweating, gritty alley fighting. I also like the idea that one good knife in the heart will drop anyone who isn't invulnerable.
    That's actually something I've been meaning to comment on, as it's a decision I had to make a LONG time ago. Once upon a time back in 2004, I made a collection of "natural human" characters (or rather, one concept I kept remaking) that I was trying to make something decent out of. Thing is, I'd never gotten above level 20 at the time, so I didn't know much of anything of what I'll be facing later on. All I'd seen was thugs and occasionally cultists.

    Then I brought the titular Samuel Tow to 50 and started looking for a new character to play. At the time, I had Crash, the latest incarnation of my "natural human" concept. When I sat down and tried to imagine what she'd be doing at level 50, however... I realised that I could never work with such a concept. At level 50, we fight giant robots, space aliens with plasma rifles, giant monsters and actual super villains. For Samuel Tow, taking out a Zeus or even a Kronos Titan solo wasn't much of a stretch as I'd written him. He's basically a cheat mode super (hence why I try to avoid using him in stories if I can) and it made sense he'd be able to cap one of these things single-handedly without much effort.

    For Crash, though, it just didn't make any sense. Originally, she was just a rugged martial artist, but simple skilled martial artists don't punch through tank armour, don't jump 50 feet straight up and don't survive missile swarms to the face. I mean, you can invent some kind of chi defence and mystical super strength miracle excuse, but then you stop being a natural human as such and go into over superheroics anyway. So I retconned her into a Battle Angel Alita inspired super strong, indestructible cyborg for whom it WOULD make sense to jump 50 feet straight up to the top of a Kronos Titan and then proceed to punch straight through its armour and pierce its internal power system for massive damage.

    I really don't think the game leaves much room for "natural human" concepts, not considering what we fight at level 50. Again - Indiana Jones does not brawl a War Walker to death. He usually runs away from these. It'd be like him trying to stop that iconic boulder with his bare hands. I know this is just my opinion and other people have made and will make natural humans, but for me, the entire game's power level is just too high for humans who are simply very tough or highly skilled. You need actual super powers to survive as we do in this game.
  19. You're tearing me apart, Lisa!!!

    *ahem*

    I thought it was something on my end because it kept happening on my Windows 7 rig at home, but not on the Windows XP one at work. Only it happened the same way at work yesterday, so I dare say it's something with the forums. This has been happening ever since they did that maintenance to remove reputation entirely, where I had a full day of not being able to log in at all.

    Funny thing is, CS directed me to the forums, where no announcement of inability to log in was made, and where I was unable to log in to ask questions. Catch 22. It's been logging me off on and off since then. Like today, the first time I loaded up the boards, I was logged in, but when I tried to check my personal messages, I was told to log in O.o. At least it didn't faf about this time and let me in after just one log-in attempt.
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    Yeah, that's pretty much what I had in mind for Nova. I'd really love it if it looked more like that
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    Check out some of the series' I mentioned in my first post on the subject of anime, if you haven't already. I'll repeat em if you don't feel like digging through the rest of the thread.
    Will do when time permits, but for the moment, I'm mostly focusing on Dragonball Kai as it releases, since I never got far in the original DBZ.

    I gotta' say, though, the Cowboy Bebop movie I saw that one time was terrible, even if I'm sure it's not a good representation of the actual series. I'm pretty sure it ended with a mile-long monologue about butterfiles and the meaning of life.
  22. Samuel_Tow

    2 ?s

    I have around 50 characters, and not a single one of them has an alternate build. I had a Kheldian who had a Nova and a Dwarf build, but I deleted her, and I never used the Nova build anyway.
  23. Quote:
    Originally Posted by ClawsandEffect View Post
    Don't get me wrong, I enjoy big, over the top, crazy fights. But if the story isn't there, I just can't get into it. I've never been able to get into Dragonball or Naruto, mostly because the plot just seems paper thin to me, and once you hit about season 3 they stop even trying to justify why these two people are fighting. Just seems more like lots of action and explosions for the sake of action and explosions. I can enjoy that in an hour and a half movie occasionally, but 30-40 HOURS of it? No thanks.
    Naruto has actually been going downhill pretty much since the first fight with Gaara, and I think the writer just lost his edge. The Shippuuden series looks like it was supposed to revitalise the anime, but by this point it's operating on a shoestring budget with a story so embarrassing I don't even want to talk about it. At this point, the non-canon movies are far superior to the series because they both have decent animations budget and they look like they're written by people who aren't suffering from writer's block several years running.

    Dragonball Z is a particular offender in most people's minds for a simple reason - it's padded as hell. As I heard it, the anime kept running ahead of the manga, and they had to pad it out with pointless closeups, additional attacks, pointless filler arcs and just general dragging of feet, which makes it drone on and on and ON! The Dragonball Kai remastering has trimmed all of that, and actually dispensed with most of the big explosions, amusingly enough. They're down to one or two per episode, and usually plot-relevant explosions, to boot. As I heard it, it's down from the original 276 episodes to what's planned to be less than 100, so you can see how much they've trimmed.

    All of that is to say that, yes, in general I agree with you that fights for the sake of fights with no plot to them are boring. That's why I never got into Pokemon - the whole show just felt pointless. However, I'm still willing to accept the allusion of a plot if it leads to big explosions nevertheless. Many of the Dragonball Kai fights, for instance, have paper thin excuses. "We want to know where Son Goku is and we'll beat you until you tell us." "OK, let's go to that island over there and beat each other up until a plot point develops." Basically, the entire show is a sequence of events which prevent Son Goku from fighting, so others have to hold out and die until he arrives, gets beaten up some and eventually triumphs. Repeat around four time (once for Vegeta, once for Freeze, once for Cell and I assume once for Buu). And you know what? That's good enough for me. I just love the way the good guys' eyes light up when the cavalry arrives, and I love the shock on the bad guy's faces when he powers up (within 10-15 seconds in Kai). Yeah, it's basic and uninspired, but it works for what it is. I enjoy the purity of action unburdened with politics and intrigue.

    On the flip side, I really despise "story driven" stories as such, because this usually translates into people talking at each other for hours. I nearly flipped my **** when I tried to sit through all of the philosophical garbage of Ghost in the Shell 2. There's a half-hour scene in a cold room between one man and one woman debating the ethics of what it means to be alive and if a machine can ever be alive. It was supposed to be deep and dramatic, but it just about put me to sleep.

    The more I think about it, the more I realise that my favourite stories are objective-driven in the same way games up. "This" must be done. How do we do it? Oh, we need to find "that" out and do "this other thing." OK, let's go do those. Oh, we can't because of "other things." I prefer stories driven by people doing things, with ethics, morality, philosophy and so forth used to justify and explain the actions, rather than stories driven by inaction and contemplation. And that's not to say I don't like contemplation, but you can still contemplate in a goal-oriented manner, depending on how it's written. By far the BIGGEST problem with anime isn't catgirls or brainless action. It's contemplating your naval for about 24 episodes, then something happens in the next two, then you proceed to contemplate your naval for another season. I fully regret watching Divergence Eve (DO NOT see it) for this precise reason.
  24. Quote:
    Originally Posted by opprime28 View Post
    I'm not negating what you're saying, just pointing out that anedotal stories of it not applying to your play style don't really further the discussion. Now an explanation of -why- you don't use it and how that may factor in to the discussion might.
    I never exemplar because I don't like losing power. Simple as that. Now I have to worry about losing powers AND losing Incarnate boosts. This is unlikely to change status quo for me. In fact, I don't see a point in exemplaring, especially at 50, when I could have devised a build to depend on a high-level power or the strength of high-level enhancements (which start scaling down below 30). I see no point in it.

    That's not to say the exemplar system is at fault here, but merely to say that exemplaring has been a "take it or leave it" affair ever since it was introduced. I don't envision this changing with Incarnates.
  25. Quote:
    Originally Posted by opprime28 View Post
    You know, I actually understand this logic, and what you're saying makes sense. The truth is, dinging 50, to me, is kind of a sad moment. It's an "ok...you're done with this guy" moment. To be honest, I'd be MUCH happier if they did a simple work around like this...


    levels 1-47= function exactly as they do now.

    level 49= instead of a new power, you're given three more power slots to slot into your level 47 power.

    level 50: You are given a new power choice AND two extra slots to slot into said power. This would make 50 feel truly "special", still allow us to have the same number of powers, and a total of two extra enhancement slots would be given.

    You wouldn't have your 50 choice being slotted more under this change, but 50 WOULD feel more "Special" because you immediatly get your new power, complete with the amped up slotting. The new power would, immediatly, feel more "uber" that a normal power when 1st chosen because its coming with up to 4 possible slots right out of the bag.

    Current
    47 = 1
    48 = 3
    49 = 1
    50 = 3
    ______
    8


    Suggested
    47= 1
    48 = 3
    49 = 3
    50 = 3
    _______
    10
    I can get behind this. It would make level 50 a little more special than "just another slot level," which is what it is right now. I realise asking for specialities like this is kind of out of the norm, but then I do wish that level 50 were indeed out of the norm. Not necessarily game-breaking or game-changing, but at least having SOMETHING that told you "Hey, this is as high as the level system goes. You reached the top!" Just something different from what I've had two out of every three levels for the past 20 levels.