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Quote:You know... JUST that would go a long way towards making the game much less head-slappingly silly. I've lost count of all the times when I'm on official Arachnos business sent to save an Arachnos base from hostile incursion, and I have to fight EVERY DAMN ARACHNOS SOLDIER ON THE WAY THERE! Why? They hired me, why do I have to kill their guards to get there? I know there are a ton of crap excuses for it, but come on now!That should be what happens. RIPs should attack you on sight, because they are basically bent cops and try to act all high and mighty. The Arachnos soldiers, though, should leave you alone, unless you attack them or their mates. For example, if you attack a mob of Goldbrickers that are being held at gun-point by Wolf Spiders, why should they care. There was an 'accident' and their targets wound up dead or in hospital. No skin off their noses. Of course, if the villain attacks the whole mob with a hail of gunfire/icicles/cracking the ground beneath their feet, then they have a problem. Thats attacking a soldier of Arachnos, dangnabit! Thats a crime!
Just imagine this: Arachnos soldiers in the overworld would never attack you, either at all or unless you walked to, like, within five feet of them. You can walk around their forts without a problem as long as you don't approach them, you can walk the streets without them attacking you, and basically they wouldn't be just like the Skulls and the Snakes. Of course, if you SHOOT them, they'll shoot you back, but they wouldn't attack you on sight for no reason.
This is actually technically possible. You know how everyone in Safeguard missions has a large aggro radius? So make Arachnos soldiers in the overworld have a very small aggro radius, like 2-5 feet. You basically have to bump into one for him to give you trouble.
That'd actually make them feel a lot like the Combine soldiers in Half-Life 2. They do sit around looking for people to harass, but they won't chase Gordon on sight, at least not on first. But if you approach one, he'll give you a thwack on the head without a second thought. That's what I want Arachnos soldiers to be - hostile and dangerous, but not petty enough to chase every villain minding his own business. -
Quote:Yeah, I have something like that, myself. It's the one story I've written that a fair number of people have refused to read unless I promised them that there was something not depressing in it. Err... this one, to be precise. I wanted to experiment with turning a really nasty bad guy into a hero via epiphany and redemption, and I think I did well for myself, but his villainy is definitely about a 9.Technically only a fragment of a hero's mind at the moment, I have Rei. She gets to come out properly after Going Rogue, but I've been formulating her personality and she has made one appearance in fiction. She's a horrible piece of work. She's a psychopath, sadist, murderer, sexual deviant, and not really a very nice person, and she doesn't really have breaks to put on to stop her doing things.
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You know, for my money I'd have armour pieces provide defence and/or resistance, but have HEALTH OF THEIR OWN. Toggles are endurance-bound. When you run out, they shut off. Clicks are duration-bound. When they time out, they disappear. This would be health-bound. When you get hit enough, you lose a piece and all the protection it provided, having to resummon it at a cost.
At the very least, it's a novel mechanic. -
I know. The thing is, I have it set to x4, and what I'm seeing is NOT x4. It's between nothing and x2 at a stretch. That's at long distance. At close distance, it actually looks like MORE than x4.
Here's the thing - I was looking at an extremely jagged light post in St. Martial the other day, think to myself that antialising wasn't working. Turning Ambient Occlusion OFF actually made that fairly-distant pole look a LOT better, at the cost of occlusion shading. I'm still trying to figure out if I want distance smoothness more than shadows I'm finding I barely see. -
My card shouldn't be the problem. It's a GTX 285, so it ought to support all the features. And while I am seeing some slowdown, the slowdown itself isn't my problem. Graphical quality is. Any option for Ambient Occlusion that isn't off seriously degrades Antialise quality at long distances.
Actually, upon reviewing this a little further, I discovered something interesting. I have my Ambient Occlusion set to Medium, but it only really affects geometry that is close to me. Geometry that it affects is actually highly antialised and very smooth-looking. However, it does NOT affect geometry father away, and geometry that it does not affect is jagged and pixellated, as though it isn't being antialised almost at all. Since I spend about half my time travelling through the city where most of the world is out of Ambient Occlusion range, this is bad. Worse than it was before, in fact.
I'll keep my eye on this, but these two do not seem to play together well. -
OK, I'll try to keep this short. Is it just me, or does Ambient Occlusion set to any setting other than "Off" turn off or greatly diminish the effect of Antialising? It didn't seem to in Beta, but then I didn't think it did on Live. It's been how long and only NOW does it occur to me that something is amiss. I used to play with x4 Antialising all the time, so I'm kind of used to it, but for some time I started seeing jagged polygons and "swimming" textures when they have lots of parallel lines. At first I thought it was because Antialising was moved to the main graphics menu and something got change to it, but...
Right now, I did a little test. I turned off Ambient Occlusion just to see if it doesn't have an effect, because I kept hearing it interferes with AA, and lo and behold! My graphics got instantly smoother. MUCH smoother, in fact, like I logged into a brand new game. This is... Wow. This is not good.
Here's my actual question, then: Do I need to choose between Ambient Occlusion and Antialising? I was under the impression that I could run both at some framerate loss, but it didn't occur to me that one would prevent the other from working. Does that mean I have to pick either Ambient Occlusion or Antialising? Because I'd pick Antialising in a heartbeat. But isn't there some way to get them to work at the same time? -
Quote:Vault doors already solve one of these problems. Despite being attackable targets, vault doors are not auto-selectable in any of the default ways. Tab-targeting will skip over them and pressing an attack with no target selected will ignore them. The same ought to be applied to walls. Of course, it means we'll have to have SOME visual cue to let players know they can break a wall, but the old Duke Nukem 3D "cracks means breakable" ought to suffice.I like the idea in principle but I shudder at the practical consequence of sections of wall grabbing my target reticule when I'm beating my way through a horde of opponents. Or getting unintentionally blown away by AoEs so that adds can come and overwhelm me.
As far as accidentally breaking into another spawn... I actually like that prospect
Intangibility currently allows you to walk through cell doors. I don't know if it works on vault doors, but I would assume so. As I envision breakable walls working the same way as breakable doors, it ought to.Quote:I'd be happy if intangibility powers would just actually let me walk through walls. But then, that would require contiguous maps... -
This idea is a rather serious misreading of what the Mastermind's "pet utility power" is supposed to do. Look at ALL Mastermind primaries and you'll notice that they all follow a very rigid, very specific framework:
1. Light attack
2. Minions summon
3. Heavy attack
4. First Upgrade
5. AoE attack
6. Lieutenants summon
7. Henchman utility power
8. Boss summon
9. Second upgrade.
This is true for every Mastermind primary, and the only power which differs much is the pet utility one. And even then, one key aspect of it remains the same. Let's examine the other pet utility powers and see:
Soul Extraction: You cast this power on YOUR OWN dead henchmen to create an Extracted Soul henchman.
Serum: You cast this power on YOUR OWN henchmen to make them much harder to kill and deal slightly more damage.
Smoke Flash: You cast this power on YOUR OWN henchmen to cause them to assume the Hidden status, giving them one hit for double damage immediately thereafter.
Repair: You heal YOUR OWN henchmen for their entire health bar regardless of what their current or maximum health is.
Gang War: You summon a gaggle of pets that fight for you but last only a limited time. This doesn't require a target.
Other than Gang of War which cannot be cast "on" anyone, all of the other pet utility powers are cast on pets, and only your own pets. You can't use Repair on other people, other people's henchmen, or even other people's Robotics henchmen. You can't toss Serum to your team-mates, and even if you could, I'm pretty sure they wouldn't want you to. You can't extract souls out of anything but your own fallen henchmen. Basically, there is no reason to make Hell on Earth affect team-mates, at least no more so than there is reason to make upgrades affect other people. -
Quote:The way I see it, these clicks would be endurance-bound, not recharge-bound. They'd be many times permanent out the box (say, 10s recharge, 5m duration), but would be limited by a high endurance cost, say 10-20 per click. This way, under low-damage conditions, your armour pieces would protect you without much endurance expended, just like how Regeneration doesn't have to use its clicks much. However, under high-damage conditions, cost would increase RAPIDLY as your armours get broken again and again and you're having to pay a pretty penny for regenerating them.The only problem I can see with this (assuming that the bodyguard mechanic can be repurposed to a specific powerset rather than a specific AT) is that it could make the set incredibly light on the endurance bar. Unless the clicks were short duration (i.e. only just barely perma out of the box so you have to click them rather often), you'd be capable of clicking them very rarely, especially if there were heals or other effects present.
Of course, I also doubt that the set would ever get off the ground without any toggles. You pretty much need to have some baseline survivability that is active at all times and not contingent on the variability of clickability, so I would predict that the set would have at least 2-3 toggles powers, 2-3 passive powers, and that the remainder of the set would be the click powers that operate in the ablative manner (probably while applying a secondary buff of some kind like +def, +regen, +recov, or the kind). Having an entire set comprised of click powers starts getting complicated because you begin using an inordinate amount of animation time (which is already a problem when you're balancing pure toggle sets against more animation time intensive sets like FA and Regen).
In some way, this would actually play a lot like a Mastermind. A Mastermind generally doesn't pay anything for the use of his henchmen or the resistance benefit they provide. He doesn't need to run toggles to maintain the henchmen's existence, he just needs to summon them one and upgrade them twice, and then never do ANYTHING to them for the next 28 hour (99999s) or until the henchmen get killed. Realistically speaking, they WILL get killed before their ridiculously long timer runs out, which puts the Mastermind behind the 8-ball, having to pay a significant cost to recover a fallen henchman and reupgrade him. Typically, a henchmen tier costs 20 points to summon and 90 points to upgrade (45 points per henchman). All three tiers cost a total of around 150 points, sans reduction. Even if summons recharged instantly, you CANNOT resummon and reupgrade too many times per battle because you will simply run yourself dry.
Now, a Mastermind who's so cool he never loses henchmen will have almost no use for endurance whatsoever. A Mastermind in the thick of it losing henchmen left and right will have the kind of endurance drain that no other AT can even dream about, and I know this for a fact. I've always said that a Mastermind is only, solely and completely endurance-bound. Give a Mastermind enough endurance and he's unstoppable. Run a Mastermind out of endurance and he's crippled.
This is what I envision for this Armour set. Armours can be repaired quickly whenever they break, but each time they break, they take a SERIOUS toll to pull back up. Lose your armour enough times and you simply run out of endurance to keep recovering it. This is a lot like a toggle, only it's a toggle which costs more under heavy fire than it does standing around. As such, it will provide better performance when it's not really needed and worse performance when you push it to the max, which I feel is just the nature of the beast. -
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You know... To be honest, I'd actually prefer it if we could walk INTO the beam before we beam up. It'd look a LOT better than standing around next to it and getting beamed out of nowhere.
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Quote:Sorry, that was a misunderstanding on my part. I extrapolated on the idea to extremes in the form of the total zone destruction idea where you'd land in a nice city zone and transform it into Boomtown. I assumed this was what you were referring to, and that kind of complete and utter destruction just wouldn't look right in a specific, iconic location. I have nothing against taking out a building or two in iconic locations, just nothing terribly major.You see, I'm not asking or even considering, that a L5-10 villain is going to topple the AP statue. That would be, for lack of a better term, silly.
Now, damaging a small building in that warehouse section of AP near where your SG porter drops you and the Hellions hang out? Maybe.
A villain of higher level in destroying one of those buildings near the Indy Port docks or in Brickstown destroying a warehouse or something like that? Sure.
At the same time, I DO want to see a mission that has you go into a city area and, to quote evil Coop, "Destroy everything!" Not that good Coop doesn't do that all the time... Basically, it'd be like what Tobias Hansen leaves behind after leaving a hostile Venezuelan army outpost, e.i. nothing. Walk into an area, tear down every building, then go home.
I guess heroes can have the inverse mission of chasing out villains from a bunch of locations in a Boomtown style area, making room for construction workers and, by the time they leave, leaving behind a fully built-up city zone. Be a pretty heroic and satisfying thing to do. -
If you have to ask that question, my friend, then I cannot give you a good answer, I'm afraid.
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Now we just need the skintight jumpsuits and the huge shoulder pads you were talking about
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Quote:Vernon's a good example (although a comedic one, which I'm not a fan of), in that he's always looks up to you, but he always has a plan. He does tell you what to do, but in the most practical sense, he's actually helping you do something really cool that he's completely incapable of doing on his own. He respects your work, he hails you as the big guy and basically sticks to doing his science and not sticking his nose into your methodology. With Vernon, he's the little guy working hard to help out and you're the big guy strutting his stuff and doing major deeds.I would like more Vernon Von Gruns ("you couldn't have screwed up, you're awesome.") and fewer Arbiter Daoses ("do what I say you puny lackey you.") I expect high level contacts to acknowledge my awesomeness, not hide behind some higher authority that I might have already beaten up, or at least seriously inconvenienced.
Personally, that's the kind of evil I'm most appreciative of. It's not vile enough to make me question whether I want to keep playing, but it's more than villainous enough to make me feel like the antagonist of the story. And at the end of the day, I'd say that's the point. -
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Quote:Go to hell. Unless you want to find a direct quote where I said you didn't have the right to complain, which you won't because I still have my short-term memory, then kindly think before you post and avoid putting words in other people's mouths.oh and tow im not trying to be a dick either...but dont tell me i dont have a right to complain nor ***** when i just paid 45 dollars this week for a non working game. so if you and gg wanna harrass me then maybe you do need to step back and heed your own advice.
And while we're on the subject of quoting, could you kindly quote where you were promised a working game NOW when you bought a pre-purchase for an expansion that's not due for months. Because I have serious doubts you're going to find that. Dual Pistols and Demon Summoning are part of Going Rogue. Their being released early is a perk. Treat it as such.
Look, dude. You can complain all you want, but don't be a dick about it. Because despite not trying to be, YOU ARE. You exaggerate, you insult, you're rude, you're crass, you're inconsiderate and you're basically ventilating your moth. You don't like the new Issue. WE GET IT! Now answer me this - are you not going to be satisfied until the rest of us are miserable and bitter as you are? Because that's the only thing you're achieving here. I hope you're proud of yourself. -
Quote:I don't think it makes sense for us to topple the Atlas statue five times a day. Pay phones, bus stops, parking metres, those are all things few people notice when they run about in the streets. I honestly can't tell you if I've ever seen all the crates in Mayhem missions in the "real" locations at all. They just don't register for me. Crates and such may as well not be there, but landmark buildings really aren't something I'd feel should be broken repeatedly.Why not in Mayhem missions? If Paragon can have new payphones, fire hydrants and bus stops installed every time someone sneezes, why not have destroyable buildings that get rebuilt just as fast?
Sure, there's the question of why didn't they rebuild Boomtown if rebuilding is that fast, but...um.....there's neither voters nor taxpayers in that section of town?
Since Mayhem missions are already slated to be about robbing a bank set in an iconic location, I don't think they're the right fit for this. I'd more look at some kind of "demolition" mission that sends you into one of those "jumbled" outdoor maps that looks like it's in Paragon City, but isn't part of any place you can visit. It's "in the city," just not where anyone can see it, which means we can destroy it to our hearts' content. -
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Quote:I'm not against the idea itself, but I feel that the concept of "punching a building until it falls down" is a bit... Unwieldy. Perhaps allowing us to enter the building and smash its supports would be a good alternative. That is, of course, unless you want the sort of Red Faction: Guerilla meets Katamari Damacy sort of utter destruction of everything, which might not be a bad idea...Okay, snarky comment aside, that would be fun. They would have to have a boatload of HP. Significantly higher than the cars and trucks that are tough for lowbies but nothing to higher-level characters.
But NOT in landmark locations, and probably not in Mayhem missions, either.
That said, I can actually see a mission that started out all nice and shiny and then got progressively less and less shiny as you broke things, sort of how the world in the original Dungeon Keeper gets more and more crappy the more lands you take, and not just the lands, themselves and not just as you take them. You could start off a generic nice city location and end up with... Well, Boomtown.
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On that note, here's something that I've wanted to see for a while - breakable walls inside instanced missions. We already have the technology in the form of breakable doors, like the ones that keep us inside jail cells on maps with jails. What I'm suggesting is to make a part of the wall act like "a door" that is fitted into a corresponding hole in the wall that's not breakable. That way, we can attack the breakable section of wall and punch through. Even if the technology is not ideal, I'm sure the concept would fire up many people's imaginations. -
Quote:I specifically took Kick on one of my villains so that I could kick over trash cans in stylePersonally, I'd be satisfied if they changed mayhem missions to be less about petty vandalism and more about mayhem and destruction. I want to go in and say, "Boom! Take that apartment building!" not "Boom! Take that payphone!"
Of course, I also use it to "Little pig! Little pig let me in!" vault doors.
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That would be ideal, but I suspect it would require some significant new technology. Personally, I'm hoping for branching mission arcs, myself, or even branching missions. If I had the ability to slap every wiseass in the Isles across the mouth, I would gladly take much harder missions afterwards, or even arc failure. If it's on my terms, then it's not a failure in my eyes.
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Ah, if it's an Ati thing then it shouldn't affect me, as I'm running n-vidia. It just seemed to me like my mouse look would lag slightly behind what I ordered it to do, but it may be the case that it went AHEAD of what I wanted. See, I'd played Assassin's Creed 2 before that, and that both lagged and had a REALLY slow mouse, so I got used to wide, sweeping turn, and in City of Heroes, that spins you around twice with sensitivity set to 200%

