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Quote:This isn't nearly as problematic as you make it sound. It takes some getting used to, I will admit, but once you get the hang of it, it's actually significantly more comfortable and more productive than land-only travel. About the only problem is backpedalling, as with a normal camera angle, it will lift you up, but there are ways around that. Either look straight up and fly "up" (jump), or just make sure your camera is below the horizon so you don't leave the ground when you move back.if you're blapping.. you might be annoyed by hover. It isn't convenient for moving from melee to melee. It's doable, but if you're used to playing a melee class that switches targets quickly.. you're probably not going to like it. It's good enough to get around maps and hover blast... but when moving around within a spawn to melee it lags behind hopping/sprinting around.
Again, it's a bit more tricky than ground movement, but it's very easy to use once you get the hang of it, and it has a number of very clever advantages. Auto-follow still doesn't work, though. -
Fire Sword is actually pretty inefficient, however. It does less damage to the endurance than all other single-target attacks in the combo (and less than is normal) and its damage over time is actually pretty poor. It's good for shock damage for when something gets close or when you run into melee, but as a sustained attack, it's actually one of the worse ones. I was surprised to find this out, myself.
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Quote:Chances are, the explanation is a lot simpler than we want to think. It usually is in these stories, which is honestly kind of disappointing to me, usually. Kind of like The Force in Star Was being Morticoccus or some such. I LOVE the idea of Rularuu being both a prisoner and a prison, along with all this entails, but I highly suspect he'll end up being just another sorta-god trapped in another dimension. The Shard has enormous potential for some very interesting stories, and I very, very much hope they take up this opportunity.All this talk reminds me of Malfeas in Exalted (yay, bringing another IP in!)
* Malfeas is both prisoner and prison
* The prisoners (Yozi princes) are composed of multiple souls, each with their own personalities and to some extent, agendas
* The lesser inhabitants are all basically a part of the Yozis themselves
Anyway, this makes the idea of the Shadow Shard actually being Rularuu (as well as Rularuu being trapped inside) an interesting notion, but I kind of wonder if maybe the Shadow Shard is the Dream Doctor keeping him contained? -
Quote:Why does this keep coming up? A wooden sword is still a sword, and I highly doubt you'd see anyone much opposed to adding that to the swords sets. Hell, Broadsword gets what is essentially a rusted angle iron for an option. A wooden sword is a sword. A wooden stick is not a sword. That's all it comes down to.I fear we are reaching the end any of logical discourse here. Those that would be interested in wielding Escrima sticks or a wood katana will state it is reasonable to waive the stated restriction on visual-matching damage type so that these weapons may be added. Those that have little or no interest in wielding such weapons will cite the dev stated restriction and claim blunt weapons in the set as illogical.
As well, I'm not opposed to another "smashing weapon" set. The game has... Ugh, I don't know. Let's count them. Katana, Broadsword, Ninja Blade, Dual Blades, Battle Axe... So that's... Five cutting sets. At the same time, it has all of ONE bashing set, and even that's a carbon copy of Broadsword, pretty much. We're about due for another bashing set, most definitely.
Now... I'm not sure if I'd want that to be a martial arts set, myself. If we DO get a new bashing weapon set, I'd like it to be a two-handed giant hammer, wielded sort of like how the Carnival Strongmen wield theirs. -
Quote:Ack! That's the other big one! Zombies! All zombies you're likely to meet anywhere in the game share one property - they're incredibly vulnerable to lethal damage and incredibly strong against smashing damage. This is why I never knew the Vahzilok were supposed to be so dangerous - I initially fought them with a Katana/Martial Arts Scrapper. They're vulnerable to my damage and I can avoid their otherwise hard-to-resist attacks.Because that was the game design decision the devs made when they were deciding upon damage types - perhaps because they had situations in which they wanted mobs to be strong to lethal and weak to smashing or vice versa - something that exists in the game now. Robots, as mentioned earlier, and zombies tend to be weak to lethal damage.
As a general rule of thumb, there exist two types of enemies with distinct physical resistances. Zombies are weak to swords and guns, but are strong against punches and hammers, and robots are strong against guns and swords, but weak to punches and hammers.
Generally speaking, soft targets are vulnerable to lethal damage. You can, thematically, hack off limbs, pierce easily and generally do a lot of damage. But because these soft targets feel no pain and don't rely on functioning internal organs, beating on them has little effect. Robots are the reverse. Hard targets in general are hard to pierce, as they're made of metal or stone, and your bullets and swords are likely to just bounce off. However, hitting hard targets hard with a lot of force can outright break them, which is why they're vulnerable to blunt force.
Frankly, I ENJOY having this thematic difference between the sets. -
I wonder how many people are going to make comments like that when BABs very clearly said "very few." As in, people do die, it's just that's very rare and very few actually die. Like Cyrus Thompson, like War Witch, like whoever that guy was that Ghost Widow killed with a sideways glance. People do die. Just very few do.
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Quote:You have to keep in mind that AVs have very low status protection, but have purple triangles that give them something like mag 50 protection to everything when they're up. Now, I'm not sure if this includes intangibility, but I suspect it does.So, by those numbers, a Mastermind could in fact DF a Boss...Interesting. Even more interesting is that AV's have a suprisingly low protection and could also be DFed...
I know one thing - from playing around with Dimension Shift, it can be VERY useful. It lets you pause extra aggro when it occurs, it lets you give your team a breather, and if you're on the ball with where you aim it, you can detain around half a spawn while you beat on the other half.
I've only tried it on a Dom, however, and since I discovered I couldn't play Doms to my satisfaction, I can't give you any more information. -
As a 60-month veteran, I can say without a shadow of a doubt that I'd share my veteran rewards with everyone if I could. I believe in adding value to the game before adding value to just me. If all veteran reward costume pieces were released to all players tomorrow, I'd throw a little dance party and celebrate. There are a lot of cool costumes locked up in the veteran system (like trenchcoats, say) and I feel the game would be better off by just opening them to everybody.
So what if I earned them by staying with the game? It just means I got to play with them longer before everybody got them. In fact, I'd appreciate a system like this. Put a new veteran reward in the game and restrict it to veterans only, then open it up to everybody in 6 months' time. -
Hmm... AVs typically CON +5 to the team leader, but should spawn according to mission difficulty. Could something have gotten cross-wired in that regard?
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Quote:There's a problem with that that I've run across. If you save one generator, but trigger the ambush for another, that ambush could run past the first generator and destroy it anyway. I've lost generators I've saved a few times. Like, I'll save it at, say, half health, go do something else, come back and it's been destroyed. Kind of like you could fail the Protect the War Walls mission once upon a time.You only have to keep one generator 'alive.' As soon as you approach one of them, you trigger an ambush of three waves coming for that generator. If you can defeat the three waves then there will be no more foes coming to destroy that generator. Then you can leave that one there and go kill Silver Mantis and rescue Amanda without worrying about the generators anymore.
Really, there just needs to be more leeway for mistakes. Mistakes happen, and it's no fun losing your mission less than a minute after entering it. -
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Wasn't there a grace period during which your henchmen would stay alive even if your mentor was out of range?
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Quote:Here's where I stand - you can make a big story as personal, dramatic and heart-wrenching as a small one. It's a question of writing and storytelling, not so much a question of source material. Granted, many people fail to do so, and fall into the "Super Man reverses the rotation of the Earth to turn back time" pitfall. But as Super Man also shows, it's possible to have an incredibly powerful hero fighting incredibly powerful villains and STILL make it compelling.See in a lot of ways I'm the reverse. I see global threats as meh due to impervious heroes with the power of 10 suns blowing up an alien armada merely by shrugging their shoulders while street level stories have heroes that actually have to put something on the line to pull off a win. The stories seem more personal. Inadvertantly, some of these invincible heroes simply wind up seeming like pricks.
For me, writing a cosmic story that's compelling is more difficult than writing a mundane one, but when you manage to pull it off, a cosmic story will always be more interesting. A cosmic story is unique and meaningful, whereas a mundane story is always one of a million like it. Why should I care about THIS specific character out of the thousands of other heroes?
I will admit, I have a penchant for the extreme and unrealistic. Whenever I get interested in a story or inspired to write one, it's inevitably something that leads up to a cosmic event or an ancient secret. That's just what I like. And I think I've done pretty well, actually. The one real story I've written and completed is at the same time about as grand and epic as it gets, and very much about personal struggle and self-discovery IN this epic setting. After all, you only ever get to see a person's true self right in the moment of truth. -
Hmm... You know, I think I have to retract my "full transparency" idea and instead replace it with this - aura costume pieces. Not auras ON TOP of costume pieces. Auras INSTEAD OF costume pieces. Like, you have no upper arms at all, just fire where they should have been. Or you have no head, just a glow. That opens up a lot of possibilities.
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Quote:Eh, I have a problem with the general concept of a Tanker as it's depicted in the game. Tankers in fiction are typically very durable and hard to kill, but also at the same time incredibly strong and dangerous in a scuffle. Our Tankers may be kind of dangerous, but compared to their melee counterparts, they're far and away a lot less so than they ought to be. When I think "Ben Grimm, The Thing," I think someone who goes out and punches things first and foremost.Brutes certainly are the hulk style living weapon types, but I do like my tankers, solo and group. Nothing else survives quite the same amount of stuff.
Personal opinion, of course. -
Quote:Yeah, I was about to comment on that one. I think this one is just bugged and just plain bad! I'm sent there to rescue these people, but I CAN'T LEAD THEM OUT! That's right, the only way to rescue C'Khelkah and General Arons is to literally kill everything else in the cave, while praying to your lucky star they don't die in the melee. Why aren't they escort objectives? Why can't I bring them to the entrance and have them run out? Isn't the POINT of the mission to save them?I will admit that this one doesnt spring to mind as easily as the rescuing the negotiators one(unsure of its official name), where you get the melee happy pistol using general vurses warhulks. pre-clearing helps, but suspends belief over a cage full of angry badgers. the general(aarons i think) is just too fragile and engages melee with an opponent who explodes far too often. I can protect him with my buffer characters by giving him enough buffs to confer stupid-insurance, but my poor brutes, scrappers and blasters.
I know, I know. The RWZ arcs are jam-packed with helper NPCs like they're going out of style, to the point where I'm not sure if there is ONE missions where you're alone without someone in tow. But still, even with an escort objective, I could still drag them around with me if I wanted to. All I have to do is not take them to the door, and they'll follow me. But if I WANTED to take them out so they don't die and fail my mission, I could.
I really don't get it. If the mission fails when they die, why can't I take them out? If I can't take them out, why does the mission fail when they die? It's a borderline conundrum. -
Quote:Well, speaking purely for myself, most of mine ARE global threats. They actually come in two varieties - global (and up) threats, and those who work for them. If you see one of my villains doing something, you KNOW he's either working on something really bad for a lot of people, or he's working for someone who's working on something bad. I don't buy into the psychopaths and mercenaries for the same reason - they bore me to tears. Random murder and wanton violence may have its place, but to me it's just pointless, and mercenaries are only interesting when they come up against moral dilemmas and introverted self-discoveries.Just look at player villains. How many homicidal psychopaths, mercenaries, criminal masterminds and such do we level up to 50? Are they a global threat? Not most of them, no. But they are powerful villains, who threaten the well-being of innocent citizens, and as such require a powerful hero to stop them.
That's a big failing in CoV, by the way, that the game seems to have been designed expecting you to be a psycho or a mercenary. Almost everything is about "Do this for me and I will pay you." or "Do this for the evulz!" There is very little... In fact, there may be literally NOTHING for the self-made villains with plans of his own and an ACTUAL agenda beyond "Do evil, please Arachnos, gain levels." Seriously, we're all like drifters, going from job to job with no purpose in life. I want my volcano island lair! -
Quote:Well, yeah, but... Let me put it this way - if you don't brush your teeth, you get lots of cavities and eventually lose them. You SHOULD brush them, and to not do so is irresponsible. But that doesn't make it INTERESTING. Not nearly as interesting as, say, going to an amusement part that one time in the year. And, predictably, your mind is going to retain a lot more memories from that one amusement park visit than from brushing your teeth every day.I think it's entirely based upon perception. As street level heroes ranging from Luke Cage to Batman have commented to their more super powered comrades, while the evil demigod needs to be punched in the mouth, just outright ignoring street level crime causes you to save a world where the normal people more or less have to live their lives suffering. Of course there's also the issue of storytelling since you can have an exciting story about (super powered) street level crime and a boring story about saving the world.
I view street-level crime in super-powered universes the same way - controlling it is important and vital, but hardly the gripping action and drama that actually moves the story. It's there, it happens, and it ought to be depicted happening every now and then. But that's not what it's all about, not if you can arm-wrestle gods and move mountains. If you can do that, chances are there's something much bigger that's going to come up and THAT will be what's interesting in the story.
That quote you quoted wasn't to say fighting street crime wasn't IMPORTANT, but that it wasn't INTERESTING. I don't avoid pitting my absurdly powerful characters against street crime when it comes to that, but I just depict them solving it with all the glory and fanfare of someone toothpicking a weenie at a cocktail party. It's there, it happens, let's deal with it and get back to the tasks that CAN'T be done by anyone else.
There's also this tiering system that I think may well be unique to Paragon City. Usually in super hero stories, you have a few heroes. Sometimes you even have many, though such gatherings are rare. I am not aware, however, of any story that deals with a whole CITY of them, and we have literally hundreds of thousands of heroes. And not only that, but we have hundreds of thousands of villains, and crime occurring every time you turn your back. It's safe to say, then, that in Paragon City, you look at your own power bracket, and you trust the other heroes to handle things in their own brackets. Say you're on your way to stop a nuclear bomb and you see a man being mugged. OK, you stop to help. The reality, though, is that you'll see dozens of them on your way, and if you stopped to help every one of them, the bomb would go off. Instead, you have to trust that a hero who's actually in that level bracket will be about to help. And since the city is crawling with them, that's usually a safe bet. -
Quote:I know what Escrima Sticks look and act like, as I studied Wing Tsu/Escrima a while back (just barely studied, I'm still inept), but my point remains - they don't belong in Dual Blades. You don't cut people with them, you don't stab people with them. They belong in Dual Blades as much as dual axes and dual hammers do, e.i. not at all.I see the problem. Escrima sticks certainly don't belong in Katana or Broadsword, but certainly in dual blades. Watch even a fraction of this and then tell me Escrima sticks belong in the mace set:
http://www.youtube.com/watch?v=qH309YwzxsY
And an older one showing that the techniques are interchangeable between sticks, axes and swords:
http://www.youtube.com/watch?v=9TtP4x-sRew
Look how much more hair he has on this one!
That said, I'm not opposed to a set that revolves around dual Escrima sticks, or just dual sticks altogether. Such a set might be a hard set, but I don't see a problem with it. I DO have a problem shoving a stick all the way through a person's torso, however. It looks silly and goofy, like those slasher movies where people get impaled on stupid things like chair legs, shovel handles, large pipes and other people's forearms. -
Right, I read "Only Affecting Self" as intangibility, whereas it's the locking effect of being unable to use a lot of powers. It's not Only Affecting Self that makes a character untouchable, but re-reading that, I sort of assumed you both meant to say "phase." And with that in mind, the post makes more sense and my reply makes less sense in general.
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Quote:Well, and that, but it's sort of a symptom of the same problem - Tankers are team-centric, with the expectation that your team will be doing a lot of your damage. Since your inherent only really matters on a team, err... Why would you NOT have one? Brutes, for instance, have damage even WORSE than Tankers, but still manage to be decent damage dealers.See, now, I'm often tempted to give up on the few Tankers I have because of their utterly pitiful damage output. I was playing a level-16 Invulnerability/Super Strength Tanker last night, and his strength was so not "super" that he was unable to put down a red-con Lost lieutenant in a single bar of Endurance. That's just sad.
Now, an inherent doesn't have to be a carbon copy of Fury, but there really isn't much of anything it could affect other than offence, either directly or indirectly. A Tanker really shouldn't need even MORE protection and survivability from his inherent, especially not if we're looking to help solo (seriously, what Tank has trouble surviving when solo?), so either it should help with endurance, or help with damage. How, I don't want to say, but there isn't much else it CAN help with that would be meaningful.
Here's the thing, though - when we start switching sides, I'll just make heroic Brutes to act as my tankerish heroes. Frankly, Brutes are what Tankers should have been all along, in my eyes. -
To be fair, being able to alter base character opacity at least somewhat (say, from 100% down to about 80%) would actually be pretty cool. I'd actually go for full control all the way down to nothing, because I'm fairly certain going around with just your aura and your powers might be interesting, but I suspect that would be a step too far.
Still, allowing us to go naturally transparent might be cool. -
You know, it just occurs to me BABs tends to frown upon us using the word "stupid" haphazardly. Err... Oops! I have a feeling that'll turn around to bite me some time pretty soon.
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Quote:Otherwise known as Plotline Death, or "Why didn't they use a Phoenix Down on Aeris?!?"Plot device. In other fictional worlds, you see the same thing. For example, in Forgotten Realms, Chosen of Mystra are immortal....except when they're not (Syluné, Blackstaff, Qilué). The immortality thing exists to make an actual death more impactful since it is considered the ultimate sacrifice.
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Quote:The Lemur makes a good point. The mission, as designed, isn't the problem, no matter what my stance on protect objectives may be. Other missions employ this mechanic and they work just fine. The problem is that the generators are too weak, the enemies too numerous and all their AoE makes saving them very hard. As well, there seems to be a bug with script triggers that's been going around at least since the latest patch, and I suspect since I16 went Live. A LOT of scripted even triggers fire far, far, FAR too early. Like, I'll hear the end boss's dialogue as soon as I set foot inside a huge instance, and he's nowhere around me. On the mission where you have to fight Sefu and WMD, they both activated far too early and got into fights long, long before I found them.I'll maintain that the mission as designed is fine, but there are three minor problems that make it unplayable.
Activation range for the NPCs around the generators, as noted they're the standard 150-200 yards, and often not even seen before they start.
Nemesis spawns- Quite often when I've been successful on this mission, the generators get damaged even when I've seen the NPCs from the get-go and been able to intervene. Why? because Nemmie troops are Explosion happy. They start fighting those helper troops near the generators, and often the generators get broke without taking direct fire.
Fragility of the Generators- The relative level and the base hp of objects in missions like this means NPCs can wipe them in 1-2 hits. This is great for easily bored players, not great when players with human reaction times are meant to stop computer AI swarms.
I have fixes in mind, I'll type them when I get home, I have errands to run.
Really, what ruins this mission isn't the fact that it can fail, it's that it can fail so damn easily. Take two steps, attackers spawn, and by the time you turn around the generator is gone. This shouldn't be happening so easily.
