Serva_Obscura

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  1. Quote:
    Originally Posted by FourSpeed View Post
    As far as I know, no it isn't.
    You can convert Shards into Threads, but not the other way around...
    Regards,
    4
    But the only thing you can do with shards is build Alpha abilities and you can also build Alpha abilities with threads.
  2. Quote:
    Originally Posted by Beef_Cake View Post
    For someone who runs a solo path? No, I think its reasonable.
    Then I disagree, and I shall henceforth pit my "Yea" voice against your "Nay"
    Quote:
    Originally Posted by Beef_Cake View Post
    I run TFs all the time, whether you feel its a solo path or not important to me.
    Well it's demonstrably not a solo path due to the TF team requirements. I was asking a rhetorical question to illustrate your anecdote had nothing to do with the validity, presence or duration of solo Incarnate progression, due to it being about teamed Incarnate progression.
    Quote:
    Originally Posted by Beef_Cake View Post
    The devs never said it would be fast, but it is an option.
    Cool, I'm just going to keep commenting that I don't agree with this state until it changes then.
  3. How many people on either side of this are thinking something like:

    Quote:
    "This person is being deliberately obstinate in the face of a very simple dilemma, I am frustrated my their lack of consideration of other viewpoints and the bigger picture"
    Well, I feel like that a lot of the time in-game, sometimes I feel it directed at me sometime I feel that way about others.

    That's why I dislike teaming, and dislike mass teaming even more. Sometimes it's nice... but rarely

    I do however like the game, and my characters and I'd like to progress them at a rate similar to those who do enjoy teaming. None of this suggests that I wish content to be easier (per player) or quicker (per player).

    Actually I think the BAF/Lamb and even Keyes would be tonnes (Maybe even a Metric Assload) of fun if scaled down to harder-that-usual-missions level so I could do them like any other mission with EB's or AV's depending on difficulty setting.
  4. Seeing as the other side seem content with simple declarations, I'll just add my vote:

    Quote:
    Originally Posted by Me
    Less iTrials, more solo Incarnate arcs plz
    ^ This
  5. Quote:
    Originally Posted by Beef_Cake View Post
    What a lot of people fail to understand is the Incarnate system isn't there to be completed in a matter of a day or two. It's meant to last a good duration giving us something to work toward.
    But 2/3 of a year, constant, for a single t4 is silly right?

    Quote:
    Originally Posted by Beef_Cake View Post
    .... Notice of the Wells....
    So you teamed, doing TF's and you're suggesting this is a valid solo advancement path?

    Personally I don't like the trials that much but I suffer them because I want to progress my characters, I'd prefer to have solo Incarnate content for this and other reasons.

    That said I was never under the impression that shards were meant to be "The solo path" I though they were supposed to be the "gateway" reward, something to get you up to the baseline (+1) during normal content, without being useful during incarnate progression proper.

    I'm hoping that the "Signature Arcs" will be incarnate content, but I'd prefer Incarnate-tip missions that award threads and maybe astrals instead of h/v merits.
  6. I've been getting this singe GR closed beta. No anount of verifying/reinstalling gfx driver updating would fix it. Support were useless so I just avoid Praetoria. The flashing is much reduced with ambient occlusion and ultra-shadows off.
  7. Quote:
    Originally Posted by Goliath Bird Eater View Post
    Believe me, the Keyes trial is absolutely possible to complete, and with fairly minimal trouble.
    From my perspective (as I've said) its not impossible, its not ever particularly hard, its just annoying. It is very much possible to get into "There is no way we could have avoided that" situations like a time stop after an obliteration beam starts, resulting on the team being on the floor (or dead) while AM is healing. These shouldn't happen, I've made suggestions above to how these could be prevented, that would help a lot.

    The think is I don't see many people here saying that the trial is hard, just people saying that it isn't fun, those two things are far from synonymous.
  8. Ok, I've had my rants, constructive suggestions time:
    • Make the disintegration FX _much_ bigger like a big sprite ring with a vertical spike to give people a chance to notice. Also its a signature power, it deserves to look impressive.
    • Set up a "no other special abilities" flag or self-buff power that fires at the start of Disintegration and Obliteration beam that last for the duration of the power to prevent them overlapping with each other and with the time-freeze, when these overlap you get potentially unavoidable deaths which is not fun at all
    • Put FX on the terminals, blue aura when uncharged, red when locked, have the blue stack x3 with uncharged so that one layer is removed per charge
    • Make the Gamma pulse FX fade in and out a little slower, there have been time I've blinked and missed it not realising that my heath is now <50%
    • Make Anti-Matters regeneration either pause a little before it starts or ramp up (then level off) to give people time to scramble over there
    • I'd scrap the entanglement schtick, it penalises Melee too much (Oh just thought, alternate option: if there was something other than AM that the players could wail on that would help in the battle, like if the regen terminals could be pre-damaged a bit (before the timestops happened), that would give one of the entanglement halves something to do rather than just move away from their opposites)
  9. Regardless of the current complexity of the pet AI, adding "Do not move at all" as a stance option _should be easy_, worst case scenario (They don't let any real programmers near the AI code, just the game devs who are are, pretty much, just tweaking text files) You should be able to give MM's a PBAOE My-pet only immobilise and a matching "free" ability (Would it really be a big deal if MM's got a free unroot for their pets? And that's only if the unroot can't be selective).

    But in the underlying code adding "Only fire when target is in range, do not move" should be easy and would help no _end_

    And yes, I write software for a living
  10. Quote:
    Originally Posted by Zombie Man View Post
    So, here's my experience:
    The KIR can be accomplished with whole teams wiping out, a constant train of dead people running back from the hospital, and Anti-Matter healing back up to full five times before being brought down.
    This is *NOT* a one-person's-mistake-ruins-it-for-all mechanic.
    That's why I said "square one" not "and the trial fails"

    I can understand people wanting something more complex and just plain wanting more content, maybe people have a thicker skin than me and are fine yelling at that their other league members over and over again.

    But this isn't fun, it's not too hard, not too complex, just tedious

    Even _aside_ from the bugs and poor UX/UI:

    The whole temp-power mechanic reeks of poor UX
    Game _still_ crashing (since the GR launch)
    Unable to rejoin instance
    Anti-matter disintegrate->time freeze, nothing anyone can do
    Anti-matter start obliteration beam-> time freeze, heal while we're on the floor
    NPC (Pet/Anti-matter) pathing, it terrible
    Pet zoning bugs
  11. So here's my opinion:

    This trial tips the balance from:
    "As long as I do my part, we can't go that far wrong"
    To
    "If anyone screws up even a little bit we're back to square one"

    This is the sort of thing that has people screaming "FIFTY DKP MINUS" down teamspeak/vent.

    And that is too annoying for me to devote my game time to. I'll run quick BAF/Lambs if I need parts, It's not that the trial is hard, it's just annoying.
  12. Serva_Obscura

    I enjoyed that!

    What I don't understand is:
    "Why would I want to do it"
    BAF/Lamb provide the same rewards for less investiture and less frustration. IMHO is seems to shift the effort required further into herding other players and away from just doing your job.
  13. Quote:
    Originally Posted by Beber View Post
    Example:

    I'm a VIP. I bought 20 characters slots on Vigilance. All of them are used (so 20+12=32 characters).
    I decide to move to Premium. I have 20 slots to claim. I decide to claim them all on Freedom. I make 20 characters on the 20 slots that I just claimed on Freedom.
    20+2 Character unlocks, not slots you use these to unlock existing slots hence you could only unlock the available 12 slots on Freedom.
  14. Oooh, imagine a hellfire whip melee set... I like the idea of using the MM pet upgrade animation as a hold/DOT attack that has a root time as long as the hold/DOT (though it would have to be a big DOT)
  15. Well maybe we, as the community, need to set a low-water line so the Devs know how much stuff we expect to be able to get for our subscription (However it comes, either just as VIP only or with accumulated points.

    How about we pick a year as a base and enumerate costumes/powersets/zones/arcs/[T/S]Fs/Weapons/features that we'd expect?

    Even if Paragon don't want to talk about costs yet, we might get a "Yes you'll get more than that" out of them.

    I mean we can't claim "You must give VIPs all the new power sets without points cost" if they produce a powerset every month but if we're expecting 2-ish a year and some proliferation then I think we should get those whole cloth without points, again, depending on the cost of the other stuff.

    Personally I see the points as the most valuable for discrete costume parts, I'm sick of getting those in bundles as there are lots of parts in the boosters I have no interest in. This also encourages the gfx artist to not take shortcuts with costume options as each piece would have to stand up well on their own.
  16. Well it was Ninja run that finally freed me from that annoying design decision, but I see your point.

    Seriously, it's a terrible layout, I'm almost grateful I can't play in Praetoria for more than 10 mins without crashing, due to shadows/ambient occlusion (yeah that still isn't fixed).
    </grump>
  17. Sometime the client fails to load the map collision data, hence the client thinks you're in freefall but the server (and anyone looking at your character) thinks you're stationary. As you fall the client sends your position to the server and the server replies with "no you're not, you're here" which pops you back up, but without a floor to collide with you start falling again, and again and again.
  18. Something to remember regarding River's genetics.

    The Doctor is Gallifreyan, and also a Time Lord, there is no indication that you must become a Time Lord if you are a Gallifreyan (There is non-cannon info about this but it's best to ignore that)

    Its unclear what extras come with becoming a Time Lord (Regeneration is the most obvious and likely candidate, using the Rassilon imprimatur to symbioticly bind to a TARDIS is another. Some unreliable sources suggest the second heart only comes after the first regeneration)

    However, the point is that the Doctor is a Gallifreyan Time Lord and River is (at least close to being) a Human Time Lord. And that any one genetic feature that we know of from the Doctor may be either due to him being Gallifreyan or may be due to him being a Time Lord, only the latter would be possible to apply to River.
  19. Farming daemons on my incarnate Warshade is just beautiful and IMHO a lot of fun. I run at +0x8 as that is the quickest and easiest for me:

    Eclipse, Mire, Well, Unchain, Quasar, Blue, Stygian, Nova and pick off stragglers
    Next group, Mire, Judgement, Nova and pick off stragglers
    Extract Essence as available. Rinse, repeat.

    My Crabs are great farmers but only in a pair, on their own they are a little anaemic.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    Dark powers use a combination of additive and subtractive sprites, judging by the look of the powers, which is why they don't have separate bright and dark themes - either would look too different from the default. Not that I wouldn't want to see that
    I don't think so Sam. I'm pretty sure it's all appliqué textures with alpha rather than additive or subtractive. Lets just say that my Dark powers have been a deep bloody red for a long time before power customisation came in.
  21. The new waistcoats would have been nice for the ladies, ladies in waistcoats is pretty darn steampunk.

    And yes... long coats with shoulders that don't look awful: many of the shoulder pads are shifted oddly on the female rig, the worst offender is the armoured body, I can't use any shoulder-pads with that mesh, they look terrible, the female crab outfit messes up the shoulder positioning as well.
  22. Yep the lack of PP/APP customisation bugs me but the one case that bugged me the most was actually the other way around:

    My man-about-town Emp/Dark defender who's concept was all about manipulating life force went undercover in the rogue isles for a number of reasons (not the least of which was to see if he could melt the cold heart of the Ghost Widow) and with the eventual upgrade to Soul Mastery it all seemed to fit very well (Rimshot!).

    Except that I couldn't re-colour the dark powers white to (mostly) match soul mastery, a "Bright-soul mastery" using the additive shader would be _so_ nice and not without precedent (soul mastery is pretty much the dark power set, but white. Or what about "The Deadlights" from Steven Kings "It". Bright can be scary too)
  23. Incarnate abilities have let me run +0x8 on most of my characters, and I freakin's _love_ the mayhem that ensues.

    Run through 2 x8 spawns, and they are leaping over each other to get to me, the bosses are causing some real problems and my health is dropping... Boom! Judgement, focus on bosses, pop a green and anything I've just got from the mass death. Wait for Barrier and pop out the pets when freeing a hostage because of the extra bosses... beautiful.

    Just wish the sound FX for Ion judgement were better, the "poit" sound is really getting to me now "I was expecting an earth shattering kaboom!" </marvin>.
  24. Quote:
    Originally Posted by Dark_Respite View Post
    Personally, I suspect none at all. They might... MIGHT... JUST MIGHT... do what a certain newcomer to the market has done and enable an in-game 'record it, encode it, and put it on YouTube' feature... but that is only the palest shadow to the coolness that is /demorecording.

    Which, by the way, is the one piece of coding I would give a great deal to learn how to do (in other words, how to add that functionality to a game engine).

    As unique as the /demorecord feature is (and on other games' forums, when I've brought it up, machinima artists are like, "oh, hell, we'd KILL to have that in this game!"), I gather it's a PITA and a half to keep working. When Ultra Mode first came out for COH, the /demorecord feature was going to be scrapped, until the official videographer went to them and begged them to find a way to make it work with UM.

    Thankfully, they were able to.

    But if COH2 ever comes out... no, they'll scrap it. And my heart will break.

    Michelle
    aka
    Samuraiko/Dark_Respite
    Y'see this bugs me. I write client/server apps for banks/telcos/local government. I'm nothing special as far as that goes but it pays the bills.

    If you want to be able to test a network client the first thing you do is make sure you can record and playback a session, preferable with the ability to delay conversation fragments to simulate network delay (or lost packets in the case of UDP) That is all demorecord is (Well its a bidirection log with a text formatter/parser but the principle is the same) it should be easy to keep up to date (yeah yeah standard code rant, but I do do this for a living) It's not even like there isn't a demonstrable ROI, y'know for animatics and cutscene generation.

    /huff
  25. Please _Please_ can we get a "Bright" option for dark powers I know that you may feel this violates a VFX version of the "cottage" rule but, there is _already_ a light-coloured darkness power: Soul mastery.

    Please let Dark:Soul based players match up their VFX