St_Angelius

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  1. St_Angelius

    macros

    Well, for my MM's I tend to pull my macros from this thread..

    http://boards.cityofheroes.com/showthread.php?t=118880

    Though it does seem to miss one in the macros section but metion it a few time. that macro is...

    /macro AtkP petcom_all attack aggressive

    hope that helps
  2. St_Angelius

    Dream Doctor

    Quote:
    Originally Posted by Scythus View Post
    Yes, yes, and Pallando and Atari wandered off somewhere. My point is that they're the only beings in the whole saga and background material that are ever even called "Wizards."
    Although the only wizards explicitly named or mentioned in the books are the Istari, there are several allusions to there being many other, lesser wizards in Middle-earth, just as "magic rings" are treated as much more commonplace than the Rings of Power, although none are actually seen.
  3. St_Angelius

    Dream Doctor

    Quote:
    Originally Posted by Scythus View Post
    But isn't this more of a case that in Middle-Earth all Wizards are Maiar, but not all Maiar are Wizards?
    The 'Wizards' were Istari, who were an organization of Maiar spirits sent to aid the Free Peoples of Middle-earth against the return and rise of Sauron. They just took the form of old men. Wizard was just how they explained away thier powers.
  4. Here's hoping! Been playing my stalker a bit more recently with it's last leg to 50 and incarnate-ness, and escorts are a pain in the rear end when you can'tgo more than 4 feet without the escortee loosing you.
  5. St_Angelius

    Dream Doctor

    Quote:
    Originally Posted by Zombie Man View Post
    What spells did Gandalf cast?
    Gandalf wasn't a wizard, he was a Maiar, same as Sauron and the Balrog.
  6. Ok, just read through the whole thread and thought I'd add my thoughts on the various things said here.

    First, I'll state that of my 5 50's so far, my first 3 were Blasters. Neo-Chamber: Energy/Energy/Force, Tess Trueshot: Archery/Energy/Munitions and Psi-Fire Fire/Mental/Flame. All 3 play VERY differently. Tess is an extreme range damage dealer, with a few melee attacks as a 'DIE NOW!' option on those things that get too close, but generally doen't survive very long in melee range. Neo, though only taking 1 melee attack from /Energy is much more suited to extended melee encounters thanks to his many defensive pool/epic/accolade defensive toggles and clicks. Psi is my, well, I suppose Blapper would be the best description, though I like to think of her as my Mezzing-Blaster-Tank. That being said, I still don't concider Blasters as a Melee AT. Simply because, being able to to attack at melee range, sometimes effectively, doesn't equate to being a melee fighter.

    I do though, like the idea of a MA themed secondary for Blasters. Or at least something more Natural origin, and all 3 ideas shown here each have thier appeal and seem to have been very well thought out. For a long time I've had to shelf ideas for Natural origin BlasterS I've had because of the lack of secondaries for more Natural origin toons. For a long time we only had Archery and Assault Rifle for primary options and the addition of Dual Pistols was great. Beam Rifle is the newest primary that could posibly used for a Natural, but still leans more to the tech side of things. Then there was the secondary choices, which have always been either the tech heavy Devices or Energy. And though I love the mixed bag there is in Energy, it can get a little boring working with the same powers over and over again. So, a melee heavy secondary MA set for Blasters would seem fine to me, as it would give more of a balance to the Devices secondary with all it's utility powers. I suppose another option for a Natural Blaster secondary whould be a Trick Arrow like set with a few of the soft control attacks from TA combined with some self buffs and some new arrow melee attacks (think Legolas-like attacks from the LotR movies).
  7. Kai got a common from sister solaris and astrals
  8. last nights rolls

    Neo got a common from Praetor Duncan and astrals

    Tess got a common from Dream Doc part 2 and astrals

    Didn't have time to run kai through Sister Solaris' arc
  9. last night's rolls

    Neo got a Common fron Mu'Vorken's arc and astrals

    Tess got a Rare from Drream Doc part 1 (yay, T3 alpha ) and astrals

    Kai got a Common from Preator Duncan and astrals
  10. Neo, Tess and Kai all got Commons and Astrals from their runs today.
  11. ok, found this thread a few days ago so thought I'd keep track of my runs and post. 3 toons, Neo Chamber, Tess Trueshot and Kunoichi Jounin Kai.

    Kai, first run, whole arc: 5 Common, 1 Uncommon
    Kai Flashback: Uncommon, Astrals

    Neo 8 Flashback: 2 common, 1 Uncommon, 1 Very Rare (Yay!!) 4 Astrals

    Tess 8 Flashback: 3 Common, 1 Uncommon, 2 Astrals, 2 Empyrean
  12. Those poor quebecians mising out on the give away again, at least us EU folks aren't getting left out again.... oh, wait a minute....
  13. Ok, logged in briefly for some KB testing. L50 energy blaster, location 1 Kings row, around the parking lot opposite the vault, enemeis L6 skulls. Blasted their corpses back some 10-15 feet. Bit of a decreace in usual KB distance.

    Location 2 PI, enemies L47 nemisis, rikti and carnies. KB, 1-3 feet... ummmm definatly not right.
  14. Quote:
    Originally Posted by Feycat View Post
    I would love it to be an option Null can turn on for us though...
    I agree as an option, but as a blanket change, I hate it. Neo Chamber was built around the KB, as he is thowing around pure bio-kinetic force. But on other characters on other AT's or power sets, I could do with less KB
  15. Quote:
    Originally Posted by Freitag View Post
    Miscellaneous
    • Blue and Green Circle of Thorns crystals (typically found in Oranbega maps) will no longer interrupt power use or trigger the timer on Incarnate ability equip and unequip functions.
    At last, been waiting for this since i started playing!

    really hope the KB bug isn't to stay though. will spell death to KB centric toons, like my main, an energy blaster.
  16. Quote:
    Originally Posted by Golden Girl View Post
    Most of those are probably just gimmick builds.
    I wish, not clever enough to up with gimmick builds, just non FOTM builds.
  17. Quote:
    Originally Posted by RemusShepherd View Post
    *snip*those of us for whom uniqueness in gameplay is more important than uniqueness in costume.*snip*
    There is so much in this game, other than costumes, that you can can have as unique a gaming experience as you wish. The only person stopping you from having a unique character build or gameplay experience, is you.

    You build your characters in such a way because you concider certain powers and slotting options as nonsensecal, where others do not. I have had a fair few toons in my very nearly 4 years in this game, even though i've only got 4 of them to 50 so far, (Damn my altism). I have tried a few of each AT, but mostly I seem to end up enjoying blasters the most. Because of that about 40%, (give or take a bit) of my toons are blasters. and each one of them, pre and post Inherant Fitness, have had very different builds and had very different gaming experience. If you haven't that is more about you than what the game has to offer.
  18. Quote:
    Originally Posted by Mr. DJ View Post
    Can make a educated guess though but I'd bet dollar to donuts our current sub numbers are no where near the 180k-200k mark before i6. Even then though...sub numbers were kind of misleading because many people had multiple account.
    Not misleading for the perpose of figuring number of characters, on average, in game. As anyone with a second account, at least prior to freedom, are not likely to have done so for 1 or 2 character slots.
  19. Quote:
    Originally Posted by Steelclaw View Post
    Going to chuck the list thing in favor of one idea I had that sort of balances between a really GREAT idea and a really HORRIBLE one... I can't decide which is truer...

    You decide...
    Wow, I'd play it.

    Hell, I'd be more of an altist in that game than I am here trying out all the different professions.
  20. Quote:
    Originally Posted by RemusShepherd View Post
    No, because the suggestions I gave are all geared to giving players choices that are meaningful.
    Meaningful choice versus pointless gimmick huh? well, lets see shall we?

    Quote:
    Originally Posted by RemusShepherd View Post
    I still feel that we need new power pools to expand character customization options. It would be great if we could link new power pool access to the completion of a TF, just like the villain Epic powersets are linked to villain plot arcs. Make a TF where the heroes need to stop someone from using some grand device, and have it so a single hero must sacrifice themselves to end the arc. "The backup controls are inside the reactor chamber", says the NPC, "Someone's going to have to go in and switch it off manually." But instead of dying, the hero survives with new access to new power pools. Players would play this over and over (since only one teammate gets their pool access per run), and it would provide character customization that's linked to the backstory (which we only have with the villain epics and the incarnate powers which are linked to the Well of Furies.) Lots of choice, lots of consequence, and all deeply immersive.
    Pointless gimmick. Nothing meaningful about "complete Mission X unlock power set Y." Ever the "Sacrifice" made in you're suggestion is no actual sacrifice, It's just a gimmick to make people run it more.

    Quote:
    Originally Posted by RemusShepherd View Post
    Let's revive street hunting. Pick an underused zone -- I'd choose Boomtown -- and make it a faction war. Have council fighting 5th column fighting vahz fighting trolls fighting clockwork. But put in a mechanism such that if players defeat enough mobs of one group, they disappear for a week or so. If enough of the factions disappear, then one faction will 'win' the zone and start making advances on Steel Canyon. This will spawn a faction-themed giant monster and a NPC monitoring the situation who will sell faction-themed temporary powers. If you want to fight the Council's giant mechaman, or if you want to buy a temporary Vahz vomit power, then you have to help the appropriate faction win.
    Another Gimmick. Infact, 2 of them. First we have street hunting to eliminate a faction from a zone for a week, great idea, except 1 small problem. You go into PP and start taking out the Trolls and expell them from the zone for a week. Now I get a Mission to kill trolls in perez park. Guess I'm out of luck, for a week. It may have improved your gaming experience, but lowered that of anyone with a street hunt mission in that zone. I spot an oppotunity for greifing there too.

    Next gimmick is "complete task X to spawn GM Y or gain temp power Z" both example already in the game and both gimmick no more meaningful that spawning babbage during the synapse TF, the Kronos Titan in in Crimson's arc
    or warwolf whistle in Stephanie Peebles arc just to name a few.

    Quote:
    Originally Posted by RemusShepherd View Post
    Put in some code to create new minion behaviors. Players know how to use the terrain to their advantage -- every now and then minions should shoot from behind boxes, gaining AoE defense. If a runner gets out of sight of the players, he should spawn an ambush and return with them shouting, "I ran and got help! Here comes the cavalry!"
    Yet more gimmicks to make missions harder. what's the meaning there? enemies hiding behind oject can't be shot at, AOE defence bonus is that case is pointless. I've also had mobs run and return with back-up more annoying than anything.


    Quote:
    Originally Posted by RemusShepherd View Post
    Create traps (visible only to those with +Per powers, including Tactics) that do nothing but raise an alarm and cause every support minion nearby to click on their force field or heal.
    Not a meaningful choice, just punishment for players that don't take powers x,y or z in their build. Oh, doesn't that have negative impact on build diversity too?

    Quote:
    Originally Posted by RemusShepherd View Post
    Code some support minions -- especially incarnate level ones -- to always have their force field and buffs up, instead of waiting for the players' alpha strike.
    This already exists. Master illusionists going in and out of phase, Rikti Guardians buggling allies, Arachnos scouts and widows going in and out of stealth etc. Still just a gimmick to make missions harder.

    Quote:
    Originally Posted by RemusShepherd View Post
    Have organized groups like Longbow and Malta use some tactics, like organized formations and focusing fire on perceived threats. When the Ballista shouts, "Focus fire on <villainname>", all the Longbow
    shift to that target and the player's healer better help them out.
    So, you want the whole threat mechanic thrown out the window for this gimmick which is nothing more that making enemies iggnore the agro manager and target the squishy. How is this even fair let alone meaningful?


    Quote:
    Originally Posted by RemusShepherd View Post
    Instead of having fixed dialogue choices that eventually lead to the one possible mission, have actual branching mission options. You choose to help Twinshot, you go on that mission. You decide that you don't want any part of them, you go on a different mission which sucks you into the storyline a different way. Can you imagine having branched options in a mission arc that eventually lead to multiple endings for that arc? I'd play the crap out of that mission arc, and each time I'd make choices customized for my character and get that character's chosen consequences.
    I actually like this idea. But even when used in single player games is still just a gimmick. Only choice is is complete task A for reward X or task B for reward Y. The decission come less to what choice the character would make and more what reward the player wants.


    Quote:
    Originally Posted by RemusShepherd View Post
    I'd also like to see separating of teams (a villain phases half the team into an alternate mission (really another floor of the same mission))
    Gimmick giving no meaningful choice to the players, and just as annoying as the portals that randomly spread players around Oranbega maps.

    Quote:
    Originally Posted by RemusShepherd View Post
    customized arch-enemies (the competition has this), and missions and enemies that are customized to your powers (If you have fire powers, you get selected to go on the mission 'Track down the villain who froze Perez'. If you have psi powers, you're sent to look for the sons of Ishmael. If you have a weapon (sword, bow, rifle, doesn't matter), you go to a gun or tech show and end up defending it against attacking Council. etc.)
    Was a gimmick when the competition did it and still is in your suggestion. Customized Nemisis would be open to abuse just as custom mobs are in AE. Got a toon with capped S/L resistance, have the nemesis only deal S/L damage. The idea of missions tailored to you're character is brilliant, except the sheer amount of permutations of different character would mean the amount of different tailored missions the devs would have to create to give every differen't type of character a different mission would be larger than the amount of content added in any previous expansion and would take years to produce. If nothing else, It would be nice to have more missions tailored to the stalker AT. Less heat seeking ambushes, less escorts, less kill alls etc. but the amount of work needed would be enough to almost make a whole new expansion on it's own. To do each AT and power type would be enough content for a whole new game.

    Quote:
    Originally Posted by RemusShepherd View Post
    I'd like to see Day jobs have real, in-game effects on the story (commuters/storekeepers/auctioneers/doctors can get a tip about villains attacking the metro/store/auction/hospital).
    Another interesting idea, but to have any meaning you would have to completely rework the day job system so charaters can only have one day job, which would only serve to punish those who spent all that time getting all the day job badges.


    Quote:
    Originally Posted by RemusShepherd View Post
    I want AI that uses players' tactics against them (Why do so few mobs have taunt? Why so few AoEs? Why have we never seen a mission where the villains have their own emergency medical station, where all the bad guys respawn?)
    Gimmicks to make missions harder by by taking tactical targeting choices away from players and turning missions into farm by virtue of endless respawning enemies. I've also not noticed a lack of AOE's used by enemies.

    Quote:
    Originally Posted by RemusShepherd View Post
    I want mobs with the power to steal inspirations from players (high level Banished Pantheon content, maybe? They're all about destroying hope, right?)
    Gimmick, would also mean you would have to allow players to take powers to prevent the theft, thus giving players more powers they have to take, dropping build diversity again. Only choice without that is fight BP or don't fight BP.

    Quote:
    Originally Posted by RemusShepherd View Post
    I want power-dampening attacks that disable the last power clicked.
    Anoying when it happens in the pokemon games, why would it be more meaningful here? and gives no meaningful choice to the player. You can't control when enemies use what powers. Multiple such enemies in a spawn could render a character defensless in a matter of seconds. no more meaningful that a pair of sappers in a Malta spawn, with pretty much the same consequence. With little choice for the player to defend against it.

    Quote:
    Originally Posted by RemusShepherd View Post
    I want more use of the 'prison' system in missions, to put defeated characters into deathtraps that they can get out of by solving a puzzle.
    A gimmick as used in the missions currently, is a gimmick by your suggestions. only meaning is isolating players from the rest of thier team with half a mapful of enemies between the imprisoned player and their team. Adding a puzzle aspect is still a gimmick. A puzzle is only a chalenge the first time you encounter it, the 10th time is a chore, the 50th time is just annoying.

    Choice in games is a gimmick, even in single person games, more so in MMO's. Freedom of choice in any game is an illusion. There will always a finite number of paths with their own rewards. Most players will still plan their path through the game for the best rewards for them rather that a path that would be more apropriate to their character.

    *SPOILER ALERT*

    Consequence is also a gimmick, unless it is truely punitive. Any consequence that isn't permanent is pointless. A choice of certain death means nothing if it doesn't actually result in death. Mass Effect for example has a true choice with a true consequence. Save team mate A team mate B dies, Permanently, save team mate B team mate A dies, permanently. And even then for many players the choice comes down to which team mate is more used to the player. Overlord 2 you get to choose a First Misteress, the consequence is what mount is availible for your minions in the final battle. The choice is again, what reward makes most sence to your play style not what is more immersive to the story.

    Bottom line a gimmick is a gimmick irrespective of the illusion of choice it gives the player. The draw to the gimmick isn't the gimmick itself but the reward. That isn't immersion building that is immersion breaking.
  21. Quote:
    Originally Posted by RemusShepherd View Post

    You don't understand that people used to have at least three powers in common, but they now have at least 6 to 8 powers in common. That's a loss in character diversity across the playerbase.

    Maybe you're confusing 'diversity' with 'diversity of powers in a single character'. That's not what I've been talking about. I'm talking about the population becoming more like each other. The more powers people have out of a limited set of options, the less diversity there is. When everyone can do everything, nobody will be special.
    ok, let's do some math...

    I have 3 blasters at L50.
    Neo Chamber is Energy/Energy/Force
    Tess Trueshot is Archery/Energy/Munitions
    Psi is Fire/Mental/Fire

    Pre inherant fitness and excluding temp, vet and booster pack powers character would reach 27 powers in total, that is inhreants like brawl, rest and sprint, primary, secondary, pool and epic powers.

    Neo and Tess , who shared thier secondary pools, had 11 powers in common, this made them 40.74% alike.

    Neo and Psi had 12 powers making them 44.44% alike.

    Tess and Psi had 9 powers in common making them 33.33% alike

    Based soley on these 3 characters the average similarity was 39.5%.

    After inherant fitness characters would reach L50 with 31 powers, excluing temp, vet and booter pack powers.

    Neo and Tess share 14 common powers making their similarity 45.16%. this is a net change of 4.42%.

    Neo and Psi share 15 powers giving a similarity of 48.38% which is an overall change of 3.94%

    Tess and Psi share 12 powers making them 38.70% giving a change of 5.37%


    Clearly, with the bigest chage being less that a 6% change in likeness makes their drop in difference not just small, but minscule. You could argue thast this change is a drop in diversity, but cannot argue that it is anything but bearly noticable.

    The Average similarity between the characters is now 44.08% this is an overall increase in similarity of 4.58%. less than a 5% drop in diversity of my 3 toons alone. That's less, on average, of being 2 powers more alike, that is after being given 4 more powers in common, in a single AT That is hardly a "Decimated" by any stretch of the imagination. If anything is is miniscule.

    Now lets add Gun Gal to the mix. She was rolled after inherant fitness and is AR/Dev/Munitions. she has in her build only 3 pools and no travel powers.


    She shares 9 powers with Neo. That's a 29.03% similarity.
    She shares 13 powers with Tess. That's a 41.94% similarity.
    She shares 11 powers with Psi. That's a 35.48% similarity.

    That is a 39.78% average similarity. and increase of 0.28% similarity. and that is just between 4 characters. Now how about I add in the build I did for my partners Electric/Mental/Electric blaster. she shares 14 powers with Psi Fire due to shared secondary, 10 with Tess but only 9 with both Neo and Gun Gal. That is only 1 power in common beyond the inherant powers. that brings the average similarity down to 36.77%.

    That, by my calculation, is an increase in diversity, with a slight decrease with a more limited selection of toons. The problem you see simply does not exist. If I had managed to get round respeccing all my toons to inherant fitness I can garentee there would be and even smaller cross over between all characters.

    I'm sure given enough time and data points Arcarnaville could do a much better job of what I just did than me, but have at least shown that my own toon, as well as the builds I did for my partner, are mor different, on average, than they would have been before inherant fitness. To say otherwise is the same as claiming day is night.
  22. Quote:
    Originally Posted by RemusShepherd View Post
    Your build gained Fighting and a second travel power, and Arcana's build...gained Fighting and a second travel power. Your specialties weren't lost (although they could have been if you had chosen to take more AT powers), but your characters became much more similar.
    Again wrong, the build already had SJ and SS, I gained 3 powers from fighting and repulsion bomb from the Force Mastery epic pool, as this particular toon had all 4 fitness powers I also swapped out power boost, as I found out it did not effect knockback as the power description suggested. I replaced it with boost range. Kick from fitness is a bearly used prerequisite power, as would be obvious but the single acc enhancement.

    Quote:
    Originally Posted by RemusShepherd View Post
    Before inherent stamina, St. Angelus was pretty long-range specialized, with a knockback power, few melee attacks, a snipe and no fighting pool. Arcanaville's build was more generalist, with no snipe or dedicated KB (beyond the natural KB in her attacks) and several melee attacks. (I'm unclear on whether she had the fighting pool before or not.)

    After inherent stamina, St. Angelus picked up the fighting pool...and now their blaster is more of a generalist, with both range capabilities and some ability to mix it up close to the enemy.

    You'd be hard pressed to make a true specialist out of these powersets.
    So, please tell me again how you did not say this!

    Your claim is inherant fitness made us both near identical in powers and play style, which is patently false.



    Quote:
    Maybe a comic book analogy would help. Banshee was a long-range specialist sonic blaster who can fly. Psylocke was a short-range blapper with no travel powers. (You could argue she's a scrapper with psi melee, but let's say blapper for now.)

    Psylocke at one point wore a costume that gave her the ability to fly, and she learned telekinesis that allowed her more long-range attacks. She's always had good Fighting ability. Let's say that at the same time, Banshee learned to fight (and defend) with his bare hands.

    Before we had two blasters, one of whom could fly and shoot at a distance and one who mostly fought at close range. Now we've got two blasters, both of whom can fly, shoot at long range, and mix it up in melee. They're still very different. They're still specialized in what they do. But they're a lot more similar now than they were before.
    But Banshee can already fight with his bear hands, it's only his sonic attack's that are "ranged" attacks. Psylock could also have attacked at range before, Sai are throwable weapons. The fact that they both now fly does not make them suddenly so much similar. They both still perform vastly different function in whichever X group they are now affilliated with.

    Quote:
    I'm not saying that everyone will take the exact same powers. But large fractions of the players will. They have to; there just aren't enough alternate options.
    I could easily have taken more leadrship power with that toon, and did with another L50 blaster, I could have taken from the concealment pool, as I did with another L50 blaster, I could have taken from medicine, I could have taken from the teleport pool without adding another power, I could have taken more from the speed or leaping pools. That is all more choice than I had before there was inherant fitness. Some of my lower leveled toons, which have yet to be specced into IF, will be taking from those pools. That is something that simply wasn't posible before.


    Quote:
    I'm probably not representative of the player base as it is now. I said that in this thread yesterday. I probably am on the fringe; I'm probably not the kind of player that Paragon Studios wants in their game anymore. I want substance -- as in challenging gameplay -- over flashy gimmicks like costumes and meaningless choices.

    That's the entire point of the thread. If the game relies on flash and gimmicks, the people who want substance will leave, just as true wrestling fans left the WWF when it became all show. Can the game survive with just the players who are happy with the sparkly bits? The WWF didn't. The original poster drew an analogy between two industries where customers were lost over the lack of substance in the product.

    Maybe that analogy is false; maybe people like me will leave and CoH will continue on happily as a sandbox-like button-mashing costume sim. But because I loved this game I would be remiss if I did not speak out over what I see as potential disaster on the horizon.
    And as was pointed out earlier, peoples definition of what is a gimmick and what isn't differs wildly amoung the player base. some of what you concider as gimmick other players concider core to the game.

    Quote:
    Originally Posted by Mr. DJ View Post
    Incarnate Trials
    Final encounter in the STF
    Reichsman
    Quote:
    Originally Posted by Commander View Post
    There have been tons of gimmicks added to CoH over the years. Mission Architect, Incarnates, Auction House, Invention System, Hami-O's, Arena, PVP, specific ways to accomplish missions/tf's/iTrials that can't be completed in any other way, Veteran Rewards, Paragon Rewards, Paragon Market, City Info Kiosks, EAT/VEAT's, Super/Villain groups, ED, MARTy, Bases, Invasions, Power/Weapon Customization, Flashbacks, Day Jobs, Multiple Builds, etc., etc., etc.
    Quote:
    Originally Posted by RemusShepherd View Post
    Want some new ideas?

    I still feel that we need new power pools to expand character customization options. It would be great if we could link new power pool access to the completion of a TF, just like the villain Epic powersets are linked to villain plot arcs. Make a TF where the heroes need to stop someone from using some grand device, and have it so a single hero must sacrifice themselves to end the arc. "The backup controls are inside the reactor chamber", says the NPC, "Someone's going to have to go in and switch it off manually." But instead of dying, the hero survives with new access to new power pools. Players would play this over and over (since only one teammate gets their pool access per run), and it would provide character customization that's linked to the backstory (which we only have with the villain epics and the incarnate powers which are linked to the Well of Furies.) Lots of choice, lots of consequence, and all deeply immersive.

    Let's revive street hunting. Pick an underused zone -- I'd choose Boomtown -- and make it a faction war. Have council fighting 5th column fighting vahz fighting trolls fighting clockwork. But put in a mechanism such that if players defeat enough mobs of one group, they disappear for a week or so. If enough of the factions disappear, then one faction will 'win' the zone and start making advances on Steel Canyon. This will spawn a faction-themed giant monster and a NPC monitoring the situation who will sell faction-themed temporary powers. If you want to fight the Council's giant mechaman, or if you want to buy a temporary Vahz vomit power, then you have to help the appropriate faction win. Choices, consequences.

    How about new tech that can help revive any mission? It's criminal that NPC artificial intelligence has never been worked on. Put in some code to create new minion behaviors. Players know how to use the terrain to their advantage -- every now and then minions should shoot from behind boxes, gaining AoE defense. If a runner gets out of sight of the players, he should spawn an ambush and return with them shouting, "I ran and got help! Here comes the cavalry!" Create traps (visible only to those with +Per powers, including Tactics) that do nothing but raise an alarm and cause every support minion nearby to click on their force field or heal. Code some support minions -- especially incarnate level ones -- to always have their force field and buffs up, instead of waiting for the players' alpha strike. Have organized groups like Longbow and Malta use some tactics, like organized formations and focusing fire on perceived threats. When the Ballista shouts, "Focus fire on <villainname>", all the Longbow
    shift to that target and the player's healer better help them out. (In other words, give enemy bosses the power to taunt their minions to attack a target, which may or may not be the players' tank.)

    If nothing else, stop making choices for players. Twinshot's arc and the First Ward are terrible about forcing characters to follow the storyline. Instead of having fixed dialogue choices that eventually lead to the one possible mission, have actual branching mission options. You choose to help Twinshot, you go on that mission. You decide that you don't want any part of them, you go on a different mission which sucks you into the storyline a different way. Can you imagine having branched options in a mission arc that eventually lead to multiple endings for that arc? I'd play the crap out of that mission arc, and each time I'd make choices customized for my character and get that character's chosen consequences.

    Those are just some ideas. I'd also like to see separating of teams (a villain phases half the team into an alternate mission (really another floor of the same mission)), customized arch-enemies (the competition has this), and missions and enemies that are customized to your powers (If you have fire powers, you get selected to go on the mission 'Track down the villain who froze Perez'. If you have psi powers, you're sent to look for the sons of Ishmael. If you have a weapon (sword, bow, rifle, doesn't matter), you go to a gun or tech show and end up defending it against attacking Council. etc.) I'd like to see Day jobs have real, in-game effects on the story (commuters/storekeepers/auctioneers/doctors can get a tip about villains attacking the metro/store/auction/hospital). I want AI that uses players' tactics against them (Why do so few mobs have taunt? Why so few AoEs? Why have we never seen a mission where the villains have their own emergency medical station, where all the bad guys respawn?) I
    want mobs with the power to steal inspirations from players (high level Banished Pantheon content, maybe? They're all about destroying hope, right?) I want power-dampening attacks that disable the last power clicked. I want more use of the 'prison' system in missions, to put defeated characters into deathtraps that they can get out of by solving a puzzle. (Knocking down a door, like with the current prisons, is not a puzzle.)
    Everything you listed is just as much of a gimmick as anything Commander listed. Strip all gimmick from this game and all you will get is "click button to kill enemies" which is the core gameplay that makes all MMO's, hell, 90% of all game in general have, it's the "gimmick" that give the game an identity to seperate it from other games. This thread was started saying "less gimmicks please" you on the other hand are saying "More gimmick please. But only the one's I like."

    And yet again you call the constant boost in costume options as a useless gimmick Which is essensially saying, "there should be less costume options because they have no impact on gameplay" when the games genre is all about having distinct costumes from everyone else. It add's to the character's diversity, that you claim to be calling for more of.
  23. Quote:
    Originally Posted by Montaugh View Post
    Paranoia Online: All the players are against each other. The computer is against the players. While it could be fun, the game would be over in 30 minutes.. tops. So it would be build by very sadistic devs that just wanted to mess with players. Heals are green.. everyone starts out as Red security clearence.. hehe

    I was once killed by M&M's at a con by playing Paranoia. I didn't have the clearence for the yellow M&M's.. So I then turned around and shot their character for being a traitor to friend computer... then planted the evidence that they were a traitor to friend computer.

    I can not beleive that someone didn't already say Paranoia online...
    Paranoia online is a great idea. Anyone who donesn't think so must be commie mutant traitor scum and must die!!


    "Die commie mutant traitor scum!"
    *Pulls out experimental killzap pistol, sets to instant death ray setting and fires at Montaugh, instantly vapourizing self*

    Damnit!
  24. Quote:
    Originally Posted by RemusShepherd View Post
    I'm postulating that characters are more similar to each other than they were before, and that's something we can only measure by comparing two characters. Seeing your build alone doesn't help (and I can't see them from work, anyway). The one comparison that we did supported my theory.
    No, it did not support you theory, as you postulated that the both became more generlized, which was totally wrong. Arcarnaville's build became more of a close range specialist and my build became more of a long range specialist, not generalist's like you insist.

    As I said, you are only seeing what you want to see whether it's there or not. You have you're veiws as to what are valuable powers in the pools and AT sets, as has already been proven, other players place different values on the pools and powers avalible than you do. That is another flaw in your logic, that given 3 more power picks everyone will take from that same limited pool of what you concider "useful powers" .

    Yes, min/maxers will all gravitate to the same few powers, was true before inherant fitness as it is true now, but those players are not the majority of the player base. players that build to theme or concept wikk still take powers outside of what you would concider the logical choice, just as much as they did before. Even if you add in 5 new pools, the min/max minority will still all end up taking the same powers.

    You say you aren't a fringe case yet still insist the new cossie options are useless fluff, which is also counter you all the people complaining in the new cossie option threads that there aren't enough in them as well as all the people in the costume request thread. All you keep demonstrating is that you have very narrow views as you what is good and what is bad, and people time and time again show how much they disagree which your definition of what is good and bad and the only argument you can come up with is they are fringe cases and not representitive of the player base as a whole. well tell me, what make you and your ideas more representitive of the player base?
  25. Quote:
    Originally Posted by RemusShepherd View Post
    Before inherent stamina, St. Angelus was pretty long-range specialized, with a knockback power, few melee attacks, a snipe and no fighting pool. Arcanaville's build was more generalist, with no snipe or dedicated KB (beyond the natural KB in her attacks) and several melee attacks. (I'm unclear on whether she had the fighting pool before or not.)

    After inherent stamina, St. Angelus picked up the fighting pool...and now their blaster is more of a generalist, with both range capabilities and some ability to mix it up close to the enemy.
    You are still seeing what you want to see in my build rather than what is actually there. Before inherant fitness My energy blaster was a long range specialist. the only melee attacks he had were brawl and power thrust. After inherant fitness he became a long range specialist with greater range, more survivability and 1 more melee power, kick, which barely gets used as it was a prerequist for tough and weave. What inherant fitness did for me was make me more of a specialist, not less of one.

    As for 2 travel powers, SJ gave me good verticle movement while SS gave me great horizontal movement, 35ft of stealth, 100% threat reduction, which is much more use in the heat of battle on a team than stealth as it gives a blaster 0% threat generation, and a mule for a 20% slow resist. SS is always on because it is more than just a travel power, SJ is my primary travel method.

    And Obitus, no need to appologize, I explained the diff Arcarnaville's build and mine as I knew you were unable to view them at the time.