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Posts
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Joined
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Ok yes, there were the self debuff and enemy buff badges in Ouroborus, but those applied to regular story arcs, not trials or task forces. And you didn't have to do all the conditions at once. It was pretty easy to pick a regular story arc, set a single condition and then run it solo for the badge. No AVs, no timed missions, no weird super-buffed enemies that can kill you in one shot and have unresistable holds. I don't think it really compares.
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I have to say that these are some of the most frustrating badges I've ever tried to get. And for the final two, it seems that they really come down to chance. I was able to get Avoids the Green Stuff a couple of days ago, but it was after about 20 attempts at it. That amount of trying and failing is just not fun. And I still don't have the Loves a Challenge badge. I've already tried that one 6 times and failed. No other master badge has been this difficult to get.
The problem I see is the time freezes. The badges wouldn't be quite so tough otherwise. It seems unfair that anti-matter can continue to attack players with disintegration and obliteration and the players have literally no defense whatsoever against this while time is frozen. Yes, you can try to pull him to the terminals to minimize the time freeze and time his health to the firing of the beams, but this is exceedingly difficult to do. And the more players you have, the more difficult it is. On the other hand, doing the trial with the minimum number of players can also lead to failure if someone gets mapservered. Not due to time running out or anything, but due to an actual auto-fail condition for too few players. I had it happen last week.
I guess what I don't get about this master badge is why its thematically different from many of the other master badges. Look at Apex, for example. All of the badges there are basically for efficiency. You could even accidentally get the master badge there and not even be trying for it. Most of the BAF badges are the same. But starting with Lambda, and even more so now with Keyes, the badges seem to be more about intentionally crippling yourself and still managing to succeed. -
I was on the team where this happened and I agree - this is a ridiculous auto-fail. If we had some warning that it would happen, then we could have planned for the possibility. And given the years of experience we all have with task forces, where the mechanics are apparently different, we had no reason to think that this kind of auto-fail could even happen.
Also, it happened at an odd time. It was at the third reactor, but not at the start of the phase, where it might have made some sense. It happened after we had broken open 2 bunkers and were working on the third. It really did come as a complete surprise to everyone on the team.
If the devs are going to put this kind of mechanic in the game, it should be consistent and players should be provided with notice of it. However, it would be better if it just didn't happen at all. There are existing mechanics in the trials that cause failure if the team runs out of time or fails to make the objectives. Those should be sufficient. -
This kind of NPC dialogue is the exact same reason I chose some of my character names. My favorite for this is my character "Red Tape".
The best NPC message I can remember from that character is:
"I heard that time traveling nazis tried to take over the world, but they were stopped by Red Tape" -
I've got one that I didn't see mentioned yet:
Momentarily
US - will begin shortly
UK - will occur for a duration of a moment
This can naturally cause some problems, particularly with travel arrangements. Imagine the phrase "The plane will be landing momentarily" with both definitions. -
Call the NcSoft billing department and they should be able to fix it. It worked for me. The phone number and hours are in my previous post earlier on this thread.
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Quote:I had the same issue, but was able to get it resolved this morning. It turns out that their fraud protection software was alerting on my purchase because my mailing address is a PO box. I happen to live in a small town that doesn't have mail delivery, so a PO box is my only option.Trying to buy it again this morning, fully 24 hours after I first tried. Still the same damn error message. NCSoft is just really desperate to not have my money, apparently.
Anyway, I called the billing department and they took care of it for me. I'd suggest that you do the same. Their number is 512-225-6359. Hours are 12PM - 5PM Central time. -
The mythological Chimera was said to breathe fire. So fire/ something?
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First, I'd just like to say that I really appreciate the work that went into this pack. It looks very nice. I've been waiting for something like this for years - my very first character in the game (and also my global name) is supposed to be a minotaur. Now, he'll finally look like one.
However, there are a couple of things that would be nice if they could be added to the pack or put into another update later on:
- We have lots of nice customization options for the Avian, Feline, and Bovine heads, but no options for the Wolf head. Can we get a some additional options like color patterns, ear size, muzzle length? Also can you make the wolf head a little bit bigger on the Huge model? or add in a second one that is bigger? The new one looks a little bit too small even with the sliders on maximum.
- Also regarding wolves - I see that there are color patterns specific for the felines, but not for wolves. It would be nice to get one or two wolf patterns. Wild wolves often have darker backs and lighter colored bellies as seen in this documentary:
Wolves
- I noticed that there is no bear head in this pack. I'm sure its too late to add one in, since the release is so close, but could that be an option for a future update?
Thanks, and again I'm really looking forward to playing with these new options on the live servers. -
Clipping issues - When using the growl emote or the beast run power on a huge model, the back and top of the head clips into the body. This has the effect of making the head look smaller - and some of the new heads already look a bit small for a huge body type to begin with.
Also, the lion mane clips into the back of shirts and armors. Sometimes this looks ok - like the hair is laying on top of the shirt. But other times, the clipping is more obvious and looks like the hair is going through the shirt/armor. Insect Armor is a good example of this.
Beast Run - Using monstrous legs and hooves with this power and viewed from behind, it looks like the feet of the character are not contacting the ground - kind of like the character is gliding along on his knees and arms. It looks better from the side, but still a bit odd. I tested this with other monstrous feet options and most of them look ok in comparison - perhaps because of the digitigrade claws. -
Quote:I agree. I was at Comic-Con a year ago and personally heard this. I made it a point to talk to Positron and specifically asked him if we could get the existing animal-themed sets completed (like a bull head to match the existing hooves, an insect head to match the existing feet and wings, etc). His response was that I should be pleased with the mutant booster when it comes out. Now, while that was not an outright promise that the mutant pack would be animal themed, it certainly gave that impression to me. From the feedback I saw when the mutant pack came out, I wasn't the only one to get that impression.I don't see how Positron saying "animal parts makes sense for the mutant pack" at Comic-Con and then on the forums made it the players' fault for expecting something like, you know, animal parts in the mutant pack.
I think its nice that the devs have listened to the feedback from then and decided to build a proper animal themed pack. I've already reserved a couple of names for characters that I plan to build once it comes out. -
I have had the same thing happen repeatedly to my team while running Statesman's TF. It took some testing, but we finally figured it out.
It appears that the rare incarnate enhancements are causing the crash. Every time we tried to run the STF and a member of the team had a rare incarnate enhancement slotted, the entire team would crash and any recently earned rewards would be missing when they logged back in. This would usually happen within 3 minutes of either the start of the mission or from when the person equipped the enhancement. I personally lost a rare salvage and a couple of incarnate shards to this crashing bug.
I tried this on two seperate teams and encountered the same problem. Any member with a rare incarnate enhancement slotted would crash the entire team and revert all recently earned rewards. But, as soon as that enhancement was removed, everything worked fine. -
The chantimeout command is working. I used it on the Freedom Badge channel, and successfully cleared out any account that had not been active in the last year.
Maybe the moderators of other channels don't know about it or simply aren't using it, but it is an option now. -
I got one. Thanks Ocho for posting these.
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In a couple of my missions I've had similar problems. There was one I did earlier today that required me to interact with Maelstrom. Only problem was he was completely invisible. It took several searches over the map before I found him. And even then, it was only because my mouse happened to go over him and I saw the blue rectangle around him.
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I'd like to join if you have room, Mr E.
I'd be bringing Red Tape - Earth/Force Field Controller -
This is a nice surprise. Thank you David. It looks like I'll be buying the mutant pack after all, since I have a couple of wolf characters that could make use of this part.
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Quote:Dope. Didn't it accur to you that the resin that it isn't in this pack is that since so many people wanted those parts that they decided not to make you pay for it? As in it'll be released with the next issue. And not as payed/Rouge only peaces. : P
Hydrofoil,
Please refrain from name-calling. If you have a point to make, you can do it without insulting other people.
To address your point though - Earlier today the art lead for the game, David Nakayama, stated "A monster-themed pack is something we can look into after Going Rogue, but that's a different set. "
From that statement, it sounds like there is no work on such parts going on right now, and when it does happen, it won't be free. The one exception to that was wolf tails, which David hinted might be coming at some point sooner. -
Quote:Sorry, but I can't say you've hit anywhere close to that mark. That mark you've hit is an interesting one, but it's not Mutant. It still feels more science and/or demonic to me.
So... to be fair and judge it on its merits, I'll just start thinking of it as "the BioDemon Booster Pack".
I agree. And it actually makes sense when you compare it to the other packs. Each one had a theme which was more specific then the group it represented. The Magic pack was stage magician themed, the Natural pack was ninja themed. And this one appears to be BioDemon themed.
I think the disappointment that some people have is just that its not what we expected. Considering that some of the most requested costume parts are the animal themed ones, and also considering Positron's hints that we would be getting exactly that - it's no wonder people are feeling disappointed. If this pack had been animal themed, it still would have fit with the pattern of the other origin packs - as representing a subset of the origin.
Personally, the reason I want an animal themed pack is that I prefer complete animal costumes for my villains. I'm not that comfortable role playing as a human on that side of the game, so most of my villains are animal-themed. My main on the villain side is a werewolf. And I've had him ever since CoV beta. I've been asking for wolf tails for years just so that my character would look complete. I had thought that we would be getting it with this pack. I have no use for a BioDemon costume. -
Quote:In the lead-up to live, we'll definitely be talking more about the creation of the Mutant Pack. But basically, mutation's all about biological change, and we wanted to give players two distinct flavors of that and to make the parts as broadly usable as possible.
Bioluminescent represents the change-from-within concept of posthumanity: with these parts, your hero or villain is clearly changing at a genetic level and doing so in style--with tintable glows that really pop in dark environments.
Organic Armor represents change-from-without. With these parts, you can acheive a carapace/exoskeleton look, as if your character is growing a new skin or shell or perhaps being taken over by a symbiotic entity. And for added visual punch, you get the tintable glows here too.
As a set, the Mutant pack gives you the abilty to make new heroes or villains to fit a fairly wide range of aestheic types: alien-corrupted, hell-spawn, genetic freak--all of that's doable with this set. And with 2 tails, wings, and sword, there's a cherry on top.
Here're some shots of the tails that you'll be getting in the next build, by the way:
A monster-themed pack is something we can look into after Going Rogue, but that's a different set.
Until then, enjoy all the new toys!
I have to say that I'm disappointed. Mostly because what we got was not what we expected. When I was at Comic-Con last year, I specifically asked Positron about more animal themed costumes. His reply was that it made a lot of sense for them to be in the mutant pack. I think he later said something similar on the boards. So that was what I, and I think many others were expecting. Since it has taken significantly longer for the mutant pack then for any of the other origin themed packs, I expected something really impressive.
What we're getting looks nice, but just doesn't seem that impressive considering the time it took. Also, I don't really see myself using either of the new costumes, since they don't fit any of my existing characters. I'll probably pass on this one, at least for now. -
I have to agree with most of the other replies here in that I was hoping for more animal themed costume parts. I specifically wanted the pieces that would complete existing partial sets.
For example, we don't have a wolf tail, but have wolf heads.
We don't have a Minotaur head, but have other parts like hooves. And that one is even in the game, but not available to players.
We have good insect feet, claws, and wings, but not a good insect head. All we have is a terrible looking insect skin for a human head.
We have cat ears and tails, but not hands or heads.
If we could just complete those sets, I would be happy with it. And there is justification for it in the comic book world. A few mutant characters are animal themed. The one that comes to mind most quickly is Beast, from the X-Men:
Current picture of Beast
Like others that have posted, I probably won't purchase the pack as is. But, I would likely do so if some animal themed parts are added. -
Quote:Orange Rocks,Yellow Bubbles, Pink Auras, Green Explosions.Power Customization it's magically horrific!
Hey! That's my team pictured there. My character is responsible for half the colors you see. He's an Earth/FF controller with lava themed rocks and what are supposed to be gold colored force fields.
Ok, so maybe it doesn't go that well with the pink AoE from the Rikti GM, but I wouldn't call it horrific. -
Quote:There was an internet gaming cafe outside of Los Angeles that was the site of a Lineage II/CoH Meet & Greet before the Dave and Busters one.
I remember it because that was where I had my first Monster energy drink, although for the life of me I can't remember the name of the place.
It was Howie's Game Shack on Saturday May 13, 2006. I only still remember because I was there, and spent about half of my time trying to get inside information out of the devs about upcoming stuff for the game. And then when I got back home, I posted everything I had learned on my SG message board. The post is still there, so I was able to look it up. -
I've found a pretty big bug with Austin Grossman's arc. It can't be completed.
All of the missions have linked objectives - where one must be compelted for the next to spawn. In his final mission, the third objective never spawns, even when the first two are completed. I went over the map many times looking for it, assuming that I was somehow missing it. I replayed the arc, which was fun up until that point. I even set up a special bind of "targetcustomnext notmypet" and went room to room using it, including the small cave area. I could find nothing except for 2 glowies and the first 2 destrucible objects. In total, I probably spent an hour trying to complete the final mission of the arc before finally giving up. -
Arc Number 5624 - The Secret of NutriPaste
Its based on the NutriPaste history plaque in Cap Au Diable.