The_Killbot_5000

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  1. As far as 1 Hero/Villain = X minions / Y lieutenants etc, I seem to recall seeing something on the forums from either Castle or Positron that said effectively, this was the original intention for 'balancing', but now the balancing test is, "Is it fun?"


    From the recent Dev Q&A:

    http://boards.cityofheroes.com/showthread.php?t=218838

    One of the original balance design goals was that a character should be roughly equivalent to 3 minions or a lieutenant and one minion. That no longer seems to be the goal. What is the design goal today with regard to balance in both PvE and PvP?

    [Castle] / [Ghost Falcon] - The design goal is "Is it fun?"
  2. Considering Nemesis' prediliction for time-travel, the nature of Ouroboros, and the tone of the letters from the mysterious Letter Sender, I like to ponder the prospect of the Coming Storm being a Time-Storm. Danger from all points in time coming together in the present-day Paragon / Rogue Isles to cause chaos.

    It's easy to imagine the devastation this could cause to Paragon (and the fun events to be had in-game) and also the flow on consequences of such a thing that might make Nemesis decide he has to stop it. How do you counter a Time Storm, obviously you need to have a base of operations set up outside of normal space-time...oh, he has! Next you need to recruit heroes and villains (anyone with the strength to do it that has been entrusted with the secret) to hop through time to course-correct (thanks LOST) the timeline.

    As far as in-game events go, I could imagine the Coming Storm being a mixture of enemies from thoughout the timeline, 60's Arachnos leading raids on the present, Cimeoran troops led by Imperious attacking Atlas Park, new enemy groups from the future travelling back to endanger the present day. It'd be neat!
  3. I don't think it is possible Sam, of course I can't be 100% sure, but it seems like your other selves are meant to make the ultimate sacrifice.
  4. On my namesake toon, the Killbot 5000, I'd like, "Threat To All Humanity".

    Shiny Gold titles are normally given out as temps with countdowns, so...if you do get your wish, don't expect it to last forever!
  5. To me it sounds like both your machines are suffering overheating issues. There should be no reason why the first one will not work when plugged into one socket, but will work when plugged into another. I suspect it's too hot, and it's just a matter of time before it cools down, and then starts working again. Have you checked the temperatures on the first machine? I like machines in my care to run in the 20-30 degree Celcius range, anything above that I start getting worried.
  6. Welcome Skippy! Good to see that not all rednames are fully-fledged Hero's yet. As milk_weasel mentioned, it would be nice if you outlined what sort of things you do, so we know when to bother you with them. You'll also get less misdirected stuff too. So, publishing...do tell.
  7. Hrrm, this thread seems angry, I'll come back later.
  8. Quote:
    Originally Posted by Dr. Aeon View Post
    Hey guys, we're aware of the current issue regarding the defendable objects and are working on a solution, but I can't give any ETA on when that will come down the pipe.
    Oh, so this is that Defendable Objects bug! I'd read something about it on the boards, the details were vague, but now I know exactly what people are referring to.

    Thanks Dr. Aeon!
  9. I recently (this week) play-tested my arc, "A Spanner In The Works, Part One" (ArcID: 336662) and found that the second mission, "Defend the Comm Node!" suffered from this bizzare behaviour. After successfully defending the one and only Defendable Object in the mission, the mission objective changes to Defeat all enemies (in place so players have to clear the warehouse of mobs who could still endanger the Defendable Object), a second duplicate Defendable Object appears in the only other spawn point in the Tiny map and spawns attackers.

    I believe I altered the Required for Mission Completion toggle on a Boss in the mission, switching it off, and switching on the Required for Mission Completion toggle of the Defendable Object. I added the Defeat All Objective and made it necessary for mission completion. Two play-through's later and the problem hadn't been repeated. On a third play-through today I find that actually the problem is still there! So, if Dr. Aeon wants an example arc, it's listed above.
  10. These are all excellent suggestions. Most of them seem feasible, I'd be happy if even some of them were implemented, especially the purging of old disused arcs, even though it seems like an exercise fraught with peril.

    There would be untold possibilities with spawn placement control and the trigger items mentioned above. If you could cue dramatic music upon opening of back door behind which you've placed a Boss, that'd be awesome.
  11. Welcome back to Freedom!

    EU day time is NZ night time, that could work. Keep an eye out for me @Killbot 5000 . I've no SG to hook you up with, but it would be cool to PUG it with your healz at my back.
  12. Quote:
    Originally Posted by Eva Destruction View Post
    You guys do realize that others can see the contact intro and send-off dialogue by clicking the "more" button or the red star in the nav bar right?

    Oh wait...some of you probably don't because the game doesn't give you any indication that you should do that. The "more" button should be in a more obvious place, both for AE and regular content (just in case there are still people who read TF dialogue instead of looking it up on ParagonWiki after the fact.)

    The only thing your team members can't see is the "still busy" and "return to contact" dialogue, which is why a lot of authors who design for teams don't put any crucial information there. A team leader can copy and paste that dialogue into the chat box for everyone to read.
    Yep, I realise this is there. But how many others do, or bother to use it? The in-your-face dialog box from the contact that pops-up is what I'm talking about.
  13. I've been using the MA for some time now, both creating my own arcs and playing others. First, my experience with creating arcs. The architect tool makes it fairly straight forward to create a simple story, even a more complex one if you've got the inclination. That's a good thing. However, after pouring a fair amount of time into creating these stories I've struck the following problems; PUG teams aren't interested in the story, in fact they barely get to see most of the story because only the team leader sees the contact dialogue, which is where most room is allowed for story-telling. Which leads onto the second problem I've had with my stories, a lot of players aren't interested in the story in the slightest. I've taken a few groups into my stories (which are not optimised to maximise rewards in the slightest) only to have them bail, either one by one, or enmasse with comments like, "Need Moar XP," "XP sux", etc. Well, I'm sorry for writing a story that people might want to play, it was silly of me, it seems people are actually more interested in the Shiny!

    My experience in playing MA arcs of others has been mostly good. I know how to use the search feature to find arcs I like, sometimes I have to go through 1 or 2 missions before I find out it's horribly broken and try another, but mostly I'm impressed with the quality of writing in the arcs and the way the mechanics have been used. The biggest issue is narrowing down the search field to avoid the farms! Yick, I don't like farm missions, every single enemy is the biggest toughest evilest creature that can be designed, and takes an aeon to kill, then it's onto the next one, just the same as the last. If you don't have the FoTM AT with all the IO's, this just makes these unplayable.

    So, those are my 2 cents. Now, PLAY MY ARCS!
  14. The_Killbot_5000

    Forum FAIL!

    Ha! Nice catch. I blame Nemesis, or should I say Mender ....*argghh* no, call off your steam-powered henchmen...!!!
  15. Quote:
    Originally Posted by Obsidius View Post
    We'll miss you Killbot. I'll have a drink in honor of you and all the other players overseas. They might have to carry me back to the hotel
    Just make sure it's a double and I'll be happy.
  16. Quote:
    Originally Posted by Commander View Post
    So, no Herocon this year?
    That's the negative way I took it. Not that I can afford it this year either. The fifth event is going to have to be in the central US. Is that what I'd want? No, but it's what's best for the company and the fanbase. Two east, two west, one central, no overseas.

    I hope those that go have fun at the events!
  17. Late to the party, but Happy Birthday JanLee! Another year older, another year wiser.
  18. Quote:
    Originally Posted by je_saist View Post
    That's odd, because I can't. I can't duplicate the menu issue on any of the non-IE browsers I have at my disposal.
    Guess I'm special that way then. Generally moving the cursor from the left of the G in Game Info, diagonally downwards at a 45 degree angle to the right seems to do it.
  19. Quote:
    Originally Posted by je_saist View Post
    Don't.

    Just. Don't.

    Please move to FireFox, Chrome, Opera, or even Konqueror. I don't really care which. Just don't use Internet Explorer.
    For the record I can replicate the problem in Firefox.

    Mauraders Info is cool (now I've managed to read it), it is interesting that he's a Brute with SS/Inv, is that combination of Villains AT and Heroes Powersets something that GoRo will bring to us players, or an NPC only thing? I like the look of the character, he seems suitably intimidating for a Head of Security. He's 7'11"!? That t'aint Natural. It is interesting that his Origin isn't listed. There's been some selective editing going on with the GoRo site to keep secrets safe for later release, so....I wonder if it means anything.

    The Syndicate - I quote; "Suspects are in black, high-powered automatic weapons, and . . . swords? They're moving in on my position!" Heh, amazing the difference a comma makes. I first read that as, "Suspects are in black high-powered automatic weapons," and wondered how they'd fit! The info doesn't really supply a lot of information about where they come from how they're organized or anything much really, it's a nice piece of creative writing, but lacking in detail.

    Bring on Going Rogue!
  20. Quote:
    Originally Posted by je_saist View Post
    what browser are you using?
    IE8, latest version. Bizarro menu items close when I move the cursor from the menu heading down towards the submenu items. If I hold my tongue at just the right angle, move the cursor around wildly and clap my hands three times for Tinkerbell's assistance, sometimes, it'll stay open, but mostly they close on me before I can click on them.

    Edit: Might be coz they're just adding them to the menus, just saw Marauders item listed on the Characters menu when it wasn't before, but that could also be because I just Shift-Refreshed. *shrugs*
  21. I'd love to read this info! Am I the only one who when moving my mouse cursor downwards from the Game Info menubar item towards the Overview, Character Info submenu items, has the menu close on them! Arghh, frustrating. Could somebody give me direct links to the pages please! Oh, and if Avatea's watching, yeah, something's funky with the menu's on the GoRo website.

    Edit: Okay, found the Maurader info under News, but the menu's are still funky...sometimes. Yeah, those are great problems to fix. :P
  22. Quote:
    Originally Posted by Decorum View Post
    He didn't free any slaves! He just jumped all over Leigh Taylor-Young!

    Not that I wouldn't, mind you...
    Hrmmmm....



    I'm happy with my choice.

    Now, about those Praetorian Clockwork...from a game design perspective it makes perfect sense to utilise the three body models currently in game, the question is, what's the story behind it? I'm firmly in the conspiracy camp, with those who fail Tyrant's Super programme being mulched into handy robot sized tin-cans. For the greater good. Of course alternately the story might be as simple as the male and female models are designed to be non-threatening or empathetic to the average good citizen, with the huge models for heavy lifting / fighting roles. From what's been seen it doesn't look as though those are the roles they take though.

    When's Going Rogue released? Is it now? Now?
  23. I haven't tried it, but I have heard that what you say is true in other postings here on the board, either to the effect that the developers 'had' fixed this recently (like in the last week) or that they knew of it and were going to.
  24. Quote:
    Originally Posted by Decorum View Post
    Big Greco-Roman style Empire? There's got to be slaves to free.

    I AM SPARTACUS!
    Okay, you're Spartacus and I'm Detective Thorn (clickie), together we fight crime!
  25. This thread has made me want to return to the States, just to see giant stuff! NZ has many a 'giant' landmark (usually for provincial towns) like a giant bottle of L&P (softdrink / soda), a giant carrot and many others. We even had a giant donut of our own (built to attract the makers of a Simpsons movie or somesuch) until it was burnt down and replaced with an oversized tractor tyre painted pink. ... ... Yeah.