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Posts
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Since Integration increases your Regen, I always put three heals in there. Or the Hami-O's that do heal/end reduction, since it is a toggle.
I never take the Fighting pool. I instead get maneuvers, assault and Tactics.
I also take the Body Mastery for Physical Perfection. I want to boost my Recovery and recharge so that I can keep attacking at the fastest rate possible while sustaining my endurance. I used to get Focused Accuracy, but since they nerfed the To-Hit buffs, I take Tactics instead. Tactics also is a lot less endurance intensive than Focused Accuracy.
I will admit that I have no idea what Shadow Meld does. Would anyone care to enlighten me?
I also would go for the recharge incarnate boost, and eventually the recharge/heal boost.
Normally I take Air Superiority as it's a great melee attack. -
Well the posters showing the Hamidon threat shows a being with tentacles. Maybe Hami looks a bit different in Praetoria Earth.
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But aren't tips supposed to drop from mobs approximately the same level as you?
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I still want kitten Masterminds.
Why kittens? Because adult cats know better than to follow anyone other then themselves.
And we must have fingers. -
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Quote:I'm all for power pool customization if we can turn off that obnoxious effect of Hasten.Note: this thread is for discussion of I20 theories and is nothing more than speculation, plain and simple. This thread should not be used to break the I20 NDA. We can safely discuss theories around I20, so long as they don't purportedly break the NDA.
In past closed betas, NDAs have been inferred through the closed beta user agreement, whereas one agrees to an electronic NDA when logging in. For Issue 20, according to the PAX CoH panel, Issue 20 beta supposedly started last week underneath a physical, signed NDA (IIRC, the last time there was a signed NDA was for the first and second waves of closed beta for I14 - Architect, signed by HeroCon attendees).
What does that mean for Issue 20?
They're probably testing more than just content. Even the GR closed beta didn't require a signed NDA; it just used the standard digital NDA that most closed betas use.
Which means...?
It means they're probably working on a system, a big system; probably bigger than the Alignment System (which didn't require a signed NDA), but maybe something as big as the Architect System (which did require a signed NDA).
Something else to consider are teh red names who have cut down on their amount of posting (presumably because they're working their butts off): Back Alley Brawler (Animations), Castle (Powers), Pohsyb (Coding), and SexyJay (Art). (Sure, Noble Savage has been posting, but he might have more time to post than Jay. He's also been helping to run an art asset contest that's related to his department.)
What sort of "big systems"?
Obviously, no one who can post about it can tell us because of the NDA. But there are a few items that have come to mind, thanks to a previous thread.
Here are some possibilities:
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Power Pool Customization:
Honestly, I don't think this one would require an NDA, unless it included some sweeping changes, like some serious travel power customization options. Low-hanging fruit (relatively speaking) would include alternate travel animations; more code intensive ideas would include vehicles (and coding when vehicles can and can't be used, like in buildings). Power Pool customization in itself is something the devs want to pursue, but the extent of the customization may determine the budget, resources, and level of testing security involved. It would also tie in with one of Castle's few recent posts about adding alternate animations to certain powers.
This project would involve Art, Coding, Powers, and Animation departments.
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Separate Upper/ Lower Torso Animations:
PvP changes have been rumored ever since I13. There are many players who did not like the added handicaps of travel suppression, which was created to even out the problems with power rooting.
Because the game engine currently can't animate the upper and lower torso independently, attacks generally root characters, meaning that jousting in PvP is problematics, especially with travel powers like Super Speed or Super Jump; by the time a character can retaliate, the target may already be too far away, with the character rooted during the attack unable to return the joust.
However, if the game engine and animations were recoded to allow upper and lower torso animations separate of each other, players could attack and move simultaneously, in PvE or PvP. This would eliminate rooting, making travel suppression a moot point, and could rewrite the book on PvP. Of course, PvE enemies would enjoy the benefits too, making for more interesting encounters.
The level of such a change would be massive, and typically require a whole new game, because the game engine itself would require modification, not to mention about every animation in the game (including those for non-human frames, such as Jaegers, Arachnos spiders, Snakes, etc.). However, given enough time and resources, such a change could happen in an existing game, it would just require a lot of people and/ or a lot of man-hours. Considering I13 came out in 2008, they may have had a bit of time to work on this already, although Power Customization also took a big bite out of the Animation team's schedule.
This project would involve Art, Coding, Powers, and Animation departments.
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Diminishing Returns in PvE (credit to Samuel_Tow & james_joyce):
Back when the Master of Statesman's Task Force badge was being put into the game, Clear Mind almost suffered a big nerf, in order to reduce effectiveness in stacking. Part of the reason was Ghost Widow. Even with a Mag 100 Hold (Soul Storm), stacked applications of Clear Mind made her hold all but a moot point. Castle's best solution, as he mentioned, would have been to apply diminishing returns to player buffs, whereas the first application applied at full strength, the second application less so, and so on until the nth application provided no benefit. Lacking the tech at the time, Castle reverted the changes to Clear Mind, and everyone was happy (except for Ghost Widow, who continued to get pwnd by teams loaded with CM).
As most PvPers can tell you, DR does exist in PvP. But applying this tech in PvE wouldn't be so much as a balancing issue as possibly opening the game up to more interesting encounters as well as creating a new path for character progression.
But why now? Mostly because of the Incarnate System. If DR were added to PvE, the devs would be able to create Incarnate-level enhancements that might bypass it (or part of it), similar to what the Alpha slot does by bypassing part of ED (at least the version seen in GR closed beta).
This would obviously be a mixed bag change similar to ED, the difference being that if it were rolled out with an Incarnate-level system that works with it, it would lessen the sting that some players would undoubtedly feel. It would also make some existing encounters more interesting, and allow the devs to buff some buffs, knowing that DR would even out multiple applications. It would also require a ton of shake-down by the devs to lessen player reception issues that were seen with ED and I13.
This project would involve the Coding and Powers departments, but probably not the Art or Animation departments.
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What do you think? Do you have any of your own crazy theories about Issue 20 and what could be under the NDA? Consider this more of a brainstorming thread as opposed to "holding your breath" thread. Also, if you're under NDA, please don't get yourself in trouble by posting info under the NDA.
Signed NDA agreements can only mean...fingers. -
There's your problem, thinking you need a more complex formula than what Arcana uses.
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Quote:Well, the only real problem with 3D, that I see, is that people can't seem to get past the 3D gag reflex. By this I mean intentionally shoving things in your face because "Ohhhhh, look! 3D!" The only movie to avoid this was Avatar, which just shot a movie that happened to be 3D and it looked great. All other movies rely on gags that aren't necessary."3D" needs to die in a fire, and soon. It has ruined more good movies than I care to mention, and I shudder to think about it coming to games as a natively supported feature. I'm not just against this because it craps all over image quality and makes me cross-eyed. I'm against this because I hate the technology on principle and would hate to see it proliferated any further.
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A MM or scrapper can just run in and beat him to death without caring about the bifurcations.
For everyone else, I just pull him to the hallway.
Although I was not able to take him with my emp/dark blast defender. Even with Dominate, if he got free he would 2 shot me. And this was in the hall way far from the clones. Not sure what I was doing wrong there... -
I've always thought that LOTRO had good weather effects. Rain splashes when it hits the ground, etc. Snow falls pretty convincingly. Even the occasional blizzard is cool.
I would like to see weather and seasons (the trees turning colors and/or losing leaves in winter), but only if it was cosmetic. I wouldn't want it to mess with my powers or limit the availibility of finding group x in a hunt mission. It's bad enough trying to do Numina's hunt in every zone mission while dealing with Rikti invasions or Zombie invasions.
Having the NPC's being shown to dress appropriately for the weather would be a very nice touch as well.
Then again, after playing in Praetoria, I want the war walls gone in Paragon. -
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So far my fire/kin killed the echoes the fastest.
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I would have to say that life-time subscriptions at the very beginning is a great way to get a lot of cash up front and I can see why lots of games offer initial lifetime subscriptions. However, it does hurt your cash flow over time and that is an important part of any business.
I remember when I was teaching karate, they offered a regular life-time membership deal where you pay X amount of money and then you are set for life. After awhile you end up teaching for free and that's not good.
While I would love to have a chance to get a life-time subscription to CoX, I don't see them offering it unless they were really hurting for short-term cash.
My life-time subscription for LOTRO has already paid for itself and I was really glad to have gotten it. But I'm really not contributing much to their cash flow. -
Quote:Yes and as mentioned elsewhere, still no fingers.God-like?
My only worry there is that people are actually starting to extrapolate Freem to figure out what the rest of the Incarnate system will be like, specifically level shifts.
Depressingly, it turns out at the end of time, I will be able to obliterate archivillains with power blast, stand toe to toe with the crystal titan, laugh at ghost widows's mez, and turn Statesman and Recluse into crash test dummies. I will have the power of the gods at my command and become an unstoppable force to rival the combined might of the greatest entities in all the dimensions. And yet, my flight speed will still suck.
In my book Incarnate = fingers!
(well not really but I really want fingers for my toons) -
Quote:Well, actually the arc is rather fun. Especially the first mission where you are god-like in your abilities.The sarcasm is cute, despite not addressing the point at all.
I guess what it boils down to is that I wouldn't bother with the arc if there was no reward, so I really have no interest in doing it just for a reward.
...And yes I'm aware that sounds really backwards.
But I do agree that is is a chore to run 6+ level 50s through the same arc over and over again. -
I like somewhere more private. I've gone into side rooms in the Vanguard base.
I did a lot of respecs yesterday for my various level 50s. I did one in front of WW in Talos on the grass across the street and I felt very exposed through out the process. I had been tempted to go to one of the islands north of Talos city but didn't want to take the time to travel there.
My MM was on top of the pyramid in St. Martial's and I heard the Rikti attacking my character. After awhile the attacking noises stopped. After the respec I was lying on the ground, but revived automatically. -
Sad thing is that Champions Online uses Freem! as a visual representation of a sound. This of course after it appeared here.
Edit: Didn't bother to keep them un-named. -
The primary reason I love Praetoria so much is that there are no war walls. I can look from one zone into the next. I feel like I have a great amount of freedom. I can enjoy the rich landscape.
Same is true for City of Villains.
But on blueside the scenery is blocked by the horrible war wall that really don't do much in-game other than make us feel like we are trapped in little boxes. They really are not needed as the boundaries can be done using the blue forcefield things that appear when you are very close to the edge of the map.
Please Devs, tear down these walls! -
During beta I tried both Kinetic/Regen and Kinetic/willpower. I had read somewhere that Willpower was superior to Regen because it was all toggles that you didn't have to worry about while Regen was all clickies.
Well, I found the regen was much easier to survive than Willpower. It gives you more options. If your Dam Res. is not helping, you just die. And all the toggles drain end at a fast rate so you are constantly sucking wind and needing to rest. At least with Regen you get Quick Recovery at level 4 and the only toggle is Integration which lets you keep attacking at a good rate.
While I would pull groups with willpower I was much more confident wading in with regen.
Of course with my current builds I really didn't have much chance to try out much more than the second and third attacks in Kinetic Melee as I wanted to get my defenses up and then travel powers and Stamina, etc. I like AoE attacks and look forward to getting Burst.
I find the animations for Kinetic a bit too long but the stun effects are nice. -
I had a similar moment doing a mission for Jackhammer and then found out he wanted to take the Fixadine and use it to control the Destroyers. I had to say, "No, this has gone on far enough," and went Loyalist. Which then let me blackmail Praetor White...
The level of writing of GR is really exemplary. Dragon Age and Mass Effect have taught that allowing us a choice in the story line is really compelling and satisfying. It makes for a far superior game than the normal tripe seen elsewhere where one merely goes from one action to the other on a pre-defined rail with no real say in what happens.
I would say that if CoH had these kinds of storylines back when it started, it would be where WoW is now. But then, as a writer, I may be more geeky towards this subject then most.
Quote:I've had an absolute field day playing through the Resistance>Warden arc with the Praetorian version of Andrea Blake. I can't say she's LIKED every Praetorian she's met, but she respects most of them. (Not all. The ones who want to blow up hospitals, she'd happily beat into the ground.)
And everything she does is motivated by giving people a CHOICE. I've not had the chance yet to go through the others, but I'm curious if all the arc paths start 'small' and end up affecting things on a larger scale. That's why principles are such slippery things to hold on to...
*spoilers follow*
Force Paolo to leave or allow him to stay? I let him stay - forcing him to leave "for his own good and the good of others" smacked too much of what Cole and his regime are about.
Free the Seers or not? This one was harder for me, but I did it anyway and freed them - because the burden of adhering to and enforcing moral and humane behaviour should be borne by each individual, not forced onto the shoulders of a select few, some of whom didn't want that burden to begin with.
Blow up the Enriche plant? At that one, I balked - I couldn't do it... I sat at my computer and argued with myself for a good 10 minutes about whether I'd do it or not, and was almost set to blow it up... but six months of suffering and disease and death just so Vanguard could come in and 'save' them? No. Deliberately bringing the populace to the brink of disaster and then rescuing them sounded too much like what Cole had done, and look where that ended up.
*end spoilers*
It's this distinct lack of "black and white" that I'm really liking about GR... if heroism were easy, everyone would do it. And how many villains are just true anarchists? It's those subtle shades of grey that I think are making these some of the best arcs in the game. Now if we could get more like these in PC and the RI, this game really would take on a whole new dimension.
Michelle
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Samuraiko/Dark_Respite -
I find it significant that for the most part the Resistance is all "Revenge, revenge, revenge," (or even, "lets just cause mayhem because we can!") but the Loyalists are all "We must make sacrifices for the greater good." Even the Loyalist contact whose only daughter is a Seer.
The back story makes it fairly clear that humanity was on the verge of being wiped out by Hamidon until Cole took charge. The area is an exploration of the extremes needed to keep the people protected from a much larger and overwhelming threat.
On one hand, those of us from this dimension could easily see Cole's government as overly oppressive. But on the other hand with the looming DE threat it might really be necessary to keep the remaining humans safe at all costs.
I'm thinking that if the Resistance won, they would not be able to hold back the DE threat that has engulfed the world. Sure the oppression would be gone, but then there would be the running and screaming...
In a sense, the oppressive Cole regime may seem cruel, but it looks like it might be necessary.
That said, I still end up helping the Resistance, usually as a double agent. -
I always do the tutorial with all my characters.