Vidszhite

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  1. I know it's been forever, but I just wanted to say thanks and that I've taken your feedback into consideration.

    Quote:
    Originally Posted by Coulomb2 View Post
    Note: Upon entering the mission, the pop-up mentioned the Veluszhi by name; that was a little jarring since it implied that the farmer had called the aliens by name (which he didn’t).
    Noted and corrected.

    Quote:
    Almost immediately upon arriving at Atlas, the weird factor was ramped up a few notches as I did battle with an invading lieutenant. The creature referred to me as an ‘Edenite’, and made some awfully strange statements about dressing up like animals. Not to mention some sort of statement about coming here for the bunnygirls. Huh?
    He only exists to mention the fact that Veluszhi can change their racial identity. I cut him out, and that mention is now part of Syn-fatuush's dialog and his boss defeat clue.

    Quote:
    Notes: On the plus side, the arc already gives the impression of being well constructed, and the custom group is very well done. On the ‘down’ side (sort of), although I’ve got the basic plot down solid, my first impression in this first mission is *strange.* Although, on a basic level, the story seems to be a serious one, it was actually a little hard for me to tell if some of the strangeness was intended as humor, or if it was intended to make the aliens seem strange. See, “strange” here isn’t bad per-se: these guys are aliens, so it doesn’t bother me that they seem strange. But, at the moment, if there are attempts at humor, I’d say they’re getting lost in the strangeness…
    It was a problem of direction, as in I didn't know which one I wanted the story to take. By the end, I got it down, but the beginning is... odd.

    Quote:
    The first two tasks were easy enough, but the last proved impossible – literally. After searching through the map at least three times, I simply couldn’t find the Drill Sergeant at all.

    Note: I suspect this may be a case of objective overload; if you’re right at the limit of the number of objectives a map can take, sometimes a chained, but mission critical objective won’t spawn in, making the mission uncompleteable. Really, the only way to deal with this is to remove some of the ‘flavor’ objectives (especially things like that ambush, or some of the patrols) – or, alternately, don’t make the Drill Sergeant a chained objective; just have him spawn in right at the start.
    He IS set to spawn from the start of the mission. Unfortunately, sometimes he either spawns in the wrong area or not at all. Even when he's the only objective on the map, he sometimes fails to spawn, and I've seen him spawn at the beginning of the level despite him being marked for the end.

    Quote:
    Minor Note: “Sounds like sarge ran outta medicine again…” “Oh, Christ. You know what? Just kill me now and get it over with.” Okay, very minor niggle … but it seems quite unrealistic that the footsoldiers of an alien empire would be using human-specific “swears.” Wouldn’t they say something like “Oh, Vid-Szhite” (or some other revered alien figure) instead?
    This is supposed to be a little one-off joke, and I find that using names of foreign deities doesn't have quite the same impact. Feedback accepted, though; I changed it to Space Christ.

    Quote:
    But what was odd was Vid-Szhite was already being criticized for not doing enough to further the expansion of the Veluzhi. Given than the Veluzhi were clearly expanding their empire with gusto, Vid-Szhite must have opted to return the empire to its expansionist roots some time after this chronicle was written.
    Correct.


    Quote:
    Note: I never did really figure out what the “WAFN SS-J” stood for… at least not at this point in the story.
    It doesn't stand for anything. It's a play off of "Waffen SS", Hitler's Elites.

    Quote:
    (Note: Not *too* unreasonable, but, I think It’d be better if Argus dropped a clue that somehow gave me a story-related reason to know that the Emperor was here – as it stand, I simply defeat Argust, and suddenly know the Emperor is here as well, and needs to be defeated. That’s a bit jarring… without some sort of clue to advance the plot, the “feel” is that the mission should be over. Instead, I’m about to hunt down and fight the Emperor…)
    There's optional bosses placed throughout the level that mention the Emperor is coming, at the beginning, mid, and end. If you missed all of them, it was just bad luck. They have a very bad habit of spawning at the very back end of the mission.

    Quote:
    It was actually the former Emperor Vid-Szhite that led me to Fed … I found him not too far away from where Rathie’s transport dropped me. The moment I rescued him, he told me where to find Fed. Note: Okay, that seems to be a rather large hole in the story. Why the heck is Vid-Szhite still alive? It seems to me that the progression of the story practically requires that he die in our previous encounter – after all, he *is* the Emperor, and if he isn’t, in fact, dead, then it seems neither Fed nor Rathie have a clear claim to power any more. After all, one would assume that a rather large fraction of the army was ‘probed’ from earlier campaigns (before they came to Earth), and would have a forced loyalty to the Emperor – a loyalty that could only be shifted to another member of the Empire if the Emperor was dead.
    This only makes sense in context, and I had forgotten that I'd had to cut the context out of the last mission to make it fit the filesize. This is an origin story in disguise, of how Vid-szhite, my main, became stranded on Earth with his power gone. I'll fix that.

    Quote:
    Pros: As always, I’ve got feedback on things that I thought could be improved, but overall, I thought this was an excellent arc. One of my most common critiques is that the arc needs “polish” (my generic way of saying its needs some proofreading passes, perhaps a few adjustments to the story, tweaking of the custom characters, and some more flavor objectives to help draw you into the story). Well, here is an example of an arc that does *not* need polish – it is a well, put-together arc that has the feel of a lot of work having gone into it. Great use of clues, chained objectives (except for that one odd bug), flavor objectives. Excellent custom group overall. And I found the story to be pretty interesting. The twist with the farmer being the Chancellor was quite amusing: as you can tell from my commentary, I did notice a lot of oddness about the farmer, but it didn’t click as to who exactly he was practically until the story revealed it.
    His oddness is completely intentional, but the foreshadowing gets lost in the wackiness of the enemy dialog sometimes.

    Quote:
    Cons: Well, if I’ve got to nitpick, I’ll start by summarizing my chief objections from the commentary: humor is a very subjective thing, and, for what it’s worth, I think some of the attempts at humor (if that’s what they were) fell flat early in the arc, especially in that first mission. It came off as “strange” or “awkward” more than funny. Granted, that might have also been the author’s intent, but I think it works better if you stick to one or the other. As it stands, it reads like the author’s trying to be funny, but it comes off as strange, as opposed to it being clear that the aliens are supposed to give you a very strange impression, with any humor that comes of that a complete coincidence.
    Yep, it was intended as humor but failed. I'm working on it.

    Quote:
    Obviously, there was that bug in the second mission – it’s my sincere hope that was just a fluke. But it should be looked into: I know from personal experience random players tend to blame (and punish) the author for bugs that aren’t really their fault. You might not be able to completely eliminate it, but anything you can do to make it an extremely rare occurrence (or, alternately, plenty of testing to confirm it’s an extremely rare occurance) is a very good idea. In my experience, eliminating a few of the flavor objectives might help.
    Every time I test his level, he spawns correctly. As soon as I play it live, something happens to his mission, every freaking time, and I don't know how to fix it without remaking the entire mission _again_, for all the good that's done me.

    Quote:
    In mission three, the appearance of the Emperor is like a hiccup in the plot – according to the setup, I’m supposed to be dealing with two “bigwigs.” The problem is, one of them turns out to not want to fight me (Fed), leaving the other to be defeated (Argus). So, now I’d assume I’ve dealt with the two leaders the Farmer was referring to, and it’s time to deal a final blow to the Empire (i.e. hunt down and defeat the Emperor, assuming he’s even with the invaders; I’ve gotten no indication as to whether or not he’s on the ground, on this ship, or directing operations from their homeworld, or something). But, instead, I just suddenly “know” the Emperor is also on the ship (when, apparently, I didn’t before) – and the only tangible thing that seems to inform me of that is Argus’ warning I won’t defeat the Emperor (which doesn’t really tell me he’s *here*). Some sort of clue telling me the Emperor has just arrived on the mothership and intends to face down and kill the ‘Edenite’ trespassor would really help here.
    Again, there are optional bosses everywhere that mention his impending arrival. Sometimes, they all seem to gather in the same spot at the very back end of the level for some reason, when they're not set to spawn there.

    Quote:
    And finally, in mission four, there’s the appearance of the Emperor as ‘alive and well’, in spite of having been killed in mission three – and the story thus far only making sense if he was dead, not just badly injured.
    Noted, working on it.

    Quote:
    A short word on the custom group. On one had, they did sometimes feel overpowered (especially if you assume you are at the low level range end of the arc). But, to be fair, it’s not like they were really defeating me consistently, which suggests their balanced just fine. So I got to really thinking about it, and, honestly, there’s one thing that stands out: it’s the plethora of ice control powers, particularly on the “Frost” bosses. It’s surprisingly easy for them to stack so much –recharge on you that your entire attack tray becomes a long line of perpetually tiny buttons. While that wouldn’t be as serious an issue for a defense based set, it can get to be terribly annoying for a resistance set (like Fire). Again, it’s not so much that the ice troopers are overpowered per se (I didn’t actually get defeated facing them), as their powers lead to situations where I’m completely out of attack powers, with none of them even close to recharging.
    This is a problem with the experience system. If I don't give the ice control bosses their most annoying powers, the Architect gives people no exp for them. I did not want Ice bosses to be capable of killing people, but I'll rework them to make them less annoying. I do get that they're horrible.

    Quote:
    So, overall, this was a very well done arc – it was clear a lot of work has gone into it. It’s got a good story, an interesting set of custom groups, and missions that are (generally) well put together. Very good!

    Score: 4.50
    Thanks! Much appreciated. I'll get right to work on fixing the oddities and then I'll get to work on a new arc.
  2. Quote:
    Originally Posted by Amir View Post
    Anyone tried this power? I see the numbers on it and higher than the brute, tanker and stalker by a little.
    I wouldn't do my build without it anymore. Energy Transfer is uber. On /Energy it's like having a second Total Focus for two-shotting LTs.
  3. I have a dreaded case of both. I only have one 50, who I am very attached to, but I have a gazillion other alts that are all below level 20.
  4. Quote:
    Originally Posted by UberGuy View Post
    The OP asked a question. It was not "do you think Stalkers underperform Scrappers." It was "given a restricted choice, what would you choose." The question implicitly assumes that everyone who responds here will always choose their answer based on superior performance, no matter what the actual performance gap. Some of us are answering in a way intended to make clear that we would not choose on that basis, or at least not on that basis alone.

    We can ask this same kind of loaded question about a bunch of other ATs. What would you choose?
    • Tanker or Brute?
    • Defender or Corruptor?
    • Tanker or Scrapper?
    • Brute or Scrapper?
    • Defender or Controller
    • Blaster or Scrapper?
    The simple fact is that, for any given purpose, some ATs are arguably "better" than others. Yes, Scrappers and Stalkers share a basically simple, straightforward job description that makes the comparison of what they're good at simpler than some of those above, and that makes easier to say Stalkers are underperforming. I still wouldn't reject one on that basis. I'm not going to be baited into answering in a way that doesn't reflect what I would do in game, and that's pretty much choose based on role, and not peak performance. If I need damage, everything else being equal, I'll take whichever damage dealer asks first.

    If the real point is to find out "do you think Stalkers underperform in their primary role?" then just ask that question.
    Dominators aren't even on your list? I see how it is.

    (runs home crying)
  5. Mind/. Especially if you build for permadom.
  6. Not to say that isn't great news that I agree with, buuut...

    http://boards.cityofheroes.com/showthread.php?t=252500
  7. Quote:
    Originally Posted by Vidszhite View Post
    But that's lame. =/
    After having tried it, it's not lame, it's hilarious fun and gets you ten times as many rare drops.
  8. Quote:
    Originally Posted by Kelenar View Post
    Depends on the situation. For general content, probably Forcefield. For harder stuff, Cold. After those two, Empathy (an empath who uses Fortitude on more than one person and is on the ball with Clear Mind) and Traps are roughly tied, then everything else in a big heap.
    Bubblers are awesome. Sadly, they get less useful the more people IO out their characters, since a lot of people build for softcapped defense, but for those of us who don't...
  9. Quote:
    Originally Posted by Jibikao View Post
    I would say on average, my favorite support teammate is VEAT.

    1. Their leaderships benefit me so I don't need to rely on them to cast shields or heal you. I just need to stay within their leaderships.

    2. They can handle aggro pretty well on their own so I don't need to babysit.

    3. If I am playing a squishy without mez protection, the high team defense from VEATs allow me to avoid a lot of mez attacks.


    There are some situations where their extra defense don't bring as much to the table like if I already have soft-capped defense or the team needs more resistance and -regen debuffs. Basically, I love inviting any VEAT (with leaderships) to the team.
    Ah yeah, how could I forget the VEATs? They're the best. I remember the VEAT beta where we had teams of 8 VEATs all at once. I don't think I've ever seen things melt so fast. Every time a VEAT leaves my team, I miss them very much.
  10. You know what sucks about being awesome?

    No more buffs to look forward to.
  11. Quote:
    Originally Posted by brophog02 View Post
    A blaster. Great hit point debuffs and they recharge fast.
    I actually second this, but if I had to name an actual de/buff set, Dark Miasma.
  12. My one post in that thread is basically, "/Energy is perfect now! Power Push is awesome! Sniper Blast still takes too long to animate though!"

    Of course, I ended up taking Sniper Blast for SotM set bonuses, and it actually does come in handy once in a while, so even my one little nitpick didn't hold up.

    Yeah, I was /Energy when the Dom revamp came, you heard no complaints out of my mouth. The only event more exciting to me than the great revamp was Doms getting an /Energy APP with Energy Transfer, Energy Torrent, and Explosive Blast. That one was like Christmas.
  13. Quote:
    Originally Posted by Redd Rumm View Post
    Ok if no Dark control how's about a dark assault secondary for Doms it would totaly fit my concept of a psy an dark together in a toon
    We already know the reason the Devs haven't done Dark Control yet (too much overlap with Dark Miasma, becomes a problem when Controllers want to make Dark/Dark), but Dark Assault could certainly come first. They made Elec Assault many issues before Elec Control, after all.
  14. Quote:
    Originally Posted by Mr. DJ View Post
    I'm curious to why you included computer in there.
    Some people play CoH on computers that can't handle large teams or raids. I used to, then I realized playing on a computer I built 10 years ago was BS, so I saved up and built a new one.
  15. Quote:
    Originally Posted by Eiko-chan View Post
    A lot of them are. So neener.
  16. Quote:
    Originally Posted by Eiko-chan View Post
    No. My expensive IOs are staying on my characters to rot.
    That's fine. I probably couldn't use them anyway unless they were LotG +Recharge, Obliterations, or Decimations.
  17. Quote:
    Originally Posted by UberGuy View Post
    I think that's a misleading way to frame that question, for two reasons. The first is that, whether or not you had it to themselves, soloists have gotten systems that they can use. The second reason is that, by their very nature those solo-compatible systems cannot be end-game raid-like content or even compelling reasons to play as a large team. What you want is mutually exclusive with what people are getting now. If you can do it solo, there's no reason to do it on a large team. People who actively wanted raid-like content really only had Hamidon for the longest time, with the RWZ and, very recently, the CoP as much later additions.

    With the possible exception of Hamidon, which can be viewed as giving very large rewards compared to the other two raids, none of the existing raid-like content is attached to terribly compelling reasons to get the general population to do them. People do them if they think they're fun, which is good, but it means some servers do them regularly and some don't, depending primarily on whether there's a critical mass of people on any given server who like doing them. If you want to raid but everyone else thinks there's something easier to do, you're out of luck. One very dependable way to avoid that is to attach clear progress to those raid-like activities. That's one way to view what the devs are doing now.
    Precisely. You put to words the very reason I'm so disgusted with the solo-only martyrs claiming to speak for soloists everywhere, acting like team-oriented players get everything and solo players get nothing. It's not just unreasonable, it's selfish, and wrong. It's like Eiko won't be happy unless team-centered raid content never comes to City of Heroes.
  18. Quote:
    Originally Posted by Eiko-chan View Post
    My forum interaction implies a level of desire to engage in Incarnate content that is not actually the case. Until I see evidence that the developers are not dead-set on making the system of teams, for teams, by teams, I'm really not that interested in it any more. (And no, the mere existence of a conversion recipe for a Notice is not evidence of this.)

    They are free to choose to take the game in a direction explicitly away from my desires. But I don't have to pay for it.
    Obligatory: can I have your stuff? :P
  19. Quote:
    Originally Posted by Golden Girl View Post
    Not for the martyrs - and this threads martyr rating is already over 9,000
    There's no WAY that can be right! Can it!?
  20. Quote:
    Originally Posted by Golden Girl View Post
    So you can run each new team activity once, and save yourself loads of Shard farming time
    Seriously! 1-2 hours of your time gets you a Notice and potentially enough shards to convert the rest of the materials. That's worth joining one freaking SF.
  21. Quote:
    Originally Posted by Eiko-chan View Post
    It's a system designed solely for teamers. Just like Task Forces, Trials, and Raids.
    And what does it have to do with anything? Does it take anything away from us soloists? It's a system that makes getting huge teams together easier, if not making it possible where it was impossible if you don't normally have the means to do so.

    You are an incredibly selfish person if you're angry that we're getting something and the only reason you won't be using it is because you're too damned stubborn to join a team. The Turnstile is a system for people like me, ones without dozens of connections, to actually have a shot at experiencing the meat of the incarnate content. It's for soloists as much as it is for huge SGs.
  22. Quote:
    Originally Posted by Blue_Mourning View Post
    Well then, with the current system you also prefer not to gain the incarnate slots as quickly. Do I think "casual" players should get it more quickly? Yes. Do I think a good reason for that is "I prefer not to run TF's"? No.
    The way I see it, if you refuse to run TFs even once, you get exactly what you deserve. If you won't compromise, the devs shouldn't be expected to either.
  23. Quote:
    Originally Posted by Eiko-chan View Post
    This is the only one on your list you can actually claim is "only" for Soloists. And once Turnstile is in the game, it's completely outmatched.
    The no bosses while solo option isn't for soloists? Gee that's funny, I didn't realize the option to solo x8 spawns with downgraded bosses was for teams, especially since it goes away the minute a single person joins you.

    What does Turnstile have to do with anything?
  24. Quote:
    Originally Posted by Eiko-chan View Post
    When, in seven years, has my group been given an entirely new system solely for our own use?
    +The Difficulty Slider
    +No-Bosses while Solo option
    +No-AVs option
    +A-Merits
    +Single-player-ONLY Morality Missions

    You want me to go on? Praetoria alone is a huge one. If you want to have a full experience of its story content, you have to solo it or you will outlevel your contacts.
  25. Quote:
    Originally Posted by UberGuy View Post
    We've said it before in this thread. Run 10 tip missions and you can create something that will sell for around 100M inf. Run 20 tip missions and you can create something you can sell for around 200M inf.
    Exactly. I have three purples in my one level 50 right now because of tip missions. Add to the fact that Tips tend to be solo content unless you have friends, and you have the soloist's answer to farming. That's ingenious and is the very reason I started playing CoH again. Everything they've done for incarnates, from Weekly Strike Target being the road to Rares, to conversions, has left me optimistic.

    I AM a soloist, but I can't get behind the other soloists' positions if all they do is act as if their game is under attack and they have no avenues for success at all, when in reality they're ignoring the ones right in front of their faces.