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Posts
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Joined
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I just had to thank the author for this thread. This issue has been driving me up the walls. ;P As if Vista wasn't providing it's own share of problems. ;P
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My travel-impaired villain loved that jetpack. *sniff* It was the first time he ever saw Cap au Diable from the skies.
lo, mine pain doth be grand... -
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Generaly in an open pvp zone, it comes with the inevatable 'bad' players that would show up out of the blue and start smacking the other side in the face ..
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Im sorry your in a pvp zone having a chin wag your meat. Its not being a bad player it called PvP for a reason if. You want to role play hero vs villain better do it some where else because if I see a villain or Hero standing around then there as good as dead.
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And never mind that you're totally ruining someone elses enjoyment of the game just so you can get your rocks off eh? Typical PKer attitude that is...
If someone is prowling around a FFA zone then fine, but if a small group of players are interacting with each other and not bothering anyone else, sticking your nose in is, quite frankly, bloody rude. Speaks a lot for a persons attitude in life really, that does.
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I wouldn't like this happening anymore than you would probably, but the fact is that he does have every right to do it? Why? Because the engine, the game and the rules allow it.
Sure it's rude, it's not nice, it can even be downright [censored]-hatty... But he's got the right to do it. ;P
Hence the topic of this thread I presume, I'd like to see some more "neutral" ground for simple talking and emoting m'self. Preferably in Pargon City of Rogue Isles. ;P -
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Master Minds go down easier than a thing that gose down very easy.
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Sounds to me like a double-dare! I'll take that bet, and raise you 1.0 reputation points! ^^ -
When fighting as my heroes, I never run from a fight! ^^
As a villain, well, my mastermind turns tail at the first signs of being foiled. ^^ -
Two things to hold out for concering this:
- The fabled PvP-missions that we heard about in interviews before CoV's launch wherein two players are put together in a separate instance to compete for an objective. Hopefully, this means we can invite whomever we want to this mission (and that we have global chat by then so it's possible to keep in touch with heroes respectively villains).
- Visiting Paragon City/Rogue Isles as a villain/hero. We've been told that at some point, heroes will be able to go to The Rogue Isles. and villains to Paragon City. Here's hoping this features makes it in ASAP. -
The fully slotted SO-heroes do make a difference, however, I don't feel that the disparity is THAT huge. I took down a Scrapper with my Mastermind the other night without too much problem in a 1on1-fight. And scrappers are probably my worst foes right after the tankers. ;P
For all aspiring PvP-masterminds, don't be afraid to use your secondary. In fact, spam that stuff. ^^ Now, I do have poison as my secondary, and that set is awesome in 1on1-bouts. -
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Players will be sent to liaisons that will be outside the PvP zones.
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You know I'm amazed.
First, I'm amazed that an idea that hit my totally out of the blue today as a perfect solution has actually been thought of by Cryptic and will be implemented.
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Just wanted to confirm that this is coming, and is another change based directly on player feedback and suggestions.
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Bah, how can this be? I call your bluff! I have here indisputable evidence that the devs are really out to destroy their game/source of income and that they're out to get me personally!
It's because of all those PM's isn't it?
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Villains/Heroes are exemplared/Sk'ed to the same level in all PvP-zones. What makes a difference is number of slots and which type of enhancements you have. But ED evens that out somewhat too.
I agree though, 1-3 shot-kills aren't much fun. =P It's a bit fast for a squishy. ;P -
"mez nerf"? I must have missed this, please elaborate.
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We should meet underneath the gigantic anvil I have hung between the two tallest buildings in Mercy Island. Don't worry, its perfectly safe, I have the only key that could unbolt the flimsy chain supporting it and send it crashing onto the mass of RPers gathered below.... and why would I want that?
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Alright, I'll trust you. You have an honest face! ^^ -
A good way of letting people know that you are a roleplayer-in-the-field is to attach a little [RP]-tag to the beginning or the end of your heroes bio. =)
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As it stands, it's a bit hard to RP within PvP. I believe it to be very possible, but it takes lots of preparation, some degree of luck and quality players participating.
I had some ideas that I proposed in CoV-beta to encourage both RP and PvP and thought I should list them here and see what people think.
Duel - An option available only within PvP-zones. Right-click an opposing player/team and challenge him/her/them to a duel. If they accept, the two teams or players will become untouchable to other players until the duel is over and someone has either won or given up. PvE-enemies are not affected by this and the affected players can not attack players outside their duels nor interact with any objects or NPC's (to avoid exploits). It would eliminate the problem of eager passerbyers from AS'ing me while I'm trying out dialogue with an enemy. ;P
Enemies list - Like your friends list, only with your enemies instead. Adding a villain/hero to this list would let you keep in touch with the designated enemy of your choice, easily invite them to duels, locate them for instant
action and to be used for future features. It would work something like global chat, in that that a potential enemy has to accept your "enemy invite". That way, people can't just add players whom they get ticked off at in PvP and then keep track of them and plague them with duel invites.
Instant PvP-missions - I read somewhere, some time ago about PvP-missions being in the works. Missions, wherein two or more players are put in the same instance to compete for an objective. This sounded nice and I thought they could apply the "Instant Base Raid" mechanism to this feature as well. With the help of the proposed "enemies list", you could easily invite one of your enemies + teammates to take part in a quick PvP-mission. Since it's instanced, you wouldn't have to worry about passerbyers whacking you. There should be less, or no, rewards at all for this type of mission. As that would open up for potential exploits as well.
Opinions? Or even more ideas. I'd like to see a bunch of them and then maybe forward these to the devs for either confirmation of goodies to come or in general as ideas for them to make use of. -
Cool theme! Too bad I can't fit any of my villains into it... ;P
And yeah, Big trouble in little china was and is an awesome movie! ^^ -
((Part one of my Voidchild storyline "Filling the Void". Again, some of my earliest work. And the reason every episode is so short is because I was going to submit this to a writing contest at first (until I found out that I couldn't participate in US-contests =P). So they're all limited to 1500 words, no more. =P
Anyhoo, hope you like it. Remember, early work, me now know better how write english fics I do. ^^))
Voidchild - Filling the void, Part 1
Its a cold mid-winter night in Paragon City. The only thing lighting up the otherwise so dark Kings Row is the snow falling from the even darker sky. Now, Kings Row isnt a safe place to spend your time by day, but at night, its down right suicidal. Despite this, a lone woman is staggering around the streets calling out for help. Her name is Elizabeth and her calls sounds more like a whimpering. Her legs feel like some rubbery substance when she finally collapses on the sidewalk. She manages to drag herself towards and lean against a brick wall. Shes been running around for hours and her aching legs will not take one more step. It doesnt take her long to remember her reason for running around like a madman though. And with the small amount of remaining energy she has left in her body, she manages to pull herself onto her feet once more and again tries to call out for help. But just like before, she can produce any sound at all. She starts to cry and curses herself for wasting the precious energy on tears.
Its through those tear-drenched eyes that she sees the four figures approaching her from across the street. She acts carefully first, crying out to them for help as she backs up against the fire-escape. The four tall, robed figures are already moving towards her. Even though her vision is blurred, she recognizes her pursuers. Her careful behaviour is exchanged for blind panic which pumps additional adrenaline through her body. She hardly feels her legs anymore as she runs up the fire-escape. She can hear the clanks coming from the footsteps of the robed men chasing her. This only fuels her already massive panic, making her trip over the ledge when she finally reaches the top. She falls face down into the snow thats gathered on top of the building. The fall also reminds her that she doesnt really have the strength to keep running. She drags herself across the roof while her soar hands sting from the cold. Her legs feel as if theyre weights attached to her body in a cruel attempt by fate to make her situation even more impossible. When she finally manages to pull herself to the other side of the roof, someone grabs her shoulder and she is shoved into the brick wall. She looks up and sees one of the robed figures leaning over her with a dagger pointing between her eyes. His bright, almost blinding eyes, light up as he starts to speak:
You put up a good fight woman. he begins. I almost feel bad about sending you to the afterlife.
N-no Y-you dont. she stutters aching from the cold and over-exertion.
All too true woman he says as he raises his dagger. I couldnt care less about your pathetic existence!
She closes her eyes while waiting to experience that last painful feeling of her life. But nothing happens. Shes almost too afraid to open her eyes but pushes herself to do it anyway. She sees the four robed figures backing away from her looking into the air just above her. The robed man standing in the back of things reaches into his cowl. But before he can pull out whatever it was he was reaching for, a large chunk of the brick wall is torn loose from the rest of the wall by some invisible force and smashes into him from the side, sending him flying across the roof. The three others now pull out crossbows from their cowls and aim up into the air. The next few moments is just a mish-mash of robed figures flying up into the air, across the rooftops and smashing into each other while blindly firing in all directions with their modernized medieval weapons.
After a short while, there is no fight left in the robed men. They fall onto the roof, no more threatening than the snow which is beginning to cover their unconscious bodies. Elisabeth now wonders if she has, to use a cliché, been tossed out of the fire and into the frying pan. This is either one of Paragon Citys many heroes, or it is something much worse than the robed men chasing now lying unconscious before her. As her heart starts to pound she hears a faint swooshing sound right above her. Another figure now sets foot on the roof just in front of one of the unconscious robed men. As he lands with his back turned to Elisabeth snowflakes dance around him. She observes the possible new threat while trying not to breathe in hope that she wont be noticed. This new character is clad mostly in dark. In something that looks like a baggy form of a jumpsuit. The pant-legs are adorned with a circular pattern and stuffed into the banded boots that come in a dark purple color like his matching wristbands. His hair and bare-skinned hands are as pale as the snowflakes themselves.
The new character leans over the bodies and starts examining them Why are you still here? he asks.
Elisabeth is scared stiff by the fact that hes noticed her and barely manages to raise her voice for a reply A-are you a hero? Sir?
The dark clad character turns around and faces her Im neither of those things.
Elisabeths eyes open as she discovers that her saviour is a woman. A woman with glowing light-blue eyes, a dark mask hiding her lower face and with short white hair hanging down on her pale forehead. She looks almost as eerie as the robed men whod been hounding her all night. Her calm yet determined voice makes her appear less frightening though.
Im so sorry maam. Elisabeth begins. But if you are a hero, I desperately need your help! Please!
The mysterious pale woman looks at her for a while. Elisabeth gets an uneasy feeling looking into her empty light-blue eyes. Alright the dark-clad woman begins Ill hear you out.
Elisabeth starts to cry. At last, someone who will listen to her. Thank you. she whelps while wiping the tears off her eyes with her torn sweater. They have my daughter
Who has? the woman asks.
Them, the Circle of Thorns! The same robed murderers that were chasing me!
Elisabeth can see that shes clearly gotten the attention of her mysterious saviour. She tells her about how the Circle tried to kidnap her daughter earlier tonight. Elisabeths husband, Roy, was killed while trying to stop them. After a few futile attempts get away from the Thorns, they were caught up with. She remembers how they gathered around her husband during his last stand and how they kept stabbing at him with their knives even long after he was dead. She could only watch as her husbands body was cruelly abused and her newly born daughter was carried away. Elisabeth herself managed to pull free from the Thorns and ran off into the night to look for help. After a long and tiresome chase, this rooftop is where she ended up.
The mysterious woman stands silent while listening to Elisabeths story. After Elisabeth has finished talking, she feels uncertain as to how the woman actually wants to help her or not.
Fine the woman finally replies. Ill help you find your daughter.
Elisabeth can hardly believe what shes hearing, after all shes been through tonight, she might finally be able to turn things around. Pain and worry is exchanged for feelings of relief and safety.
The woman bends over one of the Thorns and rips of his cowls. She walks up to Elisabeth and wraps it around her. Im Voidchild by the way. the dark-clad woman clarifies.
Oh, Im so sorry Elisabeth sniffles. Im Elisabeth. In all this excitement, I forgot to ask you for your name. It sounds like a heros name. You sure you arent one?
Im very sure Voidchild whispers to herself with a grievous voice and moves back towards the unconscious Thorns.
She decides not to ask again. Its clear from the sound of Voidchilds voice that shes struck a nerve. It was best not to upset this person. Otherwise she might not get the help she so sorely needed. As she feels her body getting heavier she takes comfort in having such a powerful new ally watching over her. With this Voidchild-character on her side, she has no doubt shell soon see her daughter again.
Elisabeth now also feels her head getting heavier and her body shutting down. It finally gives up from exertion as she travels into the oblivious land of dreams.
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They have something like this planned on my old US server. An IC coalition of heroes that helps contain the chaotic anarchy that Warburg has become. Thusly adapting to in-game events rather than running off to the devs while wailing and complaining.
That's a dynamic environment to me and sounds like something I get on myself. So if there's anything like this planned (and if I ever get my heroes over to Union) then you can count on Voidchild for support and crowd control (appropriately enough, she is also a controller ^^). -
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How did you decide on your villain's name?
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By using CoH-lore and writing short stories for my main. =P My second villain is a composition of short-story-working-over/comic inspiration/tweaking of both these deciding factors.
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Does your villain have a backstory yet? Or will that be coming later?
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All my villains/heroes have complete backstories as I make them, but they also often evolve over time. =)
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How long have you had your character planned?
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My main villain has been in the works for about 1.2 years or so. =P He was constructed very early as I wrote my first few short stories and evolved into an actual project with my next set of short stories. ^^
My secondary has been around for maybe half a year or so, haven't put as much thought into him yet but I expect him to evolve more as I get into playing him. =)
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Was your ideal name available? Or have you had to mangle the spelling?
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My main villain's name was available, I would have been surprised if it wasn't. ;P
My secondary villain's name was not (I wanted "Famine"). But the alternative "Abberation" sufficed well enough. =) -
Well, as of tonight my first two villains (both RP'ed) have been created on Union. ^^ Send a tell to either "Nelson Movian" or "Abberation" if you feel like playing around (and if I'm online of course ;P).
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Fairly new here, trying to get onto Union with some issues surrounding my transfer. =P
However, while this is a good idea if the numbers are really as bad as I hear (haven't checked them out for myself so I can't really say) I don't particulary like centralizing all RP activity into one SG. Smaller SG's means more individuality, more choice and foremost, more immersion. Creating one big SG for the need to make use of Bases feels forced and the it would probably reflect the gameplay.
It does however, bring the problem of base-costs to light and if it's this bad, I doubt that Cryptic will refrain from tweaking the costs. They most certainly need to find some middleground so that both smaller and larger SG's can make use of the terrific base-system.
My suggestion is to hold off on this for a while, CoV has only been out for one day so far. =P And I know for a fact that the prestige influx and base costs were not thoroughly tested in beta. At least not in the US. If things don't change for the better, then I'll be more in favor of this suggestion. But right now, it doesn't strike me as a good idea.
As for the SG-chat issues... With global chat on it's way, such problems will be swiftly eliminated. I know me, my SG and my friends stopped using SG-chat and the regular friends list almost entirely. Global Chat/Friends list is just that handy. =P
EDIT: A quick gander on the US forums would tattle that this is the most common complaint in the Base Construction section. I really doubt they'll keep it as is. Especially with all the good calculations and results players have been presenting both here and on the US forums. Prices are just not feasible as they are. -
Well, I can't speak from experiencing empathy PvP myself. However, I've met groups teamed with empaths and might I add that an empath and a blaster is the worst kind of match-up I've ever faced as a controller. Worst for me that is, before I could even think about wiping out the empath, the throughly buffed blaster had me whacked. XD
I couldn't get to the blaster either, not with the buffs the empath provided. ;P This was one heck of a combinaton and I wasn't the only one having trouble most of the other AT's got their rear-ends handed to them. ;P -
Check the in-game help. It contains a list of which powers can drop toggles.
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Also, the more you control (I think there's two stages of it) the better stuff you get in your temp power store.
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Here's something you might like then:
Positron said:
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We have plans for personal bases (aka Hideouts or Player Apartments) to come in the near future. These won't be PvP playable maps, so there shouldn't be as many restrictions on what you can place where.
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Official thread on the US boards -
((Really good stuff, I'm very impressed. =) Especially with the mood of the pictures. Excellent use of light and shadows. ^^))
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((Good stuff, rest assured Voidchild will be keeping one or two glowing eyes on Master Zaprobo's continued activities.
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