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So in short, could you do us a favor and differentiate between things that are guesses and things that are not when you're posting? I think that most of us like to know what you're working on, even without dates. Just let us know what is set and what isn't.
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No problem. From here on every single thing I mention is just a rough guess. My discussion of features and their potential release are, at best, internal goals.
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Fear me for I can read Statesman's mind! -
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So in short, could you do us a favor and differentiate between things that are guesses and things that are not when you're posting? I think that most of us like to know what you're working on, even without dates. Just let us know what is set and what isn't.
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This is easy: *NONE* of it is set in stone....ever. Even when it gets put on the Live servers, it *still* isn't set in stone. Things change all of the time....every update changes something. A lot of powers from release aren't quite what they are now.
It only gets changed from a guess to "this is what it currently is" when it's on Live. Anything said, hinted at, demo'd, screenshot'd, or put in big flashy colors is an idea that could come to the players at some point, maybe.
Take it all for what it is; a guess with no concrete date, plan, or form. -
Any level past 20 is fine to unlock the cape mission....BUT you have to have an empty mission slot available. If you already have 3 missions in your que (including completed missions but haven't talked to the contact for them yet) then you cannot get the cape mission.
Clear up a mission slot (can only have 3 at any time) and then talk to the city rep. You should be good to go then.
And the first contact was in Galaxy City near the Tram for the 8 times I've done this mission. Anyone else had differently? -
Statesman,
Thank you for posting the reasoning you had for increasing the bosses and hopefully you will look into the issues you said you would about the multiple bosses (happens a lot in Malta missions).
But, and I'm fairly sure I'm not alone in this, you seem very adamant about *not* answering the true burning question out there:
Why was the "boss change" included *with* the optional difficulty slider?
I fail to see how the difficulty slider, when ramped up by the individual, couldn't cover the difficulty for that individual, or the team he is with.
Reverting the "boss change", maybe increasing the slider to the 3rd notch spawns more bosses in the mission (+1 to +2)? For solo play, that has got to be challenging enough for most ATs who solo. When that hero has to/wants to team, that 3rd notch spawns even more bosses.
The boss change affects street groups as well as missions. If a hero wasn't being challenged with the mobs he was finding on the street, he'd go find higher level groups....that is an "on the fly" difficulty slider.
I'm just perplexed why both changes were introduced, one being mandated, the other optional. With no ability to lower the difficulty by one, that optional ability seems like a token feature. -
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Since people want more explanation on the Boss changes, I'll post something in a new thread in the Dev Corner...hopefully today. Otherwise sometime this week.
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Please for the love of everything you might believe in, do *not* resort to an explanation anywhere *near* similiar to the idea of 3 white minions = 1 hero foolery.
If that idea hasn't been decimated by logic, reasoning, and common sense by now, there is no hope for humanity. -
Am I the only one thinking #5 wasn't answered very well?
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Since 11/19ish?
Ugh, someone else can do that math. -
I think any and all time frames stated in this thread need to be re-thought.
There isn't even a guarantee that they are making CoV
Until there is a beta, CoV is a wish for some people. Even when a beta starts, there is no guarantee that there will be a retail game, much less a time frame for a retail release date.
Just keep it in the back of your minds that any date is wrong (even if from a RedName) for the time being, and CoV is maybe, hopefully being thought up and worked on. That's all there is to think about.
I'm glad I could help clear up that quandary. -
It's not a problem of character length or spacing that I can tell.
It's not so much as a changing of binds for character, but I add/edit the actual text files that I have saved on my computer by hand. I then load the bind file named after the hero once I log on (by /bind_load_file), or while still playing that character.
It would save me a few keystrokes if the above bind would work, once already stored, allowing me to append the changes I made to what is already stored on the server. -
My turn, my turn!
This idea was kicked around long ago, but either it never worked or I just could never get it to work.
Could one load a bind file named "heroname.txt" or "heroname" (still a text file but without the extension) with the $name command? (or is $$name? I forget)
Examples that don't work:
/bind x "c:\$name"
/bind x "c:\$name.txt"
The idea is that pressing X, depending on the hero you are on ($name), would automatically load that hero's bind file. -
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SHould you be able to solo everything. No. Get over it.
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Bam! 5 stars for you.
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Where's the clarifier? Solo what? No not everything.....point out any instance of *anyone* saying they should solo everything with any AT?
Yet another blanket statement that is 100% wrong. -
See Sig.
We've had this discussion many times (and quite a few very recently).
This new statement will hopefully be clarified. But it is just a mutation of the long quoted "3 white minions = 1 hero".
With the changes (which *still* haven't been done) to Test regarding minions and LTs, the plan is to leave Bosses, AVs, and Monsters in the "buffed" state. A boss, on live, is challenging to all (challenging includes difficulty and/or time to kill) except to most scrappers and quite a few blasters. Different levels and the inclusion of pets will change that for other ATs.
People *have* to understand that some ATs will be better at certain things and *should* be able to "[Censored]pwn" bosses ON THEIR OWN. Occasionally, this will include the same treatment for a couple of AVs (but not many). Buffing HP, regen, or damage on Bosses, just about guaranteeing that all ATs at any level need a team to take out a boss, is a weak and lazy approach. It hurts way more than anything. 1 boss *should* be basically on par with 1 hero (for most ATs). Some ATs, depending on skill of the player, will need help for that 1 boss. I think that balance is just about there like it is currently on Live.
Soloing AVs and Monsters is a *programming AI* problem....buffing HP, damage, or regen is the easy way out. Better AI and tactics would just about eliminate all ATs from soloing *any* AV or monster. AVs and monsters *should* need multiple heroes tackling the beasts. But drawn out fights because of huge HP and insane regen rates is not the answer. -
I've had this happen as well. You'll probably get another way out in the boonies as well soon. For some reason, the missions that spawn in the Hollows (but from contacts in other zones) are far far away from either entrance in the Hollows. The missions that spawn in the Hollows from Hollows contacts don't seem to be as bad.
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Worst. Interview. Ever.
Cryptic really needs to proof read these things before letting someone post them. -
Hear hear for the pisspoor damage update!
There really is no point in even discussing changing AT roles in the game. That would be a totally different game. That just isn't going to happen. If you ask me, Tankers and Scrappers should have been one AT with the ability to make yourself more defensive, or more offensive or blend the two. But that's me.
The HP/Damage increase needs to be dropped and something else put in place, or my idea from above should be tweaked and implemented -
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*Posted in Positron's thread about the Difficulty slider*
Here's a random thought (pardons if it has been mentioned):
Is it possible to raise the HP/Exp/Damage of minions on the streets *only* while leaving mobs in missions as they currently are?
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I disagree completely. Street mobs are perfect as they are. If they are too easy for you go to a hazard zone. Street mobs can't just be for teams and power solo builds. Any build should be able to take down smaller street mobs.
Now if you are one of the people going through Steel Canyon with a 6-8 person team, I can understand why you think the mobs are too easy, but that is not how the game is designed to be played. City zones are intended for 1-3 character teams, beyond that you are expected to go to a Hazard zone.
The current system works just fine. If you need harder fights go on a mission with your slider all the way up.
Actually the slider will make the team leader's job a lot harder. Up till now you judged which missions were good for your team by the character's level and the relative level of your team. Usually only taking missions from highest level players. Now if you take a mission from the highest level player if he has slider all the way up your team may not have a chance, but if slider is down all the way it may be too easy.
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You do realize that currently on TEST, *all* mobs starting at level 25(?) are increased in HP and Damage? This includes street settings as well as missions. The difficulty "slider" only allows you to increase mob level/amount which includes the increased HP/DMG....there is nothing to allow an "Issue 2" difficulty.
My idea would keep the status quo as of right now in missions only and have the devs increase the difficulty of spawns out in the world (which they already seem intent on doing). And it works in tandem with their version of a slider because you could still increase the difficulty of missions by ramping it up with more mobs/higher level mobs. -
That's the rub. Would probably have to tweak the color con system somehow to allow this so you can have 2 different sets of the same mob.
Ambushes would have to be considered "mission based" mobs and not "street based" mobs as well.
The rest is left up to the players realizing this. And of course, this shouldn't really take affect for mobs under whatever level the actual change is supposed to affect. -
That's why I have the comment about the story-driven reason for this change. There has to be a distinction somewhere; either same color mobs have differen't attributes between the streets and missions, or street mobs will have to have different colors than mission mobs.
I feel the story-driven aspect is an easy compromise that fits in well. -
*Posted in Positron's thread about the Difficulty slider*
Here's a random thought (pardons if it has been mentioned):
Is it possible to raise the HP/Exp/Damage of minions on the streets *only* while leaving mobs in missions as they currently are?
With the current implementation of this "slider", my idea would work. People can amp up the difficulty in the mission based on the supposed "easiness" if they desire (based on current mob difficulty), there would be NO CHANGE for any AT currently having trouble with missions (since the Devs seem opposed to the CHOICE of slightly easier), and only street sweeping (which should be harder due to the larger mob groups) would actually require tactics and the occasional grouping for some players.
Would require the players to realize this difference, and play as needed with that knowledge. Can even be incorporated story-wise by explaining the differences as something along the lines of: While outside, mobs must be more vigilant (stronger) in fighting off heroes and opposing factions but while inside, they feel more secure and are caught off guard by the invading hereoes?
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There's a bug on some of the badges where the bar doesn't always update. This usually occurs on badges where more than one enemy type will work (embalmed cadavers and embalmed abominations are two types technically). The defeats count but the bar isn't udpating properly to reflect this. You will still get the badge when you are supposed to (some have had the bar as low as 1/3 full when getting the badge).
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Regarding the embalmed ones. Level 33 character had the description show up, but no progress bar for attacking abominations. Decided to go into the sewers and go after the cadavers down there. First one resulted in the bar showing. Am now about 75% down with that bar going after the cadavers...I know I had defeated easily 50 abominations before that bar ever showed. Those abominations just simply didn't count for anything for me on this guy. Either you have to have at least the bar showing before either mob would count, or abominations just don't count in general? -
Yep, that's where I was. Ran all over that dome. Maybe I wasn't *low* enough on the dome? I'll try again when I can. If someone has a pic of it's actual location in regard to the dome, that would clear it up for me
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Terra Volta - Meltdown - On Reactor One 1122.4,727.3,-3077.1
Is this correct? I ran all over that big dome roof, and never got the badge (nor saw the beacon). Is it up higher on an actual smoke stack? There are 3 skinny ones inbetween the two big honking ones (can you even get that high to get on top of those?) and the dome roof infront of the 3 skinny ones also inbetween the 2 big tall stacks.
Where did I go wrong? -
I say very late Wednesay, the 15th.
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Just curious, but the list I have has "Unveiler" for Nemesis and "Legionnaire" for Warriors. Is this correct?
The picture I have associated with those two seem swapped. Legionnaire would make more sense for Nemesis guys (and the picture is of a trojan-looking headdress).
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Warriors are based on old roman/greek culture so Legionaire fits them much better than it does Nemesis who is using plans within plans and is generally much more devious than most of the other factions, thus you Unveil his hidden plans.
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True. I was mainly basing it on game looks. Makes sense the way you put it.