Zamuel

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  1. There's a lot of things I like in this but I'm an oddball who likes seeing lots of fixes and improvements as opposed to being blinded by flash.
  2. Quote:
    Originally Posted by MrCaptainMan View Post
    Pople think if they can't finish a video game, it's the customer's fault not the vendor. It's wrong. Difficulty settings, people. We can scale reward gain, turn off rewards and have everything con grey, then we can ALL experience the story, not just the damn AV-Killers out there.
    Difficulty in itself is it's own rather long discussion. My short comment is that my frustration with the "just allow difficulty settings" argument is that it just increases numbers (enemy brings a bigger hammer) as opposed to altering the scenario itself.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    I disagree. One of the first things I saw when I came out of the Lineage II tutorial way back was the "Newbie Guide" character, and that took me RIGHT out of the experience...
    While I feel that they certainly should aim towards not breaking immersion, I'm perfectly fine with something that's more overt about mechanics if it's actually a good tutorial. Of course, "a good tutorial" is the key part there. It's been pointed out in the past that there's a number of things the game itself doesn't teach you. I'd argue that the various neglected FBSA contacts would be perfect for this blueside since their actual purpose is to work with newer heroes. Something similar could be done redside if handled right.
  4. Quote:
    Originally Posted by Darkonne View Post
    Ugh. I spent an hour trying to rename one of my custom bosses because including the word "Warlord" was beyond the pale.
    You may want to try changing the file name. Yes, for some weird reason it checks that.
  5. Quote:
    Originally Posted by SupaFreak View Post
    May take a while for them to allow the costume in A/E. Not sure the Incarnate armor is even allowed yet.
    Purchased pieces shouldn't have any problems. The problem comes from unlocks (Incarnate pieces) or weird hybrids (IDF). I don't have the Halloween set itself but that's how booster sets in the past have worked.
  6. Quote:
    Originally Posted by Eva Destruction View Post
    Does this Victorian Steampunk belt make my butt look big?
    You say that like it's a bad thing >_>
  7. Pretty sure this is due to the IDF pieces being a special case of both "free" for VIPs yet also purchasable. I have a feeling that if someone purchased the set it would work since booster pack sets work in AE.
  8. If Impervious Skin: Status Resistance or Aegis: Psionic/Status Resistance are slotted into Eclipse will it proc multiple times if it hits a number of enemies? I'm assuming it won't for the Aegis since it's treated as a global but still curious if anyone has tried it.
  9. A "Water" set filled with various pools and fountains. One thing I'm unsure of is how SG packs would be handled. Would it actually be pieces/character items or would it be unlocking the ability to use them?
  10. Quote:
    Originally Posted by Freitag View Post
    Sorry to post again so soon...
    No need to apologize. Not only do we prefer hearing from you guys as opposed to silence, it's one of the best arcs in the system by far.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    I disagree. That kind of dry, disconnected type of justice is very rare among the characters I create, pretty much isolated to the eponymous Samuel Tow, and only because he has a mostly clinical mind. But for most other characters? Yeah, they'd be angry, and rightly so, and to be honest, most of them would punch him.
    Most of my heroes would want to punch him. I don't think most would actually follow through. It's a situation where he needs to be shut up but I'm not sure if getting physical would be quite the right way.
  12. Quote:
    Originally Posted by Eva Destruction View Post
    It's because the new stories aren't engaging. There is too much yakking and people go on text overload. There are too many custom mechanics that put the action on pause for too long and too often. Praetoria had about the right mix of reading and killing stuff, fancy mechanics and straightforward maps full of bad guys, but the starter arcs and the SSAs are more "look what we can do!" than "how can we tell a good story and make it fun to play?"
    I dunno about that. I like some of the new stuff including the SSAs and Sandra Costel's arc. Part of what I was meaning was that if you don't have the star you only get half the story, the average player doesn't know about the Mission tab, and that admittedly most stories work better solo while players like to team. That last part also runs into hivemind/groupthink situations where even if you disagree with a group, you just go with the flow until you lean towards their style of thought.
  13. Well, I'd say that in some ways the devs reap what they sow. At times it seems like more is being done to support bypassing things than being engaged with the overall story. I have to wonder how many new players don't care and how many may have an interest but are caught up in the momentum that causes them to go with the crowd.
  14. Enjoyed the arc, really liked the Numina picture despite some of the oddities in it, and generally liked the enemy power design. I have one complaint and that's the fact that the sensors were automatic based on location rather than using the ones from mayhem missions. I understand why but the other sensor really should be used more.
  15. Quote:
    Originally Posted by Mr_Grey View Post
    I've asked what Blackwell was before. Honestly, I always figured somebody would come along and say that they were a Private Security/Military Company (i.e. mercenaries) acting as a Malta Group front and that the soldiers we keep fighting are actually Blackwell troops.

    Would that have been so hard to do?

    So... That way, instead of saying "You're fighting Malta." they could have said "The operation has Blackwell security, so be careful..."

    But, then again, there's no real concrete explanation of what Blackwell is. It's just a billboard with an ominous, corporate setting sun symbol. I've heard explanations from Private Security to "Think Tank." No missions, no dialogue, no plaques to explain what they are. It's just an omnipresent company with no bearing on the plot.

    Just like Scherazade (though that's supposed to be an homage/shout-out).

    Hmm... *writes down Blackwell for later*

    I was under the impression that Scheherazade within CoH was a clothing store. I say this because for enemies that casually sit on boxes or stand out on the street, it occasionally has the Scheherazade logo and a picture of a dress. Then again, since logo is in the same font as Borders book stores it's possible that it's a department store sells a little of everything (in-game version of Sears perhaps?).
  16. Looking at some things, Galaxy's Last Stand and the two tutorial arcs have a seemingly noble game design goal--teach people but show instead of tell so it feels more immersive. At face value this is good and the concept should be applauded, especially with adding things like voiceovers. The argument is that it didn't actually work since it honestly isn't as overt as it should be and misses out on some of the rather useful pictorial options from Outbreak/Breakout. They actually have an image pointing to a tray with an enhancement the pictures with slotting/combining. While I'll admit that Outbreak had way too much text, what some of it actually was happened to be vital. I find it interesting that the recent Massively article has somewhat similar thoughts to things discussed here.

    Something else of interest is that people pick things up differently. Some people may not need more than a small primer while others may need something more direct. What would be good is if there was a followup tutorial that was a point blank, unashamed, direct tutorial that while possibly immersion breaking it would quite bluntly point things out in simple terms.
  17. Quote:
    Originally Posted by Avatea View Post
    Firefighter Helmet Package



    This pack contains 2 helmets and is available to Male, Female and Huge characters on your account. It can be equipped at any Tailor or Facemaker in-game or during Character creation.

    Market Location: Costumes > Head > Helmets
    80 Points
    While I don't have a character that can immediately wear this, I was wondering when the fire fighter helmet would become available to players. Rather interesting that there's two of them but I guess I'll see when I get in-game.
  18. Quote:
    Originally Posted by NightErrant View Post
    Peacebringer Breakdown
    ...There isn't one. Peacebringers are an inherently malleable archetype. What they can do at any given moment is dependent on who they're teaming with and what form they're in. This is also somewhat of a weakness, as your current powers aren't always what's best for your survival. It takes practice, but you'll figure it out.


    Warshade Breakdown
    Again, Warshades vary too much to be quantified. What you can do is dependent on your form, team, and how many targets around there are to drain buffs off of.
    I still think it would be good to at least outline a breakdown for the forms and something really rough for human. Simply note that what you take will have a massive shift in things.
  19. You do make a good point that the cannon idea may be too complex. Still, the whole point is that whatever the change is needs to make the player feel like they are in charge.
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    Yeah? Well how come Praetorian lowbies are STILL whole leagues nastier than Primal mobs?
    I'm under the impression that they ARE supposed to be harder but the prior amounts were way to much, thus the number of tweaks they've gotten. I don't know the developer's exact intent for low level Praetoria but I'm simply trying to be more accurate on the way they worded that response since I was the one who asked the question and thus was listening closely when it was answered. Also, I'd argue that some enemies require different mindsets but that's several whole arguments for other threads.
  21. I wonder...considering the point made about the set already offering mez protection, should Clarity be changed to this:

    "By bouncing a carefully pitched sound wave off an ally's ear drum, you can free him from any disorient, hold, sleep, confusion, fear, and immobilize effects, and leave him resistant to such effects for a good while. Protection will improve with multiple applications and as you advance in level. The soothing tone also provides your ally with enhanced perception, greater accuracy, and helps protect him from recharge debuffs."
    • Accepts endurance, range, recharge, tohit enhancements and Tohit IOs
    • 60s recharge
    • 10.4 endurance
    • -12.975 Sleep for 90s If NOT on a PvP map [Non-resistable]
    • -6.4875 Stun, Immobilize, Held, Confused, Terrorized for 30s If NOT on a PvP map [Non-resistable]
    • RES(Sleep) +216.25% for 90s If NOT on a PvP map [Non-resistable]
    • RES(Stun, Immobilize, Held, Confused, Terrorized) +129.75% for 90s If on a PvP map [Non-resistable]
    • RES(Sleep) +346% for 90s If on a PvP map [Non-resistable]
    • RES(PerceptionRadius) +108.125% for 90s [Non-resistable]
    • +1.081 PerceptionRadius for 90s [Non-resistable]
    • ToHit +18.75% for 90s [Non-resistable] Effect does not stack from same caster
    • DEF(Psionic) +15% for 90s [Non-resistable] Effect does not stack from same caster
    • RES(Psionic) +15% for 90s [Non-resistable] Effect does not stack from same caster
    • RES(RechargeTime) +20% for 90s [Ignores Enhancements & Buffs] [Non-resistable] Effect does not stack from same caster

    The thought process is to retain yet weaken the Clear Mind aspects while focusing more on the other parts of the concept of "clarity" by buffing tohit and protecting against psi.

    Pretty sure others can point out errors in my numbers.
  22. Quote:
    Originally Posted by Von Krieger View Post
    The Praetorian enemies are going to be adjusted to have their difficulty toned down, as they have too many attacks compared to other mobs of a similar level in the game.
    A bit of a correction here. The question was about what goes into adjusting enemy powers considering player powers get adjustments over time. It's generally datamining and low level Praetorians were used as the example since they have been weakened a bit to put them more in line with other low level enemies.
  23. I really feel that gameboy1234 has a good point concerning the need for more info outside the tutorial for those who want it. That has sizable merit and probably needs a full thread on its own.

    Getting back to the idea of upgrading Galaxy's Last Stand, here's my ideas:

    Make the map 3 times larger. Technically it would be making it twice as long with extra width but the net result would be 3X size. I think this is the one with the most merit since it covers multiple problems at the same time. It's less claustrophobic since it's literally larger, same with it feeling like it rushes you along since there's just more room. Geography can be altered so that it feels more like Galaxy City, a complaint I remember from open beta. Each individual set piece gets a chance to feel stronger since they get to stand out more. With that, your contribution feels stronger since it more genuinely feels like a section of the city isn't being covered as opposed to BAB and Sister Psyche being right there. Maybe even give them a bunch of speech options to reflect that.



    Add a completely optional side area with a mini alignment objective. Your actions and inaction should be shown to matter and there should be more examples of what the meteor invasion causes. While it's a stated goal to reduce low level instances, phasing tech and creative map tricks introduced in I21 have shown ways to do instance styled missions without actual instances. Have a small side path that leads to a storefront with a prompt to either search for survivors or loot for supplies. The survivor option has you clear some debris (destructable object introduction) and meet generic injured civilian. Lead them to a small area with Flower Knight waiting where she says she should be able to get them out while you take on more Shivans. The looting option is more simple with just clearing debris and clicking a glowy but you'd be accompanied by Operative Jenkins who would joke about all the poor saps he passed to get to the goods. While neither action would officially affect alignment, they would help shape the player's experience. Plus, it would be fully optional so those who want to speed through the tutorial still can. I think this is the least important of the three ideas but it would still have an impact.



    Replace the Vanguard airstrikes with a player manned laser cannon. The airstrikes take the final fight's control out of the player's hands but there does need to be a way to speed it up if someone is solo. A slowly charging cannon suits this purpose and should fit the goal of keeping the tutorial action packed. I was originally going to say it should be a Vanguard member watching over the cannon as it recharges but instead I think it should be Crey. Not only is this another way to give a shoutout to the original tutorial, it also is a starting move towards making them look good so the reveal of their evil in the late game has more weight. The cannon itself would do roughly 1/5 of the Giant Shivan's health per shot and would be activated like a simple glowie. The timer could be sped up slightly by using buffs/healing. This would be a rather overt way of throwing a bone to support classes due to the loss of the original instanced missions with Flower Knight/Operative Jenkins. It would also be a good way to subconsciously promote the value of buffs/debuffs.
  24. Quote:
    Originally Posted by Techbot Alpha View Post
    There needs to be more 'punch them in the face' options.

    Like with a tip mission red side featuring Bocor. You ahve two options;

    1) Point out that you just slaughtered an entire army of ghosts and demons to get here, are still alive and have barely broken a sweat. And he, right now, is in YOUR way...

    He pauses, ums a bit and then shuffles out of your way, like a good whipped dog. That suited my first character so damn well.

    OR

    2) Punch him in the face so hard his Voodun ancestors feel it.

    Which my other character did. Bocor crumpled like a damp cardboard box. And damn that was satisfying too.
    It's weird that I really like Bocor's wordy and eloquent style of speech. *shrug*

    Quote:
    Originally Posted by EvilGeko View Post
    I had no such desire. I found Aaron to be a rather sad character. Filled with false justifications for his horrific acts. Punching him in the face, doing some other random act of violence to him, is just feeding in to his worldview.

    It's harder, but ultimately the heroic thing to treat him well, give him over to the authorities and walk away. I always respect when Police Officers treat suspects like human beings and I expect nothing less of 'heroes'.
    I...actually find myself agreeing with Gecko. While it seems like he may deserve being slapped around for his audacity, any act of violence upon him is a situation of him being right which is the absolute last thing you want.