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Posts
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Quote:The guy in a robotic suit could be Natural or Technology; the implication of being Technology (from Positron's comments in the Origins of Power arc) are that you built the suit yourself, while for Natural it's gear you acquired. You could equally argue that someone in a magic suit of armor was Natural.This is one of the reasons I dislike the Magic Origin. I really don't get why it's all lumped into one origin while there are 4 "Scientific" origins. Why is the guy in a magic suite of armor the same as a highly trained Mage but a guy in a robotic suite gets a separate origin from a highly trained Soldier?
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Quote:The problem with making the south part an air/space port is that if you look at the city map, there's an east/west waterway between the north end of Steel and the south end of Boomtown... and you can't just pave that over, because that leads to the big lock at the northeast corner of IP, being how the ships get into the harbor. Pave it over and IP dies.A couple years back I mentioned I'd like to see Baumton revitalized. Now that we've seen Faultline get the make-over, I think people can more fully appreciate what i was talking about back then. I'd basically divide Boomtown into 5 parts. Keep the back unreclaimed with the usual critters there. Off to the west, have suburban neighborhoods, like we see in Praetoria, where the workers in the area live, full of "starter homes." In the east have the train station hub for all the trains in Paragon. There could be some very cool missions here. (A mission *on* a train!) Just south of that, an airport/spaceport... for the inevitable launch to the Moon Zone.
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Confusing Sky Raider Engineers is always good for some extra Defense... at least until the Engineer goes down, at which point the FFG they dropped appears to go autistic and doesn't buff anyone but itself.
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Quote:Not at the end of the mission, but at the point where the Federation achieved its goal of an ordered society. At that point, there would be no more need for people like him, and they would be eliminated. Sort of a pro-active version of Moses getting to see but not enter the Promised Land.Take, for example, the unnamed villain of the movie Serenity. He explicitly and literally states that he is aware that he is a monster. He states that there is "no room for him" in the world he is helping to create. In other words, he fully expects to be rejected by society. (Did anyone else interpret that speech to be his stating that he plans to be killed at the end of his mission?)
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If it has awareness, it's 'alive' under an operative definition of the term, whether or not it's organic, so 'killing' would still be appropriate.
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Quote:No, no, no... The primary purpose of cleavage is to store your ammo for quick reloading, as this video compilation clearly shows.This is one of the purposes that cleavage is used for - to safely catch bullets that might normally bounce off your chest and harm someone.
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I think 'aka' ('scarlet', 'red', 'bloody') would work better, giving you 'akakaze', although 'bloody wind' might give you a different connotation than 'wind of blood'...
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After having blown half my inspiration tray taking out James Noble -- being able to use Domination to keep him held long enough to take him down -- I wasn't interested in starting over again. After cruising around the whole map a couple times with the custom targeting macro pinging, I just said 'swive this' and exited to autocomplete it.
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Quote:That's a great deal more stylized than is useful. And remember that the caves in CoX are _abandoned mines, which look more like this:Considering real mines tend to look more like this: (image elided)
or this:
Or this mine (too big to include here)
Or this (Lulu tunnel of the Lone Jack mine near Mount Baker):
Or this (the entrance to a mine tunnel of the Clifton Iron Mine in the Adirondacks):
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Quote:From what I have gathered from talking to the devs at cons, the tool that they use to assemble tiles into a map isn't ready for the late, late, late timeslot when everyone else is sleeping, much less prime time; they can stick the tiles together, but then have to do a gruntload of editing at the 3D editor level to make sure that all the edges line up right. If you've ever been on a mission map and run into the 'black wall' bug between sections of the map, that's where they didn't get adjacent tiles lined up just right. And if the devs can't do it reliably with all the tools they have, what kind of utter fewmets do you think that the average CoX player will produce with some cobbled-together map tool?2. TRUE PLAYER CREATED CONTENT. Tell me what practicle reason do we have for not being able to build our own maps for AE? The exp gain is already poor enough as is and people will ALWAYS FIND A WAY TO FARM. This may help farming but it will also go a long way in making AE a much better experiences. I mean just use base building as a template and let it roll!
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Quote:There's no reason why there can't be alternate dimensions 'close' enough to the Rikti that they are for all intents and purposes identical to 'our' Rikti, or a demonic dimension almost indistinguishable from our Infernal's home dimension, where he escaped to Praetoria instead of Primal Earth.I'm not questioning the possibilities merely the canon they have put out. Rikti are just "Rikti" they aren't native of Primal Earth they came here because Nemesis tricked them into attacking us, so if Rikti were on Praetorian Earth they would be the same Rikti. There aren't Primal Earth Rikti or Praetorian Earth Rikti, just Rikti. If they wanna stick to that canon then there shouldnt be a Primal Infernal and a Praetorian Infernal, since he isn't a native to either dimension.
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Quote:I never understood why MA missions awarded inf. From the way it was described, inf represented your ability to get others to supply you with things, either from fear (infamy), appreciation (influence), or in exchange for data (information). I can understand MA missions awarding experience; you're in an apparently-real VR simulation, and defeating opponents, even electronic ones, teaches you how to use your powers more effectively. Tickets are the MA's internal reward system. But I fail to see how electronically crawling up your navel is going to do anything to change your reputation outside the MA.People were going to exploit MA. Prior to it going live, I flat out said that it would be used for primarily power leveling and farming, and the majority of the missions would be trash. I was told by several posters, "I have better faith in humaity than that, you can't know what's going to happen." and "Some of the best games out there thrive on player generated content. Look at the mods made for Neverwinter Nights." Others were mentioned of course. I do not want to sound like a hypocrite, but the MA was a bad idea from the start. Sure, I made a mission, and I am working on my other two slots. I am also a very story driven person and am working on actually making a story.
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Quote:Last city, perhaps, but as for the ships and planes having anywhere to go, besides doing exploration, you're missing a fundamental issue with Praetoria -- where does the food come from? There has to be a significant acreage devoted to food production even with carniculture and hydroponics, and we don't see that in Praetoria; it has to be somewhere else.As UberRod pointed out in a previous post, I think it's important to remember Praetoria is a city that has been under seige for many years, and may be the last remaining Human city on the Earth (which begs the question of if the ships in the docks or the planes at the airport have any place to go).
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Hit them with Speed Boost and Increase Density, and the pet disappears entirely inside an eye-searing glow...
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And back again; the elevator there is hero-only both ways. If you get ported down, the only way to get back on your own is to use one of the teleport special powers -- Pocket D Gold Card, Ouroboros Portal, base teleporter, or mission teleporter. I haven't tried the last one yet, but the other three blow away your accumulated tips. Which seems to me to be broken, at least for going to Pocket D. Leaving Pocket D to either side I can see blowing away your tips for the other side, but not going there, nor exiting to the same side you earned the tips on.
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There is a fundamental inequity between redside and blueside SGs.
Heroes who go Vigilante can explore redside, get all the redside exploration badges and zone accolades, and earn all the redside beacon badges for their SG.
Villains who go Rogue can explore blueside, get all the blueside exploration badges except one, and are thereby prevented from earning all the zone accolades and blueside beacon badges for their SG.
The "Edge of Chaos" exploration badge in Atlas Park is down the heroes-only elevator in the D.A.T.A. office in City Hall. Neither villains nor rogues can reach the badge, which prevents Vigilantes from earning the exploration accolade for Atlas Park and the SG beacon badge. For equity, either the badge should be moved to the top of the elevator or a barrier put across the entry to the portal chamber itself that bars vigilantes and the restriction taken off the elevator. -
I was in Vons recently doing some shopping, and discovered that Vons/Safeway had a product line of beverages -- originally bottled water, as I discovered on researching it, but recently extended to sodas -- that looks to have been the inspiration for the drink you see advertised all over Praetoria:
In case you can't make out the brand name:
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Quote:"It was the best of times, it was the worst of times."One more thing, this time about the Rikti.
Is the Rikti written language all weird runes and crap, or do they write similar to how they speak, with like a billion colons everywhere? If the former, why? They had a perfectly good language to begin with (possibly many). They probably changed it just so they could seem more like authentic aliens.
If the latter, I bet Rikti books are annoying to read.
"Present: Zenith: Rikti Civilization. Simultaneously: Nadir."
Go ahead and guess what book that is.
The way that the Rikti language translates suggests that it is agglutinative, like the Native American languages Nahuatl, Quechua, Tz'utujil, Kaqchikel, Cha'palaachi and K'iche, where one word can contain enough morphemes to convey the meaning of what would be a complex sentence in other languages. I can readily see where a term-to-term translator could break up otherwise coherent speech into disjoint units -- for example, the Finnish word epäjärjestelmällisyys, which can be broken up morphologically to negative-"logos"-causative-frequentative-nominalizer-adessive-"related to"-"property", meaning "the property of being unsystematic", could be translated by a mechanism that did not properly convert to English sentence structure as "property: unsystematic".
Even purely human languages can have their oddities. If you wanted to tell someone "I spent the afternoon with a neighbor" in German or French, you would be forced to specify whether the neighbor was male or female, even if it wasn't relevant, because those languages do not have a gender-neutral word for 'neighbor'. When giving directions, you can say "Go straight ahead four blocks, turn left, go six blocks, turn right, and go two more blocks" or you can say "Go north four blocks, then west for blocks, then north two blocks". But in a remote Australian aboriginal tongue, Guugu Yimithirr, from north Queensland, there are no 'relative' or 'egocentric' (i.e., based around your perception) directions; they're all absolute by compass direction -- you would ask someone to move over on a bench by asking them to "shift a bit to the east", or refer to having left something in your house "on the western edge of the southern table in the eastmost room". The Matses language in Peru requires the speaker to specify precisely how they know any fact they report -- from personal experience, inference, conjecture, hearsay, etc., and if a statement is reported with the incorrect 'evidentiality', it is considered to be a lie. If you asked a Matses man how many wives he had, and he couldn't see them, he would tell you "I had two the last time I checked", because either or both might have run off or died since he last saw them, even if it was only a few minutes ago. -
Quote:Or the first syllable getting elided more, producing 'Tsar' ('Царь') in Russian.Since Caesar keeps coming up in this thread, it provides an interesting case study. In Ancient Latin, the C was pronounced as K, so they would say: KEYE - sahr. That pronounciation moved into the Germanic language (Holy Roman Empire, anyone?) and became the German Kaiser. You all remember Kaiser Wilhelm of WWI, right?
Probably the same reason why I keep pronouncing the position as 'PRAY-uh-tor' -- its improper use on TV or in movies. -
Quote:If you don't want to drag it into a tray, just type '/powexec_name Ghoul Costume' to turn it on or off.Anyone know how to bring up the Ghoul costume? I applied the code but I don't see the option at the tailor under costume sets.....Am I perhaps doing something wrong? It's my first time trying a costume code out, so I may be going about this wrong. Any help/advice is greatly appreciated.
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Quote:Unfortunately, the way that the leg animations are handled in CoH pretty much force this; monstrous legs still only have a knee joint; none of the animations flex the 'ankle at all' -- the lower leg is treated like a rigid 'L'-shaped limb section. And, unfortunately, fixing it properly would require a complete second set of animations for characters with Monstrous legs (unless, as has been suggested by others, it proves possible to separate upper-body and lower-body animations.It's a geo issue of course. That extra leg bend has to go somewhere when the crouch happens. Not sure if it's possible to detect monstrous legs + crouch and then play an alternate animation, but I'll look into it. This is an edge case though, so it may not rise to the top of the priority list.