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Posts
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Joined
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Quote:And let's not forget that to melee anybody trying to run away, you had to run PAST them and punch them from in front, like a man!Lets see, in my day...
- Katana was a carbon copy of Broadsword.
- You couldn't skip the tutorial.
- when the first couple of people on the server hit 14 and could fly we all stopped and watched in awe.
- Debt was a SERIOUS problem that you tried like hell to avoid.
- There was none of this combining of inspirations crap.
- There WAS no pocket D, and most of the RP'ing happened out in the open or in the park in southern Galaxy.
- You couldn't be a real villain, but there were SG's made up of villain wannabes
- There was no Hollows. Just Kings or Perez.
- Street sweeping in Boomtown was a great way to get from lvl 11 to lvl 14 for your travel power.
- We still thought Statesman was a pretty OK guy.
- And Regen scrappers were GODS.
And we had a Grammar Patrol on Triumph, and they taught the kids how to type properly!
And nobody had capes! Nobody! Our bare backs were cold and there wasn't even so much as a fiery aura to warm us!
And if you wanted to get the most out of your attacks, it was 1 Accuracy and 5 Damage! No questions! -
I wanted to derail the derailment of the argument in this thread - but it seems red alert swine flu does my job nicely - at any rate, I had a blast meeting everyone at Elephant & Castle and talking to the folks who have my dream jobs. Avatea, Mod 8 and Hero 1 were all incredibly awesome to talk to (and I'm sure the others were but I didn't get a chance to jump to their tables during all the chitchat) - and the panel was hilarious; I can't wait to see what comes of it!
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I still can't get this thing going - is there anything that need be done differently if my folder is in Program Files(x86)? It's the only difference I can think of between what's shown in this thread and what I have.
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Ouch, then. That's gonna hurt the pocketbook heading on through the 30's. Even with plain old SO sales, it's important to have what little extra leverage you can get - let alone the extra opportunity for rarer/more demanded recipe/salvage drops during that timeframe.
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I can't remember if it's been discussed before, but does Double XP also bring with it double rewards? With the way loot affects general character wealth, I'd hate to think we'd be spawning the second generation of WL babies with tons of levels but horribly broke in comparison.
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Instead we are looking into other options to get you the Pool B choice so level 50s don't feel gimped.
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Now, here's a crazy, wild idea, and it may in fact have never been thought of before. It's just insane.
But you know, the people who never did the story arcs with their characters can't go back and do them one way or the other, and I'm thinking that when I9 hits, they're maybe going to have to live with the possibility that they'll have to get certain recipe drops from Wentworth's.
However, people did do story arcs prior to I9. Those people not only can't go back to do them again for the drop rewards, but also happen to have a record of having done said arcs. A long standing record, that up till now has harbored no useful purpose but to recap the arcs on which they've gone.
That's right; I'm talking about Souvenirs.
Now -- and bear with me here, like I said, crazy talkin' -- it would seem to me, that if you have the Souvenir for a particular arc, you should still be able to be rewarded for having done it in terms of getting a drop. So, I wonder if it would be possible, given the methods by which drops can be earned, if there could be a high-level group of enemies, or a repeatable mission, wherein defeation or completion could be rewarded by the possibility of a drop corresponding to any arc for which you have the Souvenir on your person?
I know. Insane, right?
Just a thought. -
I think a good alternative (though it may be harder to push through the art department than I imagine) to the whistling would be if your character popped out a cell phone and called your thugs in.
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Everything in this issue will be "reasonably priced". It doesn't make sense for us to set out to help small supergroups and then charge large supergroup Prestige for the items.
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Well, riddle me this, Posiman, what exactly will happen to things in storage items if the item in question is removed to use the Prestige for something else? My SG has a habit of (since it can't afford SQUAT, thanks a bunch there) building and unbuilding parts that we need in exchange for other parts that we don't. If we find ourselves in need of something like an empowerment station more than we need our storage bins, but for whatever reason nobody can take what's in them, and it gets deleted, what happens to the stored gear?
I'm just hypothesizing, obviously, but better to solve now than when an SG accidentally removes their storage and lose 14 Hami-O's. -
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The the question at hand, do we look at it from a defender's perspective (no, or minimal, opportunity to react) or the attacker's perspective.
Quason - by State's definition, would a defender TP'd into a group of 3 blasters, all of whom hit their nukes, apply? What about stacked burn patches with Caltrops? To go back to the example of Caltrops + mines, what if each power was dropped by a different attacker?
I'm not trying to be difficult, just probing the boundaries as far as possible now, rather than later.
Personally, I don't think it's possible to completely eliminate all scenarios where a defender is defeated without a chance to react. I think what is possible is the elimination of the defeat by a single attack.
Stacking multiple attacks is going to be nigh-impossible to block, and I think it should be allowed. It takes multiple powers, some basic tactics and, most importantly, time.
-- Warmaster
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This brings up another good point, and what I think may be the answer to what exactly we're trying to solve here. An Assassin Strike that kills a foe in one hit is a little over the top, because it's one hit from one enemy. The risk, however, is that either the victim has the opportunity to see it coming with +Perception, or the AS has the chance to miss, exposing and making vulnerable (and weak) the Stalker in question. The risk in this scenario = the reward, which is a one-hit kill, PROVIDED that the maximum Perception bonus can see over the maximum Hide/Stealth one can have. (I can't remember which maximum can be higher.) If the maximum Hide/Stealth is higher, then that would be unfair, because potentially anybody could be one-shotted and there's nothing that could be done about it.
However, in the scenario featuring multiple attacks combined by one set of Caltrops and a TP Foe, to the people saying that still counts as a one-shot, let me ask you this:
Have you ever taken an alpha strike from a mob of difficult foes in PvE and fallen from it? I would wager many of us have at one point or another. It's no different. The only main difference is the intrusive nature of TP Foe. To rectify, I suggest maybe providing more than two powers with TP resistance, and making it available to more people.
As to the Assassin Strike situation, I suggest this: If it is feasible given the code within the game, make Perception include a miniscule -Resistance to attacks made from a Hidden position. The more +Perception you have upon you, the more of a -Resistance debuff you get to Hidden attacks. The reason being - if you can see it coming... do something about it. Then, and here's the key element to this - make the damage from a hidden AS do just enough to leave a base-resistance player with a sliver of health, when slotted fully with Damage. (meaning 6 +3 SO's of damage leaves a player with no +Resistance sitting on nearly no health remaining) This way, if you can't avoid an AS you can SEE, you DIE from it. If you can't see the AS coming, you still have a chance to retaliate.
Win. Win. Scenario. -
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The problem with off-line characters being present in the base is what happens if the base is raided (by players or possibly PvE, who knows)? Do you really want to come back on and find out your hero was defeated while you were away?
Servants on the other hand is an interesting idea.
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I loved the idea of having SG members in NPC form hanging around the base before bases were even in Beta. Now that I know how the building portion of it works, I wonder how we could fenagle in having our crew stand around all day... I mean, where do they go if someone starts editing the base?
And, as the Lord of things Reclusive has pointed out, what to do with them when enemy SG's come a-knockin'?
I had an idea for this back then that would work in both of these situations.
Make them leave. Have them say any number of things from "I need to man the outer perimeter" or "Let me get on out of the way, I'm not ready". But then they do the NPC vanish.
As far as my ideas for this particular feature, I'd really like to see a personal preference section in the SG menus somewhere, so you can set if you'd like to recline on any available furniture, or if you'd be near an entertainment piece, or if you'd be near one of the control panels pressing buttons. Something simple, yet effective. -
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Yes...
BUT not right away. As soon as we get newspaper tech in, we'll get the mission completion sharing in...
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Am I the only one who finds that terminology to be the best oxymoron ever? -
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Bug: Hurricane, when used to push an enemy who is under the effects of a hold by another player, sometimes pulls or pushes the enemy in a different direction than intended. (Theory: Hurricane repels enemies Immobilized by another player as if that other player (caster of the Immob) were the origin of the Hurricane.)
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I have a Mind/FF at 50, who spent over half the way there accompanying a Broad/Regen and an Ice/Emp. I've found that whenever a target is held, my Telekinesis (a power which pushes things away from me, picking more up as the anchor floats along) will cause them to float AT me instead of away. It only affects held or immobilized foes, however, leading me to believe that it's a math thing to do with the internal numbers. (My theory -- Hold or Immob means that some movement value is set to a permanent 0 for the duration, and TK attempts to subtract or add to the value in a certain direction... the overlapping effects cause a negative trajectory value, and sends the foe my way.)
This is probably what's happening with Hurricane.
(P.S. I just realized that for whatever reason, this does not occur to my Controller if HE is the one who holds the villains first. Only when someone else adds their holds in do they start sliding towards my TK.) -
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I would love to see more "alternate" methods to completing missions (and still get credited with the AV's defeat) without having to resort to a slugfest. Who knows... maybe a dev may read these ideas and incorporate them into the game someday...
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I couldn't agree more, and not just for AV missions.
I happen to like Controlling more than anything else, but when my blaster, scrapper, and tanker friends all outlevel me because they can go off on their own and get some xp from missions while I have to sit around with Seek Team turned on, I get kinda upset.
The obvious response is to pull together people to make a team and lead it myself. Often I do, but not by CHOICE (I seem to recall our star-studded head honcho making this a priority word...) and the people I choose aren't even people I know. I like to team with my forum pals and real life friends. If they aren't on, my Controllers either have to create pick-up teams they might not be able to trust, or I log off to go do something else for a while.
This is not how I want it to be.