So what is left to fix?


Acroyear2

 

Posted

At least Mister Ambush, Himself, (Bruce Harlick) no longer works at Paragon, so we don't have that problem anymore.


(I think they need to make a pass over First Ward enemies, those tentacle girls are horrendous!)


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Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

Oh yeah, and the random ambushes are still god awful >> Doing an underground mission, struggling to move from mob to mob and "THE GHOULS ARE COMING".

I quit the mission and auto completed it. Because pancake that.


 

Posted

Quote:
Originally Posted by Aggelakis View Post
At least Mister Ambush, Himself, (Bruce Harlick) no longer works at Paragon, so we don't have that problem anymore.


(I think they need to make a pass over First Ward enemies, those tentacle girls are horrendous!)
I don't recall that many ambushes being put in while Foxbat ... er ... Horatio was working there.

I think it's either Aeon or Protean that seems to have the Ambush Bug.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

From what I understand, Bruce Harlick wrote most of First Ward (aka Ambush City) and had high input in GR zones (Ambush Central).


Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

Quote:
Originally Posted by Arbiter Hawk View Post
We did actually fix a LOT of this sometime in Issue 21's launch. I went through every Praetorian villain group and parsed out all of their alpha strikes and long-term DPS, and compared it both to CoV groups like Longbow and Arachnos which were fairly universally considered challenging and to CoH launch groups like the Sky Raiders, Family, Skulls, and Hellions which are typically seen as fairly easy to combat. We then adjusted the outlying Praetorian villain groups (Clockwork and Syndicate) significantly downwards.
I'll have to check it out sometime, then - though I might you might be missing my point. I've never found soloing through Praetoria particularly hard - on occasion challenging, but never insurmountably so. Okay, there was the Metronome Army which I had to whittle down through persistence, hosports and inspiration overdosing, so I guess that counts as one time.

The main problem I've found with Praetorian mobs {mind you, this may have been pre-I21, so my experience may be obsolete} is that the difficulty scales exponentially with the size of the team, as the various enemies complement each other a little too well. Let's take the Destroyers for example - the Blast Masters create a wide DOT field that can't be avoided because it's autohit. It can't be moved out of either, because the fairly fast recharge and solid range pretty much allows them to follow the team around as soon as it moves out of the fire area. In the meantime, while the less exotic mobs lay down fire at range, the Big Dogs move in for the kill - because of their immunity to both soft and hard controls, they cannot not be engaged at a disadvantage. Individually, neither of these mobs would present too much of a problem, but complementing each other {not to mention with the visual chaff of fire interfering with situational awareness} they can be compared to tanker/blaster teams.

Crunching the numbers is always a good start to any problem-solving, but never ignore empirical testing - if you get the chance, round up a full team of newbies/lowbies {no exemplars to skew the power curve with extra powers} and take them on an incognito run through Praetoria, see how the changes handle in practice.

Or, y'know, you already have and I'm just wrong. Either is possible.


 

Posted

The Gauntlet bug: Gauntlet is making "hidden" to-hit rolls on Tank attacks when critters are in range.

See sig for a discussion about this.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
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Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Hybrid needs to be fixed for pets!


 

Posted

Quote:
Originally Posted by Aggelakis View Post
From what I understand, Bruce Harlick wrote most of First Ward (aka Ambush City) and had high input in GR zones (Ambush Central).
Bruce was gone shortly after the second HeroCon which was where they announced GR. The ParagonWiki entry lists a general timeframe of sometime between November 2009 to January 2010 which matches my information. EDIT: I found a few Twitter posts from him that said he left Paragon in December because he got an offer he "couldn't refuse". Those Tweets were from early February 2010.

It's likely that he had quite a bit of input early on for the writing of the storylines in the initial GR zones, but I think you have the wrong person for the First Ward storyline. He'd been gone from Paragon Studios long before First Ward.

IIRC First Ward was written by either Dr. Aeon or Protean although .Viridian. may have been involved in that as well.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

Quote:
Originally Posted by Agent White View Post
Signature TFs are designed so things spawn at max level, not min. I... have never understood the logic behind it, but that's not a bug.
Fair enough. I am going to put my fingers in my ears and pretend I still think it's a bug so I can whine for it to be fixed.

Also: Energy Cloak's sound (from Energy Armor) still loops indefinitely.

...Watch out for overzealous mod nuking the entire thread now.


 

Posted

Quote:
Originally Posted by Rajani Isa View Post
...

PEATs? When did these Preatorian Epic Archetypes come out? (And "EAT" is a way to refer to both H(ero)EATs and VEATs.
....

*shakes tiny fist* Why you...making me look bad!


Yes, I meant HEATs/VEATs.


Leader of The LEGION/Fallen LEGION on the Liberty server!
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Posted

Quote:
Originally Posted by Aggelakis View Post
From what I understand, Bruce Harlick wrote most of First Ward (aka Ambush City) and had high input in GR zones (Ambush Central).
Bruce Harlick left before GR even went into beta.

John "Protean" Hegner goes by the nickname of "Johnny Ambush" - he's the one to "blame" for the amount of ambushes in GR


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Aggelakis View Post
(I think they need to make a pass over First Ward enemies, those tentacle girls are horrendous!)
The Awakened have a Lt. that gives a large AoE +40% To-hit buff.

That means soft-capped SR have 5% defense (aka no defense).

That means anyone with no defense get hit 90% of the time.

I've complained about that before:
http://boards.cityofheroes.com/showt...light=awakened

edit: PS, this still needs to be fixed.


 

Posted

10) Full-scale grammar, spelling check for the existing writing.

9) Scale down the number of zone events so that people will actually take notice and consider participating when they happen. (Banners, I'm looking at you)

8) First Ward scaled down Possessed bosses summon full boss level Apparitions when defeated.

7) A way to place bids on recipes/enhancements over a level range (28-30, for instance).

6) Location of the missing suggestion #6

5) I somewhat approve of the use of thermonuclear weapons to deal with the Shadow Shard problem, though I am concerned about the possibility of breaking lots of little rock islands into lots MORE even smaller rock islands.

4) Continued existing content revamp.

3) EATs need re-examination, PBs in particular. QOL fixes are long overdue.

2) Paragon Market. The list of missing functionality is substantial and a hindrance to both players and Paragon staff alike. Finding the original coders and utilizing Carp Melee techniques on them until they go back and do it right would be considered an acceptable response.

1) Cross-server teaming via Team-Up Teleporter. It's going to be a technical nightmare, but the value really can't be overstated.


 

Posted

Chat settings not saving default channel.

Freezing Rain bug.

Hurricane change. Back when PVP was introduced, Hurricane was soon nerfed (its repel frequency made much more erratic) because players were using it to more-or-less permanently pin other players in PVP. At the time, the Devs were sticking with the "powers will work exactly the same in PVP and PVE" rule, and 'Cane was too much.

Years later, PVP was changed to have powers work differently in PVP zones (Diminishing Returns, and what I'll call "damage-based-on-activation-time"). They work VERY differently in PVP now.

Although it's not truly a "bug," it would be nice if the old functionality of Hurricane was returned strictly in PVE -- it would remain as-is for PVP. Now that we're no longer married to powers working the same in both regimes, there's no longer any need to keep the "nerf" that was made only because it was overpowered in PVP.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Caulderone View Post
The Awakened have a Lt. that gives a large AoE +40% To-hit buff.

That means soft-capped SR have 5% defense (aka no defense).

That means anyone with no defense get hit 90% of the time.

Everybody except controllers, or anyone else with a mez of any kind. Heck, even /SR anythings who take MA/, Dark/, EM/, or any other primary with a hard mez.


Carl and Sons @Aurora Girl (Pinnacle)
Quote:
Originally Posted by EarthWyrm View Post
But I do understand that there is an internet rule that any bad idea must be presented by someone at least twice a year to remind everyone who hasn't already read every previous thread on the topic precisely why the idea is bad.

 

Posted

Also, while we're at it, here's a list of suggestions I've made over the years, some of which seem like they'd be easy, and all of which are narrowly focused on straightforward changes, not elaborate wish-fulfillment.

Variable Power Animations

New "Targeted AOE" Invention Sets

Add "Scaling Slider" for Tails

Chat Should Report Badge You Just Changed FROM

Naming Your Base!

Replace Debt Reduction Property on IOs


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Arcanaville View Post
4. The solo incarnate path needs to be fixed by adding a hallucinogenic cut scene at the end of every story arc that causes the player to be put into a fugue state whereupon they forget having played it.
Damn the brain damage, full speed ahead!

When you run three arcs a night for a month straight to actually progress in DA (and that resulted in all of 3 T3 slots and only 30% unlocked in the other two) you've got to be causing brain damage anyways.


 

Posted

Biggest pet peeve...

On Mission Map / In Supergroup Base indicator still broken after all these years.

My teammate is already in mish, I'll enter...Teammates say, why did you go into the mission so early, we weren't done filling the team...OH...it said you were in mish...guess you were in SG base.


 

Posted

DEMO-EDITING.

That is all.

Michelle
aka
Samuraiko/Dark_Respite


Dark_Respite's Farewell Video: "One Last Day"
THE COURSE OF SUPERHERO ROMANCE CONTINUES!
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378944: Too Clever by Half / 459581: Kill or Cure / 551680: Clerical Errors (NEW!)

 

Posted

Pet peeve 1) The things the unique boss level bank robbers say in the Atlas Park safeguard are the wrong away around, and have been since the safeguards were added.

My memory isn't perfect, but I believe the one whose description says they want all humans to die talks about mindless destruction, while the one whose description talks about mindless destruction says how they want to kill all humans.

Taken individually they can seem to make sense, but when you see both of them, they're obviously switched.

Pet peeve 2) The mission map that takes-place in outdoors skyway city still has the old hazard zone doors for Faultline, not the new road entrance. This map was even used in the new SSA 2.1. So it's not just a case of being only in old content from before the updated Faultline.


Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.

BattleEngine - "And the prize for the most level headed response ever goes to Mazey"

 

Posted

Quote:
Originally Posted by Dark_Respite View Post
DEMO-EDITING.

That is all.

Michelle
aka
Samuraiko/Dark_Respite
Technically that's a feature.

A horribly neglected feature.