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biostem

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Everything posted by biostem

  1. The problem is, frankly, the mass audience doesn't care that it's D&D. They should have marketed it as a high fantasy adventure in a magical land sort of epic, but got too bogged down in random nonsense and modern-day "stuff". Sell it as fun and entertaining, with the fact that it is D&D as a footnote...
  2. I wonder if, in general, Marvel is against the idea of funding and promoting a game where players could create their own unique characters; It seems to me that they're much more interested in monetizing their existing characters/IPs. On top of that, the MMO market just isn't what it was before. Frankly, an MMO where you start off as an Avengers or X-Men recruit, then could progress to a full member, eventually participating in quelling global threats would be amazing, but then they couldn't sell Captain America skin #531 for the thousandth time.
  3. Maybe just put some destructible cars and trucks from a mayhem on them and have a bonus for preventing them from being destroyed...
  4. Have a giant Black Dwarf attack KW kaiju-style, with waves of Longbow Chasers and Arachnos flyers working in tandem to deliver strafing runs against it. You and your team can fight it directly - perhaps turn the bridges into destructable objects during this event and you have to protect them or something.
  5. Nah, zombies/undead are more a BP type of thing. Maybe go full fantasy mode and have the Cabal call forth a giant dragon, or dragonoid-type monster.
  6. Ghost pirates are in Talos and IP...
  7. Gravity control is already very "blastery" on its own, so I'd consider an assault set with more utility. Savage assault can provide +recharge rate and -end cost, as well as some healing. Dark provides some healing, -tohit, and a powerboost-like power.
  8. Obvious the answer is "Dark/Fire Sentinel"... <.< >.> o.O
  9. Great design!
  10. That's were good storytelling comes in - you can create a compelling reason for why villains would get involved. If the intent is to add a zone with Red Caps, Tuatha, Fir Bolg, etc, that villains can visit, then you can do so via the above "good storytelling" as well...
  11. There's already a thread on how to become a developer, here. I'd be wary about going the route of soliciting people to create stuff for the game and just sort of "dropping it off". If you're a creative, and want to contribute to the game, the link I provided has got what you need...
  12. I'm not against your suggestion, but you'd have to fundamentally change how mission objectives work, first, then you can start to take things like perception into account...
  13. It doesn't need to be a zero-sum game. Maybe make it co-op, with villains able to aid the Red Caps - you'd just need to sprinkle in some new contacts...
  14. I wonder if we could see some sort of middle ground - like a few AE bases where there are designated "no-build" zones, which contain the pathing and spawn point data for NPCs, then players could decorate the "permitted zones" however they like...
  15. I mean, we got the Carnival of Shadows, which are like walking wardrobe malfunctions, so I don't think depicting scantily clad women is the issue, which is why I'm more leaning toward an earlier lighting rig making certain costume look fully nude...
  16. Something about the powers, costume, and everything just clicked for me. I was in love with my dp/rad sent for a while, then my fire/dev blaster, but this one I'm managing to stick with...
  17. I get where you're coming from. My perspective is that it is much easier, and therefore more likely to be implemented, if we take what already exists and just tweak it. Having it require a mini-arc or just being available as long as you're a hero of level 35+, doesn't really matter to me...
  18. I vaguely recall a time period where the lighting or the way lights reflected off of character models would make the female models look like they had visible nipples, but nothing quite so obvious as the OP describes. I mean, there's a male torso pattern with pierced nipples, so I doubt it was quite that severe...
  19. Well, I think stating which TF(s) or SF(s) you think are the most fun to play or have the best flow/pacing, would give a good baseline. Beyond that, while a general framework of what makes a good TF would be good in theory, I wouldn't want them to become homogenized either.
  20. It's been a while since I was able to get a piece commissioned, but I am elated to share this one I got of my Dark/SR Sentinel "The Lithe Spectre", from "Seven":
  21. Or for that matter, that the CotW's cuisine wouldn't have morphed into various tidbits or bite-sized chunks that can be easily fed up from behind the visor.
  22. Excepting special difficulty or other such settings, what would you consider the best example of how a Task Force/Strike Force should be? If we consider the length of the Task Force, its difficulty, maps, enemy types/diversity, environmental effects or other features, which ones are the most fun for you to play, (also take into account the level they are played at)?
  23. A few of my thoughts:
  24. I would argue that those "some" are incorrect. This, IMHO, is more due to which ATs better lend themselves to the kind of steamroller play that is frequently encountered in PUGs or the like, vs the kind of methodical and surgical strikes Stalkers excel at...
  25. I don't have an issue with providing the alternate animations, (as long as the times are correct), it's just that there aren't enough distinct whip animations to fill out an entire set, and some don't have a ranged component. Would you be happy if only like 1 or 2 attacks in a set had the appropriate characteristics to be set to use a whip animation?
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