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Tatterhood

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Everything posted by Tatterhood

  1. Second to last mission of Billie Heck's first arc, completion dialogue. Presumably that should be "start to settle this".
  2. The tip mission "Floating Purple Goo" repeatedly spells "kheldian" without a capital K. Didn't bother with a screenshot because it is in several places in the mission dialogue.
  3. Several Invulnerability powers have "No FX" options. In the actual game these work as expected and have no effects. However, with the exception of Invincibility, in the power customization screen the preview shows them as having the same effects as the default version.
  4. Yeah, I know. I was just saying that it's hard to see how you could turn them into walkups / add them to Find Contacts while preserving that system.
  5. He should have introduced you to a level 20-24 Magic contact as soon as you hit level 20. (Or possibly 19, for some reason they sometimes get introduced early but still don't give you missions until the correct level.) If he didn't, it is probably because someone else had already done so. The origin contacts don't do anything special when you complete their arcs, they but will always just introduce you to another origin contact of the same level once you've done a couple missions for them and introduce you to the same-origin contact in the next level range when you reach the correct level. Find Contacts doesn't include contacts that require introduction, which the old origin contacts technically do. I say "technically" because they are actually always available: if you don't have a current-level contact of some origin you can always be introduced to one just by talking to the highest-level contact of that origin that you do have. If you've never talked to any contact of that origin then you can go talk to the City Hall contact and get an introduction. I suspect the main reason that they haven't been turned into walkups and added to Find Contacts is just because of the weird thing where there are usually several contacts for each origin in each level range and you can only be introduced to one of them.
  6. As a vigilante, the mission computer in my base can give me redside villain/rogue tips as well as the vigilante-to-villain tips. If I create one of the former it only appear in my list of tips while I'm in the base, which makes it impossible to either do the mission or dismiss it. I assume if I switch alignment to villain it will be available, but as far as I know under normal circumstances (i.e. without using the mission computer) it would be impossible to even have such a tip so this seems like it's probably not intended?
  7. Arguably this only draws more attention to the continuity issues, since IP and Faultine have overlapping level ranges. You can easily take a break midway through the Faultline story to do a Yin TF, then go right back to doing missions where she's a kid and it's supposed to be a big surprise when you find out she's a super powerful psychic. At least with the current arrangement you can assume she's a time traveller and for some reason it just isn't mentioned anywhere.
  8. Even completely setting aside all concerns about difficulty and assumed familiarity with the Primal storyline, I wouldn't recommend Praetoria to a new player. Praetoria's storyline is more engaging and cinematic right up to the point where the path you're following abruptly stops because you unknowingly deleted the next contact off the face of the earth in another mission. Moral choices are fun unless you level up too much in the arc leading up to one and just never get to do it. There are just too many sharp edges to cut yourself on.
  9. These specific Longbow are the ones you need to beat up in Kuzmin's arc, so I guess these were both done to avoid problems if a lot of people are trying to do those missions at the same time. The Hellions across the street from Atlas Plaza work pretty much the same way, but I guess the difference is that Mercy is much more cramped so you're more likely to run into them by accident.
  10. Graham Easton's arc does the exact same thing, and makes a really big deal out of it by giving you a different badge and temp power depending on whether you choose to kill the guy. It definitely seems like the original devs were moving in the direction of doing more of this stuff. In HC-original content, Agent Watkins's arc has a moral choice of a different kind, though that one actually gives you a hero or vigilante point. I can see the point that it's sort of out of place with older content, but I personally would like to see more of this kind of thing, not less.
  11. Sentinels had more than everyone else previously.
  12. Yeah I remembered this after posting, sorry for the ninja edit.
  13. This might be because Darrin Wade (who is in the find contacts screen) will introduce one of them after doing a couple missions for him. Although Ashley McKnight does the same but Shelly Percey was still made into a walkup. Personally, I don't really understand the logic of making just one of the original contacts per level range into a walkup anyway. They don't introduce each other, so you still have to do paper missions if you want to do one of the other contacts. I like to work with different contacts on different characters, so it just ends up being this completely arbitrary thing where sometimes I have to do paper missions and sometimes I don't.
  14. Long Range Teleporter can teleport you to your base. There are several other powers that can also do this, but going to Ouro does not unlock any of them. Fast Travel does not do anything except give you quick access to powers you already have.
  15. The Praetorian tutorial explains bodyguard mode if you're an MM. All the more reason why that part should be copied into the other tutorials.
  16. In case anyone was wondering, standing neck-deep in water does not count as being wet.
  17. It benefits those of us who would rather earn it naturally while playing rather than looking up a bunch of coordinates on the wiki.
  18. This one reminded me: when you get your first tip you get a popup explaining alignment and morality missions, but nowadays your first tip is almost certain to be a tour guide mission. I remember being confused by this in the past so I have to imagine brand new players will also be confused. Having separate popups for the first tour guide and align tip would be ideal, but if that's not possible then the message should at least be changed to mention tour guide tips and also to mention that alignment tips won't drop until level 20.
  19. Oh, I agree with that part at this point, I was just responding to the suggestion that players coming out of Outbreak should be directed to Matthew Habashy which I don't think makes sense.
  20. Matthew Habashy's whole arc is a direct followup to the Galaxy City storyline. His dialogue when you first talk to him clearly assumes that you just did that tutorial and makes no attempt to explain what is going on to people who skipped it or did Outbreak instead. Sending brand new players there after explicitly discouraging them from playing the Galaxy tutorial is just going to be confusing. The old City Hall contacts aren't that bad, and the game will (for better or worse) direct you to Twinshot when you get to level 5 anyway.
  21. I went and played through both Outbreak and Breakout (on the beta server, though I don't know if anything is different). Some thoughts: Outbreak is not as bad as I remembered and I apologize for polluting the thread with my poor recollection. (I think I was subconsciously conflating it with the alternate version from that one Ouroboros mission, which is really tedious.) Despite that, Breakout still feels distinctly better. You're almost always moving forward rather than running back and forth, the NPCs you talk to have a faint hint of personality, and "I'm breaking out of prison" actually works as a narrative in a way that "there are zombies, therefore I will do arbitrary tasks for some random cops" doesn't. I think if Outbreak is going to go back to being the recommended tutorial, it would be worth looking into ways to make it more fun and immersive in future updates. Neither of them seem to have been updated since back when there were only five archetypes for each side. When explaining the health and endurance bars, one of the NPCs in Breakout (Jimmy Dortz / Angel Lopez) mentions that if you're a Brute or Dominator you'll have a third bar, neglecting Sentinels. The corresponding NPC in Outbreak (Officer Parks) doesn't mention any of them. Also, when you get your first combat mission in Breakout you'll get a little "hey if you're a Mastermind you should summon your pet now and maybe read the help to learn how to command it" but Outbreak doesn't include this. Maybe better than copying the above bits into Outbreak would be to copy from the Praetorian tutorial the bit where Dr. Steffard gives you a rundown of your AT (no "if you're a..." needed) into both of them.
  22. The change was adding colours at all; on live they are just white like the surrounding text.
  23. I assumed the person who bumped the thread was talking about PvP zones.
  24. The current text already does say Outbreak is for heroes and Breakout is for villains. FWIW I don't mind Breakout, it has atmosphere at least.
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