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Everything posted by gameboy1234
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Besides these two animals, I could see some other "transform" movement powers. We have wolves and lions and dark wolves and other animals in game now, would be neat to see a transform power for those too. Also some bird transforms, like an eagle or hawk, for flight powers. Also 😛 for calling these ideas frivolous.
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Yes, I don't like to dis the original art team because I'm sure all of the problems are related to not enough time or resources, but poor design is not a "challenge", it's just poor design. It's like a bad UI or controls that are hard to manipulate. There's nothing challenging about it, it just works poorly, full stop. People have gotten inured to some of the poor design in those caves and other places, but that doesn't mean we shouldn't think about fixing them.
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Alternate idea: make "Sprint" as fast as Beast Run/ Ninja Run. Make those three powers mutually exclusive so they can't all be run at the same time. More ideas: between path auras and the Power Slide travel power, we almost have a "Matter Surfing" travel power. Like using an ice path as a "travel power", or using a mound of earth or water or leaves or whatever. If those two powers could be combined and given a speed and Endurance cost like Beast Run/Ninja Run, we'd almost have another travel power effect.
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Tempest's Roleplay Suggestion Compendium
gameboy1234 replied to GM Tempest's topic in Suggestions & Feedback
This is also cool. Along with "fly pose", could we get a Tailor selection to use either the "cellphone" or "text" emote when calling a contact? Would be easier than setting up macros for each character and would also save me some button space on the screen for those macros. -
Tempest's Roleplay Suggestion Compendium
gameboy1234 replied to GM Tempest's topic in Suggestions & Feedback
This is a great idea. I think this is possible to do with macros, but I'm sure it would be a lot easier if there was just a simple menu to select from. Please keep the cost for changing this cheap! -
I just wanted to highlight a suggestion I made a while back on this thread: if the caves are replaced, I'd like to see them added to Ouroboros, including the old missions they were intended for. I can understand that people might feel nostalgic for the old maps (heck I might on occasion), I just feel that the maps really should be replaced in normal gameplay if we have the resources and time available to do so.
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Hmm, they might be saying "return on investment" instead. If updating maps is really labor intensive, do we want to replace some perfectly serviceable maps with other maps, or do we create all new maps for all new content? That aspect has to be considered as well. Assuming we have the resources, where do we best assign them? Re-creating old content might not be the best use of valuable time and money. OTOH, if we never get the resources to update any maps, then it's all moot regardless. Until there's actually enough money to pays some artists, this is all castles in the air. It's still fun to talk about though.
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This is exactly the same idea I've had, although I think you'd need to go at least 50% bigger. Some of those caves are really narrow. (But I wouldn't mind seeing a graphical upgrade as well, like perhaps the upgrading the textures). Thinking about the game design a bit, it would be fun if more of the mobs spoke. That way you could "find" the mobs without having to resort an immersion breaking device like a minimap. Other idea: once the total number of mobs on a map is less than one group, have them all ambush you. That way the last guy in a corner will find you. We could also improve the group code AI so that one guy in a corner is still counted as part of a group, and attacks when their group is attacked. So the mob in a corner doesn't get missed in the first place.
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New Archetypes - the things we do not have
gameboy1234 replied to Natti's topic in Suggestions & Feedback
Besides the duration of controls, I think you could also manipulate the AoE radius and the % chance to apply a control. I tried Poison live and the tiny AoEs really suck. For making a set less powerful, tiny AoE works well. And if an AoE power has something like 30% chance of Mag 1 hold, followed by 30% chance of Mag 1 hold, followed by 30% chance of Mag 1 hold, that would make it both powerful in larger groups as well as unreliable enough to not rival the control primaries. Toss in a bit of increased recharge and increased endurance (let me tell you, while "good" Traps is pretty painful too) and I think it would be decent. I personally think Phantom Army is way overpowered. A "manipulation" set that reduces its power would be pretty cool and still pretty viable for its users, I think. Overall, I think a "control" secondary is a fine idea, regardless what it's called, and something that the devs could certainly look into. I trust them to do the right thing when it comes to balance. I wonder what kind of control secondaries people might like? I think a psi melee with mental manipulation might be cool. The secondary could be a mix of manipulation for defense and ways to baffle and confuse the enemy. We don't have any wind control sets (we do have storm). Wind control might make sense as a "soft" control secondary. Water might make sense for a soft control too. Maybe another "devices" type secondary, just with more control powers and a little less toe bombing. -
Yeah probably not a first priority but I'm not opposed to the blue caves being retired and replaced (maybe they could stick around in Ouroboros?) The maps are super annoying and really could use both a design and graphical overhaul. That goes for all the Council maps too. But I think too something that should be looked at, probably as a higher priority, is collision detection. I've been watching a lot of GDC (Game Designers' Conference) videos on YouTube lately and there's a fair amount of stuff on collision detection. Part of the job of collision detection in a game is to try to figure out where the player wants to go, and help them go there. That way the player doesn't come to a dead stop or is otherwise hindered just trying to move around because they bumped into some tiny thing. Which kinda sounds familiar. Enhancing CD would benefit all maps, so I think it should be looked at first. After that the collision shapes for various in game geometry. Torches on a wall are the worst.
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I'd love to see more work done with hats, which are too simplistic right now. Hats which can be worn with several hair styles (including "bald") would be great.
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There's a few things missing from Davey Fiarce's list that I thought would be obvious. For Beasts, vanity pets like Coyotes, German Shepherd, Black Wolf, Liger, Lion, Shadow Hound, and Blackwolf, and maybe the Warwolf as well. With a little creativity you might be able to get two custom MM sets out of that. Or even allow each tier to be customized separately.
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That is actually a pretty cool list. If anyone has time I wouldn't mind seeing some ideas how to extend that list using the costume creator. There's a few obvious designs in the costume creator for things like Robots and Ninjas, but I'm often very impressed with how people can come up with cool looking ways to use it in unexpected ways. Some costume creator ideas for Demons, Thugs, Merc, and Necro would be cool too.
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Back on live I too my badger and my main into PvP zones for the badges. It was my mastermind and I did the whole thing petless. My secret? Teleport and Hover. Basically I had Teleport slotted with EndRedux and range so I could use it continuously with no problems, and it was also a good sight faster than anything else at the time. I also had a key bind on LMOUSE so that I could use it very quickly. So I turned on Hover, rocketed up to the top of the sky box, and then would position myself about where I needed to go before descending (with Teleport, of course) to get the badge I needed. Basically I never stopped teleporting or clicking. There's a few badges that are hard to get this way because you need some maneuvering finesse but for the most part it worked really well. I basically just sped past any attempt to gank me. They had to guess where I was going and try to ambush me, and the zones aren't exactly full, so once you lost someone they were generally gone for good.
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I usually try to paraphrase or clarify what was said once, or twice. But if folks are still arguing after than it's not worth it. As you say it tends to generate more heat than light and "light the powder keg." Personally I feel that if the person asking the question at least sees the right information, they'll be more receptive to it the next time they hear it. It may take a couple more people to tell them the same thing, but usually they work it out. The thing to avoid is the need to be right right now and just let it go until the person is in a better place to receive the information.
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league inviting and forming GUI update
gameboy1234 replied to MsSmart's topic in Suggestions & Feedback
I'm gonna "+" this and point out that occasionally the league gui messes up when starting a TF or i-Trial. It would be great to have someone look at this and finish up polishing off whatever bugs are still in the system. -
I'm all for new power sets. +1 for hoping the Devs get time to do this.
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Welcome home.
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This is a little overwrought, I don't think a permanent ban would be appropriate for all but the most outrageous of abuses, but it brings up a good point. If mastermind pet customization goes in, the "generic" admin feature needs to generic the pets costumes as well, and maybe generic the pet names back to the default too. (This might apply to pets for all ATs, since it appears that now all pets of all sort can be renamed. ) Some thought should be given to per-character generic-zising and also maybe to whole account generic-zising for real problem people.
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Making Detention Field a toggle seems to be the most obvious and easiest. I'd like to see Detention Field get one of those two-powers-in-one where you get two buttons instead of one. One buttons is Detention Field like is now but with a toggle control, and the other is a small targeted AOE hold. Nicer for when you just want to zap a group rather than take one target totally out of the fight. I'd also like to see Force Field get some sort of "gather together" type of power, like a targeted AoE. Drop your target and everything in range gets yoinked towards the center. Maybe add this to Repulsion Bomb, just rename it to Implosion Bomb. Up the damage too as requested and you're there. That would make the FF set unique and interesting again. Adding DDR seems like a no brainer. I don't have a good sense whether adding Absorb to the shields will help. This might be really tough to balance, but if the devs are willing to give it a go I'd play test it. Adding damage to Force Bolt for Defenders is fine. Please whatever you do don't touch the -Fly and KB in this for Masterminds. Knocking things into corners and knocking enemies out of the sky for my pets to chew on was the best thing about this set back on live.
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That I did not know! Thanks for pointing it out.
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Welp, thanks to this thread my altitis kicked in and Girlie Girlie is now a new hero on Everlasting.
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Baba is You. Fun little puzzler, though I've got to the point where all the puzzles are darn hard now. I still pick this up now and then. Breath of the Wild is still on my "played" list, though at 400+ hours I think I've found every korok seed that I'm going to. Not actually playing this atm. Cosmic Star Heroine. Just got this for like a dollar, seems OK though I've just scratched the surface. Wargrove I've just finished, I think I've solved every puzzle and every map that I'm going to. Good game. To start next: Tales of Vesperia
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Just dropped: Burnpile Savage-Strike