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Everything posted by gameboy1234
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[NPC] Jackal: So two rabbis walk in to a bar and... This was from a red side newspaper mish to defeat some random Tsoo named "Jackal." Not to sure about that joke, I guess I was hoping for someone a bit more menacing...
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Yes, many maps in the game seemed designed to waste a player's time. It's an old school design idea that really isn't valid anymore. (Assuming it ever was; modern game design holds that any time the player needs to use the mini-map to resolve an issue, the game has failed. Guess how often I use the mini-map in this game?) I wouldn't call that a "silly" reason though. There's some good psychology behind the reason you don't want to design like this. The main one being it just isn't fun. Either your stated reason (basically that part of the map is always wasted) or for just making a player search aimlessly for an objective, it's a pretty bad map. I think I did have this map recently for a multi-objective mission, and I did end up having to use all three elevators, one being a dead end with no objectives found. It was still a pain tho.
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Great minds think alike. Having a "map manipulation" pool power might be kinda interesting, but might also be kinda mandatory the way Fitness always was. Needs some thought Scent Tracking -- Find all hostage on a given level. Or within a very wide range (like 120 feet.) you do your scent thing every so often and can find stuff. Super Hearing -- Find all glowies (they make that humming noise? I dunno). Same thing, you might need to "stop and listen" before they're added to the mini-map. Omniscience -- reveals all of the above, but only temporarily, and you have to stop and "concentrate" while doing it. Doesn't add anything permanently to the mini-map, but reveals everything including the map itself in a wide radius around you. It would have been best to work these in as "extra power" into certain sets or existing pools, I think they're fun but we have enough powers that need to be taken as things are now. Maybe some suggestions for how to add them in would be good. Also map hostage power: Pick Up -- After taking three powers in Super Strength, you get a pop-up power that lets you PICK UP AND CARRY HOSTAGES, preventing them from getting lost or stuck. You can still use your full movement powers and defenses, but not any attacks.
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X-Ray Vision -- Allows you to FIND THAT LAST DANG GUY ON A MAP. Everyone would take this.
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If you were a ghost, what powers would you have??
gameboy1234 replied to smnolimits41's topic in General Discussion
Mine's Grav/Rad. Grav for the poltergeist throwing things at you, and I supposed I picked Rad because I could color it white. Seemed good to me at the time. -
Phaseout is still sitting at level one, untouched. Free to a good home.
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Retconning: What and why? Your choices
gameboy1234 replied to Scarlet Shocker's topic in General Discussion
I'd probably go all "Grand Theft Auto" red side and allow players to more actively choose how they want to interact with the world. Not just choose which contacts to click on or choose which dialogue choices to pick. Could be hard to do, but something like a Tips system where players get missions and other things (bases? minions?) from interacting with the world would be a start. -
Retconning: What and why? Your choices
gameboy1234 replied to Scarlet Shocker's topic in General Discussion
This I think is important. It would take a ton of time for the devs, but going through all the arcs to make more coherent stories overall would be a great thing. Many zones and stories just sort of "pop up" and then disappear never to matter again. It's both disconnected and a waste of good story time. I'd probably go one further (again, assuming infinite resources). I'd re-instate "leveling equals progress in time and story" and make sure stories made sense that way. Since there's probably now more story than could fit in 50 levels, I'd add account wide badges to the game so that once any character makes it past a story point, lower level contacts open up so that when you start new characters, you find things are different and new plot lines are starting to appear. I'd start with a fairly standard late Silver Age and early Bronze Age comic plots, with hints here and there of future things but mostly the Issue 1 plot twists (Crey, what the Circle of Thorns really are, Nemesis is a big villain, etc.). Then stuff changes a bit in tone and also comic age (post Bronze Age feels) as the player levels new characters again. It'd be a ton of work, but if it could be done, I think it would be super cool. See, stuff like this. Crey is just sorta there, and then bam Countess Crey is a big villain, and Manticore was hot on her trail all along. Needs more set up. At low-levels, Crey should be held up as this paragon of scientific progress and super hero positivity, with only the occasional "oopsie" along the way. When it turns out Crey is evil it should be a big shocker. But to properly set that up is going to take time, and there just isn't enough time at low levels to set up everything. So using multiple play-throughs to tell the full story I think would be the best. * * * * There's some zones I'd like to see improved and re-vamp. Not necessarily fully ret-conned, but improved a lot. I like Croatoa, but the story mechanics there are pretty dated and repetitive. Needs a glow-up, as the kids say. Red side needs work too, many stories there and also mechanics feel likewise very dated. -
Retconning: What and why? Your choices
gameboy1234 replied to Scarlet Shocker's topic in General Discussion
I'd second this, except I think I'd have Darrin actually be completely taken over at the end, and it would actually be some ghostly Rularuu spider thing that finally kills States in the end. I just can't stand that arc. I see what they were trying to do, but it just doesn't work. If you want States to feel big, and his death momentous, you have to make the entity that takes him out feel momentous too. -
Just a bit more info, Jim Temblor introduces you to Penelope Yin, who introduces you to Doc Delilah. You have to start Yin before level 19 or you out-level her and won't get the introduction to Doc. So best to start with Jim right at level 15 imo.
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Greetings and welcome!
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About starting and/or joining TFs and Trials...
gameboy1234 replied to Xalon's topic in General Discussion
It's stuff like this that makes the LFG feel unintuitive and/or broken. Thanks for the low down on how it works. -
About starting and/or joining TFs and Trials...
gameboy1234 replied to Xalon's topic in General Discussion
I think dismissing people as "passive" is very unproductive. LFG is a feature in the game, and people expect it to work more or less intuitively. The fact that its functionality is pretty much broken does not make the person "passive", it means the design needs an overhaul. I really don't see how anyone can read all of the commentary above on how the LFG actually works and call a negative response "passive." That just truly boggles the imagination. Sorry, but I wanted to explain the squiggly face I left your post. -
About starting and/or joining TFs and Trials...
gameboy1234 replied to Xalon's topic in General Discussion
My recollection is that it worked poorly on release, with all sorts of "but in this case" quirks, and often effectively it didn't work at all (it wouldn't queue even if you did everything right). So players eventually gave up on it. I think they got it mostly working after a year, but by then it was too late, everyone had just tuned it out. I'm still kind of shocked when people actually do use it (MSR raids for example), it's just so weird to see it actually working. -
I just checked and noticed I now own Lady Fate2, so I guess this has been grabbed. Just in case anyone else was thinking about it.
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Reading that either as "smaller-potato gangs" or "smaller potato-gangs" made my brain go in weird places. Now I need to fight goons dressed up as spuds.
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You can just open your map and see where players are. If you mouse hover over (or click, forget now which) on the green triangles it'll tell you who is who. Click on their name in the team window and follow the green box works well too, but if you need to follow some twists and turns the map works better. The $loc command didn't used to exist, it was just /loc and only showed you, not your team, where you were. So no guides talk about it and it's not used a lot by experienced players. (It's not used at all, ime, except in open chat channels.) If a player isn't on the map, clicking the big right pointing arrow on the right side of team window will tell you what zone any player is in, if they're not in the same zone as you. If they're on a mission map, the team window will say that and the Navigation window will tell you what zone the map is in. It's not hard. I mean, it's not hard if you've been doing it for twenty odd years. Practically muscle memory by now!
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Forming a D&D 5e Group That Will Meet Once Per Week
gameboy1234 replied to Endal's topic in Everlasting
Thread says "braaaiiiinnnnsss..." -
Stuff That Should Do Trawl/Pull Effects
gameboy1234 replied to Kaballah's topic in Suggestions & Feedback
That's why I offered it as an optional power pick, kind of like the way Regeneration has both Instant Healing and Reactive Regeneration as its T7 power pick. I thought some folks might find a use for Detention Field, but also might want a Trawl too. So there's two chances to take a Trawl in the power set. Honestly I find Repulsion Field very hard to use, it's situational based on geometry, so I think I'd prefer a straight up trawl. But as long as it's an option I think it works for everybody. -
Some witch-related costume suggestions
gameboy1234 replied to FarOut's topic in Suggestions & Feedback
I think if we have a version that might really clip, and one that likely won't, we could choose which to use based on other costume accessories. -
Some witch-related costume suggestions
gameboy1234 replied to FarOut's topic in Suggestions & Feedback
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I think /petition or /report or /bug takes care of this. The couple of times I've used one I got an almost immediate response.
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Stuff That Should Do Trawl/Pull Effects
gameboy1234 replied to Kaballah's topic in Suggestions & Feedback
Force Field is the one set I think really needs a Trawl power. Axe Cyclone really confuses me as well. Not sure what could be done about FF, the devs seem all in on knock back and repel for that set. I'd like to see at least an alternate power pick that adds a Trawl effect, just personally. Take one of the less popular powers like Detention Field or Force Bomb or Repulsion Field, and let folks pick a ranged AoE Trawl in its place. Random idea: Allow alternate picks on both Detention Field and Repulsion Field for a Trawl. If you take BOTH trawl powers, the larger one gets stronger when you use it (and locks out the other power). It's like you take both powers and combine them into one stronger power. -
Add note and player rating feature
gameboy1234 replied to Intermipants's topic in General Discussion
I use the Note system constantly. Mostly for people who team with me and help out with missions, they get three and four stars. If you get two stars you narrowly avoided getting put on ignore. I'll note the reason why in the text box. Sometimes people redeem themselves later. One star is for people on ignore, and I'll note why I put them there in the text box. Mostly because once you're on ignore I can't hear them anymore but when they show up I like to remember they're on ignore and why.