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Luminara

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Everything posted by Luminara

  1. It's an analysis of the use of the computer. When you click the checkbox, you have to move the mouse or use the keyboard to navigate the pointer to the box and interact with it. The fact that you do that, and that you have human response times and pointer motions, is what tells the security software that the user is a person, not automation. Other metrics are compared (IP address, accessible tracking info like cookies, the usual stuff), and the software collates the results to reach a conclusion.
  2. They've already said they're not going to add inf* sinks of that magnitude because it would be detrimental to the play experience (driving players to farm/marketeer, and those who couldn't or wouldn't farm/marketeer would bitch up a storm).
  3. Dig through Mids' builds to find one with the relevant enhancements. Log in. Unslot. E-mail. Log out. Log in. Claim. Slot.
  4. I'd begin by replacing some of the random one-off missions with what I'd call "seeds of Mot". They're already organized so a character will only encounter one or two every few levels, so a bit of nudging and poking would line them up to create an over-arching narrative that builds up to that finale. These should be scattered through all three parts of the game (hero/villain/Praetorian), so everyone has an opportunity to see dots that they can later look back on and connect. I know Praetoria doesn't have any filler missions, but a tip or a contact in each zone would go a long way, and it would help solidify Praetoria as being part of the larger world. Scatter hints about Mot throughout the early levels so players aren't constantly buffeted by a narrative that changes direction without warning. Other random one-off missions would be replaced with ties to the Praetorian world. "Saving" that part of the game for the end made sense before Going Rogue, but now, when players can actually play in Praetoria, it's dysfunctional design. Fixing it by sprinkling encounters throughout the early game, the occasional cross-over, and maybe even a team-up or two, would help coalesce the entirety of the game. Hero and villain side both need these so there's less "Well, that came out of nowhere" in the final levels, and the Praetorian experience would be improved by actually experiencing hero/villain content before being shuffled off to one side or the other. Setting the stage is important for storytelling, and it's where Cryptic and Paragon both failed when they added new content. A lot of the early Paragon City content feels disconnected from the later content, when it should feel like part of a whole. We have one game, arbitrarily split into disjointed sections by poor mission design and lack of overarching stories, and then, when we're in the final stage, we're just told, "Yeah, it's all connected. Don't ask questions, just accept it". A little retconning by replacing trash missions with connecting content would go a very long way toward coalescing the game. Oh, and I'd redesign Janet Kellum's arc with clues indicating that she's a Malta operative who worked with Crey to create the Revenant Hero project, participated in the murders of numerous superheroes, then framed Countess Crey for murder to cover up Malta's involvement and steal the relevant Revenant data.
  5. Spoilers, man! SPOILERS! What the hell?
  6. You don't have all of your powers, slots, access to special things like purple IO sets, optimized builds with all of the fat trimmed out, or Incarnate powers at levels 1-49. It's very different. You have a lot more options to leverage at 50+ than you do at 1-49. You also have a lot more people doing things like farming and raiding at 50+, where a level shift would be detrimental, not beneficial, because it would devalue the content and reduce their gains. You're comparing apples to anuses. Yes, they're both round, but that doesn't mean they taste the same.
  7. You're already receiving the benefit of every large inspiration when you level up. Throwing a shift on top of that would be ludicrous.
  8. You can't wait to put them in your mouth?
  9. Luminara

    Roadkill

  10. Luminara

    Roadkill

    I found him in the middle of a road, a year ago. I thought it was a piece of garbage, until his head popped up just as I was passing over him. He screamed so hard that he damaged his vocal cords, was never able to make more than a breath sound after that. But he lived. For just over one year, he lived. And I'm trying to console myself with that fact, that I gave him a year of life that he wouldn't have had without me. I'm trying, but it's not easing the grief. He was special. He didn't have an outstanding coat, he wasn't particularly playful, but he was braver than any other cat I've ever known, and he was attached to me. When I looked into his eyes, I saw something I haven't seen since I lost Ivan. I saw a bond. Every day, every fucking day for the last year, he's walked up the path to greet me. All of the other cats scatter when I'm walking down to the cabin, but Roadkill always met me on the path. He'd been abandoned by his mother and nearly run over twice, I don't think he was afraid of anything after that. To look at him, you would've thought he was just an ordinary cat. Plain, quiet, nothing special. But he was extraordinary. He was a companion. A lot of the other cats out here are affectionate, some even adore me to the point of climbing up my leg to be held, but Roadkill was the only one who made me feel like his world revolved around mine. One year wasn't enough. He deserved more. I've had to bury a lot of cats and kittens over the last few years, but this is the one that threatens to break me, the way losing Ivan broke me. I don't want sympathy, save the virtual hug bullshit for someone else. I just wanted at least this little corner of the world to know that he existed, loved, and was loved, because he was special, to me.
  11. About 1/3 mph. Not enormous, but sometimes 1/3 mph is the difference between "I can't. I just can't." and "Okay, that feels right." ~26.5 mph is my sweet spot for Run Speed, for example. Even 1/3 mph less than that, I'm mashing that W key so hard that the keyboard files charges against me for assault and battery.
  12. 87.9 mph. Jet packs are limited to the old cap (58.7 mph). Increases current flight speed by 25% and raises the cap to 102.27 mph. If you slot a 50+5 IO in Fly and Swift, and use the Increase Flight Speed empowerment station buff, you'll hit ~101.7 mph with Afterburner. The answer depends on the context of the word "efficient". If you mean "slot efficient", a 50+5 IO in Mystic Flight and one in Swift, plus the Increase Flight Speed empowerment station buff, will put you at ~86.3 mph, which is close enough to the cap to call it a day. If you mean "I just want a blue number (combat attribs) without fucking around with slots and buffs and shit like that", slap a second IO in Mystic Flight and move on.
  13. No, thank you. It's enough of a challenge to avoid the lockout already, no reason to make it even more difficult.
  14. Seems like it would be about as useful as the guides they don't read, the farms they don't join and the players they don't ask for help, another resource they wouldn't access because they're unaware of it or have some aversion to using it.
  15. A lot of the early Paragon City contacts overlap. Once you've made a certain amount of progress with one, any who have the same arc or filler missions will tell you to pound sand. So you won't be able to max rep with all of them.
  16. You're. And if you press Tab, something magical can happen. Try it.
  17. It often feels like an enemy Resistance to your main damage source is extreme, but outside of some edge cases, like AVs, it isn't. Incorrect. You "get a lot of robots and Freakshow", because you choose to play those missions. You can also choose not to fight those types of enemies. My favorite character is an Ice/Willpower sentinel, Freakshow have 20% Cold Resistance, so I opt not to fight Freakshow when I'm playing that character. Problem identified, problem solved, no developer time required. Here's the bottom line: they're not going to buff Lethal damage. It would overpower Lethal sets when used against anything that wasn't Lethal resistant. And while you could present an argument for reducing or removing Lethal Resistance from enemies, they're not going to do that either, because then they'd have to reduce or remove all enemy Resistances. The entire player base would riot if they treated one damage type in that manner. It'd be all or nothing, and in the process of removing all enemy resistances, they'd also be removing all enemy individuality. Homogenization of thousands of foes in the game. Then the game is boring, because every fight feels exactly the same, and worse, there's nothing that makes any particular primary or secondary stand out against any enemies, so they all feel the same. Inspirations. Temp powers. Pool powers. Primary/secondary powers with other damage types. Procs. Or simply not accepting missions with enemies that resist your main source of damage. Those are the provided solutions to enemy Resistances.
  18. Your premise is based on myth. Testing has shown that Toxic is the most heavily resisted damage type, Smashing is the most commonly resisted damage type, and Lethal is neither "useless" nor do enemies commonly have "huge resistance". And if you look at the archetype sub-forums, you'll also note that Lethal sets typically rank highest in Rikti Pylon and Trapdoor tests.
  19. Several of the developers have stated that they read this forum daily. One of the GMs has mentioned tagging threads for developer review. They don't respond because it would be the worst possible thing they could do. If they don't address every suggestion, they're accused of favoritism. Everybody has to have that gold star developer response, or "DEBS HAET <insert drama queen identification here>!". And if they do address every suggestion... well, they're spending all of their time talking about the work they could be doing, but aren't, because they're talking about it instead of doing it. A lot of suggestions are either rehashes of rehashes or rehashes of previous suggestions, which have been discussed to the point of even people who like arguing just ignoring them; or blatantly self-serving bullshit which warrants no consideration. Often both. "GIMME FREE FIDDY'S". "y u no maek Weev free?". "I can haz moar power creeps?". How many times should a developer be expected to answer the same questions, address the same complaints, give the same response about why something can't be done, before people are satisfied, or, call me crazy, learn to use the fucking search function? And then there's the people who... display difficulty behaving like adults when they're told their ideas are infeasible for technical reasons, detrimental to others in some way, or just not happening for any reason. Not responding is also the way they retain their professionality, since being quiet prevents them from telling players to go fuck themselves. That's what many of them need, but not what the HC team considers acceptable from themselves. Of particular note, one of the functions of this sub-forum is to act as a weathervane. Every time someone submits a suggestion, players respond. That allows the developers to see what the players think of something, and that guides the game's development. If I start a thread about locking all content and characters at 50 and abandoning everything below that, and fifty people tell me it's shit for every one who likes it, they'd see that the majority hate it, and say, "Okay, not doing that.". Lastly, suggestions also spark inspiration. I posted an idea for a mastermind primary, ghosts which gradually lose HP over time, but have life-stealing attacks which they could use to stay alive. That didn't make it into the game, but some time later, when they were buffing mastermind primaries, Necromancy suddenly had... ghosts which were summoned with Necro attacks and which despawned after 90s. My suggestion wasn't directly used, but it triggered a moment of inventiveness that led to something that did become part of the game. Was I attributed for that? No, nor should I be, because that turns the whole concept of Suggestions & Feedback into a fight over who's going to get the next pat on the head from the development team, a pointless popularity contest where people participate not in the hope of improving the game, but to get that Honorable Mention, and argue over who's Honorable Mention Dick is bigger. That's not what the game needs, it's not what the forums need and it's not what the developers need. They do care, they do read suggestions, they do use some of them. But they're not here to hand out trophies or argue with the rest of us about what they're going to do or how to do it. This was how suggestions worked under Cryptic, it's how suggestions worked under Paragon, and it's how they work here. This is life. Deal with it.
  20. And give up his spot under the Brickstown rail station? He had to suck a lot of hobos dry to secure a place there.
  21. So... you want to show people how to find your V-spot. You know this isn't Grindr, right?
  22. Water/Marine corruptor named Urine Geller.
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