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Everything posted by Luminara
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New players aren't going to know they can buy a temporary version at the P2W/T4V vendors, or wait for a Halloween event to see them, or know which ones will have female/male/huge models. Hell, I've been playing for years and I don't remember what half of the costumes look like, which ones I might like, which ones I would avoid, which I might consider worth spending PAPs to buy. And if the player doesn't like the costume, there's no refund, no exchange. Find a way to make the holographic vendors show the selected costume so players know what they're paying for, perhaps?
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Invulnerable: Debuff Defense resistance
Luminara replied to Paragon Vanguard's topic in Suggestions & Feedback
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Invulnerable: Debuff Defense resistance
Luminara replied to Paragon Vanguard's topic in Suggestions & Feedback
https://cod.uberguy.net/html/power.html?power=tanker_defense.invulnerability.tough_hide&at=tanker Is Invincibility the only source of Defense available to Invuln/* and */Invuln characters? Do Defense buffs from other players fail to work on them? Are they locked out of powers like Combat Jumping, Stealth and Weave? Permanently laboring under the burden of Luck inspirations being disabled? If the answer is no (which it is), then DDR benefits Invuln beyond simply keeping Invincibility's Defense from being completely nullified. That DDR applies to all sources of Defense the character is using, which makes all of those sources of Defense more effective, more efficient and more reliable. This is especially important now that critters well beyond the aggro cap can attack an aggro-saturated character and potentially stack significantly greater amounts of -Def on him/her. ~23.5% (tanker value after slotting)/17.5% (scrapper/brute value after slotting)+Def to Lethal/Smashing/Fire/Cold/Energy/Negative isn't "a big factor"? Could you clarify why you don't consider a Defense buff that sizeable to be important? -
You can point the finger squarely at Creative Labs. Their approach to dealing with competition was to bankrupt competitors with legal fees by filing false patent violation suits in rapid succession, buy out the companies they ruined and bury their technology. The only choice anyone was left with was to use onboard chips or put money into the pockets of greedy, corrupt, dishonest shit-bags peddling an over-priced inferior product. That was what caused the audio chip segment to collapse. Aureal's Vortex was the most innovative audio chip ever created, and because CL was incapable of competing honestly, it's gone. No, I'm not still angry, I'm just bitter and vengeful.
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I have an honest question, directly relevant to this topic. If "AE babies" are so prolific, that means there's either a sizeable permanently resident portion of the population which fits that profile; or there's a massive amount of turnover as players join, PL to 50+, leave shortly thereafter and are replaced by more new players who do the same thing; or this is all overblown drama. So the question is, which of those is correct? The first possibility confuses me, because it doesn't make any sense to pick up a game like this, blitz to "the end", then leave without ever actually doing anything, going anywhere, The second disturbs me, because it implies an enormous amount of traffic and interest in the game, potentially tens of thousands of players, but there's no other evidence supporting that possibility. The third just means I need to break out the popcorn ostrich, and I'm cool with that.
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Upon zoning into a Personal Story Mission, all of the character's toggles are deactivated and all powers locked out when the character is transformed into whichever NPC is featured in the mission. The game seems to be trying to cancel active buffs as well, but... well, it really just screws it up in the worse possible way. What happens is, the game cancels the effect, and immediately reapplies the effect. For buffs with long durations, such as Hasten or Dull Pain, what this means is the power's activation sound continues to play continually for the remaining duration of the buff. With bad timing, that means a player is subject to as much as 119 seconds of activation audio spam. It doesn't take 119 seconds to become intolerable, it's a nightmare after a few seconds. Could you folks maybe poke the engine so it cancels buffs correctly (or, much better, enact a suppression system instead of full toggle drop, so we're not left utterly naked when the mission ends? really, really hate turning 10 toggles back on just because some Paragon developer thought it'd be cool to make us plod around as Tyrant or The Center)?
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Laptop master volume is generally at 20-24 (unless it's raining. no insulation or ceiling between my ears and the roof (roof is thin corrugated steel over 1/2" OSB), and rain sounds like someone shooting cymbals with an assault rifle on full auto. have to increase the volume to 66-75 to hear over the rain). I'm not hearing impaired, the Realtek chip and speakers in this thing just aren't very good.
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That's what she said.
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Exploration is the first thing I do. New world, time to go walkabout! Must see what there is to be seen, find what there is to be found, aggro EVERYTHING... that last one happens despite my attempts to prevent it.
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We'll both die of old age before that happens. I'll own your ass on rep in no time flat, though. STEP IT UP!
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I don't know... I suspect just about every player alive would be at risk of head explodey if they encountered nothing but spawns of healers healing each other, making them nearly impossible to defeat. I know I'd have a serious meltdown. They'd probably hear my screams at the most distant point in the universe.
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Doing so would imply that changing the names of a few powers is a complex, difficult task which would require an enormous investment of time and effort, rather than the simple and easily executed alteration that it is, thus indicating that they have little regard for or faith in our development team's intellectual capacity.
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We have office maps with 17 elevators, floors with nothing but an S-shaped hallway connecting elevators (no rooms, no spawns, nothing but the two elevators on the floor), caves with empty rooms at x8 team size, office buildings opening into caves or sewers from the front door, sliding glass doors closing off empty 10' square rooms... proper map design wasn't one of the strong points of the original development teams.
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Here's a short selection of possible names: Garbage For Animation Only Joke's On You Set Mule 1.848 Seconds Of Life You'll Never Get Back Idiot Identifier Tits On A Boar As can be seen in this screenshot, Provoke hit. Twice. The critter was Taunted, kept running, Taunted a second time, and it not only didn't stop, it ran right out of visual and targeting range. Here it is again. Provoke hit, critter just kept running. This one didn't stop running until it reset and moseyed back. These powers don't work any more. People have been complaining about excessive panic flight behavior in critters for a couple of years, and nothing's been done to fix it. It's reached the point of obviating an entire game mechanic. Clearly, there's either no desire to address the problem, or no capability to do so. The solution, then, has to be to change the names of Taunts so players aren't deceived into taking them for combat purposes. Give them names which appropriately reflect their ineffectiveness so it's clear that they're no longer intended to be functional, useful or serve any purpose other than filling a space in a set or pool.
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I just replayed Long Jack's story arc (Striga chapter 2 in Ouroboros) because none of this sounded right. No "Forlorn Tunnel" in Striga, no missions to select one hostage out of three, nothing of the sort that I remembered from the last time I played through this zone's content. This isn't in Striga, it's in First Ward. Anna Palatine's arc. I'm out of time for testing this morning (farm to tend (real farm, not game)), so if someone else wants to step in and try to find the issue and a resolution, it's "Abused and Scorned Tho' We May Be (First Ward, Ch. 2)" in the 25-29 Flashback bracket. If not, I'll try to get to it in an hour or three.
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You have a proc in Wormhole. Remove it, problem solved.
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Sinister Six/Legion of Doom team-ups. An entire aspect of comic books, enemies working together, was almost entirely ignored. Instead of *Fs being major events in which multiple enemy groups pool their resources to take on the heroes/villains, multiple AVs/Heroes entering coalitions, crossovers between story arcs occurring... they ended up being typical story arcs, sending us to plod through a dozen "Go to this base and beat up the same bad guys" missions, with an AV crammed into the finale to differentiate them from ordinary story arcs. Why didn't Countess Crey and Arakhn conspire to break Doc Vahz out of prison so they could work together to create the ultimate hero killer? Why didn't the Center ever sit down with Nemesis to form an alliance? Because Cryptic and Paragon had tunnel vision when they made *Fs, followed the same stale formula they used for the base content, and just increased the minimum team size to make them "harder". The enemy group and/or AV is forgotten, cast aside, rarely or never seen again... and we spend our twilight days fighting Borachnos and Romans, instead of having our rogues' gallery dogging our steps. The closest we get to a cool Sinister Six/Legion of Doom scenario is the last arc in Faultline. Those bad guys weren't even working together and it was more interesting than any *Fs in the game. I don't care about the Manticore TF, to use one example, because I already have access to a long, tedious series of missions which culminate with me beating up Countess Crey. I don't care about any of the *Fs, because that's all any of them are, more of the same. I would care about a Manticore TF which features Countess Crey, Requiem and Dreck joining forces to put an end to me and my friends for all of the times we've interfered with their plans. That would be engaging, much more comic-booky, and that would provide a perfect, and completely rational, opportunity for the HC team to do what they're doing now, giving existing enemies extra abilities as the Hard Mode ramps up. What they're doing now doesn't capture my attention, or make much sense in the game world (how did those enemies gain those extra abilities? oh, we edited some files). I'd care about Hard Mode if it weren't more of the same with extra buffs/debuffs inexplicably thrown in.
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What to do with Empyrean Merits in the future...
Luminara replied to Spectral's topic in General Discussion
Apparently, the answer to the question of what we're going to do with Empyreans in the future is... hijack threads with pointless, off-topic arguments about farming. 🙄