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Luminara

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Everything posted by Luminara

  1. Fully deformable terrain. Punch through walls. Make potholes when you land. Knock over buildings. Knockback deals extra damage based on the force of the strike. Every power is thematically linked to your first choice. If you're a Fire blaster, for example, and you take Fly, your Fly emits flames. And you can select how that works, such as the lower half of your body becoming obscured by a flaming tornado, or your entire body changing to flame, or flames shooting out of your boots. If you have defensive powers, they're fire-themed. You take Air Superiority and whack someone with it, the animation isn't the same two-fisted hammer maneuver that a Super Strength character uses, it's... a small explosion, or a sudden gust of flames shooting up from the ground, or something fire-related. Spring Attack into an enemy spawn and a ring of fire explodes from where you land. Every power ties back into your primary power, the first power you select, and every animation is relative to that first choice. Zero "wasted" powers, via upgrades. Your Fire blaster decides he/she needs the next level of pew-pew, so instead of adding another power to your repertoire and taking that first pew-pew off of your tray, you improve the first pew-pew. Upgrade it again and it's an AoE or cone. You can always go back and select your first pew-pew again, and upgrade that to obtain more powers, but the net result is you only have what you want and need, not a lot of abandoned crap. Visual indicators for cones and AoEs. Cute non-combat pets. Cute little non-combat pets. Bunnies. Kittens. I guess some puppies are cute... when they're not peeing on things, crapping on things, slobbering on things... Anyway, adorable little pets to follow you around and make you happy. Buff/debuff notification icons on the target window. Better than a 50% guaranteed hit rate (miss, forced hit, miss, forced hit, miss, forced hit, mi-MOTHERFUCKERJUSTSTOPTHATALREADY). And AoEs included in the calculation (AoE miss, single-target miss, AoE miss, single-target m-OHI'VESOHADITWITHYOURSHIT). Better mission design. Running from one portal to another in PI is stupid. Having a mission with one objective, and the entire mission taking 92 seconds, is stupid. Colonel Runaway is fired. His replacement is enemy ramping. If they can't hit you, they try harder. If they're close to being defeated, they fight harder. Challenge, not chase. Hazard courses for movement modes. Jumping puzzles, flight paths, et cetera. Like the ski slopes, but for everyone and every type of travel. Choices and consequences. Right now, it doesn't matter if a mission ends in failure, the story just moves on. It doesn't matter if you decide to save Detective Hopp or not, the story moves on. The story is pre-determined, you're just witnessing it. Instead, if you fuck up and don't stop the bad guy, maybe he sets a building on fire when he escapes, or kidnaps a family and assassinates them on television, or dumps dioxin into the reservoir. Hostage? Maybe you save her, maybe you don't, but what you do determines what happens next in the story, rather than simply being a one line side note in the next mission's acceptance text. Crate of weapons? What happens if you take it for yourself instead of delivering it to the police? Or you blow it up... along with that underground base where the bad guys were hiding? More value to less utilitarian controls and debuffs. Okay, so I debuffed that dude's Recharge TIme. So fucking what, the script just moves the enemy to the next available attack and my debuff doesn't actually have any appreciable effect if combat isn't unnecessarily long. Why not have that debuff put enemy powers on recharge so it's immediately useful? Immobilized an enemy, go me, oh wait, Captain Shitbiscuit can still blow my face off with an Armalite AR-18. Make Immob prevent turning. Done, now Immob is more useful than shitting on tanks' days and keeping psychotic AVs from trying to run to Poland, because it can limit how much damage an enemy can deal. Control durations are fixed. Magnitude can be increased, duration can't. Makes multiple control characters useful. Want to keep everything locked down? Bring more than one X. Better feet. Seriously, these Quasimodo clubfoot things with lines on them, they have to go. Some thigh high boots that aren't stiletto heels or high heels, for the ladies. Haven't you tormented my toes enough with the Chinese foot wrapping shit, I have to wear six inch heels, too? How's a girl supposed to kick ass when she can't walk? GIVE ME FLAT THIGH HIGH BOOTS, GODDAMNIT. Easter eggs everywhere. Secret caves, underwater grottos, a sky ship that can't be seen until you're above it. Ever play Fallout 3? Remember all of those weird garden gnome and teddy bear easter egg tableaus? Stuff like that. Things for us to find and enjoy finding when we're out exploring. The city reflects overall player activity. If there are a lot of people doing good things in an area, it's bright and shiny. If an area is neglected, clouds move in, it becomes dark and gloomy. Random crime that amounts to more than NPCs locked in a single animation endlessly. I don't stop muggings because the muggers won't get the purse if I don't intervene. I don't engage the criminals staring into a store window or crouched in front of the door because they're static. They'll be in front of that window or door until they despawn. I want a reason to intervene. Let that mugger grab the purse so I'm inclined to chase him. Let those guys break into the store so I'm encouraged to run in after them and stop the theft. No morality missions. Morality is coupled to action. What you do determines where you are on the compass, not which mission you select or which "side" you're on when you're doing missions. Objective interaction animations. Why do I just stand there like a useless idiot when I'm "hacking" a computer? Why am I staring at a progress bar with a brief description of my action when I'm playing a game rich with animations which could be used to depict that action? Nope. If you're opening a crate, you're opening the crate, your character is going through the motions of opening that crate. Archetype differentiation that makes sense. Cryptic fucked it up by trying to do it with restrictions on power sets. A better method is to make every archetype capable of doing something no other archetype can. Controllers, for instance, would be the only archetype with access to AoE controls. Defenders would have one buff/debuff that no-one else had. Et cetera. Makes everyone different and valuable for different reasons, and allows us to redefine archetypes for the sequel. More than one raid, and none on an oversized breast implant. Boobs aren't scary. Options for + and - abilities. Maybe I'm willing to live with flying more slowly if it means I can increase the power of my dive attack by 10%. Or I can make my AoE attack deal 10% less damage, but have a 2 second Stun. Lots of ways we could customize our characters with benefits and penalties. Every power's effects are determined partially by animation time. If you're using an attack with a 3.5 second animation, it's goddamn well not going to be a heartbreaking letdown. That fucker's going to be almost guaranteed to hit, and it's going to be worth that 3.5 seconds. Fucking Incandescent Strike... I'M STILL ANGRY ABOUT THAT MONUMENTAL DISAPPOINTMENT. A dozen or so pre-designed bases/lairs for players to start out with, so getting into that aspect is quick and painless. A UI that doesn't feel like it was designed by a Windows 95 enthusiast.
  2. Macros and binds can't determine when a power begins or ends animation or recharge, nor can they activate powers simultaneously (powers are activated sequentially, according to where in the string they're place, from last to first). What you can do is create a macro or bind which activates a power, then loads a bind file which changes the macro or bind to activate a different power. Example: my Ice/Willpower sentinel uses one mouse button to activate both Blizzard and Ice Storm, alternating the bind with two bind files. Blizzard bind file Ice Storm bind file When I activate Blizzard, the game reads bindloadfilesilent and loads ice.txt, which rebinds button5 to Ice Storm. When I activate Ice Storm, the game reads bindloadfilesilent and loads bliz.txt. Every time I press button5, the game activates whichever power is bound to it, finds the next bind file and loads it, which rebinds button5 to the next power. So you can activate multiple powers with one key or button, but each activation requires a press. You can't automate the whole process, the game requires you to interact to some degree.
  3. Perhaps you're unfamiliar with the definition of "bug" in regard to computer software? Google that shit. Jesus. Some people.
  4. That depends... are you familiar with the casting couch?
  5. Beast Crawl. Creeping forward on all four limbs. I want that, too. Been thinking about it for a few months. The excessive motion of Beast Run looks fine at full tilt, but not at normal movement speed.
  6. https://www.google.com/search?q=ish Way to miss the joke, you two. I've never seen anything go over anyone's head and achieve orbit that fast before. You should apply to the ESA.
  7. British. English. I'm supposed to take nomenclature advice from people who can't give themselves a definitive name?
  8. And restraining orders prevent you from getting there. 😞
  9. The exemplared mastermind will only have two T1 and one T2 henches. But those henches will also have EndRdx slotted, so they won't be pausing mid-combat to recover, unlike the lower level mastermind's. The exemplared mastermind's henches will have the first upgrade on them, and that upgrade will be slotted with Defense or Resistance enhancements if they're one of the revamped sets, which means they'll be more durable than the lower level mastermind's. The exemplared mastermind will have access to the T7 power that they took at level 18, the lower level mastermind won't. Oooooooooooohhhhhhhhhhhhhh, pity those poor exemplared masterminds with Gang War and Hell on Earth and Maintenance Drone! They're so underprivileged! We have to help them! 🙄
  10. When I search for stuff like that, all that comes up is porn.
  11. You logged into the wrong character.
  12. Nothing about the Incarnate system "melts". Nothing disappears. Any components which drop are permanently yours. Anything you craft remains until and unless you destroy it. Incarnate XP, levels, threads, shards, none of the Incarnate system is removed from your character. The Incarnate system isn't Fury or Domination, it doesn't go away if you haven't pressed keys in X amount of time.
  13. https://cod.uberguy.net/html/power.html?power=incarnate.interface_silent.maxhp_debuff&at=dominator 4. Yes, I checked, they're all 4. https://cod.uberguy.net/html/powerset.html?pset=incarnate.interface
  14. You shouldn't. There were seven other people on that team. Your responsibility began and ended with informing them that you were unfamiliar with that content. Everything that happened after that was on them. They knew the content, they knew you didn't, they failed to provide you with direction and ensure that you were keeping up with them. They fucked up, not you.
  15. Blazing Arrow's damage over time doesn't cancel on a missed tick. In fact, every tick is guaranteed if Blazing Arrow hits. It should be included.
  16. 5.25 seconds. https://cod.uberguy.net/html/power.html?power=set_bonus.set_bonus.boost_up
  17. Leave it up so the next person ready to file a report sees it.
  18. I'm about to Dutch oven some brownies.
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