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Grindingsucks

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Everything posted by Grindingsucks

  1. I-dialect is fine. If well done, it adds a lot of personality to a character. I'm speaking of lazy grammar and unwillingness to use a spellchecker, of course. It's generally easy to discern between the two, as long as the dialect is skillfully done. I wouldn't say your examples are skillfully done, but perhaps you're being tongue-in-cheek. Such things are subjective though, I'll grant you. 🤷‍♂️
  2. You could be right. I wasn't implying that they were (although, that does seem likely to me). I'm simply speaking to those players that are experienced, when dealing with those that are not.
  3. I'm often baffled by this tendency- that of people who identify as dedicated role players, but are unable, or unwilling, to post legible dialogue in a game that uses the written word to communicate. I confess that this a HUGE pet peeve of mine. If you aren't a native English speaker, that's perfectly fair. Simply let me know (you can put a little blurb in your bio field to this effect, or just send me a tell before you initiate RP). I will bear patiently with you. But, if not, is it too much to ask you to make a token effort at correct spelling, grammar, and punctuation? I'm not perfect. I do make typos. But I also make an effort to communicate intelligibly, and anyone who does so should be able to make a readable emote. It's very discombobulating if your super scientist or fearless leader talks like a poorly lettered third grader. Please, JUST SAY NO to word salad. Thank you very much. 😛
  4. That's fair, but seasoned players need to consider that noobs are not going to grok that immediately, and possibly not for a long while, so explain what the invite is for before you send it, especially if the person you just sent the invite too was expecting to get invited to a Positron TF.
  5. Neverwinter Nights (although I rarely play anymore, since having discovered CoH. If a good Dark Sun Persistent world ever goes up though, you'll likely not see me around again for a while). Megamek. Super old. Crummy graphics. But I love Battletech and hate the clunky rules that come with the board game (not to mention the issue of finding players). I never really learned how to do multi-layer/campaign style play, but I always fire up single player mode to face off against the bot with my battallions of giant robots. Megamek does all the heavy lifting on rules/calculations, and I love that. I recently downloaded Galactic Civilizations III. It looks really cool, and I'm hoping it'll become one of my new favorites. It's really complex though, and I haven't been able to find a good online tutorial. Just gonna have to bite the bullet and sit down with it and learn on my own, I guess.
  6. Just dip your toe in and test the waters. If the fish aren't biting, move on to a new spot. People in Pocket D are often there just to get their rocks off, so it may not be the best place to look for mainstream RP. I rarely go there, myself, except to door sit for farms or make use of Null the Gull. Joining new supergroups that are just getting off the ground is probably your best bet. With everyone being new, it's less likely that the different members have developed long lasting, storied relationships yet. This is often what makes it hard to break into RP. It's not so much (IMO, anyway) that there are deliberate cliques that are trying to shut other players out, it's just that they have a lot of their own thing going on and are wrapped up in the stories around that. Personally, I really enjoy playing support/color/sidekick characters, so I can just Rp an interesting addition to the team and I'm fine not being the immediate focus of the ongoing story and/or rp. For people looking to helm stories or really be a primary protagonist, I can totally sympathize with your frustration, though. My advice, is just be persistent and keep trying. Eventually you'll click with some group or persons.
  7. Yeah, a lot of potentially cool games get lost in development hell. Maybe that's better than going the distance and releasing a crap game, though. It's hard not to feel let down when something you're really looking forward to gets canned, though.
  8. @vibal Oh, I get the difference. I still enjoy having a designated leader and structured team play. Granted, I'm primarily a roleplayer, and have the most fun when I'm roleplaying coordinated team combat like in the comic books, when Cyclops is giving orders and everyone is synched up, doing their part to support the team, rather than lone wolfing it and doing whatever, while waiting for everyone to catch up. Again, not saying there's anything inherently wrong with your style of play. It's just not my preference, is all.
  9. You should try super reflexes for capping rng/melee/aoe defense. Super easy to do. I guess I'm weird, cause I have trouble figuring out how to cap shield, myself. Willpower too (although, I love the set). Hybrid res/def sets just confound me that way, I guess. 🤷‍♂️ On the other hand, I don't really make any effort to soft/hard cap everything. My toughest tank has S/L resist 90% and everything else is 40%, except Psi, which is a measley 5%. Yes, I'm aware you can do things to "plug the hole" that Invulnerability has to Psi. I chose not to, because I think every interesting character should have some sort of Achilles heel. You can make a tank near immune to most everything, but that would get boring (for me, I mean) pretty quickly.
  10. Wow. He sounds like a real shithead. And an idiot. Sorry about your experience.
  11. @vibal While I strongly advocate for the position that there is no "wrong way" to enjoy your favorite game, I will say that I've played in groups that adhere to both philosophies of team combat and, personally, I very much prefer JJDrakken's approach (whether I'm playing a Tank, Blaster, or any other AT). Also, I'm strongly of the position that if you're forming the team, it's your rules. Just make sure you make those rules clear to everyone present and give anyone who doesn't like them the chance to quite team before you start the mission(s). Also, bear patiently with people new to the game. It's quite difficult to reliably perform according to instruction, when you're first learning how everything in the game functions. I don't think any of @JJDrakken rules are unreasonable, and we would probably get along well on a team, depending on how he feels about knockdown (I am not in the camp of those that feel knockdown makes tanking a chore. I love knockdown and have no problem with the blaster knocking things about, so long as they help chase down and neutralize the mobs. I've got "F" key, combat teleport and jaunt macro's to address that. No, my tanking won't be as efficient if they do it, but if they don't gripe about that, I won't gripe about the knockback.).
  12. +1000 the OP's suggestion. The jar head option takes the prize for the costume part with the most tragically unrealized potential. Such a great idea with so many possibilities and, as P2 points out, we have existing models we could leverage to put in there.
  13. Again, the best solution would be the ability to dial the difficulty up another notch, rather than rebalance all content across the board, in order to balance around IO sets. Not everyone is interested in a more challenging game. I get that. So, why not just add another level of difficulty to notoriety for the folks that want to choose dial up to that level of play? Heck, if you want to throw the people in the other camp a bone, add a -2 notoriety level, for people that just find the game too difficult, overall. That's totally fair. A great game should be about options and the freedom to enjoy your particular form of recreation without intruding on other peoples form of recreation.
  14. Most of my characters, I pay zero (or very little) for costume designs. It depends on whether our character is a fashion fanatic that likes to have lots of different outfits to wear (mine aren't, and typically are able to make use of the free tailor tokens that you get throughout the game). Having said that, I don't really see the point of charging for cosmetic changes, at all. That's an artifact of live-game revenue source and no longer needed (IMO). I feel the same way about the player market, generally, but people get their panties in a knot if you try to make that argument. Let's see how I long it takes people to go bonkers at my suggestion that we don't need to pay for costumes, because it will somehow "destroy the game". 😃
  15. Interesting. I never played the Redside version. Blueside, he certainly has no qualms about trying to beat your character's ass, I can tell you that much. A bug (known/unknown), perhaps?
  16. LMAO! I had no idea that was the case. I do agree with you, of course. Sorry about the blatant dimensional bias. We Primal Earthers are a terribly prejudiced lot, I'm afraid. 😂
  17. I get a lot of use out of tenebrous tentacles and abyssal gaze. YMMV, of course, but I like them both.
  18. I would say yes (with the exception of Sonic Speed and Mystic Flight) except for one important fact that occurred to me; you can mule several valuable enhancements with them, which should not be allowed without some cost, IMO. So, yeah. I also vote no on this one.
  19. @Dr.Rogue You've got some great suggestions (as do others in this topic). I'm always wishing I had certain models I see in the game in the base editor. The bit that looks like the Ion Floor grate is actually two Tech Box 1 overlapping one another, I think. Then a door directly behind them.
  20. I wouldn't mind being able to make a Scrapper Bruce Lee homage.
  21. Cool costume! 👍 Does the cape have a hood?
  22. I mean, it's only been up 3 days now. 🤷‍♂️ Having said that, I agree it's a great suggestion to further improve the interface (which is certainly better than it was- IMO- prior to the most recent update).
  23. I haven't tried it, though I've toyed with the idea a few times. I imagine there are several hurdles that might prove difficult to overcome. The one that seems the most problematic to me, is the simple fact that many maps are narrow and constricted, and so you'll frequently find yourself unable to put much horizontal or vertical distance between yourself and the enemy. For this reason, I imagine outdoor/open air maps would allow you to use the build to good effect, but indoor maps would, comparatively, prove something of a nightmare. If you try it, do let me know how it goes. I'm somewhat curious, myself.
  24. Sorry! Sounds like a pain. 👀
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