Jump to content

Rikmach

Members
  • Posts

    60
  • Joined

  • Last visited

Posts posted by Rikmach

  1. 14 hours ago, lemming said:

    You must not have used the Voltor method

     

    Reading that, Dreck *did* get close to the defenses, but I was sure I landed the killing blow.   Is it a problem if he takes *any* damage at all from the defenses?  If so, not great.

  2. Out of curiosity, is it possible to make a bind that selects a random person in my team (or league), and then casts mystic fortune on them, so I can just hammer that button until I hit someone?  I want to buff my team, but checking if they have that specific buff is tedious, but being able to just hammer a button would be much easier.

     

    Edit:  I tried /macro_image "MysticFortune" "Random Fortune" "target_friend_next$$powexec_name Mystic Fortune", but that doesn't seem to work- it selects friendlies near me, but doesn't cast the power.   Any ideas?

  3. Ok, finally got around to doing this on live... and I didn't get the bonus mission?   I dunno what I did wrong, I *mostly* played it like I did back on Beta... Maybe it was leaving the lab before the countdown completed?  Maybe it was going to fare forward and delaying the spawn?   Whatever it is, it's super not clear what the problem is.

  4. Some other useful info:

     

    We know the fates of a good chunk of the Praetorian leadership, but there's some unknowns, so future followups might focus on those.

     

    Dead:

     

    Anti-matter (Blew himself up to drive back Hamidon)

    Chimera (His corpse is found in the redside Insider Information tip mission, killed by out-of-control clones.  Presumably he was trying to activate them to fight Hamidon, but they turned on him)

    Diabolique (Deader than Dead- her soul was destroyed by the Dream Doctor during the event of Dilemma Diabolique)

    Neuron: (Dead, Bobcat murdered him when he attempted to sacrifice her to the Devouring Earth to save himself.)

     

    Uncertain, Likely Dead:

     

    Malaise (Deafeated during the Minds of Mayhem Trial, then Possessed by Mother Mayhem and defeated again- his fate is not spelled out, but the wording implies his mind is gone, and her never appears again, so him being dead is a safe bet.)

    Mother Mayhem (Her mind is sealed into a part of Praetoria's psychic network that has no living minds connected to it, trapping her indefinitely- she also spoke as if this fate is a death sentence, so a bodiless mind might die without a brain to inhabit, so likely dead.)

    Siege (Defeated during the BAF, his body later taken over by Metronome, and never shows up again.  He's described as a sapient computer program that can take over robot bodies, so it's *possible* he might still exist, but with Praetoria's infrastructure collapsed, he's likely unrecoverable.)

    Nightstar (Same situation as Seige)

     

    Alive:

     

    Battle Maiden (Captured during her attack on Primal Earth, then freed and recruited by Malta)

    Bobcat (Captured after her attack on Primal earth, then freed by the PC villain- is now part of the PC villain's crew, if you did that arc.)

    Dominitrix (In captivity in Primal Earth, facing trial for war crimes- likely to see Clemency due to her help taking down Tyrant)

    Marauder (On Primal Earth, working as a Hero)

    Pendragon (On Primal Earth, working as a Hero)

    Shadow Hunter (Exists as an optional fight in Praetoria's Last Gasp story arc, working for Hamidon- it explictly states he escapes, so he's still at large, working for Praetorian Hamidon)

    Tyrant (In prison on Primal Earth, awaiting Trial for War Crimes)

     

    Unknown:

     

    Black Swan (Defeated during the Magisterium Trial, but not in custody on Primal Earth afterwards.  Possible she died due to Tyrant's Nuke, but the other three AVs in the Magesterium didn't die, so her fate is vague)

    Infernal (Unknown- He's only ever appears in Maria Jenkin's arcs, and referenced in Number Six's arc.  It's suggested he's up to *something*, but since the Praetorian arc is over, it's never clarified what.)

     

    I think Black Swan, Infermal, and Shadow Hunter have some interesting possibilities to follow up on if the devs ever decide to revisit Praetoria.

  5. 14 hours ago, lemming said:

    The arc is interesting, but based on feedback, it is an example of something that may be obvious to the designer, but not to the players.

     

    A friend of mine described making puzzles for players in game mastering.  Try not to make anything more complicated than a Scooby Do mystery.  A generalization, but not I find it worked well for convention games.

     

    I would have never thought of Number 6 either and since I ran the mission arc via Ouro, I had to visit everyone in person which without the guide, wouldn't have been feasible for me to remember.

     

    Yeah, Number Six is super not-obvious, because the missions he gives aren't about Crey- you have to do an entirely different mission chain to find out his origin and backstory- which one I can't be bothered to look up.  Yeah, it makes sense, his brain was inside a Crey supercomputer, and his profile does mention this, but very few people would have done the earlier arc or read his profile, so more clues to tip you off would have been nice.    Like, Kelly and Tavish were pretty easy to figure out, since they explicitly work for Crey and send you on missions on their behalf.  Six?  Not so much.

  6. There is, of course, another option:  Remake it from the ground up, like Positron's TF.

    I vaguely recall reading that Rebirth has already done that, though no idea on the details.

     

    Something worth considering-  Really, all the Issue 0 Task Forces are a bit long in the tooth these days, so remaking them with the new tech available might be a good idea.

    • Microphone 1
  7. 3 hours ago, MaceVanHoffen said:

    Adding some data in case it helps:

     

    I ran as a rogue, did all the extra content in the previous missions.  I then brought Abby, Eida, and M3DUS4 back to the lab one at a time.  The ambushes spawned, and I got quite a few hits in on Dreck but he went down very fast.  I did see him change con color from orange to red briefly before getting defeated.  No Brass Tax badge, and no extra mission from Dap-Dap.  I took a selfie with him, then that was it.

    That might be it-  I brought back the hostages one at a time, and I got the bonus mission.

  8. 23 hours ago, Ukase said:

    Maybe this is by design? 
    image.png.f1a94fead4172389fc193bc872a00cbc.png

    My character, level 50, vigilante doesn't see 28.04 in ouro. Makes sense, I suppose as the character hasn't done this content yet. 
    But this tip mission it's not in the SG computer, either. 

    If I have to start clobbering randoms on the street, and hope I get that specific tip, I don't think that's a good thing. 

    image.png

    I think you're guaranteed to get it rapidly if you're the right alignment and level range, similar to previous tip-introduced contacts.

  9. 10 hours ago, UltraAlt said:

    Yeah, I have only minorly tinkered on the villainside since since Homecoming has been up.

    I only played it though to 50 on one character on live ... because I paid for the content - which I paid for mainly for the supergroup base, getting more character slots, and supporting the game.

    I seriously can't remember content with Arachnos fighting the Council or the other way around. They always seem to be separate ... in what what I remember seeing in the game.

     

     

    Maybe I'll have to take the time to go look at that base. I have been through Sharkshead and I never noticed it.

     

     

    Okay thanks. Can't say that I have even read 1/10th of the wiki. 

    Really never had any reason to go there and read the Council one for sure.

     

    Ok, so you only did it back in live?   Fair enough, I can see the memories fading after that long.   But yeah, the Council is one of the major enemy groups in Sharkshead-  the only contacts that *don't* send you to fight them are Crash Cage, Vince Dubrowski and Henri Dumot (Since they're focused on Cage Consortium stuff), Diviner Maros, Vincent Ross, and Archmage Tarixus (Since they're concerned with the mystic going-ons in the island) and Dean Macarthur and Leonard (Since they're part of the newer Protean story arc that was added issue 17), And Darrin Wade (Since he's a Signature Story Arc contact)- and four of those were added after the zone's initial release.

    Captain Petrovich, Lt. Chalmers, Lorenz Ansaldo, Operative Vargas, Operative Kirkland, and Doc Buzzsaw all send you after the Council there, and both the Operatives are Arachnos representatives, and discuss the conflict between Arachnos and the Council there.   To be fair, most of these are one-off misions, and not full story arcs about the conflict itself, so I can grasp it slipping the mind easily.

     

    As for the base itself, if you want to check it out, it's in the southern part of the "The Pit" area-  They built it in the open-pit mine in the area.   There's actually an exploration badge "Unwelcome Guest" at the entrance, referencing the fact that Arachnos (and others) don't want them there.

     

    10 hours ago, UltraAlt said:

    I feel that Arachnos NPC treat villain PCs as lackeys and useless fools to be manipulated for their own NPC gain. 

    My villains are all independent of Arachnos.

    All the industry laborers in the Isles seem independent of Arachnos as well.

    I'm not sure I'm seeing any plundering benefiting that PCs that work for Arachnos or the other contacts/con-men/etc. on the villain side.

     

    My villainous game play at this point is mainly focused around getting and running mayhem missions. And I haven't been actively doing that for a long time.

     

    Like, to be fair, the entire "Destined One" scheme did turn out to be a scam on Recluse's part, but it does provide benefits for those that go along with it, so most of my villains see it as exploiting Arachnos to their own benefit- but I entirely grasp the idea of villains being suspicious or disdainful of Arachnos' seeming generosity and reject it- the devs did intentionally make it so it's possible to level 1-50 Redside without ever working for Arachnos.

     

    Also, in regards to the Industry/civilian operations on the Isle?  They're "Independent" depending on what you mean by that word-  Yes, most of them are privately owned and operated, or corporate entities- but remember, Arachnos is the de facto government on the isles-  they're under arachnos' rule, and pay them taxes.

    • Like 1
    • Thumbs Up 1
  10. 2 hours ago, UltraAlt said:

    We each have our point of views.

    The Council doesn't mess with the Rogue Isles; the Arachnos don't mess with Striga. It seems to be that these two criminal organizations have some respect for each other's boundaries. 

     

    Have... have you not played redside in a while?  Because-  well, not to be rude, you're completely wrong here- it's stated- multiple times- that the Council and Arachnos are actively at odds with each other, and Arachnos sends to you attack the Council multiple times.  and the Council is absolutely messing with Arachnos, they've forcefully created a base on Sharkshead, and it's open knowledge that Arachnos does not consider them welcome, and has attempted to evict them multiple times, and only still exist there because of their dogged persistence and the fact that Arachnos has higher priorities at the moment.   Heck, go look at the Council page on the wiki!   The first paragraph states that Arachnos and the Council are in conflict!

     

    2 hours ago, UltraAlt said:

    I agree that doesn't mean that stray villains (which is what most villains really are ... they are not actually members of Arachnos at any point - unless they are VEAT ... and even they don't really seem to be) wouldn't have some reason to go to Striga, but, based on what is going on there, I can't even see a reason for a rogue to go there - let alone a villian. There seems to be no profit there. It isn't like you are going to find the massive gold haul or religious relics that the Council carted off from 5th Column strongholds which they carted of from those guys in World War 2's strongholds....

     

    Ok, at the level Striga takes place at, the villains are still ostensibly Chosen Ones, meaning that even if they aren't actively working for Arachnos, they still have Arachnos' backing, and access to their information networks, meaning they'd be aware of the situation there, and have access to transportation to and contacts there.   and I'm not sure why you think that villains and rogues wouldn't be interested in plundering the secrets, resources and equipment of a fascist paramilitary organization.  That doesn't seem like "no profit" to me.   Bad guy's money steals just as good as everyone else's, after all.

     

    2 hours ago, UltraAlt said:

    No, not really.

     

    The villain side always had a smaller population. 

    It was a way to give villains access to the hero-side gaming population and back to villainy again.

    And it was done during the funneling times to give villains the option to be able to move to the heroside with move players when they couldn't find a team on the villian side.

    Before the Market merger, the influence market was the big market. The Infamy and Information market were under stocked and much higher priced. In which case, I seem to recall you would have to go to at least vigilante to gain access to the influence market.

    Either way, it was really more for villains having the ability to interact with the larger hero-side player base.

     

    I'm sure some people did, but here was really no good reason to switch a hero to even a rogue unless you wanted to solo villain content, team with a friend that was already playing a villain, or for some role-playing reason. It is still that way as far as I'm concerned.

     

    It was a way to slide in a bunch of missions into the game without adding any contacts so that the tips could basically be used like the police scanners or newspaper missions. Once you get started on doing tips, you and pretty continually get one to free any free tip slots pretty quickly.

     

    You're... missing the point I was making.  I was saying,  "Isn't that the in-universe reasoning behind it?", not the mechanical/gameplay reason.  I thought that was obvious from context, since we were discussing in-universe logic of why Rogues are tolerated in Paragon.

  11. 13 hours ago, Lunar Ronin said:

    I can't see the griping about villains running around Paragon City when you have Longbow running around, using flamethrowers willy nilly.  Heck, the villains will probably do less damage.

    Honestly, I find Longbow's existence hilarious.  They're technically all criminals because they're an extralegal organization operating in blatant defiance of international law, but everyone overlooks it because the person running them is the granddaughter of the most famous superhero in the world, and no one likes the person they're targeting.

  12. 13 hours ago, lemming said:

    I don't think there is a mechanism for targeting only once you have certain badges or souvenirs.   (And could be confusing for some, even it did straighten out some lore bits.   Currently, you can just be clued in by one of your compatriots)

     

    Well, I'm not exactly asking for a mechanical system that dynamically changes viable targets based on your character's individual knowledge (though if that could be implemented mechanically, that's a pretty cool idea and have some neat potential!), I'm more asking for a more clear lore justification of what's currently possible.

  13. On 5/28/2025 at 8:32 AM, Velvet Violet said:

    So some of this will be explored in future pages, but for now and without giving away too much stuff that can be learned in-game... The KW branch of the PPD was incredibly corrupt and was basically disbanded entirely to eventually be reconstituted from scratch. Emil Christie, a billionaire who has a lot of influence in the Wharf, worked out a deal with the city to hire BWI to provide security in the Wharf in the meantime. BWI has recently opened up shop there, but they are still starting their work. For now, they are focusing on the gangs that are causing havoc in the Wharf. Villains are a problem, yes, but not the primary issue as long as they aren't actively attacking BWI or otherwise causing problems they are contracted to respond to. Heroes in the Wharf don't attack villains for the same reason they don't attack rogues in other parts of the city, even if the rogues are still perfectly capable of (or even actively are) committing lots of crime. Because *coughcoughcough*.

     

    My understanding was always that Rogues are willing to do good if you pay them, so they're tolerated in Paragon City because while they have the potential to commit crime, their reputation is enough for the city to tolerate them on the belief they'll on the balance, do more good than harm.  I mean, that's the point of the reputation system, isn't it?  You building up your rep over time so people know what you're about?   Heck, the Rogue arc in the zone is all about you being paid to be a representative of a heroic force!  Yes, it's all a lie, but that's besides the point.  (also,  while Rogues are *hypothetically* capable of committing crime in Paragon City, there's very few ways for them to actually commit crimes there, mechanically speaking.)

    That said, I look forward to the Lore expansion in the future, because right now it's rather lacking and confusing-  Like, the two story arcs there for the villainously-inclined are story arc helping the Freakalok, and becoming a PR shill for Crey.  While the later makes some sense, since, as noted, Rogues are tolerated in Paragon, but the former is explicitly helping a criminal organization, so it currently doesn't make much sense for villains to be allowed there.   The implication that BWI might be a front for another organization isn't made clear, especially since all the history, explorations, and missions paint them as being largely beloved.  (And by extension, it makes it a bit weird that heroes can attack them and their giant monster, since they're not depicted currently as secret villains)

  14. On 5/28/2025 at 3:52 AM, UltraAlt said:

    "Free-fire zones" don't exist in City of heroes.

    Zones are either PvP or PvE. There are no zones where you can attack all other player characters.

     

    It's not a *mechanical* game term, no, but several times, various contacts have refereed to places as a "Free-Fire Zone", so it's an in-universe term, and it's not too hard to grasp what is meant by it.

     

    On 5/28/2025 at 3:52 AM, UltraAlt said:

    It didn't make any sense for me for Striga Island to become a co-op zone, but is as well at his point.

     

    Striga is run by the Council, an organization that is openly hostile to Arachnos, and a direct competitor to it's agenda, and the isle itself is not guarded or otherwise blockaded by Paragon city or other heroic forces (like, why would they?), so to me, it makes complete sense for villains to want to go there and fuck the Council's shit up and/or steal their stuff.

×
×
  • Create New...