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ArchVileTerror

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Everything posted by ArchVileTerror

  1. Do bear in mind that any roleplay fights are likely to draw the attention of the event organizer (Commandant Nongratis), who will either eject trouble-makers from the club, or (ideally) exploit them for improved monetary wealth on her own part.
  2. Seemed random. Sometimes it would be less than 30 seconds. Sometimes it was minutes.
  3. Ah, yes! Sorry. Indeed. Eastern American time zone.
  4. Let's do another! Tomorrow night (Friday, the 17th)! Two Hour Special! 7pm to 9pm! Special Raffle with prizes for everyone who enters! Same place as usual: Sharkhead Rikti Monkey Fight Club!
  5. Thanks! And confirmed. I wonder if this happens at any other sewers.
  6. Good stuff. Got me on an interview kick. I came across https://www.youtube.com/watch?v=XiGxqg25W_Q and I also wanted to share.
  7. Where is that located?
  8. Did someone say "Invasions?" https://forums.homecomingservers.com/topic/17554-make-red-side-great-again/?tab=comments#comment-194213
  9. Aww . . . dang. Well, I figure we can still use a Rogue editor, no? Get you in there for the final passes before submission?
  10. Don't forget that we have ParagonWiki to help! https://paragonwiki.com/wiki/Rogue_Isle_Protector https://paragonwiki.com/wiki/Category:Villain_Contacts
  11. People get riled up at vehemently defended positions which run contrary to established understanding. Mind you, I'm not saying one way or the other, in this scenario, if there's a "correct" side and a "wrong" side. (but my previous posts in this thread might imply my bias)
  12. Ok! Here we go. @Mirage, but also @Apparition, @Rathulfr, @Muppy, @Shadowsleuth, @Razor Cure, @Coyotedancer, and all the other self-proclaimed villains who I may have forgetten or missed . . . https://forums.homecomingservers.com/topic/18029-community-project-adding-villainous-depth-to-redside-missions-and-story-arcs/ Let's take a stab at it, eh? We can call ourselves: Strike Force Agency! . . . it's workshoppable.
  13. So! Classic "money-put-mouth" declaration from me here . . . https://forums.homecomingservers.com/topic/17554-make-red-side-great-again/page/3/?tab=comments#comment-199306 https://forums.homecomingservers.com/topic/17554-make-red-side-great-again/page/3/?tab=comments#comment-199737 Basic premise: It has often been cited by players that the Redside content feels more Rogue'y rather than Villainous, and frequently fails to deliver on the sense of empowerment the players hoped for. The specific critique criteria generally revolve around players having the agency over their characters' motivation being denied, and playing "lackey" or "mercenary" rather than getting to pursue personal conquests. This is not to say that all existing Redside content is inherently harmful to player enjoyment, and therefore needs to be changed or removed. Instead, the plan for this project is to supplement the existing missions and story arcs to provide branching narrative options with the specific intent to provide players the opportunity for greater creative freedom in telling their characters' personal stories. This project doesn't preclude the possibility of a similar treatment occurring Blueside, but the focus of this thread will be specific to Redside content, with a primary focus on older content first. My proposal: Step 1 - Review existing Redside missions and story arcs, looking for ideal candidates. Step 2 - List the content in this thread, citing specific portions of the mission/arc which are problematic. Step 3 - Community analyse of the issue, with proposed solutions. Step 4 - Peer review of proposals to hone down the number of possibilities to 3 to 5 maximum (including original version). Step 5 - Assign a volunteer author to write the branching narrative components. What do you say? Can we villains team up to do right by one another?
  14. Best place to start is over at: https://forums.homecomingservers.com/forum/53-getting-started/ But the specific answer to your question is: http://patch.savecoh.com/tequila.exe
  15. discord is not an option. And considering this affects the forum, what better place to do it? If people interested in the project would mind subscribing to the thread, that might be a good step toward regular progress.
  16. Ok, come on folks . . . let's keep this ball rolling, please? Category suggestions! -Gameplay and Mechanics --Powers --Enhancements --Features -Content --Maps/Zones --Missions/Story Arcs --Task Forces & Strike Forces/Trials --Events -Art/Assets --Textures --Costume Pieces --Animations --Music --Sound -Quality of Life and User Experience --User Interface --Chat/Socialization --Ease of Accessibility -Hardware(?) Each of the above have subcategories of: ---New Additions ---Modify Existing What do you think? Any more to add?
  17. You know what? Let's try the community run version again, Mirage. Give me an hour or so to try and put my words in order. I'mma start a new thread! (Also, speaking of community projects . . . I should probably go prod some people in: https://forums.homecomingservers.com/topic/17732-community-project-cleaning-up-the-suggestions-and-feedback-board/ )
  18. https://forums.homecomingservers.com/topic/17492-homecoming-server-update-april-5th-nemesis-plots-contests-and-progression/page/7/?tab=comments#comment-194882 I know some people are hooked on their endgames, but I think we may well have actually come to the point where it's time to reinvent the whole wheel. Leave the original wheel available, though. Add some more spokes when time allows. But (again) if the goal here is to add longevity, let's actually ADD some longevity. The optimum IO Build will eventually be solved (and arguably already has). The Incarnate Path is going to reach an end eventually. Let's have something else in place before that happens. And let's build this new thing up from the ground in such a way where we take the lessons learnt from the first wheel to heart. Remember: One person's "pride and accomplishment" is others' "tedious grind." I think Borderlands 2 had a good solution there. Keep doing Achievements to gain progressive stat bonuses which suffer from diminishing returns, but have no actual cap (just an effective one). Gives someone with that specific temperament a distant goal to strive toward, while also being front-loaded enough that the majority will not feel robbed by not having the time or demeanour to sit there focusing all their free time on that objective. I'd go a step further and make it so that for every X increments achieved (ie: 10, factored) the character gets a Milestone Bonus worth X(modified). Little steps which lead to a bigger step, giving a sense of "I made it to my personal best!" How big is the floating point in this engine?
  19. Ok . . . you had me there, @TraumaTrain. I was about to post asking "wait, what the hell is "jtraumatrain" supposed to be?" Then I typed your name to flag you.
  20. Yeah. If the concern is "market or farm, no other way" . . . that's not just a valid concern: It's the Big Elephant in the Room Right Now concern. But like Rath said; modifying how Purples are procured won't fix that problem. It will just add another problem. We need a different solution to dissolve that particular elephant with.
  21. Considering the marketing juggernauts which are SquareEnix and Acti-Blizz . . . it's actually professionally debatable whether those games have much merit worth emulating, or just have REALLY good pushers swindling payers. Like, seriously . . . it's an on-going debate in the games industry. Those companies are bigger than god. When they want an investment to return dividends, they push HARD. Getting a look at their P.R. departments' standard operating procedure documentation is considered a Holy Grail by some other companies.
  22. Ok, 131 . . . this is going to sound really fucking cheeky on my part, but what I'm about to propose to you is serious, okay? Go read the entirety of: https://forums.homecomingservers.com/topic/12155-going-forward-can-we-have-more-things-that-mean-something/ Not just the initial post; The Whole Thread. It will take you some time, but it will be well worth it.
  23. @Mirage, your idea is not a bad one, but it's also got HUGE overhead. Maybe once/if the Homecoming Team open the doors to more volunteers, we could whip up a community effort to rewriting Redside . . . but as it stands, a few folks have offered rewrites, and received no official go-ahead (as far as I'm aware, anyway. Don't like all the secrecy, but maybe someone's been taken up on the offer without any announcement). But, as it stands, the Redside Rewrite is too daunting of a task to be viable in the short term. @Shadowsleuth, though . . . your idea is very intriguing! I'd like to learn more. Have you got a flowchart you could share, perhaps?
  24. I doubt I'll ever even get to -see- a Purple, let alone slot them . . . and even I shall say: This is NOT the way to add longevity to the game. Content which gives the players opportunities to personally express themselves will provide longevity. ie: Improved Base building and sharing tools. Improved AE. Improved character customization and costumization. Additional content, preferably designed to provide adaptive and reactive outcomes. Adding distant goals would interest -some- of the players, but not all of them. Making an existing goal which is presently obtainable and twisting it into something distant would frustrate many players and encourage them to -leave,- not stay.
  25. Any time an activity becomes an identity, people will develop a culture for it. I see no problem with allowing the Farmers a space to call their own.
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