-
Posts
625 -
Joined
-
Last visited
-
Days Won
4
Forager last won the day on July 17
Forager had the most liked content!
Reputation
598 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
The D Squad: This is true ROGUE content. [Challenging SFMA]
Forager replied to Forager's topic in Mission Architect
Volume 3 is now live! The D Squad Vol. 3: Tabor Crossing Arc ID: 70533 Alignment: Neutral? As the FBSA continues to mishandle the Shivan attack, Officer Daniels trusts you with a delicate mission. A group of refugees from Galaxy City are in danger outside of the War Walls, but a rescue is not authorized. -
I would say slotting for aesthetic is the true endgame. "ACCURACY... ON... THE LEFT!"
-
The text in the window will show it as from right to left, but it has no impact on the actual numbers. It all happens at once no matter which slot the proc is in.
-
Wait... you think that your teammates are reading that? And that they appreciate the order in which they read it?
-
Exquisite Nightmares (Arc ID 68480) dark horror mystery
Forager replied to Corruption Dawn's topic in Mission Architect
Just a minor technical note, Singular Navigation text does not function properly. If you are combining different objectives in the Nav bar using the same Plural Nav text, it's always going to use the Singular Text for the top hostage on the list, no matter who is actually last or what order you find them in. If you use specific names or identifiers for the singular Nav text, it won't be accurate. In your mission, I found the woman I was following 2nd, but the Nav text specifically identified her as the last person I was looking for. -
Can we NOT have GMs spawn on solo players?
Forager replied to VioLight's topic in Suggestions & Feedback
Badge name checks out. -
I have no idea what it's like to suffer from Alt-itis, but I've always imagined it's like a never-ending cycle of having a "cool idea" and then satisfying the urge to create it. I am a finisher. I get my characters as close to "done" as possible before I move on. My road to 50 is very old school and very boring: SOs to 25 or 30, standardized IO slotting after that, TFs, missions and I collect sets as I go. I have used MIDS to make one specific build because I was having a hard time getting soft-capped on vibes. I think the reason that I can finish characters is because I start and end with theme. When I begin a character, I begin them as a true newbie. Their costume is simple... they are weak and kind of lame. If I can't make a thematic justification for a power, I don't take it. If I don't deserve a cape or an aura, I don't wear one. I usually only use two costumes until around level 20... and one is street clothes. But I don't make puffs. I make strong characters, so as I approach Epic Pools and eventually Incarnates, my character as well as my character is growing in power. I have to make thematic justifications for these changes. As I make those justifications, the costumes get cooler and more elaborate. I don't do social roleplay, but I play lore accurate. When I go over to the redside Strike Forces, I wear an evil costume and my dude is really over there doing CRIME... not collecting badges. I may even change his name and use an alter-ego. When he comes back, he remembers his time over there. I have a natural origin character that spent 40 levels hating superheroes and now only uses his Darkness Mastery powers when nobody is around or he is forced to due to the threat level. So I guess what I'm saying is I make my characters play hard to get with mean it makes me want them more.
-
Forager started following These ain't your daddy's Skulls! (Arc ID 70495: Find the Bleed)
-
Have you ever finished the King's Row missions and then felt like you weren't done with the Skulls? What would the Skulls look like from levels 20-40? The Skulls are my favorite gang and that is my favorite range, so I submit to you my attempt to fill in that gap. My goal was to make a mission that could play two ways. You can run it just like an old school, low-level mission: read the objectives, kill bad guys. But if you wanted to read the story, there is a very human story there in the mission text. I also followed the example I've seen other builders use in going "Clues Optional" by including lore and details, but they could be completely ignored and you won't miss anything. Warning: If you don't like a challenge, lower your difficulty. I would also love feedback from the other creators here on the design, so I included a sample of a few below. I wanted to expand the gang to include multiple sub groups like some of the other high level gangs. This is handful from each group. The Gravediggers: The Bloodsuckers: The Edgelords Leadership This mission arc was originally created as a way to test my new Skull faction, who I only used sparingly as a part of The D Squad series. I love them so much though and decided to rewrite this into a proper set of missions with an underlying story and higher stakes. It also is a bit of a spin off and runs parallel to those stories. And remember... Bone Mommy loves you!
-
- 1
-
-
Can we NOT have GMs spawn on solo players?
Forager replied to VioLight's topic in Suggestions & Feedback
There already is a pretty hefty punishment for this: they have to look at themselves in the mirror everyday. -
Can we NOT have GMs spawn on solo players?
Forager replied to VioLight's topic in Suggestions & Feedback
If you're too scared and weak, run away. If you're too slow to run away, at least die with dignity. The penalty for death is turning your toggles back on. -
Ahh I am embarrassed, I didn't even think to actually lead him there. I'm sure that was explained somewhere, but I thought he was just pointing me to it. And yeah maybe that one ghost that took me to a tree was the one trying to get me in trouble.
-
Exquisite Nightmares (Arc ID 68480) dark horror mystery
Forager replied to Corruption Dawn's topic in Mission Architect
You hooked me early and had me wanting to read clues for the first time ever during an AE arc. This story felt really tight, like an episode of a serial drama/mystery of the week type show. The custom character fights felt really fast paced and kinetic. You created real tension with this one and the plot device you used to get me onto a more exotic map was well executed. You really managed to change genres using the CoH engine... I could only imagine if you had game mechanics that directly supported your ideas. So cool. Spoiler: -
AHHH! This did not occur to me. Thank you.
-
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Forager replied to The Curator's topic in [Open Beta] Focused Feedback
Man whoever came up with this idea is a genius. -
Getting to a boss you can't defeat can be pretty frustrating, but you are playing a character whose greatest strength is supporting othet heroes while saying you shouldn't have to team to defeat an elite level opponent. In fact, you complained that calling for help doesn't feel very "super." You know what's even less super? Facing a tough challenge, failing, and then complaining... while expicitly saying you're not looking for solutions. It's not weakness to ask for help, but it is a weakness to be too proud to ask. Stop crying. Ask for help. Spend some influence on temps. Ask for help. Use an amplifier. Ask for help.