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Forager

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Forager last won the day on June 19

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  1. I reach too far. That's what the box is for and I should use it as such. I'm burdening the player trying to be cute.
  2. So, imply... harder. This is all really great feedback. My goal is to make the most detailed story possible with as little reading as possible. I wonder if I'm underestimating the average players stomach for reading... but then again the players doing ae arcs are probably not the average.
  3. Can you give me a specific instance where the contact being vague impeded the gameplay? Like an objective that you didn't understand? Part of the plot is that your contact doesn't seem to be very helpful... that's intentional, but I didn't want it to be actually confusing. Maybe I need to lay it on a little thicker? It's been really difficult, as the writer, to look at my own writing and imagine how someone could be confused because of course I know what I meant. My hope is the character feels something about being kept in the dark. Either "Ugh... this guy is the worst..." or perhaps they're a reject as well and are like "screw it, let's ride around and blow stuff up" or perhaps they decide to just use Forager until they can figure out what's going on for themselves. The details are meant to be sparse in the story, but not the gameplay. I'll keep polishing that. As for the boss, that seems exactly how a boss fight should be, to me anyway. If you're talking about the scientist, there's no ambushes. That's just what he does. If you're talking about the mu guardian, it's not that many ambushes. If you die a time or two and need inspirations, the boss is definitely working as intended. Thank you so much for the time and detail in your feedback.
  4. Thanks a lot for taking the time to check it out.
  5. Forager being vague and unhelpful is part of the story, but I didn't intend for him to be actually vague and unhelpful. Sorry about that. Of course... I thought it was all very clear... because I wrote it. My intention was to keep the mission intro as short as possible and then drive the plot through the objective window and the action. I thought glancing up at radio traffic while fighting would not only be more fun then reading paragraphs, it felt more realistic Maybe clue text could smooth it over a bit, since the clues at least ding and give a notification. I'll think on that. I tried to lay it on thick without being corny, but the window is not meant to really be a puzzle or "hints." It's meant to be taken very literally. Thank you for the feedback. I'll see if a few more people return similar experiences.
  6. I'm sorry. What did the objective window say? My best guess based on what you're saying is that one of the Clockwork from the boss spawn got loose on that map. The "only boss" option doesn't seem to function or I would almost always use it. The Arachnos are an optional sidequest from Daniels. When you finish the clockwork you just have to go find where you parked.
  7. Street Level Shenanigans: Galaxy Schmalaxy Officer Daniels refuses to send you back to Galaxy City. Habashy won't return your calls, your origin contact is a joke and the line for DFB is around the block. Work can be hard to find for a brand new, street-level hero, but I've got some for you. [SLS] [SFMA] Arc ID: 65481 Solo-friendly Long Rogue Galaxy Schmalaxy is a street-level adventure that takes place following the events of the Galaxy City tutorial. It is a look into what things might really be like for a low level superhero just starting out in Paragon City, so it's set 1-10
  8. I don't have any input on AT or powersets... but I just want to say that I think it's very cool that you are taking your epic choice seriously and making it fit with the character thematically. Sometimes I wonder if I'm alone with all my little just-for-me choices, which I guess you could call headcannon. My beam rifle/willpower sentinel is a regular guy, and also somewhat bitter and prejudiced toward super powered heroes... when he took dark mastery and void judgment, it was a big deal. I don't RP, but I play my characters "lore accurate" so he only uses these powers when he's alone or a team is in serious trouble. It's a mark of shame for him... which makes the game more interesting for me. Thanks for your post. I always assume other people just pick whatever looks cool or hits hard... so it feels good to know other people approach the game this way.
  9. Isn't there a little goopy thing that gives a badge?
  10. I've had the same experience with rocky starts... they end up being the most fun by the end, or maybe it's like Stockholm Syndrome
  11. This is super interesting... I only play in pick up groups and also play my blaster waaaaay out front so I can mess things up before the team can mess things up. If I was playing on a team with actual synergy, maybe I would stick around... but is that fun?
  12. Ooh... a true support player! That sounds like a completely different game than the one I play. It's like you're playing a RTS but using humans.
  13. I figured that probably makes a huge difference. I've not really played a support class, so I've always been pretty target focused... and I just keep the team's health bars in the corner of my eye.
  14. How much of your teammates activity are you aware of? Does it depend on your character? Do you only notice when they mess something up or do you also notice when they do something well? I would guess that the average player is not paying very much attention to what others are doing.
  15. Anyway... This isn't exactly what we need and it's not complete, but this is pretty useful. It's a forum post of a hunting guide for defeat badges, which is helpful. https://forums.homecomingservers.com/topic/14591-how-and-where-to-hunt-defeat-badge-guide/
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