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Lines

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Everything posted by Lines

  1. I'd quite like to see the existing hazard zones become available for both sides. Villains can head to those areas of Paragon City and carry out some villainous arcs. Like Co-op zones without the Co-op. Or PvP zones without the PvP. Plus, villains making deliberate attacks on Paragon could help the issue of redside not feeling villainous enough.
  2. Honest opinion, could you post a version without the treble percussion sound (I'm not sure what instrument it is), or switch it out for a bassier thud? It's oddly distracting, so much that I'm struggling to register the rest. I really like what I'm hearing of the main melody in that chorus voice.
  3. I can't believe that behavior of quantums is anything other than a bug.
  4. Aw dang, reading this got me pretty excited. Someone get Jimmy on the line. or Positron. We need this by yesterday.
  5. Not to mention with the War Walker, there kinda already is post-Praetorian invasion content there. It's a good staging ground for another Dark Astoria. We have incarnate level Tsoo and Family that could get in on the action too, plus endgame level clockwork and council. There's real scope for the plot of Paragon City to develop there.
  6. Necroing this thread, because this is a thing right now and I'm really proud of myself. Oh, and also that I've overtaken Juba. That's really important to me too.
  7. I absolutely agree. There are a few existing zones that could become a lot more incarnate focused, such as the shadow shards. I'm also wondering about Crey's Folly. Does anything even happen there? It's an awesome looking zone where nothing happens.
  8. You mean like Dark Astoria?
  9. The solutions are way more about increasing the options and diversity of difficulties and challenges in the game. A lot of people love the game, including the roflstomp endgame where most of these discussions are most opposed. I want to see changes in that area, but I wouldn't want anything taken away from those who love it.
  10. I would 100% love to have the option to do it that way back. And no mission tp. The trial is a joke now.
  11. Under the current mechanics of the game, +6 isn't very workable. With changes, it could be, but right now it would be very antagonistic to players. A lot of great ideas other than just increasing the level margin between players have come up, especially here: A lot of naysayers and memes, too, sadly...
  12. I get the "play your way" argument, and I really do. I have heaps of restrictions on the way I play to make it suited for me. But it really does only take one ubermunchkin butthole to ruin the fun. I've seen a lot of ITFs advertised as "kill most" or "kill all", which is way more my speed. But both times I've joined one with that disclaimer fairly recently, some brute still charged ahead, straight up the mountain, crystal to crystal, straight to Romi. It really sucks. I just won't do ITFs now, even with the best intention to take it at my preference. They're too sad.
  13. They have access to Zapp and Moonbeam via the patron power pools. I believe they are slower, but I don't think they're meant to be any faster. They weren't included in the sniper update, afaik, and I'm not entirely sure they should be. Those powers are pretty great on stalkers as is.
  14. That's called dodging.
  15. Older level 50 content is the weakest part of the game at the moment for me, when it could be the strongest. It's kinda been left in the dust while the ceiling has moved upwards without it, but is disproportionately rewarding for how easy it is. Sub-45 older content is better balanced, but I think it largely needs something more like an interest pass than a difficulty pass. Cull a few kill alls, keep contacts and their missions in the same zone, focus the missions a bit more on the plots, that sort of thing. I think there's a lot that can be done. I think that the solutions can be extrinsic to the players and not upset those who like the feeling of brutal power that having an easy game has. I also think that solutions that don't involve player nerfs are distinctly more interesting than those that do (though, there are some things I would nerf if I were king. Be glad I'm not). Incentive for harder options should be part of this. One simple solution (standard code rant aside) might be to give incentive to four-man teams running at x8. The balance is a bit more on point there and different characters have more space to contribute their unique playstyles. 1.5x merit rewards, for instance.
  16. 10000000% this. I've got such limited patience for the galactic or interdimensional narratives in superhero fiction. Give me a good old fashioned street gang any day.
  17. It would be great to see props within power customisation, such as choosing to use magic wands, staves or guns for most ranged powersets. Huge job, though.
  18. Still a lot of data missing. A more useful metric would be number of active characters, logged in, lets say, in the last month, that are 50. If I took my own 50s, you'd be right. Most of my 50s don't have alpha unlocked. They just sit and gather dust and occasionally move to another dayjob. But I dunno if that's a common trend.
  19. Yeah, changing sounds made a lot of difference. The default sound effects for Beam Rifle sound kinda... floppy? I haven't tried Solarverse's, but this one by Ska-Core hit the spot for me.
  20. I want to like where they're going, but something about the world and the art style looks a bit... uncanny valley to me. I lost interest when they were showing those mogul buildings, some of them were really shoddy. Some straight up ugly. There's a tonal deadness and lack of depth that I'm finding really irksome in the images they've been showing. I can see a few very, very poorly scaled textures too, even in recent images. I realise that this is an independent development and that there's room to touch up, but that sort of thing really takes me out of the world. Looking back at that alpha demo of CoH that Solarverse dug up, Paragon City looked pretty dire too, so maybe I'm being too judgey too early. Even at this stage when they're showing things off, I think a bit of fog for atmospheric perspective would go a long way, even if it was just photoshopped in. Maybe it will be different as an interactive experience.
  21. I dunno if that really is the discussion. It seems like people mostly agree that it is easy. The trickiness of the question is how easy or hard it should be and what exactly does difficulty look like. For me, the fact that the game suddenly becomes on average trivially easy at 45 (with very few but very notable exceptions) when it should spike, is a big problem. I really struggle to feel inspired to get characters past 40 since soloing slows down so much and grouping goes way too fast. I'm in two camps, one being that Judgement and Lore are clumsy additions to the incarnate tree. The other that the cat is out of the bag and things shouldn't be taken away from players. Nerfs, eh, maybe, I dunno. But I also don't think that they're the main contributors to the easiness of level 50 content and also that solutions don't necessarily have to affect player character's progression. I'm with Galaxy Brain, that looking into how options for raising the difficulty of existing level 50 content could be put into place, is the best path. I love his suggestions from a few posts ago - that's a game with dynamics that I'd want to play.
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