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Everything posted by Vic Raiden
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An Overly Long Overdue Return of Roleplay Workshops!
Vic Raiden replied to McSpazz's topic in Roleplaying
Okay, that sounds understandable to me. What have you been able to sort out so far, if I may ask? -
An Overly Long Overdue Return of Roleplay Workshops!
Vic Raiden replied to McSpazz's topic in Roleplaying
Okay, screw the law of no double-posting, just this once. I'm honestly surprised there was so little interest shown by the server's people. But if it's of any help, I'd like to volunteer for the workshop idea. -
I have a couple too. Arachnos actively keeps the lives of the Rogue Isles' denizens as miserable as possible. Ever-present poverty makes people desperate to do anything to better their situation, especially enlisting in the Arachnos army, while rampant crime paired with an incompetent if not outright corrupt police force makes sure the potential conscripts not only possess at least basic skill in using weapons, but also have a good understanding of the "survival of the fittest" mindset. Despite that, Lord Recluse maintains free public schools, because what better place is there to teach kids loyalty to Arachnos' cause? While a good deal of Arachnos soldiers, particularly older ones, were drafted from the common Etoile folk, the organization also produces clone troopers to beef up the ranks while ensuring the resulting Wolf Spiders all exhibit optimal physical traits. The technology was likely either bought or stolen from Crey Industries. On a similar token, the vast majority of Nemesis' soldiers are automatons. The original Lord Nemesis may or may not be long dead by now, having left behind a whole line of mechanical decoys who all believe they're the original. As such, it's not uncommon for Fake Nemeses to fight one another over that. Of course, this being Nemesis, he deliberately keeps it confusing. The in-universe justification for the Live CoH's abrupt sunset is that the Battalion did indeed invade, and proved to be so devastating that there was no way to save the world from them short of erasing the entire war from history - which is exactly what happened. Mot and Tartarus are just two of many names of a cosmic (multiversal?) entity which is the source or embodoment of all Evil in existence. It was able to taint the Well of the Furies, allowing Lord Recluse to become who he is now: the Champion of Evil, whose position as Primal Earth's chief villain is consistently protected by the entity. Continuing with the pattern of alternate Statesmen being evil, Warlord Hro'Dtohz is his Rikti Dimension counterpart. The Ms. Liberty Task Force still takes place in Statesman's times, but the combination of Tyrant's invasion and Rularuu's awakening resulted in it kind of "bleeding" into its future, or the current in-game present. Chris Jenkins the lawyer and Jenkins the Arachnos operative are brothers.
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Any teaser what is being worked on? (archived)
Vic Raiden replied to Troo's topic in Open Beta Testing
What's with that smokey white aura around all the enemies in these screenshots? More Incarnate stuff? -
Server: Everlasting Zone/Mission: 5th_Column_Flashback_60_Layout_10 Position: [201.8 4.0 620.4] Description: Strange structural piece floating in the door frame.
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Truth be told, a lot of the bodysuits deserve to be expanded into full costumes. Mainly thinking about the Angelic, Excess and Heart ones here, particularly their Plus variants.
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No, but now that you brought it up, it seems like a good idea. Gotta expand the image galleries.
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An Overly Long Overdue Return of Roleplay Workshops!
Vic Raiden replied to McSpazz's topic in Roleplaying
One big thing I'd look forward to is another look at the issue of roleplaying with MMO limitations in mind, particularly the static status quo and the nature of quests. For instance, if one refers to the events of a mission, how should they go about it considering the mission in question was done by hundreds if not thousands of other players? Related to that, integrating character backstory with CoH's setting in a way that doesn't reek of godmodding on closer examination, or how to be a powerful supervillain if the world doesn't reflect that. EDIT: Got a third potential topic: using the Mission Architect to enhance roleplay. -
My eldest two toons, a villainous Electric/Energy Dominator and a heroic Fire/Fire Sentinel, have taken up Sorcery and Flight, respectively. I just gotta say I love flying around and taking advantage of how vertical some places can be. But, I have a slight problem with the teleport sub-power that comes with Mystic Flight: its range feels abysmal to me, making that power situational at best. It's good for getting out of melee range, but not so much for travelling.
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I sincerely like the idea of what a single-player CoH could possibly be like, and having the player's influence on the world actually be visible is one major point. But that's a topic for another thread.
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True, but since the 5th Column has later been brought back, we now have two enemy organizations which are nigh-identical save for the logo, unit names and soldier uniforms. Sure, the Council eventually got these Nictus-infused Galaxy troops, but that does little to help the feeling that one of these two factions is kinda redundant. Either way, I appreciate how much variety in enemy types they have - almost on par with Arachnos, just what a big powerful force of evil should be.
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For me, it'd be the following: Walking is a toggle, and you have to go out of the way to put it in your tray. Reward Merits can be converted into Inf(luence/amy), not that I'm actually doing this. XP gain can actually be turned off, and doing so is actually beneficial if you want to enjoy everything. Tying into the above, contacts can be outlevelled, as I learned the hard way trying to get involved in Lieutenant Harris' questline. It's possible to push the game's draw distance past the regular 200%, all the way up to 2000%, allowing for some truly spectacular screenshots... provided you have modified the skybox files so that the fog is gone.
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I greatly enjoyed Aaron Thiery's arc over on blueside, and the fact it ends with an Arbiter boss fight inspired me to take said boss and make a player character out of him.
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Yeah, but I still haven't posted it yet. I could PM you its file, though, if you want.
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tutorial An Overly Long Post Talking About Lore, Canon, and Headcanon (TM)
Vic Raiden replied to McSpazz's topic in Roleplaying
Excuse the double post. So, ultimately, I decided to focus on playing a former evil overlord. One who used to be a big deal some time ago (say, the 1980s or 1990s) before he was ultimately defeated and imprisoned in the Zig. So now he broke out, wants to rebuild his evil empire and exact revenge on Longbow and/or the hero responsible for busting him in the first place... and has every right to be infuriated that nobody remembers him anymore. How does that sound? -
Shard: Everlasting Map: Longbow_60_Layout_15 and all other Tech Lab maps using this particular room Coordinates: [30.6 -18.0 1234.9] or equivalent on other maps featuring this room Description: The big cable pipe pictured here does not connect to the wall like it's supposed to.
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Yeah, it just doesn't feel as much like the Las Vegas of the Rogue Isles as it's supposed to. Still every bit as drab and depressing as every other city in the archipelago, even with the neon lights and the Golden Giza. Or maybe because of them. Your pick.
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If you were to add a zone to Paragon City...
Vic Raiden replied to Techwright's topic in General Discussion
Aye, an abandoned amusement park would make for a fun place. Especially if Carnies or Freakshow are to show up there. Perhaps, it could add some much-needed variety. Also, I think one of these zones needs an outdoor model of Manticore's mansion. Huh, didn't know the part about data spaces. Maybe because indoor malls are still pretty big over here in Poland. -
If you were to add a zone to Paragon City...
Vic Raiden replied to Techwright's topic in General Discussion
Either 3 or 5 would be an excellent spot for some big seaside amusement park. Really, we need an amusement park in Paragon City. 1 and 9 both look like good spots for suburban zones, with lots of these small detached houses and a green area along the parts furthest away from the city. There could also be one south of Dark Astoria, with some of that zone's influence seeping through into the northern portion. IIRC the city map shows an airport where PDA-6 is placed, so I say there should indeed be an airport there, because Boomtown doesn't even have ruins of one. I'd definitely want a big shopping center somewhere in the city, like point 4, 7, or 8. Or all three, because I know of many cities with multiple big malls. Dunno what to do with 2, which could very well just be an extension of Kallisti Wharf. Regardless, any of these zones should have fewer skyscrapers than what we can see in a lot of places, to give Paragon City a more varied skyline. -
Okay, so the last two missions are now more or less completed, and I have an idea for the third one: rescue a scientist who was kidnapped by Stahlheim forces and whose research is being used to create a doomsday device. Also considering shifting the first mission to the second one and adding a new intro where the player has to investigate said scientist's disappearance. Any suggestions, especially regarding map choices, is appreciated.
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Progress is slow, but it's there: polished the first mission, more or less finished the final one (still need to fill out boss dialogue) and laid out the base skeleton of the penultimate one. Ended up putting the Giant Mech Man map for the penultimate mission, with the finale instead being set in an Arachnos base with a giant reactor room.
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So far, I also made such shots of Mercy Island and Sharkhead Isle. But sure, I'll gladly take up this challenge.