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TheMoneyMaker

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Everything posted by TheMoneyMaker

  1. Fortunately, we do still have some epic stuff with things like the player run Saturday Night Synapse event with a dozen or more giant monster babbages herded together and taken down, though it is a league (or two) effort, and takes way more time standing around and watching as the gms are herded to the chosen battle site.
  2. You say you're not against it, but you argue against it from a disingenuous position. You either are a developer and know what's possible or not but are hiding behind a player account to dismiss the suggestion, or you are not a developer but are acting as though you know what can or can't be done. Maybe it's time to stop arguing the point and let the suggestion stand on its own merit or maybe try contributing positively for a change instead of just trying to shoot down every idea.
  3. To clarify: yes, at character creation, we don't normally have access to pools. But once upon a time we also didn't have access to asymmetrical shoulders, gloves, and boot options. That was functionality added to the creator after HC took over. It could be entirely possibly to set it so that a MM attack pool category is selectable at 1st level whether you choose a power in it or not. And until a developer comes along and tells us unequivocally that it is not possible, then I don't think it's fair for you to argue what is or isn't possible.
  4. First of all, unless you are doing the coding, maybe you should avoid words like can't and phrases like mutually exclusive. Is there any reason why these pools, which I'm assuming would be exclusive to MM creation, couldn't be set to be picked at first level? For example: Level 1: Primary (pet power) or MM Weapon (special pool choice that locks out other pool options the same way origin pools are mutually exclusive) Level 1: Secondary Level 2: proceed as normal with primary powers and weapon pool choice coexisting with all powers in both still locked in at minimum level requirements as if it were all in Primary only. MM primaries would be reduced in the number of powers they have this way, but it wouldn't change how many powers you have access to. Some would be moved into a different category, but players could still have access to them with the same choice of attack or pet power. The only difference becomes that MM players would have more options, not fewer, by getting to choose the pool of attacks to go along with their choice of pets.
  5. I'm a little fuzzy on this part. Explain how MMs having a separate pool of attacks to choose from forces them to take a pet power if they don't want one?
  6. words words words Forget real ninjas, forget Hollywood ninjas and the rule of cool.....Only ninja logic that should be at play in a comic book superhero MMO is comic book ninjas.
  7. So what if you can't pick those during character creation? The point is that you have the convenience of picking the pet power at level 1 because of the luxury of the START vendor. Pro-Tip: You can sprint to the START vendor with little risk in the Galaxy City tutorial, get everything you want, then start pursuing the objectives from there. That way, you can be close to the edge of the zone when you level up, then train quickly and maintain the inspiration bonus as you move to the next area to attack the various shivans standing around before you have to fight the big one.
  8. We do have origin powers, ghost slaying axe, Nemesis staff, and Blackwand available as bonus powers at 1st level. Additionally, for those who can afford such luxuries, there are other powers available at the START vendor for varying amounts of inf, so no one has to be without an attack at 1st level because they chose their pet power instead.
  9. That sounds way too logical
  10. Don't you make sense at me
  11. Nice. Thanks for sharing.
  12. Bow and arrow ninjas make no sense at all in a game that has shurikens available.
  13. I love that we can do this but a couple of thoughts. 1. Can we have an option for the base color as intended but without the dust trail? Right now we have Original, Bright and Dark, and the cusomizable options seem to lack the dust trail but I can't get the original color this way. Maybe have Original, Original w/o Dust, Light, and Dark 2. Can you make it so that selecting the prestige sprint options triggers the running in place animation like for the Travel Auras? When trying to recolor them at present it's kind of hit or miss since they don't activate until you're moving with the appropriate sprint turned on, so it's a matter of try colors finish and exit out of the editor, run around, then go back in and try again. Repeat until find something you like.
  14. My rad hero is more of a vigilante, so dropping some cancer on villains that don't want to surrender peacefully is perfectly justified.
  15. Psi/Ninja scrapper called Mr. Mister E Mister is his first name.
  16. Why not make 2 sets, one that's a healing set and one that's an endurance set? Just give them different names and make their set bonuses different.
  17. That would be a change that would be a change that would merit a separate set beyond just changing damage type to accommodate different weapon models, but what change would take the place of the combo system? Increased damage? More KB or Stun?
  18. I'm not on board with all your changes, but I'd be on board with these. More lore and content is good, and the Blood of the Black Stream seems like an untapped well. I'd love to see more content regarding hazard zones, whether something huge relating to how the zone became a hazard or just some history of the zone from before it became a hazard. Given enough time, I'd love to see some "Echo" variants of hazard zones in which they look pristine as they would have before their fall. I'd love to see a faction system where you can instill fear or awe based in how aggressive you are in going after them. Maybe something where you subtract .001 for every minion, .01 for lieutenants, .1 for bosses, 1 for elite bosses, and 5 for AVs, but also adding positive amounts for completing specific missions like maybe completing the ITF adds a bonus to your faction with the Council because you were a thorn in the side of the 5th Column's activities. Effects of positive faction: gain a stealth bonus with regard to enemies in the faction as they "turn a blind eye to you" until you prove yourself a threat. Effects of negative faction: maybe their perception range increases because they're on the look out for you, but maybe if your faction rating is a really high negative it could cause them to react more aggressively or after another marker they suffer a demoralization penalty on their To Hit because you've put the fear into them.
  19. I thought you were going to propose turning Paragon City into a nudist colony, but I am on board with the cubes thing. Of course, why not combine the ideas and make it naked cubes?
  20. Is that the new super secret Snarky dance emote?
  21. You missed my previous post, then. It is not one precedent. There are several examples. Battle Axe Infernal Axe has a fiery aura but deals no fire damage. Romulus's nictus-infused axe deals no negative damage. Rikti Axe doesn't deal energy damage. Broad Sword and Katana Greater Fire Sword is identical to the fire sword in fire melee attacks, but it does not deal fire damage. Greater Fire Sword (SHOULD be labeled as Greater Ice Sword) is identical to the ice sword but deals no cold damage. Rusted Blade does not deal toxic damage. Carnival of Shadows Rapier has an energy aura but deals no energy or negative damage. PX-17N is an energy blade but deals lethal damage. VK-99 Event Horizon is literally a tube --not blade-- of energy but still only deals lethal damage. Romulus Nictus sword does not deal negative damage. Fire and Ice - Elemental is a vaguely sword-shaped flame, not even an edge like the swords in the Fire Melee power set. Lethal damage only. Claws RG-Blades are composed of energy but only deal lethal damage. Staff: Vanguard MAGI Staff has energy swirling around it's end but only deals smashing damage. Tech Knight Staff has an orb of electricity sparking at the end but only deals smashing damage. Stone Melee You can choose between standard Original stone, Lava, and Crystal, but choosing Lava does not add any fire damage. War Mace War Mace, Barbarian Mace, and Jack in Irons Club has big spikes (way bigger than the standard studded mace) protruding from it but deals no lethal damage. Tech Mace is a cube with flanges sticking out and arcs of electricity, but it only deals smashing damage. Carnival of Light/War/Vengeance mace has blades surrounding a magical radiance, but it does not deal lethal or energy or any other kind of damage but smashing. Lava Mallet, like Stone Melee, does not change the damage type. Vanguard MAGI Mace, like the Staff, does not change the damage type. Power Maul has vibrant electricity arcing all over the head of the mace but deals no energy damage. Tech Knight Mace, like the Staff, has a ball of electricity sparking at the end but still only deals smashing damage. Add to that the Dual Pistols change that added crossbows even though the dual pistols only shoot bullets and not crossbow bolts... and we have various beam rifles in the assault rifle category letting them shoot bullets, and bullet type firearms in the beam rifle category. Why do bang bang guns shoot zap-zaps and zap guns go BLAM BLAM? Because we can all suspend our disbelief enough to have fun with things and come up with our own explanations for why things work the way they do. If someone wants to wield dual blunt weapons and chooses to ignore the fact that mechanically they are dealing lethal damage, then let them enjoy that. And you can feel that it's easier to just create another set, but until you are doing the work programming the game, your feeling holds no real weight. Personally, I feel like it would be a whole lot easier to add weapon models to an existing set than it would be to copy & paste an existing set, change all of the damage for each attack from one type to another, strip away all instances of allowed weapon models, then add new weapon models to it, and then on top of that alter the dialogue in power names and descriptions to reflect the changes made. Sorry, the "I feel it would be easier" argument just doesn't hold any water.
  22. For those interested or who have tried but didn't like their results, I've been doing more research on directing suno.com results with meta tags (stuff in brackets). Some examples below, and you can learn more about it here: https://jackrighteous.com/en-us/blogs/guides-using-suno-ai-music-creation/understanding-suno-ai-a-comprehensive-guide-to-metatags You can include these right in the lyrics if you are writing your own (or getting assist from ChatGPT or other source), and/or include them in the description if you aren't writing the lyrics yourself or in the style section if you are. Arrangement and Structure: Helps organize the song’s structure and flow. [Intro] or [Intro: ambient synth pad] Defines the song's introduction and/or what the introduction should sound like. [Pre-Chorus] Part of the song that leads into the chorus. [Chorus] or [Chorus: layered vocals, anthemic] Defines the repeated lyrics of the song and/or gives directives for the nature of the chorus. [Post-Chorus] Adds a section after the chorus. [Catchy Hook] Emphasizes a catchy, memorable part. Your hook could be part of the chorus, or you tag it separately. [Verse] Each verse of the song should start with this tag, though you may also wish to number them, such as [Verse 1], [Verse 2], etc [Bridge] or [Bridge: stripped down, acoustic guitar only] Defines a change in the music and/or creates a specific sound for the bridge section. [Break] Creates a brief pause. [Interlude] or [Interlude: increased tempo] Signifies a musical shift between other parts of the song. [Outro] Defines the ending of the song. [Fade In: saxophone] Gradually introduces an element. [Fade Out] Gradually lowers volume to end the song. Vocal Direction Tags: These guide how the AI performs the vocals, including gender, tone, intensity, and vocal style. [Male Vocal] Assigns male vocals. [Female Vocal] Assigns female vocals. [Duet] Creates a vocal duet. [Choir] Adds background choral harmonies. [Spoken Word] Introduces spoken lyrics. [Vocal Style: soulful, husky, deep male] Instructs the AI to generate a deep, soulful male vocal. [Vocal Emotion: energetic] Adds an energetic, enthusiastic performance quality. [Vocal Effect: auto-tune, echo] Applies specific effects to the vocal, giving it a modern feel or spacey vibe. Instrumentation Tags: These influence which instruments are used and how they’re played. [Instrumental] No lyrics or ad libs. [Instruments: piano, lo-fi beats, ethereal synths] Specifies the core instruments for the track. [Guitar: electric, bluesy riff, reverb] Adds a particular style of guitar sound. [Piano Solo] Adds a piano melody. [Bass: driving, groovy, funk influence] Specifies a bassline that gives the track a strong, groovy foundation. Rhythmic and Dynamic Tags: These provide detail about the beat, tempo, or rhythmic qualities. [Beat: syncopated, upbeat, complex] Defines the rhythmic feel of the track. [Tempo: slow, 70 BPM] Sets the speed of the song. [Dynamics: soft verses, powerful chorus] Controls how the intensity of the song changes across different sections. Mood and Atmosphere Tags: These can tailor the emotional undertone of the track. [Eerie Whispers] Adds faint, unsettling vocals. [Ghostly Echoes] Creates ethereal reverb effects. [Mood: dreamy, melancholic, nostalgic] Guides the overall emotional vibe. [Atmosphere: spacious, cosmic, ambient] Creates a particular aural environment for the song. [Ambience: field recording of rain, street sounds] Adds extra auditory layers to set a particular scene. [Building Intensity] Increases the song’s energy gradually. [Climactic] Drives the song to a peak moment. [Orchestral Build] Adds sweeping orchestration. Genre, Style, Cultural, and Regional: These can put a specific sound to your music. [Celtic Fiddle] Infuses traditional Irish folk elements. [Hip-Hop Beat] Incorporates Hip-hop rhythms. [Rock Fusion] Blends rock elements into the mix. [Synthwave-Pop] Merges retro synths with modern pop.
  23. For this one, I might even hold an open contest to let players submit ideas and have the GMs and community reps judge the best ones so that quality & decorum are observed
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