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Everything posted by ZamuelNow
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Well, I guess I'll start with conversation. Which are your favorite Task Forces/Blueside Trials? While many show their age, the sheer number of them allows some to stand out. My favorite is actually the Abandoned Sewer Trial. It's something that requires coordination but doesn't need some massive League or being hooked into voice chat. Granted, I ran them PUG so it was an adventure at times. I also have to give a shout out to the Eden Trial for being hauntingly beautiful if you're not speedrunning it.
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Does any sort of event organizing group exist on Homecoming?
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Oh, that's more than fair. It's just that the thread name forced me to look at "what's wrong" and now I can't not look at that.
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Nearly every contact text in the Breakout tutorial is repeating the paragraph text twice. Also, Sakai Tamaki states: If you are a Mastermind Archetype and have Summoning powers, you should read the manual, or the in-game Help File, for more information on how to control your pets in battle. With the Homecoming version of the game, I don't think directing people to the manual is for the best. A lot of people testing I27p7 suggested adding a variant of the Precinct Five info for Masterminds.
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On the new CoT and council......the good and bad so far.
ZamuelNow replied to DrunkFlux's topic in General Discussion
This whole discussion reminds me of two things. The first was a forum discussion pre Sunset that the game's perceived difficulty was mostly governed by Scrappers, Tankers, and Brutes. The other is that every powerset has it's kryptonite. Energy drain and recharge slows seem to be the thing that terrifies most melee players...even if they can handle it. Case in point, my Stalker wasn't bothered by Malta since Sappers are minions that are easily dealt with. The hated enemy group for my Stalker was Knives of Artemis for outright ignoring stealth and that caltrops interfered with Hide. Alternately, my Fire/Fire Scrapper could easily deal with KoA (even though wading through a sea of caltrops was a chore). In this thread, it's been noted in more than one way that Council has a notable weakness to CC. I'm wondering if the influx of newer and returning players will slowly shift things as people lead their own teams. -
I'm gonna critique the art. The hair bugs me. It's over rendered and not obeying the lighting that's on the rest of Diana.
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I actually got a treespec run just now but thank you. Still learning things like shard culture and how things are different compared to the retail days.
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Task Forces are fun. What about The Crucible?
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And I have work on Sunday, so I guess I'll keep trying in game.
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It might actually be the map. I've seen that kind of map bug before. Then again, computers can be dumb.
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If you're on Saturday at that time and I haven't gotten a run, that would be good.
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Is there a specific time when WST is usually run? I'm nearly at the level of the treespec and would like to join.
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I was on Torch yesterday and some people in chat were saying they were having problems after the patch but it cleared up. Maybe that was it?
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The Officially Unofficial Weekly Challenge #4: Start a team
ZamuelNow replied to DougGraves's topic in General Discussion
That's...kinda depressing. I remember Mayhem missions being liked and explicitly considered more interesting than Safeguard missions. And as far as squishies, that was more of the reason to team for them. Considering I wasn't part of some big SG and no one I knew played, it feels weird to hear people say they avoid them. While they were nowhere near as popular as something like an ITF, calls to run one generally weren't met with cold silence on multiple different days. -
The Officially Unofficial Weekly Challenge #4: Start a team
ZamuelNow replied to DougGraves's topic in General Discussion
Are Mayhem missions simply les popular than they were before Sunset? I'm getting surprisingly little attention from attempts to start one, even when other stuff is getting posted in LFG. -
Considering both Fort Trident and The Crucible have base portals that give Day Job credit and they're sorta thematically bases already, maybe the whole base should give Monitor Duty credit.
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A fascinating thing I discovered when looking at older forum archives is that this arc never had the SFMA tag but older arcs I made did. It's leading me to believe that not using the tag may have been deliberate. I think I now remember that the reason why the Accept text is duplicated is so team members who aren't the leader can read it. Rereading feedback, I'm seeing that a lot of things about Indelible Curse of Hate and it's sequel were directly based on feedback or scrambling to fix things that broke when a new issue dropped. Speaking of fixes, I adjusted the first mission to a different Croatoa map but I may stop there. Can't massage forever and I've got other arcs to work on. Was editing the sequel and there was surprisingly little that needed fixing, compared to Indelible Curse of Hate. Granted, there's some shared enemy groups so fixing one probably helped the other.
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What additions to the AE would we like to see? (Within reason!)
ZamuelNow replied to Darmian's topic in Mission Architect
All things considered, an official SFMA tag should not be needed, especially if there's an official Farm tag. I personally haven't made a suggestion to make a Farm tag because I don't know if AE is capable of negative search, and if it is, what the nuances are. -
Theoretically it can since you're supposed to meet with the king though as an outdoor map you have no control over where the king is. I might look into what all maps got released after the original shutdown to see if a different one works better.
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Should there be an Echo: Mercy Island?
ZamuelNow replied to ZamuelNow's topic in Suggestions & Feedback
Echo: Atlas does have contacts. I just checked (though the character was above the Atlas level range). Don't know if that's a SCORE thing or not and there's the argument of why does Atlas Park get special treatment. -
Been massaging things a bit to smooth out narration quirks and enemy weirdness over the past few weeks. I think I found the problems that were causing all the boss spawns. May or may not fill out some of the later enemy groups since I have the space.
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See, I'm now wondering how much is due to things like long lines of text and how much is due to specific costumes or maps. I haven't had any problems so far and I use a number of customs.
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Should there be an Echo: Mercy Island?
ZamuelNow replied to ZamuelNow's topic in Suggestions & Feedback
After looking around the zone some more and looking at the other thread, Mercy Island has two specific groups of things changed in that some of it is the subjective feel of things and some of it is the actual mechanics. Subjectively, the feel of things is what brought me to create the thread. Even though I played during I21, the overwhelming majority of my villains were created before then. "Why does Mercy feel wrong" is what led me to make this thread, especially after noticing I was getting nostalgia as I moved through Port Oakes and Cap Diable. Feel/subjectiveness is the harder argument to argue due to people simply being different. There's two arguments I've seen that have some merit. The first is the concept of not going backwards and instead progressing the plot forwards. Somewhat fair and part of the suggestion for an Echo instead of reverting the zone. Though...I recently visited Echo: Atlas Park and noticed that though the buildings have different textures, it's not that different a layout. It isn't like they moved Ms. Liberty and the starting contacts to right outside the hazard zone entrances. The second subjective argument, and the one I'm sympathetic to, is that they like the revamp because they weren't invested in the Arachnos storyline. The revamp halfway serves them since they start in the city instead of Fort Darwin but the three starting contacts are all based on you being from Paragon and being rescued by Arachnos. Mechanically, there's more differences than people realize (and those people dismiss). One has been called out in that by putting the hospital on the northern wall of the Mercy neighborhood, it puts it in a more centralized location in the zone. But there's other actual problems. A valid piece of advice new people are taught in CoX is learn how to navigate. Though it's far easier due to all the temp powers, learning your distance helps you die less. Darwin's Landing has wider streets than Mercy City so navigation is more dangerous after the revamp. Speaking of danger, some of the newer spawns have freakish fast respawn timers. There's also the fact that the Mercy neighborhood has almost no landmarks. It's a weird decision to change the starting location but not make it easier to navigate. So, taking all this into account, what do we do? An Echo allows those who want the old version of Mercy, if you take into account that Atlas got to keep it's contacts. Modern Mercy probably needs some spawn timer adjustments, changes to spawn placements, and a few altered textures to buildings and signs so it is easier to navigate. And perhaps making the old Fort Cerebus music the music for the Mercy neighborhood. The fact that Echo: Atlas and modern Atlas have similar music styles makes Mercy Island's new music feel even more weird of a decision. -
Need help: can we set the order of mission objectives?
ZamuelNow replied to Jiro Ito's topic in Mission Architect
I forget the exact way you reorganize things but I can try to do some digging to see if it's listed somewhere. What order are they in on your design window? -
Talos Vice is on HC servers but I don't know if @Police Woman still plays.