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Andreah

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Everything posted by Andreah

  1. And a sad looking NPC named "Charles Marron"
  2. I happen to ABSOLUTELY LOVE Fold Space on my tanker. I built this character to use it (and to a lesser extent Combat Teleport, and even Teleport Target) and have spent some time thinking about how it works. I think it's in a good spot. It's not utterly overpowered, which if it hit too many enemies, or teleported high level/leader mobs easily, it would be. It requires line of sight, so you can't teleport them through walls. It generates a lot of aggro, and is useful for that, but also dangerous on account of that. It has range, and can un-knockback after powerful knockback occurs, making Knockback easier for teams to work with. It -can- boost up in power nicely under very limited circumstances, but these are going to be rare. It does not take set IO's, and has a long recharge cycle. It causes no damage and has no mezz with it, and I don't think it even interrupts mob powers in animation (still watching that to be certain.) This is a tactically very powerful tool, but one with limitations that keep it from being over the top. In the mean time, I recommend other Fold Spacers slot it for accuracy, and then also for recharge, and don't expect it to teleport +4 bosses around willy-nilly. It will gather up minions it hits, and Lts if they're not too far above your level, if you have the accuracy to hit them. Also, look at your insp tray, and pop a medium or large insight right before using it.
  3. I have two favorite hard-mode ideas. 1) Modify the purple patch to-hits so that running at +1 to +4 mission difficulty gives the enemies a bit more to-hit: Level Diff To-Hit Bonus (Current) (Proposed) +0 0% 0% +1 0% 0% +2 0% +1% +3 0% +2% +4 0% +4% +5 0% +5% +6 +5% +10% +7 +10% +15% +8 +15% +20% +9 +20% +25% +10 +40% +40% This would make the defense softcap a little higher in +1 to +4 content. In the past, original (tetris-style) Side-kicking meant one often had a mix of levels of people below the party leader, but with Super-side-kicking, it made everyone at least party leader-1, and I think this entered into the game as an implicit difficulty nerf. I believe my suggestion would repair quite a lot of that, and it's entirely optional in that we can always choose a lower difficulty to suit the team. 2) This one's a little more complicated., but I think even more worth-while. I would give an AoE buff to Lieutenants that would buff any minions close by to them very slightly, say +1 defense and +1 to-hit. Then I would give bosses an AoE buff to Bosses that would buff both Lieutenants and minions nearby them too, say +5 defense, +5 to-hit, and +1 mezz protection. And then so on through EB's. These would all accumulate and stack. A large x8 spawn full of Lts and Bosses would present a challenge, and demand some tactical choices to separate them (Knockback saves the team! ) or at least target the bosses and Lts first. If the developers were ambitious, different leader-type mobs in each enemy group (council vs say arachnos) might provide a different mix of close buffs. A war Wolf boss might also provide a damage resistance buff to nearby Lts and Mobs, but an Archon might grant higher mezz resistance. A night widow might grant +perception and extra +to-hit, but a fortunata mistress might offer much higher mezz protection. Finally.) Higher difficulty settings would be more challenging, both with higher levels and larger spawns, with these suggestions. I'd buff end of mission rewards a little. Even grant a random chance reward table at the end of any mission, even radios or newspapers, for completing it, with increased chances for better rewards from higher difficulties and group sizes.
  4. I agree, but more so, think they're essential for this to be useful. The vast majority of players seek out content with the best reward/effort ratio, even if the reward they're seeking is simply a badge. And springing challenge settings on Task Force invitees without telling them in advance rarely ends well. I was on a Tinpex that turned out to be on enemies buffed / player debuffed, and there were complaints in the first of the two TFs, and half the team dropped in the second when the leader didn't listen and kept them on. Afterwards, he got salty in LFG over people dropping on account of his choices and refusal to change them. A pop-up vote when the task force started for all the team members to accept or decline each challenge setting would have solved this. Even so, his TF would have broken up, most people don't enter pick-up-groups for deliberately overly-hard content with no reward up-side. But add more drops, bonus xp or merits at the end, or a special badge, and people might!
  5. A true mechanical badass, imo, would be someone whose badassery has exceeded the norm by a fair margin. E.g., show up on the team sporting a 50+4 level shift, and I'm impressed. Otherwise, mechanically, there's two kinds of characters; those who've hit our common badassery ceiling, and those who will shortly. In RP, I'm a little more likely to extend some consideration for the mechanics not allowing a roleplayer to express their character's true power. Otherwise, I tend to the side of "put up or shut up". Your character says he can fly at 800 mph? Let go see. There's a game mechanic hard limit there, and I would hope for roleplay to either follow it or give me good IC reason why the character can't demonstrate it right here and right now. I'm not saying this is a super-turns-me-away thing to me, I just hope for in-character explanations or some restraint in roleplay, and when it's not there I'm a little peeved.
  6. I can't disagree very hard with this. But a skilled player could do it, with some effort. It helps to actually know some very old people in real life. But this is part of roleplaying -- learning how to portray something you are not, don't have much experience with, and that may not actually exist at all. Often literature offers us a solid base of exemplars to work from; e.g., how vampires and werewolves might behave. And this is true with the super-old, too. Where I wholly agree with Konrad's point is when players don't even try. There's a counterpart I'm not fond of though -- they very young character with unbelievable lists of experiences and accomplishments. This end up as a bit of a thing with super-spies; they're very often in the physical prime of their early twenties, and yet have thirty years' and more worth of things they've done.
  7. True, it could be misused for that. Hmm. One alternative would be to code the Super-Friends list purely by the red/blue/gold alignment status of the friend.
  8. An idea I have would be for Supergroups to have a friends list, that leaders (or others by permissions) could add other characters to, that would work like a normal friends list, except that all the members of the Supergroup would see the list. It would show name, zone, and online status only. A bonus point might be to have a separate list of "Adversaries", showing the same. Or a friend-color setting the leader could establish for each character on the Super-Friends list; e.g., blue, white, red. I would see this as mainly being a bonus for roleplay purposes. I see this as being by character right now, but it could be by global as well, if the target of the Super-Friends request accepted it. In that case, whichever character the global Super-Friend was on would be listed in the Super-Friends list for the group, but only if they were not hidden and were on the same server. I don't think there's a need to make a list of Supergroups an individual character has by character; there the normal friends list does what I think is needed. However, the normal friends list could, I suppose, get a supergroup column, and show the name of the Supergroup, but I don't think this would be worth the effort.
  9. My Hasten icon blinks, even when I'm standing still.
  10. That worked, thank you!
  11. I suspect the dialogue is no longer respecting some of the window or text scaling options. I've also confirmed it is all dialogues, including the police scanner.
  12. Here's another screenshot with the store menu this dialogue opens shown.
  13. I just logged in to i27 on my server, and I notice that the dialogue text is extremely tiny. For reference, in this screenshot, you can see the display name of the P2W vendor for context.
  14. Probably log in. 🙂
  15. I find on some characters from time to time, there are buffs I don't want. Sometimes it's simple just to ask people not to cast them on me, but sometimes these buffs are applied to the group. Now, it's currently possible to have your buffs displayed as the icons under your health bar, hunt down the one you don't want, right click on it, and choose "Cancel". So there's a way to do this already, and I use it now and then. I think it would be a significant usability improvement if I could macro or bind this by the name of the buff, something like /buff_cancel "NameOfBuff", which would behave identically to canceling the buff via right clicking the icon, and only apply to buffs which can be canceled via right clicking their icons -- not a new functionality, just a different way to invoke the existing one.
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  16. People are already making new characters in anticipation. The sorts of stats to have been tracking, but I kind of doubt we have been would be new characters created each month, characters which reach 50 each month, and say, characters which reach vet-100 each month. Track those over time, and we might see on-going changes in intent, successes, and long-termers.
  17. I love the promise of more power too, but I think it should be modest, and there should be some gentle scaling of normal content (esp at 50+3, or +4, x8 levels) to go along with it. In fact, add a +5 and x12 setting for normal content. Then add another +1 difficulty level for each new incarnate slot.
  18. We have a lot of badges for doing grindy things already. (It's almost like we have whole categories for achievements and accomplishments? 😄 ) And badges are widely coveted, so I think we're good overall -- IMO, no change needed. But if we did add something to encourage more play/grind, we could add more badges, maybe a new badge category that went to very high levels of various things, could be used as titles, but did not count as "real" badges towards the completionist badge count. Or maybe that would be okay, it they weren't stupidly high; the hypothetical new top influence badge was earn 750,000,000 inf (the current top one is 500,000,000) and not 10,000,000,000. And finally, along the same lines, what if we went through and added a new badge to every story arc in game that doesn't have one already? Encourage people to play, or do content, but please don't gate our characterization creativity tools behind grind.
  19. Inside the ~1000 character limit, I just want an editor that works.
  20. I don't like the idea of carnival or light, syndicate, or other such secondary factions for epic archetypes. One might as well ask why there isn't a cage consortium or goldbricker epic archetype. These are secondary factions, not the primary ones for their side. Sure, if there was the luxury of resources for a dozen epic AT's for each side, they'd work down to those, but I'm pretty sure that's not the case. Hero side's EAT's are closely aligned in lore with Paragon city government -- PB's even serve in the PPD. (I will grants warshades stand out a bit, but they're a natural accompaniment to PB's). Villain side has the natural choice of the Arachnos themed VEATs. and Arachnos is the defining npc faction of the isles. Praetoria is naturally powers division and resistance; and the obvious choices would be some theme from the NPCs that serve those top tier factions there.
  21. I concur with the loyalist/resistance themes. They make the most sense, lore-wise. Put a special departing mission on each to go to Earth-1-1 to perform spying, etc; and return back to Praetoria for one final story arc after they have learned everything primal earth has to teach them (i.e., level 50.)
  22. I've visited this base a couple times, and I think it's an awesomely well designed roleplay setting, with a lot of potential uses.
  23. If I were the devs, I would put in the name freeing policy that had been arrived at before in place immediately and without warning.
  24. If I haven't played a game in a year, I don't want an email reminding me about it. I get enough of those from old games I used to play, and I really ought to set up more/better rules to auto delete them.
  25. It would be cool, although I imagine very difficult if not practically impossible, to make displayed names not need to be unique.
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