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Posted: March 13th, 2008, 17:01
by Lateralus
Joose wrote:
I dunno, you already had people working out the maths behind stuff from what actual damage things were doing, so i don't think its going to stop people playing what they enjoy. If you don't want to do it Science style, just don't bother comparing numbers. If you do, you now can.
For me, I'd never be bothered to go and track down the numbers so I'd go with what sounded most useful (although I'm still far from know quite what the most useful option is), but having the numbers right in front of me means I'd be more inclined to go for the one with the biggest numbers. I reckon it'll lead to a greater number of identical characters being created, but I suppose that doesn't really effect me unless I choose to do the same.

Posted: March 13th, 2008, 17:59
by Roman Totale
Lateralus wrote:I reckon it'll lead to a greater number of identical characters being created
This is why I generally try to avoid build guides on the official forum. They're useful, but the end result is that everyone ends up playing the exact same build.

And as Joose said, the number crunchers were around even for issue 1. Some of the figures/graphs/tables that get posted on the forums are frighteningly beardy.

Posted: March 13th, 2008, 18:03
by Dr. kitteny berk
Joose wrote:I dunno, you already had people working out the maths behind stuff from what actual damage things were doing, so i don't think its going to stop people playing what they enjoy. If you don't want to do it Science style, just don't bother comparing numbers. If you do, you now can.
:above: depending on the toon, I do go beardy (mainly on my firekin) just because it's effectively a solo build, and not dying is important

Posted: March 20th, 2008, 10:21
by Dr. kitteny berk
http://www.cityofheroes.com/feature_upd ... e_12a.html
Mission Doors

I pulled every single mission door from the zone and reassigned it to a specific contact AND that contact's neighborhood. What this means is; no longer will players have to fly across the deadly Grendel's Gulch at Level 5 for their Frostfire mission at the other end of the zone, dodging spawns that can make mincemeat of them in a few short hits.

Posted: March 20th, 2008, 10:35
by Lateralus
About fucking time!

Posted: March 20th, 2008, 10:37
by Dr. kitteny berk
Lateralus wrote:About fucking time!
*tut* kids these days.

Way back when, we didn't have radio missions, meaning no flight pack.


The hollows are much better these days, even without the changes :)

Posted: March 20th, 2008, 10:46
by Lateralus
From a storyline point of view as much as for convenience, it makes sense to me for missions to be in at least the same city quarter as the contact who gives them, with the exception of radio missions. Anyhoo, I've not done the Hollows enough to be sick of them just yet, although the last time was approaching tedium. I do get annoyed with being sent miles and miles for missions though, especially at lower levels.

Posted: March 20th, 2008, 11:48
by Dr. kitteny berk
It does make sense, but it might feel a bit weird, compared to the running around of the rest of the game.

Posted: March 20th, 2008, 11:55
by Lateralus
Well, my comment about that was a general one about the game to be honest!

Posted: March 20th, 2008, 11:58
by Dr. kitteny berk
Lateralus wrote:Well, my comment about that was a general one about the game to be honest!
not keen on it really, for the hollows, yes. but the rest of the game is fine as it is.

Posted: March 20th, 2008, 12:33
by Dog Pants
It's even worse in Mercy Isle in Villains - not only do you have to traverse back and forth across the map almost every mission, but without travel powers and with huge fucking great walls in your way. It makes the whole area tedious.

Posted: March 20th, 2008, 12:34
by Dr. kitteny berk
Dog Pants wrote:It's even worse in Mercy Isle in Villains - not only do you have to traverse back and forth across the map almost every mission, but without travel powers and with huge fucking great walls in your way. It makes the whole area tedious.
:above: red side is awful for getting around.

Posted: March 20th, 2008, 13:07
by Dog Pants
Also;
PlayNC news announcement taken out of context wrote:Level Designer Melissa “War Witch” Bianco gives us a blow...

Posted: March 20th, 2008, 13:13
by Dr. kitteny berk
I'd accept it, but only after a few pints, she's kinda scary.

Posted: March 20th, 2008, 13:42
by Baliame
Dog Pants wrote:Also;
Image

...?

Posted: March 20th, 2008, 13:51
by Dog Pants
Wuh?

Posted: April 1st, 2008, 12:32
by Dr. kitteny berk

Posted: April 1st, 2008, 12:39
by amblin
.

Posted: April 1st, 2008, 13:16
by Lateralus
Visual sounds will be awesome! :lol: The other changes appear to be another step towards making character creation a science rather than an art, but meh, see how it works out. Any idea on release date yet?

Posted: April 1st, 2008, 13:26
by Dr. kitteny berk
release? some time between now and the announcement of I13