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Nemesis Alerts - no more generics, please!

newplayerguy7newplayerguy7 Posts: 61 Arc User
edited February 2014 in Missions and Content
Hi Cryptic North folks!

Say, any chance we could have someone tweak the 'percentage' numbers in the Nemesis Alert coding so that actual player Nemesis' take precidence over the terrible 'generic' Nemesis' that show up?

To be honest, there should be ZERO percent chance of them showing up if at least one player has an active Nemesis in the Alert. The only time the 'generic' Nemesis's should ever be generated is if NO ONE on the team has a Nemesis.

I mean the whole point of the NEMESIS Alert is to fight someone's cool looking arch-enemy, right? Not get stuck with some 'generic' boss when 5 people ALL have a Nemesis that could, and SHOULD, be used instead. How does this happen?? It shouldn't - see the paragraph directly above.

Thanks! It will make these Alerts a lot more fun! :smile:
Post edited by newplayerguy7 on

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    flyingfinnflyingfinn Posts: 8,408 Arc User
    edited February 2014
    Make it a level 25+ Alert and remove the Ugly Default Nemeses.
    Fixed.
    But then again, if the 1st clicker doesn't have nemesis created, it may brake the whole thing.
    Fixed by make a team, who ever is leader (who has a nemesis...) gets his/hers nemesis allways.
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    crypticbuxomcrypticbuxom Posts: 4,606 Arc User
    edited February 2014
    Or make the random, non-nemesis truly random including its power set, rather than this fake random, premade, all pestilence nemeses.

    That would of course require them to revamp the regular alert system and possibly break it.
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    flyingfinnflyingfinn Posts: 8,408 Arc User
    edited February 2014
    Well, they managed revamp the regular Alert system and broke nemesis parts of it...
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    guyhumualguyhumual Posts: 2,393 Arc User
    edited February 2014
    flyingfinn wrote: »
    Make it a level 25+ Alert and remove the Ugly Default Nemeses.
    Fixed.
    But then again, if the 1st clicker doesn't have nemesis created, it may brake the whole thing.
    Fixed by make a team, who ever is leader (who has a nemesis...) gets his/hers nemesis allways.
    There are level 40s that don't have nemesis created and the dockside nemesis alert really comes and goes too quickly these days to build a team. I've managed 4 runs at the most.

    What they should do is have a contest to design the generic nemesis like Scott did last year and use those designs.
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    crosschancrosschan Posts: 920 Arc User
    edited February 2014
    guyhumual wrote: »
    What they should do is have a contest to design the generic nemesis like Scott did last year and use those designs.
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    flyingfinnflyingfinn Posts: 8,408 Arc User
    edited February 2014
    I thought they did it allready....
    They do have plenty of 'leftovers' from it to choose from.
    But then again, it took like, what 2 years to use Fire and Ice ones?
    Heck, throw in the winners from the 'Iron Age' competition.....
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    newplayerguy7newplayerguy7 Posts: 61 Arc User
    edited February 2014
    guyhumual wrote: »
    What they should do is have a contest to design the generic nemesis like Scott did last year and use those designs.

    No. NO. NO!

    What part of NO MORE GENERIC NEMESIS don't you guys get?!?

    If they're going to do a contest - then make their own dang Alert for it (Hello? Fire and Ice anyone?)

    Let see PLAYER's Nemesis in NEMESIS Alerts!! Isn't that the whole point of having them?

    It's positively maddening when FIVE players all have Nemesis' and some fugly random pestulence 'boss' appears in the Alert. WHHHHHYYYYYYYY???????

    Again, the ONLY time a random 'nemesis' should EVER show up is if NO ONE in the Alert has a Nemesis made. (And that group should be punished with a terrible looking, random enemy for not having at least one person partcipating in the Nemesis system! :D)
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    guyhumualguyhumual Posts: 2,393 Arc User
    edited February 2014
    No. NO. NO!

    What part of NO MORE GENERIC NEMESIS don't you guys get?!?
    The problem is that even a group of level 25+ heroes won't necessarily have a single nemesis between the five of them. How would you solve that?
    Again, the ONLY time a random 'nemesis' should EVER show up is if NO ONE in the Alert has a Nemesis made. (And that group should be punished with a terrible looking, random enemy for not having at least one person partcipating in the Nemesis system! :D)
    So ya, you didn't solve the problem at all then. So the quoted text should read:
    "What part of NO MORE GENERIC NEMESIS, UNLESS NO ONE IN THE GROUP HAS A NEMESIS, IN WHICH CASE I'M TOTALLY FINE WITH GENERIC NEMESES don't you guy's get?!?"
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    xydaxydaxydaxyda Posts: 817 Arc User
    edited February 2014
    It's positively maddening when FIVE players all have Nemesis' and some fugly random pestulence 'boss' appears in the Alert. WHHHHHYYYYYYYY???????

    But that doesn't happen...
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    guyhumualguyhumual Posts: 2,393 Arc User
    edited February 2014
    xydaxyda wrote: »
    But that doesn't happen...

    Not sure, but it might be possible. Perhaps what might happen is this: five people queue, one doesn't have a nemesis, the other four do, but just before the alert launches the one without the nemesis drops out and another player with a nemesis takes the remaining slot. Again, not sure if this is possible or not, but it could explain how five people with nemesis get a generic. Another possibility is that although everyone has a nemesis made not all are active. Once your nemesis is locked away in stronghold they're not going to be appearing in alerts. The other possibility is that one of the five is lying.

    Personally I'd put money on the last option.
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    stellariodragonstellariodragon Posts: 588 Arc User
    edited February 2014
    Instead of generic nemesis, make a copy of one of the players and give it a shadow Aura or hue inversion or some other sfx to make it look like a Multifarian evil twin.

    That way it's usually something different.
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    newplayerguy7newplayerguy7 Posts: 61 Arc User
    edited February 2014
    Good golly.

    I thought it was obvious, but I guess I have to spell it out.

    If even one person on a team has a Nemesis made, the system should default to the player-made Nemesis over any random-generated generic 'boss'.

    As was stated in the OP, we need to get the coding numbers tweaked so that player-made Nemesis' take precidence - if even just one person on the team has one.

    The only time a 'generic' boss would show up is if NO ONE on the team had a Nemesis made (which would be pretty rare).

    Again, the whole point of a Nemesis Alert is to fight a Nemesis - not some random 'boss'. If they want that - then make a 'Generic Boss' Alert. When I go into a NEMESIS Alert -I should be fighting a player-made NEMESIS.
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    colonelmarikcolonelmarik Posts: 185 Arc User
    edited February 2014
    I'd also like to see the nemesis alerts more often, and for longer. Our nemeses just don't see enough use.

    In fact, for those of us with more than one nemesis, let it choose from any of them we have, whether they're active or not.

    Also, how about creating a mission similar to the GRAB one with Black Diamond et al, and put ALL our nemeses in the mission at once?!

    Finally, on those missions we can get by rescuing people, how about replacing the generic bad guys with our nemesis? It would make that final boss a lot more interesting than just another Annihilator Bot.
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    crypticbuxomcrypticbuxom Posts: 4,606 Arc User
    edited February 2014
    Instead of generic nemesis, make a copy of one of the players and give it a shadow Aura or hue inversion or some other sfx to make it look like a Multifarian evil twin.

    That way it's usually something different.

    This is purely the most brilliant suggestion for an alternative to what we are having to deal with now.
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    wrathsoul1wrathsoul1 Posts: 680 Arc User
    edited February 2014
    guyhumual wrote: »
    The problem is that even a group of level 25+ heroes won't necessarily have a single nemesis between the five of them. How would you solve that?

    By locking those who don't have a nemesis away from those alerts?
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    chalupaoffurychalupaoffury Posts: 2,553 Arc User
    edited February 2014
    I hope that was sarcasm, lol.
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    edited February 2014
    By the way, if you want to fight your Nemesis more often, simply visit the Lava Temple (not Andrithal) inside the Monster Island volcano.

    Your nemesis shows up just inside about 20% of the time. Quite fun, and the nem minions can drop nemesis clues, too.

    Beating your nemesis inside the lava temple earns a Q box, a catalyst (usually 10%, but sometimes safeguard), and sometimes a third drop.
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    sapphiechusapphiechu Posts: 262 Arc User
    edited February 2014
    Why am I tempted to make a Nemesis with the name "Generic Nemesis" now..? :biggrin:
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    drgmstrdrgmstr Posts: 886 Arc User
    edited February 2014
    wrathsoul1 wrote: »
    By locking those who don't have a nemesis away from those alerts?

    It is a potential fix, when you try to queue up for a nemesis alert, if you don't have one created yet or your nemesis is currently in jail a.k.a not active, there would be warning saying that you cannot join the queue unless you have an active nem. Then again as a super hero game, not everyone will have a nemesis but they should be allowed to help out other heroes.

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