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Posts
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Joined
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We can only hope the Devs are secretly working on an updated version of Bases for our heroes and villains.
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Quote:If by 4/4 you mean minium of 4 players/maximum of 4 players, then I am completely against the idea. Its bad enough that the Summer Event and the Halloween Event are constructed this way that forces a player to find three others but not more than four others to enjoy this content. My online friends and I have hardly been able to do this event together because of this min/max team-up mechanic as there are sometimes only three of us online and other times way more than four of us. I'd be glad if the Devs got rid of this poorly conceived team-up limitation altogether and just let the player choose how he/she wants to enjoy the content.I'd like to see year-round mini 4/4 Trials linked to the lore of different zones - like something to do with the Paladin in Kings Row, something to do with the fires in Steel Canyon, something to do with the Trolls in Skyway, and so on - they could be launched from a contact in the zone, or from the TUT, like TFs.
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Off the top of my head I can think of a few things that need to be fixed:
- Ragdoll Physics still need to be tighted up a bit. Enemies still turn into pretzels when defeated (which looks ridiculous), and there are times when some foes not defeated but knocked down/back get stuck in the floor or wall for long enough that they become very, very easy to defeat, taking all the fun out of a dramatic fight scene.
- Bullet casings from Dual Pistols and Assault Rifle power sets are still falling through the floor and ground when these powers are used. Also, I think there are less or no boulders left behind from certain Stone power set effects. It would be nice if these effects were corrected/restored to the game as they certainly add to the overall atmosphere of the game world and our heroes/villains affecting the environment (in a very limited way, of course).
- Assault Rifle snipe animation has been broken for about two years or more. The character using snipe with this power set appears to reset his/her aim while in the middle of the animation, which is annoying.
- The Rikti body that should be laying on the lab table in the Vanguard Base in the RWZ has been laying on the floor instead for years now.
- The moon has been showing a double image (smaller moon inside larger moon) in a few zones for about a year now. I don't recall which zones though.
- The Fire and Ice Costume Hats (looks like a helmet though) clips horribly into the back of the head when characters are in the fighting stance.
- The laying on back defeat pose that use to exist for several years needs to be restored to the game. As of now characters defeated always fall to their knees and then face-forward into the floor. But there use to be an alternate pose where defeated player characters could end up on their back spread eagle. Would be nice to see this again.
- Their use to be a "disolve" animation effect when characters exited SG bases via the Base Entrance Portal (this animation can be seen in the RWZ when using the entrance/exit to the Vanguard base). This effect has been missing for years. Would love to see it fixed. For that matter, an effect added on the Base Telepads when used by characters would be great too.
- Remove the Legal Filter from the Mission Architect. As it stands now the MA is pretty much useless for creating story arcs since so many words are blocked, including the names of nearly all CoH game characters.
- PVP.
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Quote:As I stated, I have absolutely no interest in starting over on a new server, much less trying to convince my online friends to move to another server as well to start rebuilding an SG and Base from scratch when we already spent years doing so on our home server.So what's stopping you from taking that core of friends and creating "Chapter Two" on another server? It doesn't take long to get a SG base underway and get prestige going. You get to start playing with a base again as a blank slate, trying a whole new design without losing your old. (And with some of the temp powers out there, you'll probably earn prestige faster.)
By increasing the amount of Character Slots available on each server (up to 60 or 72), the Devs could help insure that players could continue to create new character concepts on their home servers with their core server community, which would add longevity to the game for those players. -
I agree that the addition of more Character Slots per server is long overdue. With so many new Power Sets coming out and so many possible combinations of said Sets and character designs it is pretty easy for long time players (heck, even short time players) to use up the 48 slots they have now (if they even have that many available).
For me, I have absolutely no interest in starting new characters on another server or moving any of my current ones to another server if I run out on my home server. I would rather play on my home server with my online friends instead of another server were I don't know anyone. Running out of Character Slots on my home server means for me an end to the game, as far as creating new characters are concerned. So if the Devs made more Character Slots per server available, yes, I would purchase them (given they stay at the same price they are currently).
I sincerely hope the Devs will consider this suggestion, and impliment it soon. Lots of great new Power Sets out there, but right now, only so many Character Slots available to make new characters! -
This is very good news. Glad to hear it.
Perhaps this means that in the near future we'll see altnate animations for Power / Epic Pools, and hopefully more of Epic Power Pools added to the game (the selection is sorely lacking these days in comparison to all the new Power Sets released over the past few years).
Looking forward to doing more color customizing on my toons. Thank you, Devs! -
What? Did the Devs make an official announcement that they would never, ever, ever be making any new updates to Bases? Did they actually announce that there was never to be any further Base love at all? If so, where is this official announcement?
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Found what I was looking for. Hold down the Shift Key will moving the object up or down.
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I'm just getting back into base editing, and I seem to recall a few issues back an improvement was made to the Base Editor that allowed (at least I think it did) one to stack items on top of others, or at least make it easier to float objects. I could be mistaken, as I never used this new improvement. I looked around on the main website but the info there on Bases reads nothing about this feature, and I did not spot it here in the forums. Can anyone tell me how to access this feature so I can stack and possibly float base items?
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Yes, I recall they were used for Base Raids back when that function was enabled with Bases. What I'm seeking to find out is if they are suppose to light up when placed on the walls as decorations, or do they not light up, and insome cases with the Arcane batteries, move at all now that Base Raiding has been disabled. I only have an interest in using them as decorations if they look active, as the non-active look is not really the design look I'm going for.
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I'm wondering if any of you might have the answer to this question. I have been upgrading our SG base which is on a Large Secure Complex plot, and wanted to add one or two Base Battery Items to the Secure Portal Room (our teleport bay). I was under the impression that the batteries would show power (i.e. be lite up and look active) when placed, but none of the Tech nor Arcane style look functional when placed on a wall.
I've been base building since the game began, but never had a need or desire to use any of the Base Battery Items. Now that I have, they just look like non-functional wall items. Is this how they always look unless there is a loss of power and they start to function as true batteries? Or is this a bug, and they should look "active" no matter how much energy is powering the base? -
Quote:Good for you, I guess, but are we supposed to feel good about such blatant pay-to-win foolishness?
Whatever brings in the money, I suppose.
I could not have said it better. BRAVO.
I guess this is the turning point where CoH becomes all about Pay 2 Win. Sorry to see this day. It was a good game while it lasted. -
Quote:The Devs have apparently given up caring about the MA. If they did, they'd get this problem fixed for the players so this once awesome tool in the game could again be a source of fun and entertainment. As of now, it is nothing but a source of frustration and wasted potential.HAMIDON is friggin' copyrighted?
YOU HAVE TO BE KIDDING ME!
With everything going on, HAMIDON sets off the copyright filter?
How in the bloody blue blazes am I supposed to do the next set of AE missions for "Ashes of Praetoria" if I can't name things Hamidon?
Dev's PLEASE FIX THIS CRAP!
I'm surprised this subject was not brought up to the Devs at the recent HeroCon. -
Quote:I first noticed it via the Beta for Street Justice, and I'm pretty sure I made mention of it then, but I guess the Devs did not feel it important enough to correct. It's a shame because I have a Street Justice / Shield scrapper sitting in the wings waiting for this to be fixed so I can finally play him and enjoy the experience without the noticeable clipping. Guess I'll send yet another bug report on it.I only recently tried out Street Justice with Shield Defense and was surprised/disappointed to see that there were clipping issues with the Shield and my character's hand...
Fortunately, I had already decided that the character would have a different combo (Street Justice/Ninja Reflexes), but I was a bit shocked that the problem was so prevalent.
It seems as though it stems from some of the Street Justice animations and/or it just puts your character into a normal combat stances afterwards, instead of the shield-user stance (I'm honestly not sure).
My character was constantly bobbing around with his fist through his own shield.
Are there other powersets that cause this with Shield Defense?
Honestly, it was bad enough to prevent me from enjoying that (otherwise cool) combo. I'd love to see that get fixed!
I didn't want to sound like I'm ranting about it... but I wanted to mention it. And I was curious if it is just a bug or an unavoidable happenstance of Street Justice's two-hand combos and such.
Both are great sets and I'm surprised that the usual standard of quality is not there for those two sets combined. -
Some years ago CoH had two defeat poses. The one, which is still the current, is to faceplant. The second was to end up lying on your back with arms and legs spread somewhat. It was random which defeat pose would come up when your character was defeated. I like this as it gave a little bit of varity for a group of PCs all defeat in battle at the same time.
Why the Devs removed this alternate defeat animation I do not know, but I'd love to see it returned to this game. -
Quote:I could not agree with you more. I'll pass on this temp power.Oh great. More automated travel. All of CoX just got Fatter, not Fitter.
Next step. Completely eliminate zone scenery and just have all kinds of mission doors lined up in neat little rows in one nondescript area for quickest transport yet.
Not for me. I enjoy the scenery and relaxing a bit between mission doors. I don't even use the mission teleporter I already have. Hurry, if you must, but I prefer a more leisurely pace in my games.
Two thumbs down. Instant savings: 700PP -
I use Walk quite a bit when I'm not in combat or on a mission. I find it adds to the immersion of the game.
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I don't make arcs because of the Filter the Legal Dept had placed on the MA system about a year or so ago. It makes it very difficult to create stories and adventures when many common words are blocked. For example, I can't create a character named "Thorn" in the MA system because the word "Thor" is part of "Thorn", so is thus blocked by the Filter.
Its a shame that such a great labor of love by the Devs not sits mostly unused due to the company's Legal Dept who are so overzealous in their job they actually made the MA system near useless for those of us interested in creating stories with it. -
I would never pay for this. Ever.
It should be free to all players just as the other power customization is. Charging a fee for it will just put a bad taste in the mouths of the player community, and push them away. -
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Quote:Again, I could not agree more. As paying costumers for a service we have the right to demand quality for what we pay for. Broken ragdoll physics that adversely impact game play is not quaility.All I see you saying is based on assumptions forming your supposition on what "might, could, maybe" be the problem within a problem caused by a problem when something is changed. As a customer, I do not want to hear that. I want to hear how the company I pay money to for their product will resolve this problem and when. I do not want excuses. I can get those from my kids!
UberGuy mentioned:
I remember reading this somewhere. What you called a "patch" is not correct. An upgrade to a specific item is not a patch. A patch is repair. An upgrade means an improvement. Do not confuse the two.
Conversely, I am a paying customer. I pay for services that I expect to work efficiently to my satisfaction. I expect a quality product for my money; however, I do make allowances for some issues that can crop up from time to time. What I do not put up with is something that diminishes my satisfaction and enjoyment. The ragdoll affect does exactly that.
I want it fix in an expeditious manner.
As a paying customer, I have the right to demand quality, maintaining that quality, and an expedient resolution to problems exactly like this one. I do not enjoy watching enemies blown into walls, grounds, or whatever else in the immediate environment from knockback or watching them turn into boneless creatures after defeating them. Making up excuses for why they have not address this problem does not satisfy me. They are excuses. I want a solution and I want it as soon as reasonably possible. Just like the others who expressed the same sentiment. Hopefully, that too much to ask.
A response on this issue from a Dev would be much appreciated. -
Quote:I had almost forgotten about how easy it now is to defeat some opponents who become hung up on obstacles or even stuck in the floor due to the currently broken (and play impacting) ragdoll physics. This bug is long overdue to be fixed by the Devs.Acroyear2, I agree with you. This is really disconcerting. This problem, in my opinion, takes away from game play and it influences outcomes. How you might ask? When opening my alpha slot on the Trapdoor mission my DP defender knocked him back into the railing in which he landed like a rag doll stuck inside the platform unable to do anything. I defeated him without any resistance. While that might be a great thing, the outcome made me feel like the victory was given to me.
I do wish the Devs would look at the code, find the problem, and then correct it. I do not subscribe to T-Immortalus supposition that changing the code will break something else. That is an assumption on his part without any substantive or qualitative proof. This is what Beta is for, testing changes to see if it corrected the original problem without creating another.