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It's essentially the Abandoned Sewer Trial...IN SPACE so the majority of the difficulty comes from your own team's lack of coordination. Though intriguingly the AST has over twice the merit reward. I think the main reward benefit will be the IoP buff. Pending on what you get, it could make other content easier. So run a CoP then do a LRSF, Reichsman, or Hami raid.
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Anyone else here having difficulty getting Caleb to spawn despite completing the requirements and getting the message that he spawned? This has happened more than once but I'm wonder if this is a random fluke or something common enough that it needs to be bugged.
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I have every intention of getting it but I'm in a bad place moneywise. I specifically intended on the box both for the free month and for having a box for reinstalls if I ever get a better computer.
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Quote:Curses!I for one will be switching my main toon Tal'anor Ja clw/nin to blue side.
Anyways, don't own GR yet but the vast majority of my toons won't be switching. I have a MM here and a Dom on Triumph I plan on making rogue and a couple of toons elsewhere I'll make vigilantes. I probably will make some new toons eventually so I can have a Stalker and Dom blueside. -
Castle is attempting to get the rewards team to boost the merit count though it is unknown by how much. Plus the temp buff actually lasts a while if you choose that option.
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That seems to be an interesting idea. I'll try to brainstorm over it a bit since it's late right now.
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Quote:I believe you meant for it to be coded like the above.Team Search Improvements
- This color scheme came about along with other behind-the-scenes work to make searching more useful in Going Rogue. It used to be that heroes could see heroes and villains could see villains and that was that. With Vigilantes going to Rogue Isles and so on, we needed a more sophisticated approach. Now the people you see are people you could team with, and who are in the same part of the game world as you (eg. people in the Rogue Isles can't see people in Paragon City and vice versa, regardless of their alignment).
- The new color scheme works like this:
- >Jade green>: Same team as you
- >Red>: They have 'not looking for group' set
- >Yellow>: They can't be invited to team with you because they're on a mission map or in an arena match
- >Orange>: They're the opposite faction to you and not on a mixed team, so you have to go to their map to team with them
- >Violet>: They're the leader of a team with less than 8 people on it
- >Pale blue>: They're not on a team and you can invite them
- >Green/grey>: They're on a team but not the leader, so you can't invite them and they can't invite you
Quote:Costume Sets
- The following costume sets are available as part of the Going Rogue expansion:
- Sports
- Overguard
- Syndicate
- Clockwork
- Resistance
- Praetorian Police
- These additional sets are available through purchase of the City of Heroes Going Rogue(TM) Complete Collection.
- Alpha
- Omega
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While not Pocket D, there is a dance club map available. You may have to rewrite your story but that's something at least.
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The devs have stated that we probably won't get a cutscene generator because the one they have is extremely difficult to use. While a map maker would go a long way towards making missions more unique and base building could theoretically be used as a code base, exploiters would probably have a field day and get it taken away from us.
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I might possibly join with my Claws/Willpower Stalker.
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More eyes would probably help out a lot. A number of the individual suggestions have varying merits that could stand to be discussed a bit more. If not moved, I figure the thread could easily be restarted.
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Dhahabu Kingdom and the Indelible Curse of Hate has a new enemy added to mission 2, Spider Archer. Along with other tweaks this should be a smoother mission overall.
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Pity. Well, hopefully it'll move back up eventually.
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Quote:I wonder if water effects suffers from the same problem as getting new decorative items for bases. If it doesn't fit some lofty unobtainable goal then the devs won't attempt it and since it is unfeasible with the engine they won't be able to do it.For some reason when this topic comes up the conversation tends to head toward "it must look like a realistic sparkling ocean foregrounding a breathtaking Tahitian sunset." I think that's setting the bar impossibly high.
There are water fountains, water falls, and exploding fire hydrants already in the game. The water doesn't need to be any more persistent than other effects. -
Nor can you control their spawn points in a reasonable manner.
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Asking this on behalf of Konshu who is having a few posting problems right now:
Quote:Originally Posted by konshuOver the last several days I've had some bizarre situations with the Architect editor not carrying the latest version of the arc.
For example, a few days ago I edited a published arc. I made some changes to the final mission, and to playtest it, I moved that mission to #1. I published, exited the editor, started the mission in AE, played it, decided I wanted to make a minor change, and exited after having played through a longish map. So several minutes had elapsed.
When I opened the file for editing, I was surprised to find mish #1 was mish #1, and mish #5 was back in it's normal spot, and none of the changes I had just made - and played! - were in the file.
So I fretfully exited the editor and started it up again. This time the missions were in their proper places and the recent changes were present. Whew!
I've had this sort of thing happening a lot lately, to the point where I regularly now open for edit, close, and re-open - check to be sure I have the latest edition - and only then proceed.
For the record, this arc I've been working on is published, and I'm only working on the published version. When I started encountering update problems, I saved off a version, but this isn't a situation of confusing local v published files.
Also, I've only been having this problem since like Wednesday or Thursday.
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Quote:See, this is a good idea and is pretty well thought out from a design standpoint. It'll just probably never happen in CoH.Let my try to set up an example here: Let's say you were out hunting a Devouring Earth Monster in a Praetorian Task Force. You are deep underground in Praetoria and you come across a chasm that you can not teleport through due to a teleport denial system, there's no place to land for jumps, there's no ledges to super-speed across, and due to an EMP that was detonated during the last fight you were in, you can't use temporary mechanical powers like Jet Packs or Rocket Packs.
You have a choice. You can fly across the chasm with a native flight power. On the other side of the chasm are 8 obelisks or some other object. With the full team assembled, you can unlock a door and proceed with the mission and go ahead and fight the Devouring Earth Monster. Fighting it early might give you a special reward: such as additional merits or a special drop.
Your other alternative is to work your way through the caves system around the chasm. Your access to this other caves system is through a new mission map that you can't return from. Say you jump down a big hole in the ground following a map, and when you get to the bottom, it's now blocked off by a cave in.
The Task Force itself can still continue. The player isn't locked out of the content, which is one of the big complaints against requiring powers, but the rewards will be different, trading off a larger special reward for increased chances for minor item drops, more experience, and more inf .
With this type of system, content could be created that could leverage particular powers and make you want to have a specific uncommon power. The game is not requiring you to have that specific power, but you might see or experience certain aspects of a story only if somebody has the power class required to unlock that specific story branch.
For another quick example: let's say that you come across a wall that you can't pass through, but you can fire through. A player with a sniping power could destroy a target on the other side of the wall, like a computer control panel, and allow you to proceed through the wall early. Players without sniper powers would have to go track down a control panel in another map, which would change the story they see and experience. -
Odd, I don't remember it having a drift at all. In fact, it completely lacks travel suppression.
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Well known typo. The default distance is 225ft or so. Shorter than the default teleport but not by much. The only noticeable difference is that the small amount of recharge makes it hard to repeatedly teleport.
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Quote:This. I can tolerate the soul devouring endurance cost but the debuff makes no sense. Isn't it the single strongest to-hit debuff in the game? Plus, it's unresistable. While there doesn't necessarily need to be "forced" Group Fly content, making more airborne areas, airborne enemies of importance (GMs, TF/SF specific AVs), and having some way to refuse using it (powersets that require you to be grounded, having super speed/jump as a travel power) would go a long way towards helping it. I just have a feeling it'll never get touched because it's not a new shiny and people aren't vocal enough about improving it.1. Remove -tohit
2. Give GrpFly slightly slower than flight speed
3. Make it as stable as hover is.
Sorted. Power is fixed, win/win
What do you mean by "stable"? -
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Quote:The whole GAME needs that. There would be less whining about KB if that happened.In that same vein, it would be nice to be able to give them some mez RESISTANCE without giving them mez PROTECTION. So whatever mez or mezzes you give them resistance to just doesn't last as long. It's less binary than mez protection, it makes the critters tougher for characters that rely on mez powers without rendering said powers totally useless.