Ad Astra

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  1. Quote:
    Originally Posted by LOLDUE View Post
    First of all, I get typos all the time on my computer, so I accidently typed in LOLDUE instead of LOLDUDE. If there is any way to change your username on the forums, please let me know.
    Quote:
    Originally Posted by SerialBeggar View Post
    If you want to fix your forum name, here the info on what you need to do
    http://boards.cityofheroes.com/showt...ighlight=forum
    Serial Beggar gave you the answer....

    Welcome, have fun!
  2. Quote:
    Originally Posted by Tenzhi View Post
    The problem is, by the time I've gotten my character ready for the journey, most of the journey is inaccessible or at best wants me to 'unready' my character in order to play it. The mere act of character creation takes me a minimum of 25 levels of play. It's sometimes even more before I get to the point of "this is the character I envisioned making, or at least as close as I can get."

    At which point I'd happily go back and do, say, Hollows arcs if it would allow me to do so without cutting off most of my character.

    Which is to say that I'm completely for any idea that allows me to make a fully realised character right off, especially (but not only) if it allows me to play the content without having most of the character cut off.
    While I understand your character development really jelling at level 25 or so, I guess I don't see how you could go back and do the Hollows arc at that level. The content and the challenges aren't set for a level 25 character.

    The OP's idea is a "fully realized" character that can't leave MA. It's not going out to do the Hollows arc (unless someone re-writes the arc for the MA) - and I'm not sure what the OP had in mind for the auto-SK features that still apply in the MA,depending upon the arc.

    Caleb - does your VR character auto-exemp for arcs that are written for lower level characters?
  3. Ad Astra

    Noooooooo!

    Quote:
    Originally Posted by Techbot Alpha View Post
    Only if it's written well. And even then, only if it absolutely has to be done.

    Forced failure is not, in my opinion, fun. It's like the stupid timed mission in Tina's arc in PI, where you have like a five minute mission. Even if you bust a gasket and manage to complete it..oh look! You STILL failed!
    That sort of thing is disheartening, and not in a 'I shall have vengeance!' kind of way, more 'F this, I'm going to go get a drink and watch a film..." sort of vibe.

    Character death that serves a point and tugs a few emotional heartstrings, yes. Like Aerith in Final Fantasy 7. And...oh, damn...the man who got a statue outside Kings Row yellow line station, who was in the CoX comics...
    But not failure for the sake of saying 'Hey, even after all this time, you still screw stuff up! Nyaaah!'. Because that's really dull and irritating.
    Totally agree with you, Techbot.

    Good stories don't always have to end with sunshine & lollipops, but stories that don't at least bring closure (as in a sense that something changed, hopefully for the better, but who knows) have to be extremely well-written. And although our writers try, their work in this game really isn't great "literature" - it's entertainment pure & simple.

    The guy in Kings Row, BTW, is Cyrus Thompson, aka Breakneck. He's one of my in-game heroes and I usually try to take at least one picture of my characters standing there beside his statue. His story didn't end "pretty", but it was well-written and his death had purpose within the context of the story and the setting of Paragon City.
  4. Quote:
    Originally Posted by Crawls on Dungeon Floor View Post
    Ok, so they upgraded prices and minor stuff, but that is not at all what I'd call a major update.
    As someone who couldbarely afford to do anything at all elaborate before Issue 13, I beg to differ. For small SGs the massive drop in prices was a huge update.

    And removing raid pathing to allow us to merge objects, etc., was also a big change.

    That being said, yes, bases need some love. Fixing them is a part of fixing PvP as well. Apparently the resources that were at least partly tasked to bases (Synapse) were repurposed for GR development. Many of us were a bit disappointed in this, but getting GR out the door was *way* more important to the game as a whole.

    OP - you should head up to the Base Construction forum to see what has been/is being requested, often and persistently, in the stickied threads at the topof the forum. Whileyou arethere, check out the discussion of some info from our new lead dev, War Witch (Melissa Bianco). I'm ot saying we shouldn't keep asking,but much of your post duplicates what is being discussed there.
  5. My Thugs/ MM on Virtue has this backstory -

    "Katy Halloran" is the daughter of "Big Mike" Halloran, currently in the Zig. Katy is trying to keep Big Mike's hold on the docks in Port Oakes and has taken over her father's old gang.

    Her thugs are all the "honorary uncles" she has had growing up, so they are named "Uncle Brian", "Uncle Marty", etc.
  6. Frankly, sometimes I'm lazy and sometimes I just forget to go reset the flag.

    Heck with as many alts as I have going, remembering to go set the flag every time a condition changes (such as logging in, under the current flag reset bug) isn't anywhere on my routine when revisiting a character.

    Therefore, I put stuff in the Search Comment that is more or less permanent for the character, like "I have bubbles" or "looking for mainly TFs, but will join any fun team" or "Fire/Thermal Corr who can switch from blasting to buffing".

    If the fact that my flag doesn't exactly match the comment really bothers you that much, you seem to be a bit overly stressed on the details.
  7. I pretty much agree with Shoe, he worded it so eloquently.

    Any change like this is always hard to implement, especially after nearly 6 years. I'm also not exactly sure how the exiasting contacts could be put into your system, because although originally, it appears that the Devs had a picture that following thru a string of contacts would eventually tell a story, there have been other contacts added since that time.

    For example, the contacts added for Croatoa tell a story as your progress from one to another (and they don't send you from zone to zone to find the next link). But they are different GROUPS under your system. Gordon Bower is Government, while Skipper LaGrange is Media. Working your way thru their arc would have you switching groups to gain Rep, which then adds a weird sort of complication to the process of working thru the arc.

    Which group would hold the RWZ contacts? They aren't government or military because Vanguard in a Militaristic NGO (non-governmental organization). The same for Longbow.

    What about the Midnight Squad? Some of them are Academic, but all of them? Ambassador Kuh'Reckt - governmental? military? Westin Phipps?

    I could go on, but basically I am saying that our current contacts are a bit more varied than your system would allow.

    I'm also not sure of your reward system. I know the idea is that a Tier 5 reward is something really "good", but some seem a bit OP unless really limited in duration. And your Resource Rewards mostly seem to be things that are already available in-game. 100% HP Restoration - I already have that on all my characters, it's called Rest. Radioactive Isotope Defense Debuff - my Rad characters call that Radiation Infection and they have it by level 6 at the latest. Patient Zero Uncontrollable Pet is a Shivan or War Wolf.

    Basically the devil is in the details and I just don't think you can retrofit such a complex system onto the game now.

    It would be great for a new game, though.
  8. Quote:
    Originally Posted by Malin0001 View Post
    I understand everything you said up to the second to last sentience.

    A) If I'm still running the mis wouldn't this be conceited as needed info. So rather then dump it couldn't it just reconnect.

    B) I'm not familiar with your CoH2 thread or the "investment" you said about. would you clarify it
    She is referring to this thread (started by her which is just a few more threads down the first page here:

    http://boards.cityofheroes.com/showthread.php?t=213101

    If I understand what she is saying - in order to free up the "resources" (call it system capacity or processing power, but I'm sure that isn't the correct term for it), the server clears out the instance, so you are not able to log back into it because it isn't there any more.

    In order to change that, the way the server manages its resources would need to be changed, which is most likely not trivial (not a coder here) and may not be possible with the current server layout and number of servers, etc., which would require more servers, or something like that - more expense incurred.

    Yes, it is annoying to lose mission progress, etc., when you are disconnected (either forcibly disconnected by your ISP or weather event, etc., or by your own choice), but there are lots of players here. If a significant number of them had an instance stored "in progress", that's a lot of resources being used.

    Obviously I'm not a developer (in fact, I'm only familiar with servers & coding isses because I have friends who talk about it in my pressence) - but I'm betting that they have decided that the current amount of time the mission instance is stored is the balancing point for using the server resources. Perhaps that balancing point could be adjusted, but it seems unlikely that they would want to store instances on the server indefinitely, and they have no way of knowing how soon you would return to your missions.
  9. Ad Astra

    GR and beta

    No - what happens on Test stays on Test.
  10. Ad Astra

    Swords on backs?

    Quote:
    Originally Posted by Techbot Alpha View Post
    People do realise that Valkyrie and Infernal already do this? And they are both NOT basic male models. I know they are NPC rigs, and thus work slightly differently to our own. Needless to say, I think that if the Devs can get it to work and look right, they will add it in. They're very good like that.
    I think that they would like to do this - it's requested so often.

    But even so, without a whole lot of animations work - the sword or axe or whatever would still be in the scabbard. Currently, that's the way it works with Infernal (never seen Valkyrie in action, but I assume it's the same).

    Someone mentioned upthread that they thought that looked silly in CO.

    If people would be OK with the weapon remaining in its scabbard even while being used, then it's just a matter of reworking the models to have a better back attachment slot.

    But if they want the weapon to actually be drawn from the scabbard and the scabbard to be empty while the weapon is in use - then I would have to say that there are a whole lot more things I would rather BaBs & his minions work on instead.
  11. Ad Astra

    New Game Engine?

    Double post - dunno why. Sorry
  12. Ad Astra

    New Game Engine?

    Quote:
    Originally Posted by Tokyo View Post
    Then I rescend my use of horrible... they were limited by their knowledge, limited by their applications..limited by their hardware..limited by lack of foresight (can't really blame them for this. Who can see 6 years into the future as far as technology goes?) to me those are "horrible limitations."

    There is no tone to be read in my post.
    Fair enough. Thanks for clearing it up for me. I apologize if my question offended in any way (Tokyo or FW).

    Yeah, it's an older engine, and one written today would not function in the same way and would have its own new and improved limitations that 6 years down the road would seem "horrible".

    But I think its working well enough for our purposes, at least to the extent that I would not want to see it abandoned in favor of building a new one from scratch, as OP suggested elsewhere. Especially since it is apparent that our Devs can still tweak it to get improvements, like the graphical upgrade in GR.
  13. Ad Astra

    New Game Engine?

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Just because it's a limitation, doesn't mean that it was malicious or ignorant.

    I cannot reach the top shelf in my mother's kitchen without a stool. This is a limitation of the combination of the location of the shelf and my own height. There was nothing malicious nor ignorant about my height, nor about the placement of the shelf. In fact in the shelf's case it was the opposite of malicious, since including the high shelf prevents the inclusion of "bug catcher" design in the house (high, horizontal surfaces which collect dust and dead bugs because they're rarely cleaned).
    I realize that not all limitations are either malicious or ignorant, but I guess I might have been reading a "tone" into Tokyo's post that seemed to mean more than something that just happened because it's the nature of coding itself. Probably it was the use of the word "horrible". in the description of the limitations.

    While I do not code myself, I know several people who do, including my husband. I have seen them tearing their hair out when coding doesn't work the first time and then they have to find another way, perhaps by adding a limitation or doing it a different way.
  14. Ad Astra

    New Game Engine?

    Quote:
    Originally Posted by Tokyo View Post
    I I've based most of my opinions off the idea that Cryptic placed horrible limitations in their coding which under-cuts the scalability with newer graphics, physics,rendering, software.
    Where did you get the idea that Cryptic placed horrible limitations in their coding?

    It sounds like you are accusing them of being either malicious or ignorant in their design.
  15. Ad Astra

    Contact Overhaul

    I disagree with the auto-sidekicking (unless it is something that can be turned off).

    I have had missions/arcs that I wantedt to outlevel more than 1 level to finish up (Sea Witch, for one). I solo most of the time, and some of the EBs can be tricky for some ATs, especially in the 20s.
  16. Quote:
    Originally Posted by Shuriken_BladeX View Post
    Scatch this didn't see the last bit of his post :P but yes. Just give the control to the leader. Makes all the fighting go bye bye. If you don't want to be on that team then there will probably be one with knockback enabled
    When I'm the leader, can I also have:

    1 - A leash to put on the Scrapper or Stalker so that he/she doesn't run off away from the rest of the group to bring us more mobs he/she just aggroed before we were ready for them?

    2 - A big "hand" so I can push the Tank into the mob *I* want him/her to aggro next.

    3 - Another tether so I can keep the Emp right next to me (I'm squishy, after all) to keep CM on me.

    4 - a long stick so I can poke the Kin to keep SB applied, nevermind that he/she might be using other powers effectively.

    And so on and so forth.

    In other words, allowing the leader to control one character's powers and or effects is a bad idea.

    I know you were just "brainstorming", but this discussion has come up before, so I am just repeating some fo that previous discussion.

    As far as OP's suggestion goes, it is a new spin on an old discussion, but I can't really support it. The KB effect is considered a part of some powers, and not using them weakens the powers' effectiveness. As someone who uses Energy Blast, it seems like extra work put on me merely because someone doesn't want to move a few steps.

    Now before someone else brings it up, I know that KB scatter can hurt a WP Tanks efficiency or negate some of the controller's powers. That's why I try very hard not to scatter in ways that reduce the efficiency of the team. Learning when to KB and when not to KB is part of learning the game. Just like learning how to gather aggro and whether your character can take an alpha strike or waiting to apply an Immob until the tanks has gathered aggro or waiting to shoot off a blast until aggro has been established are part of learning the game. In other words, bad players are bad players.
  17. Quote:
    Originally Posted by Tokyo View Post

    SO's, IOs, PvP, Base Pathing...list goes on.
    SO's - wait, what? Never heard of a "mechanic" problem here.

    IOs - again - what is the "mechanic" problem? They seem to be functioning as described.

    PvP - You know that is a work in progress.

    Base Pathing - I love the Base Pathing exactly the way it is, but I concede that if you are a Base RAIDING fan, it won't work for you right now.

    So you didn't really respond completely to je saist's question. Care to elaborate a bit more?
  18. Ad Astra

    Duel Pistols

    Try a Rad/Dual Pistols Defender for the debuffs of Rad to make the relatively weaker Defender blasts more effective. Dark/ would also probably work, but I haven't tested it yet.

    For a Blaster, use the Lethal/Standard rounds for the KB, paired with a strong AoE ranged set like Mental Manipulation. Baddies that are either dead or knocked on their keesters don't hit you back.
  19. Ad Astra

    help a noob day!

    Quote:
    Originally Posted by Beguilement View Post
    I had a free respec that I just used. From memory I have:
    Ring of Fire
    Combustion
    Aim
    Fireball
    Fire Blast
    Fire Breath
    Hasten
    Fire ****(it is a quick shot fast power)
    Fire Sword Circle
    Build Up
    Super Speed

    I'm lvl 23 currently. What is IO? I'm sure its not input/output. Pre and post ED...I don't know what ED is?
    OK - now it's more clear that you are a Fire/Fire BLASTER.

    FYI, Fire/Fire could also be a Fire Melee/Firey Aura Scrapper or Brute or a Fire/Fire Tanker or (more recentlyIIRC) a Fire Control/Fiery Assault Dominator.

    The *** Power you list is "Flares" BTW.

    Head on over to the Blaster forum and explain that you are poor and ask for Build help.

    To solve the poor problem, check the Market forum to see methods of raising Inf faster.

    For teaming help, go to the Server forum for your server and ask what Global Channels are best for teaming and join them.

    And go take Fulmens up on his offer of seed money.
  20. Quote:
    Originally Posted by Obsidian_Farmer View Post
    I think that was aimed more at the OP than it was a general statement, since the costume he showed us was pretty generic.
    I agree that costume is pretty generic and not much like Blizzard's IP.

    But it kinda makes me wonder what the other 2 costumes looked like. I feel we are missing part of the story about why the costume was generic'd, like maybe one or both of the others was too close and the GM just went ahead and gen'd all three rather than sorting thru all of them.
  21. Quote:
    Originally Posted by Shred_Monkey View Post
    It's pretty easy to recreate a costum. I don't think there's any harm in doing that... with another name it's not going to be an issue.
    Incorrect.

    If you create a costume that is blue tights with a red brief over them and a yellow belt, wearing a red cape and boots - it's quite possible to get that costume (not the name, which you state is "different") generic'd back to plain tights.
  22. What did his other two costumes look like?

    Was one of them too close to the IP violation Name from Diablo?

    I think it might be possible that if one of the three was too close, all three got hit at the same time.
  23. Quote:
    Originally Posted by SlickRiptide View Post
    Mooks

    The Family is led in the Rogue Isles by Emil Marcone. Avatars for the Family are identical to those in CoH, though with slightly different Info Text.

    The Family's challenger for control of the Rogue Isles is Guido "The Mook" Verandi, the former consigliere to Emil Marcone's imprisoned father, Manuel Marcone. Verandi's faction is called the Mooks; members wear a purple band (armband, hatband, or other trivial costume addition) that visually marks their allegiance.

    _________________________

    This is primarily interesting, in that it says there's some sort of "civil war" going on in the Family in the Isles. I have probably just not played enough redside to encounter it yet.At the low levels, there's certainly no indication that there are factions within the Family or that purple bands (and presumably any NPC with Mook in its name) is the way to tell which faction is which.
    Actually, don't the early arcs in Port Oakes talk about this - especially the one given by Angelo Vendetti?

    I had not noticed the purple bands, though. Now I will have to look for them.
  24. Quote:
    Originally Posted by SlickRiptide View Post
    If it's your opinion that vet rewards ought to be "worth the money I spent" then I recommend that you quit now. With the exception of City Traveler, once you get past 48 months you can pretty much stop counting your months played. You're going to cry foul about the money you "wasted" when you get to milestones that give you nothing at all but a badge and a respec.

    Save your money and quit while you're ahead.
    This.

    OP, you are sounding more than a bit whiny about something you were given.

    Yes, it's more of a costume piece than anything else. You are moaning & groaning about the act of summoning it as if it were some great expenditure of energy. It isn't.

    The money you spent on the game gave you access to the servers to play it, nothing else. Vet rewards are generally "fun" things. Some are useful to some players, some are not all that useful. Even the 48 month "Combat Pet" does very little other than follow you around.

    Sheesh.
  25. Just so you know for the future, there is an existing thread for costume suggestions, up in the Developer's Corner, titled "SexyJ's Costume Request Thread".

    http://boards.cityofheroes.com/showthread.php?t=115275

    He does read it, so posting your ideas there will reach the Devs' ears.