Ad Astra

Legend
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  1. Wishing y'all great success this weekend - but my parents are celebrating their 50th anniversary and I will be there instead.

    Catch you next week...
  2. [ QUOTE ]
    [ QUOTE ]
    I'm gonna guess not, since Pets are Pets in the game's coding, IIRC.

    I could be wrong, but I don't think they can distinguish between the powers that are called "pet". Plus, which are the "non-problematic" ones?

    [/ QUOTE ]I believe the OP is simply asking for those pet's to have reduced base recharge times, not to only allow buffing on those pets.

    [/ QUOTE ]

    Maybe so.

    But I guess I still would like to know which pets are "non-problematic"?
  3. I'm gonna guess not, since Pets are Pets in the game's coding, IIRC.

    I could be wrong, but I don't think they can distinguish between the powers that are called "pet". Plus, which are the "non-problematic" ones?
  4. Hi, New poster!

    I just want to point out that there is a thread stickied at the top of this forum called "Lady Jade's Powers Suggestion Thread".

    You probably want to go there to check out what others have already suggested and the format that seems to work best for suggesting it.

    There have been a bazillion threads about Street Fighting and a desire to have a punchy set for Scrappers (and Stalkers, Tanks & Brutes). I am positive it have been very much discussed in Lady Jade's thread above.

    I like some of your concepts for Time Manipulation, but it seems you are missing a couple.

    Dual Pistols seems to be confirmed for Issue 16 - and if so will most likely be available to Blasters and Defenders as well as Corruptors (since all three ATs have Blast sets).

    S&I is not a good place to start your posting career in because it is generally full of folks who will pick apart your post, often in very excrutating detail, but in some cases (like yours) with a banket dismissal because it contains suggestions that have often been posted before (ad nauseum - oops, Latin, not trolling, Mr. Ocho, honest).

    And the last part of your post about your concerns over the MA, is not really a suggestions and should probably be a separate post elsewhere - although you can find fairly recent threads concering that topic as well.

    Try posting again, perhaps in a different forum. Some of the regulars around here do bite, but a lot of us don't.
  5. <QR>


    I prefer using the wiki's guide ot the exploration badges because they add a picture of the location.

    http://paragonwiki.com/wiki/CoH_Exploration_Badges

    http://paragonwiki.com/wiki/CoV_Exploration_Badges
  6. [ QUOTE ]
    So I was playing some other non-MMO games that were RPGs, and I noticed a trend... a lot of them have "Perks", or other similar systems, fun little enhanceming aspects of the game. I think people have brought it up in the past, but I was hoping to bring it up in a way that hasn't been done before:

    Traits are (mostly) passive, fun (sometimes even comical) little powers that aren't meant to overpower your character, just to make the game even more fun. You choose five total Traits from different pools, ranked up by tier. The higher the tier, the more powerful the perk, the more tantalizing the Trait! At every 10 levels, you get to pick a Trait (starting with the first at level 10 and the fifth and final Trait at 50). Some are pretty useful and nifty to have, but never gamebreaking. Here are some example traits, my proposed in-game descriptions and trait pools...


    Pool 1 (unlocked at Level 10):
    *Who Dat Ninja?: You're some sort of ninja. With great ninja powers, come great ninja responsibilities... like whooping baddies. Or goodies. Either. You're a ninja, after all. No matter how far you fall, you never take falling damage. Also, your run and jump rates are increased by 2% every 5 levels. Why? Because you're a ninja.

    [/ QUOTE ]

    I thought movement rates increased with levels anyway - is this on top of that increase?

    [ QUOTE ]
    *Sugar Rush: You recover Endurance faster than normal, probably because of your crazy metabolism... or it's that bowl of sugar you had for breakfast. In any case, you recover an extra 0.20end per second.

    [/ QUOTE ]

    Doesn't one of the Day Jobs already give increased OOC Recovery? Would your Recovery be in-combat as well?

    [ QUOTE ]
    *POW!: You hit extraordinarily hard. Apparently, that rumor about Wheaties isn't a rumor after all. All your attacks that knock an opponent down, up or away gain a 50% bonus to their knocking component, kicking them further away, up higher, or down for longer.

    [/ QUOTE ]

    Interesting - but many teams *hate* knockback and won't thank you for adding yet more. And if you are already slotting for KB increases, this might be a bit much. (Disclosure - I'm a big KB fan on my blasters, defenders & corruptors and use it all the time slotted for increases).

    [ QUOTE ]
    ]Pool 2[/b] (unlocked at Level 20):
    *Athletic: Whether you've been working out or that "magic diet" actually didn't cause a second head to sprout out of your shoulders this time (or you're just athletic), you move. Fast. Very fast. For every level, you gain an 0.5% increase to all your movement speeds including Run, Jump and Fly, and even the range at which you can teleport. This Trait is retroactive, so you have a total of +25% movement bonus by level 50.

    [/ QUOTE ]

    Again - Movement Rate is already increasing as you level up. You want more?

    There are also some powers(Swift, one in the ?Regen powerset) and/or IO's (some set bonuses, Universal Travel) that do that, but not on your cumulative scale. I believe they are X% rather than X% per level - but since Movement Rate is already increasing, you still get an exponential effect.

    [ QUOTE ]
    *Learner: You actually paid attention in school, and know how to get know-how.. and maybe a little moolah along the way. Prestige and influence or infamy gains increase by 10% every time you have a full bar or more of Patrol XP.

    [/ QUOTE ]

    Coupla Day Job powers/rewards here.

    [ QUOTE ]
    Pool 3 (unlocked at Level 30):
    *Doctor Brooklyn: Sometimes, you just explode. That's it. There's no good explanation. You just go BOOM! In PvE combat, whenever you are struck, the enemy triggers a 5% chance to take minor to moderate Smashing/Fire damage.

    [/ QUOTE ]

    Interesting. Note sure I like it, not sure why, but interesting.

    [ QUOTE ]
    Pool 4 (unlocked at Level 40):
    *Badger: You're badger-esque about your... well, badge collection. All "?"-level progress bars are unlocked to show what you're progressing towards and exactly how much you're missing from acquiring that progressive badge. Also, exploration badges will show up on your compass as long as you are within 50 yards of them.

    [/ QUOTE ]

    We just got progress bars for mot badges. Other than a pointer to nearby Exploration Badges, this doesn't add much.


    [ QUOTE ]
    Pool 5 (unlocked at Level 50):
    *Just Plain Awesome: Or maybe not 'plain'. More like "Just Extraordinary Awesome". That's kind of a mouth-full, though, so people have taken to calling you (NAME). With this Trait, all your powers recharge 12.5% faster. Also, citizens of the City or the Isles will randomly stop and tell you how awesome you are.

    [/ QUOTE ]

    12.5% Recharge? So making Perma-Dom or Perma-Haster or Perma-Whatever that much easier to get? Seems a bit OP.

    Overall, it seems like some of your suggestions resemble Day Jobs - how owuld you differentiate them more?

    Others are already in the game in some form or fashion.

    Still others seem to be more than your stated aim of "(mostly) passive, fun (sometimes even comical) little powers that aren't meant to overpower your character". (Seriously - 12.5% Recharge - the super-desirable LotG Global Recharge bonus is only 7.5%)

    I'm not sure the concept adds that much to the game but if it does, then it needs to add something not already there in the form of QoL features in-gme, Day Jobs, existing game mechanics. I'm not sure that there are any "fun little powers" that can be added at this point.
  7. [ QUOTE ]
    Well, it was my thread, may as well respond to contextual posts.
    [ QUOTE ]
    Back to topic:
    The reasons why Vehicles (that's what you want to search for) are not and probably will never be part of the game are many, but a few stand out.
    One is animations. How do you, say, use Golden Dragonfly while riding a vehicle? Either you need some fancy new animation, which can run up to hundreds if we look at how many we have in total, or some kind of limitation and "dismounting." For a bike that could possibly work, but if a system for bikes is implemented, it would have to cover more than just simple bikes.

    [/ QUOTE ]
    Personally, I wouldn’t include attacking while riding. It takes the Super-Bike from “Cool alternate travel animation” (which is how I envisioned the suggestion) into “fully-realized game-mechanics expansion”. At which point you go from “That’s an awful lot of work for a cool visual effect” to “ARE YOU FRELLING HIGH!?!” *chuckles*
    [ QUOTE ]
    Movement is another. Character can turn in place, run sideways, jump and cling to ledges, all without needing to pitch. Note how even when going up a steep slope, your character remains vertical. That's OK for something with as small a footprint as a humanoid, but for a larger bike, it would need to tilt, which the engine cannot do. And that's before we consider strafing, jumping and riding through water.

    [/ QUOTE ]
    Well… if you expand the idea to Vehicles in general this becomes more of a problem than if you restrict it just to bikes. You can (within certain parameters of acceptability… which are of course somewhat subjective) either make allowances for or entirely ignore the issues of movement dynamics (on-a-dime turns, strafing, jumping). I’d slap that under the label of “It’s just a cool visual effect, don’t demand too much of it”.
    The pitch problem is definitely legitimate. Although if the rider was simply in a bike-riding emote position they wouldn’t *necessarily* need to pitch, perhaps just the bike that was node-attached to them. Yes, there’d be clipping issues. My Shoulder Mantle Cape clips like mad with my Wedding Pack Tuxedo, too. We live with clipping to a degree and hope it gets better. But the pitch problem does add a bit (I use bit here to denote ‘an amount I cannot enumerate with any accuracy) more complexity to the bike itself.
    As for the size/footprint issue, I’d opt to just enforce the footprint of the bike in regards to where it can and can’t fit, and not allow it in buildings, bases, or missions. Water issues… as far as I know you can’t superspeed run on water, so I can’t imagine why you should be able to take your superbike into the water. Jumping and difficult terrain I’d just give a pass to “You’re Just That Good”.
    [ QUOTE ]
    There's also mounting and dismounting. While a WoW-borrowed "pops into existence under your butt" mechanic wouldn't be too far-fetched, it would be horribly ugly. The developers have a history of not green-lighting things unless they have at least some level of refinement in them, wings and custom weapons being good examples of that.

    It's a cool idea and heavens knows it's been suggested probably over a hundred times, but it's been shot down by the developers themselves in the past.

    [/ QUOTE ]
    I’d think (and keep in mind, I’m not a programmer or a CG artist. I’m a 2D artist primarily, these are just that… “What I would think”) that mounting and dismounting the bike would just be a matter as simple as ‘bike appears, you mount’ animation, and ‘you dismount, bike disappears’ animation. I’d stop to wonder if this was lazy or copping out… but then I remember the beaten bodies of our foes that regularly vanish into thin air.

    [/ QUOTE ]

    Regarding your last point -

    Would the animation be the same for my teeny-tiny sliders all the way to the left female body skeleton be the same as those for my humongous sliders all the way to the right huge body skeleton be the same? Would they be riding the same super-cycle model?

    Nope. So there's a few animation that would need to be different (note we have been told by the Lead Animator that for every single power animation change he makes, it actually becomes 3 changes because of the 3 different body skeletons).

    As for the size, using a single cycle model would result in the hiliarity of this teeny-tiny body perched on top of an oversized (for her or him) motorcycle - do they get *really* high platform boots in an attempt to reach the pedals and the ground? Does a ladder appear for her to climb up onto her bike? Or alternatively, the lulz of a huge behemoth of a hero/villain on a circus-clown-sized mini cycle with air space between the body and the bike.

    To see this effect, do the experiment where you create the smallest body you can and check out the GvE Jump-pack or a Raptor Pack and then do the same for the Hugest body you can to see the pack embedded in the body.

    But, you say, they did it those times, why not just make one bike model and let the players decide whether to have that very disproportionate bike be their problem. I'm not sure why they did it with the packs, but given responses to that suggestions that they should allow clipping and other incongruities - it seems unlikely to happen.

    Personally, I would think that a single size of bike model would be in fact pretty fugly
  8. Ad Astra

    Enhancements

    This is the Wiki article on Enhancement Diversification:

    http://paragonwiki.com/wiki/Enhancement_Diversification

    Read through that & see if that answers your questions. if not, please come back here fore clarifications. It's a lot of details to wade through. Someone already gave you the "rule of thumb" if you just want to stop there (I know I did).
  9. <QR>

    Everyone gets a travel power at level 1 - it's called "Sprint". It's a good way to learn aggro range and see the city.

    Plus what the others (especially Lothic & M_B) said.

    /unsigned
  10. Ad Astra

    Going rogue

    [ QUOTE ]
    [ QUOTE ]
    ROGUE.

    Rogue. Rogue. Rogue.



    Rogue.

    [/ QUOTE ]
    Seconded.

    [/ QUOTE ]

    Thirded. Rouge is the color red in French or a cosmetic typically applied to the cheek & lips in English..
  11. [ QUOTE ]
    [ QUOTE ]

    <QR>
    The only reason I decided to tie the skins to origin is because because of one word - "theme." As dolphin mentioned, it is silly to see a technological hero/villain running around in lioncloth, just like it would be silly to see a magic origin hero/villain running around with a flamethrower.


    [/ QUOTE ]

    Your notions of what is and is not silly are not, however, an aesthetic imperative for anyone else.

    PS - I haven't gotten around to picking up the Magic Pack yet. Does anyone know offhand if anything in this themed set of goodies is in fact limited to Magic Origin characters? I would assume not - the developers haven't shown any tendency to limit players in this way in the past, so I assume they are not likely to start, but could be wrong.

    [/ QUOTE ]

    No - any costume piece in the Magic booster can be used by a character of any origin. The Mystic Fortune power can be used by any character.

    This is the same as the Cyborg booster pack - in fact, one of my Magic origin characters uses the "Head's Up Dislay" (it has a name that is a bunch of letters) as a kind of face plate for her "mystic" helmet that comes up when she enters battle.

    QFT on the first part of BBhumeBB's post. My character with a flamethrower is Mutant origin, but I could just as easily have made her Magic origin using her powers to strengthen the flames.
  12. [ QUOTE ]

    Post Deleted by Moderator_08

    [/ QUOTE ]

    Wait, what?

    You can't contribute to this forum without some arbitrary number of level 50 characters?

    Where did that rule come from?

    I guess a 4 1/2 year vet with only 1 level 50 has nothing to say, so perhaps I should stop posting?

    Yeah, I think NOT.
  13. Ad Astra

    Add On Question

    [ QUOTE ]
    Oh... Thank you for that, I'll search out this "Herostats" immediately.

    [/ QUOTE ]

    Glad to hear it - I was hoping we could get you the same effect you wanted from an add-on with what we already had.
  14. Ad Astra

    New Vs. Old

    [ QUOTE ]
    I just recently came back to Coh/Cov from a 1350 day leave, yeah that's a long time! Things have changed a lot... though I'm not sure if they are greatly for the better. Anyway I did a new account, then missed my old guys and reactivated my old account and I was wondering which you would recommend I keep. I only really like my main on my old account so if it's possible to switch a character between accounts I'd pick the new one. Just want to see what you guys think I should do. Thanks!

    [/ QUOTE ]

    OK, I'm going to approach this from a different angle -

    If you like the main on the old account and you have that info available to access it - why do you prefer the new account to the old one?

    What do you perceive to be the difference between the two? Have you now created characters on the new account that you could not easily duplicate by creating them again on the older account?
  15. Ad Astra

    Add On Question

    What do you want an add-on to do for you?

    In other words, what kind of add-on do you think would be helpful or necessary over and above those they tolerate (Vidiot Maps, et al) and the game's own UI?
  16. Ad Astra

    Powers

    Agreed, but that's where the buzz is coming from....
  17. Ad Astra

    Powers

    The signature characters in the Going Rogue vid are dual pistols and demon summoning (per the press release).

    Plus Posi said something about them during the anniversary event while on the Euro servers.
  18. Small nit-pick -

    Thor & Odin are not Greek or Roman. They are Norse. They would therefore be running around Valhalla, not Mt. Olympus.

    But I like the idea of Cyclops & Minotaurs running around on the slopes of Mt. Olympus.

    Or I suppose you could make it pan-pantheon and have mythical beasties from lots of mythologies like Greek/Roman, Norse, Celtic, Chinese, etc. We could have dragons there!
  19. [ QUOTE ]

    The point is, the SG belongs to whomever is actively maintaining it, not to the guy who talked to the registrar way back in the day.



    [/ QUOTE ]

    QFT

    Those who are doing the work to keep the SG going are the "owners".

    And to the OP - there is no way that NC can know the ciscumstances of why you were inactive. It sux that your reason was that you were out of work, but it could just as easily been that you decided to go play another game for 4-5 months or that you decided to become a hermit in a cave in the woods. They put a process into place to handle long absences (autodemotion) that doesn't make any judgement calls about what is a "worthy" reason for an absence - it is neutral and always applies. You got the right answer from them.
  20. [ QUOTE ]
    Actually... I'd say City Traveler is more game-breaking than giving vets a bump to 14 would have been. In the latter case, they'd still have to fit that first power into their builds.

    [/ QUOTE ]

    I don't have City Traveller yet (only a bit over 51 months) but I plan on still including Hover and Combat Jumpng into my builds. I don't use TP or Super Speed, but I would likely include the pre-req powers for them in my build as well. I might take them out of order, but I would certainly take them for their own utility.
  21. Actually, increasing the "ignore" list just pushes your "fingerwag incident" out further.

    But an auto-drop of accounts once banned would be great!
  22. Were you around for the changes of Defiance 2.0?

    If not, you are in for a pleasant surprise the first time you get mezzed. Your Flares and Fire Blaze and Energy Thrust will still fire! hurray!

    I love Defiance 2.0!

    (It does some other stuff as well, like give you an increasing boost to damage).

    I have a soloing Fire/Energy in the mid 20s. You will be fine with your random-interuption playstyle with one of them.
  23. Ad Astra

    Expanding CoV

    Wow, lots of suggestions in a compact paragraph. Ya might want to separate them out a bit next time to make it easier to read, but here are a few responses:


    [ QUOTE ]
    I play villians 99.9% of the time versus heros. Now I have noticed that Heros is so much larger with over 20 areas to explore and task forces in almost everyone of them. I think the villians side needs to be expanded. Villians contains only 7 areas, excluding PvP and co-op areas. I know heros has been around longer, but really does that matter? Instead of making a new issue with something expeirmental, how about making a new area for us villians?

    [/ QUOTE ]

    More zones for villains is suggested pretty often - I know there are a few other threads around on the topic.

    More content for CoV would be great. But the fact that heroside has so many more zones was partly a design decision by the Devs. Since you tell me you don't play heores much at all, I will tell you that while there are almost 20 zones that are heroside only, some of those zones are lightly populated (Boomtown, Striga, Perez Park). Also, one complaint about CoH is that there are too many zones, so the Devs drastically cut down the number when they created CoV. Heroside, contacts often send you across several zones during a story arc, which is a big PITA.

    [ QUOTE ]
    Or bring back some really awesome stuff, like the Cathedreal of Pain trial. By the time I got my base ready to do the trial, the trial was pulled from the game. Felt like it was a waste of time. Now what good is the vault room in base design?

    [/ QUOTE ]

    We have been told that the I13 changes to PvP were the first step towards making some cool base raiding stuff. We have also been told that the CoP was very badly broken and that fixing it would require rebuilding the thing from the ground up. I don't expect the CoP to come back, but I do expect something to take its place in a few issues, perhaps as few as 1-2 issues.

    [ QUOTE ]
    How about for Issue 16, instead of coming up with new powers or costumes; how about 10 new levels to gain? Dont have to have new power sets, maybe just one new enhancement slot per lvl? To complete the powers we have. I think this would go over well.

    [/ QUOTE ]

    New levels seems very unlikely to happen, in fact Castle has pretty much said it isn't happening. The game would have to be rebalanced since it currently is balanced around the limits of powers and enhancement slots we have at 50. I don't know that adding "levels" which only grant enhancement slots would be enough for the rabid fans of adding levels anyway.

    [ QUOTE ]
    At least with the villians on the pinnacle sever would enjoy it. Thanks for your time.

    [/ QUOTE ]

    Like I said, lots of ideas in a small space. All of them have been suggested before - you may want to try searching around a bit to see what others have said previously.
  24. Hi, Johnny!

    Please add Nerys (lvl 28 Rad/Rad Defender) to Team 1.

    See y'all Saturday.
  25. [ QUOTE ]

    <snip>

    The idea about taking pets that already exist (veteran pets) is a pretty good idea also. But the problem with that is; I am tired of seeing the same things recycled in this game and applied to something else. It is boring, and lazy on behalf of development. If i wanted to summon a storm I would play a storm troller. If I wanted a Gnome pet I would use my veteran pet power for the redcap.

    <snip>



    [/ QUOTE ]

    Erm - FYI, stating the devs are lazy is never a good idea if you want your idea examined by them.

    We get new stuff all the time, and there is a chance that your idea for new stuff might be adopted (Standard Code Rant here). To imply or state otherwise is not a good idea, and I'm hoping you didn't really mean that.