BlueRaptor

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  1. Or maybe women in europe just have access to a computer with internet more often?
    As that says its the % of those above 8 that do have access to the internet, not of total population...

    But yes, maybe especially young girls are still not as readily put in front of a computer and taught how to play with it in the olde world. (*recalls a topic here with people bragging how good their 5-year-old daughters are CoX ... *)
    O: )
  2. Its a shame that EU people dont have to ask their friends or their SG anymore to get a TF team running but the entire community via the forums, AND get noone to join, and still the serverlists are not merged to prevent the EU part of the game from dying completely.
  3. Quote:
    Originally Posted by Liz Bathory View Post
    I wish... that all europeans who are playing on US could be forced to play on EU instead
    But the game forces me to play on US because otherwise I cant play with my friends that live there. Who told me about this game and are the reason I play it. Its not my fault that means I cant play on the EU servers.
  4. Quote:
    Originally Posted by je_saist View Post
    Once again, logic that's sadly lacking in the logic.

    BaB's already gave the explanation for this. Let me requote it since you and Anti-Proton completely missed it.



    The animations for these powers that suddenly seem gigantic are animated against the Giant Monster, at the Giant Monster's scale. there's no Size Check going on at all. What's happening is you trigger an attack, the giant monster registers the attack, the system looks through the list of animations for an effect that matches the effect, then plays that Animation. Since the animation is already Pre-Scaled to fit the Giant Monster, you see a giant version of your status effect..
    I'm sorry, but that's just not true. As much as I think size changing powers are more trouble than it can be worth, power effects like that always scale to the character size. Small player character: small vines, small force bubble; big character: big vines, big force bubble e.g.
  5. Quote:
    Originally Posted by je_saist View Post
    Now, I know that there are probably several players who would speak up and say that further efforts to reduce actual travel time would help the game... but... looking around at other MMO's and the empirical sales evidence that is available, I think it's more likely that further modifying the travel system would do more harm to the player base. It'll just make it easier for players to avoid actually exploring the game, and that, that's a bad thing.
    Quote:
    Originally Posted by Samuel_Tow View Post
    Personally, I'm against any and all further travel amenities, and I'm actually not even a fan of the Ninja Run. I remember a time when, if you needed to go somewhere, you had to get off your butt and actually GO there, rather than clicking a power to teleport you there while you turn on the TV. I've taken a lot of heat for saying this, but I'm not going to change my mind on the subject.

    The zones we have are pretty cool, and travelling around them from time to time should be an integral part of the game. Not when someone has nothing better to do than to just fly around, either, as people would simply never do that. Right now, people complain they have to switch zones once. If a mission in Talos Island sends them to Steel Canyon, oh no! And I still remember a time when a mission in Founders' Falls sent me to Kings Row with no teleporters of any kind, and not even a Green Line In FF. I don't want a return to that time, because it really did suck, but travelling and outdoor activities need to remain an integral part of the game.

    Ouroboros too cumbersome to travel? Then don't use it. There are inter-zone links dispersed everywhere. Granted, you'll probably still load just as much, but in less of a big clump.

    Look, I'm the last person to tell other people how they should play and what they should do, but as long as we have outdoor zones, we need to have some tasks that take us through them.
    This.
    Moving through zones IS part of playing the game. There is a world where those missions take place in and there's a flair and a story it tells you and other players to meet there.
    If you (in general, not you in person) think that is too boring or annoying or takes too long, you should maybe look for another MMO that has faster travel. Good luck trying to find one.

    As far as I am concerned, I see the ability to choose a destination from Orouboros as something stupid that shouldnt be there. It made people use Orouboros as a nifty method of travel, which is clearly NOT what the place is meant for. I'd be very happy if said swirl just teleported you back to the zone you came from like the base portal.
    And yes, instead they could put up more train stations per zone, and a yellow and green one closer together. And open up that tunnel between Port Oaks and Cap. That'd make much more sense than using a time-travel quest hub as a zone teleporter, reachable from any location, with convenient onboard store.
  6. Quote:
    Originally Posted by Anti_Proton View Post
    I see the problem being indoor missions. There are size limitations for a lot of rooms unless your max size varies with the room your in with your max reachable when outside. The problem here, would be that your power would also vary with your size, but honestly, I personally wouldnt have a problem with this.
    Some folks surely would find its a useless powerset if it doesnt allow you the damage buffing because the room is too small to grow...
    Also: Why can only people that have size power be bigger than 8 foot and smaller than 4? Why does size make a difference on them, while otherwise size and body mass of a character never effects anything? What about shrunken ones and PvP? Will they be much harder to see? Will they be able to fit trough openings that normal-sized chars dont? Will they be stuck at invisible walls all the time instead?

    Quote:
    Originally Posted by BackAlleyBrawler View Post
    there's nothing to fix the dozens of different problems that come from having a giant anything in the game...much less a giant something that's player controlled.
    I can very much see that. The game and the world simply weren't built to check how big a character is.
  7. I actually have stopped working on my AE arcs until further notice because I got fed up with things being glitchy and changing all the time and never knowing if or how something works now nor if that is a bug or a feature nor being told so or being told what changed and why.
    Its like there's noone left responsible or caring for MA and the rest just pushes nerf buttons on it.
    So basically, I think I'm taking a break until they make up their mind.

    Oh, and I dont mind if custom stuffs gives 75% XP. I'd love to have my custom stuff give that much but right now my Elite Boss gives nothing because I removed the 2nd power to make him a more even challenge for both melee and ranged characters. Although I added every other power. So do all the lowbies that have laser rifles but dont spam robots. And when I put the bosses into another group so I can have only troopers and sergeants at first and then the bosses later, I am called a cheater and have to be nerf-hammered. Hooray.
    Although I could just change the difficulty setting and get lots of bosses per spawn or none at all solo.

    And that:
    Quote:
    Originally Posted by Smash_Zone View Post
    The problem isn't that nobody is playing AE, it's the fact the since there's an AE building in every friggin' zone that all the players are spread out. This gives the illusion that all the AE buildings are empty.

    Plus, what do you mainly do in the AE buildings? Play missions. People are still using AE, but you just can't see them.

    I really don't like how spread out the buildings are, though. I would say have only a few for both sides.
    Quote:
    Originally Posted by Smash_Zone View Post
    I will agree they nerfed Mission Architect way too hard for a futile mission against farmers. Farming can be lessened, sure, but it can never be truly stopped.

    I think the biggest problem was simply the amount of nerfs piled onto the Mission Architect.
    Right now I think they can take some of them back.
    Quote:
    Originally Posted by Smash_Zone View Post
    The badge nerf was just ridiculous. You got one inspiration! Here's your badge! Please... next thing you know there will be a badge for logging into the game for the first time, they can call it the n00b badge.
  8. Ah, so the stuff that's already in the base is not changed when you change the SG colors or logo, I see.
    That worked fine, thanks a lot!
  9. How can you change the color of the SG banners or the logo on them?

    I've heard about it several times across this board and seen screenshots that have several banners of different colors and with different logos on them in the same base.
    Is there an interface for that I didnt find?

    Also: How can you turn items to angles between 90 degrees? I recall I accidentally did that a long time ago with some wall items but cant recall how. Does this only work with few select wall items?
  10. It might help populate Villain side a bit too, if Heroes actually DO have to save the city now and then.

    (Well, not having to care and being able to do what you want when you want is what makes the dark side attractive. If you can do that on the bright side just as well there is less reason to play the dark side. )
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    Yes, the neon lights are actually self-illuminating textures and nothing more. They just have a constant brightness irrespective of light conditions, but they don't emit or cast any light. It's funny, too, because broken lights with the cover hanging down still have the cover glowing, because that's what its texture actually is.

    Yeah, I have no argument against this. Instance maps just don't have enough light sources to actually illuminate them. Here's the thing, though - because the lighting cheats so much, it creates a surrealistic, unbelievable look to the instances that makes it really hard to take them seriously sometimes. It also destroys any sense of presence they could have when they're all just omn-lit no matter where you go. It's like you have night vision, because no matter what you do, in an enclosed location with no windows, you WILL get dark corners and dim hallways. That's just how it works.

    Here's the thing, and something I posted about back before. Having dynamic lights doesn't just give us the ability to have lighting, it gives us the ability to have DARKNESS. Right now, if a hallway is dark, you can't get past it because you can't see. With dynamic lighting, you could bring your own light, and so be able to see. Just not very far. We could have dark maps like the sewers, abandoned offices or Oranbega be ACTUALLY dark, with pockets of lighting here and there and the heroes themselves to self-illuminate their surroundings. That would actually be cool in a way that, frankly, very few games have dared try.
    I'm not saying it cant be done and wouldnt be cool, just that I see why they'd rather not put all that needed work into it now and rather release the new add-on without it now, and maybe come back to redo the maps later.

    Quote:
    Originally Posted by Samuel_Tow View Post
    And, OK, maps don't have enough light sources. Why can't WE have a few? Like, on our powers. That bright orange fireball? Shouldn't it cast a bright orange light? That blue ball lighting? Shouldn't it cast a blue light? Would it be too much to ask for the Flashbang to have an actual FLASH? Things of that nature. I'd honestly take that over environmental shadows and reflections. Don't take me wrong, reflections are eyecandy, and environmental shadows are really cool, but power-cast dynamic lights and darkness to illuminate with them would be much, much, MUCH more cooler.
    So that every character must (now that power customization finally allows you to turn it off if you find it annoying) select a good amount of bright aura powers to play the game because otherwise they might not see anything in some maps? Or buy a night vision power or have a flashlight built into his sword / claws / bow / blaster fists?
    I dont think that'd be such a loved feature.

    I guess in a game about super powers some things that are not part of the power system just have to be assumed to work for everybody, no matter how the character does that. Like being able to jump, or swim (breath underwater in another hero MMO), or use a GPS-like nav system. Or see in the mission maps. Unless they come up with a highly detailed and well balanced system that has you pay for those things that the majority of characters clearly CAN do by various means, the best way will be to allow everyone to.
  12. Quote:
    Originally Posted by GrinningSpade View Post
    And the CoV game, the (forgot the name) one where you got the jump pack, I got a toon transferred bought a few spare slots. You forgot the magic booster btw.

    I didn't the valkyrie pack or the science one. Basically because I tend to lose interest in this game. And yes, having not many people to play with is part (and only part mind you) of the problem.
    A lot of people from Europe also play the US version, on US servers.
    Either to be able to play with their friends that live there (e.g. from online games that dont make restrictions based on where you live) or BECAUSE european servers are so few and none the less so empty.
    I am one of them. And I met several others from Europe that do so as well. While I dont know a single one online or in person that plays the Europe version.

    Just saying. So merging the lists wouldnt suddenly make the EU servers all dead, because many that have access to a credit card and want to play on US servers do so already, and some of them (like me) might even enjoy hopping on an EU server when the US ones have their off hours. Or some US players might just like the EU servers better when they have night shift or because of the mentioned unique flair of each server.

    (or some servers finally die completely, but that's still better on a joined list that having the entire EU section of the game die. Quite some NA account players migrate from decaying to more-active servers too, but the EU people have no more-active servers to go to...)

    What the OP meant with his original post though I dont understand either.
  13. ... animal ears would replace human ears instead being a comical clip-on set?
  14. There's also some powersets that are faster in their attacks, but do less damage with each or drain more Endurance. Like the early Claws attacks have much faster reload than the early Super Strength attacks e.g., but at level 12 already the attacks alone can suck a Claws character dry in like half a minute. While other sets dont have to worry much about Endurance that early.
    I am sure in the end it all balances out.
  15. Quote:
    Originally Posted by TheSpellbinder View Post
    Echoing Golden Girl, ALL of them...but I think some of the lesser visited areas like Perez Park could really use the boost. Perez has the potential to be absolutely gorgeous, as do other areas, and it would be fantastic if the upcoming graphics boost could help generate or regenerate play in areas which have fallen fallow.
    I actually like Perez Park a lot for its feel and mystical dark forest flair to explore or get lost in, even with the current engine. (Though the respawn rates inside are a little too high. Its rather annoying and everytime you turn back on a path its suddenly full of enemies again.. )

    Its the zones where you'd see actual shadows that give me headaches, as it appears totally random what has a shadow and what doesnt, and the shadows that are there often plain DONT WORK. As in being cut off on an edge, sticking to the underside of the bridge they are cast upon, shadows not being subject to fogging but sticking out black in the grey...
    Rather than look at that I usually turn shadows off. Better have none than have wrong ones or wonder why that tree cast a shadow although it should be in the shadow of something much bigger that doesnt cast one.

    So yes, I'm looking forward.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Actually, missions very much do have light sources, at the very least occasionally, and all of them look like basic omni lights. They're not in places you'd expect, though, such as torches casting light. They don't, nor do street lights. But in many places, there are omni lights on the ceiling that you can walk under, such as in a lot of Warehouse entrance rooms. The big Arachnos rooms with the pool of green goo also have a rather strong yellow-greenish light at the core of the reactor inside that pool. So there ARE point lights, they just don't provide all (or indeed the majority) of the lighting in missions.

    Mind you, I don't believe ANY lighting in the game actually respects geometry. Even sunlight. Yes, it casts shadows, but the question is - will it still bleed its colour onto you even if you're in the shade?
    Occasionally is the big point. While there ARE some "real" light sources in indoor maps for effect (that I too think ignore anything in their path that would obstruct them right now), they are exceptions, and cant make maps bright.
    I am very sure that while you see all nice neon lights at the ceiling indoors e.g., for the game engine they are just the same as the dustbin in the corner, only with a different shape and brighter texture.
    So while those select few point-sources of light might be able to cast proper shadows with a new engine, all the other "lights" that you see will not, because they are not there.They'd have to go into all those maps and put actual light sources into everything single light bulb and neon tube, plus tone some of them down so it doesnt get too bright where they put many, and still have some ambient light so it isnt pitch black where they just didnt put any. Or redo the entire map to have an even distribution of light sources. Both is a lot of work, so its a lot easier to just assume the light comes homogeneous from all directions inside all those buildings, a little more from above, which is actually pretty close to what you get when you have lots of neon lights spread out evenly on the ceiling and thus doesnt look too bad for an office building or warehouse with high ceilings.

    (So I think its not a matter of what the engine can do, but of how the maps were built.)
  16. Maybe the Detective wants to thank you in person?

    Yes, going to a contact is inconvenient. Why not just make them so you can call them all the time?
    Going to them the first time is inconvenient already. Why not just give everyone's phone right away?
    Contacts in general are inconvenient. Sometimes they are so rude not to give you the right mission right away, or even send you hunting! While its so much more convenient to Orouboros them!
    Traveling and zones are inconvenient. Why not get rid of all contacts and zones altogether, since all you need is Orouboros and AE anyway?
    Oh well, I guess I am ranting again...

    Sorry that playing this game is so inconvenient for you.
  17. BlueRaptor

    Underwater Zone

    I must admit I am a bit confused about that "Never will be because cant do" post. Doesnt underwater work quite fine in that one Midnighters cave map?

    edit: Ah, I see. Powers. Well that makes sense.
    Also I never quite figured out how one would explain or decide who can and who cant breathe underwater or in space in a super hero genre game...
  18. Quote:
    Originally Posted by BBQ_Pork View Post
    Or you can slot the upper L40's version of the same IO set and get let's say 96%ish damage, and 60%+ on each of Acc/Rech/EndRed. Better than what you could get on SO's.
    True, set IO % values outperform +3 SOs somewhere around level 40. But that is not the point.
    Standard non-set IOs have the same % values (aside from slight gains when a set IO enhances several stats) and are readily available and really cheap if you can wait a day or two. (As there is a steady supply from those who want the crafting badges and you can buy the recipes at any invention table.)

    Yes, IOs are quite a tad better than SOs at level 50, but they dont cost millions. Only a select few set IOs do, and the difference between them (+ bonuses) and the standard IOs can give a character a little more flavour or close the last few seconds you are without Hasten (when not slowed down), but doesnt make or break a hero. (Or villain.)
  19. BlueRaptor

    Origins

    Quote:
    Originally Posted by Trialtester View Post
    Well, all I wanted with my fisrt post was to see something happening in the game around story... And it turned out a discussion about the names of the enhancements (to wich I agree are quite difficult to accept in RP at some points).

    No, to make any difference in what powers your Origins gets you is not what I want. Neither is having any advantage or hindrance for being of a specific Origin is not what I intended. Sorry if it seemed that way in my first post.

    All I wanted was some more flavor on the game story, like in missions working around Origins. From what I´ve seen we don´t get much of that. There´s the early missions, the EATs missions and the Origins Badge arc... And that´s pretty much it. I wanted more of that so you don´t forget what you Origins means.
    The Villain Groups have their own links with the Origins, but to the world itself it doesn´t make any difference. As an example my Rad/Rad Science is a proud Midnighter even tough he have absolutely NO connections to Magic at all, no questions asked...
    I mean, of course I´m a Midnighter because I choose so, so I can give any reason I want for it, but there should be some concepts to work around you know? Even if only so you can choose to ignore them completely because your story needs you too. :-)

    I agree that if you want to RP you can use your own origins to do that story flavor, but in what concerns the immersion on the game the lack of meaningfull things in the story of the world concerning Origins bothers me some. But never mind, with that explained I´ll just shut up and stop bothering you guys with my "cries and whinings" and work my own darn stories... :-) See you in the game.
    But WHAT meaningful thing should that be? Shall some players be locked out of the Midnighters content because they clearly are not magic enough? What origins would that be, and how would you know someone that is "mutation" origin for whatever it means to them is not totally into magic?
    You say yourself you are a Midnighter because you chose so. How would you like it if you didnt have to option to do so because you "are not magic"? My main point is you cannot assume ANYTHING about a character because of their mere "origin". Not a thing to give a bonus or malus, not a thing to give or refuse access to skills or perks, not a thing to hook a story to, and not even a thing that allows a dialog option or referral in one that is any more precise than "I know you are <x> origin".

    (the only way to somewhat do any of the above would be much more detailed origins that allow you to state that you are e.g. 60% natural alien 40% cyborg who uses 50% tech/weapons and 50% a magical artifact and increase your powers with 30% new understanding of the magic in your artifact, 40% cybernetical upgrading, 20% new tech for the weapon you carry and 20% training. That'd be a hell of a mess to code and balance then, for something that a lot of players happily accept as just a little backgroudn flavour and an incentive to trade enhancements with others because not everybody can use all of them, and there'd still be the problem of players being locked out of cool content just because they chose to go with their favorite background story (instead of calculating what they have to take to get which content))

    This shows here too:
    Quote:
    Originally Posted by beyeajus74018 View Post
    I remember when I was reading the descriptions for the origins for the first time, and it would say something about secondary mutations, alterations and such right below the list of them. This lead me to believe that something would happen to your character's appearence or powers midway through the levels or something. You can imagine the disappointment when I found that origin doesn't make a lick of difference in the grand scheme of things.
    You surely can imagine how annoyed people would be that just want to be a plain stable (X-Men style) mutant if they kept growing random arms in the game. This is a good example: "mutation origin" means something totally different to different players.
    Yes, that fluff text may be misleading and some enhancements names may not fit the own interpretation of an origin already, but those can still easily be ignored, so your character can be whatever you write into the bio.

    and here:
    Quote:
    Originally Posted by Forbin_Project View Post
    This. Of all those powers I like throwing knives best so I take Natural most often.
    Now guess what would happen if origins meant more important things than a low level non-slottable power. People would (have to!) choose their origin for what it allows you in the game.
  20. As long as they dont try waiting for the bus...

    But sure, NPCs being more than just walking would always be cool.
    I'd also be very happy if crime wasnt created when you get in range and last forever, but happened dynamically, a suspicious not-attackable (unless you talk to them and find them out?) group of guys suddenly starting to mug a passerby, or walking up to someone and start trouble, and only THEN they become attackable criminals.

    As for shop raids, those should better be like the fires in Steel Canyon, events that happen throughout the city and you either witness it or can see it on the map a bit later. Might have a timer and if noone reacts they are over, or robbers flee, or police storms in.

    The way I thought City of Heroes would be like before I played it...


    But I digress. Yes, sure. Would be nice.
  21. Quote:
    Originally Posted by Mandu View Post
    [ QUOTE ]
    I'm a big fan of chained objectives. For example in one of my missions you have to get the "code" to open a computerized vault. The code is retrieved by kidnapping a hostage (i.e a rescue) that then spawns the glowie (a safe).

    Of course opening the safe spawns the end boss. It's a nice way to control the story events somewhat. Thus keeping people from skipping through the mission and heading straight for the end boss.

    [/ QUOTE ]

    I hate this type of chained objective if it's not done the right way. Not because it's a terrible thing overall but because it kills my immersion. I've been through a room or hallway before and there was nothing there. Then I kidnap somebody and suddenly I notice a huge obelisk or tech doodad sitting in the middle of the floor. Now I have actually used this kind of chain in a mission I'm working on but I made it a whiteboard in an office map. That way it's something that somebody might legitimately overlooked on their first time through. Other examples would be file cabinets or trashcans or else crates in warehouse maps. I suppose a safe would be reasonable too if it were some kind of wall safe.
    Erm, there is an option to have those objects fade in when they are created. If you choose to not have them fade in, they are there all the time. They just dont blink.
    You can put some info into their description for those curious on why they cant interact with something they found yet, e.g. "You need the codes to open this safe."

    As for the door ambushes, you should be able to have them take a while by assuring that all front (and maybe middle depending on the map) spawn points where ambushes can go are occupied when you enter the mission - it should spawn further away then and take a while till it gets to the door.
  22. A nice (and not new) idea that I am still quite for, as well as having things like that happen when the giant monsters or invasions are just being ignored. Yet there are people that already complain when they cant shop or train in peace during a running invasion. I am afraid many players prefer being able to totally ignore the game world to having to care for your city in a way a hero would.
  23. Very interesting. I never considered that, mostly because the effects of exemplaring always seemed to weird to try to understand them to me.
  24. Quote:
    Originally Posted by Heraclea View Post
    buy level 25s, so they will be effective should I choose to exemp down?[/list]
    Does exemplaring really work that way? Stuff of too high levels not working?
    Wouldn't that mean you always have to slot everything at a low level or e.g. not hit anything anymore because your level 50 ACC IOs stop working? I so far haven't experienced that and all my Enhancements are IOs.
  25. So... its already time to get rid of the normal contacts altogether?