Covnam

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  1. [ QUOTE ]

    If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP.


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    Again I want to bring up the point that this is less time than the maximum recharge of any rez power and may leave one hero without xp in waiting, while another has just been rez'd.

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    If players are on a mission map, they always receive their full shares. There’s no distance limitation. Teams can split up in maps – players can be separated by elevators – everyone receives their XP.

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    Is the death time limit also lifted? (Which would essentially mean that on mission maps, it will work the same as on the live servers?)

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    Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?



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    He'd get XP with the 3 person team multiplier...BUT that XP would still be divided appropriately between each teammate. The others, however, wouldn't receive their shares.

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    Is this to prevent someone using team members to boost their own xp rate?

    Just wondering because when a team splits on the live servers (by zone/in or out of a mission) the xp is instead divided among the remaining members, and not all of them. Though I don't know which multiplier is being used in that case.
  2. I don't really like the auto-exemplar feature. At least give the option to either exemp. or sk if a hero is in another weight class. The reason being, that I can see this as a reason some players will try to respec into a build of their hero that is more powerful than they originally were at that lvl specifically for the arena. For example, if a player had distributed their enhancement slots evenly as they were leveling up, now that it would mainly be for the arena, they might just 6 slot a few powers that wouldn't have worked as they leveled.
    This of course would give an advantage compared to a hero who isn't "optimized" to being exemplared. Or calls for more free respecs.


    Btw, two questions, how does the "weight" class system function with teams? Does the lowest lvl hero decide the lvl, or is it the lowest of an avg. of each team competing? Or something else?

    And when a hero is lowered to a "weight" class, if it has a 5 lvl span, which lvl are they set at? The same as their opponent, the top of the class, the middle, etc?
  3. Covnam

    WonderCon

    [ QUOTE ]
    Statesman said several parts of the UI are under scrutiny and are in need of being improved. For exmample Issue #4 has point-n-click travel.

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    Point and Click travel? Could you elaborate? Do you mean clicking on a place in front of you and your hero runs there?
    Anything else about the UI in particular?

    Thanks for all the info
  4. [ QUOTE ]
    Verexion (that's probably not spelled right) is making a new hero planner. The old one is no longer being maintained. Look it up in the Archetypes and Powers forum.

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    It's not? Where'd you hear that? If so, it's a shame, it was a great program.

    Verxion's is coming along quite well though, so it's not too big of a deal
  5. [ QUOTE ]
    In a future issue/patch to be named later, you will be able to open the to show three rows of powers. This has been oft-requested by the people who use tray macros as well as shape-shifting folks.

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    Nice!
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    Today, the number-keys execute powers in the main tray. Left alt+number executes powers in the second tray. We'd like to provide the same kind of thing for the third tray.

    Regrettably, we have already bound the shift+number and ctrl+number keys to other things. A brief in-house survey showed that almost no one used these keystrokes. (Also, our system does not support multiple shift keys; we cannot bind lshift+lctrl+5, for example.)

    In today's binds, the shift+number keys select your teammates. The ctrl+number keys makes the main tray hop to the given tray number. Of these two, we think the ctrl+number combination is less used and is less generally useful-- especially if we provide a third tray.


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    I re-assigned the 2nd tray to the shift+number key rather than alt+number as I found hitting alt+number annoying. I actually use ctrl+number as the default, but usually it's just to get to the 3rd tray, so I suppose I wouldn't use it much at all if that is what the 3rd tray default becomes. Sounds good.
    [ QUOTE ]

    So, we are considering a change to the default bindings to use left control for the third tray, if few of you are using these binds today. The lctrl+number keys would work on the third tray like the lalt+number keys work on the second tray. Making this change this will remove the tray-switching keystrokes (except for the = and - keys which will still rotate through the trays).

    Of course, the slash commands for changing the tray will still exist. You will be able to bind them yourself. In addition, we will add a keybind profile which works just like it does now.

    (Further, to promote use of the teammate keystrokes, we are planning on putting small numbers (like the ones in the tray) next to your teammates' icons in the team window.)

    What do you think about this change to the default binds?

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    Will these change the existing keybinds? If an existing hero has the default keybind setup when this goes test/live will his keybinds change to the new default, or will it only to the new default scheme for new heroes?

    Also, will this go in (the keybinds) before the actual 3rd tray goes in, or only at the same time? I was just wondering b/c the number and alt+number go to the first and second tray that is shown rather than the actual row number, correct? So if the bind goes in before the actual displayed tray, how do you set which tray is the third? Or would it just go to the #3 row until the third tray is able to be displayed?
    Or will the bind simply go in when you can display 3 trays?
  6. [ QUOTE ]
    Couple of things...
    And we're making a few changes to make Shadow Shard and Crash Site more accessible. For instance - putting a teleporter in Peregrine Island so that player 40's can get to and from easily.

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    Yes! Finally! Would you mind spreading those teleporters around a bit more so that our 40+ heroes could get to Peregrine from somewhere other than Talos?
    Such as Founder's Falls, which has a number of the lvl 40-45 contacts which means having to go PI->Talos->FF/FF->Talos->PI very, very often. And on that note, if the teleports were spread around more than perhaps it would also be easier to get to FF as well
  7. [ QUOTE ]
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    BUT remove their inherent damage resistance de-buff. And we'd also give a slight psi resistance when a Controller is in a group.

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    This sounds like a step in the right direction. I am however a bit worried about decreasing the HP as this could lead to problems while attempting to use the dwarf form, but I understand were playing the give and take game


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    Could this be solved simply by giving the dwarf form an HP bonus (either power based or inherent)?

    Or a slight increase in the base damage resistance?
  8. [ QUOTE ]
    Can we get a direct link to the Dev Digest from the main message board menu?

    I used to just click through directly to the Dev Digest from the "last post" feature on the main menu, but that won't be possible anymore as this section will no doubt have some very active threads.

    Just a thought.

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    Ditto here. And adding it to favorite threads doesn't make it any easier as you don't go to 'My Home' when you get to the main boards page.

    It's not a huge deal, but being able to quickly check the Dev Digest is very helpful as a place to start before checking any threads.
  9. [ QUOTE ]

    PvP needs to be fun and something that doesn't get abusive. However, that doesn't mean a 1 on 1 fight has to be fair. If I decide to pick fistfight with a grizzly bear, well, I expect to lose. You can even give me a knife and I'll still expect to lose. That's just common sense. A level 10 should know that picking a fight with a level 40 is suicide. It should be common sense. At the same time the system needs checks and balances so the level 40 isn't deliberately hunting level 10's just so he can gank them.

    There ARE things that can be done -- both to reduce ganking (I'm not promising it will ever completely go away) and allow a broader level range in PvP combat. Lower levels should have a chance to attack and defend themselves, even if it is hard. As we implement them we're going to test them internally and the ideas that survive that test will then move on to various stages of beta testing.


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    Couldn't you just make it so that a lvl 40 can't attack a lvl 10? ie. give a maximum lvl difference that a player can initiate an attack. Or at least the option for it if someone for some reason wanted to leave themselves open to being taken out by someone far above them.
  10. [ QUOTE ]
    Covnam asked:

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    What about Dev responses? Will we have to check each board's dev digestt? Or will there be a single one that links to all boards? Or will the devs simply only post in one forum?

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    This is a good question, and one of the many things that we're currently considering - particularly given that not all the Cryptic team are fluent in written French and German. We have some ideas that we're looking at, but I'd be interested in anyone else's opinions or suggestions...

    B

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    How about just letting the Devs respond where necessary, and having a moderator make sure to copy the response to their boards in a new topic if that wasn't the forum it originated in?

    If a moderator is fluent in English and French/German they can also translate it when they repost it if it didn't originate on either of those boards.

    As for how a dev could respond on the other boards when they don't speak the language... you got me :/
  11. [ QUOTE ]
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    Why the need to segregate us? I mean, c'mon, we can get along, right people?

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    It's not about segregating, it's about community and practical concerns.

    On the practical side are things like languages (we'll have boards for English, French and German speaking players, with their own Community Coordinators) and time zones. On the community side is all the stuff that's going to be unique to City of Heroes Europe. We'll be running our own website, our own competitions, we have plans for our own events - at peak European times - and so on. It just makes things easier for everyone if the European players have their own place to speak their minds and get to know each other (and us).

    B

    [/ QUOTE ]

    What about Dev responses? Will we have to check each board's dev digestt? Or will there be a single one that links to all boards? Or will the devs simply only post in one forum?
  12. I've done it three times, once on the test server vs Sky, and twice on live vs Freaks (one of those times with only two others). Not only did we complete it without trouble, but it was definately not the hardest thing I've done in the game.
  13. Nice, very nice.

    Speaking of inspirations, I remember reading (from a dev post or interview) that inspiration drop rates (or perhaps, just certain ones) would be looked at. Is this still happening?
  14. [ QUOTE ]
    Let's sing the song of Doom!

    Doom.Doom.Doom.Doom.....

    (shameless Invader Zim reference)

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    If that doesn't convince someone about the quality of these devs, nothing will
  15. Covnam

    More answers....

    There are some primary/secondary Tankers, Controllers and Scrappers that can solo AVs at the higher lvls (where they are often encountered). Any work being done to bring the other primary/secondary sets and Blasters and possibly Defenders as well, into line with this?

    The short of it is: will we be seeing some more balance between the ATs besides minor tweaks?
  16. [ QUOTE ]
    Actually, Expansion 3 has two Epic Archetypes AND many, many Epic Power Pools.

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    I've never really seen this clearly stated, but are the Epic Power Pools for the Epic ATs only, for 40+ only, or some kind of mix? Perhaps the talk about more powers for high lvl characters got mixed with the epic powers, but I would appreciate some clarification on this
  17. Were there any effects like fire, electricity, etc. associated with it? How fast was the animation?
  18. [ QUOTE ]
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    Haven't heard of anyone getting the rikti badge yet.

    On another note, is the Hydra D Multidimensional badge actually in the game? I've got the mish right now (I assume it's the mish) but can't find it after standing everywhere.

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    Do me a favor and copy your character over to Training Room, and do the mission there. It should be fixed there right now.

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    Positron,

    What about badges that don't seem to start? Like the restrained one? I was on the Numina TF last night and the DE there were holding me left and right, but the holding badge never seemed to start for me. Another guy in my TF says the badge showed up as started and then he got it after the TF was finished.

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    How do you know you're on a mission that gives a badge that no one has gotten? Just wondering...

    But more to the point, on the note of the Numina TF I competed this TF the other night and no one got the TF badge. One person had already not gotten the badge from a previous attempt. Everyone got the final XP chunk and enhancement, and the Jurassic badge as well when he went down, but no Numina TF badge.
  19. Nice to hear =) Please put these in the patch notes when they do go to the TR/Live servers so we'll know
  20. [ QUOTE ]
    The new Wall Plaques (non-freestanding ones) can be very hard to see sometimes.

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    Haven't played as much as I'd like to on the TR yet, but what are you referring to? Have the plaques like the one about Atlas that are in City Hall and under other statues been given descriptions?
  21. Good news, most, if not all (can't remember) of those listed above in the top half are being added to the in-game list that you can click on with the new update currently on the test server.