Harker_NA

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  1. [ QUOTE ]
    This technically isn't possible with our engine. It would have to be a huge animated texture refreshing at 20+ frames per second.

    We did think of it, but the engineers' eyeballs popped out of their sockets when we suggested it.

    [/ QUOTE ]

    That's why you carry cold rags, a small ice chest, and lots of guaze when you approach engineers with new things you want to do!!
  2. /em CHEER!!!!

    Glad to hear you guys are working on this!!!
  3. Haven't read all the above, but the first dozen or so didn't have this, and it's HUGE:

    ALLOW SUPERGROUP FOUNDERS THE ABILITY TO CHANGE LOGOS AND SUPERGROUP COLORS BY REVISITING SUPERGROUP FORMATION REPS!!!!!

    Also, add numbers, letters, maple leaf, and an EMPTY slot for the emblem selection screen.

    Potentially add the OPTION of using the supergroup emblem OR character's CURRENT emblem in the Supergroup costume mode. This would allow characters WITH non emblems on their chest (like the jewel or bandolier) and still able to participate in the costume mode.

    This is a longshot... but maybe add costume options that are ONLY for Supergroups... like specific brooches, certain patterns for tops and bottoms, shoulder pads, helmets, etc... Sort of like what Hero Corps and Freedom Corps have!
  4. Well I hope "enhancement filter" or an auto-delete training filter is HIGH on that list...

    At level 50, it's just plain a BURDEN to get level 51,52 training enhancements.

    I remember back in beta how one redname said you shouldn't be getting training enhancements past a certain level and the same goes for DOs... guess, like the Boss fighting ability, that never got implemented.

    But since the boss fighting level is "now" working as it should have been... maybe this will too?

    Oh and by the way States... if they are supposed to be called "Ancillary Powers" why are they still called Epic Pools in the power selection screen? That seems like they could have gotten "fixed" before the update went live.
  5. Harker_NA

    The Kudos Thread

    I'd also like to interject appreciation and applause for some great additions. Granted, I'm highly critical of the timing of the release being without the respec and global chat; but i AM excited about the new zone, villian groups, the APPs, the new ATs, etc.

    The bosses still need another pass though, seems like a step back as far spanning the playability range.

    Whatever new artists and writers you hired... give them a raise for us!!
  6. That I can understand, but maybe you didn't see my point. My point wasn't to argue that this should have been released before Xmas. It was to show how they said it wasn't ready THEN, went on holiday, came back changed nothing, and released it.

    Did no one else notice that?!
  7. [ QUOTE ]
    What crash bugs have you found?

    What bugs are there that are so critical?

    [/ QUOTE ]
    Not so much a bug, just a bone head idea: MAJOR POWER CHANGES RELEASED WITHOUT THE PROMISED RESPEC ON TIME.

    As mentioned before, that ALONE was reason to delay a week. No one would have noticed if you had delayed a week. Sure, people were chomping at the bit for i3, but when you said "sometime after Jan. 1st," you gave yourself a lot of leeway. Then you rushed it out without TWO major features you and your team had said would be in there... seriously, one week? Why NOT wait and have those features IN as well as some bug fixes?!?!

    You guys said before the HOlidays "balance and bug issues make i3 not ready before jan 1." Then nothing. You guys come back, say nothing, change nothing... then BAM release it. SO if nothing changed, nothing was said... why didn't you release it BEFORE the holidays. You released the same version on the Live servers, that 10 days before "wasn't ready" on the Test server.

    If you had released it then, we'd still be in the same situation now; save BY NOW many things would have been fixed.

    The process for i3 boggles me almost as much as you guys' release of i2. Maybe by i7 we can expect smooth, disciplined, and thought out releases.
  8. [ QUOTE ]
    Kheldians are not a bash bash the space button character.

    [/ QUOTE ]

    That's a JumpingBean AT due in Issue 5...
  9. I love that the Dev Digest is nearly at 3MILLION views. Wonder how much I contribute to that...
  10. Harker_NA

    Villain Emotes

    hunched over rubbing hands together with evil grin (plotting?)

    the "Hail Screwb" (Spaceballs) aka 'up yours' salute

    Cocky head from side to side made famous from Jerry Springer shows, that finishes with head looking to one side and fists into hips.
  11. Just you.

    Statesman
    Cryptic Studios Lead Designer
    Total Posts 527

    Lord_Recluse
    CoV Lead Designer
    Total Posts 20

    Lets keep into perspective a few things: CoH is released, CoV is in development. Coh has costumers, CoV has fans and anxious would-be costumers.

    Statesman was crazy talkative during beta as were all/most of the dev team. I'm very greatful L-Recluse is talkative, but it would be nice to have input from other peeps on the CoV team as well. I would assume that things will pick up tremendously during Alpha and on into beta.

    No disrespect intended towards L.R., just don't like to see the main man get ragged on by those who can't fully comprehend what's on the line and what a crazy heavy load he carries.
  12. What is also interesting is that I thought the monster spawn rate had already been tweaked.

    While hunting Kraken in PP for that badge, I helped a lower level kill him and almost IMMEDIATELY after he fell, another one spawned nearby. The lowbie ran off , happy with his badge and seeing as how he did most of the work, I got no badge. So I promptly eliminated the new Kraken and recieved my badge. I waited around a tad to see if he spawned again and he did not.

    So either that was just really lucky timing, or someone is messing with the code for the Kraken in PP.

    This was Tuesday, FYI. Probably 11pm CST.
  13. Regardless, can you say "yes" or "no" on whether or not Babbage will be returned to spawning in Boomtown?

    And if he's not- why not?
  14. Answered- crappy answer, but I guess that's that.

    Now to find a set of lowbie friends to help me get the damn badges I 'missed.'

    *sigh*
  15. [ QUOTE ]
    Completing a Badge-giving mission pre-Expansion 2: We look at your character and see if they have done a mission that gives a badge. If the answer is yes, assign the badge upon log in.

    If you did not get a badge, then your character never did the mission.

    [/ QUOTE ]

    So if in fact you DID the mission as part of a team, but the mission was not YOURS... do we not get credit for that mission as far as a badge is concerned?

    Because I've gotten ZERO mission badges, and since I'm level 44 and focused mainly on helping others do missions, I'm certain I've done some of the missions that have badges, that in fact belonged to someone else.

    Check my toon out: Power Aide - Victory server - level 44 defender.

    I'm going off the many sites that display what missions give badges and since they all seem to be saying the same thing, I'm assuming they have some credability.
  16. Might I suggest something that is EQUALLY important as the difficulty slider: Reverse Side Kicking to do Task Forces and Trials.

    RSKing for these things should have been included into the RSK feature. it's an obvious point that any player would have said once you mentioned the idea of RSKing. When can we expect this to happen? I sure hope we don't have to wait till Issue 3 for it.

    Don't get me wrong, sliders are great; but right now you have a feature in the game that is really half as popular as it COULD be if it were allowed to work for TFs and Trials.
  17. Is the Accomplishment Badge for completing the Terra Volta fixed as well? I've done it twice and never recieved anything else but the Stalwart MEdallion.
  18. States to be honest I applaud your experiment though.

    howeve, I'm not sure such a small place is the right setting for a "mixed zone."

    Seems to me, THe Hollows already is set up to fit that bill and maybe you should consider that as a new center to try out the mixed zone? Hell, as soon as you go in through AP you have buildings and such... could be similar to a frontier town in the old west- similar to cities with a hell of lot more risk.

    just a thought
  19. [ QUOTE ]
    Nope. Go to Atlas Park. Count the number of foes in a spawn. Go to Faultline. Count the number of spawns. Atlas Park - city zone. Faultline - Trial Zone.

    [/ QUOTE ]

    So then what is Peregrine supposed to be???? There are groups of 8+ Rikti on the beaches. Same goes for Nemesis and Possessed scientists.

    Geko even says it here: http://boards.cityofheroes.com/showf...v=#Post1339296

    [ QUOTE ]
    *Alone, it would kill most level 50 minions in a spawn (Peregrine Island spawns are 10+ villains)

    [/ QUOTE ]
  20. sounds great... but if you bump everything up... won't you be back where you started from?
  21. actually i'm not- my simple example of soloing an arc until you run into a +2 level boss that can kill you in one shot, should be clear. That's forcing me to group. I now have to try and find help to fight something that I can't take on my own. If I'm 3 missions in, that's very discouraging; especially knowing that if it were a nemesis boss or carnie boss, I'd be fine.

    He isn't an AV.. he's a BOSS.

    I'm not talking about street sweeping- that's a crapes game all on it's own.

    Scrappers are best suited for solo play and until some more changes happening, you will still see more scrappers soloing than grouping.

    If I want to solo a mission or story arc, as a scrapper I should have no problem. I know that, everyone knows that. I'm melee class... I can do nothing but get into the faces of my foes and fight. The rikti bosses (soldiers, not mezzers) can lay me out in one hit melee.

    I'm done discussing my point. I do not agree with the BOSS changes to the Rikti, but I find the changes to their Minion and Lt classes welcome and needed. The bosses were fine the way they were. The Soldier should be closer to the melee damage of the Mezzer... not DOUBLE.
  22. why though- since no other 2 level boss can kill me in one shot like he can?? consistency!!! no other +2 boss can even come close to ending me in ONE hit. NONE.

    plus, you have no choice BUT to face these bastards when doing respec- in fact, you get to face 53s!!!!
  23. so let me get this straight...

    I know full well that a level 52 chief soldier can kill me in ONE melee shot even with all my defenses and what not. He WILL do 1800-2000 dmg to me. I only have 1380 hp at level 50.

    So if i were to find a LONE boss level 52... as a DM/REGEN, I should avoid him? I should call for back up? If I'm soloing a mission story arc and enjoying myself immensly, then run into this guy that I know can send me to the hospital with JUST ONE HIT... what would you have me do?

    I've recently succeeded respec and found an alternative to augment the dmg from a soldier- 6 slotting Dull Pain to compensate for the enourmous damage he does.

    But the point is, I shouldn't have to have a specific power to SURVIVE one shot from him. What if I was a Super Reflexes scrapper?

    The minute you have certain gang and foes that can kill ALL but one type of player in one hit, and they are within 3 levels of you... you lose the ability to solo.

    The scrapper and blasters are the key solo artists in the game. I'd say the scrapper is better at it because of survivability. Against a 52 chief soldier, neither is going to survive. I've watched a 50 eng/eng blaster snipe then nova a soldier boss only to have the boss lay him down with one hit. The boss survived this guys two hardest hitting blows then killed him.

    How is it fun for me to know that if i grab aggro of 2 level diff bosses that are chasing a blaster- i'm dead?

    How is it fun for me knowing I can SOLO a monster off peregrin that is level 50, yet I can't solo a boss that is merely 2 levels above me.

    How is it fun knowing I can take a lvl 50 death mage kamikaze and walk away with half my life, yet one blade from a rikti lays me out?

    I understand the need for difficulty for the sake of challenging. But if I have only a short time to plan and want to do a mission or two, I shouldn't NEED to call for back up once I get to a boss that I know will kill me in one hit.

    All I'm saying is scale back what you have done with the RIkti bosses.
  24. Also, if city zones are supposed to be scaled back some for smaller groups of heroes in comparison to larger groups in hazard zones... why then does Peregrine foster more 7+ groups of baddies than groups of 3???
  25. SO you are having no problem on the test server controlling 3 bosses that +2 levels to you? All of which can kill your wee controller *** in ONE hit?

    Yeah- i guess you have range, so you can hang back a bit. But for scrappers and tankers, melee is life... and those Riks, in their current state, are ENDING that life.