HarshLanguage

Apprentice
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  1. [ QUOTE ]
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    FUTURE PATCH: Portal Generated Banished Pantheon Spirits will count (they were not before).
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    THIS I thank you for Positron. Is there any way to award this to characters that would have MORE than qualified for the badge by now? It's been one of my pet peeves for the longest time. Either way, thanks for fixing this one.

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    Sorry, no.

    Basically the game only stores counts for what we tell it to count for. These Portal generated guys have never been counted for anything before, so everyone's count on these guys starts at 0.

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    It seems this part of the code, where enemies that should be part of the same group actually aren't, even though they are identified exactly the same, causes a lot of problems. Maybe it's due for a rewrite. Making it simpler, ie so a BP mask is always a real BP mask, sounds like it would help.
  2. [ QUOTE ]

    I have a suggestion here. How about allowing the Raid teleporter to double as a mission teleporter. If you have a mission set, the Teleporter acts as a door to the mission. Thus you can just buff yourself, and use the Raid Teleporter to enter your mission directly (or whatever mission you have set if you're on a team..)

    This would also make the Raid Teleporter (Which is pointlessly big) usefull for something other then the IOP Raids.

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    This is a great idea. It makes a usually useless item incredibly useful. And it also makes bases the solution to one of CoH's biggest annoyances (needless travel time/zone hopping).
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    I think the players have a very different definition of "ridiculously expensive" than the developers.

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    I think they have much the same definition of 'affordable for a small SG'.

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    Actually why dont we wait until I7 comes to test then we can see what the cost for new items will be, instead of 'mind reading' the Devs and complaining later when prices are different.

    Pointless to get work up about nothing.

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    It's not just about the new stuff in I7. The problem already exists, and nothing has been done to fix it. Bases, base items, and rent are already incredibly expensive. For a supposedly major game feature, bases are very inaccessible.

    The devs haven't done anything to make bases more accessible. Prestige costs haven't been lowered, rent hasn't been removed/reduced, and prestige rewards haven't been increased. Base items rewarded for SG badges are still very difficult even for large, active SGs to obtain. So bases are already marginalized in-game, and adding more stuff, even if that new stuff is less expensive, doesn't fix the underlying problem.
  4. HarshLanguage

    Badge Questions

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    That being said, when content was being made for CoV, the mission writers would sometimes use a villain group from CoH in a one-off mission or small % spawn in a zone. This enables that badge to be "earned" by villains. Is it an exploit to earn that badge? No. Is it poor foresight on our part to put something like this in? Probably. Will it change in the future? Doubtful.

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    I think you should simply add more spawns of those "rare" groups to villain zones. It's an easy solution, would not take much time, and greatly improves the QoL for frustrated villain badge hunters. I'm not saying CoV should have every group that CoH does, but for the groups that ALREADY appear in a couple missions or small spawns, just reduce the frustration.
  5. You've chain-mezzed my heart!
  6. I know stuff like Night Widows' smoke grenades and that Chill of the Night -perception cloud in some Croatoa missions can be annoying, but this sort of challenge is SO MUCH BETTER and more fun than mezzing I can't even express it. Mez is heavily overused, throughout CoH especially. It's very unfair to squishies, because mez is basically a non-issue for meleers. And chain-mezzing... don't get me started, it should be removed entirely. Plus detoggling is just annoying, not challenging. Stealth and -perception powers, or heck, even Illusionist phasing or PP's MoG, are 1000% better ways to add challenge.

    The devs would be doing us all a big favor to remove the overreliance on mez and add in more interesting foe powers instead.
  7. Awesome response, Castle. I wish Cryptic would do a "clean out the closets" Issue where all these "not important enough to fix right now" issues would be fixed, but at least you're aware of them. But there's something specific that needs your reconisderation ASAP:

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    * Bug: When Transfusion is fired off on an enemy that is defeated before the power activates, there is no heal, though the animation fires. However, if Twilight Grasp goes off on a dying enemy, it heals the recipients. There are also reports of the same issue occuring if the enemy moves out of Line of Sight during Tranfusion's animation time. (Rigel_Kent adds: To be more technical, this seems to be a problem with all AoE effects generated around the single target of a power. Illusion Control->Blind's AoE mez effect also has this problem; if the Blind damage defeats the target, the AoE mez will not happen. AoE's generated around the user don't have this problem.)

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    I'll put this on the bug list. I think it takes animation time. See above for problems with that.

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    I want to emphasize just how much of a problem this is for Kinetics users (and others). It means several of the key powers in the set fail a significant percentage of the time, even after we selected a valid target, spent the endurance, went through the animation, and succeeded on an accuracy check! I'm not sure any other set has power bugs this blatant and common.

    This is a huge but ignored problem, and it needs to be pushed to the top of the list for the art department (if indeed this is an animation issue, which seems kind of odd to me -- please look into it further). Also, I don't understand how this wasn't already on the bug list. I first /bugged it a year ago and several times since, and I'm certain many other bug reports on it were filed long before that.
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    A Defender with Darkest Night with 3 even level To Hit Debuff Enhancements has a 30% To Hit Debuff.

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    Yikes. So did Darkest Night get a nerf somewhere along the line? Because 30% is the BASE tohit debuff percentage I've seen listed for it in many places. From what Castle wrote, the base is actually, what, 15%? Or have previous estimates of the power just been way wrong, and that bad info has made it into guides and character builders uncorrected? I'm guessing we just never knew the real numbers. (So count that as one more reason we need quantitative values in the power descriptions!)

    And what about Radiation Infection? Is that the same type of debuff (ToHit, not Accuracy)? They both take ToHit Debuff enhancements. In the power and enhancement descriptions, the phrases are used interchangeably, but there's actually a pretty significant difference. Not that the difference is easy to explain, so I don't blame them for being vague on the details in the user interface.
  9. Geko, I know this is a long shot, but will this code change also fix the biggest problem with Kinetic powers such as Transfusion and Transference, where the effect doesn't happen if the target dies right after the power hits? That bug makes these powers much less reliable than they should be, and it's a constant source of aggravation for defenders, controllers and corruptors with the kin powerset.

    Otherwise, can you do anything else to relieve Kinetics of our infamous refrain to "stand near an enemy who's not near death if you need health/end"?
  10. As you're looking at toggle-dropping, I hope you're considering changing the likelihood of toggles dropping when mezzed and/or decreasing the recharge time and activation time of toggles. I'm thinking on non-melee toggles especially. The leadership pools, stealth/defense auras.

    There's one specifically that is a personal pet peeve: Radiation's Choking Cloud. It's a toggle, a not-very-powerful hold aura, that has a very long recharge (90 seconds). Sadly, it's basically not worth it to run against most villain groups, because the amount of toggle-drop mezzing is just crazy. And since it's PBAOE, I have to be in proximity to the foes for it work -- where it's much more likely I'll be mezzed -- creating a vicious cycle. Something needs to be done to help this power in particular.
  11. [ QUOTE ]
    My villain is almost level 20, and after buying a grand total of 10 DOs, I have only 100k infamy. No costume changes, very few inspirations. That's just ridiculous.

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    Here's your solution:

    HUNT GREEN-CON FOES


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    So your "solution" is to somehow outlevel my missions by a level or two before doing them? And street-sweep in the decidely sweeping-unfriendly CoV zones? Sure.

    There's a bigger problem with low-level rewards. Infamy and influence are too low, enhancement drops are too rare, and store prices are too high.

    Picking only certain targets isn't a good solution.
  12. Caligari wrote:
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    I think the apparent reliance on high-level income is a flaw in the planned economy of the game. It has seemed that way from the start. CoV is simply making that more obvious to those who have been funded by high-level heroes in CoH for some time.

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    This man speaks the truth. The monetary rewards in CoH for low-levels were always too low, hence the reliance on gifts from high-level characters. Now CoV is making this flaw obvious.

    Infamy (and influence) rewards need to be increased at low levels, significantly increased. And given the new desire to earn Prestige, I highly doubt much needs to be done at high levels to reduce inf rewards. I think infamy will be a continuing problem for villains of all levels.

    My villain is almost level 20, and after buying a grand total of 10 DOs, I have only 100k infamy. No costume changes, very few inspirations. That's just ridiculous.
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    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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    About the "dead for more than a minute" XP cutoff: It sounds too short to me. Why do you believe it needs to be such a short time? I can't see how getting XP while waiting for a rez for two to three minutes is a problem. It's not exploitable. In battles where the team is struggling, or there is no rezzer available, that one minute will go past too quickly. Please consider raising that limit to 2 or 3 minutes instead, Statesman.
  14. I need help with a global chat problem (a bug probably, I've already submitted it). Yesterday someone in my SG sent me a global friend request. I hit yes, but noticed he didn't get added to my friends list. He logged off very shortly after sending the request (not sure if that's relevant). Now, every single time I log in or zone, that global friends request window comes back up! I can hit Yes or No in the window, and it will go away -- until the next zone. If I hit yes, he does NOT get added to my list. If I hit No, I get a message confirming that I'm not his friend. But nothing really changes. I cannot figure out what to do to fix this. I've logged out, turned GC on and off, tried ignoring him, etc. Any ideas? It's driving me nuts.