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Posts
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There's lots of religious nonsense going on around now, hence it is now referred to as the atheistic "Holiday Season". Hurray for atheism!
Thanksgiving is different, since it's giving thanks for no longer being British, or something. That's not really celebrated in... anywhere outside of the US of states (yes, there is a rest-of-the-world!) regardless of your religion. -
It's the unsummoning that's awkward. I like my weedy electric pet (it's pretty useless), but I have to summon it so often that it's really not worth the effort. I am on the verge of respeccing out of the power.
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I know there's several real reasons, but hypothetically, I was wondering why pets aren't just perma? I mean... it doesn't seem overpowering from my perspective.
Please enlighten me. -
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People seem to be struggling with this, perhaps they need a clue. Someone to Shepherd them through this Mal-aise, maybe they could find the answer in a Book. A River of knowledge that might Wash away their ignorance? Oh I give up.
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I think this is a terrific idea. I know it's been posted before, but still... fun!
I was thinking about this and I think it's a really big job. I think it's certainly worthwhile, though. On the topic I'd suggest that some new audio be added as defaults for character models and footwear. For example, if you have a huge model and high sliders, then you should get a "big" audio set where there are heavy sounding footsteps, etc. If you multiply this with the number of different sounding footwear (bearfoot, metal or boots are the only ones I can think of) and let's say there's a big, medium and small for each, that's at least nine sets of different audio. Quite some work before we even get started on the regular power customisation (let alone pool powers)! Having acknowledged the amount of work involved, I'd just like to add one last comment: Get on with it! -
I like this. Perhaps people could build something akin to it as a chat channel on their server. Undrn3t channels...
Something that bothered me about the Resistance... why would people resist Utopia? I can imagine that only the free thinkers, the artists would wish for less regulation and conformity and they are rarely combative people. They are more likely to be too intelligent to indulge in wilful destruction. My conclusion was that the resistance was the Darwinians. Those who realised that imposing order and stability on a system ensures it's destruction, for the way all living things have survived over the years is by being quick to adapt to change. A sudden accident or destructive asteroid could wipe out the world, but if we were ready to adapt, then the species may survive. Perhaps I thought too much about this? -
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Quote:http://www.youtube.com/watch?v=SItM3OLqb5w -22 minutes in.Is there a link to the trailer? I can't find it.
And, er, am I the only one who thinks the abbreviation for Dual Pistols is a little unfortunate?
Eco
My issue with the Gun-Fu is that despite speculation to the contrary here, I don't see a way to do the attack-types using another method. i.e. the massive PBAoE. How can you do that without a spinning, crazy, frenzied animation for it? -
(examples below use the Hero side market prices)
I like the IO enhancement system. It's clever and really makes a massive difference. But sets drive me up the wall. I am not one to go into minutii and a scientific level of data analysis, so I would like to pose a question for people who do. The availablility of desirable set IOs seems incredibly twisted. It appears that the sets have been created to be all things to all people, but there are many wierd quirks of the system.
The cost of a recipe is often determined by whether or not the recipe has an ingredient which costs ~1m inf (as a rule of thumb) - then the recipe is often worth less on WW than to sell to a merchant.
Recipes which are used by lots of powers within lots of popular classes - e.g. Rech/End of ALL in the resist sets - are useful for every melee class. That's almost if not always several powers on every Scrapper and Tanker. But that's not all. Recharge is almost useless on most resist toggles, so why is it in every resist set?
Players appear to prioritise powers as follows:
In Damage Powers:
Damage, then Accuracy, then End OR Recharge then the other one of End or Recharge. Bearing this in mind, it's not surprising to see that Dam/Acc recipes are usually rare and expensive, whereas End/Rechs of the same set are usually cheaper.
Peculiarly rare powers have recipes of incredible comparative cheapness. Let's compare Sleep with Melee damage:
Fortunata Hypnosis - recipes 2-10~ million infs
Hecatomb - recipes 40-250~ million infs
I'm not 100% sure, but it seems to me that drop rates are not adjusted to take into account the popularity of a power-type, recipe-type or a specific recipe within it's set. Perhaps it should?
Now, I realise that it depends on what type of character you are playing and that, maybe in some twisted way this is a lesson to play a style which you don't enjoy, but that hardly seems the right thing to do, does it?
I'd really appreciate it if anybody would like to crunch some numbers on this, and I would also like to see what you think of it, so I ask once again: "What's wrong with IO sets?" -
I want to see Rock n' Roll attack. Guitar Heroes abound!
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Wouldn't it be great if electric pets lasted longer than the blinking of an eye? But then, I don't understand why ANY pets unsummon after a period of time.
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This is too easy.
Wouldn't it be great if street zones felt more interactive? If you could read a poster and it be up-to-date? If there were street items that you could throw (steal at least this from C.O. - they stole enough from CoH)? Items that GMs could crush and Rikti destroy with their bombs and invasions. Perhaps something to defend from the Zombie invasion when it comes? Maybe make it an item that provides a small faction(red/blue)-based buff, to offer incentive to defend it (a bit like the relics in DAoC)? Perhaps have something like that in the PvP zone so that fighting villains (or heroes) wasn't just about trying to find the invisible needle in a haystack (you know, the one that stabs you in the back)? -
Forgive me if I ignore your rather aggressive style of writing. I did not mean to have you frothing at the mouth. I was unaware of your furious passion for this enigma. You come across as a very angry man.
I will bow to the fact that if the professionals are struggling with it - having committed serious manpower to it, then there's probably no easy fix. I'll just mention my opinion as a payer:
Quote:I'm frustrated that a power they had working badly has been proliferated as-is. I would say that with more people using the powers, because they are available to Heroes now, then it is more important, especially if Transference and Transfusion share the same code and particularly because these have recently been proliferated to villains.If it hasn't been addressed in over 5 years for powers in which the problem completely eliminates the benefit of using said power, what makes you think that the presence of Chain Induction similarly having a problem with it is going to make the problem all the more important to solve? -
Quote:Sure, I'm not a professional coder, but I've done more than the average joe, and I'd say that taking the way you've described it into account it should be much simpler than you think. I think it's the time at which the pet is summoned that needs to be changed - or pass it coordinates of the mob before it dies/died.Do you even know why it does that? It's not something they specifically planned on occurring. It's an issue with the jump being a pseudo-pet that is summoned at the location of the target at the same time that damage is applied. Because of the delay in the pseudo-pet being summoned and the pseudo-pet arriving, if the target, which is also the conditional location target of the pseudo-pet, dies, then the pseudo-pet no longer has a location to be summoned to, causing the pseudo-pet effect to simply not occur. It's not as simple a fix as removing a line of code that forcibly inflicts the dead target prohibition.
Issues could come if, in the interest of keeping the code short, routines are shared with other powers - as you say, "the same reason that", implies that this may be the case.
Quote:It's for this same reason that if the target of Transfusion, Transference, or any of the numerous other targeted pseudo-pet summoning skills is killed before the pseudo-pet is actually summoned, the power fizzles. If it were as simple as telling the game to ignore whether the target is dead or not, all of those issues would already have been addressed.
Quote:If you don't know the actual root of the problem, please don't try to address the solution in a completely ignorant manner that assumes it's as easy as you blindly think it is. -
Quote:This power is gimped. The fix is simpler than the above.
The Fix.
1) Decide whether this power is an AoE or a ST.
2) If ST, it needs higher damage, and perhaps a longer activation. We already have Havoc Punch, so it needs to be a tier 3 damage power. It has the end cost but not nearly the reliability of Thunderstrikes AoE. Give it a slight penalty for it's AoE potential, but the current recharge penalty is too high. A 1.64 damage power with 8s recharge and 8.5 end is a good place to start. 1.64 also fits nicely between the 1.32 of HP and 1.96 of TS. Maybe increase the damage to 1.64 and the recharge to 10 and call it a day. Currently it's 14s recharge and 10.2 end. Heck, if there was a way to link the Jumps to extra end usage I would take that as well. Charge an extra 3 end per successful jump.
3) If it's an AoE make it work reliably like an AoE. Get rid of the .5s delay and make it jump seamlessly. Get rid of the 3s charge as well. Make it also work if an enemy in the chain is defeated.
Please do something to help this power. I love the idea and the concept, but just using it in actual gameplay, regardless of the balancing numbers is frustrating to say the least.
The fix is to ignore whether the target dies or not (on each jump).
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I do the LRSF quite often and its a bit of an in joke when ppl get to mission where you get the code and kill Miss Liberty that Valkyrie and Swan and sometimes Miss Liberty are/maybe Lesbians. Is this some how surreptitiously suggested in the lore ? Or said in the lore at all?
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Player questions go here : http://uk.boards.cityofheroes.com/po...rd=QuestionsUK -
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I think PvP was always intended for the game - superheroes vs supervillains is just begging for it - but the devs seem unsure of just how to make it work.
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Fixed it for you. -
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On balance, unless the voice-acting is extremely awesome, I'd probably rather the money and development time went elsewhere.
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Yeah, Mission Architect 2, perhaps? Look over there! It's a white elephant! -
To expand on Razor_Shultz' comments, I believe that if fully-voiced is the future of MMOs, then CoH has to go fully voiced to compete with them. Otherwise we're talking about a game which will be literally "last-gen".
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No they aren't. Something can be easy to implement, but take ages because you have to write thousands of lines of code.
In another instance, it may be difficult to pull off because of the complexity of formulas for example, but only require a few lines of code.
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No.