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Posts
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This thread had me snorking my coffee.
Thanks for the lulz.
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Quote:The problem, Vex, is that raid pathing was NOT OPTIONAL. It was applied to all bases across the board, raid or not. Re-instituting raid pathing would break hundreds of bases these days.Quote:Uh, NO.
I'm sorry that you think you can speak for the community, but no. I, as a base builder, did NOT like base raids, because of all the necessary pathing restrictions that base raids required for PvP.
Second, as a primarily PvE player, I don't like PvP. Especially when it's forced PvP as Base Raids were. "Defend your hard work or watch it be destroyed, neener neener."
Raids cannot be re-instituted in their former incarnation. Bases have evolved beyond what they were intended.
IF there was a way to flag a base as "raidable" (with pathing), or "architectural" (no pathing), THEN I would say by all means let's have base raids brought back.
But, as it stands, that is not currently possible.
The general consensus is that bases need a complete overhaul... from scratch.
My recommendation, don't hold your breath.
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I think Zube was referring to the original designer/programmer.
And I suspect there is the ultimate kernel of the base conundrum... nobody has a handle on the code anymore. Folks like Sunstorm tried dipping their toes in it, and unfortunately the tangle got worse. Now, nobody wants to touch it with a ten foot pole.
I still think, however, that it's a job in need of doin'.
I love how folks are still willing to put ideas out there for consideration.
I only hope that some Dev "out there" is paying attention to the forward thinking that this community has exhibited.
Bases have evolved (devolved?) from their original incarnation. The question now should be; do we continue to ask for band-aids (new shineys!), or do we press for a more advanced evolution and development of this feature?
Do we want them to continue building on the existing (broken) code?
Or, do we want a whole new system?
Would WE, as a community, be willing to start from scratch?
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Maintenance based sinks have been suggested before, and have always met with general "thumbs down". When ya gonna learn? The beauty of CoH is how it is different from other "typical" games.
So, just to be clear, again; NO
Thank you.
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I also reported this many many moons ago.... complete with screenshots and lengthy text files.
I was told that my efforts had been helpful, and that they would be working on a fix.
many MANY moons ago
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Quote:Heh... though there is some "functionality" crossover, Brutes and Tanks are not exactly the same thing.Are Brutes tankers, cause I really like my Brute. I've been breezing through some of these missions with my stone armor and warhammer of doom. The Jawbreaker power is my aboslute fave as I have knocked some baddies out of the game geometry so many times with it...makes me feel awesome....
BUT... some of the same folks who run Tanker Tuesdays have also started up "Brutal Mondays". I believe the next one is scheduled for "goldside" (Praet) on the 17th. Here's the thread.
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Welcome!
I know you mentioned in another thread that you enjoy the "tank & spank" playstyle. Keep an eye out for Tanker Tuesdays. They rotate through the servers, hitting Justice once a month. For more info, check out the Tanker Forum.
We like our Hami's & Shipraids here on Justice, as well as plenty of spontaneous TF's. Keep your eyes peeled in the global channels already mentioned.
Seeya 'round!
... Oh, and when things go wonky, it's acceptable to blame Rangle... on general principle.
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- "Base Salvage" is a thing of the past. All crafting is now done with Invention Salvage.
- Salvage racks are now limited to 30 items.
- Permissions for salvage bins/tables/racks can now be set by rank for each individual item. You must be on a toon that has "edit permissions" in the SG settings to do this.
- The raid porter is now used as access to the re-vamped CoP trial. You will need 3 teams lead by members of your SG. Search the forums or P-wiki for more info.
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Quote:Hee hee heeQuote:But...but...there's no balance! What if I pull aggro? What if I need heals! ...
But seriously...you can have an all damage team or all tank team or etc.. and still stomp your way across their faces without much of a drawback?
....
Not to be glib, but how is this possible?
How is it possible?
Well, for one, the developers have balanced the game to be so.
For instance.... think about it in terms of how many possible power combinations there are...
For each AT, there are, what, an average of 8-10 primary choices, 7-9 secondary choices, and 9 power pools. That's for each AT. Multiply that by 9 AT's + 4 Epic ATs. It boils down to the sheer volume of choices. It's unlikely you will repeatedly run a pick up team with the same combination of powers... even for "all x AT" teams.
ETA:
If you really want to boggle your mind with how custom you can get with your toons... check out Mid's Hero Designer. Welcome to City of Alts.
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Quote:lol... nearly the same as well... I was thinking more along the lines of:
Ready?
aaaannnndd
*claps*
five! six! seven! eight!
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Your even handedness and humorous thread locks will be missed... no, really, it's rare that a person can balance "the hammer" with as much finesse and humor as you have. Job very well done.
Also, thank you for your willingness to pop in for even small scale player events. Hopefully we'll be seeing you in game, even if it's "incognito".
Congrats on finding bright opportunities, and blessings on your future endeavors.
*sigh*
Did I mention you'll be missed?
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Not as far as I know.
According to the P-wiki's Base Medical Items page, the only thing that improves resurrection (by 10%) is the Robo-Surgery/Spirit Signal auxiliary item. I don't know if multiple auxiliaries will "stack", but I doubt it.
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Thanks for a great 2010, and looking forward to more Awesome Justice in 2011.
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Quote:My solution to this has been to pseudo-alphabetize my salvage. Even though the bins themselves don't actually alphabetize (which I would love to see), I've assigned each bin a "letter group" like so; A-C, D-F, G-L, M-Q, R-S, T-Z. I don't sort by rarity, so all I have to do is go to the appropriate letter group to see if I have any particular thing.... I just would like to be able to pull up a list of what's in the base without having to go through every bin...
Personally, I think tweaking the bins so that they will alphabetize their items would be a more functional improvement.
That said, there is a related suggestion on the Big List for Base Love... that is to allow the base crafting tables to "read" what we have in storage, much like the IO crafting table/recipes can read what you have on your toon.
And Forbin, although I understand your point about "private" storage, base storage was never really intended to be used that way. You have your toon, your gleemail, and your vault for private storage. Even the permissions are set by rank, not by global, so setting up "private" storage is just people's clever usage of a security feature.
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I forget where I picked this up, but I copied it down into my files some time ago. Hope it helps:
Quote:ETA:*** A note about the "+" and "++" prefixes in some of these commands ***
The short explanation of the + and ++ prefixes is that they represent how persistently the command will be carried out. Most of these keybindings represent "press and fire" commands -- that is, you press down on the button and the action will be performed once, until the button is pressed again.
With a "+" prefix the command will be carried out for as long as the button is pressed down, and ceases as soon as the button is no longer being pressed. For example, the default binding for the w key is +forward. For as long as the w key is pressed down your character will continue moving forward... but as soon as the button is no longer being pressed, the character stops moving.
With a "++" prefix the command will be toggled "on" and will continue to be activated until the button is pressed again, toggling it "off." If the w key were bound to ++forward, pressing the w key once would cause the character to move forward, and that character would continue to move forward until the w key were pressed again.
Any command that has a + prefix can work with a ++ prefix, and vice versa. This can lead to some redundant commands. For example, ++forward works exactly the same as ++autorun -- you run until you turn the command off.
Through trial and error, I've formed the following theory on how the "+" modifier works in binding.
The "+" modifier has two behaviors.
Behavior one: at all times when "+" is prepended to a command, it is the same as doing "command 1". Obviously this only works correctly on commands that take 1 or 0 as input. When other commands are prepended with it, it adds the 1 to the end of the arguments, and gives an error. This behavior is mirrored by the "-" modifier, which yields argument 0.
Behavior two: ( Only when directly in the bind.. in other words this does not work when made a macro which you then bind to a key! )when prepended to the first command in a bind (assuming that command is one that works with it, ie takes 1/0 argument), it gives the entire bind statement a "press/unpress" behavior. This means two things:
* a) the command prepended with the "+" turns on (aka is given argument 1) when you press the key as you would expect per behavior 1. Additionally it turns off (argument 0) when you unpress the key
* b) the rest of the commands in the bind are performed once when you press the key, and again when you unpress it
Note that this behavior is not mirrored by the "-" modifier.. it might be nice if it did at least the first part, ie turn a command off when you press the key and back on when you unpress, but it doesn't.
Side note: I am actually a bit surprised that they decided to overload the use of the "+" in this way. It seems to me it would have been more intuitive and useful to have another character modifier (> for instance) to prepend to a bind statement (without a necessary command after it) to extend the second behavior, with the addition that any commands following in the statement with a "+" would work in the on/off manner when press/unpressed instead of just the first one.
The secondary behavior of the "+" in binds makes several useful things possible. Especially when you realize that the first command doesn't always have to do something, since you can always override it with a "-" form of it elsewhere in the bind. For instance a simple yet very useful bind for fly which makes you fly only while you hold down "f":
* /bind f "+up$$-up$$powexec_name Fly"
Another behavior can be achieved by exploiting the "overwrite" effect of powers (aka if several powers are entered one after the other in a bind, only the last one will go off in most cases). A very useful binding for getting out of melee range quickly with hover is:
* /bind v "+up$$powexec_name Hover$$powexec_name Hover"
This makes you jump and then hover up in the air just out of melee range. Note the doubling up of the hover power.. this is because if you only have it once in the bind, it will turn hover on when you press it and off when you let go (usually.. sometimes the hover from press and hover from unpress go through together and one gets overwritten, but this is rare). Why doesn't it turn on/off quickly when you press it and on/off quickly when you let go if you enter it twice? Because of the power overwrite effect.. while it is busy doing the jump when you press the button down, both hovers go through and the second overwrites the first, resulting in hover being turned on. When you let go, it stops the jump and both hovers go through, turning hover off and back on very quickly (before you drop) resulting in you being left in hover mode. This causes a bit of spam to your combat messages window, but it's worth it. Note: the differing behavior here (ie overwrite happening on press but not on unpress) I believe is due to the interaction between commands and powers on timing in a bind, but this is just a guess.
You may need to use the "toggleon" & "toggleoff" commands for what you are trying to do, since you are essentially trying to "activate" two powers in a string (which is usually not allowed).
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I have to agree with Fire Away and Bonker.
Marketeering and/or prestige farming are ways to "bridge" the gap... but it doesn't solve the issue. The pointless & unnecessary gap still exists. It will continue to needlessly frustrate and discourage new builders, which is a counter-intuitive design.
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A couple years ago, Mad Scientist put a spreadsheet together that shows items, rooms, costs, etc. The costs might be out of date, but the rest of the info is still pretty good.
Mad Scientist's spreadsheet (the little blue links at the top switch "views")
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