Lord Mayhem

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  1. [ QUOTE ]
    I would like to say no, because things like this will generic costumes too much. Min Maxers getting the costume pieces with best bonuses and in the end look identical to each other...

    No thanks.

    [/ QUOTE ]
    I agree 100% with Neko.

    In other MMOs you almost feel like you're wearing a uniform because almost everyone of the same class in the same level range has the exact same armour as you. The big advantage this game has over almost every other MMO is that player characters look unique, because appearance is not tied to stats. This is the most unique feature of this game, so to try and erode that by putting stats on costume pieces/auras (even weak ones) seems rather silly.

    Again, no thanks.
  2. [ QUOTE ]
    Indeed, there is no need to pause to switch. you can even use a keybind if you want really instantainous gear changing.

    [/ QUOTE ]
    This is what I do, always bound to the F key. It's fast and effortless for switching from CJ to SJ (or Hover to Fly) and back again. I don't even have to think about it now, it's automatic from habit. For those unfamiliar with keybinds try this basic one:

    /bind f "powexectoggleon Super Jump$$powexecname Combat Jumping"

    First press of F will turn on CJ, second press will turn off CJ then turn on SJ, third press turns on CJ again (which automatically turns off SJ), and so on, continuing to toggle with each keypress from there onwards (substitute in Fly and Hover and it works for them too). Multiple powecname commands conflict with each other, so this gets around it by using powexectoggleon too.

    But you can use multiple powectoggleon statements in a single keybind if you want, so you can turn on several toggles with a single key (handy for if you get toggle-dropped in combat, or just for when first logging in to toggle-up) - I do this on pretty much every character, for example (from my Fire/Fire Brute):

    /bind f "powexectoggleon Super Jump$$powexecname Combat Jumping$$powexectoggleon Tough$$powexectoggleon Plasma Shield$$powexectoggleon Fire Shield"

    Because commands in keybinds are carried out from right to left this will turn on Fire Shield first, then the next press of F turns on Plasma Shield (the toggleon statement for Fire Shield being ignored because it's already on), then Tough on the next press, then CJ after that, then CJ/SJ will toggle as per the first keybind from then onwards.

    Just bear in mind there's a 255 character limit on keybinds - I actually hit it once on my Claw/WP scrapper - I was trying to make a bind that would switch on all 7 of his toggles (4 from WP plus Tough, FA, & CJ/SJ) from 7 keypresses of a single key
  3. [ QUOTE ]
    I just goes to show how so few of you actually bother to read everything... well done May you live your lives in half truth never seeing round the corner.

    [/ QUOTE ]
    Your original post was rather long - you can't flame the entire community for not commenting on all of it - with a post of that size you can't have expected us to focus on more than the few points that leapt out at us as individuals.

    Besides, as has been inferred, we've seen all of these suggestions dozens upon dozens of times before, which is why you won't get comments on most of it - we're tired of saying the same old things again and again to the same old suggestions, which is why we look for new angles and just comment on the few things we feel like commenting upon.

    Surely that's better than us ignoring your post and not commenting at all? Or were you only looking for praise? Anything posted on a public forum is likely to get some form of criticism (negative or positive, constructive or not) and if you can't cope with that then you should probably refrain from posting in the first place. You'll save yourself a lot of angst.
  4. It's a decent idea and I like it, but not as a way to deal with thieves - for the latter I think we just need better controls as to who can access certain base stores - at the moment it's all or nothing (you can deny storage use to a rank, but not certain store types).
  5. I'd like to see more dynamic events in zones. A bit of danger makes zones exciting - some of the L5-10 newbie areas in EverQuest had some L35 griffons and the like wandering around - that was somewhat extreme, but it did make the zones memorable.

    Just having patrols in zones would make them a bit more dynamic - CoV has this to a very limited degree (Longbow patrols in Nerva & sometimes Mercy, Crab Spider patrols in St Martial, Ghost of Scrapyard's spawning causing miners to move around Sharkhead and the airborne Sky Raiders around Villa Requin there too, Toxic Tarantulas patrolling in Grandville and the airborne Mu patrols up around The Fab, etc), but we could do with more - as long as it didn't add too much lag. And zone invasions are good - like the Rikti ones - as long as they're not overdone.
  6. Lord Mayhem

    New Base Layouts

    I really like the sound of the Egyptian theme - arcane bases need some more aesthetic options anyway. Maybe also have Greco-Roman styles too (they've created art/textures for Greco-Roman pillars and some wall textures for Cimerora anyway).
  7. [ QUOTE ]
    Ah well, I did say I wasn't expecting it to happen... but thanks for utterly dashing any remaining hope I had Val.

    [/ QUOTE ]
    I live to ser... I mean I live to dash hopes
  8. Lord Mayhem

    Religeous Origin

    I'm starting to wonder if you're coming up with ideas just for the sake of coming up with ideas

    As others have said there is no need for a religious origin due to both the likely controversy and the fact it falls under the existing Magic origin.

    If you read the lore you'll see that magic originally came from the Gods in the CoH/V world anyway. The goddess Tielekku was first to discover it, she taught it to her students - the god Ermeeth and the goddess Hequat - and they in turn taught magic to their mortal followers - the Oranbegans (now the Circle of Thorns) and the Mu, respectively.
  9. Lord Mayhem

    dark aura

    [ QUOTE ]
    People just used to claim the dark sets were horribly endurance heavy.

    [/ QUOTE ]
    Yeah I think most of it is perception, probably from the pre-CoV days when regen was so popular on scrappers - I've seen /Invul and /SR accused of being end-heavy too, but then everything would seem that way compared to /Regen (and /WP now too).

    Personally I never found Dark Armour that bad on my SS/Dark brute - admittedly he's only L35, but he does run Tough as well as CJ, the 3 armour toggles in /Dark, Death Shroud and occasionally Oppressive Gloom (and planning to get Cloak of Darkness and Weave too, later, for more defence).

    I wonder if some of the people moaning about end usage for /Dark aren't trying to run both Cloak of Fear and Death Shroud and maybe Tough too without any endrdx, along with all armour toggles - that would sting. In fact Tough and Death Shroud on my brute both have 90%-ish endrdx, because they cost so much end-wise that endrdx makes a big difference (compared to most armour toggles) - and I'm not taking Cloak of Fear (had it in an earlier build before I respecced).
  10. [ QUOTE ]
    I would like to be able to use those Arachnos pieces in my other VEAT slots.

    [/ QUOTE ]
    Me too, but SexyJay (the Dev in charge of costumes) has said it won't happen because of too many clipping issues.

    A shame really - it's not as if tons of stuff in the normal costume creator doesn't clip horribly if you're not careful with your selections or the scale sliders.
  11. [ QUOTE ]
    Would be great to make your minions look unique too, or give them a theme (aside from the Primary powerset theme)

    [/ QUOTE ]
    Yeah, but that's power customisation and from what the Devs have said we won't be getting it for a while, if ever (and I do recall them mentioning mastermind minion customisation specifically in that).
  12. I bought 5 new character slots in the first week that slots went on sale, and the next day I had a phone call from Visa asking me if I had actually made the purchase as they had it flagged as "suspicious".

    Tbh I'm not really fussed by either the card company or the vendor making really sure that it was me that made the purchase - I'm glad that they're checking up, just in case my card details ever do get stolen and used fraudulently online.

    But then I remember years ago my Dad's new credit card was stolen in the mail (by a postman, as it turned out) and the thief went to London and spent up to the whole limit in one day (in Mothercare apparently...). Back then the fraud protection measures weren't so good and my Father had a hell of a time convincing Mastercard it wasn't him that made the purchases. It dragged on for over 6 months. Thank goodness we live outside the UK, because in the end it was purely the fact he could prove he hadn't left Guernsey (the Channel Island we live on) that convinced Mastercard he couldn't have made the purchases himself.
  13. [ QUOTE ]
    Obviously, I don't know about the OP's character, but I used to run HeroStats a lot and it used to tell me that I was hitting exactly as expected for the slotting I had on every toon I had.

    [/ QUOTE ]
    I still run HeroStats and yeah it does show me exactly what I'd expect as a hit-rate on most of my characters (i.e. 95% ).

    [ QUOTE ]
    People notice misses more than hits, and they notice strings of misses far more than they notice 50 consecutive hits with no misses.

    [/ QUOTE ]
    This is absolutely the truth. If you're really relying on something to hit and it misses then it automatically registers in your mind - but when fights are going smoothly and you miss it's not so noteworthy.

    Personally I tend to aim for 60%ish accuracy on most attacks, or an ED-capped 95%ish on things I really don't want to miss with (like heals that need to hit or essential debuffs/controls). But once I get a Kismet: 6% ToHit slotted I can get away with less Acc per attack (e.g. I'm fine with just 47% Acc from 5-slotting the Positron set) - though I usually keep my single target attacks with their 60%ish slotting for when I need to take down single targets with high defence (Behemoths, some AVs, etc.).

    Oh and then obviously some AE controls start with a lower ToHit base anyway (most AE holds at 60% instead of 75% for example) so you'll need more Acc in them, but less in things that have higher than average Acc (like novas/nukes and snipes).

    Generally ToHit is more useful than Acc if you're fighting higher level foes or ones with high defence or that debuff your ToHit, but a balance of the two works well in most situations.
  14. I'd like to see more crab backpack options - but for a start just a backpack without the purple glistening sheen that the existing custom pack has would help - getting that backpack to colour-match non-Arachnos costume parts can be quite a challenge.

    But yeah, some more options would be good.
  15. [ QUOTE ]
    A "generic" set, that can be slotted into any power, would seem to be the best idea.

    It could have endrec, recharge and acc, plus a global.

    [/ QUOTE ]
    That would be very useful - it would help out /Kinetics a lot too (Fulcrum Shift, both Siphons, etc). And like LostNinja said it's about time the Devs added some heal sets with Accuracy in them.
  16. I like both of these suggestions, I'm just not sure the Nova one is possible without major programming on the Dev's part. And if they were putting time in on programming this then I'd rather they extend it and work out a way to make ALL toggles suppress instead of being dropped when held/slept/stunned - that would fix the nova situation for Khelds, but also fix the annoyance of toggle-drops in PvE for most of the other ATs too.
  17. [ QUOTE ]
    I am aware of all these things, but again, and you said it yourself, noone uses teleport. Why? The answer is simple.. because they don't like it.

    [/ QUOTE ]
    I didn't actually say that "no-one" uses it - other posters have disputed that generalisation, and I even said that I use it myself (even though it's only on one of my 2 dozen or so characters).

    And I love TP - for the fun of using it it's my second favourite travel power after SJ (which I have on well over half of my characters) - the sole reason I don't use TP more often isn't because I don't enjoy it, it's because personally I feel the need to slot it up when I have it, and I can't spare those extra slots on most builds (for a similar reason I rarely use Fly too - on some builds I can't justify the extra slot to make it's speed tolerable for me - with TP it's end use I need to make tolerable, not speed).

    Honestly I do believe that Teleport should cost less end, but it's a long leap of logic from that drawback to saying it is "flawed".

    [ QUOTE ]
    NCSoft has spent ALOT of time and effort on something that noone uses because it is flawed. Everyone defends this power with "you can do this and you can do that" but still noone uses it.

    [/ QUOTE ]
    Again, players DO use it. If you want to quibble about powers that hardly anyone uses then look at Team Teleport and Group Fly. But there are main powersets and even whole archetypes that are much less popular than others - something has to be the least popular.
  18. [ QUOTE ]
    [ QUOTE ]
    It is great fun but it lacks one thing. A continual jump option.

    [/ QUOTE ]

    Agreed, I know I use fly, because I can point my toon in the right direction and go make some coffee and be at my target when I get back to my desk

    This could easily work, if the (R) key was mapped to include forward and jump on continuesly when super jump is active and only run forward when not.

    Alternatively, for your needs in the mean time, may I suggest investing in a G-15 keyboard, you could write a really quick and easy macro to do that for you and assign it to one of the (G) keys

    [/ QUOTE ]
    You can do it with keybinds. To start auto-SJing:

    /bind r "autorun 1$$++up$$powexectoggleon super jump"

    And the keybind to cancel it is something like:

    /bind t "autorun 0$$-up$$powexectoggleoff super jump"

    I think...

    You don't want to use "--up" as a statement because iirc that makes you completely unable to jump at all (and ++down and similar statements are just for flying/swimming and doesn't affect jumping, iirc). I'm typing these from memory though and don't have access to the game on this PC atm, so I can't test it to check my memory.

    You could bind both of these to the same key as an alternating toggle if you put the above statements in their own .txt files, missing out the /bind at the front of each and adding a bindloadfile command at the end of each to switch between them.

    I gave up on using the auto-jump keybind though because sometimes it just wouldn't cancel the auto-jumping no matter what I did and I found it rather annoying.
  19. I get all of that, but you're also completely missing the big advantage of teleport - it does not suppress - you can use it to escape combat, even if immobilised, and be out of combat instantly - that's a pretty big advantage over SS/SJ/Fly.

    The "long" hang-time on the hover is also for people with slower connections too - sure, we'd both like it removed near the ground, but have no idea if that is possible in the current engine without a major rewrite - but are you aware that lots of people who do take teleport also take hover to extend their hang-time because they don't feel they can teleport onwards fast enough without dropping?

    The main thing that annoys me about teleport is also the main thing that annoys me about fly - you can't cap their speed with a single range/speed IO in the base slot like you can with Superspeed/Super-Jump. This has been reponsible for me taking mainly Super Jump but sometimes Superspeed instead (usually on Controllers/Doms because they were taking Hasten anyway) on 95% of my characters, because when slots are tight you don't want to be wasting them on non-combat powers (well, I don't). That is why my MM is now my only teleporter (well, other than my warshade who gets TP inherently) - his was the only build where I wasn't desperate for slots in other powers and could spare enough to make the most of Teleport.
  20. Lord Mayhem

    Costume Delay

    [ QUOTE ]
    I just made two macro's for this effect...

    /macro Wings "powexec_Toggleon Fly$$cc 00"
    /macro Human "powexec_Toggleoff Fly$$cc 01"

    Npthing more is needed.. (unless I made a typo being at work and not able to check or test)

    [/ QUOTE ]
    True - personally I hardly ever have space on my hotkey bars so I'd rather it was all accessed from a single keyboard button rather than taking up two hotkeys, which is why I described the method I'd use for it.
  21. [ QUOTE ]
    I don't think it would deter everyone but it is a deterrent. Alternative, or additional options include automatic even-conning, as per invasion Rikti, inf expenditure to be able to battle outside Status Level, including auto-exemping.

    [/ QUOTE ]
    Auto even-conning would be a good thing to have IF this ever happened, but the inf expenditure wouldn't work here - a lot of the more notorious PvPers are also farmers - inf penalties would mean very little to them (NOT that I'm suggesting the PvPers/farmers here would go around ganking lowbies - but it opens up a possibility).

    You also have to think about what conditions would flag players for PvP in these situations - what if you're in a team with someone who gets flagged - do you automatically get flagged too? Can you buff/heal someone who gets flagged without being flagged yourself? I've seen MMOs with well thought out PvP systems that regularly got abused by gankers/griefers.

    Also just the possibility of open PvP in outdoor city zones would compel some players to bait/trick others into PvP. Again in WoW I was on a mainly PvE server, but several times we'd have gangs of higher level players following us and other PvEers around trying to bait and provoke us into flagging ourselves, either with verbal abuse or interference with our PvE objectives (killing named mobs you were obviously looking for, killing NPC quest-givers, jumping around in front of you to obscure your view while in combat, etc). Sometimes just one of them would bait you, trying to tempt you and your duo partner to engage them in PvP, at which point their team would leap out from wherever they were hiding and gank you (I personally never took the bait, but heard plenty of whinging from others that did).

    Sometimes you couldn't even use AE abilities because one of the enemy faction would try to jump in and get hit by it, thus flagging you and them for PvP.

    Sure, the community here isn't like that on the whole, but adding these kinds of gameplay mechanics does open the door for people like that to want to move here. And even if gameplay mechanics don't let them touch you without your consent, the fact those mechanics exist does incite a certain kind of attitude that I think a lot of PvEers would find distasteful.
  22. I'm not shocked - I never thought they'd get 3 issues out this year anyway, not when the so-called "light on content" issue took 6 months to appear, and not with the takeover and the training of new staff and the office move sucking away some of their time. I still don't think we'll get I13 until very late this year (Nov/Dec), not if it's as massive as they've inferred.

    I would like 1 issue every 4 months, but obviously the Devs have their own way of doing things and how it has to be is how it has to be. We still get more free content than virtually any other MMO out there and for that we should be very thankful.
  23. I do the exact same thing when going for the Gangbuster badge in St Martial - the keybind I use (somewhat similar to Standoff's) is:

    /bind e "targetcustomnext enemy alive Marcone Consigliere"

    Replace Consigliere with Capo, and E with whichever key you prefer to use for it, and it will work for you in Port Oakes.

    But really if you're L50 I think you'll find it faster getting the badge in St M (or get a L50 to help you who also needs the badge, seeing as you want it for the contact). In the top right corner of the St M map ("The Flop") there are two buildings that L37-39 Consiglieres spawn reliably around, sometimes 2 per spawn. Just keep running a figure of eight around both buildings, killing Consiglieres as you go, and they should continually respawn - if at any stage they don't respawn (because you're not mopping up spawns, you're only killing bosses) then just leave the region "The Flop" briefly (moving into "Jackpot" nearby usually works, or out to sea beyond the boundary of "The Flop") and return and the spawns should have re-popped (unless there's another player lurking around that can see them - that can prevent respawn).

    Usually takes me 60-90mins to get the badge there.
  24. Lord Mayhem

    Costume Delay

    [ QUOTE ]
    It would be kinda neat if we could make macros or binds which will change to an identical costume but with wings on when we activate fly power. Would love that feature

    [/ QUOTE ]
    Well you can - that's what Sugar_Rush is saying - but you can't do it more than once every 30 seconds.

    You just need to dedicate two costume slots to both costumes (one with wings, one without) then set up two .txt keybind files - one would load a keybind that toggles on fly and switches to the winged costume (and switches to the other keybind when a certain button is pressed), and the other txt would toggle off fly and switch to the unwinged costume (while loading the first txt file for when the button is pressed again) - then you load up that first keybind file (using /bindloadfile) while in the game and away you go.

    I'd have a go at drafting the keybind for you, but it would be horribly limited by that 30second costume change timer so I doubt you'd really want to do it except possibly for RP. Plus I'd need to be in-game to test it - and I'm not at my gaming computer atm.