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still too young. would have to raise the age to 18 or 21.
[/ QUOTE ]Because of gambling virtual money? Yay for the Think Of The Children™ crowd!
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It's only a matter of time before they get that cigar removed from the costume creator, have all the casinoes and bars in St Martial knocked down to make way for churches, and replace all of AR's customisable rifles with walkie-talkies -
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But evil fighting evil doesn't make for such a good story
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Yeah it does - the stories redside are so much better than blueside - oh, but you wouldn't know that, would you? -
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All chat channels would translate the text into a mix of leet and capitals, otherwise the weekend wouldn't be H4RDK0R - to show how extreme it is, you have to shout, and the leet spelling shows how only the elite can cope with the hardcore-ness of the event.
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Providing I get a Tank Freak EAT I'm totally in support of your idea!
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Well, heroes always escape or are rescued - if they weren't, then evil would win and the game would finish
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Nah, once we've disposed of you lot we can get on to the main event - sorting out Nemesis -
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Hopefully in a future base creation revamp (I'm being optimistic) this will change. As it is, usually I often have the 'door' sections one floor higher than the rooms it is linking and have ramps/wooden steps leading up to it, and the ceiling one lower than the ajacent rooms so the ceiling trim goes across. That is about the best that can be done.
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Optimistically I'm hoping for the same.
I tend to have doorway floors on the same level as the rooms (for continuous corridor effects especially), but lower the ceiling one level down from the room ceilings so it creates more of an actual doorway effect - plus the ceiling trim is then uninterrupted in the room itself. Then I just get rid of floor trim in the room (by using placed furniture/objects). It's not ideal, but it works.
I'd also like to see the wall/door squares that we can edit made even smaller, so whereas we have a 2x2 room now it would take up the same floor area afterwards but be an 8x8, so you could have doorways in the middle of the walls on a 2x2 or have partition walls inside a room not taking up so much space. Then hopefully they could also cut the wasted space between rooms and the size of doorways by a quarter as well. -
Search for "Street Fighting" on EU and US forums and you'll probably find quite a few posts asking for exactly what you've suggested here. Players have wanted a basic punching set for scrappers for ages and ask for it very often.
The Devs have even said they'd like to do it, some day, and I believe it was in the discussions/poll on US forums a couple of years ago that led to Dual Blades and Willpower being implemented (together with Staff/Polearms, as per your other post).
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how come it took so long to notice?
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Not looking at the forums on Sat/Sun/Mon/Tues probably played a part - and yesterday I couldn't be bothered -
Yeah it worked really well in WoW for my druid, warrior and rogue (separate bar for stealth powers) - I think it would be a good addition to WS/PB here, especially for those don't know about keybinds or are somewhat unsure about them.
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Thanks for your detailed response!
You raise a real great point there, I don't really any of my 50s, other than my Ice/Rad Controller, and even, that's just a bit of world PvP, so I may eventually kit her out.
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No probs.
Tbh I kit out my L50 characters with decent IOs more on the offchance I may want to use them, than because I'll be playing them often - I mainly PvE and you can never predict what teams will need on a TF (though 99% of the time it's my Blaster or Corrupter, and tbh I enjoy them on TFs the most anyway). I do tend to wheel all of my 50s out for new content though.
Mainly though I just like being able to achieve my target build so I can mentally file away that L50 as "done" and move on to my next levelling project -
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Tend to put my ST Hold on auto on my defs and corrupters (occasionally other powers) when fighting AVs. Have noticed that often the autoed power doesn't get to fire as it seems to get demoted in the power queue whenever you fire another power normally, especially if there is a lot of lag.
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If you have another power queued up then it will take precedence over the auto-power every single time - this could be what you're seeing. WAI. Basically you can only ever have 2 powers queued up, one manually (red ring around it) that takes precedence over the automatic one (green ring). -
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It seems that the ol' hit'n'run technique is worth a shot. I have just got Magus Mu'Drakhen as a contact and Infernal pops up there so I will give it a go and report back.
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Infernal really varied in difficulty for my MM the 3 times I faced him - it was back in I6, so I'm struggling to recall which one was harder and which was easier, but I think I found him easy on Rutger's arc but a nightmare both times on Mu'Drakhan's (Infernal aside, that was a horrid contact as an MM anyway as Baphomet wasn't much fun either and I already mentioned earlier the event that made me hate Lilitu, even though she's usually easy).
But then someone was saying on another post (actually it may have been on US forum) that Infernal's pet-spawning has been fixed lately and he's back to always spawning demons now as soon as his summon is ready for use. I've occasionally had Infernal fights (from I6 up until recently) where he summoned no demons at all, but then I've also had fights where he summoned twice. Never saw Infernal summon demons the few times I did the Tarikoss SF either (though Calystix always brings his golems in immediately when I've done Leviathan SF).
Actually, thinking about it, when I fought Recluse twice the other day on "Time After Time" (once for me, once for duo partner who had a different patron) both times he summoned Banes twice when every single other time I've faced him on that arc (at least 8-9 times now) he has only summoned once. The usual Bane Spider Commandos spawned first time round, not long after the fight began, but 4-5 Bane Spider Scouts spawned the second time just before Recluse was defeated (this was on Ruthless in a duo - luckily Recluse went down just before the Bane Scouts got to me - I was dreading multiple stealth strikes).
Maybe the recent pet fixes Castle has been doing have affected every multiple pet summoner NPC - from memory I can think of: Infernal, Recluse, Frostfire, Calystix, Woodsman, and I think that's it. The Slinger begins fight with his pets already spawned, iirc - been a while since I did an LRSF. Oh I guess there's Arbiter Sands, but he always seems to summon as soon as he goes active. -
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I agree.
My WS is only lvl 25 but it's still annoying when this happens on the occasion, I also have experiences like this with an unslotted Brute I spend most of the fight retoggling my defences then I get to fight
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I actually built up over 20% in ranged defence on my Warshade purely in the hope I could avoid most of the short duration controls, but it still happens at least once every hazard-size/full-team spawn (usually right after I pop eclipse/mires) - and of course ranged def does nothing against psi-based controls (but then I can't begrudge those, because at least they last a while, are generally only on lieuts/bosses, and are a proper control - rather than a cheap toggle-dropper that every minion has). -
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Well it'd certainly seperate the men from the boys
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Not really - you're not talking about making things tougher, just take longer. It always annoys me when other MMO's devs equate difficulty with extra time instead of extra challenge - let's not encourage that as players here, please.
A better idea might be to have a double spawns weekend, where every spawn size in the game is doubled in size, so a solo-size spawn on Ruthless/Unyielding might have 2 lieuts and 8 minions, or 2 bosses and 4 minions - and imagine how big 8-player size spawns on Ruthless/Unyielding would be! - now that would encourage teaming for a weekend! And AE-heavy teams would be even more glorious! -
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I'm pretty sure at several people have done 'notify moderator' on your posts just to flag them up. I guess the other thing you could do is take a printout to the next con and grab War Witch (gently).
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I thought "notify moderator" was just for reporting posts that break the forum rules? Not so sure I'd like to advocate anyone doing that. And it's somewhat unlikely I'll go to any CoH/V cons -
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But back to the lag issue, ahem, yeah, there'd be a lot of lag, if what I heard about i13 is true and there are Nemesis raids replacing the Rikti ones then animated hair won't help with the lag issues, especially when certain people (me) complain about Fake Nems KB and stun which seems to never wear off on me cos they pick on me, but back to the point. We would love it, but there'd be too many lag issues.
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Where did you hear that? Sources please! A link would be useful -
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Seriously? That's hilarious. I bet you're popular on teams.
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I'll let you know if I ever do any PuGs with him. Tbh I've duo'd all the way with a superspeeder and managed to beat him to a few mission doors (especially in GV - it's only Nerva that was a pain really) - having several hours left of flight packs plus the GvE jump pack helps a lot. Plus 2-slotted Hurdle + CJ is only a few mph slower than 2-slotted Fly anyway.
Also my plans for the Crab from now in is pretty much just TFs - and LRSF/ITF/LGTF don't involve excessive travel. I could have taken SJ, but the only power I could bear to drop is TT: Assault (though I'd rather not) and I kinda think teams would rather I had that than a travel power that is useless inside missions.
Sure, I won't be doing another character without a travel power, but Crab builds are horribly tight if you want to be an AE-specialist and have 6 Arachnobot pets, without skimping on the team-friendly stuff. -
Statesman_4_Prez, did you mean Obliteration for the T9 power? I don't want to be picky, but if you're going to make a post purely to suggest power names, then getting the names right is probably a good start
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However I know there are a lot of heroes who would like to pound Blue Steel, because of the Clockwork King.
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I'd like to beat him up with my villains just because he's always rescuing the signature villains I go to such trouble to defeat - it's getting kind of predictable -
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But as soon as you hit level 10 you do whatever you like with your character, you dont need to be human anymore, in fact, you dont have to be human at all as there are some non-human face options and different coulourable skins
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Yeah you can do that, but if you care about the lore you probably wouldn'tAnd if you don't care about the lore then why would you even care what your origin is?
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Correct me if I am wrong, but having read the Web of Arachnos and thinking about some of the NPCs ingame today (One Lady Grey for example), I personally think there were superpowers in the world before Statesman and Recluse opened Pandora's Box purely because of:
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Ever composed, ever mysterious, the powerful and otherworldly Lady Grey is rumored to be older than Statesman
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[*]The Dark Watcher's origin is Magical. He'd been in touch with Tibetan Monks who were expert sorcerers. On the night States and Lord R. opened the box, the DW was able to properly use his powers. However, the monks in Tibet wouldn't just magically receive their powers then, at the exact same moment as well, would they?
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Oh of course there had been some. Ermeeth's Oranbegans (now CoT), Hequat's Mu, and the BP didn't need the box to be throwing magic around in ancient times - I think magic has always been around in the world, it's just opening the box made it easier for normal people to access. Also Foreshadow has been reborn as hero or villain many times before, and Nemesis had fairly advanced science in the 19th Century. Not to mention there were probably several immortal survivors left over from the first age of heroes (Stheno for certain). And obviously Natural origin is just training or inherent ability, so that existed prior to the box being opened.
Obviously there are exceptions. And of course the box was leaking out power anyway prior to being fully opened. Fully opening it was just what catalysed the widespread incidence of superheroes/villains in the CoH/V world. -
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1) I'd suggest you start reading up on the lore of the Hazard Zones - there's a LOT of stuff to be learned
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That's rather a bold statement. I've read the backgrounders and badges/plaques and what mission text refers to them (not an awful lot). So where do you suggest I go to learn the "LOT" of lore of the hazard zones that you obviously know but apparently I don't?
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Seriously, how many want that many.
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Who can say - I just see people complaining they can't get teams. A more relevant question is probably what are the Devs intentions? I'd be willing to bet all new zone additions from now on will be co-op, or at least shared (like Ouro, even though it's not co-op), but zone revamps will continue to be a mixture of co-op (like RWZ) and not (Faultline/Hollows). I guess we'll have to wait and see.
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I believe there isn't enough good reason for it - Rikti, for example, we can already beat well enough on our own.
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Sure, and in a perfect world heroes would get a new zone every issue and villains would get a new zone every issue, but that's not the recent trend - if it's one zone per issue then maybe you'd like to go back to the pattern of I7 (which was 95% villain-only and thus hero-only players complained) or I8 (which was 95% hero-only and thus villain-only players complained). The I9-12 pattern has been delivering content equally to both sides, and if that results in one new zone per issue then it's highly likely to be co-op. Now ok, the Dev team is expanding now, maybe they can repeal that trend - we'll have to wait and see - but Positron has stated on several different issues that he likes delivering content that the majority can access, which certainly explains that I9-12 trend.
So if co-op is the way it has to be then I want to see it rationalised properly in lore, rather than just delivering up hero-focused content and expecting villains to put up with it (honestly, why are villains really helping the Vanguard, when Vanguard & Longbow are supporting the Traditionalist faction and Arachnos has a deal with the Restructurists? It's only the direct action against the Lineage of War in later RWZ arcs and the TF I can really rationalise for both hero and villain).
Also redside needs more zones/content and revamping existing zones that barely get used in CoH seems a faster way to solve that, especially when the storylines behind several of the hazards (BP in DA & Reichsman in Boomtown) lends itself to global threat situations. -
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According to Samuraikos video, and she got her info directly from devs, didn't Statesman and Lord Recluse open pandoras box to get their powers?
Or did i understand it wrongly.
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It depends on whether the "Web of Arachnos" novel is being considered canonical by the Devs these days. In the novel Marcus Cole and Stefan Richter found a pool at the bottom of the Well of the Furies, fed by water pouring from the Fountain of Zeus. They drank the water, beginning their transformation into incarnates.
When they looked behind the Fountain they found what was "tainting" the water, a leakage of power from a box which was written ambiguously to appear as technological/scientific to Richter and magical to Cole (starting their major disagreement/rift). Curious, they opened the box, realising it was Pandora's Box as it released superpowers back into the world, which had been building up inside the box since the first age of heroes (i.e. the Greco-Roman era that Cimerora is at the tail-end of). Then the Well started collapsing, Richter was washed out to sea and Cole had to dig his own way out. The appearance of mutation origin individuals in the world coincides with the box being opened (I think Sister Psyche was supposedly born then, for instance). -
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1) How are the devs going to make stories for ALL these zones. Not forgetting that they own have their own lore which fits in with the game.
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Answered your own question there - expand upon that lore. Most hazards have very thin lore anyway, most of it either on badges/plaques or official website lore - they need enhancing anyway. Apart from that it just takes man-hours.
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2) You can overdo these kind of zones (co-op/competitive). If they were going to be all co-op zones then that would be 11 co-op zones. We have 3 already.
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You missed Eden and both Sewer zones off your listAnd which are you counting as 3 existing co-ops? RWZ is the only true co-op hazard zone, as it has proper mission arcs and a zone event to go with the TF, plus normal hazard-style outdoor spawns. Cimerora doesn't have proper mission content (just repeatables, the TF, and that exposition-dump masquerading as an intro-mission), and just barely has outdoor spawns, but ok I'll give you that for 2. So what are you counting as the 3rd co-op zone? Pocket D or Midnight Club? Pocket D only has missions given out on holidays and Midnight Club is just a link-zone to Cimerora - neither have outdoor spawns, TFs, zone events or normal mission arcs.
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3) Continuing on from my last point, eventually, we'll feel like we've be treated like we're the same side. Effectively, we may as well be one game. That would be horrible.
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From a technical perspective this is one game now (from a codebase/client perspective it always has been). From a lore/story perspective I'd only agree with you if the co-op revamps were poorly done. From a gameplay/community perspective, and as much as I prefer CoV over CoH, I still think it was a mistake for the Devs to split the already small playerbase into two separate factions - WoW can get away with it with their busier server populations, but CoH/V really can't (except maybe on Freedumb). But I don't know what your perspective for disliking co-op is as you haven't really explained.
I love lore - as I've said in another thread I have no problem with co-op providing it's against a global threat (like Marvel's Galactus) so heroes/villains are forced to cooperate for their own survival. The Rikti work for that, but I think Hamidon/The Hive should be co-op too - after all, what storyline/lore logic is there for Hamidon being able to move between The Hive and The Abyss anyway? Are we to believe he occasionally takes a wander through Eden/FF/Talos then has a nice swim 50+ miles to the Rogue Isles, then throws himself to the bottom of a deep crater? Admittedly I suppose a big lump of jelly is quite buoyant... he probably floats there on the tide... -
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* The last 2 weeks or so the forums seem to have got angrier - I usually see this as a sign that it's been too long since the last update and we're due another.
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Or it could just be because it's so hot and humid at this time of year that everyone is irritable, particularly those of us who prefer to dodge the direct rays of the daystar even when it's not summer
This is no kind of weather for vampires, nor forumites either! Bring back the rainclouds, I say! -
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Never used Rage but some powers can't be autoed.
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Rage is a click power (i.e. not a toggle or passive) and it's not interruptible - those are the criteria for whether you can put a power on auto, iirc.
Rage can be put on auto, but something I've noticed lately (well, occasionally over the last 6 months) is that rarely after changing zones my auto-power deselects itself - I've /bugged it, but it is rather annoying, especially when it happens to my brutes (which have their fill-attack on auto, usually Boxing) and especially on my archery blaster (which relies on auto'd Power Thrust to throw enemies out of melee range, so I can prod them with my pointy sticks while hiding behind my ranged def - usually by the time I realise it's not on auto anymore I've got an enemy chewing my face off).
I do wonder if the auto-power selector turning itself off is related in some way to the recurring toggle-drop bug - after all, that tends to happen on zoning too. -
Crab Spider L42 > L48
Mind/Psi Dom L30 > L36
I hadn't levelled that dom since I7 because it seems so slow at defeating things compared to all of my other characters, but DXP made it a bit more bearable - even so I wish I'd made it to 38 for PSW, which was my aim. In retrospect I'm wishing I'd played my L43 stalker instead of the dom as I bet I'd have made L50 with him (the L40s always seem faster than the L30s to me). I'd also been hoping my friend and I would get L50 with our VEATs during DXP, but in the end it wasn't to be.
So not as much progress as I'd have liked, but acceptable enough I guess