Lothic

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  1. [ QUOTE ]
    Really the question is not IF can be done but WHY would someone want it done?

    Personally I have no desire to change my orientation and can not believe anyone would. Sure maybe for RP reasons but umm why. I do not see this ever being done; now more body slider addition I want but this no.

    [/ QUOTE ]
    I always think it's funny when people in forums answer their own questions.

    Just because you choose to limit your own character concept choices does not mean that -everyone- wants to be limited in that way. If the Devs ever allow it you simply don't need to do it yourself. *shrugs*
  2. [ QUOTE ]
    That would be really creepy, when you think about it. also you couldnt do that, because you might need a name change.

    [/ QUOTE ]
    One person's "creepy" is another person's "Bruce Banner to Hulk", "human to werewolf", "little girl to big power armor form", etc. In the comic book world there are literally dozens of examples where being able to change body type/size is exactly the key to a legitimate character concept. Have you ever heard of characters like Captain Marvel or Ranma 1/2 for instance?

    Besides the idea that you might "need a name change" is no longer an excuse now that we ARE able to change our character names. That would be the least of my worries about this at this point. *shrugs*
  3. [ QUOTE ]
    Since you're on the topic of Giant Monsters... any chance the devs can throw us villains a new Giant Monster or two?

    [/ QUOTE ]
    That was kind of my point of making this accolade apply globally AFTER Going Rogue happens. Once the game allows characters to switch sides then anyone can defeat the combined GM population of both sides equally and fairly.
  4. I'd agree that the main thing that has probably prevented the Devs from easily giving us the ability to change our characters' heights or body types has been how they would handle those changes across multiple costume slots. Of the two values it would seem that having different heights would be easier to implement than different body types, but clearly they both aren't trivial.

    As far as the consequences of a body type change I'd think it'd be a given that regardless of being able to change costume slots individually or not the costume items of any affected slots would get automatically "generic'd" by the game to apply to the new body type. Being forced to have to recreate a new costume for the new body type would be a small price to pay for the ability to change body types in the first place.
  5. Basing this on a fixed list of "origin oriented" GMs is a good stab at this. I also like your idea of the random nature of the accolade power. But your proposal doesn't really capture the "defeat all GMs" flavor I think Shaytanah was going for. Also a power like you describe is perhaps too powerful for defeating only a few of the possible GMs out there.

    I think instead of creating a blueside version of this accolade based directly on defeating GMs A, B and/or C and a redside version based on defeating GMs X, Y and/or Z there should be just one new accolade badge created -after- Going Rogue comes out based on having the following badges:

    Believer
    Clockstopper
    Devilfish
    Knight Errant
    Frozen Fury
    Giant Killer
    Hallow Spirit
    Hammer Down
    Heat Seeker
    Hellbane
    Iron Warrior
    Keeper of Secrets
    Master at Arms
    Master of Olympus
    Pumpkin King
    Surging
    The Solution
    Unleasher

    This list is basically all of the current GM related badges for both sides. While Hamidon is technically a "giant monster" there is no badge for it because the Devs have said they consider it to be "too hard/unique" to link to a badge. This explains why there isn't a badge for the Rikti drop ships either. Because the Devs don't want to give Hami his own badge I don't think he should be part of this new accolade either.

    This single version badge idea would solve most of the problems I mentioned. There'd be no question of "red/blueside fairness" and basing it on a hardwired list of badges instead of GMs minimizes the awkwardness that might arise if more GMs are added to the game. The badge would no longer be based on the concept of defeating GMs it would be based, like most accolades, on an unchanging set of current badges (which in this case happen to be related to GMs).
  6. I'm not really against the idea of adding a new accolade to the game.
    Especially one I'd probably get automatically on several characters.

    But one point worth mentioning is if the Devs created a category oriented badge based on getting "all" of something it'd make it hard to handle what happens if any new versions of that thing were added to the game. Sure we may never get another new GM added at this point, but if we did it'd be weird for it -not- to be part of such a hardwired GM-based accolade.

    Also Mateo_06 mentioned "fairness" with having a redside version of this accolade. But would it ever be fair when each side has different types and numbers of GMs to deal with. One side would always have an "easier" time getting this accolade than the other. This inequality between the sides and the existing accolades is already a sore point with many people.

    Badges ideally should be based on specific unchanging requirements.
    Letting a badge be vaguely based on defeating "all category X critters" could lead to problems later on.
  7. Lothic

    Badge checkist

    [ QUOTE ]
    [ QUOTE ]
    There might be a link for one in this forum but I do know Badge-Hunter has one on their downloads page.
    I have no idea how up-to-date it is because I just use the main site itself as my "checklist".

    [/ QUOTE ] "Last Updated: 18 Aug 2008"

    So it's probably current as of Issue 12.. and maybe some i13 beta content.

    [/ QUOTE ]
    Yeah I actually read that date when I created my link.
    But who knows if they've kept the spreadsheet up-to-date regardless of what the webpage says...

    Anyway I was trying to be nice and "hint" that relying on static spreadsheets was not the best way to track these things. The folks who run Badge-Hunter always update their main page within hours of whenever new badges are added to the game. Not sure they pay that much attention to the spreadsheet.
  8. Lothic

    Badge checkist

    There might be a link for one in this forum but I do know Badge-Hunter has one on their downloads page.
    I have no idea how up-to-date it is because I just use the main site itself as my "checklist".
  9. As far as I know it got shelved a few years ago. Oh well.
    Ironically you could probably "simulate" it using your own mods to the HERO System or some such.
  10. Well like many suggestions this is one of those ones that people have been asking about for years now. It's just as good as it has ever been and just as up in the air as to whether it'll ever happen or not. *shrugs*
  11. Why don't you post this question on the Blaster and Controller threads with 'Bush' and 'Cheney' as their respective thread titles.
  12. [ QUOTE ]
    Unless something's changed in the last few days the juggle emotes do work while hovering, but only if you're not moving.

    [/ QUOTE ]
    Well I can only assume that if they ever worked like this then something has changed. On both the Test and Live servers the juggle emotes currently do NOT work for me while -not- moving with either Fly or Hover on.

    Just to be clear I would not have posted that they didn't work without testing it myself first. Even the "invent" emote currently works while Hovering and that one has had a history of "working then not working then working again" after various patches.

    Hopefully this'll be sorted soon enough.
  13. This is a great guide for a cool feature.
    I've been busy lately so I only just got around to giving this a try.

    I've discovered one little "gotcha" about creating your own versions of the quickchat.mnu file that might help other people. I initially tried a test version of the quickchat.mnu file that had the "Menu QuickChat" as the very first line of the file (no blank lines or comment lines) and it wouldn't work for me. But after I decided to add a comment line and a blank line at the top before the "Menu QuickChat" line it finally worked.

    It seems the game will only 'read' in this file as long as there's at least a comment and/or blank line in front of the "Menu QuickChat" first. Weird but true. It might just need the blank line for syntax but since the comment was useful to me I just left it there.
  14. <QR>

    I just wished the new juggle emotes worked while hovering.
    The Wedding "confetti" emotes and even the "cardtrick" emote works while hovering so why not the juggles?
  15. Lothic

    CO

    [ QUOTE ]
    ((For me, playing CO was very much like playing Guildwars. I had no fun whatsoever during the weeks I playtested. I've given up on it.))

    [/ QUOTE ]
    You are of course free to conclude whatever you wish.

    I would point out that I disliked what I saw and played of CoH's beta and expected I wouldn't care for it much after its release. Of course that's funny to reflect upon after I've now played CoX for over 60 months.

    Obviously CO may prove to be a bad game for whatever reason and I might end up not liking it either. But I've learned not to assume what I see in a beta will be exactly what a game will end up being as a final product. YMMV.
  16. [ QUOTE ]
    I might run the risk taking some of my villains close to the middle, however, depending on how Always Chaotic Evil the game will expect villains to be. I hope whatever system we get is a little more classy than portraying evil people chronic jerkasses who say and do mean things for no reason at all, and that characters can have class AND still be evil at the same time.

    [/ QUOTE ]
    To put it in those terms while I can appreciate chaotic villains most of mine end up being the Lawful Evil/Neutral variety such as assassins or evil scientists.

    In the case of the main one I mentioned earlier I see her as currently Lawful Neutral shifted from Lawful Evil. She came from a noble bloodline (raised by her extra-planar father) with established expectations on how to sadistically and oppressively subjugate her meeker underlings to Paragon City (home of her mother) where she started to sadistically and oppressively arrest criminals who preyed on innocents. Basically she evolved one set of rules to another but still enforces those rules rather harshly on what could simply be described as a different set of victims.
  17. I have one hero character whose back story was that she was a "borderline redeemed" villain. Of course I created this character way back at the beginning of CoH so I had to assume the villain part of her life had already completely happened in her past. ItÂ’ll be cool if the Going Rogue thing will ultimately let us go back and forth because then I could roleplay her having a "relapse" into evilness and then come back again.

    I have a few other anti-hero types who might skirt between one side and the other. Beyond that I assume I'll make some new characters to take advantage of the whole alignment thing from level 1 as well.
  18. The fact that travel powers "wastes" one or more of our power/enhancement slots was actually a design decision that balances out our character building process. Our charactersÂ’ power progressions are laid out under the assumption that more than likely you are going to pick at least one travel power. But the current system is flexible enough that we can actually have NO travel powers or MANY travel powers if we want as long as we are prepared to deal with the consequences of either of those choices.

    I'm not saying a new game where characters have "default" travel powers would be impossible to create (especially considering Khelds actually get that as part of what makes those ATs worth having as a reward). But at this point 5+ years into it a sweeping change that would give ALL characters a starting travel power is simply far too unlikely to be seriously considered by anyone.

    Besides your idea about limiting the power pool you choose from would also be too restrictive. For instance I often make use of characters with both Hover and Fly very effectively. I couldn't really use your idea to do that very well.

    The fact that you have to earn the 60th month Vet award just to get travel powers at level 6 should tell you something. The Devs might eventually allow travel powers at level 1 as a Vet award, but it'd probably end up being like the 90+ month award if it's a day. *shrug*
  19. [ QUOTE ]
    I wouldn't bother support for an early badge tho

    [/ QUOTE ]
    Right because no one wants the Vet System to actually work as advertised. If it's OK for random people to get Vet awards literally months early now it should be OK for the system to give everyone all the Vet awards right now instantly regardless of how long anyone has played. Yep, seems reasonable to me.

    Sorry that it makes me weird that I'd actually like the system to apply the rules fairly to everyone. *shrugs*
  20. [ QUOTE ]
    Good point. I'll report this right away. I just didn't want to report it only to find out that it wasn't actually an issue at all. I'd hate to waste anyone's time.

    [/ QUOTE ]
    Please waste the Devs' time on this...

    Unfortunately there's been an ongoing problem with the Vet award system since it started where there have been various random people who have been getting their awards either many weeks earlier than they should or in some cases weeks later than they should.

    My guess is that it only happens to a handful of people so the Devs have never really been sufficiently motivated to fix it. On the other hand the fact that they've let something like this fester for years is pretty sad because it undermines the basic confidence we players have in the system. It's hard to have faith in the concept when there are players who are getting these awards practically randomly.

    Good luck with this.
  21. [ QUOTE ]
    [ QUOTE ]
    What is indignant about hoping that they do something about it before it is released? I am not demanding, not even suggesting. I said "I HOPE" nothing more.

    [/ QUOTE ]

    I'm not calling you indignant.

    I would say though that it is a bit illogical to rename a character that is part of a promo of an upcoming expansion on which the game's future hangs over renaming a broker most people probably wouldn't have even remembered before you brought her up. Heck, 50% of people playing through that area end up with the other broker and never even see her.

    If the double names thing is a bit of an issue, just call the old one "The Glint" and call it a day. Sounds pretty catchy actually.

    [/ QUOTE ]
    Yeah even though I'd usually favor the older character over the new in a case of "identical names" like this I think you have to take into account the overall importance of the characters. Basically put I think a main "poster character" of the upcoming major expansion of the game probably is more important than a mere redside broker character.

    Renaming the old contact to just "The Glint" seems like a reasonable alternative.
    Her detailed info could even still say her given name is Desdemona, but her 'street name' is just "The Glint".
  22. [ QUOTE ]
    My point is that no other character in the game world, be they useless or not is repeated. none. not one. nada.

    What is indignant about hoping that they do something about it before it is released? I am not demanding, not even suggesting. I said "I HOPE" nothing more.

    [/ QUOTE ]
    You know sometimes to be "cute and fancy" some people spell the word 'demon' as 'daemon'. Perhaps they could just quietly rename the new character 'Desdaemona' before the whole thing becomes too much more official.
  23. [ QUOTE ]
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    The girl's name is Desdemona.

    [/ QUOTE ]

    I hope they change her name to avoid confusion

    Desdemona the Glint is a Rogue Isles Broker.

    [/ QUOTE ]

    Ack. Either someone didn't check the list of names, or didn't notice the skin tone.

    Bad Form!

    [/ QUOTE ]
    I love this game and generally like what the Devs do with it.

    But one thing they have never really been very good at is making sure not to reuse names they have used before. Case in point throughout the history of the game they have "double-named" 5 or 6 different new badges with the exact same names as they used for older badges. In all those instances they have had to rename the new one to make it unique.

    I'm not entirely sure either NPC name needs to be changed in this case but ultimately I think the Devs really need to start being much more careful about this sort of thing. Perhaps they should make it a policy to do a name check on Paragonwiki everytime they design a brand new major character.
  24. [ QUOTE ]
    [ QUOTE ]
    The fact that even emp defs have a relatively hard time earning the top epic level heal badges only goes to show that the whole concept behind earning credit for "damage healed" was more or less broken from the beginning.

    [/ QUOTE ]

    actually, I recall that the point of only tracking actual damage healed was to prevent a desire to spam a heal in a populated area just to accumulate credit.
    you know what I mean... they didn't want people setting something on autofire and going AFK until the badge earned... waitaminute...

    [/ QUOTE ]
    I think the Devs don't really mind farming as long as it's not too "easy" to accomplish.
  25. The fact that even emp defs have a relatively hard time earning the top epic level heal badges only goes to show that the whole concept behind earning credit for "damage healed" was more or less broken from the beginning. This is exactly why Posi finally decided to reduce the Empath badge down from its ridiculously high original requirement of 1 billion points healed.

    At this point I'm not sure if any further changes are ever going to happen to these badges. Even at 100 million points healed Empath still needs to be farmed for anyone to have a realistic chance for it. Unfortunately I think the way these badges are now will be the way they will remain for the rest of the game.