Memphis_Bill

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  1. Quote:
    Originally Posted by Adeon Hawkwood View Post
    You know, I've seen that sort of argument in multiple MMOs and I really don't understand it. As long as the missions in question aren't required to complete a story arc then as far as I'm concerned it doesn't matter. If you don't want to enter the PvP zone then you don't do the mission, no one is forcing you to do it.
    You could not drop the mission at the time.
    You could not get any other missions FROM your contacts at the time.
    And IIRC, heroes didn't have Safeguard missions at the time, either. (Those introduced one issue further along.)

    So, yes, you were forced to do it. Or, y'know, have no missions of your own for 10 levels (15 = BB, 20 = SC.) And yes, when they were introduced, you most certainly *did* have to enter the PVP zone to do it - and to make it more fun, redside, mastermind pets on release did zero damage to players, the BB hospital (redside) had no roof, there was no 30 second rez timer and far fewer drones - so to *exit* the zone, at times, you had to log out, back in, and hope you didn't have a long load eat up your 30 seconds.
  2. Quote:
    Originally Posted by DocArcus View Post
    Most people don't PvP in this game. Its not that people don't know about it. Anyone that has been around since PvP was added should remember all the complaints about how people were forced into the PvP zones before they could get new missions.
    And that's *now,* when you talk to a contact by a helicopter or building.

    When PVP zones were first introduced, the contact was *inside* the PVP zone. The fact they were moved *out* so quickly should give an idea about just how eager to PVP much of the playerbase is. (Well, that and PVP zone emptiness.)
  3. Not to mention Voids actually *were* more dangerous 2 years ago. Before they got nerfed to joke status.
  4. Quote:
    Originally Posted by EvilGeko View Post

    So your point, facially sound, doesn't really change the point. Actually proves my point. That the Pro-KB crowd is every bit as unreasonable as the anti-KB crowd. I'm pro-choice. Play however, you like, but let's give people the opportunity to "nerf" (as the pro-KB people call it) their KB to KD.
    Let's look at that last line:

    Quote:
    but let's give people the opportunity to "nerf" (as the pro-KB people call it) their KB to KD
    as opposed to the OP:
    Quote:
    Could dev add Team Switch about Knock Back ?
    Like team leader can choose Knock back allowed or not.
    When KB not allowed, all KB power effect to KU or KD.
    Not quite the same.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    The difficulty of the spawns is just too punishing, is all. In a time before status protection, all you need is a nice holding enemy and you're largely SOL.
    Breakfree.

    Again - pick your location, and even a lowbie power tray (well, level 3 and up at least) doesn't matter.
  6. That's because $name puts in your name. You want $target.
  7. Again - it's great to have the name available, sure. But that doesn't necessarily *help* anyone writing a macro. /obsidian armor doesn't work as a command. /Sprint doesn't. You still have to know there's a /powexecname or /powexectoggleon (or off, or just plain toggle,) or another slash command available to use. And spell it properly (underscores optional.)

    Aion - Yes, drag and drop works. Bringing up a skills window, I can drag the icon directly into the editing window and /skill (skillname) shows up. The same is true of emotes and actions. Dragging from the skill bar gives the specific power location on a specific bar.

    Edit: Was going to post a video, but the text gets garbled when it gets down to a reasonable size. But here's the process:
    - Open macro window, select new macro.
    - Give macro name (10 character max.)
    - Type in description (optional) and pick icon.
    - Drag a power over from the skills window - for instance, my fighter has a power called Ferocious Strike. Dragging it into the window puts /skill Ferocious Strike in.
    - Drag an emote over - emotes are just called with a slash in Aion, /cheer for instance.
    Save.

    Drag the macro to your skills (power) bar. Click it, the character performs the Ferocious Strike attack, then cheers.

    Translate to COH:
    - Drag power from power window - /powexecname (or the appropriate, if toggle's more appropriate) comes up.
    - "Advanced" choices to the side give you options such as toggle on, toggle off, or put on auto.
    - Emotes can be chosen from a list.
    - Dialog can be put in, by default at "say," advanced menu being given a list of your current global (and default/available) channels.

    (And not to be snarky, but I mentioned Aion specifically because that's where I saw it with this very functionality. Never got into WoW, didn't hold me even through a 10 day trial, so WoW's doing it differently to where you have to type everything in doesn't really... well, matter to the conversation.)
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    Encourages nothing. It's suicide to be solo at lower levels. That's a mandate, not an encouragement.
    No, that isn't. Again, I have characters that are generally fine at lower levels, and characters that have issues with trying to solo at lower levels, the biggest "general" problem being -tohit.

    Now, the banners being pointless for low levels? Yeah, that I can agree on. That portion of the event doesn't "scale" well at all. Some of the scaling being off? Yes. But "Solo lowbie ToT" is not automatically pointless or suicide. No, I'm not going to tear through spawns as fast as my high levels - I have fewer attacks, defenses, buffs or debuffs, running at lower effectiveness. And there are some big powerset differences as far as survivability - as mentioned above, my necro/thermal MM does fine, and has *only* leveled by this event. (Mostly solo, a little bit of another lowbie duo at the end.) Dark/Dark Defender did well. Fire/Kin (again, lowbie) did well. All under level 10. I wouldn't try it with a tanker or brute, though.

    Location always helps, too. 1-5 or so, right in front of the Mercy "fort." If something gets to be too much, retreat to the drones - and while you're there, re-stock on inspirations. 6-14 or so, Port Oakes in front of the arena (or near the hospital.) I've rarely had to use the drones, though.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm sorry, but I don't see the utility of this. Macros are already written in script, so all an interface would allow you to do is pick and icon to write the script for. If you need exact names, you can drag-and-drop powers and other objects into your chat line to use them, so that functionality you already have. You can even re-edit existing macros.

    I've not see the Aion Macro editor, but I've seen the WoW one, and all it was was an icon selector, a name field and a code field. Having written a few macros, I don't see it as something that couldn't be written in the chat line, at least not in City of Heroes where we can't have several rows of commands like WoW can. That, and we don't have all the conditionals and complex operations.
    Follow the link and you'll see the Aion editor. You can, indeed, drag and drop powers into it to have them added. The point of it, of course, is to bring more awareness of macros into the playerbase at large as well as make them more accessible.

    What's more likely to be seen as user-friendly - drag/drop, tick off a check and add an icon you'll remember, and maybe once you're comfortable with it, type in some code yourself, or /macro somethingshort (which just shows up as somet on the button) powexecname ihopeispelledthisright (etc, etc, etc.) It's not, after all, just finding the power name or what have you, but how to call it.

    The advantages, of course -
    - No misspellings screwing up your macro (unless you *choose* to type them in.)
    - Easier access (as in user friendliness) over the command line
    - Being able to assign an icon easily as opposed to hoping you remember what "smb" means if you don't play the character for a while. (For instance, make a macro called "Bodyguard" - something many masterminds may want. It will be called bodyg - with the "B" and the "G" running off the edges of the button.)

    Also, if you note the tabs at the top - "Macro" is a spot with all collected macros in a nice little list - drag-and-drop to your power tray. "Examples" are self explanatory, "Variables" explain the ones that can be used - which, of course, would be part of our help system anyway. Just for added functionality.
  10. It depends - solo - on the player, powerset, etc. My doms - with lower accuracy at low levels - had problems. My Dark/Dark defender (also in single digits) found it a cakewalk. So did one of my Fire controllers. And I set up a Nec/Thermal MM during this event who's just been breezing through it.

    That said, yeah, the tohit penalties on a lowbie are *rough.*
  11. Quote:
    Originally Posted by fibblins View Post
    hear are some sugestions i think would make the game alot better and more fun for ppl pls read and tell me wat u think. tia

    1: free up names of unused chacters its realy hard to get a good name nowadays i litrally spend like 30 minutes trying to come up w/ something but its alwasy taken. champions online has a system where names are tied to globals i think taht would be nice to have in coh.
    No, it's not particularly hard to get a good name. And I *despise* Champions system.

    Name freeing scripts are run on occasion. They've run twice, perhaps three times in the past. The first time, it was inactive over 90 days and under 35. The second time, it dropped to under 6, since that's where the names were being freed up - it didn't really seem to make much of a difference. I'd expect it to be run again before Going Rogue is released.

    Quote:
    b. the abillity to pick up and throw stuff would be cool. u could pick up cars or telephone poles or even pedestrains lol the amt of weight u can lift would be based on ur lvl and at or somethin.
    Grappling is not possible with this engine, so we've been told - and why would heroes be throwing pedestrians? Not to mention how the zones would look - it gets bad enough with grav controllers/doms around.

    Quote:
    3. make fly faster srsly its slower tahn a crippled glacier u ever watch superman he flys really fast unlike the turtles in this game.
    Again - technical reasons.
    Quote:
    4. make it so heroes can go to the rouge isles and villians can go to pargon city and make it so u can flag urself for pvp so u can fight anywhere, i think this would encorage pvp alot its dead right now if u havent noticed.
    HELL NO. Keep PVP out of the PVE zones. Fix PVP itself first. If you want more PVP stuff to do, hey, fine - but do NOT shove PVP into the PVE zones. What you're suggesting wouldn't encourage PVP, it would encourage people to *quit the game.*

    PVP isn't as unpopular as it is because it's tucked away in four zones and the arena, PVP is dead because people *just aren't interested* in it in this game, for the most part. And this is coming from someone who, casually, DOES PVP. The PVP rules for powers being so different doesn't particularly help, either.

    And the word is Rogue. R O G U E. Rouge = makeup. Unless you want to fight Loreal and Avon, you want to go to the ROGUE isles. (Yes, I *really* wish people would finally get that straight. It was bad enough with the Isles - now we have an entire expansion people are going to spell wrong.)
  12. So, macro editors (and just general macro/bind information) has been asked for in COH for a while. Yes, we have a nicely done third party City of Binds and such, and masterminds get some by default - but how many people out there (a) know about macros, and (b) go through the trouble of making them?

    Well - like I said, I want to steal this and bring it into COH. Yes, it's another Aion item, but once you see it, I think many would agree this would be a nice way of doing things.

    Aion's macro editor

    I'm not overly worried about "they can do this, that, the other" or "these limits versus those limits," I'm mostly looking at the nice, clean interface (with custom icon you can assign to the macro!) and the drag-and-drop functionality - another "advanced" window could be added, perhaps, if you want to type in the slash command you want to put in, or things like tray switching and th elike from a pick list. Or even just a reference (updated) for the slash commands.
  13. Quote:
    Originally Posted by BBQ_Pork View Post
    My fellow heroes,
    But what right do we have to travel to another dimension to tell them how thier government must be run?
    I'd like to point out that Praetoria attacked first, its own leaders and people in positions of power found in Paragon, hiding their followers and openly displaying hostile intent.

    Having driven them out of the city, it's best we make sure they cannot threaten us again. Aiding the resistance will only help both worlds.
  14. Memphis_Bill

    No "More"

    /disagrees with evilgeko.

  15. Memphis_Bill

    No "More"

    Quote:
    No one ever goes into Boomtown, why? Because there is virtually nothing to DO there. How about letting us REBUILD Boomtown bit by bit? Similar to the fire fighting in Steel, there could be NPCs throughout that give us temp powers that have no use except to help rebuild the zone. Let's say there's a guy that has a "brick and mortar gun" that we can get. Hey, it's plausible in a world with superheroes and mad scientists all over! Add a few fire extinguishers stolen from Steel to put out some of the fires in Boomtown. Stuff like that. Let us help rebuild Boomtown!
    Quite some time ago, I put forward a three-issue (potentially six, if each stage were stretched to two issues) "reclamation of Boomtown" suggestion, where we start off with just slightly more area than the Hollows entrance (enough to "reclaim" a building or two,) next issue we expand into more of the zone, third issue it's nearly done (and completely reclaimed by the fourth.)

    Throughout it, there'd be regular missions, "escort" missions for the workers/trucks/etc through the zone (as they get attacked - they'd go anyway, but if they can get an escort they'll send more,) zone events and the like, all related to the rebuilding. (Though I'd leave the two buildings where Destined for Valhalla is - I just find that amusing.)

    If zones are going to be revamped, I'd rather see them do it in a similar fashion - evolution over time - where possible.
  16. Memphis_Bill

    We need a poncho

    Quote:
    Originally Posted by shodden View Post
    I would kill for a poncho costume piece.
    With a lefty to go with it?

    In any case - developer's corner, jay's costume request thread - put it there, he does keep up with it.
  17. Memphis_Bill

    Killing pigs

    Quote:
    Originally Posted by MrNotorion View Post
    I'd like to see an attempt at a game with diminishing returns on advancement to hobble those people who want to play 8, 10, 20 hours a day for days on end. NORMAL people can't play MMO's for that kind of time. NORMAL people can play for an hour or two a day at best before they have to get back to their REAL life. As a NORMAL gamer I'd like to someday have a shot at honest-and-for-truly being the first person to see a new game area, fight a new monster or NPC, achieve something no other player has yet. Naturally, my chances would then be no better than 1:X, where x=the total number of players, but as it is my chances are nil and somehow that doesn't seem right or fair.
    So, because I get enough time off to get to do so - or, for instance, on a slow work day, leave my character ... say... in the supergroup base (making it a 10 hour "game" day) so I can hop over, play around for a bit until I have to take care of something, park it again, etc, I should be punished?

    How about no?

    How about you don't worry about what or how much or how someone else plays?

    Oh, and your chances of seeing a new monster/area/etc are as good as everyone elses, as those sorts of things are put in during patches - before which they kick everyone off the server anyway. So the person who gets to hop on for an hour after the servers come back up have the *exact same chance* as the person who's going to spend multiple hours on.

    Quote:
    Which also requires a game engine and design which can be ADAPTED to players ideas. "We can't give you X because that will break every Y in the game, or will require reprogramming every Z to make it work."
    Walking.
    Power customization.
    Weapon customization.
    Waist capes.
    Co-op zones and teaming (with further improvements coming.)

    Shall I go on?
  18. HELL no.

    Quote:
    I saw many team wiped because KB happy KBing toggled mob to next group,
    melee toon chasing KBed mob and bring more aggro etc
    That's not "Knockback being harmful," that's "Teammate being stupid and not paying attention to where he was running."

    I don't want knockback touched. I *CERTAINLY* don't want any decision about if my powers suddenly work the way I'm used to or not put in the hands of some other player.

    Quote:
    If feel KD or KU is too useful, how about add high taunt effect to KB power ?
    WHY would you want to add a "high taunt effect" to a blaster/defender/dominator/corr/kheld power? Have you thought this through?
    You would be affecting:
    - Energy blast (blaster, defender, dominator, corruptor)
    - Energy melee/assault
    - Assault rifle
    - All Kheld powersets, especially in Nova
    - Psy blast/assault (TK thrust)
    - Kinetics (ok, it's repel, but still.)
    - Force fields
    - Masterminds - Robotics
    - Archery (explosive arrow - just what a squishy needs, a high taunt AOE!)
    - Sonic attack (Shockwave)

    ... and more. In other words, almost every blast set. And quite a few blaster and dom secondaries. A few Defender primaries (and thus controller and corruptor secondaries.) Many of which, frankly, I use to *increase* my survivability (a "get away from me" power) on those characters, or otherwise control the mobs - including, by the way, knocking them *into* placed AOE controls (oil slick, volcanic gasses, ice slick) or *into* the Tank's taunt aura and away from the other squishies.

    Learn to work with knockback.
  19. Quote:
    Originally Posted by Oedipus_Tex View Post
    I think I've asked this question before so hopefully you will forgive me.

    I keep running into Ice Controllers on PUGs who do not have Arctic Air. The actual builds have varied, ranging from what I would call absolutely terrible (lvl 25 Ice/Empathy with only Block of Ice and Ice Slick from the primary) to just varied. The lack of Arctic Air makes me wonder how much they are contributing to the team, tho.
    I've got multiple Ice controllers (and dominators.)

    The highest ice controller is a 50 Ice/Emp. Everything (except Glacier) that I use offensively is ranged. Most of my support is ranged (I combat-buff - the groups tend to pause a moment to see what incoming enemies are, and get their RAs then.)

    AA does that character exactly zero good, so I never took it. They don't get into melee with me, and if they do - they're held, slowed, about to trip up on an ice patch, and/or dealing with Jack.

    My 50 Ice/Psy Dom, on the other hand, is almost *always* in melee, and so the cost of Arctic Air makes far more sense. (Setting up a second build for her with stamina. >.> ) My Ice/Kin controller will likely take it. Ice/Storm, probably not - especially with feeling how END-use-heavy my Fire/Storm is, there won't be much in range to make it worth the cost.

    Basically, if I expect to be in melee more often than not, I'll take it. If not, I have better things to use - AA's not, to me, a "must have" power for any ice controller (though it's not flash freeze, at the level of "yay, a globally skippable power" either.) Sometimes it's an either/or with Shiver, as well (more use on my "stay in melee" folks.) The former Coercive bug (pets getting confused by the proc) didn't help, either - glad that's gone.

    Edit: I do agree that it comes too early, though.
  20. Memphis_Bill

    video cards

    Quote:
    Originally Posted by je_saist View Post
    If you are waiting till next march, that's about when Fermi based cards will be entering the market... if everything goes right for Nvidia. As it stands right now though, the general hard-core gamer guess is that Fermi's architecture actually isn't going to be that great for gaming. Nvidia's own documentation on the chip avoids talking about gaming applications and talks more about computational (OpenCL, DirectCompute, GPGPU) uses.
    I'm wondering if that's not just because they want to be seen as *more than* a gaming company. The GPU's been turning into just "more processors" for a while now (Folding@Home, for instance, can use some of them for computations, as can some graphics apps - just off the top of my head.) So, really, pushing that would (to me) make a bit more sense than just "You can push 5000 FPS over 9 screens @192000x14500" as far as what they want to highlight.

    Quote:
    As is, Nvidia has already publically pulled out of some of it's former strongholds, such as chipset development, and is focusing more on it's integrated technologies such as it's ION and Tegra platforms.
    I was under the impression that was a result over the stink between them and Intel over chip support, patents/licensing or some such.

    (I'm poking through these threads since I have a system build coming up. Haven't decided if I want to run AMD or jump to Intel - not least because of money, but partially because of Socket Madness that's traditional to Intel. I can throw the $150-$200 I'd save off of the Intel system towards a better video card, after all. Current system - AMD, 3+ years old, and just barely at the end of its supported CPU upgradeability.)
  21. Memphis_Bill

    Linked teams

    Quote:
    Originally Posted by je_saist View Post
    I dimly recall multiple teams being able to work towards a single goal before... wasn't that in Cathedral of Pain?
    It was also part of the point of the (never introduced into the final game) Faultline trial.
  22. Memphis_Bill

    What is CE?

    Quote:
    Originally Posted by Fleeting Whisper View Post
    I'd have an easier time getting Exalted, I'll tell you that much >.>
    Exalted?
  23. Go with Windows 7. The learning curve's not that bad, and it's got so many useful features in it it's worth taking a few minutes TO learn - even some of those that might not seem useful at first (like the window "snap" to the various sides or top of the screen - REALLY handy on a widescreen monitor.)

    Running win7 x64 here on a system that used to run XP. No slowdowns from the old system, everything was supported nicely - and I know it'll support dx10, 11, and several future revisions. Eventually you'll have to upgrade (or stop playing games.)

    (Also, Coolio - it's not just ultimate, which really IMHO is a waste of money, but Pro handles it as well.)
  24. But the 5th column and Council are *not* each other, any more than the Devouring Earth and Freakshow are. So, no, the 5th shouldn't count against Council hunts.

    Now, limiting how many mixed spawns there are (which cause those fights?) Sure, if possible. My last "Defeat X council" hunt in Founders wasn't made all that much harder by having the 5th column around, but it was lengthened a little.
  25. Quote:
    Originally Posted by Blue_st0rm View Post
    but I am already following you ;-)
    Somebody's watching you...