Quinch

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  1. Quinch

    Wizard Bundle

    Obligatory "I put on my robe and wizard hat" joke...
  2. - I'd settle for SG renaming
    - the idea of prestige is that it's converted *from* influence
    - yes please
    - don't really see the need, but wouldn't mind it
    - unfortunately, jenga on fire
  3. Rebuild.

    If the "jenga on fire" situation is true {and I don't see a reason to believe it's not}, then the base and supergroup mechanics are going to be locked in a stagnating standstill {stagnantstill?} forever, while the rest of the game moves on, code and content-wise.

    So, take a month, two, three or however long it takes, and rebuild the base code from scratch. Wrap an issue around it - it doesn't have to be all bells and whistles, but unless Indiana Jones shows up at the devs' doorstep with the mystical Lost Documentation Of Base Code the cost of reverse-engineering the entire tangled mess is probably greater than doing it proper, in line with the game code as it exists now and as it's planned to exist later. All graphical resources can probably be reused, and bases as exist now already provide a solid baseline for functionality. Items of Power and other PVP-based aspects can be cheerfully discarded for the basic build if/until base raids are re-implemented.

    But on the whole, the idea of building and custom tailoring your own supergroup/guild/linkshell/clan is pretty rare {unprecedented?} in other MMOs and is too appealing, I think, to be allowed to stay underutilized.
  4. One thing I didn't see mentioned is that, while invention enhancements give you a lot of versatility if you can afford them, the relatively cheap {in in-game money} store enhancements are adequate to deal with pretty much anything. You might want to run Twinshot's story arcs the first time you play - they're a little slow, but they serve as an excellent extended tutorial, walking you through most of the amenities and concepts in the game.

    Second, a phrase you might hear from time to time in regards to leveling is "it's the journey", and it holds true. Unlike some games where most of the content is crammed at the level cap, CoH has plenty of things to do at any level. You can rush your way through the levels if you really want to, but there's no real benefit in it. If you didn't enjoy reaching Lv50, you won't enjoy being there either.

    As for travel powers, it's usually a good idea to grab them soon, but it's not as crippling as it sounds - there are also travel powers {beast/ninja run, jetpacks, flying carpets etc.} you can purchase with cash, and some missions, like the low-level safeguards, will award you with temporary travel powers as well.

    {also, teleportation is useful in combat if you're being immobilized or slowed}
  5. Not necessarily the unique badges alone - all the badges. They represent what your character has done, what they have explored and who they have defeated - it's part of their history.
  6. Quote:
    Originally Posted by Texas Justice View Post
    Positron said something on one of the uStream chats (I think that's what it was) somewhere around the time that Freedom launched (shortly before or just after IIRC).
    What if the issue wasn't approached from the angle of respeccing a character, and instead from creating a new one?

    Now, standard code rant applies, but how about this -

    1} You decide to "reinvent" a character. Something happened and, while they're still the same person in terms of history and accomplishments, they need to start over from scratch.

    2} You're taken to the character creation screen, and go through the process of creating a new character - different archetype, powerset, even name or side if you want. The original character still exists in the database for now.

    3} Once you complete the reinvention process, you're asked one last time {I suggest the "Type in your original character name" type confirmation you get from standard character deletion} if you're sure you want to go through with it. Once it's completed, the database retrieves the historical data from the old character - badges, contacts and souvenirs come to mind, temporary powers... probably not, for balance's sake - and inserts it into the database block for the new character. Once that happens, the original character is deleted entirely, and irrevocably, ceding its space in the player's character roster and the character database itself to the reinvented character.

    As for why the devs might want to do this, well... it would make players who are attached to their accomplishments happy, and they might be able to charge for the service.
  7. Quinch

    Locator Device

    That usually happens when there's more than one glowy left - usually because the extra ones aren't required but still there.
  8. I like the spray of ragdolls, personally, but it couldn't hurt, I guess.
  9. It sounds like a fun idea, but AE hasn't really seen any development since it was released so... I wouldn't hope for too much.
  10. Quinch

    Banter channel?

    Throwing out an idea that's probably been mentioned or at least thought about before - with the apparent explosive success of the /LFG channel and /Help's track record for off-topic discussions that can sometimes drown out legitimate calls for assistance, what would you say would be the pros and cons of a server-wide banter channel?
  11. This is primarily brought on by the annoyance of navigating the salvage window, but the philosophy could probably be applied to all inventory-related windows.

    And it's kind of self-explanatory from the subject title. Most of of the tabs in any given character's salvage window are empty and will remain that way for a very long time - base salvage is now completely out of the game, save for bits of history held on to by a handful of players, and component flows from there. Incarnate salvage doesn't come into play until Lv50 {and even then, only for vreems}, and event salvage is often either used or sold. That leaves only three tabs that see anything resembling common use, All, Special and Invention, the latter of the two being jammed on the far end of the window so they need scrolling to reach. Removing the tabs that are empty {and thus unusable until populated} would remove the need for a lot of annoying pixel-hunting.
  12. Quote:
    Originally Posted by Hyperstrike View Post
    On my main tank:
    ...you're already capped to the gills. Which doesn't relate to the vast majority of characters who aren't. If wouldn't help him, fine - wouldn't hurt him either.
  13. Quote:
    Originally Posted by Soul Trapped Burrito View Post
    How about uhm... a level 14-23 Outcast T.V. respec trial?
    Terra Volta is a Lv22+ hazard zone - that would put players in a position where they'd have to navigate mobs way out of their range.

    It'd be Hollows all over again.

    {wouldn't mind another respec trial, though}
  14. Quote:
    Originally Posted by CoyoteShaman View Post
    The problem here is that it's a great way to force extra debt on people who died and are trying to wait until the immediate threat has past before getting up. It would be pretty easy to use this, in several situations, to grief a teammate through that debt.
    There are plenty of other ways to grief, and that can be solved by a kick and ignore.

    Also, wake inspirations also grant a temporary debt protection.
  15. Quote:
    Originally Posted by _Klaw_ View Post
    One more inspiration slot? When fighting on +4 my tray fills up quite quickly it would be equivalent to like 3 or 4 more insp slots.
    Not really, because they would be used automatically. Think of it as always keeping an eye on your inspiration tray and immediately eating the inspiration that filled the last available spot.
  16. Quote:
    Originally Posted by Prof_Radburn View Post
    Agree 100% somewhere along the way it needs to be explained to new players how to get contacts,apart from other plays answering cry's for help although I do find myself doing more of that than I used to
    I threw a thread in the Suggestion forum about that, how a completed DFB might throw a contact introduction window. That said, though - is there anything in the tutorial that actually draws attention to the contact window?
  17. Quinch

    DFB and contacts

    That's just scratching the surface - keep in mind that there are at least five introduceable contacts at each five levels that you don't get notified of, starting at Lv5, and at Lv10 and above, each of them has a story arc of their own as well.
  18. Quote:
    Originally Posted by _Klaw_ View Post
    Pretty cool idea. I don't think the devs would like it though it will throw off all their careful balance calculations.
    How would balance factor into it? Unless you look at it as one more inspiration slot, which you immediately use... but I'm not sure how much of a balance impact that would amount to.
  19. Quinch

    DFB and contacts

    Random thought brought on by a comment how some newcomers run DFB repeatedly without finding about contacts;

    Have a completed DFB throw a new contact window of the kind you get from other contacts? That might give the newbies a hint in the "hey, look, other content!" direction.

    Thoughts?
  20. Quote:
    Originally Posted by Evil_Legacy View Post
    and there's 200 family bosses in that one mish?

    Is there one for red side?
    200? I thought Untouchable was only 100.

    As for redside, no idea - I never really played villains.
  21. Quote:
    Originally Posted by Evil_Legacy View Post
    what contact? never heard of this mish?
    http://paragonwiki.com/wiki/Mission:...ith_the_fishes
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    Er... no. If I'm not using them, I'm not using them - I may, for instance, be holding up for a boss fight I *know* is coming at the end, with a tray of purples, reds, maybe blues if I'm iffy on Endurance. Having those "autocast" on me (and filling me with, say, breakfrees on a tank, some awakens, etc.) would *seriously* annoy me.
    Yeah - I'm not sure if I was unclear in the original post, this would not touch your existing inspirations. What's in the tray stays in the tray.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Now if you're talking about stuff that *would* (in theory) drop being auto-cast... again, if I don't need it, no, I don't want it particularly. There are times, for instance, that I'm watching my damage, trying not to hit a certain point (or trying to get away from whatever it is before doing the last bit of damage) that getting a red suddenly dropped on me would screw up. (For instance, super stunners - or trying to be sure I've got a Fake nemesis or Power paragon protector in a position they can't PFF/MOG at me and waste my time.) And what are you going to do with Awakens?
    The opt-in mechanic would take care of that, hopefully. As for wakies, I suppose those would still vanish without casting - I can't think of any other inspiration that can only be used in a specific state. It would also help keep the team moving in the "I'm trying to give you a wakie, but your tray is full" situations, or quickly giving a wheezing teammate a quick blue or three.
  23. Quote:
    Originally Posted by Evil_Legacy View Post
    hm interesting. running on a team of 8 by the end of the arcs I always ended up with the badge.

    There are some in Steel Canyon. The badge I have hardest finding bosses in good numbers especially in mishes is them Family Bosses.
    Interesting. Anyway, as for the family, that too - fortunately, there's an outdoor Fambly mission {timed, but not significantly} that can probably push the Untouchable badge all by itself.
  24. You'd think so, but no - I actually do run Hollows arcs and I've found it to be around a 50/50 chance of getting the badge while running at +0x8, and that's including Hollows, not limited to it. It might tie in with the low boss spawn rate, but regardless, even the Tsoo with their promptly forgettable arcs have more of a content presence than the Outcasts.
  25. Not-so-random thought - a lot of players, I noticed, don't use their inspirations. Maybe it's forgetfulness, maybe they just don't bother to, it doesn't matter, really. Now, would it be possible to, if the inspiration tray is full, instead of vanishing or returning a "has no space in inventory" error, the overflow is automatically cast on the recipient? I don't think anyone would complain about any of the buffs that come with inspirations being cast on them randomly, but just in case, throw in a default-on option that toggles between current and auto-use behavior?