Samuel_Tow

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  1. Quote:
    Originally Posted by Decorum View Post
    I don't know that it's very, very close. The hard cap on SJ is slightly above the mid-point between Fly and SS. (20 mph more than Fly and 14 and change less than SS).



    And it's probably that making you think they're so close.
    Isn't that a problem, though? Super Speed SHOULD be the fastest and, in many, many instances, it simply isn't. Aside from speed, what other utility does the power have? Partial invisibility? It actually NEEDS that to even function, because you're forced to go THROUGH certain spawns for the simple fact that you can't go over them.

    Are we seriously saying that Super Speed would somehow become overpowered if it could gain better air control? Because I don't think I can agree with that. All it would do is make it a little more user-friendly to use, as well as allowing us to make better precision jumps.
  2. Quote:
    Originally Posted by BrandX View Post
    Yes, Hurdle + SS + CJ = 3 Power Picks, but you were likely to pick 2 of them to begin with, when you decided you wanted to go SS as a travel power (ie Speed Pool and Fitness Pool).
    You shouldn't assume Fitness pool as an obvious pick. Not all of us agree with this.

    More to the point, I find it completely unacceptable that a Booster-specific, paid-for power that does not take a power pick or have prerequisites could be altered to be more usability-friendly. Ninja Run is balanced by the fact that it detoggles all other travel assists that it can even afffect (so obviously not Hurdle), and that's part of what it needs to not eclipse the actual pool travel powers.

    Let me put it this way - if Ninja Run required two power picks (a prerequisite and the power) and you could only pick it up after level 14, would you be as willing to take and use it? Because it's not actually a very good travel power. It's good, but it's good because it's "free," because it looks cool and because it's available at level 4. As a legitimate travel power, it couldn't compete.

    What I'm suggesting is to add a functionality kind of like Ninja Run to Super Speed, thus preserving the balance of power pick travel powers, and furthermore allowing for more interesting customization options for Super Speed.
  3. I'm going to say what we're all thinking without beating about the bush. That guy was an ******* who does not deserve team-mates at all. If he was dying a lot by rushing ahead, it was his own damn fault. I let people like that rush ahead and die. Too bad for them. If you can't play with the team, then don't expect the team to be there for you.

    Though, to be fair, I'd say this was a happy ending. I don't generally take solace in other people's misfortune, but that guy deserved to have his team quit on him. I doubt he'd get the message as to why they quit, and he'd probably blame them, but I dare say justice was served.
  4. Unlike rep comments, these would not be a useful tool of learning. When you get Rep comments, you know these were generated by the law of averages. Many people saw what you posted, and the the few who commented, be it good or bad, are meaningful. Player notes are generated from events which very, very few people get to notice. It's not useful as an appraisal of how I come off to people, it's an appraisal of how I came off to that particular person, which tells me more about the person than about me.

    Hence, reading other people's player notes about me would be about as useless as reading their hidden journals, and far more useless than reading rep comments people have left for me.

    *edit*
    Speaking of rep comments, what happened to them? I can no longer see the scales icon AT ALL. Did they take the system out completely?
  5. Quote:
    Originally Posted by Warkupo View Post
    If it's just for aesthetics, why not?
    Because it makes no sense to "slash" at people with a hammer, nor indeed to parry, just as it doesn't make much sense "clobber" people with a dagger. It's not just about damage types. It's the fact that it's a sword set. You can't just insert maces into it and expect it to still be a sword set, specifically since Broadsword and War Mace are SIGNIFICANTLY different as sets. They don't even share all the same animations, and the animations they share are shared for the wrong powers. Aesthetically, it just looks bad.

    Furthermore, you can't have BOTH an axe and a sword in the same set. You get to customize ONE weapon for the entire set, not a weapon per power. So even at the best of times, why would you want to play Broadsword with a battle axe when you can just play Battle Axe?

    Now, if the idea is to have many melee weapons in the same set, then suggest a brand new set that does this. Don't know how that could be achieved, though, not technically, at least.
  6. Quote:
    Originally Posted by Tenzhi View Post
    I tend to be disappointed that it doesn't have a lesser movement toggle rather than Flurry or Hasten. Or that Hasten doesn't at least have a run speed boost.
    Yeah, there is that, as well. I understand why Hasten's defence buff was removed back in the day (the GDN, I think), but why not give it a temporary running speed effect? I mean, you're faster. Wouldn't it make sense to run faster?

    ---

    You know, ideally, I'd like to see a power like Ninja Run introduced in a pool of its own as an alternative travel power. But I don't think it'd be worth the power pick. It's significantly slower than Super Speed and it doesn't really jump very high. Purely practically, why would you pick that over Super Speed, specifically if you could alter Super Speed's running animation to that of Ninja Run (wishful thinking)?

    The reason I suggest this is because I don't think a legitimate version of Ninja Run which I can slot for its attributes would ever be added, and Super Speed is almost all the way there.

    You know... People keep telling me "I'd rather take this and Hurdle and Combat Jumping," but... That's three power picks. What I'm saying is why not make the power be kind of like that with just ONE power pick? Boost its jump height a little and, most importantly, give it enough air control to match its ground speed. Here's the problem:

    Regular jumping has very little friction. That means your ability to control your movement, including speed up and slow down, is almost nil. So when you jump with super speed, you just sail on ahead. When you activate Combat Jumping, however, its air speed is FAR lower than that of Super Speed, so when you run and jump with Combat Jumping, it actually slows you down. It has rather a lot of friction, and even when moving in the direction your run-jumped, it STILL slows you down, leading you to make jumps far shorter than it could, and in fact not significantly longer than basic run. And if you try to turn in the air, you air speed screeches to basically zero and you stop dead in the air.

    Giving Super Speed more air control and more friction would allow us to do controlled running jumps at running speed, vastly improving Super Speed utility, even with no jump height increase. This used to kill me a lot in the old Faultline. If I jumped between the different sections of land and realise I'd missed my jump when I was already in the air, there wasn't a damn thing I could do. If I realised my jump would be short, but there was a platform to the left of me, I couldn't do anything because I couldn't steer. I'd drop in the crevasse and then have to painfully back-track to the gate to try again, only to misjudge another jump and have to backtrack again.

    Or how about climbing to the Terra Volta reactor? The last level is basically a series of precision jumps where fast running speed is of no help, but good air control would be. When I need to make a long jump onto a tight platform, giving me decent air control would help. With the current LACK of air control, hitting the platform is a crapshot.
  7. Quote:
    Originally Posted by TheJazMan View Post
    The updates aren't free.
    Unless you paid money to be given a download link for the update, yes, they very much are. That's like saying free popcorn with your movie isn't truly free because you had to pay for the movie. Or because you had to pay for a parking spot.
  8. Samuel_Tow

    Private messages

    Quote:
    Originally Posted by Ironik View Post
    I send Sam hatemail just to keep him on his toes. Also to keep him from knowing how much I love him deep down.
    Speaking of which, you're late for this week's hate mail. What's holding you up?
  9. Quote:
    Originally Posted by Caulderone View Post
    But, it looks just like the picture linked in the article linked in the post I linked to.
    Ugh... Stupid me, you're right. It's not a so much a GHOUL costume as it's a ghoul COSTUME. Gotcha.
  10. Samuel_Tow

    Private messages

    Quote:
    Originally Posted by SwellGuy View Post
    I deleted mine before the forum move. I am almost back up to 100.
    That's better than I've done. When we were told to keep them below 500, I slashed mine down to about 480 or thereabout. I forget how much I had, but not too much. I'm at 571 now, so... Actually about as much, come to think of it. I should check to see what those were. I remember some, just not all.

    Oh, I remember! I like to respond to PMs, which causes people to respond to the responses, so what might have been one PM turns into about seven, thus swelling my "score."
  11. I'm not sure if it's your graphic settings or what, but that Ghoul does not look like the Ghouls in that picture. It looks like a guy in tights with a Ghoul head on.
  12. Quote:
    Originally Posted by Blue Rabbit View Post
    I use my SS with Hurdle and I knew what I was getting into. So unless it meant gaining some more vertical movement with no loss of horizontal one, I'm against.
    That's basically what I'm looking for. I don't see a need to reduce the horizontal speed of Super Speed. Yes, that's its balance point - fast horizontal speed with no vertical help. But the thing is, Super Jump comes very, very close to the same horizontal speed, and tends to win because it can just go over most obstacles. I have no problem with throwing Super Speed a bone with some more height and, above all, more air control so jumping doesn't slow you down.
  13. Samuel_Tow

    Private messages

    Quote:
    Originally Posted by Blunt_Trauma View Post
    Well, I suppose I should be gratefull I don't have a billion messages filled with bile, discontent and hate. That's something I guess, so you're right.
    I have a few of those. I have a few notifications of moderator action, as well. Had to kill quite a few when we were told to keep them under 500, but I have 571 now. A lot of them are costume design debates, however, that stretch for sometimes dozens of posts at a time. Plus, it's been six years. That tends to pile up.
  14. Bug: Tails play the wrong animation when running sideways.

    Character Model: Female, with Wolf Tail.

    Relevant powers: Shield Defence toggles, Battle Axe weapon powers.

    Bug Description:

    When running directly sideways, which is to say straight left or straight right, the Wolf Rail will play its "at ease" animation, where it will gently sway back and forth like a cat or a dog at rest. This is not what a tail should be doing while the character is running, and it looks really, really bad. Worse than the static tails, in fact, because it manages to be "out of step" with the running motion, so to speak. It just looks unnatural.

    This bug IS NOT PRESENT when running diagonally, which is to say left + forward or right + forward. In these cases, the Wolf Tail animates as it should, and it looks very, very good.

    This bug is present in all stances that I've been able to test with, which include normal, right-hand weapon out, shield out, shield + right-hand weapon out. In all circumstances, the tail sways properly when running forward, forward + left and forward + right, but is bugged when running JUST left or JUST right.

    Furthermore, when running backwards, the tail animation loop skips right at the end. It does one smooth sway, then about 3/4 of another before snapping back to the start of the first sway and repeating. It's hard to spot, but it's there.

    *edit*
    I just tested Ninja Run as well. This has the same problem when strafing purely sideways.

    *edit*
    Just a quick update, but are we sure this thread is still relevant? I file /bug reports for these things, but I want to know there's still reason to post them here, too.
  15. Quote:
    Originally Posted by Slazenger View Post
    Would be nicer if some GM spawns were very rare and not activated by someone completing a tf/sf, if this certain GM appeared maybe maximum 3 times a year, can you imagine the excitement of people rushing to get a piece of it, and imagine the sense of accomplishment when you have finally got the badge for defeating said GM.
    Yes, "excitement." Because it's so "exciting" that the one time the thing spawned for the last three months was 6 AM your time when you were out of town. I'm sure people will be very "happy" with events that happen once in a blue moon that most people would miss out on.

    Let's stop with the artificial difficulty, please. Extremely rare monsters are not exciting. They're just boring.
  16. I'm going to talk about Super Jump for a moment.

    On the one hand, I like the idea of being able to drop from a great height with an earth-shattering kaboom and knock enemies off their feet. Alex Mercer did this to amazing effect in Prototype, so it definitely has merit.

    On the other hand, precisely fifteen seconds with Champions Online's Super Jump variant made me keenly aware of how ANNOYING it is to land with smashing thunder on EVERY FRIKKIN' JUMP!

    Huaa!
    BOOM!
    Huaa!
    BOOM!
    Huaa!
    BOOM!

    Argh! Make it stop! I basically rage-quit out of that game just so I could load City of Heroes up and do a few jumps which didn't rattle my teeth. God that was annoying. Any game mechanic which makes each and every landing I do annoyingly obtrusive is a bad idea, especially since your average trip across a zone tends to involve something upwards of 20 jumps. Ack!

    Now, if it were at all possible, I'd love to see an attack I could activate in the air and fall down with it, but I don't think such a thing can even work in City of Heroes, not the way powers are hooked up. It'd be cool, tough. But maybe a bit restrictive, especially if you're trying to use it under a low ceiling.
  17. Back before I hated people, I used to build teams. It was always a boon when I'd find someone with a white circle, because I was reasonably sure that that person would be an easy invite. "Not Looking For Any" people tend to need to be convinced, which I did, but it was just simpler to scoop up the people looking first. I found a lot of people looking who weren't set to looking, too. Would have made my job a whole lot easier if they were.

    I encourage any and all publicity drives to make people use their flags more. It makes things so much easier for everyone, and it doesn't take long to do, either.
  18. I try not to read other people's bios unless their costumes catch my eye. That kind of off-hand "goofiness" really hurts my head.
  19. I would be for this suggestion. I've never felt the need to emote text. Ever. The only time I type /em is when I want to emote an animation. Having a variant that wouldn't splash my text in a thought bubble if I accidentally type /em wallllean would be swell.
  20. Quote:
    Originally Posted by Peacemoon View Post
    There is definitly an argument to be had about a more "personal space", just for your character. Perhaps use acquired total xp as its currency to build, but only allow that character to use any of the goodies inside of it to make sure it doesn't replace SG bases. Of course in my mind it would come with a fully functional and shiny new base editor toolkit, so it wouldn't be a week long project but instead a few hours of creative design to get a cool apartment or whatever with perhaps a few neat tricks (enhancement, recipe, salvage storage?)
    I would actually be perfectly happy if "personal bases" were completely non-functional and only cosmetic, to be honest. I'm looking at something that's fun and easy to work with which would be kind of like the costume creator. In fact, if I had my way with things, base development would work more like the way tilesets are put together from set-piece rooms and hallways.

    But, yeah, cosmetic only is just fine in my book.
  21. Quote:
    Originally Posted by Diggis View Post
    Like a bug zapper?
    Exactly. At least it doesn't look like the rig is overheating. Though I guess that could be the point. My machine is so powerful it's shooting flames! In a good way!
  22. I really don't think computers should glow orange. An orange glow inside a box looks like a bar grill, which has unpleasant connotations for hardware. A blue glow is much more high-techy

    Other than that, though, sweet machine. It's not how it looks on the desk that matters, it's how it looks on the screen, and I'll bet that would look pretty awesome. Congratulations.
  23. I hope the title was stupid enough to catch your attention

    Now, pretty much ever since Ninja Run was introduced into the game, the player collective have been wondering if a travel power like it will be introduced into the game proper. Is there even place for it? Where would it fit? Would it require a new pool?

    While contemplating just those questions tonight, Nuclear Toast gave me an interesting idea - what if instead of adding still more travel powers, we altered Super Speed ever so slightly? How? Well...

    Whenever you think Super Speed, what's the one thing you remember people constantly complaining about? Complete lack of vertical movement and air control of any shape. Combat Jumping does serve to mitigate this somewhat, but Combat Jumping's high friction and low air speed cause you to rapidly lose momentum if you turn mid air, or indeed just going straight line. Besides, it's a second power pick just to make a travel power even just somewhat decent.

    So why not cut the middle man? Why not just give Super Speed a SLIGHTLY higher jump height, say around the height of unslotted Combat Jumping, and as much jump speed and jump friction to maintain and control something like Super Speed even in the air? I mean, Combat Jumping height isn't anywhere remotely likely to challenge Super Jump, as one of its key utilities is its ability to take you to high places, which even with a minor jump enhancement, Super Speed couldn't do. And besides, at straight line speed, Super Jump does not fall too far behind even now.

    Why use the title I did, though? In essence, because that is exactly what Ninja Run is - fast running with moderately high jumping. Now, if we are lucky, power pool customization will allow us to pick our travel power animations, and one only hopes that Ninja Run or something kind of like it will be among those. If we give super Speed just that little bit of extra air control and give it a less goofy high-speed running style, it has the potential to match and even surpass the coolness factor of Ninja Run by quite a bit.

    If this were to happen, I know I'd respec a fair few characters into Super Speed without a second thought.
  24. Quote:
    Originally Posted by MarDun View Post
    That "something for nothing" mentality.
    I seem to recall paying money to play this game at some point, I think. That ought to count for something. I mean, I thought I worked to make my money, but I guess it makes sense that I'd pay to do even more work to make a totally different kind of money with which to pay to do even more work. That sounds reasonable.
  25. Quote:
    Originally Posted by Death_Badger View Post
    This sort of thing makes me wonder why something from EQ2 hasn't caught on here. In EQ2 there are a number of people who enjoy designing the guild houses, so charge an in game fee for their services. They get to spend days mucking around with sims while the house owner gets to do fun stuff.
    That sounds like paying someone to design your costume. I've previously gone on about how one of the greatest parts of City of Heroes is that my characters feel like they're mine and mine alone, because I made their costumes and played them up to their level. I COULD ask someone to make costumes for me, but then that would be little better than just picking from a list of developer-made costumes, in that it would no longer feel like it's truly mine.

    It's the same with bases. I could have someone design a base for a SG I own, but what would be the point? I'll have a base, but it's a base I can't be proud of. Yes, it looks good, bit it's not MY design. I can respect the skill and dedication of whoever made it, but it's not mine, and thus is much less impressive to have.