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I've had a bit of trouble with a certain bind I can't get to work but I'm unsure if it's even possible. Before I give up, I figure I may as well ask here first.
Is it possible to have a bind that switches to a certain power tray by number when the button is held down but reverts back when the button is lifted?
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I asked pretty much the same question just a few posts ago and from what I'm seeing its no longer possible. I'd be pleased if someone could prove me wrong though.
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tray1.txt
K "+ $$gototray 2$$bindloadfile tray2.txt"
tray2.txt
K "- $$gototray 1$$bindloadfile tray1.txt"
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Yes, that technique will work, and yes, it will produce "Unknown Command" Error messages. There are a couple ways to deal with this though...
If you want to keep your keybind length to a minimum (which is important for fairly long binds, but probably not much of an issue for this) then go with the "+ $$" & "- $$" as mentioned above. If you don't want to see the Unknown Command error popping up in your chatbox every time you do it, then just remove the "error" tab from that chat tab. (I have one tab for system and error al by themselves, just for troubleshooting and such, but I usually have a different tab open to avoid the myriad error messages that come from having so many extensive and complex binds for each character)
If you don't mind a few extra letters in the keybind itself, try this:
Tray7.txt
<font class="small">Code:[/color]<hr /><pre>F11 "+down$$-down$$gototray 7$$bind_load_file c:\~filepath\tray8.txt" </pre><hr />
Tray8.txt
<font class="small">Code:[/color]<hr /><pre>F11 "+down$$-down$$gototray 7$$bind_load_file c:\~filepath\tray7.txt" </pre><hr />
you can do it with just the "+down$$" in one and the "-down$$" in the other, but if you are flying when you do it, you will move down...
Both variants work fine though (I tested them before writing this). the +down$$-down$$ version may be a bit messy from a programming view (and may someday stop working if they change movement coding), but it doesn't produce unnecessary error spam either. -
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1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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With default acc/def, I would like to connect with my target about 75% of the time. As the defender, I would like to expect to be hit 60% of the time.
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2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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With max acc/default def, I would like to hit my target 99.5% of the time. As the defender, I would like to expect to be hit 90% of the time.
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3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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With default acc/max def, I would like to connect 25% of the time. As the defender, I would like to expect to be hit 10% of the time.
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4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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With maximum acc/def, I would like to hit 50% of the time. As the defender, I would like to expect to be hit 30% of the time.
These numbers are for PvE, I'm not as fluent in PvP, but I think when attacking another player, I would change my expectations to 1) 50% 2) 90% 3) 10% 4) 50% respectively, with defender's expectations being the simple inverted %.
I know that my percentages seem a bit skewed in player favor against NPC combatants, but as my character is the central hero of his own story, I think he should have a notable advantage over the NPCs in his life, and it makes for dynamic combat. It's awfully frustrating to be wailing on some mobs and all of a sudden get stuck missing some blue-con schlub 4-5 times in a row.
Something else that I think would make combat more interesting in general however is for all characters to have a chance of a "glancing blow" (Hit, but just barely, say by <5%, inflicting only half damage/effect) and "critical hits" (Hitting in the upper 95% of the difference between acc and defense, meaning that a higher disparity between acc & def would make for a greater chance of critical hits, causing double damage). Yes, I'm fully aware that Scrappers already do this (though with slightly different math I believe), and I don't think that that should be taken away from them, but rather that they should have an increased likelihood of performing a critical hit compared to other ATs, and should have a superior critical effect (randomly doing an additional 100% damage, for 3x total on a crit, or getting a random status effect, such a stunned, slowed, immob, etc in addition to the x2 instead of the x3. I think inflicting a random status effect on an opponent with a critical hit would be a very interesting dynamic, since it would just be unpredictable)
I would also like to see a few powers that will always hit under the right circumstances. I've always found it somewhat disruptive to suspension of disbelief to miss a stunned/held/immob target with my Snipe/A-Strike. -
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Just tried it and it worked fine. Here is the bind (slightly modified for better performance):
/bind KEY "+ $$petselectname NAME$$powexecname POWERNAME"
Obviously change KEY, NAME and POWERNAME to what you need. Good luck!
-Sandolphan
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Cool got it to work. Thanks! Actually didn't seem to work with the "+" sign but did get it to work. These are my binds:
/bind lshift+numpad7 "petselectname Penny$$powexecname Alkaloid"
/bind lshift+numpad8 "petselectname Wandala$$powexecname Alkaloid"
/bind lshift+numpad9 "petselectname Hafdala$$powexecname Alkaloid"
/bind lshift+numpad4 "petselectname Quata$$powexecname Alkaloid"
/bind lshift+numpad5 "petselectname Dyme$$powexecname Alkaloid"
/bind lshift+numpad6 "petselectname Nicko$$powexecname Alkaloid"
My MM's name is Fifty Cents so these names make sense to him
I'll probably remove the Heal from the bind and just have the select so I can use another bind for heal or upgrade.
Definitely need a bit more setup and practice before I can confidently play with minimal mouse usage. Feel handicapped without it. Great post. Added to my Favorites so I won't have to keep on hunting for it
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Heheh, I like the pet names -
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Okay, I tried every variation mentioned above and the ones that worked only fired off the furthest right command ie Insulation shield.
I tried
/bind alt+end "+down$$-down$$powexecname deflection shield$$powexecname insulation shield"
and it only does the Insulation shield but does it twice. Same results with toggleon. The PowExecAuto bit did work but as you say, gotta toggle off the auto attack or it keeps firing.
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Yep, what you have listed will only activate the second one twice. For smoothest results, you have to use the variation that requires saving the two separate .txt files that load each other.
Unfortunately, the more complex the bind codes seem, the smoother they make things run (if they are written correctly)
If you are up to the task of writing those, that's the way to go. If not, let me know, and I'll write out exactly what you need to save and where, if you tell me where you want the files stored. -
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Set Bonuses are always active. The special powers from IO Enhancements which grant them are not.
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What about in passive powers? If I slot +20% regeneration in Fast Healing do I get that bonus all the time?
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Passive powers are always on, therefore any enhancements of this type would always give their bonus.
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If I slot +20% regeneration in Dull Pain do I get that bonus only when I click Dull Pain?
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Right. A Set Bonus which gave +Regeneration would *always* be active in Dull Pain, while an Enhancement which grants +Regeneration would only work for a set period of time after Dull Pain was activated.
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Along this line... What can you tell us about the various +Stealth IOs from the Travel Sets?
Specifically, can they be slotted in passive powers? If so, how is this going to interact with NPC hostages and such that won't interact with a stealthed character? I haven't seen where this has been specifically addressed. If I missed it, sorry.
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Sorry to interrupt the arguments over what is and isn't "perma" and descriptions of some nasty uber-stalker builds (some of those are scary), But does anyone have any answers regarding Superchris's question about passive powers being slotted with a +stealth effect and how that may/will interact with NPCs that ignore you while you have an active stealth?
I really hate when NPC's can't see me, I'd hate to see the possibility of being permanently unable to lead an NPC out because of how I slot an enhancement. Frankly I wish they'd just get rid of the problem anyway, since the opponents that come looking for you while leading an NPC out of a mission seem to have no problem seeing through any amount of stealth... -
Try putting this at the beginning of your command line inside the bind:
"+down$$-down$$"
For instance:
/bind K "+down$$-down$$powexec_toggleon Plasma Shield$$powexec_toggleon Fire Shield"
Then when you press down on the "K" button, the Fire SHield power will activate. When you release the key (effectively pressing "up" on it) then plasma Shield will come on as well. I've found that if you just tap the key too lightly or too quickly however, you may only get one power, the other power, or possibly even neither power.
By the way, if you do this with the SPACE bar, you can just hold it down and it repeats the up/down internally. I use that as an emergency off switch for my least necessary toggles, in case I'm getting low on end and want to make sure that some toggles go off before others do.
In my experience, this doesn't work very smoothly with "click" powers though, only toggles.
To set of two "click" powers in a row with one keypress, I've had to resort to using multiple bind files with one loading the next. Here's an example that I think will work for you, but you'll probably need to customize the file path to however you set yours up.
file1.txt
KEY "+down$$-down$$powexec_name Physical Bubble$$bind_load_file c:\bindpath\file2.txt"
file2.txt
KEY "+down$$-down$$powexec_name Energy Bubble$$bind_load_file c:\bindpath\file1.txt"
(Please, nobody try to do this with the "KEY" key, because I really don't have the patience to explain why that won't work on most keyboards)
When you use that particular combination, the first time you press down on the key you want to use for your power you will activate your bubble to protect against smashing/lethal (I forgot it's name), then the bind will rebind itself before you let up on the key. When you do take your finger off the key, it will activate the energy protection bubble (yeah, forgot it's name too... I like bubblers, but don't have one currently), and will simultaneously rebind itself once again to how it started.
Personally I use a variation of this on my Stalkers to activate their Build Up power, then immediately activate their Assassin Strike afterwards (along with some other complexities that detoggle sprint and a single move command to make sure I'm not set to "follow" anything)
Theoretically you can extend the chain to include numerous additional files and power activations. That's how I have 6 or more attacks set to go off in sequence based on their recharge time with repeated pressing of the green button on my XBOX controller
If you don't want to mess with multiple files for your bubbling, you can try this, but it can be sloppy:
KEY "powexec_name Physical Bubble$$powexec_auto Energy Bubble"
The problem is that doing it this way, you will often get a 2 or more Energy Bubbles activating on the same person, and you have to watch your recharge timers to make sure you don't miss one of the bubbles on someone. Plus you need to deactivate the auto, or deselect any allies once you're done or the second bubble will just keep going off. Both sloppy and inefficient. There are many good uses for that setup though, which you'll find with a little experimentation.
Hope this helps everyone -
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Another confusion here:
if I type in /bind 7 "powexec_slot 7$$powexec_toggleoff sprint" then it works just fine, everytime I press '7' I use my move in slot 7 and turn off sprint if it is on.
However, when I type in a .txt file: 7 powexec_slot 7$$powexec_toggleoff sprint === then it won't recognize it....any help here?
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Did you remember the quotes?
7 "powexec_slot 7$$powexec_toggleoff sprint"
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Also, a small one here, I've set up the bind:
/bind w "+forward$$powexec_name sprint" <--or a prestige power type of sprint.
This works well except that, sometimes because of qued attacks or something, I begin to deactivate sprint when I hit 'w' and reactivate when I release. I was wondering if there was a more specific way to type the bind that will clarify to powexec_toggleon when i hit w and powexec_toggleoff when I release?
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Try this:
W "+down$$-down$$+forward$$powexec_name Sprint"
Or if you want more stability and don't mind a little more complexity, try this:
SPRINTON.TXT
W "+down$$-down$$powexec_toggleon Sprint$$+forward$$bind_load_file c:\<bindpath>\SPRINTOFF.TXT"
SPRINTOFF.TXT
W "+down$$-down$$powexec_toggleoff Sprint$$bind_load_file c:\<bindpath>\SPRINTON.TXT" -
you really can't do quite what your asking to, however, you can improve on the equation by adding some complexity. Try something like this:
BIND1.TXT
<Key> "powexec_auto <Fast Melee Power #1>$$powexec_name <Slow Melee Power #1>$$bind_load_file c:\<bindpath>\bind2.txt
BIND2.TXT
<Key> "powexec_auto <Fast Melee Power #2>$$powexec_name <Slow Melee Power #2>$$bind_load_file c:\<bindpath>\bind1.txt
You can extrapolate to 3 or 4 .txt files if you want, and then just go find large groups of low level mobs to pound on till you get a feel for the timing. Rearrange the power names in the text files until you get a pattern going where you press your attack button, two powers go off in sequence (The fast power going off because it was triggered, and the slow one going off on auto), and by the time they are finished activating, the next pair is finished recharging. In most cases you will have to cycle through one extra time before the slow powers are ready to recharge, but that is why you want the slow powers to be on auto, rather than the fast ones. It makes it easier to continue the attack cycle without waiting for a long recharge.
In my experience, this works best with at least 6 attack powers, 3 fast and 3 slow, but if all your attacks are fairly fast, you can get by with 4 quite well. You can even make it work pretty good with 3 if one attack is very fast and the other 2 are about the same recharge time as each other.
This also works pretty well for ranged attacks, where you trigger the ranged attack power directly, and then set a melee attack to auto. That way if you're stuck in the thick of a melee fight, your melee attacks alternate on their own, going off whenever your targeted foe is withing range. Best not to put a ranged attack on auto though, as it can lead to accidentally picking a fight with something you didn't intend to provoke. -
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It is known that MUO is going to be an Xbox360 and PC game. While I've seen people praising Oblivion's controls, I'll note that they are far more primitive compared to earlier Elder scrolls games. Depth of game controls had to be sacrificed for console compatability.
This means that if Cryptic doesn't insist that MOU use a keyboard the control system will have to be simplified from what you see in COX.
You typically don't see the depth or complexity of control interfaces in console games. So don't expect that you will see the same level of control. In my opinion it is a flaw in making games for a console.
A game designed for a PC expects to have 104 key input device along with a 2 button mouse. An Xbox has this; Six analog buttons, two analog pressure-point triggers, one eight-way directional pad and two menu navigation buttons. As you can see the available controls are far more limited with a console game. All of this means that a console game must be more limited in the control interface.
This to me is the real challenge in putting a MMOG on a console.
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Not saying Yea or Nae on this, but just wanted to offer my (unsolicited) input. While the keyboard is mandatory for many aspects of this game, I only use the shift button on the keyboard in combat. I don't use the mouse at all in combat. What do I use? An XBOX S-Pad controller. I'll admit, it took (takes) a great deal of high maintenance bind files, and some driver customization, to get things set up this way. But if I can do it (those same bind files are the peak of my programming competence) then I know it can be engineered to be functional. The most important thing to remember about console games to make me buy the game after I testdrive a rental, is make sure the controller functions are 100% customizable. Nothing frustrates me more than not being able to use the button I want for a particular function because somebody figured 3 configurations would be plenty. -
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I just want Cryptic to develope a MMO based on Mech Warrior.
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Dear gods I wish they would, but only so long as they have the forethought to Get The Licensing Rights to use the old "Classic" battletech mechs that were ripped off from a few animes (predominantly Macross stuff). Post-litigation Battletech is like porn with bleeps and sensor bars... It's just similar enough so you know what your missing from how it's supposed to be. Make mine Marauder -
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Two questions.
1. Is there something in place keeping me from binding to the non-numerical numpad buttons (such as the + or the / on the numpad)? I've tried this and they don't seem to do anything.
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It's been awhile since these were posted, so here's a list of all the Named Keys:
These keys are fairly self-explanatory:
---------------------------------------
pageup
pagedown
insert
delete
home
end
backspace
tab
esc
F1-F12
These keys are a bit more obscure:
-----------------------------------
capital (The Caps Lock key)
scroll (The Scroll Lock key)
tilde (The "`" and "~" key, on the numbers row of your keyboard -- usually)
APPS (this is the key usually associated with a printer, located between the right CTRL and right windows key, at least on my keyboard)
up (up arrow)
down (down arrow)
left (left arrow)
right (right arrow)
Chord Keys:
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lshift/rshift (left and right shift keys)
shift (either shift key)
lcontrol/rcontrol (left and right control keys)
Control/CTRL (either control key)
lalt/ralt (left and right alt keys)
alt (either alt key)
Fn (on laptops, this is the key that accesses "special laptop commands" on your keyboard. It acts as a chord key)
Mouse Keys:
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lbutton
rbutton
mbutton
button4
button5
button6
button7
button8
Numpad Keys:
------------
numlock
numpad0
numpad1
numpad2
numpad3
numpad4
numpad5
numpad6
numpad7
numpad8
numpad9
add
divide
multiply
subtract
decimal
numpadenter
Joystick Keys:
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Joypad Names
joypad_up
joypad_down
joypad_left
joypad_right
Joystick Buttons
joy1
joy2
joy3
joy4
joy5
joy6
joy7
joy8
joy9
joy10
joy11
joy12
joy13
joy14
joy15
joy16
joy17
joy18
joy19
joy20
joy21
joy22
joy23
joy24
joy25
X/Y Axis Joystick Controls
joystick1_up
joystick1_down
joystick1_left
joystick1_right
Z/Zrot controls
joystick2_up
joystick2_down
joystick2_left
joystick2_right
Xrot/Yrot
joystick3_up
joystick3_down
joystick3_left
joystick3_right
Pov1-Pov3 hat
povX_up
povX_down
povX_left
povX-right
As to the target and speedboost thing, I don't know the exact formula for it, but it's been discussed in this thread numerous times, and I know folks got it to work. I think it requires a "deselect" to be triggerred before selecting the tem member for some reason, and always remember that the last command in your line gets triggerred first, so the "powexec_name Speed Boost" should be the first thing in the line, which will make it go off last.
I know it takes forever (this is one of the few long threads I've read all the way through), but it's definitely worth searching throughout this thread for your answers. I know they are there. -
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Along the same lines (and I'm betting this is completely impossible), is there a way to apply a timer to a bind? So I could activate a bind command every 30 seconds? Figured it was worth asking....although likely impossible.
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The game has no way for us to add timers to powers, etc. However, if you buy a gaming keyboard, such as the Logitech G-15, that will let you do what you want.
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The Nostromo N-52 also works quite well for this and many other things, and is fairly inexpensive also -
If there is one thing I despised about mayhem missions, it's that when you're able to get an arson to work properly (alot of times I kill the right set of of badguys, get the message that I got the key, but still can't access the building... and no, it's not that I'm just getting a different side mission, usually this one is my first priority, and after getting the key, NO side mission is available), I still have to compete with my teammates (if I have any... teammates really do complicate mayhem missions) to get the arson credit.
Now I find out that I'm gonna have to do this for EVERY side mission heroside? add to the fact that safeguard missions start out feeling more like work than fun, and this makes me not even want to bother with them. Nothing like being told by the guy who's mission it is that since we finished the bank, it's time for me to get out of his mission so I don't take any of his side mission credits. And furthermore, my main hero is a Defender, so soloing things like this is far from his strong point...
Way to go guys, this could have been a great concept to give me a reason to enjoy working with teams, but it just reinforces my desire to solo with a brute or corrupter than even mess around with my heroes... -
I agree with some of your views, but disagree with others...
The pets being offerred are all certainly based on what would be
traditionally considered "evil" beings in the game, but one must
remember that each character is somewhat different from
another, and may have completely different reasons for thier
powers/costume/etc. (for instance, any fire blaster can throw a
fireball if he/she/it takes the power, but those of different
origins probably have different reasons for why they can throw
a fireball). Similarly, when someone gets access to these "pets"
(pets is actually not a very good term for them, since other
"pets" in the game can actually do stuff, these are more like a
complex aura or a costume piece) they will choose one for
reasons relating to thier personal views and various aspects of
thier character, including, but not limited to things like
background, origin, and costume...
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The Clockwork are not actual robots; they are hunks of
metal animated by the mental power of the Clockwork King.
Having a Clock hang out with you would require the King's
complicity. Or I guess building a working robot yourself that just
looked like a Clock. But why would a hero do that?
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Due to the rather unique nature of the Clockwork, they may not
fall neatly in with other robotics concepts, but one reason a
hero might make a little robotic copy of one might be to use it
to infiltrate an existing clockwork unit. The fact that it's not a
"real" clockwork may be hidden through means of advanced
technology or magic. The hero might even have a psychic
power similar to that of the Clockwork King, and have cobbled
it together from scrap as a means of practicing the power, the
better to develop it for more useful purposes later (such as if a
prestige hero mastermind AT were offerred allowing a hero to
summin his own scrap-warriors).
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The Column Mek is worse. The Column doesn't make
actual combat robots that size, so capturing one and
reprogramming it is out of the question. So once again, we have
a hero building a robot - and let's face it, the Column are Nazis.
Making the effort to build one of these things - complete with
Column symbol on the chest - is pretty much the same as
crocheting swastikas onto your cape.
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Again, a hero's reasons for building such a device are thier own.
perhaps it's meant to impersonate a on of the other "persoanl
assistant" mek-men being used by the villains that will be
getting them at roughly the same time. Perhaps it's just to taunt
the Council members that see him in combat.
Also, it should be noted that while throughout the 20th century,
the swastika is most commonly associated throughout the
western world with nazis or racial hate crimes, it has been a
symbol associated with numerous other religious
and philosophical beliefs and practices. Search for swastika
on wikipedia and you'll even find it's the name of a town in
northern Ontario (which also predates the nazis). It's
unfortunate that this symbol for "good fortune" is now
predominantly associated with hate crimes and the atrocities
of World War II, but when we forget that it has other meanings
besides being the symbol chosen for use by the nazis, it's no
better than thinking that Paul McCartney's song
Helter Skelter has something to do with Charles Manson.
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A demon? Are you kidding me? Um, that's about as
pure a symbol of evil as you can get. I don't care whether it's
unintelligent. You can't "domesticate" demons to be cuddly and
nice. They are supernatural manifestations of evil, period.
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The belief that a demon is nothing but a manifestation of the
purest evil is most commonly presumtive of Judeo-Christian
thinking. Don't get me wrong, I'm not here to cast aspersions
on anyone's religious beliefs, but from a standpoint of science
fiction & fantasy, we should also incorporate the definitions of
other cultures and mythologies. The greek daimon or
dæmon applies to various otherworldly beings which
were capable of just as wide a range of subjective morality as
humanity is.
It is quite possible that a magic using character might take a
demonic pet to represent a servent or familiar, or it may be a
manifestation of the being from which the character derives it's
powers. For a character of any background, it could even be
merely a friendly pet that was aquired during a trip to another
dimension, was created through genetic engineering, or it might
even be that thier parrot sufferred a "radiation accident" and
respecced into a demon... (at least it would if they'd give us
shoulder parrots, dangit)
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Rikti Monkeys I can't comment on for sure since I don't
really know what they are. I always thought of them as an
indirect weapon against our world. Like plague rats. Infect a few
rats with the plague and smuggle them into an enemy city to
breed and spread their disease. Only instead of the plague,
these cute little guys kill people with mental blasts. I guess I
could see having a lobotomized monkey as a pet, the same way
I'd want a plague rat with a muzzle. Sure, domesticated rats
can actually make fine pets IRL. But nonetheless they are
generally considered vermin. Rikti Monkeys are also vermin.
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I like your comparrison of the Rikti monkeys to plague rats.
That seems pretty apt. There are still many reasons a hero
might choose one as a "pet". You just need to exercise more
creative imagination as to why. Aside from simple explanations
such as having mind-controlled one, there's other options, like this:
<font class="small">Code:[/color]<hr /><pre> Greg Wilton and his brother Mark knew they weren't
supposed to go anywhere near Perez Park, but they liked to
sneak out and do things they weren't supposed to. This time
things went really bad though. A sorcerer from the Circle of
Thorns captured them. They were too young and small to be
appropriate for possession, so he decided to use them in his
other magical experiments. He started with the youngest, Mark.
During the dark of the night, the sorcerer performed a vile
enchantment that would reshape the body of the child, and just
because it was his whim, he chose to reshape him into one of
those disgusting underlings of the Rikti invaders that plagued
some parts of the city, a tiny beast somewhat resembling a
monkey. Though Greg was horrified by what was going on, the
ritual took all of the evil mages concentration, so he was able to
use the opportunity to break a nearby glass beaker, and used
one of the shards to cut through the rope binding him.
Greg looked around the room for something to attack his
captor with, and against the wall lay a small axe. It didn't look
like much, but it was something, and at least he could swing it.
He went over and grasped the axe, and as soon as he touched
it, he felt a presence in his mind.
"Gregory Wilton," the voice said, "I am Brandar'Kuth.
Your enemy has entrapped my spirit within this weapon just as
he entraps your kin in the body of something else. Go forth and
smite the evil one down, and I will assist you with the magics I
command of my own."
Greg was astonished, but didn't waste time. He charged at the
Circle mystic and swung the axe, feeling a strength flowing
through him that was well beyond what any child or even full
grown man should have been capable. The Sorcerer was just
finishing the ritual however, and became aware of the attack in
time to turn and raise a hand to ward it off. The axe cut through
the Sorcerer's hand like it was butter. The sorcerer cried out in
agony, but managed to break a small amulet before the axe
came down again, teleporting him to safety.
Greg looked at his brother and felt tears running down his face.
He'd let this horrible thing happen to Mark. It was his fault.
They eventually escaped from the cave they were held in, and
found thier way to Azuria in Atlas Park. She knew of no way to
reverse the cursed transformation, but thought that if she could
send a hero to find the Sorcerer who performed it, maybe he
could be forced to reverse it.
Before she could alert the authorities to come retrieve the
children, Greg hurried them away, and set off to find the evil
mystic himself. The spirit in the axe would help him, making him
as powerful as any of the heroes or villains that seemed to be
everywhere in this town, and together they would look after
Mark, until they could find a way to make him better... </pre><hr />
[ QUOTE ]
I know the pets are just meant to be a cute, funny
thing, not meant to be taken seriously. And I know that
quadraped or bird animations would have to be done from
scratch. It's just a lamentable immersion breaker for me that
the Veteran Reward pets are pretty much all evil evil evil.
[/ QUOTE ]
Lastly, some of the people who play don't actually apply any
significance to any of the RP aspects to this game. They just
want to blow stuff up and look cool while doing it. As basicly
another costuming option, these "pets" will sometimes help fulfill
that.
I do agree however that it would have been a good idea to
include some "heroic" pets as well though, such as a miniature
Longbow heavy or flyer, or a shrunken version of the PPD
power armor (remote contol demo models for marketing
purposes), or maybe a "Statesman" hologram to follow
around and remind everyone that "big Brother" is always
watching. -
[ QUOTE ]
[ QUOTE ]
Well, I know what game I wish they were working on: an RTS or turn-based strategy game based on famous large scale battles from the world of CoH. WWII battles and the Rikti War with all of the heroes, villains and aliens duking it out on a huge RTS map version of Paragon City would be so excellent.
A boy can dream can't he?
[/ QUOTE ]
Huh, that might be kinda interesting, depending on how it was set up.
[/ QUOTE ]
I'd love seeing a CoH/CoV RTS where you lead squads of Longbow/Arachnos/Family/Sky Raiders/Council/Wyvern/PPD/etc against each other... and better yet, get to load in one of your own heroes/villains as a special character also... I think it's be a great format for us to "rebuild" Boomtown in
And as for:
[ QUOTE ]
I want to stess this:
We are NOT working on a Greek mythology game. Or an ancient history game. Just want to kill that rumour!
[/ QUOTE ]
Well, how about a Greek Mythology zone ? Then we can all "get our Greek on" and get more use out of those Valentine's togas -
First off, someone earlier pointed out wanting "windows". I think this is a pretty cool idea, and it would be nice to choose a "zone" where your base is theoreticly located (even though you can still access it from any base portal), then allowing the windows to have a view based on the appropriate zone (note, this would also include interdimensional zones and such as well as the various cityscapes).
Choosing an associated zone might also be a good way to limit the list of bases to visit when viewing a "public" base, if for instance, to enter a public base you actually had to go to the correct zone to see it.
Though I understand that there would be many difficulties involved, and some practical reasons not to do this, I would also rather see a means of choosing a door somewhere to use as a base entrance rather than just the generic base portal in every zone. That is part of the reason bases feel so "generic" to me to begin with, regardless of all the options we "theoreticly" have for customizing them (I don't actually have most of those options, since my VG consists only of my alts... I'm not one who would enjoy being part of a guild/SG/etc.)
As for the costs of bases, I agree wholeheartedly that they should be reduced nearly across the board (I don't have a problem with the 100 prestige decorative items, but most everything else should be re-examined). Furthermore, I would like to see base costs scaled to account for the number of people in the SG/VG. I know that people would look for ways to exploit this, such as having everybody but 1 quit the SG before rent comes due and other such silliness, but I'm sure there are ways to prevent that type of exploitation as well. (Not to mention that if costs were adjusted to a reasonable level, the only people who would bother with attempting such exploits are the people who get there primary enjoyment out of knowing they're exploiting something, and pretty much everyone else would just get on with the game)
One other small thing I'd like to see in bases is a option to play a choice of "zone/neighborhood" music inside the base (personally I'd set mine up with the Aeon City music).
As for what I get out of bases at the moment... Not much. I really have very little use for them. I have a minimally functional base using the new "control center" to manage a minimal medbay (which I'll be dumping as soon as I get the vet reward that lets me teleport directly to my base), a teleporter that goes to Port Oakes (to ease payment of base rent) and Cap au Diable (which is a travel hub I can go nearly everywhere from), and an enhancement storage device so I can twink my lower level alts without having to find somebody else to help me transfer inf to them first (I tend to play late at night, and can't always find someone when I need to)
Frankly if there was a way I could transfer inf between alts with a standalone ingame system (like /banktip in SWG or the mailboxes in WoW), and I was able to get a vet power that would teleport me to Cap au Diable instead of my base, then I'd have absolutely no need to even mess around with the hassle of bases. As things stand, I'm never going to be able to afford the prestige cost to build something worth "showing off", and even if I did want to play with numerous full teams (talk about excessive lag... I can hardly play if I have 2 MMs in my team), it's not like they're ever likely to get the Cathedral of Pain working anyway.
All in all, I'd rather see the dev teams working on something that is more universally useful, like vehicles or power customization... or a moon zone. -
-
A reminder for those who might want to bind a power to more than 2 seperate keys: This can be done with a bind, as long as you incorporate more than one command into the bind, such as this:
[*] x "powexec_name Powername$$emote atease"
incorporating any other command, even one that doesn't work, will bypass the limitation of only binding a power to 2 different keys at most. -
[ QUOTE ]
Focus looks a million times cooler.
I think that's a win.
[/ QUOTE ]
Though the power gamer inside me cringes to hear it (I try to only let it out while programming keybind attack sequences, and keep it caged and covered during character generation), I gotta support this viewpoint. I've tried numerous times to build a Spines Scrapper or Stalker, and have never been able to find any sense of satisfaction in playing the result, because the Spines powers (to me at least) just look "wrong". The protruding bones/spines themselves just look so bulky and... imprecise is the word that comes most readily to mind, for whatever that's worth.
I could get really excited about Spines if the melee attacks were a smaller and sharper, I'm thinking kinda like the things on Doomsday 's hands, and something more like a unicorn horn being shot for impale.
Before anybody starts flaming me about how Spines looks great and I'm such a terrible person for expecting such changes... I'm not expecting graphic changes, just saying what I would have liked better.
Unfortunately, there are just some weapons/attack graphics that will just turn me off to a powerset, regardless of how well the powers themselves function. Spines is thus far the best example.
So to the OP: As a few others have suggested, go with what you enjoy most, that'll be more satisfying in the long run. -
[ QUOTE ]
With Enhancement Diversification comes a benefit for ALL City of Heroes powers.
Every power, across the board, is getting a 13.33% reduction in its Endurance cost.
[/ QUOTE ]
I've got a question for those of you familiar with crunching the numbers on enhancements...
If the base endurance of every power has been reduced by 13.33%, doesn't this mean that any endurance reduction enhancement is also reduced in effectiveness by 13.33% since they modify the base value? -
wow, I remember that game... kinda repetetive, sometimes frustrating, but nonetheless fun and addictive... hmmm... that sounds like another game I know...
-
well golly, aren't you just better than everyone else...