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Posts
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If we were to get a "Bestial/Monstrous" booster pack, I'd love to see a variant of [Ninja Run] included with it (yeah, you couldn't use both at the same time, oh shucks) that used a running/jumping animation like the hybrid form wolfmen in all the wolfman movies, kinda loping almost on all fours, but not completely... except when they jump and both arms go up above the head in that wolfman-pounce form
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Quote:That'd work too, and probably be less hassle.I'd prefer a origin filter drop-down in the store window to be honest.*
I totally agree, I really liked the old way better. Sorry, I just can't remember what power effects all the obscure names reference sometimes, and the color coding isn't always sufficiently clear on some origins. Again, something that would be nice to have as an Option, and leave the choice to the preference of the player. -
The other night I sold a "Chance to Disorient" to a vendor... grr/argh. Not the first time, and doubtfully the last. My fingers twitch a little sometimes, and it only takes an extra click and bamf, it's gone.
Many other MMOs have some sort of "buyback" mechanism in their vendor process (Often requiring the player to pay double what they received or so). Any chance we could get something similar? -
I'd like to see an option to make vendors that normally carry enhancements for numerous origins to only show you enhancements appropriate to your origin (and possibly level too). Of course if this is just an on/off choice in the options menu, it wouldn't in any way inhibit the folks who want to use one character to buy things for another character. It would make it less of a pain to scroll through vendor inventory looking for the "right" set of origin enhancements though, and help mitigate mistakenly buying the wrong type.
Edit: dang typo in the title... curse my giant fingers and poor typing skill... -
I'd like to see an option added to the drop down menu when you right-click an item like a recipe, salvage, etc., that immediately emails the item to your @Global email. It would simplify the process of trading items between alts, or even using it for temporary storage when an inventory fills up mid-mission. Furthermore, it would safeguard against accidentally sending the item to someone with *almost* the same @Globalname due to a typo. Of course, should your email have the max number of attachments already (20), then the option would be grey'd out.
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Je Saist, while the informative lesson on network bandwidth certainly looks interesting (or at least looks like it will be more interesting when I come back later, just waiting for a health bar to refill now, which is probably already done...), it's not geometry modification that I was referring to, but rather what you mentioned (or at least similar to what you mentioned) about existing breakable barriers (such as prison doors and vault doors) being the technology base for such an effect.
In most cases with maps, this would mean building new map sets (that may at first look similar to existing map sets) that have an extra hidden layer behind any breakable walls. Yes, sometimes breaking through a wall would allow you into part of the map you'd have had to walk to, but more often they'd just open up to a partially shattered room, hallway, or crawlspace. Maybe some would allow you to break out of the building, into what seems to be an outdoor map, but is in reality just part of the same map that you couldn't see until the breakable object that looked like all the rest of the wall was destroyed. In some cases it might even lead to bonus objectives, like finding a special glowie or one-shot contact hidden in a walled off room or built-over basement. But it would always still be breakable objects in the form of existing tech, just using the new collateral damage type to interact with them as a side effect of knockback attacks. You could even have the breakable walls have a "damaged" state (like Vault doors) when they are busted up without being broken down, making sections of a new/clean warehouse map start to look more like the degraded/abandoned warehouse map.
As for concerns about repair and respawn in non-instanced areas, I agree, in most cases this should be left to instances, at least for awhile. If it were to be tested in open areas however, Praetoria would be an excellent test bed for the effects, since the repairs can be justified by seeing a couple of Praetorian clockwork show up and go about "fixing" whatever broke (after all, that must be how the rest of the zone stays so clean and shiny anyway). Other situations, like a hole in a war wall, could be justified by requiring *a lot* of appropriate damage (and regarding the Kronos Titan idea, you could put a PBAoE buff to collateral damage on the Titan, so that *if* you've got a group that can put out enough KB to knock him back into the wall, they're simultaneously buffed enough to do the necessary collateral damage numbers required to give him a hole in the wall to fall into). You could also give destructible objects like in the case of a section of war wall, a contingency power (like Nemesis Vengeance) that makes other "nearby" objects immune to collateral damage for some time (probably 2x the amount of time needed for the broken object to respawn/be repaired) thereby preventing the playerbase from maintaining a constant status of broken stuff. Furthermore, the above mentioned idea about many sturdier walls only having some cracks appear, if that, is perfectly appropriate for most of the terrain anyway.
Ok, back to my character who I'm sure is at full health and tapping his foot impatiently... -
I couldn't care less what they do with the "love interest" unless they just don't bother with him having one beyond some awkward social moments.
Just as long as he builds web shooters that occasionally run out of fluid at inconvenient times, I'll give it a shot. -
A friend recently introduced me to LXD http://thelxd.com/
If you haven't seen it yet, you should go watch it. Imagine a world of comic book super heroes and villains where instead of the more traditional superpowers like blasts of energy and throwing cars at each other, conflict is resolved through dance battles. Yeah, it sounds corny at first, it's an easy concept to poke fun at... but if you can just accept that "That's how it works in that world," then this becomes an amazing and intricate story about super heroes and villains (if you don't think these dancers are "super", go and try some of this stuff... it may not be on par with The Batman's training regimen, but it's well beyond the ability of most mere mortals).
So with that in mind, I'd like to ask for more dance emotes, and even some dance based variants on Walk, Sprint, Combat Jumping, and so on... along with some more "street" clothes. Give me an LXD themed Booster Pack, and I'll give you $10 -
Collateral damage... we get a little of it here and there (mostly just mayhem missions), but I'd like to see more of it, all over the place.
I know it'd be a task of "heroic" proportions to do it well, but I'm pretty sure our dev team is up to the task.
The way I'd do it (if I had any semblance of programming skills beyond my keybinds) would be to create a new damage type (or maybe just "borrow" falling damage, since they'd be unlikely to mingle) called Collateral Damage. Collateral Damage would be placed on any attacks with a Knockback effect. Collateral Damage would only affect Objects and Breakable Objects (Breakable objects would be much like existing Objects in function except they couldn't be targeted individually, they'd only be affected by AOE... they would be things like windows, wall sections, doors, tables, statues, stairways, and so on). The Collateral Damage effect would be a narrow cone effect (wider cone or even a radius if applied to something with a wide radius KB, like a M30 Grenade). So when you hit someone with a KB effect, and they go flying back, the attack is simultaneously damaging any breakable objects in their path.
Now here's the tricky part, and I have no idea how the programmers would wedge it in to the system... There would need to be an additional process in the attack that measures the total KB effect the target is suffering from, and then use that number to scale the range of the Collateral Damage cone. So if someone's KB is less than 1.00 (they're just being knocked down), the Collateral Damage Cone ends up having no range, and only smashes something if you're right on top of it. If they have 0.00 KB (they didn't even fall, likely the result of KB protection), the Collateral Damage effect doesn't even go off. If however, the KB the target is affected by is greater than 1.00 and the target gets knocked back, the process scales the range of the Collateral Damage cone to match the distance the target was knocked back. As such, if the target was knocked back further than the distance to a breakable wall section, the wall section will be destroyed during the attack, allowing the target to fly backwards even further.
Theoretically, Breakable Objects could even cause some PBAoE damage or debuffs when they are destroyed, creating a whole new combat dynamic that makes KB desirable in this game (le Gasp!). Maybe getting knocked through a door or an office table doesn't do alot, but getting knocked through more durable things like a cement wall or a stone cliff face (requiring a great deal more Collateral Damage to accomplish, at least in one blow) would be appropriately catastrophic (and just epic to watch... so much more satisfying than knocking a Council Marksman onto the other side of the cave wall where he shoots at you but you can't shoot back till he pops out of it...)
I know this would be a metric buttload of work, modifying every KB power in the game, and worse, having to add all sorts of breakable objects to maps and even modify the maps themselves to incorporate break-through walls, all for the sake of a visual effect. But think about how dynamic that visual effect could be. Think about things like the DC vs. Mortal Combat game where you can knock your opponent all the way into a different battlefield, or the end of the fight scene to the "Hope" trailer for The Old Republic. Imagine a bunch of Energy Blasters ganging up and knocking the Kronos Titan THROUGH a War Wall! It would add a new dimension to the gameplay in CoH I believe, one very well suited to the comic book origins of the genre (and the old Champions pen & paper game which was significantly inspirational to the development of CoH). -
Quote:I'd love to see some Kinetics/Martial Arts attacks built into a blaster secondary, just for the sake of getting that mix of firearms and martial arts that we see in so many action movies.Just got done watching Batman: Under the Red Hood, and all it did for me was think...that's what I want out of a dual pistol hero!
Dual Pistol/Armor AT! PLEASE!
Make it an epic AT!
Dual Pistol & Martial Arts/Varied selection of Defense Powers.
Set it up like the HEATS. Long list of powers to choose from on both sides, ignore APPs (maybe PPPs) and let those of us who've been wanting this type of hero (or villain) cheer!
My idea for mixing armor and guns however is that I'd just like to see the various weapon sets semi-proliferated into APPs. Ranged weapons (guns, bows, etc) for melee ATs and melee weapons/attacks (broadsword, claws, axe, martial arts, etc.) for ranged ATs (and a Shield APP too). That way I can get enough power to add DP to my MA/WP Scrapper for instance, for the whole John Woo effect, or my defender can swing a sword when he's on the front line (which is a lot of the time) without having to worry about when my [Iron Blade] will expire.
I do wish that Wolf VEATs could use pistols instead of the submachine shotgun thing. I like my VEAT just fine, but I'm always in favor of more options.
Quote:As BrandX has pointed out we already have several Ranged/Armor ATs in game. Both VEATS and HEATS. Perhaps the devs consider that the point entirely. They know that people want Ranged characters that are also tough so that's how they designed the Epic ATs on both sides.
The problem, from a player's point of view, is that both sets of Epic ATs are overly specific. What if I don't want to be an Arachnos goon or a weird sea creature looking alien thingy? What if I want my Ranged/Armor AT to be a pulp fiction, Indiana Jones-ish type? I'm out of luck, at least until I get him IO'd out.
But what if they designed a Blaster Secondary that allowed this? Say a Secondary Powerset that contained a handful of Martial Arts moves coupled with a (weak - perhaps only Mag 2 or 3) mez toggle and a Damage Resistance Toggle. Why DR instead of Def? Specifically so that it cannot be stacked with IOs to create a Tankmage that's Def soft-capped to everything.
The secondary wouldn't have Build Up of course, that's the trade off. You'd be sacrificing your burst damage ability in order to gain some survivability and Mez protection.
The loss burst damage means that the power gamers probably wouldn't like this powerset. Since Mez protection doesn't work in PvP the way it does in PvE and this set doesn't have Build Up or Boost Range means that the PvPers probably won't like it either.
So who would like and pick this set? People who just want to play their character the way they envision him/her. RPers and casual PvEers.
Quote:Really, I just want to use Dual Pistols without feeling like my toon has a glass jaw.Add Dark Armor and Oppressive Gloom from the APP just to thumb your nose at hordes of enemies, though you might want to swap something out for Stamina if you have all those toggles.
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You should also be aware that if you jump forward and stop forward movement at any point in the jump, the landing will include a bit of "ghoulish flexing" animation that will root you for a moment. Not long enough to be really hazardous in combat, but definitely long enough to be really annoying.
If you're sensitive about fluid movement, don't fight with the Ghoul Costume on (at least till they fix it), and save the costume for messing with folks in Atlas or ERPers in Pocket D
...
That said, the Ghoul Costume default animations are really cool, and if you're on a Spines/* they make a suitable replacement for the proper attack animationAssault Rifle is a different story though...
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Quote:Auction House
- If the MAKE OFFER and POST are disabled due to too much activity, you will no longer be spammed with a huge number of announcements telling you about it.
- If the MAKE OFFER and POST are disabled due to too much activity, the buttons will become active again after a short time as they are supposed to, instead of remaining greyed out until the player logs out and logs back in again.
This would be nice and all if the Auction House actually worked...
Setting aside the atrocious appearance (the greyscale background makes it look like it's not even a window from this game, and doesn't offer sufficient contrast with the off-white text) and the inherently confusing interface (having things shunted to tabs I can't see doesn't in any way help me keep track of what I'm doing, especially when the chance of a transaction actually staying active seems to be 1 in 10), the inability of the interface to actually accept a transaction without self-cancelling it is almost as frustrating as catastrophic lag. Even worse, because the interface shunts "bidding" transactions into the "bought" tab, even if a bid does stick, if it goes through and I buy something, it just looks like it self-cancelled again, leaving me clicking the bid button again, and increasing the possibility of making multiple purchases when I only want 1 ([i]maybe not always a big deal, but when you accidentally buy 5-6 extra Hamidon Goos at 3 mil a pop, it can get a bit wasteful[i]).
Words cannot adequately express my consternation while trying (and usually failing) to use the so-called new and improved Auction House interface. The old one may not have had as many snazzy gadjets and gizmos and doodads, but at least it usually worked.
/e frustrated
/e batsmash
/powexec_name Whirlwind
/e Tazmanian Devil
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Quote:I'd actually be perfectly happy playing an Arachnos Soldier with the PPD Hardsuit (almost) always on... if only I could get my weapons fire to come from the gatling guns on the forearms... Don't need a new AT, just a wee bit moar Power CustomizationI had this thought while playing Spider Blue today.
How would the players feel about an AT based in Longbow or the Paragon Police Dept?
Start off small, and rise up to be a Warden or even a Ballista? Be a super powered Cop like Blue Steel ...(well, and for Going Rogue to go live, heheh)
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Ok, having just watched the Kinetic Melee animations again, A friend and I would like to know if we can get /tosspizza emote that makes use of one or more of them...
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Very beautiful animations, but I do hope it's "gimmick" sets it far away from all the other smashing/etc melee sets in the game. Wish I could get one or two of these animations for some of my other powersets though, like Super Str, Claws, Energy Blast...
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I would like a new command:
/default_emote <emote name>
The purpose of this command would be to override the current "standing around" emote, so that whenever you stop and remain stationary for a bit, your character starts performing the player designated emote. Just to add another layer to personalization.
I know this can be done manually by just writing a keybind and pressing the button every single friggin time you stop moving, or writing a more convoluted keybind that moves when you hold the key down, then emotes when you let up on it (but often won't actually work because the movement animation isn't over fast enough and overides the emote animation on button release), or even building it as a macro through a Nostromo pad or such...
A new command for this would free up another manual action (or eliminate an undependable bind process), and might have far reaching value beyond what I discuss here (like maybe being usable with flying emotes, which are a really cool concept, but have generally proven impractical since you have to reapply them every time you stop moving) -
Like I said, some tweaking may be needed for some of the performance numbers. However in answer to the question of why I'd put in something more effective than physical perfection that is suppressed in combat, it's for the purpose of eliminating downtime between fights. It's a theme.
As for the interrupt mixed with high recharge time, don't have the power actually activate until the interrupt period has passed. That way if it's interruted, you don't get the effect, but can try again as soon as you like, however once you have the effect, you have a lengthy recharge. -
Just an idea for a Workaholic Ancillary Pool... for those really driven/obsessed Batman types.
Workaholic - Downtime is your archenemy...
Power 1) Back To Work - Target Self, Click, 30 minute recharge: Self Rez, heal Health and Endurance to 50% of max. (Level 41)
Power 2) Power Nap - Target Self, Click, 15 minute recharge: Heal Health and Endurance to full. 3 second interrupt time with sleep emote. (Level 41)
Power 3) Motivator - Target Allies, Toggle, .65 end/sec, 60 second recharge: +10% to all secondary power effects (buffs), PBAoE 60 foot radius. (Level 44)
Power 4) Slow By Comparison - Target Enemies, Toggle, .52 end/sec, 10 second recharge: -20% Recharge, -20% to all movement speeds, -20% Regen, -20% Recovery. PBAoE 20 foot radius. (Level 47)
Power 5) Efficiency Expert - Target Self, Auto: +100% Regen, +100% Recovery, +100% Recharge; is suppressed in combat, like travel powers. (Level 49)
I'm sure some of the performance numbers could be tweaked, but this should cover the gist of the concept. -
The Mark & Recall spells in Ultima Online worked this way, and that made for the best fast travel system I have ever seen thus far in any MMO.
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How I'd like to see the Patron Power Pools work:
1st: all APPs and PPPs would just be PPPs (for simplification)
2nd: Gaining access to a PPP, whether Hero, Villain, or Other, would be done much in the same manner as PPPs were originally on redside. You go to a patron and complete a big, nasty arc. Now you've unlocked access to that Patron's Power Pool, with 5 powers that are thematically appropriate to the patron. Powers are tiered and prereq'd the same as current, needing 1 of the 1st two before you can get later ones, etc.
3rd: Unlike original PPS, you can gain access to numerous PPPs, but unlike current, you must still earn access to each one. To gain access to another PPP, you pick a new patron and go do his arc, same as step 2. Repeat with as as many patrons as you want.
When you've gained access to multiple Patron Power Pools, you can swap powers between the pools freely in a respec or for another build, as now. You can also mix & match PPP powers, however the prerequisite limits are still in place. So you could get up to 4 powers from 1 pool, get 2 powers from each of 2 different pools (or split 2 pools in a 1/3 combo), or even 4 tier 1 patron powers from each of 4 different pools.
At first, this sounds unbalanced, though with the more powerful patron powers being limited to the higher tiers, that means you'd have to sacrifice power to get this versatility. It is basically intended to allow people to add a dash of numerous themes if needed to fill out a concept. For raw puissance, it would likely be better to stay with one pool for the high-end powers.
New Patrons: Basically, there should be at least one patron for every organization in the game, possibly multiple patrons for some groups (like Arachnos & Longbow), as well as big name Heroes and Villains being patrons in their own right. Even if you switch factions, you keep access to earned pools (You've learned Positron's secrets, and now intend to twist them to evil purposes while studying under Requiem.)
For ease of creation, most powers used should be clones or variants of powers existing in game. We don't need to develop brand new animations and such in most cases. Powers available should work in a manner similar to how PPPs work currently, in that the list of available powers is altered based on the character's AT, so that the powers you gain access to compensate for the AT's shortcomings, and not duplicate much of what they already have access to. -
Quote:It occurred to me that I did have my settings set to 500 posts per page and changed it to forum default and haven't had the problem since. let's hope that was itDo you have any Greasemonkey scripts or custom CSS changes to the way the forums display? How many posts per page are you set to? Are you only seeing this in long threads, or only short threads, or varying lengths?
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Occasionally when I try to open a thread, instead of Firefox loading the thread, I just get a blank white screen. It seems to happen most often when clicking a link from the Dev Diary. It will always be thread specific, so if one link to the thread gets the blank, then a link to any other post in the thread is the same... if a link to a thread works, then a link to any other post in the thread works.
I can work around this by copying the URL and opening it in internet explorer, but frankly I hate using IE. Anyone know what may be causing this or how I can fix it (aside from the snarky responses like "Well just use IE")? -
Quote:I can certainly understand that desire, as I often have to get a level on an EB mission to solo the EB (Insp tray sometimes can't hold enough purples to last the fight), but this is somewhat mitigated by the ability to set mission difficulty to -1 if you're having trouble with a particular boss.I disagree with the auto-sidekicking (unless it is something that can be turned off).
I have had missions/arcs that I wantedt to outlevel more than 1 level to finish up (Sea Witch, for one). I solo most of the time, and some of the EBs can be tricky for some ATs, especially in the 20s.
Of course I'm always a fan of putting the power in the player's hands, so I completely support the idea of making this something that can be disabled in the options menu... probably right next to the XP switch. -
More than 36 character slots per server