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Interesting idea.
I'm going to hazard a guess and say that NCSoft will not part with the IP, and that if CoH is to continue, it will be due to reverse-engineering and new development.
That said, since I will no longer have a subscription fee, I would be happy to offer that to your endeavor. In fact, if a largish percentage of current subscribers could be convinced to do just that, that would provide a fair amount of money.
I'm a database application programmer - not a game programmer - so I don't know how much help I would be for a reverse-engineering effort. PM me if you want to anyway.
Maybe we should call this community edition of the game "City of Titans"? -
I have mixed feelings about SSA5.
I don't often get emotional about this game - after all, it is just a game - but I had a different reaction after the end of SSA5: "I want me a piece of that slimy, smarmy little b******."
I can see the "lameness" of Stateman's death leading to the dissolution of the Freedom Phalanx - it's REALLY demoralizing.
That said, Darrin Wade is actually an interesting antagonist; a pencil-necked geek who manages to pull off what even Recluse couldn't - and it makes me wonder in what direction the devs will take Recluse. I can imagine Recluse sitting in his private chamber: "If he can kill Marcus, I may be next." Moreover, will Wade go after Praetorian Marcus Cole?
So, while SSA5 had its difficult points, it also has its areas of promise. -
I have a stalker that not only has trouble finding groups, but has trouble working effectively in groups.
I'm no number-cruncher, but here's my rough idea for fixing stalkers.
(1) Drop the Stalker base threat level
(2) For each member on the team, reduce the stalker's threat level, even to the point of doubling this effect for each Tanker or Brute on the team.
(3) For each member on the team, reduce the (ridiculously long) time for Hide to re-activate after an attack.
Here's the "rationale": with more team members, enemies have more targets to evaluate and attack, and the Stalker's abilities mean said Stalker will fall out of notice with respect to other, more visible targets. That means the Stalker can run around and strike with relative impunity in the context of a large team.
No need to futz with DPS or even burst damage. The Stalker can hit, run toward the tank, brute, or scrapper, have Hide re-activate, and strike again. -
As far as I am concerned, Void Hunters are kill-on-sight. After getting a PB to 50, I decided to roll a toon that would be specifically made to take on Voids and Quants (rad/dark defender). That toon ended up becoming my most powerful.
If you have super speed, run at full tilt into mailbox. Mail will come flying out of it!
Going to Perez Park at 50 and using an AoE power to quickly get the "Kill Skulz" badge.
One of my faves: going to RWZ with a 50 and standing in the middle of a bunch of Knives of Artemis.
Electrical blaster with electrical mastery - you can get three single-target holds. Go to a place inaccessible to baddies (like the platforms on the power line towers in Peregine Island), use teleport foe, queue up your best hold. Then blast and re-hold as appropriate. Most of the time you'll never take a single point of damage.
Taking a toon someplace it has no business being (like going solo at the lowest possible level in the various points of the Shadow Shard) and having a look around. -
Quote:Here's the flip side of that.I actually instinctively yelled at a car who had seemingly honked at me in game and then felt rather silly for it. Thankfully my cat was the only witness and nobody listens to him anyway.
I used to play a couple of games, Thief and Thief 2: The Metal Age, which, if you are not familiar with it, requires you to avoid contact with enemies. This means you have to be hyper-aware of ambient lighting and even the slightest sound. To boot, the environments - Thief in particular - had environments that made Dark Astoria look like an amusement park. I could at times actually feel my heart pounding in my chest.
I played this game a LOT, and found that in real life, I would be hyper-aware of sounds. I was aware of the slightest sound outside my office door, particularly footfalls. Moreover, I found myself preferring to walk in less brightly lit areas, even (at that point, instinctively) avoiding any surface on which a beam of sunlight fell.
I decided at that point I needed to back off playing Thief..... -
To be brief: 3GHz system, 1.5 GB memory, 256 MB AGP 8x nVidia XFX GeForce 6200. Not the best, but not abysmal either. Before I8, I got rubberbanding only after zoning, and not again within the zone. Now my rubberbanding is so bad the game is UNPLAYABLE.
Example: I would fly a toon on top of a building, then cut out flight. I would immediately get rubberbanding that pulled me back over the edge of the building. My toon would then plummet to the ground; I would try to toggle flight again, but the delay in activation meant my toon would hit the ground, THEN begin flight again. This NEVER happened before I8.
I can't target reliably, and who knows when the next power will activate.
This is ridiculous. I never had the graphics options turned up real high anyway, and when I back them WAY off, I still have the same problem. I don't have ANY of these problems, or any graphics problems at all, with EverQuest and EverQuestII.