Vanden

Renowned
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  1. For the "Hand Clap" animation, at least on the Male skeleton, the hands don't actually touch. This is very noticeable when you use a power with that animation while flying, as the hands are quite some distance apart. It's less noticeable when using it on the ground, but it still happens. This is without a shield.
  2. Tier 1: Shorts: You put on a pair of shorts. These shorts are breezy and let you move freely, increasing your running speed and defense.

    Tier 1: Corduroy Slacks: You put on a pair of corduroy slacks. These pants make an annoying noise when the legs rub together, distracting your enemies and reducing their accuracy, and making them want to avoid your area.

    Tier 2: Jeans: You put on a pair of blue jeans. These tough, rugged pants are a good insulator, and increase your resistance to Smashing, Lethal, Fire, and Cold damage.

    Tier 3: Pants Throw: Demonstrating true mastery of the pants, you use the darkest pants technique known to man. You remove your pants and throw them at an opponent. With his vision blocked by the pants on his head, the enemy will become confused and may attack his allies, and have reduced perception. As long as you don't have your pants on, your Threat Level will be reduced as enemies don't want to look at your pantsless form, unless your character is female, in which case it has the opposite effect.
  3. You'd really rather it be so limited? One of the most frustrating moments in CoH (for me) I can remember is when I6 was coming and we were promised bases which could let us teleport to any zone from one hub zone, our base. But then it went live and it turned out you had to spend forever building up the prestige to afford the rooms and power and control, and then you had to collect the needed salvage with a lame drop rate to make the telepads, and then each telepad could only hold two beacons, and then there were only teleporters to hazard and trial zones, and then the telepads dropped you in the most remote, useless spots of the map imaginable. In short, a feature with the potential to be incredibly convenient, ruined by pointless limitations.
  4. I liked my idea about the Hami-Os giving you a power when you got enough of them. The post I made is gone, but the idea was that as you slotted them if would increase the effectiveness of the power, which would either be a team buff or an attack. The effectiveness of the power would be based on what HOs you had slotted, for example, an HO that enhanced Damage would increase the Damage of the attack and the Healing amount of the buff. Which one you got would depend on whether you had more damage/debuff or Healing/Buff HOs slotted. It was a cool idea.
  5. [ QUOTE ]
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    "But Vanden," you say, "won't putting the enemy's locations on the map take some of the challenge out of missions?" No, of course not!

    [/ QUOTE ]

    Yes, of course it will. Enemy spawns are not 100% static, and some map tiles are designed to allow enemies to get the drop on the player. It would take some of the challenge out.

    And besides, this seems like an extreme step to take just to make kill-alls a little more friendly. (Also why are all my characters psychic now?)

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    How does your character perfectly remember the layout of rooms? How does your character know exactly where his/her teammates are at all times?

    Besides, by the time you've revealed the area of the map where the enemies are hiding, you're probably already on top of them/they've already gotten the drop on you.
  6. This is the perfect solution to the "hunt the last missing enemy in the cargo ship" dilemma. It's so simple, really. Just put the locations of enemies in a mission on the mission map.

    "But Vanden," you say, "won't putting the enemy's locations on the map take some of the challenge out of missions?" No, of course not! Enemies are usually very easy to find and get past, and nearly always come to you once you engage them anyway. You'd still have to defeat them, and it's not like what specific enemy is there would be conveyed by a small red dot on the map.

    "But Vanden," you repeat, "enemies don't actually appear in a mission until you get near them!" But that's not an issue, since you never actually SEE them spawn, and the black fog of war covering the map would obscure their absence until you uncovered that part of the map.

    "But Vanden," you keep saying, "what if I don't want enemy locations appearing on the map?" Well that's simple isn't it? There's already a drop-down menu with a list of markers in it in the map window, and each of these markers can be turned on or off. Enemies would simply be another entry on this menu.
  7. Your answer to the Kheldian question looks like a complete 180 from the info presented in the bios for Sunstorm and the PPD Kheld cops.
  8. Can you get a PvP IO recipe drop if you kill a player in PvE while Confused?
  9. [ QUOTE ]
    What defines farming? Who is farming? Who is not farming? These are questions that would need exact, specific, and universally agreed-upon answers before such a system would be implemented.

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    I think you're intentionally trying to make it more complicated than it has to be. Limit it to 1 drop per character per 24 hour period, increase the drop rate. There, done. I'm not a dev of course, so I don't know the particulars.

    As for "exact, specific, and universally agreed upon," I'm assuming you're not familiar with the "implement, test, and iterate" (or however those words are supposed to be ordered) method of development, and no, it doesn't have to be universally agreed upon, just agreed on by the important people who make things happen.

    I also don't know of any farmers who have more than two farming characters, one for each side.
  10. [ QUOTE ]
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    Fail. Please go review economics 101 before ever posting such fail again.

    Edit: For a primer in economics You should try reading the market forums. We're not all evil jerks.. Just most of us.

    [/ QUOTE ]
    How is suggesting that the total number of purple drops remain the same while being less lopsidedly in the inventories of farmers "fail"?

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    As someone said on page 4, by putting a limit on how many purples a single toon can receive per length of time, you're potentially just cutting off part of what the farmers are picking up currently rather than shifting the drops they would be getting to the non-farmers.

    To put it another way, non-farmers wouldn't be gaining more drops just because the farmers are getting locked out of them by a timer. The net result is fewer purple drops throughout the whole game, which translates into even fewer being on the market, and prices going even higher than the outrageous amounts they're going for now.

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    If you'd bothered to actually read the whole idea, you'd see that limiting drops per character is only half of the idea, the other half being finding a way to make non farmers pick up the purple drop slack. Responding to an idea that specifically states "the total number of purple drops remain[s] the same" with "the net result is fewer purple drops throughout the whole game" just shows a lack of reading comprehension.
  11. [ QUOTE ]
    Fail. Please go review economics 101 before ever posting such fail again.

    Edit: For a primer in economics You should try reading the market forums. We're not all evil jerks.. Just most of us.

    [/ QUOTE ]
    How is suggesting that the total number of purple drops remain the same while being less lopsidedly in the inventories of farmers "fail"?
  12. Well then the solution is obvious, isn't it? Change the drop methods. For example, maybe put a limit of how many purple drops can occur to one character in a certain span of time, and put a system into place to ensure that the number of purple drops occurring is still the same as before. Since the farmer characters can only get so many purples then, that means other, more casual players get a larger portion of the purple drops.
  13. And the supply of Purples will still come almost exclusively from farmers.
  14. [ QUOTE ]
    Guess some people have never heard of the VRPAAABMGDLEEBDFFBG.

    [/ QUOTE ]
    No no, "Virchoo RPers Association of Associated Associations and Black Market Global Defenders League of Evil Evil Bad Dudes with Furry Fur and Big Guns" is the acronym. The full name of the group is Venturing Isotopic Reptiles Radiating Charisma and Happiness or Other Really Potent Emotions [post trimmed for length - Mod 08]* Under New Salience."


    *No not really
  15. [ QUOTE ]
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    He didn't break any of the rules, that I know of.

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    Except for whatever he keeps saying that gets Mod 8 to blank his posts.

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    Looks more to me like he's just making it look that way.
  16. But Sneak Attack is cooler.
  17. [ QUOTE ]
    And since we are getting sneak attacks when can I get different attack stats based on my weapon model?

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    I'm just asking for a change in the floating text...
  18. But it kind of IS a Sneak Attack, don't you see? You get them because the enemy can't see it coming. Thematically speaking of course. Although I do think Assassin's Strike and Executioner's Strike should stay the same because they're unique.
  19. I'm a D&D fan. I make no bones about it. That's why I think that when stalkers and VEATs get criticals from the Hidden state, it should say "SNEAK ATTACK" instead of "CRITICAL," et al.
  20. I thought it would be pretty obvious that *I* killed Snow Globe when I aggroed that mob like I always do, but I don't seem to feature in that arc...
  21. But then what's the story with the patch that downloaded today?
  22. [ QUOTE ]
    Lowdown – The way this one mission arc started out I thought I might have been playing the wrong arc. It became pretty clear I was in the right place when the Candy Faires showed up. All of the little darlings had funny bios and looked oh so cute, but they did pack a mean bite (tip- target the Gumdrop first). The final baddie had confuse which suuuuuccccckkkksss and I really didn't think it was needed. The arc was enjoyable and how I like um, short and sweet
    WN

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    I told you it was hard. Everything is as easy as I can make it with the current settings, but that's the result. The final guy in particular, even as a Boss he'd still have Confuse.
  23. So I log onto test this morning, intending to try out the Dominator changes. It starts downloading a patch, which is weird because I'm not seeing any mention of a patch on the forums and I already downloaded the 6/9 patch yesterday. It finishes up and I log into my Dominator, who is in the Rikti War Zone. I run to Borea to grab a mission, and she tells me that she doesn't talk to villains. Buh? After letting that sink in, I check the other RWZ contacts, and they all say the same thing; "Sorry <name>, I don't talk to villains." I figure this must be a bug with the new patch, so I /bug it, and close the test server.

    I log onto live, figuring I'll test the extents of this weird bug. I grab a mission from Borea on that same Dom, then queue him up to copy for test, and start up the test updater. It spends a few minutes fixing a file called "tempfile," then when it says it's ready I start up CoH, only to be immediately greeted with the "CoH crashed what where you doing?" window. I start up the test updater again, it verifies, and I try again, same thing, immediate crash. At this point, I delete the piggs folder in the Test install folder and copy the .piggs from the Live folder. The updater naturally "fixes" them, then again starts fixing this strange "tempfile." After it finally finishes, I try again, and yup, still crashing on startup. Anyone else experiencing this?
  24. Vanden

    /em throwmoney

    They already have coin and dollar bill physics objects. You can see coins whenever a parking meter is broken, and dollar bills fly out of the ATMs in train stations when you use powers that affect physics objects near them.

    Oh, and totally do want.
  25. Pff, the Arsonist draws way more aggro than the Bruiser. My Commando is much better at keeping the aggro off the lower tier pets than the Bruiser is.