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Posts
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Joined
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Mostly playing as usual, but I've got a few toons that I've parked until GR, either because they need to switch sides before I go further, or because I know I'll want to re-roll them as dual pistols or something.
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Quote:Nope, I'm not offended one bit, but then again, drugs don't offend me all that much. And at least the new name is a less obvious pot reference.Anyway if I did get my old name back i'd be happier but I don't mind sticking with her new name "Dub Step"
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perhaps im wrong and you all do find it offensive, which is why im posting it on here..
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Let's see if I can work up some outraged based on speculation and rumor:
The main reason I'd want an animated tail would be so my dragon would look and feel as good as he did in CO (between the animated tails and the beast run, he's virtually my only CoH toon that looks better in CO than here). So if this game gave animated tails, but I had to choose between them and wings? DOOM!, I say, DOOM!
Of course, the level of my sturm und drang should be adjusted according to the reality of the situation if it ever comes about.
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Quote:I liked your mention of the Tailor/Enhancement GUI problems.What are your oldest and most pressing complaints about the game?
I have one big QoL issue which, if fixed, would make me very happy.
The costume change window.
I would like it much more if the costume selection window was "sticky," like so many other elements of the GUI are, so you could place it on a certain part of your screen and it still open in that location the next time instead of always opening dead center, completely blocking the change you'd just called for. I'd also have the window close by default once a choice has been made to make it easier to see what your CCEmote looks like. While I'm at it, I'd have the choice in the dropdown CCEmote menu be sticky, as well, saving each toon's preferred change emote.
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Best artist of male pin-ups?
J-Bone. Not his Johnny DC stuff obviously, but check out his blog, Man's Adventure. While reading that other pin-ups thread, J-Bone was one of the few artists who came to my mind as a decent analog for what you guys were discussing over there -- not just drawing well, but drawing "sexy."
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I made my vampire as an Illusion/Storm controller. Yeah, I know you've already ruled controllers out, but it fit quite well with my concept, specifically that he ISN'T a skilled hand-to-hand fighter, but instead uses fear, intimidation, and mind control to make others do his bidding for him.
Sure, I don't use many powers from the storm set, but so far (at level 30 currently) I've not missed them. He controls the winds, can give life to others, and can become a darkened steamy mist. And with his Illusions color customized in a black/slight red combo, he looks sharp as he mesmerizes people, or blinds them with a his own brand of a darkness cloak (flash tinted black). He can cast shadow spectral wounds on a single foe, cast a shadow spectral terror at a group, and he has a cadre of phantom shadows to do his heavy fighting.
For that extra damage, he's got Sands of Mu, the Blackwand, and the Runes of Purification and Warding, as well as several other temp powers. I've taken the health, presence, teleport, and flight power pools. Plus, thanks to the science pack, he now can even shapeshift into a tiny bat.
I'm quite pleased with him so far (more so once he reached Croatoa-level), especially seeing how having so many temp powers helped me thematically flesh him out while still allowing me to keep Storm Summoning despite not using many of its powers. The only thing I'd change would be if they finally brought dark miasma in as a controller secondary. If so, I'd re-make him an Ill/Dark pretty quickly (in my mind, anyway, Illusion re-colored black works passibly well as a Dark Control set).
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Quote:Sounds similar to mine. Tray 4 tends to get the temp powers I don't want to use up accidentally (ring of pain, summon werewolf, etc), powers I don't want to click accidentally (self destruct, phase, etc), and teleports. Sometimes, on high level toons with lots of temp powers, I move these to tray 5 as well.Generally, Tray 4 is where I put desirable temp powers that I don't want to risk accidentally clicking and using time/charges up. Temp pet summons, the Wedding Band, Combat Invisibility, etc. So it varies a lot from character to character.
As it happens, Tray 9 is where I put a lot of what you put in Tray 4. Being 9, it's one click away from Tray 1. In order:
Slot 1: Mystic Fortune
Slot 2: Veteran Pet if chosen
Slot 3: Self Destruction
Slot 4: Ouroboros Portal
Slot 5: Pocket D VIP Pass
Slot 6: Base Transporter
Slot 7: Mission Transporter
Slot 8: Empty or undetermined
Slot 9: Assemble the Team
But in addition, I pull out a free-floating 4x3 power tray, place it just to the right of the regular power tray, and put my travel powers, rest, mystic fortune, and vet-pets there.
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Quote:I don't get an "anti-CoH" vibe from Massively so much as I get a "that-game-is-so-5-years-ago" vibe, which I guess is admittedly elitist. However, I get that vibe more from the commenters there than the writers. It's a vibe I don't share, but can at least understand. But if you think the commenters are hostile toward CoH, you should check out the CO threads there; those people are brutal.I get a somewhat elitist anti-CoH vibe from their community... dunno about the staff.
It was funny when I16 went live, because the Massively article about it was SOOOO obviously written based on info from the front page of the website at the time of the update. Unfortuantely, the CoH front page at that time linked to the early pre-release press info, which didn't describe big parts of the update such as the Super Sidekicking. So Massively's article about the update having gone live ending up with:
Quote:Issue 16 also includes "Other features to be announced."
We're not quite sure what that means, but we'll be watching for whatever they are. As usual, however, you'll get a free respec token with this issue.
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Mine is non-game related:
Was at a yard sale one day and I found some huge letters from some signage, block-ish style, sans-serif. I wasn't sure what store they were from, and their owner didn't know either. When we laid them out on the ground to see what we could spell, we had 6 letters, although one just didn't make sense. Using 5 of the letters, I could spell "books," but there was an odd leftover letter, a "j" that made no sense. I laughed and suggested it could be something Icelandic -- Bjooks (yes, I'm a big Bjork fan).
I bought the sign planning on leaving out the "j" and just using the "Books" part in my library/comic book room (which I did for years, it looked great). Meanwhile, I started using the name "bjooks" on various blogs and message boards, and it became my semi-permanent, anonymous online pseudonym.
Some years later, a female friend saw it and said: "Oh, how cool. You bought the sign when 'Brooks' went out of business at the mall." D'OH! What, for years I'd thought of as a "j" was in reality an upside down, san-serif "r" from a sign for a women's clothing/shoe/whatever-it-was store.
Regardless of where it came from, all these years later, and I'm still "bjooks." -
Quote:It's quite fun and looks great as a combat/short distance power, but it's lacking a bit when it comes to utility over distance. Don't think SS and SJ, but think combat jumping and a quicker sprint, with lots of tumbling animations thrown in.I heard there was some other CO travel power. Acrobatics or something. My friend described it as a cool middle ground between SS and SJ with the character jumping and flipping as he traveled.
If I were putting these powers in this game, I'd give this as one of the tier 1 powers (level 6, right?) in the same category as swinging. Don't know how I'd round it out, though. But both make good "natural" travel powers, much more so than SJ or SS.
Quote:Honestly the thing I think Paragon Studios needs to take on board from CO is the concept of travel powers from level one.
Quote:By and large, I can't see a "swinging" power working inside of a lot of our mission maps, such as the blue caves or Oranbega. Now, granted, travel powers aren't generally very heavily used within missions, but how would you get a good swing in? Even the least practical powers for enclosed areas (SJ and TP) are occasionally workable (long corridors, short bunny hops). Would you be swinging from foot long rope, or just swinging a foot then smacking into the ground?
CoH has a heck of a lot more instanced content than CO. If the intent is to have a travel power that can be used anywhere, swinging may not be feasible on these grounds alone, or at least may be so much work as to be impractical. On top of the looking stupid thing. 'Cause that's fairly important too.
As for utility in cramped spaces, Swinging in Champions carries a component of and works much like Super Jump, so that your first leap in the air is a good-sized Super Jump (higher than Acrobatics, but not as high as Super Jump). But if you hit the jump key while in the air again, you cast a line and the swinging mechanism starts. I found that, thanks to that SJ component, Swinging was just as useful as other travel powers, even in cramped areas.
Of course, nothing says that it would work the same if ever introduced into this game.
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Quote:Must agree completely. Now that beta's over, one of the few things (besides the stances) that might pull me back to CO is the variety of travel powers -- specifically swinging, acrobatics and teleport. LOVE 'EM!I was bored to tears with that game for the year I tested it, but the travel powers were just hands down better then CoX in every way.
It says much about the rest of the game that the movement powers are more fun then most of the content. But they did get them right.
I've always wanted swinging in this game, but now I've tried it in that other one, I want it even more.
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Quote:Yes...their painting everything red, because red is better =P
....and slapping people who have 'Rouge isles' in their biogs. It's been out for HOW long now, people?Quote:If you're gonna get ants in yer' pants for misspelling "rogue", you shouldn't misspell "they're". After all, "they're" has been around a lot longer than CoV.Quote:Uh, he actually got the correct "their" in there. They're hard to tell apart, I know!
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I'm from the US, but I would love it if I had access to the EU servers. I've been particularly curious about this option since the forum merger, as I've been lurking over in the French forum and realizing that I've not forgotten as much French in the past 10 years as I'd have suspected. If we ever get access to each other's servers across the pond, I'd definitely play on the French server.
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Quote:Jack threads are best used to measure posters here. The more Jack-rage they spew, the less likely I am to take them seriously. Even if he really, honestly, was the the ebil overlord that killed your puppies, the fact that all these years later some people still obsess over this tells me more about them than it does about Jack.Emmert made mistakes, but I find his regular burning-in-effigy events to be fairly hollow affairs.
Quote:There are also some groups that are not Champions canon as far as I know, that are blatant copies of some of the CoX groups, but far less interesting.
For example, the maniacs are basically freakshow without the cybernetics or the funny or the backstory, so they are just random crazy goths.
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See what? That Dev info only comes out through Twitter these day?
jk
But if you're still listening, I saw a pic from Comic-Con that showed the phantom army with a two-color pattern. Do we get to choose the pattern, or is there just the a default combo?
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Quote:Ah, I see. I thought you were asking why people would play if they weren't interested in the lore of the universe. Makes more sense now.My point was actually something like that: The COH universe is big enough that you can fit just about anything into it comfortable, so only really very specific setups would actually be incompatible, and if you have such a really incompatible idea of a story, something so specific you couldn't fit it in an alternate dimension or paralell earth or other planet or whatever... Then why play COH?
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Quote:For me, the in-game story is the least appealing part of CoH. The character generator, the powers available, the game mechanics... all these things make this game very appealing even to those of us who, mostly, ignore the story (especially given that, if you level in teams, you don't really get a chance to read any of the story anyway).I'm somewhat curious for why one would play City of Heroes if one wasn't interested in playing in the City of Heroes universe, btw. I mean, why not play PNP or free-form or something else that better fits?
I play inside my own world, a universe my friends and I self-designed for our own RPG back in the late 90s. We were a group of (mostly) magical creatures -- fairies, elves, fauns, demons, angels, etc -- who had gotten separated from the magical planes and instead found themselves lost in the modern, mundane city. And so they banded together with regular folk, heroes and scientist types, who helped them acclimate to the mundane world all while trying to find their way back home to Faerie.
And really, there's nothing in CoH that contradicts (too much) the background of my toons. Instead of whatever city we were trapped in back then, now it's Paragon City. Because of the residual magicks there, most of our toons live in Croatoa or Perez Park, except the Faun who lives above a bar in Kings Row because he likes the beer, and their wealthy benefactor who owns a skyscraper and lab in Steel Canyon.
I couldn't tell you much at all about the in-game canon. It's a story that's running parallel to my own, and I sometimes interact with it when I take certain in-game missions that lend themselves to my toons' personal direction, but it really doesn't concern me as a plot; it's a means to an end: playing my characters, my way. AE has let me build on that greatly, giving me a place to battle with angels and demons at the end of the world, or stop the Elvish invasion of Croatoa, or finally take part in the great Faerie War when we make it back home.
I think one of this game's greatest strengths is that, due to the comic book inspiration, there really doesn't have to be one defining genre or way for people to play. Want to follow the in-game story? Great. Want to build your own story? Also great.
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Server: Triumph
Location: Kentucky
ISP: Insight Cable
Lag issues: tons of 'em. The rubberbandin' villains, the powers tray UI not working right (specifically, buttons appear active or queued when they're not), animations that only play about 1/3 of the time. Happens most of the time, lately. -
Yeah, I experience it, specifically with particular characters that I know will be much more fun (or whose costume/power color will be much better) after the update. And then there are the toons that I stop dead in their tracks until I decide if newly proliferated powers merits re-rolling them.
To keep busy, I play around with characters who won't be as affected by the new update, 'cause I know they'll get no love for some time once the update comes. "Course it helps I have a gazillion alts to switch to when this happens. -
Quote:Sounds like a few problems I've seen in the past couple of weeks or so. Yesterday, when my toon died, he laid on the ground and appeared to be swimming on the ground until I went to the hospital. And the NPCs disappearing sounds almost like the rubberbanding I've seen with villains -- they're in front of you one moment, 20 feet away another, then back in front of you.By flop around, do you mean ragdoll?
Not sure what exactly you mean by "in Talos lots of instances where npcs (foes) disappear, reappear at some distance away or right in front of you or jus disappear altogether". Running it by our designers and they're unfamiliar with what you describe as well. One of them was playing in Talos just yesterday and didn't see anything like that. We might need more information about what you're seeing.
Quote:I've heard multiple reports about issues with doors. I can't fathom what might have changed that makes them no longer functional, but I'm looking into it. Problem seems to be inconsistent, which means it's much much harder to pin down the cause. I'm also unclear on whether these are doors inside instanced missions, or doors to enter buildings/missions.
Another problem I've had that started around the same time is that the buttons in the powers tray occasionally either show they're active when they're not, or else show they're queued when they're active. This has made fighting a bit more difficult in the past weeks.
All these problems seemed to have started (for me, at least) just day or two before you guys had to revert that most recent build. I was experiencing all this as recently as last night, but this morning when I played a bit I didn't notice any of these problems, FWIW.
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Hated the Hollows before, but after the revamp I now find I take every one of my new toons there to level from around 6-10. Quite a few of the things so many of you guys are fondly remembering were the same reasons I never went there before the revamp. Mish teams in the Hollows were the worst because of the infernal wait for team members to get to where we were, then the wait for them to die midway there, respawn at the Atlas hospital, and make their way back to the door. And then to do it again and again and again after every death. More than any other zone at the time, it made me feel like I was playing "City of Downtime." In fact, I think it was the original Hollows that turned me into primarily a solo player, because there, when I was first experiencing teams, I learned the lesson that being on a team is 9 parts waiting around on teammates, 1 part action.
I was never around before the Hollows, so to me, Perez has always been a ghost town, but one I like more than the Hollows because of the nice magical quality of the maze. I don't want to see Perez get an entire makeover, as I'm fine with the spawns there, but it would be nice to have more to do, mission contacts in zone and whatnot.
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Not suggestions for new jobs really, just suggestions for the ones we already have.
1) Mortician Badge -- given the number of tombstones around Croatoa, it makes little sense that there's not at least one Mortitian-qualifying cemetery there. Heck, the entire zone of DA counts, but nowhere in Croatoa? That's just... odd.
2) I think the accolade powers for Physician (Prof + Caregiver, giving you a revive ally) and Alchemist (Midnighter + Caregiver, giving you an ally heal) should be swapped. My reasoning: right now, doctors bring the dead back to life, while alchemists just help them get over small illnesses. Seems more logical the other way around. Go to college and work at a hospital, and you too can heal people who haven't died yet. But work at a hospital and learn some magic on the side, and maybe you can conquer death itself. The use of the more empathic animation for heal while using the the tricorder with revive ally makes me think it's working as intended, but still, it makes more sense to me if Physicians could heal while Alchemists could revive the dead (well... the "mostly dead," anyway).
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/Ninjitsu for Scrappers