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Quote:Um. Clarification:Only it's impossible to ask to not be shielded now.
It's a giant AoE buff. We're stuck with it now no matter what. Now, more than ever there should be an option to drop a buff on us.
I'd be in favor of this option even if it meant dropping the buff numbers as well. I can't stand Ice Shields and I will go out of my way not to get that ugly, annoying, distracting shield.
I am not suggesting the devs implement "Receive this buff / Do not Receive this Buff
I am suggesting the devs "give us control over that that buff looks like. -
Quote:Simple:So explain to me exactly why you think momentum is anti-stalker. I'm not the only poster not understanding your rationale.
The majority of players in the game are not soft-capped to defense.
The majority of players in the game cannot take their stalker, stand in the middle of a mob, and scrap scrap scrap.
The majority of players in the game who have stalkers have to play stalkers via the designed hit-and-run tactics.
The fact of the matter is this: The kinematic advancement that has been mentioned for Titan Melee is said to be driven by landing successive attacks.
This means you, the player, have to stay in melee range in order to keep pulling these attacks off to build up the momentum to generate the faster animations.
It is very likely that this kinematic advancement is an extension of the technology used for the combo-system in Dual-Blades.
From the Dev's perspective it doesn't matter if the hard-core IO booster players can run their stalkers like scrappers, and thus sustain the attacks to drive higher animations.
The developers have to build power-sets to cater to more than just the hard-core players.
The result is that Titan Melee, as it has been described by the developers, does not fit the mechanics of gameplay as leveraged by the stalker. -
Quote:Nope. Nor would I try.You are technically correct when you say that Lift and Propel are soft controls, but can you sincerely argue that they're on par with what the other control sets have at their disposal for soft control?
Propel is a damage attack. Plain and simple. Against a mezzed target it's huge damage.
By the same token, lift is a damage attack. Yes, it has some soft control potential, but not really that much. Personally, it could probably do with the chain lightning treatment: that is to say give lift the ability to chain from one enemy to another. More damage and more soft-control, without having to change existing enhancement sets. -
Quote:Force Field may not be the premier example you want it to be. Keep in mind that the majority's of the game content is found in level's 1 to 50... not in 50+Don't get me wrong, I fundamentally agree with you and Bill, but the above quote is, I think, what some people (myself included) feel is where the Cottage Rule fails. In my opinion, it needs to be, to some degree at least, negotiable.
Why? Well, Force Fields is a good example, and I already went on one diatribe about it today, so if you're curious as to the long-hand of my reasoning, check the thread in this forum about Bubblers, but the short version is that the set is overall dated and has very very little to contribute over, say, Cold Domination, which has a ton of useful goodies in it.
For the foreseeable future, that content balance isn't likely to change, and probably won't change.
The simple fact of the matter is this: Force Field offers Defense and Anti-Mez from levels 12 to 50 on a defender, and 20 to 50 on everybody else. With this in mind, Force Field has a lot to offer that Cold-Domination doesn't.
Now, keep in mind that the developers could add effects to the force-field powers without changing what those powers do. For example, adding -regeneration to Detention Field wouldn't change what the power does (isolate an enemy). By the same token, powers such as Repulsion field could also be modded. Imagine for a second Repulsion field offering a +defense to everybody in the bubble for every enemy pushed away.
Quote:This isn't (always) about making 'god characters,' it's just about wanting each power set to be as good as the others.
The problem with this point is that the most vocal advocates tend to come from the Ah W4N7 4 74NK M4G3 N0A! line of advocacy.
Quote:Look at how unpopular Gravity is because it has Dimension Shift and two mediocre-at-best attacks.
Gravity became unpopular years ago after it's exclusive and largely non-resisted damage was removed from the game.
Quote:It just doesn't offer what a Control set needs - some actual different types of soft and hard control.
Now, that being said, the problem with gravity is that the set has no initial encounter mitigation tools. Every other control set has some kind of mez effect, be it stun, to-hit, or Phantom Army that immediately draws the attention of the attacking mob and gives the controller time to set-up without being targeted.
A good case in point is Worm-Hole... which does provide a stun... after the attack has initiated and all enemies can turn and fire on the Grav player. Simply moving the stun
The "problems" with Gravity were known to Castle, Synapse, and Sunstorm. Last I heard they had some ideas they were playing around with, but nothing was working quiet like they wanted them to.
I don't know if Gravity is still on Black Scorpion's list of stuff to look at. -
Quote:I don't think Memphis Bill called you wrongly on this.You are mistaken about my knowledge of the cottage rule.
End it. Please god end it. The crying will stop over a change, given time. The cottage rule forces crappy powers to stay the way the are so that those 2 or 3 people that actually enjoy them can keep the rest of us suffering.
The Cottage rule can be summed up very simply with one question:
Does your modification remove an enhancement type?
If you answered: Yes
Then you have broken the cottage rule.
If you answered: No
Then you haven't broken the cottage rule.
Now, I'm going to be very blunt here Jay. You need to go read this thread: http://boards.cityofheroes.com/showthread.php?t=264829
Quote:The Original Poster's suggestion is made with the idea of creating a character with no flaws, no drawbacks, and no undesirable powers. The O.P.'s suggestion is made with the singular goal of creating a perfect avatar.
With that in mind, we can safely file this suggestion where it belongs. In the rubbish bin.
Need to go find a different Game. We won't let you pull that stunt with our game. -
Quote:I really don't want to get involved in this thread, but I feel I have a point to make here.Now that's messed up. It really should be up to the League to decide if they're down too many people to continue onward or not.
If the developers set the precedent that the Players themselves can dictate how many or how few players are needed for any particular task or event, the player base will immediately respond by demanding that every other particular task or event with a specific-number-of-players-required-limitation have that specific-number-of-players-required-limitation removed.
Whether or not you, or Leandro likes it, the developers have to stick to their guns when it comes to minimum players in a task or event.
If that means shutting down a in-progress trial that has dropped to 11 players from 12? Well, sorry, them's the breaks. -
Quote:Devs have said in the past they didn't want to give us joke weapons... hence no Frying Pans, over-sized lollipops, wooden-oars, bars of sheet iron, carp / trout melee, and so on and so forth.Oh they must!
Stalkers are the only place I see them being able to incoporate the longish animation time an amusing "Heft oversized weapon overhead... stagger back a couple steps... then rush forward and swing down or shove through..." Assasin's Strike alternate animation.
It would be a groundbreakingly hilarious option to the expected and frankly dull, I'm able to swing this rediculously oversized thing with ease, I am the master of this weapon (for whatver focused chi/psuedo science/mystic reason you wish to incert here) attack animation that we know we will see.
I will be very sad if the Heavy weapons in general do not have comedy versions of the set's attacks in general but... I mean here is the perfect spot to have something like this. Shock us all dev's and give us some Funnies!
Cheers all!
The basic problem with Titan Weapons and Stalkers isn't so much the animations. I love the idea of smacking something from /hide with a rail-road sign as much as anybody else.
The problem is the unique attack mechanics associated with Titan Weapons. We've been told that as the players increase their attacks the animations will also get faster.
This goes contrary to the stalker-mechanic of hit-and-run.
Now, admittedly, very little of the team-game these days is played through hit-and-run. The mechanics of what Stalkers are supposed to do doesn't really fit well with the rest of the game design goals, such as the requirement that no content be in-completable with a specific archtype.
Granted, the developers could create further situations, such as the Barracuda task force, where a stalker would give a team a tangible benefit by completing "stalker" only objectives. -
Quote:Electric is actually a better example for what they would do. The devs kept Lightning Rod in the Stalker Electric Melee, despite it being a full PBAOE attack.Hopefully they'll do what they did with Electric - replace Hand Clap with AS, not Foot Stomp.
Since the precedent is set, it's likely that Foot Stomp would be retained should the set be ported.
Something else that would be interesting for Stalkers would be Ice Melee... -
Quote:http://boards.cityofheroes.com/showthread.php?t=244076Who's to say they should get anything in "exchange"? If they don't get it, they simply don't. Why would you care anyway? It's not like stalkers are useful or will ever get the attention they need to become so. Just like peacebringers. Or pvp. Some things just don't warrant dev attention.
Quote:To end the speculation:
The problems Stalkers have at this point are systemic, not specific to them. However, due to their intended playstyle, they are hit by these things in particularly harsh fashion.
Example "Shared Aggro":
On a team of 8, someone aggros a large spawn of 16 mobs. Approximately half the mobs immediately peel off and attack the aggroers teammates, regardless of LOS or Stealth preventing them from being able to see where those teammates are. For most ATs, this is a minor inconvenience. For Stalkers, it can cost them a substantial amount of their alpha strike damage.
In the past, I've addressed this to a degree by increasing their damage, adding additional critical avenues and even adding a Fear debuff to their Assassin Strike abilities. At this point, they are about as strong as we want to make them, which means any further improvements have to lie in addressing those systemic problems. Frankly, that means it is a LOT more complicated and manpower consuming.
And, that is where it stands.
Rather than further derail this thread, this should be continued over in the Stalker forums.
You. Are. WRONG.
The fact is this: The developers have done significant amount of work on Stalkers, giving them buff after buff after buff.
The problems with Stalkers are in how the game itself is played, and how the players treat each character. Those SYSTEMS issues are the issues that have to be addressed.
So you can drop your little F.U.D. propaganda tactic. It isn't going to fly around here. -
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Nobody knows yet.
Given that the Titan-Weapon mechanics are in opposition to the desired Stalker play-style, it would be a safe assumption to say that Stalkers will not get titan-weapons.
Does that mean there won't be another melee power-set built for stalkers?
As of this point the developers have not said anything. -
It's built with Microsoft .NET
It's cleared the barrier of crapware with room to spare.
Quote:As others have said, it's faster. It's also more efficient
If you are up to date with Windows 7, yes, it is efficient.
If you aren't, it is not.
Quote:especially if you leave it running in the background
Quote:as it will automatically download and apply patches.
Quote:It's even better if you play multiple NCSoft games, you can launch them all from one consolidated launcher.
All of the complaints about the launcher are derived from what the launcher is created with, specifically and to the point, C# / Microsoft .NET.
Now, honestly, I've been over it so many times before I'm getting sick of beating people over the head with .NET's status as Crapware, so I won't do it yet again.
I will point out that had NCSoft created the launcher is just about any other IDE / API toolkit, be it Java through Netbeans, Ruby on Rails through JRuby's support after Oracle decided to be a jackass, or QT, NCSoft wouldn't have had to create extra work for themselves by creating a completely different launcher inside of Xcode on OSX. Nor would NCSoft have knocked out support for City of Heroes Linux subscribers playing through Cedega or WINE. It's likely that NCSoft's other titles would also work under those translation environments without the .NET-crapware barrier. -
Quote:*kicks the forum logout bug*I think this would be the only secondary effect that I personally would want to be able to modify.
Now I gotta rewrite this.
Okay, Not happening.
After Null-The-Gull was revealed on Ustream one of the global channels there were a couple other server-level changes proposed and almost immediately shot-down.- Using Null-The-Gull to change knock-effect
- Using Null-The-Gull to turn off costume buff effects
- The player's level
- The level of the enemy critter
- The enemy critter's resistance to knock-effect
- The enemy critter's protection to knock-effect
- The effect of a team-mate's application of knock-effect
What is unknown is whether or not the existing novedex physics engine can be changed in order to enable the separation of knock-effects, or if it just needs to be replaced. Given that I've been one of the vocal players calling for new physics system that has acceleration exposed through OpenCL, I think it's obvious which solution I favor.
* * *
Now, as to the flip side of the knockback-coin, that is to say the question of whether or not a power that does knock-back be changed into power that does knock-down or knock-up... the subject has actually been addressed by the developers.
At some point there was a forum posting by a developer saying that they had looked at an IO conversion for knock-effect, but had to abandon the idea as knock-behavior just wasn't consistent. Unfortunately, that post is now showing no access so I think it was in a beta section of the forums.
The conclusion would be then that the developers are least open to the concept.
I'm not entirely sure that such a change would be exposed through Null-the-Gull.
If anything, I'd expect it to be exposed through Power-Customization, which is a possibility given that the developers seem to be open to the concept of at least trying it.
One of the suggestions made by another player, a while ago, is that players get a slider when choosing a knock-effect power. Lowering the power's magnitude would also lower other other attributes such as damage and recharge.
I'm not entirely sure the devs would go for such a concept. With the inclusion of Incarnate Powers such as Musculature, Interface-Diamagnetic, and Interface-Reactive, on top of Invention Origin boosts, the DPS / DPA of a power is pretty much... irrelevant. Short of a drastically horrible diminishing return on damage / recharge for knock-effect there would ultimately be little, if no, final play difference at maximum level.
Quite simply, i would not want to be in the office when Black Scorpion, Synapse, and Sunstorm had to hammer out the details of exactly how a knock-effect to power behavior conversion would work... because it sure as hell would not be consistent from power-to-power.
Given that knock-effect conversions would be about as consistent as jello from power to power, my opinion is that the development staff would likely just leave the knock-effect powers where they are. If a power was designed with knock-back, it does knock-back. If a power was designed with knock-up, it does knock-up. If a power was designed with knock-down, it does knock-down.
* * *
Given that I'm running... well... actually pretty long on this response, I won't dive into the removal of costume-buffs unless somebody actually does make a thread on it... which likely is inevitable.
Suffice to say, allowing players to disable the visual effects of costume buffs, such as Thermal Shields, Cold Shields, Sonic Shields, and Force Bubbles... would set the precedent for allowing native-armor types to also likewise turn their effects off...
actually... I just had an idea. I think I'll post it: http://boards.cityofheroes.com/showthread.php?p=3724998 -
While not inspired by this thread: http://boards.cityofheroes.com/showt...96#post3724896
I figured I'd hammer this out while I was thinking about it.
Shortly after Null-the-Gull was announced on Ustream one of the global channels I was in had a... discussion... okay it was mostly a bunch of yelling back and forth... about whether or not Null-the-Gull should be expanded to cover other portions of game-play.
One of the ideas tossed about was disabling the animation of costume-buff shields such as, but not limited to, Force Fields, Thermal Shields, Cold Shields, and Sonic Shields. The conceptual idea behind the disabling of shield animation is based on a couple of factors:- some shields are considered to be ugly
- some shields hide the costume
One of the problems with the suggestion is that it would set another precedent for allowing native-armor types to do away with their visual representations of their shields. There are loads of players who want to play a set for what it does... but don't because they don't like how it looks. Ice Armor and Dark Armor come to mind.
Given that simply disabling animations isn't likely... I'd like to propose a different solution comprised of two parts:- Allow Players to select and customize the Buff-Shield Effect through Icon
- Create brand new shield animation affects
Okay, the logic behind these suggestion... I think is simple.
Allowing players to customize the appearance of a buff-shield, before that shield is received, would help players ensure that the shield effect does not interfere with their costume appearance. Go ahead, buff that complicated costume design with an ice shield... the buffer's choice of color won't matter.
Expanding the number of available options to represent a buff-shield, or armor-shield for that matter, would also give players more flexibility. I was going to say give the Force Field bubbles the option to use the Invulnerability-Unyielding animation as an option... but that animation is associated with anti-mez and resistance rather than a defensive power...
Anyways, I think expanding the costume options and giving players more control over how those options are exposed to each players avatar would be a better long-term solution for the game. -
Quote:The problem with creating alt-powers for existing sets can be found in the Patron / Ancillary Power Pools, as mentioned above.You know, something the devs could do, is look over the sets, and give them all a few "alternate power picks"
Much like the Widows have the option of Follow Up or Build Up. Once they pick one, they're locked out of the other.
The devs could do something similar.
I do see the problem of people flocking to the one people consider the min/max power of choice, and then wondering why the power just wasn't changed all together to begin with though, if the better power was the new one.
Sure a few die hards may stick with the old one, but most new players I'd imagine would take the newer better power, and I'd imagine the die hards sooner or later changing out as time went by.
After the developers tried to remove powers Patron powers, resulting in the howls of complaints, and then went back and just gave each Patron Set they had removed a power from five powers... the developers then had to go back and give all Patron / Ancillary Power Sets an Extra Power.
In order for your alt-power suggestion to work the developers would have to go through and add another power to every single existing primary and secondary power set.
On top of that these new powers would have to follow the existing power-proliferation rules. Many powers that probably could be used as alternates are already in the Patron / Epic power pools. Using those powers as an alt-power would cause power-set duplication... which would mean that either the Patron / Ancillary power would need to be dropped and a new one created.
The reason the Villain Epic Archtypes can get away with these lockouts is because the V.E.A.T.'s were created from the ground up with the lockouts in mind. The lock-outs weren't shoe-horned in at a later date to please a min-maxer. Let's be honest here, that is what this whole suggestion is about.
The Original Poster's suggestion is made with the idea of creating a character with no flaws, no drawbacks, and no undesirable powers. The O.P.'s suggestion is made with the singular goal of creating a perfect avatar.
With that in mind, we can safely file this suggestion where it belongs. In the rubbish bin. -
Quote:for some strange reason... my mind isn't blown."Resistant?" That name sucks. I'm about to blow your mind with a better one. Check it:
"Ironclad."
BAM! You're welcome.
Maybe I needed to have set my expectations for this thread lower.
Anyways, just out of curiosity, why exactly do you feel that inspiration alone needed a name change?
What's the justification for the name change that you, for whoever knows what reason, think is somehow a good name change?
Do you think that everything should be renamed so that it says something other than what it does? -
Quote:http://paragonwiki.com/wiki/Issue_19...etual_ContactsMy daughter is leveling a character in Imperial City, and would like to get to 15 without doing Hatchet's missions. I thought there was the equivalent of a Radio contact in the Praetoria zones that gives non-arc missions, but I can't remember where or who it is.
Any help would be greatly appreciated! -
Quote:Oh trust me. You will not be the only one complaining.Thanks for informative information je_saist. I can't get around the fact, this is on sale NOW on STEAM and it doesn't work.
That is messed up. I just might complain.
Although I detest the new launcher for... other reasons: http://boards.cityofheroes.com/showthread.php?t=264446 -
Quote:It moved to "Steam users should use the NCSoft Launcher"That is bull.
So what happened to "STEAM Users should continue to use the COH Updater"
Thanks Necrotech
This actually happens for NCSoft's "other" titles such as AION. Steam downloads the installation files, and then the NCSoft patcher picks up from there.
There is a way around using the NCSoft launcher, and that's to launch the Cityofheroes.exe file directly: http://paragonwiki.com/wiki/Game_Client
Quote:CityOfHeroes.exe -project "coh"
You'll also still need to run the NCSoft launcher in order to patch the game to the most recent version. -
Quote:When it comes to adding software capabilities, time proceeded from a from a previous point in time is rarely a factor.So let's say you want to work up an alliance with the Council - who have a beef with Knives of Artemis. You run a few missions for the Council, earn faction loyalty points which can be redeemed for exclusive NPC costume parts and badges but you also risk increasing ambushes by Knives of Artemis whenever you enter one of their "owned" zones...
Or scratch that idea entirely because its completely lame. But is it really too late to add *some* kind of NPC Faction system to the game? It would add a whole new level of interaction and meaning, I should think.
Such is the case here. "Too Late" simply does not exist in regards to your suggestion.
However, it isn't going to happen.
Back when Cryptic Studios developed City of Heroes the developers went out of their way to place players into the storyline separate from the existing NPC groups. Players, by default, are not part of any of the existing NPC factions outside of role-playing as one of those factions.
When Cryptic Studios developed the Hero Epic Arctypes the writing staff went out of it's way to place players into a canon storyline involving an Alien NPC race. As of yet the Peacebringers as embodied by Sunstorm and the WarShades as embodied by Shadow Star are not NPC factions unto themselves. While Kheldian opponents do exist in the game they belong to either the Council or the Paragon Police Department, neither making their own Kheldian faction.
When Cryptic Studios developed City of Villains the writing staff at the time went out of their way to create story arcs that placed the player-character separate from the existing villains. These plotlines also focused on the player escaping Arachnos's "Project Destiny". The storylines were also crafted to give several plausible reasons as to why Arachnos forces would target and fight against player characters, including but not limited to players taking part in existing infighting; orders from Arachnos with more authority; mercenary contracts; and allowing the player to tick off Arachnos on their own accord.
When Paragon Studios developed the Villain Epic Archtypes the writing staff didn't put much effort into the storyline. There's a pretty flimsy excuse for joining Project Destiny. The plotline holes are in some aspects hand-waved away via the original CoV story arcs which already were built to separate the player from the NPC factions.
When Paragon Studios developed the Praetorian mission for Going Rogue the writing staff at the time went out of their way to create story arcs that placed players in position of being separate from the NPC factions, while at the same time being part of two new factions. The developers created plausible reasons for the players to be working for the Resistance and the Loyalist factions at the same time.
If you've noticed a pattern here, you've seen why your faction idea isn't going to get considered for inclusion.
Between both Paragon Studios and Cryptic Studios the developers have had ample time and resources to implement faction-based systems in major expansions, as per other MMO's where players grind faction points.
Both development staffs, Cryptic Studios AND Paragon Studios, determined that the faction-grind systems as implemented in other games... was not for this game, City of Heroes.
The lack of a faction system is not because the engine cannot do factions, or the code needs to be added.
The lack of a faction system is because the Developers Do Not Want To Do Factions. -
Quote:Good Catch!See? It's not about Brutes being better than tankers! It's all about getting the AT and powerset respecs! Cause if the devs give it out once, even in such an absurd and and lubriciously ignorant reason as to delete two ATs completely, you know that then everyone will say it possible, and cry that much more for it.
Clever troll is clever... but still a troll. -
Via the old updater.
The NCSoft launcher is pretty much a no-go, and will continue to be so.
Getting NCSoft to change their launcher to something that isn't multiplatform hostile before I21... well... I just don't know how likely that will be.
Quote:Whether or not NCSoft can be convinced to do the right thing for all their customers, which would be to drop .NET and use anything else, before Issue 21 hits, is doubtful. Will a horrible launcher experience actively drive potential players away from City of Heroes? The short answer is, probably not. Gamers in the market for a F2P game probably aren't going to care much about how the launcher for the game was programmed, or what it was programmed with. Existing subscribers to City of Heroes who play atop Linux Operating Systems already have ideas in mind on how to get around the crapware launcher issue. All the launcher will do is harm is the ability of potential new subscribers to try the game out. For all I know NCSoft is comfortable with the idea of creating more work for it's developers while ignoring a potential growth market. I'm just not sold on that idea.
I focus on Transgaming's Game-Tree-Linux over W.I.N.E. for commercial reasons. Most commercial game publishers hold a deep distrust of W.I.N.E. and W.I.N.E. derived technologies. By the same token most commercial game publishers also hold a deep distrust of Free-Soft licenses, be those licenses GPL compatible or GPL Incompatible. For these licensing reasons many major publishers are happy to work with Transgaming.
Commercial publishers also want somebody they can call up over the phone when something goes wrong, something community driven projects such as W.I.N.E. simply don't offer. While a company such as Crossover could provide such service, Crossover doesn't have the reputation or history that Transgaming has.
* * *
While the desired situation I would like to see is a native-linux client of City of Heroes, I'm not entirely sure NCSoft could be convinced to spend the resources to make a client. I'd also have a hard-time convincing NCSoft, as a player, that they should invest the cost as the game runs well enough within either the GTL or W.I.N.E. frameworks.
That being said, given the new Strike Force arrangement, I think NCSoft / Paragon Studios would see value in dedicating a strike force to maintaining compatibility running under GTL.
Maybe not an ideal solution for Free-Software advocates, but probably an acceptable solution for the average gamer. -
Quote:And also depending on the speed of the processor.It's only a win if your application can take advantage of two GPUs in tandem.
Nvidia's flag-ship cards are helped a lot by Intel I7's topping 4.5ghz: http://www.hardocp.com/article/2011/...rifire_redux/6
Unfortunately, the only Nvidia card I have on hand right now (6800 Mobile) is still a no-go for running CoH. -
Issue 20.5 live version is working through the freely available Transgaming GTL application: https://gametreedeveloper.com/linux
Couple of notes though.
My two AMD/ATi systems, RadeonHD 2600 and RadeonHD 5770, are both running 64bit Mepis 11 installs, so sorry, no 32bit testing.
For the live release I had to drop back to Catalyst 11.4 and disable Desktop Compositing.
Both Catalyst 11.5 and 11.6 were no-goes to a stable running of the client. And yes, I've pestered AMD about that. No idea if 11.7 will fix things. -