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Posts
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Joined
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Quote:Trials have a set time limit or other objective that can be failed -- like, say, the Terra Volta reactor being destroyed -- and said failure ends the Trial.The CoT is definitely out of the running, since it's a Trial instead of a Task Force (whatever that really means these days...)
TFs/SFs can't be failed; they can only be given up on when enough of the team decides it's no longer worth even trying to continue and quits. -
... Okay, something went badly wrong in the previous post, and I can't get at it to edit it either.
Ravensblood, the devs already tried a system where you could pick any two or three powersets to base your character around without ATs and primary/secondary distinctions, back during the CoH alpha. They eventually reluctantly gave up and developed the system we've got instead. -
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Does anyone know if buying the game via Steam automatically defaults to the region you're buying it in? I live in Europe but play on the US servers, and if I wind up buying the european version via steam I've wasted money.
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Lifetime subscription plans are a bet on the publisher's part -- a bet that the one-time sum of a LTS will get them more money from you than the monthly subscriptions they expect to be getting from you. The only time it makes sense for them to offer one would be when they don't think the majority of players will still be playing long term and they're in bad need of a quick cash infusion.
Neither of those are the case for CoX, and fortunes permitting won't be the case for a long time. -
While the OP is overreacting a bit, I do agree that I prefer content not to be exclusively mission-locked -- or, if it really has to be, that unlocking it once on any character unlocks it for all characters on that side on that account.
I /distinctly/ remember nearly burning out on the game while putting more than half a dozen characters through the Midnight Squad arcs in succession to be able to access Cimerora. -
Software, as a rule, does not handle true open-ended number values well. There /are/ ways to implement theoretically unlimited numbers (although at some point the program will run out of memory to store it in when you reach millions of digits) but they're significantly more CPU intensive than a simple "what's the value stored in the X bytes of memory starting at position Y?" which is how you retrieve most regular data types.
So you need a limit, and because computers like powers of two and multiples of sixteen, they figured a 32-bit integer would be plenty (Of course, so did the guys who specced out IPv4, and that's starting to creak at the seams), especially since at the time the engine got designed the market didn't exist and the most expensive thing you could buy cost less than fifty thou (IIRC, changing your costume at the tailor was a feature added in Issue 1).
Katie has the right of it. In the absolute best circumstances, they'd have to change a definition in one header and forcibly alter every database table on every shard to accept a larger data type (and there we're already assuming the database can easily handle numbers larger than two billion in the datatype they've chosen for influence), recompile, bugfix, test every possible scenario where edge cases could occur, test a representative subset of all possible regular cases, make sure every single place where Influence is displayed has the ability to display 2^63-1, make sure every single place where you can /enter/ an amount of inf can handle values in that range...
The longer I think about it, the more possible problems I'm imagining they might very well run into, and I suspect I've barely even scratched the surface. -
Quote:I'm allergic to seeing the word "inspirations" in an ugly red font. It means that I might miss a useful drop.I'm still surprised to see people popping blue pills when they have over 1/3 a bar left or wait to recover.
If my insp tray fills up completely, a small blue's generally the first thing I'd pop, or a small green if I've been taking damage. Small yellows, reds, purples and oranges I tend to use the moment I get them -- meshing nicely with my brute's RP concept as an extremely fast thinker who adapts strategy and tactics on the fly as needed -- medium ones get used when a fight's starting to look interesting, large ones are held in reserve for emergencies.
Blue and green are the most disposable inspirations: all the others can, in the right circumstances, alleviate the need for them, but not vice versa. -
If you think AE farming is bad as it is now, what on Earth makes you think it won't get fifty times worse if the drops and rewards are equated into regular TF rewards?
This is a terrible idea. -
And if Noble Savage and Sexy Jay are listening, I would give my right arm for a set of FF alternate animations that use the Praetorian Police's shields instead of the spherical bubbles... Either that or as a melee defense set. Hmm, maybe alternate animations for SR or inv?
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It also fails for scrappers, for much the same reason - as well as for Controllers, who can prevent minions from harming them, period, and for Defenders, who can effectively do he same, and...
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Your total lack of understanding how internet routing works in actual reality is showing. I'm going to leave it at that.
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You had a full team, and nobody was on the ball enough to lob a couple of AoEs at the emanators?
Mass emanator drops from DE can be annoying, yes, but nothing a halfway competent team can't deal with. -
Quote:Repeatedly insisting that anyone who disagrees with you is doing so only because they're narrow-minded or hate QoL really isn't helping your case.But whatevs. Let's get this moving. Open minds people. Open minds.
The vast, vast, VAST majority of existing game content is easily soloable. Historically, the vast, vast, VAST majority of new game content has been soloable.
You're asking for potentially drastic changes to task forces/strike forces because you want to solo them and just handwave the potential problems, then accuse anyone who suggests those problems aren't as trivial as you dismiss them as is narrow-minded and not listening. -
At a guess, the "problem" when some people want to run rogue tips and other people want to run villain tips and they're in the same team.
And no, you're right, that doesn't make any sense. -
The powers you get at the lower levels DO improve over time. Compare the damage you do with your tier-one attack at level 1 to how much you do at level 50.
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1 Griefer flags himself for PVP
2 Griefer goes around looking for non-flagged PCs until he finds one that's hunting mobs in the street.
3 Griefer pays attention to attack chain, then jumps into the mob just before the unflagged PC fires an AoE/cone attack.
4 Unflagged PC's attack damages Griefer.
5 Griefer gleefully stomps on the PC, then returns to 2).
/unsigned. -
Chances are you're going to get complains whichever option you choose. That said, though, the 'clutter' is /already/ getting out of hand with the dozens and dozens of different pattern options on various items of clothing.
I'd personally go with a modification of option 1 - remove old versions of patters from the tailor options when an updated variant is made, but don't remove them from the database yet. That way, people who sincerely prefer to keep their costumes as is can simply keep that particular costume slot unchanged while new players don't have to suffer the clutter from the legacy junk when trying out new costumes. -
So in other words, you want an AT that's best used against one member of any given spawn?
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... To clarify: Customizing how MM minions LOOK might be in the works.
Customizing what actual POWERS they have almost certainly isn't. -
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No.
You need to complete ten Tip missions to fill your alignment bar, at which point you get a morality mission that allows you to either reaffirm your dedication to what you already are or shift one step to the other side. (Villain -> Rogue, Rogue -> Hero, Hero -> Vigilante, Vigilante -> Villain)
Any successfully completed tip mission fills up one slot in your Fame bar for 20 hours. If you don't have an empty Fame slot when you complete a tip mission, you do not get credit on your alignment bar. -
Allow us to choose the DP animations for the three Thugs Mastermind pistol attacks!
I'm not sure about the timings of the animations, but that's just the three - single shot, dual shot, cone shot. Should be doable, no?
ETA: if Pool Powers are an option, see if it's possible to turn the ;flypose emotes into animations for the Flight power, maybe add the ninja jump animation to combat jumping/superjump if you have the Martial Arts booster, redo the prestige sprints as animations to the sprint power in the same way.
As to teleport, that gets trickier. Maybe the ninja vanish smokebomb and the lightning rod animations. Teleporting is tricky to animate because of the speed. -
Quote:... Um. Hamidon didn't /exist/ until after Issue 1. And I think El Blobbo got tinkered with repeatedly all the way until somewhere in Issue 8 or 9 to make the challenge more interesting and less "Bring fifty blasters with maxed-out-ranged snipes"I sat here for a couple minutes trying to come up with a title and this one fits well I think. Bear with me as I go through some nostalgia...
I played CoH when it first came out and marvelled at flying above the city. I enjoyed defeating Hamidon pre-Issue 1, Issue 1, and then again post-Issue 2 (I think that's when they increased the Mito's range).