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There are a couple of annoyances with zoning that it should be possible to fix. First, whenever you use a helicopter as a mission door, when you exit the mission, you come back to your starting point running into the helicopter, and have to turn around to exit the helicopter. Similarly, it seems that every time I zone to my SG base, I come out of the SG teleportal facing a wall.
It should be possible to give the base entry portal a 'facing', so that anyone coming through the portal is facing in the direction the portal is 'facing'. Similarly, the helicopter mission exits could be tweaked so that you're always running out of the helicopter when you exit the mission. And I'm aware that these are niggling issues, but addressing them, if it's not a huge piece of coding, would improve the feel of the game a little. -
Quote:Translation: "The CoH player base on Macintosh computers is unimportant and we should blow them off because Windows is the only real operating system."This is why there either needs to be a huge game engine rewrite (so huge it might as well be a whole new engine) so that CoX doesn't use OpenGL anymore and instead Direct X or they might as well make CoH 2.
Remember that City of Heroes runs on Macintosh computers, too, and any decision about what game engine to use has to include the requirement that it be available for both Windows and Macintosh computers. There are many more considerations that go into decisions about a game engine than "what gives the best graphics?" -- particularly with a game that's already released. -
Quote:Or, if it's reward money from capturing villains, loot you've taken from those unable to hang onto it, or information that you can sell/trade for what you need, you still need to be defeating real opponents to collect it; there's nothing that an electronic ghost might have on them that would be useful out in the real world.If you're taking that stance, then there's even more reason for AE to NOT award Inf.
When's the last time YOU went to an arcade where all the games were free, and every time you defeated an in-game enemy, the machine slipped a quarter into your pocket?
Although there are a number of disconnects with the concept of infamy as money redsid -- how long would criminals continue knocking over banks if they could get more loot by mugging the police officers protecting it than from the vault? Yet in most mayhem (and the old 'bank robbery' missions), you generally earn considerably more infamy from defeating mobs than you do from completing the bank robbery (mission reward). -
It would be quite cool if you got a slot with a tier-3 level shift, and a second slot with a tier-4 in the same Incarnate ability, but the counterbalancing of having the slots from Lore and Destiny only active during trials would, I think, prove too difficult to make work.
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I have never understood why AE arcs awarded influence/infamy/information. For all that it's a de facto currency, inf was pitched as a sort of 'reputation' statistic -- as you did things that earned you inf, you could use part of that reputation to get people to do things for you -- supply you with inspirations or enhancements, work with you on a new costume, etc., whether they did it out of respect, fear, or perceived advantage. I can see why you would earn XP in AE missions -- you're practicing using your powers and getting better with them -- but doing AE missions is the electronic equivalent of crawling into your navel; nothing you do inside such a mission has any relevance to the 'real world', and "But I defeated Nemesis Rex over a hundred times in the AE" doesn't mean squat to T.C. Mits, who's never seen, heard, or read of you doing so much as protecting a woman from the Hellions trying to steal her purse in AP. You're getting XP and tickets; getting inf on top of that is, to my mind, double-dipping. If this requires that ticket rewards be adjusted upwards, *shrug*.
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For myself, I'd like to see the email mechanics tweaked so that, when you sent an email to yourself, a) you didn't have the 15-second cooldown, and b) could stack any number of identical objects in the attachment. To prevent this from being exploited, any email that is to yourself would not be forwardable -- so you couldn't, for example, load up a rack of Damage IOs, mail them to yourself, and then forward the stack to another player.
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I believe that I've reported three in eight years, two of which were Claws/Regen Scrapper Wolverine clones, and one (redside) that was a SS/Inv Brute named 'Supermann' with a costume that failed to be a perfect clone only through not having the right 'S' on the chest and not being high enough level to have a cape yet.
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Quote:Particularly with the fact that Praetoria is still playing games in Paragon, just more covertly. Something I think the developers should do is add more missions to goldside, down all the morality lines, where you get a contact that sends you through a portal to either Paragon City or the Rogue Isles to meet with another contact, who gives you a mission arc, the completion of which will allow you to transfer back to Praetoria, where your original contact there sends you to the other side, to another contact with their arc for the same 'now you can go back' status, at which time the original contact will give you free access through the portal, and the Praetorian contacts blueside and redside would have additional arcs you can do (or a chain of Praetorian contacts on each side) -- but while you're doing those arcs, you're also able to join teams where you are, and when you finally choose to go redside or blueside, if you have these contacts, you can continue to get missions from them (i.e., Powers Division sends you to Paragon City, where you'll act like one of their 'heroes' -- but you'll still be working undercover for us).I really enjoy Praetoria. The only thing wrong with it, for me, is the lack of ability to travel freely from Praetoria to Primal Earth before level 20. If that were fixed, I would probably start all my characters there, even if the access were just on a Rogue/Vigilante basis, where I could join teams but not get contacts.
I've always assumed it's some kind of technical limitation of the alignment system that keeps Resistance and Loyalist aligned characters stranded in Praetoria. I guess that's always going to be a problem with trying to do cool new things in a creaky old game system.
On the flip side of this would be contacts blueside or redside who would be able to send you to Praetoria, with contacts there tracing blueside or redside interests, with the additional fillip of being able to get contacts in the Resistance and/or Powers Division who see your presence in Praetoria as a resource to further their own interests, with (if sufficient work is put into the contact tree) full sets of Warden/Crusader/Responsibility/Power contacts.
Of course, the additional opportunity to gain XP would mean that the level range for Praetoria would need to be expanded, with more regular content there as well, but I think that the additional depth that it would give to all sides would be worth it. -
Quote:Up until recently, it didn't have the microtransaction backing that seems to be the mainstay of Korean MMOs. And I'm willing to bet that, if it does relaunch in Korea, within six months we'll see them release a smartphone app that lets you log into your CoX account, view your characters and their slotting, make purchases from the store, and spend Paragon Points, with an auction-house interface being a possibility, and a costume editor being a real stretch pie-in-the-sky outside chance (simply due to how graphics-intensive it would be) to hook more players from that side of the Pacific.4) I will now put on my fortune teller's hat (no badge here, sorry) and say that there are enough clues in recent and upcoming content to suggest that leadership/marketing is going to try and re-launch and uber-promote CoH:Freedom in Korea at some point in the future. That alone should tell you the game is doing well (certainly much better than it was) in NCsoft's eyes.
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Quote:Then it's an ongoing bug in the mission coding, because every single time I've gotten one of these, by the time I find the boss, he's already running -- when it's an office map, 90% of the time I'll encounter the boss running at me in the first section of corridor after I exit the elevator on the top floor.Every single one of those missions I've done, the boss isn't supposed to run until he's somewhere from 25% - 50% HP left. I've not experienced what you're talking about... it sounds like a bug with the flee code to me, which should be fixed itself if it is occurring.
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Quote:Making it uniform down the length of the barrel means that you've got too much material out at the end of the barrel, making the weapon nose-heavy and wasteful of material. The breech and action have to be heavy to take the pressure when the propelling charge is ignited, but as the shell travels down the barrel the pressure behind it drops, reducing the barrel thickness needed. Look at historical examples of anti-tank weapons, such as the German 8.8cm PaK 43 L/71 (click on image for a bigger version):Like the Resistance Heavy Barrels, yes, but theirs are still kind of on the small side
I get that it's good cannon design to have the largest bit of metal around the breech where most of the initial pressure is, allowing you to have a slimmer and lighter barrel, but these guys take it to extremes - big fat breech, long spindly barrel. That thing looks almost like a vacuum cleaner. I want one that's considerably longer and more uniform along it length.
Big fat breech, long spindly barrel. -
I have found -- through being bitten by it twice -- that there is a category of missions that can be turned into utter crapshoots for a solo player with the wrong map, and I believe that making the success or failure of these missions dependent on what is essentially a coin flip is wrong.
The category of missions are the ones that have "Don't let [name] escape" as part of the mission goals. When the map for one of these missions is one of the warehouse maps that are essentially a 'T', with an 'end room' on either end of the crossbar (the room with the upper level at the back and right side as you enter, and the one that has the two conveyors up the length of the room with the raised platform at the far end). When you have one of these missions, the boss will start running when you enter either of the end rooms, so if you're running the mission solo, whether you fail the mission depends on whether you guess correctly which room has the boss in it. Guess right, you can fight him and try to defeat him before he escapes. Guess wrong, and you never even see him; you just get pitched out the mission door with a failure.
Eliminating the 'T' maps from the pool of maps for these missions would eliminate failing the mission for a reason that has nothing to do with how you play, but depends solely on a single 50-50 random chance you can't affect. -
It seems to me that it would be more rational, when the launcher downloads and installs an update, to have it run a verify as part of the update process than have the launcher let you go all the way through the download-and-install process, then only after you click 'Play', does it recognize that you've installed an update and ask about running a verify.
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Quote:No. Having a random chance at a set interval that, in a defined radius around each hero, one of the civilians would pull a Nemesis rifle and unload on them. So you could be standing there on the street and some random woman walks past you waving, then suddenly stops, turns around, and starts shooting at you.And it's a real waste, to be honest. A Nemesis-styled event that's just a blunt head-on assault just seems out of character for the guy. Someone suggested suddenly having all civilians pull Nemesis rifles and revealing they were Automatons all along, now THAT would have been more his style. Still out of character, but more his style. Probably still as boring to play, too.
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Quote:Is there an option for "If the two choices are how the forums will actually display, and the important part of the forums is the content, why do both options create so much dead space on the left and right that doesn't contribute to displaying the content and squash the content into the middle of the screen?"Take a look at the options below and be sure to cast your vote above!
Arcanaville's observations are trenchant if the proposal is just a background image, not a resizing of the content-to-window ratio; at the normal proportions of the window to the forum frame, the vast majority of both background choices will be hidden by the forum, which dilutes the choice
Rather than having a new background, I'd rather have the "Remember me" checkbox actually be a "Remember Me" checkbox, and not a "Remember me until I close the browser window, at which point you forget I ever existed" checkbox. -
Quote:Yes, I did intend it as a play off of "I am the Very Model of a Modern Major-General" from 'The Pirates of Penzance', by Gilbert & Sullivan; I saw "the very model" in Megajoule's post, and the first line popped into my head. From there it was just a matter of trying to match the rhythm and phrasing while making it relevant to Nemesis.Without knowing if you meant to or not I read this in the tune of that one song can't even think what it is called but a looney toon (I think) sang it and the only part I remember is the really fast part where it says animal or mineral, someone please help me out here with that song, but I did really read your "poem" in that tune so +10 interweb points for you.
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Quote:This. When you're getting swarmed, it doesn't make much difference; your cones and PBAoEs are going to get good swathes of mobs anyway. But when the Mad Minute dies down and you can start paying attention to where individual mobs are, moving to get the best coverage of targets is essential.Most of my characters move quite a bit to maximize things like cones and PBAoEs. Also, it's handy to launch KB attacks from above so they work as KD.
Of course, with a significant fraction of my Blasters, "best coverage of targets" sometimes comes down to 'See that dot?" (i.e., LRM with three Dmg/Rng HOs, Boost Range stacked on top, and range bonuses from sets)... -
Quote:Just change the redside cape mission so that you get sent to destroy the statue of Statesman in [insert zone]. I think it would appeal to Recluse's sense of humor to make vandalizing the statue a rite of passage for the Destined Ones.I figured it would be facing away from her, on his knees but face down in the dirt, with the pointed heel of Penny's boot lodged firmly in his ... patriotism.
Then there could be a zone event where Lord Recluse attacks to destroy it and preserve some small shred of his friend's dignity, and you can either help him or help the Clockwork to defend it. -
Quote:Or at least have some dynamic action going on with those gates in the War Walls that show that there's a mechanism to allow ships to pass through them, otherwise there's nothing for the dockworkers to do./Agree. It's supposed to be a port. Having it be basically a landlocked lake with walls around it is a huge head scratcher. Have part of it open to the ocean, and just use invisible walls to keep players from going too far.
Although it's probably a good thing that the gates in the War Walls remain closed, given how badly Paragon City violates the IALA Maritime Buoyage Standard. -
Quote:I am the very model of a modern metal general,Funwrecker:
Just so. Nemesis is the very model of a Large (tinned) Ham.
I've data metallurgical, mechanical, and chemical,
I knew the kings of England, and I've studied wars historical
From Marathon to Klendathu, in order chronological;
I'm very well acquainted, too, with logic algorithmical,
I understand the threats that come from changes that are temporal,
In fact, about the Coming Storm I'm teeming with a lot of news,
Although the driblets I provide won't be enough for you to use.
I do foreshadowing and dropping hints of a new race;
I know the scientific names of every species that you'll face:
In matters metallurgical, mechanical, or chemical,
I am the very model of a modern metal general. -
Quote:Particularly because the way 'Armored' lower-body parts were implemented was particularly lame, with a 'one size fits all' discontinuity jutting out at the upper thigh which looks extremely stupid with a lot of the textures. Tech Wired, for example, where the edge of the armor piece and the edge of the 'armor' don't line up, leaving wires curling around the edge of the armor when they should be under it.Yeah those and the shoulders should be like the gloves and boots. Maybe even add the pants to "Tight" as well, seeing as the cyborg and Clockwork legs are there as well as armored. I'd like the option to have robotic arms with the shoulders, that would be nice. =\
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Quote:I was going to say 'codpieces', but it appears that the comics have already beaten that one into the ground.What costume parts should only men get? What kinds of clothing would women choose not to wear?
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Quote:Simple. Whether or not the set "underperforms", is it fun to play, disregarding the minmaxers trying to squeeze every last hundredth of a point of DPM out of a powerset? If it's fun to play, and it takes someone going over the powerset with a micrometer to be able to tell that, in a raw head-to-head comparison, it takes a Staff Fighting character two and a half extra seconds to defeat X number of [insert mob type] compared to [insert melee powerset], what do the absolute numbers matter? If the powersets all played the same, and did the same theoretical damage, what's the point in having different powersets?I've heard that a lot in this thread, and it is an opinion I am frankly puzzled by.
"I think Staff numerically underperforms, but doesn't begin to show that until higher levels. Can we change some of the powers to make it a little better at the high end?"
"Screw the numbers, just have fun"
How is that a valid answer to a numerical complaint?