Jump to content

PresidentDSG

Members
  • Posts

    45
  • Joined

  • Last visited

Everything posted by PresidentDSG

  1. Would you rather fight a horse-sized duck or 100 duck-sized horses? Okay, actual question: For anyone who's interested in answering, be it gameplay, story, etc: What parts of Homecoming's development of City of Heroes do you approve of? Which do you not, or would do differently if it was you in charge?
  2. You need at least one person at each banner, yeah. To make them vulnerable enemies have to die at each banner simultaneously (People will say things about the circle, that's just aesthetics) If you're not getting badge credit for banner kills it's because your team hasn't contributed enough damage for one reason or another to get the credit. If people are jumping around not paying attention to the organization or what order banners need to be killed or killing banners before everyone is there, then you have problems.
  3. Hero Corps' emblem was added to costumes a few pages ago, but apparently shields missed out. If it could be added there, that would be very appreciated!
  4. Is this thread still followed? Zone/Mission: ASF_M2_Smelting_Cauldron_generic Position: [-835.9 24.0 157.3] In an AE mission, this happened on two teams- Objective spawns, presumably, inside this crate somehwere
  5. This is something I've been mulling on for a while. Homecoming has added a lot of story arcs at this point, and of them only the Piecemeal storylines have not been Rogue/Vigilante locked. (And the Aeon SF technically I guess, but it's a TF) Can we cool down on that in the future? I know like 99.99% of characters are rogue/vigilante anyway, and the shades of grey etc etc is intoxicating area to explore, but there's quite a few pure blue or pure red characters who are locked out of the new content unless they get a vigilante/rogue buddy to start the storylines for them. I feel like you can still put vigilante/rogue options in a storyline without forcing people to be a mid alignment to do the quest at all.
  6. Whoa, it's certainly gotten a lot hotter in here! Congratulations! Check your global for an email from @VicePresidentDSG!
  7. I've drafted and deleted so many versions of this post that if I don't just ditch the cutesy gimmicks I had planned it's never going to happen. We can all agree that Jack In Irons is a very handsome guy. I mean, look at him. The ideal male body, you've gotta love it. But the height of attractiveness is comfort, and we just never get to see Jack comfortable because his throne is just one of his spawn points, and it's pretty rare. I hereby offer a bounty for anyone who can post, in this thread, a picture of themselves standing near Jack in his throne, to the tune of ten million influence! Easy money, if you can be blessed enough to see Jack in the height of comfort. There are some rules, of course! 1) Jack must be resting in his throne! If he's standing, it doesn't count! I don't know if he spawned there and you accidentally aggroed him, or if you stole him away from his righteous conflict against that jerk Eochai and lured him all the way to the throne! So, if he's standing, your picture is void! 2) Your character must be in the screenshot! There are pictures online of Jack in his throne, and while I trust nobody would try to pass off a google screenshot as their own, I feel this is reasonable 2) One payout per account, please; Give more people the chance to enjoy our big boy's presence! Include your global handle with your screenshot so I know where to send the cash, also. 3) Patience, please! If you post and you don't immediately see an email, it might just mean I'm too in awe of your screenshot to be able to send your proper money right now. Or I'm at work. Or it's been like ten months since I made this post and I've just stopped checking. Happy hunting!
  8. I appreciate the condescension, but I do know what I am talking about.
  9. So, I'm not sure how I'm possibly going to give any good documentation for this, but. I have been leaving a character sitting at various boats and ferries in the Rogue Isles to try to get her Smuggler credit for days. My progress was at 93% and would not continue. I was in the proper volume as far as I'm aware- the little icon to tell you about the Smuggler day job was popping up in them as I was logging off and back in, but credit was not being awarded. As a test just now, I went back to the first boat I used- The one by the quartermaster in Nerva Archipelago. A quick test showed some progress accumulating. Only here- I don't have a full list of boats but I tried the ferries at least in Mercy and Port Oakes, leaving the character parked there for entire workdays, and they did not progress things any. Logging out for a few minutes here progressed it from 92.80~% to 92.95%. I'm not entirely sure what's going on here, but there's some shenanigans afoot
  10. Very minor, but the Arachnos Agent badge has been displaying the wrong text *at least* for about as long as I've known about the badge on Homecoming. This is the text for Cannon Fodder, the blueside version of the same badge, which is working correctly for the record. According to Paragon Wiki, the correct text for villains should be "Your work with the forces of Arachnos has earned you the Arachnos Agent Day Job. Logging out in an Arachnos Base will grant you an Experience bonus, when you log back in, each time you complete a mission for a short time. "
  11. The best place to get your Nemesis kills is a nemesis invasion. Do Pandora's Box arc 5 (If you want you can form a team to do this quicker and get bonus kills), then form a league wherever the invasion spawns. One invasion can get you all three Nemesis badges easy.
  12. It's really easy? You're only outleveling the arcs if you're going out of your way to maximize EXP. Turn off your double EXP and play them at x1 and you're generally going to be hunting for missions between each arc to hit the minimum level for the next one. If you don't want to do that, be prepared to have a wiki open for the level ranges and shut off EXP before you outlevel the next contact.
  13. Hi, i've got a bunch of successful and mostly-successful MO runs under my belt Master of Aeon mostly comes down to the leader having a good plan and the team executing that plan. You can have the best plan in the world and if your team isn't listening, you'll fail the badges. You can have a really good team under you, but if your plan is garbage you're going to fail the badges. I advise going on a few runs without badges being a concern just so that you know what's coming and what you're dealing with- Knowing, say, that smelters can and happily will heal Zoe nearly back to full means that you know what to look for when you're ready to commit to that final Brickernaut pull. For specific badges- [Unfriendly Fire]: Princess Zoe needs to be at 10% HP when the brickernaut explodes. When this happens, she automatically dies. Either get a Power Analyzer or set your tooltips to have no delay to monitor her health. I would generally advise trying to whittle her down a little bit past 10 so you have some breathing room to kill the brickernaut, as an ill-timed regen tick is one of the main ways this badge fails. The wrench and the Dimensional Grounding Ray are by far the most foolproof methods to get the brickernaut into friendly fire mode. I generally favor the ray but it requires a lot more setup and has limited charges, the wrench is very reliable if a bit more risky. If you do the wrench, you need to wait until the Brickernaut is at about six seconds in the cooldown, as the wrench only confuses for seven seconds. Or maybe you can just yeet it at him at the start idk, i feel like waiting for 6 is the most reliable but im pretty stupid You may have to sacrifice yourself to ensure this badge, especially if you're the tank. I've at times as a non-tank AT stuck near zoe to ensure she was under the HP threshold when she died. [Ripple Raider]: The only way you fail this badge is if you don't do the secondaries. It's generally worth it to try to drag the AVs to safer places if your team isn't extremely optimized- Pull the 5th Column avs out of the bowl, the Devouring Earth to the water, etc. [Power Overwhelming]: Power analyzers or a sharp eye will tell you when he's got the buff. I generally prefer to weaken him outside of the patch and then draw him onto it for the kill, but some teams can power through him from full to dead. The tricky part here is that Ripplesurge uses ranged AI, so it's a little difficult to precisely move him. Have your team refrain from taunting him, holding him, or using powers like Phantom Army to make getting him in place easier. Try to avoid going for the killshot until you can confirm he's got the buff if at all possible- He may visually look like he's standing in the patch but he may not be empowered. Also, don't fight him on the hill. The street nearby is a nice open spot to fight him, where it's really easy to see the damage patches and maneuver him onto them. [Can't Touch This]: You need two dodgers who stay far away from Midas at all times, ideally on the balcony behind him. They each need to pick a corner and move to an entirely different one whenever they're targeted by a blue laser beam. When it shifts to the minigame rooms, they should still be hugging corners far away and moving to different ones. Extremely skilled players can contribute to the fight here or even pull of stunts like moving in or out of range when they're not targeted, but this should probably not be attempted with pickup groups- I find it's safest to have the dodge team literally just dodge and do nothing else. Have your dodge team take their places first, without aggroing Midas, before everyone else moves in. Everyone not on dodge team stays in melee range with King Midas at all times (Even if they're squishy ranged characters) to ensure dodge team is the one targeted. Team lead should familiarize themselves with the minigames in order to minimize the time spent in them, as this is the most common time CTT fails in my experience; usually because someone in melee range has been targeted before dodge team was in place. It's worth it to have at least one person have incandescence as a backup option. Lore pets minimize the time you spend in the fight in general, which means fewer dodges and fewer chances for things to go wrong. Also make sure you're efficient about dragging King Midas to the pizza pools as quickly as possible, so you're not wasting time and energy on an invincible enemy and giving him more time to bombard people.
  14. Does the Santa Claus character have to be explicitly Santa or would a kind old man who is heavily implied to be Santa Claus count, just as a random example?
  15. This has been an extremely consistent issue I've noticed for some time- At least since I've recently been actively playing my thugs mastermind. Exactly as the title states- They're not keeping their visual rank 2 upgrades like they should. They keep the actual powers, this is purely an aesthetic issue, albeit an annoying one. Applying another upgrade fixes it, at least until the next zone. As far as I can tell, this is unique to Thugs; I have not seen this issue with any other Mastermind primary I regularly play. Every now and then, in a weird thing that is possibly related, I'll zone in and see the Upgrade Equipment bag floating and spinning in the air when I load into a zone, but because I want to get a screenshot of that to provide more information to this post it is of course not happening.
  16. The bug is that it shows up in your CC when you're not a spider, not that it's not showing up in the overworld. Think of it kind of like if assault rifles showed up as a weapon option if you were any other powerset.
  17. The first missions of Who Will Die, for either alignment, both show hillariously incorrect level ranges on the LFG window. This is purely visual, they still are in the correct level range of 10-20.
  18. The Croatoa War is a really fun and interesting event. It has all the enemy groups of Croatoa in one place fighting it out, which is an interesting enough concept on its own. It ends with two giant monsters fighting each other, genuinely unique in this game. It's a spectacle on its own to watch, and of course there's the obvious fact that it's two badges/merits in one encounter. I like the Croatoa war. I also *hate* everything else about it. The Croatoa War cannot go on while any of its spawns are alive on the map. This isn't broadcast to anyone. Most players either don't know or don't care about this factoid- They come in to kill the two very obvious giant monsters, who will never kill each other and are thus always extremely obvious, then go about their day. If there's a Cabal Witch flying in the air in some hidden corner of the map where she's safe from red caps, she will never naturally die until I assume the map resets. This results in the war being a lot more rare than it rightfully should be- It actually activates every couple of hours, maybe even hour, but it will never start while a war is technically already going. I've spent a lot of playtime hunting for the war. I've grown pretty good at identifying mobs that are not where they should be or are acting weird, and are thus probably stragglers. Most of the time, I kill these and get rewarded with "Monster activity in Croatoa has returned to normal levels." Any time I am lucky enough to catch the event in progress, I always have to impress on the team I gather to go out of their way to kill everything in the Vale until I confirm that the event has ended, so it can start for something else. With all the setup out of the way: There needs to be a rethink or slight change to this event so that it doesn't require someone going out of their way to just be a glorified janitor. Everything in the war event acts differently, so I can't imagine it would be too hard to isolate them and make them at barest minimum easier to find, as has been done with several other world events- If all of the monsters were unleveled, they would stand out among the wild spawns that already do appear in the area. Alternatively, some means to simply make the war self-destruct itself after some period of time would be nice, but I don't know how feasible that would be. This post was entirely motivated by being sick to death of hopping into Croatoa only to unstick the event, again and again, and probably miss it spawning for the rest of the night for various reasons. It's also motivated because this is a really cool event and it really sucks that it almost uniquely requires players to go out of their way to clear it so that the next group can have some fun beating up the ugly giant and the pumpkin monster. Especially when this event is the most reliable way to get them for the Croatoa accolade.
  19. I had a longer version of my own answers which I will skim over here- I love Mortimer Kal because it doesn't overstay its welcome, is full of fun setpieces and fights, and ends in a dramatic hero vs villain confrontation that is exceedingly rare among the villain task forces. That the hero you confront is Positron is just icing on the cake. Admiral Sutter is admittedly mostly carried by its first mission, but it is a hell of a first mission. It's a giant sprawling naval battle where you're jumping or flying from ship to ship to fend off waves of Praetorians and Sky Raiders before boarding their huge jury rigged battleship. Some sort of love to make it feel like a more active battlefield and you could easily make one of the best mission setpieces in the game *the* best mission setpiece in the game. ITF I love the theme of- It's big dumb stupid campy superhero fun that does not and does not pretend to take itself seriously. You're superheroes going in the past to fight Romans, aliens, aliens that have fused with Romans, and Nazis that have aligned with Romans. It's rad, and I wish it wasn't just thought of as the quick leveling TF.
  20. I have made a poll to see which is the most fun task force and it is free of errors and if it is not I am going to scream! This was a bad idea the poll system on these forums is a nightmare! Anyway. Please select your favorite, if it applies! I'm not necessarily looking for what you think is the most rewarding, although if rewards are fun for you, that's fine! Use it in your decision! I'm mainly looking for what you objectively, subjectively think is the most fun task force for each alignment, one you would enjoy playing at just about any time!
  21. I have been terrible at keeping the forum thread updated! The next Exchange is happening Sunday, July 4th, at 6 PM EST/5 PM Central/3 PM PST! It'll be taking place in Kallisti Wharf's Christie Square! Feel free to PM me or post in this thread with questions if you can stand how much it's been necroed.
  22. The technical reason they don't exist is because they were never programmed. Versions of all these characters in the genders they are not would have to be built from the ground up as new enemies and then added to the faction. I don't know if the game handles spawning rules differently than AE does, but it could even start throwing off Arachnos' balance if every male character now had a female character that could spawn to or whatever. Creating these models for the new player character's avatar is one thing, but transitioning them to functioning enemies is another entirely. And now my armchair dev talking: It would *absolutely* harm your ability to identify them quickly and efficiently. The different enemies have different shapes and silhouettes- You can tell at a glance that this is a wolf spider, this is a mu, this is a crab spider, etc, and in a faction like Arachnos it pays a lot to be able to immediately identify what you're fighting. Crabs are HUGE, banes have a particular bulk to them, etc. For a faction like the Skulls it's one thing, there's not a lot of visual noise there in the first place, but Arachnos is already a busy faction visually, with numerous different types of units all with their own specific visual flair, abilities, and combat role. Adding the fact that every unit now has multiple different body shapes it oculd appear in would just add to that noise in not necessarily a good way
  23. I don't think it's necessarily a bug, but rather just a quirk of how the game counts objectives as completed. Collecting the ally isn't really objective- Removing the enemies around him is. So if there's no enemies to remove, congratulations! Objective's already done. You're amazing. The only real thing you can do about it is just relent and give them enemies for the player to fight. You can play with animations to make it look like the escort/ally is fighting rather than captured- Animations like the various gun shooting ones are good for this.
  24. There are numerous enemies in AE who, when you apply custom colors to them, suddenly have chunks of their model no longer have any texture at all. I use Architect a lot, and one of my main groups is a faction that is almost entirely comprised of color customized robots. This bug rears its head constantly, and it has constantly harmed the roleplay and intended story experience when my group fights something like these... Instead of the properly colored monsters I was intending for them to fight. Note that all of these enemies appear correctly if no custom color is applied- This issue rears its head when and only when you try to apply any color customization to the models. These examples were used with color matching all costume parts to a specific color scheme, but the issue pops up any time any part of the model is color customized at all. Fully custom AE enemies do not experience this issue, it only shows up when color customizing "official" enemies. The issue did not exist when I was first making custom factions, although ever since it has first showed up for me it has never gone away. It has persisted through multiple reinstalls and file verifications of the game, and seems to have only gotten worse over time. Sometimes it feels like more enemies have this affliction than not, and they always show up to people playing the content exactly the same way as they do to me, on these preview screens and in testing mode. I've also heard numerous other AE authors have dealt with this themselves. While purely aesthetic, this bug alone damn near kills one of my favorite features of the game, and I would dearly love for it to even be addressed as an issue, if not fixed swiftly.
  25. It's not an exploit when game enemies do it, my guy. That's just called mechanics. All of these are working as intended, and most of these are designed to make enemies something unique to fight or give them some slight edge against player characters, who are generally far more powerful than they are and have the insurmountable advantage of being piloted by a human. If you put in these changes you would actually actively be making the game worse and even easier than it already is.
×
×
  • Create New...