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Greycat

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Posts posted by Greycat

  1. 6 hours ago, AspieAnarchy said:

     

    Why not? I managed to make each of them pretty distinctive from one another, wouldn't you agree?

     

     

    Distinctive, sure. But, how many people are excited to get a (say) teleport set? Besides. Slotting-wise, I don't see why these should be restricted to "just rezzes" (if that kind of category exists.) We have healing, we have accurate healing (some of which does damage as I'm recalling.)

     

    I might not mind a more damage/effect focused extra accurate-healing set, or *a* set or two that focus on both health and endurance recovery. But past that, this many sets I'd honestly just see diluting the drop pool.

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  2. 7 hours ago, DougGraves said:

    Is there a GM that is cool?  easy to farm?  rare and elusive?

     

    Well, some of the various Corvette and Camaro models are pretty good. Absolutely hated the "beak" on the final FIrebird generation. Actually really liked the Beretta back in the day, fun car to drive, and some of the Bonnevilles, too. Never tried farming them...

  3. 7 hours ago, Herotu said:

    The "only" advantage is that it can do more damage to more targets. When you consider that it's an attack power, I'd say that's it's primary function.

     

    It (and the other P2W attacks) are also unaffected by the Rage crash in Super Strength, as it's not "your" power.  (And takes long enough that you're not "doing nothing" during said crash for very long.)

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  4. The dots won't get smaller. There's a limit to how many it will show.

     

    On one test, I made *many more* than 160 (16 "pages" x 10 characters per page.) It maxes out at 20 "dots." But what you will see is that past that it starts to skip - "Character page 1" to "Character page 3," etc. as you go dot to dot. That said, it *does* scroll to the selected "dot" already. Small area for the dot, but it does do that already. (Note, yes, this was on a test, so nobody start complaining about names at seeing that... unless you were *really* wanting aldka1234.)

     

    Personally, I wouldn't want to log out to the "last played" character - aside from the impression I get that it wouldn't really know, it's a little odd apparently as to what's shown (or showable) on the character select screen vs in game. Might be wrong about that, though.

     

    Honestly, though, the entire character screen needs revamping. The search by name/powerset/AT is helpful (and where I'll usually just find the character if I'm looking for one - I've got quite a few alts myself,) but an overhaul to allow things like filtering by level, or SG, or being able to pull in extra info to show on an "info" tab (some people want to see things like iNF that I think would just clutter things up, personally) are common requests.

  5. It's a "feature," yeah. (And yes, I find it annoying.)

     

    It's the "modern" control scheme. You can pick between classic, modern... think two others... just a sec, I'll find it.

     

    image.png.36878c36210944e304e298f491b80070.png

     

    Classic gives the old behaviour. (Though I seem to recall that switching these resets everything, if you have custom binds.)

     

    Classic has "Rotate camera" set to "Middle mouse button."

    Modern has "Quick look" set to "Middle mouse button," which I believe is the view that snaps back.

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  6. 6 minutes ago, CrusaderDroid said:

    As a DM, my go-to favorite tactic in most D&D battles is swarms of weak enemies. I like seeing the delight in my players when they throw out a big attack or spell that wipes out mobs of enemies. At the same time, swarms can be dangerous enough in their own right that it forces players to course correct if they don't want to be caught out in a bad spot.

     

    However, this is a video game, not tabletop. There *is* no DM there to ratchet things up or down depending on how the players are doing. And I mean that either as characters ("well, if I keep doing this, a team wipe is coming," for instance, or "ok, they're really cruising through this, time to throw a curveball at them") or as people ("ok, I'm putting off what I had planned for this encounter, Steve's really stressed over something and is not in the mood for it.")

     

    Plus the game's ... not that bright, mob-behaviour-wise. Ambushes, for instance, do one of three things:

    - Zero in on the player (or whichever player triggered them) no matter what, and nothing the player can do short of leaving the floor or mission can break it (and sometimes going back in just sets that target on them again,)

     

    - Zero in on where they player *was* when they were spawned

     

    - Go to/spawn at a predetermined point and stay there.

     

    They don't deviate. They don't really do anything clever (or to make the player feel clever.) I've rescued/kidnapped someone and avoided an ambush by... stepping 10 feet down a side hall and watching them all run by.

     

    Related, unless you have a debuff aura on a critter, they don't alert *anyone* as they run by at 5% health away from whatever was fighting them.

     

    "Hey. Was that Frank?"

     

    "Yep."

     

    "Was he on fire and bleeding out?"

     

    "It's Wednesday, he does that."

     

    "Ah, OK. Hey, going to the game this weekend?"

     

    Unless they're supposed to be absolute doofuses, I don't think any DM would have this as a common "thing," or that many players would find it all that satisfying (talking tabletop again.)

     

    While it's fine to have ideas inspired by tabletop, it's not always a good argument for (or against) something, since the only thing going on behind the scenes are simple algorithms, not someone judging you for the quality of the pizza you brought for the group. 😉

     

    18 minutes ago, CrusaderDroid said:

    If you're not supposed to feel super, you're probably playing the wrong game.

     

    Not your call. Look through the forums at how many people want to play "street level" heroes. The game has room enough for both SuperUltraMan and AngryManWithStick. Just like trying to say who can and can't post, you probably shouldn't be deciding for people who should and shouldn't be playing the game.

     

    Frankly, I have more fun with my not-that-super characters. It's also part of why I don't do "builds." Yes, I could easily do defense-capped, recharge-capped uber characters - I'm well aware of how, and can fund them fairly easily if I chose to, but I don't find them particularly fun 98% of the time. Even my few farmers aren't hyper-optimized (but I don't AFK farm, where that'd be a bit more important.)

     

    24 minutes ago, CrusaderDroid said:

    Given that story arcs are probably easier to do solo than with a team, what with people waiting on you to hurry up and read or getting desynced if they're following along, it's possible to end up with that single-player experience in this context.

     

    You're being willfully obtuse here. But I'll explain anyway.

     

    A single player game is not "I happen to be playing an MMO alone." Especially one with the variety of ATs and powerset combos we have here. A single player game tends to be fairly restricted in what a character can be, and has *much* more control over what they'll face and when. It's designed with and tailored to *a* single person playing.

     

    Nobody's going to confuse a single player game - from Zork to Assassin's Creed to Dragon Age - with an MMO someone's playing through solo. It has nothing to do with people losing network connection or not wanting to wait for you to read something.

    • Like 1
  7. I wouldn't want anything like that something to pay aether for. (Or merits of any sort.) No paywalling costume parts - no matter what it's being paid with.

     

    That said, I think the only reason we don't have this is technical - I vaguely recall something about only a certain number of points to attach/wear things being available. They'd probably have to create/modify some of the belts for holsters (or sheaths... sheathes? or scabbards) for this instead, if possible.

     

     

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  8. 56 minutes ago, CrusaderDroid said:

    Heartily recommend you stop posting in this forum if the only lens you can evaluate anything through is your own personal experience when you play the game.

     

    Heartily recommend you not start trying to tell people who can and can't, or should and shouldn't, post.  And whose experience should anyone base their opinions on other than their own?

     

     

     

    56 minutes ago, CrusaderDroid said:

     The only ATs with big (PB)AoE nukes that can wipe those spawns are Blasters and Sentinels, leaving the entire rest of the cast in the lurch.

     

    Fire/spine tanks would like to talk to you. Or brutes. Or scrappers. Or /rad. Ever hear of CEBR? It was a farm type on live for a while, designed because a claws/elec brute (C-laws E-lectric BR-ute, thus the name) could make short work of low level enemies n a farm - as in single digit levels - and farm *very* effectively for a while. They haven't removed those powers - and thanks to level availability changes, more powers like that are available early on.

     

    So, pretty much all of melee is not "in the lurch," given the number of powersets with AOEs like that - that's ignoring cones, that's ignoring Khelds just spamming Nova AOEs (also single-digit-level.)

     

    And what would the OP's suggestion get us? Basically... visual spam. A bunch of single-hit enemies with little to no XP to make up for it, eating up the target cap.

     

    And I'll go from *my* experience - even ignoring the gas clouds they leave, the Rikti Monkeys are this already... and I hate seeing mobs of them standing around. Since they're not *worth* the time, but I do have to clear them - and that's when I'm not on a MM, where I might as well prepare to dismiss and resummon pets instead of trying to wrangle them from wherever they've gone (but that, again, specific to the gas clouds. Though, what else are these other mobs going to do in theory? Explode like cadavers? Something else?)

     

    About the only characters of mine I could think of *loving* this wouldn't do it for "making you feel super!" as the OP thinks it would (and what if you're not *supposed* to be?) but my Warshades. Group of quickly killed underlings filling my Mire up and jacking up my damage? Or my Eclipse and capping resists? At little risk, since I'd be teleporting in, firing off what I need to and killing them? Cheaper than inspirations! And if anything *does* hit me, I've got a bunch of Stygian fuel there to top up health and END. (Mind you, I'm talking just lower to low-mid levels. As many other characters get higher, they can get the same sort of "surround with enemies and buff" - especially in the dark armor/dark APPs. Dominators /psy has also been notorious for its AOE buff to regen/recovery... which I'm blanking on the name right now.)

     

    If this were a *single player* game, I'd call this much more doable. Fitting, even. Even squad based, where everyone's at some sort of balance - thinking, say, L4D's survival modes - it'd fit in. But here, where you can't just say (for instance)  "A controller will...." because all you have to do is switch what secondary you'er putting with what primary can radically change performance... I don't really see it.

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  9. I'm not sure I'd want a melee character to stop. Though, granted, I don't tend to have a target on "follow."

     

    This has been a staple (including the "drifting past, though the attack is actually underway") for me for dealing with enemies like Protean (avoiding his AOE buff/heal) or (say) a PB getting the first strike on a Quantum/Void. I'd be wary of any adjustment to the behaviour on "follow" breaking it when not. It would have a *decided* effect on survivability.

  10. Take your power off of auto so it gets rid of the shield, for one. No reason for it to be out when you're nowhere near combat (ok, I suppose it could be a permanent part of you, but it doesn't have to be that way by default.)

     

    Besides, shield's the only powerset I know of that can turn walk into baywatch-run.

     

    That said, wouldn't argue with other stances for it. *shrugs*

  11. While helping someone out, we noticed that offline members don't show up for player created chat channels. While this is fine for regular members, for admin purposes being able to see who's "in but not on" a channel could be helpful.

     

    There's also a command, channelmembers, which I thought would help - but it also just shows who's on, even as admin.

     

    We've already got other channels (such as global friends and SG) that automatically show a full member list, whether they're on or off. The name's there, just greyed out. Would it be possible to do the same with player created channels, at least for admins - at least as an option?

     

    Other channel management slash commands would be useful as well.

  12. For masterminds, at least, I use the keypad at the side to map control macros.

     

    And the server bar (which you can turn off) does have more use - Kheld powers show up there, temp powers from trials will show up there, etc. Stuff which you may need access to without filling in other slots.

     

    I could see maybe using ctrl-alt-something as an additional keybinding option - not sure why it isn't. I don't *think* caps lock can be used that way though.

  13. On 5/21/2024 at 8:45 AM, Shin Magmus said:

     I genuinely don't know how anyone did this on live while being attacked by other players simultaneously.

     

    You assume there were people in the zones...

     

    Honestly, though, any buffs/assists should take into mind what *kind* of NPC we're talking about - a rescue or a hostage. Rescues (even redside, there are a few "hostage/kidnap" missions that they really present as "Hey, no problem, I'm coming with you, it's better than them!") would be far more willing to follow you, while I could see some rescues (and some of the "rescues" blueside are more arrests) can try to slip away - it's even in some of the redside dialog - where you have to re-subdue them.

     

    ... and yeah, no +per for the "helpers" - they're suicidal enough on their own without being able to see a target to run after two rooms over. >.< (Just give me a "Thanks, but I don't need your help/it's more important to get you to safety" option that sends them to the door or something.)

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  14. As in someone from Indom getting into someone's base on Torch?

     

    I doubt that's possible, honestly.

     

    However, I *would* like to see people be able to export/import bases and/or share them that way. Someone makes (say) a nice, basic house or apartment layout, or warehouse, lair, military camp, etc and offers it to the community and others can have it imported to their base, then customize to taste. (Obviously without enhancements, etc. being able to be transferred. Which, I believe, is a separate database anyway.)

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