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Greycat

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Posts posted by Greycat

  1. 1 hour ago, Bentley Berkeley said:

    e, this issue of the Peace Bringer being made almost entirely obsolete by this hybrid ATs  creation, alongside the fact the kheldians still must suffer the existence of Quantum enemies needs to be recognized and addressed.

    I run both. Sentinels do not make PBs "almost entirely obsolete" by a long shot.

     

    And leave my Quants alone.

    • Like 2
    • Thanks 1
  2. Reproducible fairly consistently.

     

    I have a character with the Reptilian (Male) costume. If I go into SG settings, the first page is fine. Hit "Continue" and go to the next page - instant crash.

    It's a new SG, new character. Tried with an established SG, different character - no crash.

    Took character to icon. Created a new, non reptilian costume - works just fine.

    Character was not in SG mode.

    Happened with two different logos (yes, it saved the SG changes) - the default Anarchy, and musical notes.

    Took the same character to the cosmetic tailor. Changed gender to female. Reptilian top. No crash going into SG settings. I can get through both pages, no problems.

  3. 18 minutes ago, Zepp said:

    It is not "complaining" rather than making transparent the cost of such a nerf that has been called for on multiple threads. There are, at a minimum, several dozen keystone powers that are beyond the reach of non-hasten builds. This means they are powers that define sets that ought to be perma-able, but just are not without hasten.

     

    As I have stated, and part of the point of this thread, nerfing Hasten is a bad idea. I don't see the need for making it inherent as most builds are better without it. My position is Hasten should not be changed. If Hasten were to be changed, the several dozen keystone powers, at a minimum, would need to be altered.

    It's a "nerf" that isn't even being considered. Nor is making it inherent. Not everything "called for" gets put in the game. *Most* things don't.

     

    All this thread is doing is getting some people unneccesarily worked up over something that isn't happening.

  4. 18 minutes ago, ZeeHero said:

    You cannot demand someone else "Choose"

     

    if you actually want choice, you would not be asking for nerfs. you would be asking for new and better options.

     

    I CHOOSE to play to relax and NOT have much of a challenge- if I want a challenge I go do Extreme trials or Savage Raids on FFXIV- becuase COH is not capable of ever providing a fun challenge with the way the engine and combat system works.

     

    if you just have no experience with better and are very easy to please, then at least ask for new options for challenge instead of demanding to take away fun from most of the game.

     

    You are 100% correct hasten does not need to be made innate or nerfed, a better solution to the problem of hasten being so much better than most other pool powers exists.

     

    Make those pool powers good too!

    That was not a demand. That was a suggestion.

     

    And read my post again. I was very blunt about leaving it alone - as you yourself admitted I said later in the post. Just after you stated I was "demanding to take away fun from most of the game." And just after you stated I was asking for nerfs.

     

    You also need to lay off insulting others, being condescending towards those whose playstyle is not your own ("No experience with better and are very easy to please" - I've had experience from I3 onward, one that changed quite frequently, thank you)  and making assumptions. Especially over something that isn't happening anyway (that being nerfing hasten.)

     

    Edit: For your own enlightenment, I don't bother perma-ing or doing megabuilds for the exact *opposite* reason you state you play the way you do. I find it makes an already easy game too easy if I can wade in with a defense-capped blaster and kill everything without batting an eye or worrying about health. I *like* having to decide if I'm going to use domination *now* or wait just a bit longer. You'll note I'm not casting aspersions on you for wanting to pay that way. You playing that way affects me not a whit.  Again, I *do* prefer choice - whether that's tanker, scrapper or brute, or "take hasten or not." And that's the way I want it to stay. (Again, *not that a nerf is even being seriously considered.*)

  5. Just now, ZeeHero said:

    The main playstyle which relies on it is... Be awesome and feel like a top notch superhero. something people who ask for nerfs instead of ways they can choose for extra challenge clearly dislike.

    Choose for some extra challenge then. Play without it. 

     

    *shrug* My characters feel perfectly "awesome" and "top notch," very few have ever had hasten, I don't perma-anything or "build," particularly. I don't care if you do. Hasten is fine as is. It does not need to be nerfed, does not need to be buffed, and does not need to be made inherent. Why? Because, amazingly, that gives people the most choice on how to build with (or without) it without affecting anyone else.

  6. 19 minutes ago, ZeeHero said:

     

    Making it inherent would be the only change which could be made without causing damage UNLESS they adjusted the 50 bajillion powers which suck without it.

     

    I think you mean the zero powers that do.

     

    No powers rely on Hasten. Some peoples' playstyles lean on it heavily. If a power or powerset actually *relied* on hasten, its recharge would be adjusted or there would be a Hasten-type power in the powerset.

     

    All this is complaining about something that isn't even in the works.

    • Like 1
  7. Personally? Instead of going through others opinion of what's good or not (because, frankly, other than about 3-4 sets, pretty much anything you ask about seems to have 99% "that sucks, you're stupid for taking it" answers) - you've got 1000 slots. Sure, go with suggestions, but just make a few combos of your own that *you* think sound interesting and play them. They may stink on ice, sure, but you may just find you have fun with some "bad" sets.

    • Like 2
  8. For the OP. Male, female or huge model?

     

    Female has several shorts options.

     

    Male and Huge have the boxing shorts (which you'd found) and the "Bare" option if you want to run around in briefs.

     

    There's a costume suggestion thread around here somewhere. Go there and ask for male and huge shorts. (Because honestly, I see more kilt options there than I've seen people wear kilts in real life.)

  9. Chewing on this a little more:

     

    I don't know if this is doable or not, but part of the "goals" of other zones are, as mentioned, getting contestible items (rocket launch codes, shivan shards, bunkers, heavies.)

     

    So, on top of the current standard four PVP missions (buff/debuff damage and resistance for each side,) how about "Go through the walled off city to get components?" These would be components for monitoring (hero) / spying on (villain) the zone (better tracking of bounty targets, indication of stealthed characters - not nullifying it, to be clear, but maybe an alert if one's within 30 yards or something, indicating directions of travel for friendly/enemy reinforcements for the battle, that sort of thing,) or... well, something else.

     

    You choose to enter the mission, fight to the end to retrieve the component and get it out. (This could also be done to sabotage a completed buff, perhaps.) Up to... say, 75-85% completion, an opposing player can enter and face you at the end, either up to "even" teams or the missions could be limited to 1-2 players. If it completes past that, they can't enter the mission, the boss group at the end spawns, and the player fights that.

     

    To keep someone from just stealthing to the end, make the last room need a key, perhaps.

     

    You then take the component to some location in zone to set it up/repair a device/something. (Also, obviously, something the opposing side can contest.)

    I'm not sure if this is technically doable or not (watching for a player to come in to determine if they can spawn the end groups.) But it would give a goal and another setpiece to PVP in.

     

     

    Edit: Should that *not* be feasable, perhaps (still more.. 🙂  ) missions where you affect communications for one side or the other - which determines if the "get a component" missions have a more difficult guard at the end (they're alerted) or not (communications are disrupted.)

  10. If you're curious for examples on what enemies do what, you can always go to paragonwiki.com. For instance, I did, looked up Council - here's a Nebula Buckshot's entry on powers.

    Shotgun (Ranged) Cone, Lethal, Foe Knockdown
    Good at close range. Fires a cone of buckshot pellets and can knock some foes down.

    Brawl Melee, Smash
    Council brawling attacks.

     

    Versus a Nebula Elite Marksman

    Cryonic Rounds (Ranged, Lethal/Cold) Foe -Recharge, -Speed
    Your movement and attack speed has been slowed by the Advanced Rifle Cryonic rounds.

     Incendiary Rounds (Ranged, Lethal) Minor Damage over Time, Fire
    You are taking Fire Damage over Time from the Advanced Rifle Incendiary rounds.

     Brawl Melee, Smash
    Council brawling attacks.

     

    So, if you (somehow) have only Smashing and Melee defense, there's nothing to counter that shotgun, the Cryonic or Incendiary rounds. But you've got some defense if they come in to brawl, since those are smashing/melee.

     

    If you have no "typed" defense (smashing, lethal, fire, cold, etc,) but have ranged, AOE, and melee defenses, you've got defense against both of these mobs attacks. They can of course still hit you, but they have a lower chance to. There can be some intricacies (+ mobs, defense debuffs, anything over defense caps, incarnates, etc.) but ... bluntly, I don't care about it enough to keep the math in mind. 🙂 Plenty of people do and can explain it until you're trying to find defense vs math.

    • Like 3
  11. 1 minute ago, 00Troy00 said:

    Like many (most likely most) of you, I put many hours into CoX back in the day (It's a hell of a testimony that nothing since has been able to match its following in the genre!). I had no idea the game was still alive until yesterday! I have MANY questions, but I'm just going to throw out a few for now:

     

    1. I'm downloading the game now, but it's moving REALLY slow. Is this normal, and how long does it usually take?

     

    2. Are there certain days of the week /times of day the servers are busier than others?

     

    3. Is there anything that differentiates the two regular (non-rp or EU) servers?

     

    4. Do people still run super teams? For example, back in the day, my friends and I all made Radiation Defenders, and would run in teams of 8. We melted anything and everything that got infront of us, and discovered that it was a great way to level toons QUICKLY.

     

    5. Does the game play much differently than it did before?

     

    6. How are the servers maintained? Is there no membership cost?

     

    Thanks in advance all!

     

    Troy

    1. A solid "it depends." It depends on you, your connection, your usage, your ISP's load, the server load, etc. I'll note that, at least around here, internet providers are reporting slower speeds in general with so many more people working from home.

     

    2. Yes. I couldn't tell you what they were right offhand, though. I'm on and off at weird times. Watch the server load indicators. It's never felt "dead," though.

     

    3. Couldn't  say.

     

    4. I haven't *heard* of any but I haven't heard that people don't. Start one! (I don't know if Repeat Offenders has started back up on any of the servers.)

     

    5. Define "Before?" If you played at shutdown, there's a new AT, some new power pools, a few new enhancement (IO) sets, and a bunch of QOL tweaks. If you last played, oh, I9 or so... strap in.

     

    6. Monthly request for donations, which tends to get filled and closed quickly.

    • Like 1
  12. Yep. PVP zone.

     

    On live, this was one of my favourites - before we got the "+5 powers when exemped" code and, really, IOs in general. It was the last zone that didn't just turn into a T9 fight. I had fun there.

     

    That said, this zone could use some help. No, this is not "Make a pvp zone a pve zone." I think they should generally be left alone (though a non-PVP without the rewards, but with story and standard PVE rewards, could be interesting.)

     

    There are two big annoyances with the zone.

    1. The battles you're supposed to help out with are... not very dynamic. Pip comes up on the map. Rush there. A few stragglers that were on the wrong side of the lines are cleared up. The two sides stare at each other for what feels like an hour. About when you're ready to fall asleep, someone finally attacks. Yes, players can initiate attacks, but it doesn't seem to actually trigger the *battle.* It is... just flat out boring. There's nothing else to do in the zone but grab the explore badges, stand around for the time-in-zone badges, and do a set of repeatable, fairly generic missions (available in every PVP zone to buff or debuff damage or resistance.)

     

    As a goal, this just... wasn't done well. Bloody Bay? You have the meteors, at least, so you have to keep moving, and the only place you're generally pinned down is the firebase.  Same with Warburg (codes) and RV (turrets and heavies.)  The battles need to be sped up - and yes, I get "giving players time to get there," but this is a bit much - or something else needs to be added to the zone that can be fought over. (Or at least gives a *goal.*)

     

    And of course, goals mean rewards, which... er.

     

    2. The bounty system.

    All right, so there *are* two "goals," of sorts. One is to get control of the zone, which ... takes... a... while. Your reward for this? Two tiers of temp powers which are.... ok. They'd probably be in the cheaper tier of P2W.

    The other is "Bounty," which you get by defeating other players and participating in (or, apparently, at least being there at the end of) victorious battles. Your side loses, you get nothing. Your side wins, you get 100 bounty. Don't leave the zone, or it vanishes.

     

    At 1000 bounty - which, sure, is easy if there's another player, usually, and you win, but the zones aren't exactly *lively* (and I just spent over an hour getting this...) you can pick from - wait for it - a *medium inspiration.* Not even a special one. Plain old medium inspiration.

     

    At 6000 bounty, you can get... an SO. Now, yes, the zones came out when SOs were what you mainly slotted with, and getting SOs at 20 (the level the zone opened) would be great. Now? Or even "Most of the time on live?" With these rewards, it's not worth *playing* for bounty. (Which would make #1 less rewarding, if addressed.)

     

    The only other reward (which you can only get from 20-30) is by doing the easiest mission - completing a patrol - and getting a temporary Combat Invisibility power. Which is useful and along with the 5 merits for all the exploration badges is pretty much the only reason I tend to go in there.  (Oh, and a gladiator, if ... wait, nobody does that. Is that even active any more?)

     

     

    Compare with:

    Bloody Bay: A few minutes of grabbing meteor shards, a little time taking down a firebase, and you get a useful (to varying degrees) Shivan pet, 5 uses. Do the patrol, get Hyper Stealth.

    Warburg: Three different missile types that give buffs/debuffs/damage (I think. It's been a while.) And a temp phase shift.

    Recluse's Victory: Longbow/Arachnos heavy. (Maybe not as impressive, but it does carry a good bit of firepower.)

     

    As a 50, I'm fairly sure I could get *all* these rewards in the time it would take me to earn one SO through battles in SC. No wonder besides being a PVP zone that it's abandoned...

     

    So what to do?

     

    I'm not completely sure, but the zone could use a revamp. Speed up the battles, as mentioned. No more staring menacingly (or, not, really, they just kind of stare) across the field at each other until someone swats a fly and the rest think it's time to attack.  Maybe give the player a little more agency in them (at the risk of triggering a battle and having an enemy player hit them right at that moment.) Put more in the zone to do - turrets would probably not make much sense, but things to help or hinder the other side - set up (or destroy) sensors, transmitters to call for aid, or similar items that you'll have to "complete a set" of.

     

    And of course fix the rewards. The insps are fine... but maybe put them at 150-250 bounty. Complete zone missions (without losing your bounty from "leaving" the zone to go into a mission...) and get some bounty. SOs... eh, if you're going to keep them, put them as extremely cheap. Common (non set) IOs, as well. Keep the multi-thousands-bounties for *good* things, random IO set rolls which could include PVP IOs. I'd say "let your imagination run wild" here. Eh, and let's add a temp power - nothing *huge* (these are repatable,) but there are already PPD officers and Crab spider temp powers. Maybe the Crab and a ... nullifier or warden.

     

    Or see what else we can come up with.

    • Like 2
  13. 18 hours ago, AerialAssault said:

    So, you know how the enemies in the new zone events do not have a level? That minions always con white, lieutenants yellow etc.?

     

    That would be awesome to have in AE, it means that lower level mobs could be fought at higher levels while still awarding some XP and not being completely trivial.

     

    I don't know how notoriety would play into this system though, but hey, it is just an idea.

    Custom mobs can do that. Standard mobs, depends what's available - they'd have to remake the mobs in general (or someone would have to step in and do so.) WOuldn't mind seeing it myself.

     

    One thing I've wished for in the past is a player-chosen starting point. RIght now you can't pick "THe player/team starts in a cell" if you want them to break out, for instance.

     

    I don't *remember* seeing an option for "Boss teleports/med-ports away at X health" (for enemies or allies, counts as a defeat if you're "defeating" the boss.)

    • Like 1
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