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Greycat

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Everything posted by Greycat

  1. Post-12 hour shift plus some, not really sleeping yet (I really should,) and one other item came to mind about memorial NPCs. Aside from popularity, or feeling left out, or any of that... One of the NPC-memorialized players turned out, post mortem, to have an... issue. I'm not going into who or what, it's nothing *illegal,* but it is something that had... let's say negative emotional impact to their significant other when they found out about it (in the process of going to that player's memorial service.) I shouldn't have to say this, but to be clear, I do not want to imply, nor do I believe, this would be an issue with the person having a memorial requested of them in the other thread. Again... I'm on Everlasting as well. RP regularly. I have no clue who they are or what they were like. But I've met, and been within a degree or two of relationship of, people who seemed just fine, fun, enjoyable to be around, creative, etc... who turned out to actually be horrible people, lying, manipulative, some seeming to get some pleasure out of causing mental anguish to their chosen victim(s.) Hypothetically, say someone like *that* passes and gets petitioned for (and approved, somehow) said memorial. Their "main" or whichever character is now in some location. Imagine the impact of that on the person(s) they victimized. (And then comes the conversation of "How to remove them" and "If they should be removed" and "The dead can't really speak in their own defense, is this just hearsay or a grudge?") As I said. Torn on the subject.
  2. As long as there's at least one member in the SG, so the SG still exists, then yes. Anyone can enter the base regardless of if a member of that SG is on or not.
  3. I initially started posting this in the thread about yet another member of the community who passed. I broke this out because - well, one, I don't want to bring it in to a thread with people mourning the loss of a friend, and two, it's a general... thing. Homecoming's devs/cms/whatever terms you want are going to have to sit down, both with just each other to determine what they're comfortable with, and with the community as a whole, and come up with a solid policy on memorials. For the longest time, we only had Coyote, and that was because of an influential player in beta the live devs wanted to memorialize because of the impact they made. The closest we had to another "memorial" was Ascendant, and he was still alive (during live - and I'm referring to the occasional NPC conversation going "Ascendant who? You have the wrong number.") Obviously they're now an NPC (and so is Saul.) There are memorial NPCs for when the servers were underground/secret. There are several memorial NPCs around. I knew some of the players. I have no clue who the others were. And even though I play primarily on Everlasting, I have no clue who this latest person a memorial is being asked for *is.* It always felt weird going to MSRs, for instance, and having Todogut standing there - I have no idea who they are, what they did, or why they're there. But they obviously meant something to some people who could put them in. And you look down at "Fallen but not forgotten" - which is easy to miss, and you need to be on the forum for - and every one of *those* people meant something to someone. And we've lost others not mentioned anywhere, or long since forgotten. Heck, I had a friend who was literally murdered during live. Anyone know the name or character? I guess where I'm going with this is I'm very much torn on "memorial NPCs." There are so many who will never have a mention in game. And these so often feel like - well, a popularity contest more than anything - how many people knew you and are willing to speak up on the forum and/or discord? Veracor had people asking because he had 40k vet levels and was leaving HC - he led raids and such constantly on Everlasting, but aside from the fact he didn't even want it, what would that have meant to someone on Torchbearer? Dacy has had an impact - tutorials, youtube videos, etc - with the ins and outs of base building from beginning to advanced. If you don't base build, do you know them? The "secret server" days devs are a big part of the reason we're even able to be here. If something happened to them, do they get NPCs? Heck, I've fought the live devs for changes to Sonic resonance because it was making people physically ill, wrote up the first guides for when AE launched so people could get a handle on it and more... but most of my friends don't bother with the forums or HC discord, so they wouldn't be making a fuss about it aside from among ourselves. Did I make the bar, or would someone just go "I hadn't heard from Greycat in a few months" and leave it at that if I keeled over right now? I guess, at the end of this long ramble, what I'm asking for is... well, two things. One. This has been asked for before. Just a *general* memorial people can visit, meant to remember *everyone* who's ever been part of the COH family and passed. Having a place to go, a touchstone to sit and remember - even if their names aren't on it, not all would want that, and there's no way of knowing all the names (and, again, the question of "how tall to ride" would come up) - is helpful when we lose a friend. I don't think, in general, there would be all too much outcry against an "In memoriam." Two. Devs. Sit down with each other to figure out loosely what you're comfortable with, and sit down and have the conversation with us, the community, about memorials - spots, plaques, NPCs, whatever - for individuals. It *is* a repeated ask for various people, but I do think the conversation needs to be had (and expectations or boundaries set.) It won't be an easy conversation, it'd probably be a heated conversation at times, but if there are going to be *any* NPCs, plaques, renames of anything, etc. - having something that feels ... I hate to use the word fair, maybe "considered?" ... to point to ... well, you know. Probably not revisiting the thread, I'm sure there'll be plenty of barbs thrown about this, so... But I think it's a conversation to have. Edit: Since these apparently need to be said: - No. I'm not saying anything for or against Umbra. Or anyone else who's passed. - If the devs have this discussion, it would make the process transparent to everyone - If the devs agreed, there'd be a process that would likely *make it easier for your friend to be remembered.*
  4. RP's better with folks you know... especially in a SG setting, as you can start working out longer term story arcs. Helps writing them on AE (though that has limitations of its own, too.) Honestly, "RP" doesn't even have to involve others. You may have a bit of backstory for a character. Sit down and just ... expand it. You may get ideas for things to do, other characters, things to explore, etc. as you expand that backstory - plus it's stuff for other people to discover.
  5. Alternately, having more "scars/damage" as "makeup" (and/or "tattoo" for the body) options might be a touch more flexible, though you'd lose the ability to use a mask with them.
  6. He's a vampire. He can only draw a vein diagram.
  7. The contact chain for Shadowstar is pretty much just Shadowstar. She's the contact for the Warshade side of the Kheldian War arc, which is unique to the Khelds (and pretty much becomes the same arc by... level 20 I think? I'd have to double check, it's definitely the same arc series by the time you hit Winslowe's Cosmotron in Striga.) Saying she links up with Sunstorm's contact chain isn't *wrong* per se, as the arcs do merge, as mentioned, into the single Kheldian war arc. You don't change who you report to, though. Otherwise, the only contacts I see on my lowbie are the standard Atlas contacts (matthew habashy/officer fields or the other one /aaron theiry/twinshot.)
  8. ... and, if fitting, lets you grab the "Sick of time travel" badge 😄
  9. Which powersets I use are defined by concept, so yeah, I've done this. And I've run into them being more fun on one AT vs another - I don't care overmuch about numbers, but (for instance) my Staff/WP Brute gets a lot more play than the Staff/WP Scrapper, who just feels... "eh" on a roughly equal build. (Of course, and not quite the same thing, I've done a "same pairing, different AT" for some... obviously an elec/elec brute is going to play much differently than an elec/elec blaster or controller. And some you can't do - there's no illusion melee or illusion armor, for instance.)
  10. Not sure about the detuner. Not really invested one way or the other on that. The conversion window... needs a look anyway, as some of the options (as I recall) aren't "sticky" between conversion attempts and should be. I'm not sure if there's a technical reason for them to go back to the tray or not, so...
  11. Don't those already have a "don't show this again" on them? Or am I just thinking of co-op zones? If they don't, then yeah, they should.
  12. I've had this discussion before - for some folks it's just *really* important that they stay true blue (don't typically see this for red as much.) Even if there's nothing to show they ever swapped, even for just a moment, previously (though I suppose there's that "Grass is greener/meaner" badge,) concept > all for them. That said, there's no similar requirement redside, so I can see the ask also being one of equity for the same power. It'd be like having two equal rewards, one that's just "Eat at least twice a day for a week" and the other's "Eat something with peanuts every meal, every day for a week" - one can eat anything, the other will have *bad* consequences for some people. (Yes, I know, orders of magnitude past "I can't get an accolade power in a game" as far as seriousness, but that's not the point.) While it doesn't meet the "Homecoming created arc" (or any arc at all) criteria, "Heard the Call" seems the most obvious to me. I don't think I've heard any grey-side complaints about maintaining their alignment to get things (and they also have the option of SFC, or just saying "I'm grey, of COURSE I swapped alignments to get something!")
  13. I'm ... honestly kind of "ehehhhhh...." on it. I could see it as a temp power for a SF/TF, though ("Call in an airstrike as needed on...." ) in appropriate environments. But - for me, at least - being in one of the many sewer or cave missions and being able to "call in an airstrike" would just be weird and immersion breaking. (Honestly, Meteor in those same situations is, as well, and I love Meteor.) But that's me.
  14. Let him stay dead. No ire towards the character or Jack, whose character it was, but I kind of like the whole "hey, others have this, you can rest now" that was portrayed in it. Let him rest. Psyche, on the other hand, should come back and Gibbs-smack Manticore.
  15. Isn't that *also* a biased presentation? Everyone has different experiences. If you'd asked me, the only characters I'd take TP Foe (as a separate power) on would be (a) my Warshades, who get it inherently (and would use it on Quantums/Voids, with their hold queued up and ready for when the enemy arrived,) and (b) someone using Traps, and that's wonky and requires a lot of setup. (My PBs tended to just snag stealth and do a drive by with Incandescent Strike.) ... and when in that chain would you run out of charges of the temp power as you do it to defeat a single enemy? Since TP Foe only worked on minions and some LTs? Trying to see the relevance to the argument against, here. Say it was given 10 charges, with a 10 "stack" max, so you can do it 100 times. Even running solo, base settings, so there are only 2-3 critters in a spawn, there aren't that many missions where that'd be useful to do repeatedly - and there'd be much more useful and less time consuming ways to deal with a minion or lt. Like... every other power you have. Assuming you can manage to pull each mob without aggroing the others, you can do that to 33 spawns, if you hit *every* single time. Is this... overpowered? Doesn't sound like it to me.
  16. Nope. You can typically still target the mob. You just can't *attack* it. Though sometimes it can attack you freely for whatever reason - yet another reason I'm not convinced having this as a temp power would be a bad thing.
  17. And they could go in and learn coding and volunteer as a dev and program a way around it, too... Sorry, Rudra, you're starting to take some of these to kind of silly lengths. Go make a second account so you have someone with TP Target? Hell, I have three accounts, thanks to RPing, and I wouldn't always have that option. The help channel has the same issues as a GM - you have to hope there's enough population there that someone *has* that option, and is willing to use it. You and I have both seen plenty of "I just want more power" requests. I generally am wary and iffy of them as well. I just don't see this as being anywhere near as "power creep"-y given the power's already limited use (I'd be more against it if it were a temp Teleport Target instead of just TP Foe) and the fact the temp versions can be "tuned" if needed with number of charges, recall, etc. (plus, of course, their lack of ability to be enhanced with range, acc, etc. after being picked up, unlike the pool power.)
  18. OK, a few things. First, and this probably limits the usefulness, the bigger the big-bad, the less likely they are to be affected by teleport. Second, this isn't the same as teleport target. I *guarantee* people dip into the pool for that... because they like running (for instance) empaths or something else that needs to rez people as well, or just like being a taxibot type character. So, it's not a completely fair comparison. And I'd put money down that people pick it up for the "Recall a friend" by orders of magnitude over "Recall a single enemy." My Warshades use it for that, sure - but that's also not a pool power pick, and Khelds have dedicated (single) enemies that it's very useful to do that to. And I've had plenty of times where exiting and reentering did not unstick a target. Or, for that matter, waiting. Is it better? Sure. And submitting a ticket... as I've said, depending on when you play, that can be fast, or it can be pretty much unanswered in a reasonable time (which I am *not* saying as a dig on our GMing team, but - they're not paid to have someone on staff 24/7 to handle this stuff, so response time can be wildly variable.) Cost, charges and recharges can all be adjusted however the dev team might feel is useful for this. Given it's "Get a single stuck enemy out of the wall," as low as ten charges with a 10, 20 or even 30 minute recharge between them would not be amiss if "abuse" (and I'm using that word *really* loosely) is a concern. And it still would be lacking the ability to recall a single friendly target. (Not to mention the other bits in the power pool, like combat teleport or fold space.) I just ... don't buy the "it's just a shortcut" argument given the limits of both the specific power requested and the fact it'd be an expiring (by use or time) temporary power, which also (if it's a copy of the old power, as requested) has limited accuracy as well as rank effectiveness (I don't think I ever had the original TP Foe pull a boss, and even some LTs were hit and miss.) It's certainly not something you could (say) pull a patron away from the others on a MLTF with.
  19. ... isn't that exactly what it is? I don't know about anyone else, but I don't go selecting powers because something MIGHT happen .001% of the time (face it, we fight a lot of mobs, that's still a rather good size number 😄.) The power suggested itself is limited to enemy mobs, and to be palatable it would likely have very few charges. And if it keeps me from having to restart a map I've been on for 20 minutes (and frequently when I play, it seems the GMs are asleep) ... I'd call that adding to quality of life. I mean, other than your "buff enemies," the other alternative would actually be something similar to the player "stuck" command - a "/mobstuck" that would nudge a mob some small amount towards, say, a spawn point or the map's generated "NPC pathing." Limited use, say twice every 10 minutes, and also sends in a report for the devs saying "this mob was stuck on this map, their LOC was this" for them to do a quick check to see if there were any geometry holes or something that need fixing. (Plus it would work on bosses.) Unlike a lot of other requests, this really doesn't buff the player at all or make general play any easier, and as a temp power could be easily limited. I see it more as agency for putting a - maybe not super common, but not exactly rare - issue's resolution into the player's hand, if they want.
  20. Eh, I've had several instances where they just get and stay stuck. I don't think I'd see a temp power - especially with a use limit - as being OP or really replacing the pool power, given it'd be single-enemy-only.
  21. I haven't done so, but I do know people have, proccing out brawl. I don't recall what AT they used. I highly doubt there was a "no inspiration" rule in place for them though. Are you being masochistic? *shrug* Probably. Especially if you enjoy it.
  22. Don't think it's an emote... Think one of the villainstance ones is close to the top half of the emote though
  23. Seconded. I remember many, many times having the rest of the team just be told "wait here" while the tanker and maybe an emp ran off, herded the level and brought them to a point (for one blaster to nuke.) Aggro caps are a *good* thing. If they hadn't introduced them, I'm pretty sure we'd have been seeing a shutdown much earlier than 2012, and nobody'd have bothered trying to bring it back.
  24. Not just slow. -Recharge. As in, they don't get their attacks back as quickly, and so can't attack YOU as much. Which, as mentioned, is why they start to (slowly, you might notice) run. And even when they do try to run (again, slowly,) they're still generally gathered up as they were and can be knocked back together... say, with gale or hurricane. I think you undervalue snow storm. If I had to put anything in snow storm, it wouldn't be a fear. It'd be a -tohit. After all, it'd be harder for them to see. They're *in a snow storm.* But, frankly, it doesn't need it.
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