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Greycat

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Posts posted by Greycat

  1. 1 hour ago, ZemX said:

    One example I can think of was one PuG with a Energy Sentinel who would literally follow my tanker into a packed group of enemies to Nova them to the four corners of the room every time it was available.  And the asshole definitely had decent recharge in his build.  It was almost every spawn, if not every spawn.  His scatter made sure it would take long enough to finish off the spawn that he'd be ready to do it again the next group.   Another time, I recall a FF bubbler who went around with that big bubble that pushes everything away.  He wasn't exactly charging in to scatter, but he definitely and totally uselessly kept pushing enemies away from the front line meleers, of which I was one.

     

    This is an example of a bad - or malicious, even - player. This is the sort of person who, back when the original Sonic Resonance graphics were literally causing people to have to log off and deal with migraines and other actual, physical health issues, would continue to spam the shield *causing* the problem when asked - then told - not to.

     

    This is not a power issue. This is a *player* issue. Which can be solved by:

    1. Requesting they not do that, politely, explaining why it's not helping. (Suggesting standing to the side so they're knocked INTO the melee, for instance, as an alternative.)

    2. Kicking from the team and/or reporting to a GM if they continue. Not accidentally happening to hit it at a bad time, but - as described - following the melee and then scattering them.

    3. Player note, single star with a why, so if they move to another character you can tell what to expect in the future.

     

    8 minutes ago, Oubliette_Red said:

    Any of my characters that have powers with KB, I tend to position myself where the KB will knock the target towards a corner, wall, or melee'er, usually accompanied by a "Delivery for you, Sai!"

     

    And this is someone using it appropriately.

     

    Any power can be disruptive. Ice slick can keep mobs from joining an AOE. AOE Immobs, holds and fears can string out mobs to keep them from being grouped up. Caltrops can slow them down or make them scatter, as can burn. Taunts can pull mobs away from someone who needs those mobs for a buff/heal/defense. Or, properly played, they can be *useful* tools. Knockback is no different, other than having some "Grr always evil hate hate hate won't hear anything else" zealots.

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  2. 4 minutes ago, Lunar Ronin said:

     

    Just because something is "meta" doesn't make it obnoxious.  Fold Space on its own accord is fine, but just like knockback way too many people use it (and overuse it), without care and with wanton abandon.

     

    One player repeatedly uses an AoE attack, knocking away mobs from a Scrapper or Stalker, causing the Scrapper or Stalker to move to continue the attack.

     

    Another player Fold Spaces away a group of mobs a Scrapper or Stalker is already attacking, causing the Scrapper or Stalker to move to continue the attack.

     

    I have frequently experienced both.  Just as annoying, just as obnoxious.

     

    ... of course, hopping in on a warshade, miring, nuking, then folding space on the survivors (if any) is just hilariously fun.

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  3. Some people just have a kneejerk "KB bad, turn it all to KD grrrr!" reaction.

     

    This can be just from generally hearing "Knockback is bad!" or having bad experiences with people who used knockback poorly. (Or play melee and don't like the couple of powers that do that because they "have" to chase after the target - they'll be back, though, so...)

     

    I've had people say something about knockback when I join the team with (say) a warshade - for instance, I did that with an ITF. The team leader learned very quickly that not only do I know how to handle my KB, but I can also... surprisingly... knock things *into* the tank or AOE pile that would otherwise have gotten away. Or shifted into Nova and was knocking stuff down all day. I basically got a "wow, I didn't know it could be that useful" from them.  Others I've had get very *insistent* that I completely change my slotting for them. Those, just walk away from. If they want to pay me real money to play for them, then I'll consider it. Then take the money and keep playing the way I know works.

     

    Or... for an example of having good *and* bad on a team. The TPN trial - you know where you're clearing enemies from the consoles? I come in, knock the stragglers away from it and into melee out of range - console available to be taken! .... only to have someone *not* paying attention to what they're doing knock others *right back over.* They could have moved ever so slightly and driven the group into the mass of baddies getting killed, but they didn't and completely undid what I'd done.

     

    Basically... when it comes to knockback, *you have to pay attention.* If it's single target? Consider the target "owned by you" if you're doing ST KB and kill it, don't move from one target to another. Don't do some AOE KB next to the tank or in the middle of the group (barring shoving more into a wall or something.) If you're just going to spam powers and mash buttons, do it on a powerset without KB. Because *that's* what gives it a bad reputation to some or reinforces the "it's all bad" impression.

     

     

    40 minutes ago, Ravenplume said:

    One thing that players SHOULD understand about KB is that if you KB something into another group, it will aggro them.

     

    No, you won't. Unless it's got some sort of AOE debuff or you AOE the target while it's by the second group, they'll ignore it, just like they ignore them running by at 10% health while on fire.

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  4. Man, it's already a pain not to outlevel stuff given the various XP bumps.

     

    If the goal is to encourage seeing content? Make mini-chains of contacts. They do exist, in ways, with contacts handling certain groups or origins, and some interlinking stories (such as superdyne trade, or the Tsoo trying to sabotage other gangs) for instance. If there were a badge/reward for finishing those... sure. The idea's already in place when you finish some zone story chains, such as Faultline or Croatoa. Do all the mission contacts, there's extra merits (and I *think* XP? Too early for me to remember.)

     

    But just generically "XP boost for this contact!" this week? Meh. People will just zerg without really caring why, or ignore it because X mission set is too long.

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  5. I'll just say "You have 1000 slots per server. Use them 'til you find one or more that click." 🙂

     

    (Plus if you like one side but not the other - like you like the control set, but not the support  or assault... try pairing it with something else. They can *really* change the feel.)

     

    Thanks to the support side, controllers *can* be much slower if you solo. (The flip side being, a controller's the first one to solo Lusca, a rather large GM, back before we had set IOs and the various boosts. Also fire/kinetics controllers used to be fairly damaging.) However, if you plan on teaming, the "this solos slowly" wont' be as big a deal.

     

    Personal favourites...

    Mind/Fire just is a lot of fun on a Dominator.  Mind/anything, to me, is fun.

    Earth and Ice are probably tied for my second favourite control sets, whether on controller or dom. They feel *controlling.* Can't explain it any other way.

    Illusion's ... not a favourite of mine. At least on controllers, since it feels like it's pushing you to *have* to build for recharge, relying on PA since there's not much real *control* there. The dominator version's tweaked a bit and does feel better.

     

    But... still. 1000 slots. Go nuts.

  6. 3 hours ago, tidge said:

    There is one part of the Peacebringer LoreTM that always sits weird with me: It's the HUGE numbers of PPD Peacebringers that can appear in missions (Mayhem, Morality, Newspaper, Incarnate, etc.). Those missions make it seem like they are everywhere.

     

    And the Knives of Artemis are only supposed to have 100 members or so. There are times to just politely ignore things done for game mechanics... 🙂

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  7. I'd have to think if anything like that was done it would have to be a generic "In memory of those who have gone before..." sort of memorial.

     

    There's just no way to know all the players who have passed from Kyodi on to now (or to respect their wishes if they wouldn't have wanted to be named.) Mind you, I knew and have played with players both who have in-game avatars and who don't, so from that perspective I tend to think it'd be the most fair. It'd cover everyone from "played from issue 0 and the entire server knew them" to "became their favorite game when they found it two months before the car crash, but not many people had met them." (And covers the practical aspect of "somebody needs to keep updating that list" if it's a list of names.)

     

    Not necessarily against the idea, but ... as mentioned, a generic one is probably the most practical.

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  8. 1 hour ago, Zombra said:

    Thank you once again @Greycat for your expertise and thoughtful responses.

     

    Warning, long post of me trying to sound out my thoughts and see if they look right on the page. I'm going to try to put some information together and speculate about answers to my questions about merging and selection.

     

    • Kheldians have been around on Earth for thousands of years (at least).
    • New Kheldians show up from time to time, whether immigrants or native born (we don't know), but their population is still really low, less than a thousand on the entire planet.
    • There are Nictus here too, but the two sides are not in open conflict except during the Moonfire TF. At one point Moonfire admits she's not even 100% sure there are any Nictus on Earth, but this doesn't really make sense since she knows about Arakhn.
    • Most Earthbound Kheldians are fused to human hosts, but some are unfused.
    • Unbound Kheldian lifespans are very short.
    • There is a thing called the "Peacebringer Army" that keeps an eye on the Council. This does not seem to be the entire Peacebringer population so presumably there are "civilians". Since there are less than a thousand PBs total on Earth the PB Army can't have enough soldiers to really be an army, but it could be hundreds.
    • Moonfire says that Peacebringers are resolved to destroy all Nictus. She seems to be speaking for all PBs everywhere. This could be hyperbole but it feels true.
    • "Nictus Energy" can be sensed by Peacebringers.
    • Kheldians came to Earth "because of the [Kheldian] war". Whether it was to fight here or escape the war is unclear.
    • Sometimes an unbound Kheldian will pick a totally random person and ask to bond with them, when they are like seconds away from dying and have no other option. This is how Moonfire came to be. Seems like a real dick move but hey, aliens can be weird.
    • Pretty much all of this is supposed to be kept secret from humanity, for no stated reason.

     

    <etc, snipping for size>

     

     

    So, the *Nictus* have been on Earth since at least Ancient Egypt - Shadowstar has been here that long, and the Path of the Dark is also Nictus-related.  We don't know when Shadowstar switched sides. (Later, the ITF added time travel shenanigans to it, but that's not the start of the Nictus presence.) I mention in my background guide that my *hunch* is that they're trying for quiet control until our tech reaches a level they can use it, which it would have done in the last century or so.

     

    The Peacebringers are basically chasing them across the galaxy. Their arrival on Earth has been much more recent (and I'd say much more public, given Sunstorm standing around by City Hall and the PPD.) Which makes sense, given how the Nictus tend to operate - they're the ones being hunted, after all, and the entire war is very much in the shadows. And yes, the PBs very much want to eradicate all Nictus.

     

    Which answers a later comment/question - they came here because they found Nictus here. They came here to fight the war, not escape it.

     

    Also, Nictus (and Void Hunters) can also feel Kheldian energy - one of the first PB arcs has you encountering a Void Hunter who says flat out (as I recall) that they can "feel you." So it's two way.

     

    As far as being hidden - well, the PBs certainly aren't. Honestly, you could probably do a (*very loose*) parallel to the Jedi and the Rule of Two era Sith. One's very public, out there trying to do good, be visible, etc. while the other can only really work and survive by keeping in the shadows (until whatever plan is ready and they can emerge and take over - see "war wolf earth.")

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  9. I'm iffy about "pay for a base" (for something pre-created in game, at least. For players making them - something reasonable.)

     

    I'm all for "here are some basic base layouts you can choose from to start," both furnished and not, so someone can just get up and running or learn about how these things are put together. Or just have their own house/apartment/cave/whatever.

     

    Of course, if we did get premade layouts/bases, I'd think they'd have to be "select this only at SG creation" (or at the very least "if no room other than the entrance room exists,") just to avoid the "I overwrote my old base and now all my purples are gone!" petitions to GMs which would just make it a hassle.

     

    But... yeah. Getting some premades for people who just want "something" that are simple - heck, even do a base building contest for it - and probably small, options for furnished (power, teleporters, storage, costume/nurse/difficulty/trainer NPCs - or items, for that matter, I'd love to have non-NPC options for those) or not (just the layout, you place stuff) would be great. From there people can leave it as is, start learning to expand/modify/build themselves, or go ahead and get someoene else to build something.

  10. Depending on the character, I like it.


    And it's more interesting than just an infodump of "In Ancient Rome, this guy took the idol to what would be America to hide it." It makes the Sentinel *much* more interesting of a character.

     

    Could it use some tweaks? Sure. The tentacles *are* tedious. But that's about the only part that gets me sighing in a "let's get it over with" way... much like having to deal with mole machines in one of the patron arcs. (think it's in a patron arc. I've managed to re-avoid it for a long time.)

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  11. 4 hours ago, biostem said:

    Did the Kheldian join with their host willing or unwillingly?  If willing, then they become a Peacebringer.  If unwilling, they start off as a Nictus.  Now, players cannot be Nictus, instead they can play as a "reformed Nictus", henceforth referred to as a "Warshade'.

     

     

    It's ... more involved than that. The willing vs unwilling is really just Nictus vs Warshade. Peacebringers were never altered to live off the energy of other Kheldians (or other beings.)

     

    Basically, Peacebringers and Nictus/Warshades are - we'd probably consider them two subspecies, if not artificially speciated, thanks to what the Nictus did to themselves. From there, yes, Nictus vs Warshade are pretty much philosophical differences.

     

    Players can, theoretically, be Nictus, since we can side swap. There's just zero storyarc or contact support for it. I keep planning on writing an AE series specifically to support that, but I just don't have the free time I used to. (You could, if you chose to stay humanform and skip or put off a few powers, be a Galaxy as well  - but we don't have the costume for it. You can get close to a Void Hunter, but the powers don't line up.)

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  12. 23 hours ago, Arc-Mage said:

    The Power Suppression Rooms were turned off on the Secret Server, low population and all, it wasn't needed.  I remember people complaining about it back then but it was never changed back. Is it really a problem still?

     

    Well, it *is* their raison d'etre, so from that perspective yes... 🙂  Plus it's only affecting two zones, so it might be a symptom of something else that could be affecting other things, too, and worth looking into given the spaghetti the game runs on.  (Plus I've had groups *specifically* go into those rooms to avoid power noise/effect spam.)

  13. 1 hour ago, Zombra said:

    Do we ever see "unattached" Kheldians in game?  Are there lots of loose energy blobs out there who don't have a host yet?  Is there any talk about 'refugees' who are looking for hosts?  Or can we assume that Kheldians on Earth never stay unattached for long?

     

    The ones we tend to see are going to be Nictus - most infamously the one that empowers Imperious.  Now, we *do* see Kheldians - not just Nictus, there are rogue Peacebringers (at least early-ish in the Kheldian storylines)  - in some missions in squid/lobster form *without* seeing them revert to a host, so whether they're attached to a host or not is left unclear.

     

    As far as death - the way I tend to read it, it would depend on how and why the host died. After all, Void Hunters are around specifically to kill Kheldians, their weapons (in game mechanics, at least) used to do unresistable Nictus damage specifically. Again, my read here - the Kheldian and host could split voluntarily ("My job's done and I have to go on" or "I'm getting too old, time for you to get a new host," for instance,) the Kheldian would survive and separate at sudden or traumatic death by "normal" means (meaning non-Kheld-specific ways - car crash, bullet to the head, exsanguination) if the Kheld can't repair it, or the host and Kheld would die if hit by Kheld-targeting or affecting ways (from Quantum weaponry to possibly something else that would target the Kheldian energy matrix - maybe a high dose of some sort of radiation, being teleported into a star, that sort of thing.)

     

    The twist there is that we know forcible separation is traumatic for both the host and the Kheldian. I'd *suspect* >.> death counts there. But I don't know if there's a scale involved - for  instance, if a host just dies in their sleep, is the Kheld fine and still fully aware of themselves and left floating there going "Oh, no, goodbye Jim, I'll remember you - I need to find a new host" or if there's some degree of disorientation or loss of "self" there. I'd *suspect* that the less time there is to prepare, the more loss-of-self or more disorienting it is (and even more if they're trying to *stay* joined, such as the storyline where a Kheldian and host are forced apart.)

     

    Staying unattached - Again, mostly assumption, since what *we* tend to see are the soldiers in a war, so there's different imperatives right from the starting point. But given the Kheldian lifespan was the driver for the Nictus to become Nictus, to where they began feeding on their own kind, I'd lean towards "if they don't have to stay unbound, they won't if they can help it." (The Nictus also have the side factor of being weakened if they've travelled via Cyst, thus having prisoners who have been kept weak and can't fight back handy to play Motel 6 for them when they arrive.)  Whether that happens in "civilian Kheldians" or they tend to stay happy with their otherwise short (to us) lifespan, I couldn't say.

     

     

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  14. 2 hours ago, Shenanigunner said:

     

    I actually agree with the OP. I can't think of any other group in the game that has... absolutely no significant explanation or backstory, no matter how corny, convoluted or comicky. Khelds are just... there ya go. Go. Hunt. Squid Around.

     

    No connection to any other element in the game. Cross-dimensional passerby.

     

    Um...

     

    Entire *50 levels* of story there, ties with the Nictus (aka galaxies, Arakhn, Requiem, path of the dark... )

     

    "No significant explanation or backstory?" Seriously? I'm sorry, if you're saying that, you've never looked. And not even "looked" as in "have to find these TWO markers in obscure areas" looked - it's RIGHT THERE. It's not even "you need to play a Kheld" backstory - it's there in the Galaxies, War Wolves/Vampyri, the whole "war wolf earth" (the *point* of having to go to get the clue for the mission,) the ... TF whose contact I'm blanking on suddenly... Moonfire TF...  Their story's been there for the majority of the game's life.

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  15. This would why I wrote this back in the day.

     

    Someone did import it into Paragonwiki and (where you should be going) the homecoming wiki, but given that's ... a wiki and people can just wander in and alter it for whatever reason... Cimerora (and some current changes) have twisted a few things around since then, granted. (I'm *really* not fond of a few things that were done for gameplay reasons, frankly) but... *shrug* them's the breaks. The basics haven't really changed.

     

    And yes, I keep saying I need to update the guide and put it here, but I haven't learned to time travel, nor have I won the lottery, so...

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  16. 2 hours ago, temnix said:

    1) Footsteps for all creatures. At the moment only player characters make sounds while running or walking. Even a huge Warwulf prances over the terrain like a phantom. Though most enemies stand still, some do saunter back and forth. Hearing their footsteps would make finding them to complete mission objectives simpler, spice up combat and help make the world less of a lonely illusion. Pedestrian NPC should also clomp, adding to the ambience.

     

    So. Solo, most groups are 2-3, on base settings. Up those settings or get onto a team, enemy groups get bigger. Now, on top of all of YOUR teammates' footsteps, powers, pet noises, etc, you now have a hallway with hundreds of enemies in it... all making footstep noises.

     

    Your desired COH experience thus sounds like:

     

     

    ... but without the music. Constantly.

     

    No thanks.

     

    2 hours ago, temnix said:

    4) A prestige power called Divining Rod should orient the character in the direction of the nearest glowie or NPC, regardless of distance across the map. He can triangulate from there.

     

     

    One, a power called Divining Rod already exists in game. You should pay attention.

     

    Two, this sounds extremely annoying. Have you *paid attention* to the maps at all? Aside from the multi-floor maps, of which there are many, the game also "counts" things like Council jail doors and COT crystals as "enemies" (just watch them show up on the map.) There are also maps where rescued NPCs don't go anywhere, maps with civilians running around that have nothing to do with the mission -

     

    In short, this would be far less useful than you think.

     

    2 hours ago, temnix said:

    5) Another should announce the player character's presence to all enemies within a good range. This can take the form of a bugle, trumpet, best of all a war horn. The effect, reaching through walls, would not taunt the enemies, but it would count as an attack, making them, as usual when attacked, swarm towards the player from every unnoticed gangplank, cornice, crook of the tunnel, back side of dead end and so on.

     

     

    This is probably the singularly most laughable idea I've heard this year.  How utterly ridiculous. You're aware (obviously not so why am I asking) there are missions that...require you NOT to get the attention of enemies? Or that there are ATs and powersets that don't handle "EVERYONE RUSH THEM!" very well? Or that not everyone does capped-everything builds? Or that some people *want* to be able to stealth through some missions? This would take that option away from them. Horrible idea.

     

    2 hours ago, temnix said:

    P. S. I have also suggested before to link Architect missions at random to entrances without missions, "You cannot enter" ones, at some probability.

     

    If I want AE missions, I'll *go to the AE.* Just like if I want PVP, I'll go to a PVP zone or the arena.

    Do I think AE designers should have the *option* of setting outside doors as mission entrances? Yes.

    Do I think you should just randomly end up in an AE mission because you happened to click a door? Hell no. Horrible idea. What missions you go into should be *completely at the player's discretion.* Repeating a bad idea does not make it any better of an idea.

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  17. 1 hour ago, temnix said:

     

    Of course it is right and proper that those who contribute more get more. That was the reason for the prestige store in the original game.

     

    ... you mean something to encourage people to *pay for a subscription* (or otherwise spend money) in a commercial game, run by the original owners and publisher for the express purpose of making money? You know, the reason most businesses exist?

     

    And if you're so against how the game is run and so dismissive of the people who have run it and dug into it since 2012 (SCoRE, the HC team and others) - since they're "just modders," after all -  why are you here? You can head to Ourodev and pick up almost everything needed to run your own server (and instructions on how to set up the stuff they don't provide, all of which is free) and go play with yourself there.

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