Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Greycat

Members
  • Posts

    5650
  • Joined

  • Last visited

  • Days Won

    41

Posts posted by Greycat

  1. 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...

    • Like 2
    • Thanks 1
  2. 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.

    • Like 1
    • Thumbs Up 1
  3. 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.

  4. On 6/24/2024 at 7:46 PM, BlackSpectre said:

    How easy would it be to data mine the completion times for each of the game's trials and task forces? The best format would be in a spreadsheet form (but any format would be fine). I could do the data analysis and plotting with the data to see any important patterns and to get the average, mode, and range.

     

    This information would be HIGHLY useful for players when trying to decide on whether or not to take on a task force or trial. 

     

     

    ... not a dev, obviously, but how would this really be useful or accurate? The times are going to depend on the group, how they *want* to run it (granted, most are going to do it in one shot, but some do run them over multiple days/sessions,) clear all vs speed, how well the group handles it, who's exemped down vs at level and in what combination, etc.

     

    I mean, if someone sees Posi 1 at - say - 15 minutes, because there are a bunch of groups exemping down and speed running it during the WST, and they run it with their friends or a pug at level 8-10, it's *not* going to take 15 minutes.

  5. 5 hours ago, biostem said:

    There is *something* that permits cutscenes to be skipped, at least in BAF, as we sometimes don't have to sit through it at all...

     

    Maybe it's from the BAF scene not taking place in the same "part" of the world - it's Mother talking Siege and Nightstar in a building, after all, not in the open world, versus Marauder jumping down in front of the gates.

     

    Just a guess.

    • Thumbs Up 1
  6. Not sure about the +def buff, since there's so much +def floating around, but honestly I'm not really that concerrned about it.

     

    And .... yeah, I mean, we can already do gun-and-sword going the other way with sentinels (and I think blasters were mentioned,) this'd let melee get in on the fun.

     

    (Other folks can debate the powers and such. Theme-wise, I'm for it.)

    • Thumbs Up 1
  7. 6 hours ago, Ukase said:

    I mean, even if you did know precisely where it was, there aren't very many opportunities where using it makes any sense given how easy it is to instantly go to pocket d from anywhere with the lrtp. 

     

    Novelty. There wasn't much reason to fly to the edge of the map in PI and pop into Talos (not sure if that's still active,) but it was amusing to do sometimes - even when zipping to the ferry was quicker...ish.

  8. Yep, long as it's opt in, go nuts. 🙂 (Windows sounds are among the first things I shut off on a new/fresh install, even. Though I could see even me adding something to Request specifically to grab attention during hami raids or itrials, which tend to use that channel.)

     

    Only question I'd have is if it's limited to in game sounds or there'd be an option for your own. (Pointing at .wavs or .ogg or .mp3 or whatever you may have.)

  9. Honestly, I don't think I could see the COT seeing the Hellions as anything but amateurs... or victims. Some Hellion might try to approach the COT to get more power, just to be told "Sure, step one - jab this thorn into your side..."

     

    Which, itself, might make for an interesting story - you'd end up sympathetic to some Hellions - but the down side of that is that that story (with other NPCs) is already in the game in the ... 20s? 30s? in essence.

  10. 8 hours ago, Ukase said:

     and I'm not sure I need to carry 2,546 Build Snow Beasts on one character.  

     

    ... amusingly, someone ... low to mid level asked for assistance in a mission - I think it was fighting the first Skull founder (blanking on his name, the fight in the warehouse, guy with the club...)

     

    I showed up, regular character. Other guy also showed up to help. They spammed out - well, a *lot* of Snow Beasts. It was both amazing and amusing how many.

    • Like 1
    • Haha 1
  11. 4 hours ago, Troo said:

    2. Second would be a high level public roadmap.

     

    So, live we had a sort of roadmap. And it got derailed constantly.  I mean, Blood of the Black Stream was mentioned *way* back before COV, when a player won a contest to have their character turned into a trading card, COV came out and we got mention of Gadzul Oil and that eye of horus oil slick, then... nothing. States mentioned a *bunch* of EATs... which we never got.  The Universities were originally going to be part of some *other* "improve your character" system that ... suddenly gave us buildings with no purpose, which were then turned into the Invention system.

     

    I'd think any roadmap - especially with our volunteer crew - is going to be "We'd like to do this," and/or just ... vague at best. More "vision" than "map."

     

    4 hours ago, Troo said:

     

    3. Identify areas of confusion for new folks.

    •     Do we need TOs DOs SOs HOs IOs ATOs and a bunch of others if no one uses?
    •     Are Origins relevant beyond character theme?
    •     Incarnates sooo confusing

     

    I'm ... rather confused by the first one. TOs don't drop - you have to go out of your way to find them, which leaves them available for those who *want* to use them without them mucking up the rest. DOs, SOs, people use. And the rest... of course people use them.

     

    Origins - part of me, as I've mentioned elsewhere, is still annoyed at Epic ATs being uncoupled from their origin. That said, the live team had started making steps to bring origin into the spotlight, at least through dialog - see the "origin of power" arc, which I tend to think of as a test run for it, giving different dialog, or the Trapdoor mission where the dohickey changes depending on your origin. I don't know what hooks are in the game to be used right now, but I look at the nascent nods to origin that were being put in, and I look over at STO where you'll have different options to complete a mission objective depending on  your 'class' and can't help but wonder if that's where they were trying to go.

     

    Even if they can't do "alternate win conditions" (Next mission you don't get an ambush if your Tech origin notices and does XYZ to the computer, or your Magic origin notes that if they change the arrangement on that altar something will/won't happen,) I still think that having the FBSA departments start off every origin on 1-50 arcs focusing on an enemy group or groups related to it would be nice to do. Lots of work, yes. But it would add to replayability.

     

    Incarnates are a whole thing unto themselves. *shrug*

     

    The SG thing - do we need to "encourage" active SGs?  Why? The last thing we had to encourage SG activity was prestige, and that was just seen as a grind (and a point of abuse in some cases.) I know I hated it, the cost on my characters, and the way building bases was limited by it. And what would count as "active?" I've got characters who are on almost nightly, or weekly... for RP, generally, with others in that group. That's an "active" group, to me, but you can't really put a metric to it. Is a group where someone happens to be farming constantly "active?" How about the group that meets once a week or once a month? 

     

    Trying to define "active" and how to encourage "activity" just .... opens many cans of worms. I'd say leave SGs where they are right now. They can be private, social, always-hosting-something, transit hubs... whatever, and to me they're doing just fine without artificial stimulation.

    • Thanks 1
  12. I'm still thinking it's the side door to PDP, personally, and that there was some hiccup that just did something weird. Side of Terra Volta.

     

    Since I woke up way too early, I've been poking around pretty much every door and police van (and working on Family boss and Sorc defeat badges) - there area  lot of mission doors, a lot of dead doors, but so far nothing matching that description. Even checked the new(ish) doors used in the newer Vahz mission (plenty of police vans, fog at the door, etc) in case that went somewhere else when you don't have a mission... nope.

     

    Does your friend remember what *enemies* were in the area? It's generally some mix of Family, COuncil/column (though that's more north, not south,) Tsoo or DE.

     

    Only thing I see that really says anything "boardwalk/dock"-ish to me is the south part of TV (more wooden docks for small boats,) which is close to the PDP entrance. The rest of the "docks" I'd call far more industrial than boardwalk-ish.

     

    (Other odd thought was that they were maybe being attacked by something, got killed as they entered and the game didn't know what to do - since there's no hospital in PDP I remember - and somehow "Rez circles in pocket D" made sense. I don't know.)

     

    OK, so, trying to narrow it down (not that I'll actually have time this weekend, yay work, but might help someone else track it down) -

    - Were they being attacked by anything (and what,)

    - Was it an actual *door* they clicked to open or did they happen to hit a wall or something and appear in PD? (Geometry hole... I know you used to be able to get to the odd room under... bah, forget what it was now, think it turned into the arenas - that way, or from PI to Talos flying "through" an area of a war wall, or even get into the trial area in Faultline (echo, now) that way.)

     

    Regardless, even if it was a one off glitch (also possible,) kind of a fun little "scavenger hunt" trying to verify this. 🙂

     

    Edit: Of course, if they got killed going to or just after showing up in the PDP, they'd have that rez dialog box, which would be noticable. Soooo.. maybe not that. Eh, it was a thought.

  13. On 6/18/2024 at 12:56 PM, BRADICAL said:

    After eating an alpha, yeah; you wind up on the aggro table, similar to the way it works with the creepers. At that point it seems completely random whether or not enemies will turn and fire off a few attacks at it every so often or not, which I'm only assuming is the intention.

     

    Actually, no. Was just running around looking at this.

     

    Dropping it in the middle of some -15 or so Rikti (level 50 in FF, so I could observe without any real risk,) they pretty much looked at it and immediately ran to me. The tree was never attacked. And it was repeatable - one of the Rikti was a comm officer, so they summoned buddies. They never so much as tooka potshot at the tree, *even while running back and forth next to it* (like they did in other directions as well,)  it was an immediate turn-and-attack me.  If I had been fighting even con enemies in a group that size, that'd be a pretty instant death (barring using another control.)

     

    ("Live" version they show no interest at all as expected, just as a sanity check because mine tends to be in doubt. They do the regular "... ok, they're +15 to me, juuuust ignore them and they'll go away, we're grey to them" even casting spirit tree right in the middle of a group.)

     

    Tested even cons and the same thing (RWZ, Eden) - no interest in the tree at *all* (and I didn't have creepers out, so nothing else might be grabbing aggro. The choices were the tree or me.) They had no interest in the tree at all, it just turned their attention to me immediately where on live they wouldn't react period.

    • Thanks 1
  14. On 6/18/2024 at 5:25 PM, Horus said:

     

     

    This statement here really does signify really everything that's wrong with the current balance team, doesn't it. Crashes aren't interesting or fun gameplay wise.

     

    Going to balance the fun right out of the game in the name of "health", which really just seems to mean unneeded friction or change for changes sake.

     

    I'd disagree with this, honestly.

     

    I'm apparently the oddball who *likes* crashes in nukes and T9s, the way they originally were back in the day. They are, to me, *more* interesting because it adds an element of "OK, is it worth using this *now* knowing what's coming?" versus just being another power to spam when the recharge is done.  (The flip side of that, of course, is making the effect *worth* it - so with old, crashing nukes, I'd *always* take them on blasters because it was a bit "you're all dead" with a cost, while defenders was an "almost never take" because it would mostly leave a mob of annoyed, somewhat damaged enemies with me not really able to do much, even when heavily damage slotted. They almost never made that cut of being "worth it.") Making them crashless *removed* an interesting element of the game, for me, both tactically (the numeric "is it worth it or not" decision) and RP wise ("I gave it my all... it's up to you for now" feeling.)

     

    (Also part of why I don't really care for Judgement existing, but that ship's long since sailed, done a world tour or three... that and IOs being able to buff things to where people don't feel a need to use T9 armors at all because they're running around capped to XYZ without it. Again, ship long since sailed.) 

     

     

×
×
  • Create New...