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Everything posted by Greycat
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That's typical. More of an issue if you're in the middle than on the sides - it can only (as I understand) draw so many entities. If you're ranged, target through a pet of some sort if possible.
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Obviously a tax program lives behind there.
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It's a money sink. *shrug* (And no, I'm not particularly serious about it.) Purchase a power - 10m, 50m, 100m, 250m, 500m, 1b. Go to a zone with at least five people in it. Cannot be a supergroup base. Activate power. There's a (very brief - 3-5 second) rain of cash. Each person gets 1000 inf just from what lands on them. (With a cap of 50 in most zones, yeah, this is burning cash...) And for the next *brief* period (3-5 minutes? *shrug*) burning piles of money appear on the ground, with random amounts if you find and click on one. No, it won't ever equal what the person spent on the power. Though the cash piles *can* scale with the amount spent. Max in a pile is ... what, 1 million, say, at the 500m and up power. But that's rare. Just for the person who has everything, including money to burn.
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Issues with Side missions in Mayhem Missions?
Greycat replied to FeeFyeFoeFum's topic in General Discussion
Yes you do. You just don't get multiple bonuses. (You get, say, "1:00 for cars!" once, not for every ten you destroy or whatnot.) Some stuff doesn't give a bonus, but quite a bit does. (Cars, trucks, think PPD cars are separate, dumpsters, etc.) Safeguards, of course, you get time for stopping people who are destroying stuff... -
Officially Unofficial Weekly Discussion #19: Super Teams
Greycat replied to SeraphimKensai's topic in General Discussion
Currently, no. And I don't think I've seen any suggested. "All-X" raids/TFs/etc, sure - someone was going through each AT for an all-that-AT ... i think ITF... a while back, probably over a year, but that's the closest. Live, I had at least one emp in Green Machine, and some friends and I ran quartets of shield users, Khelds and electric blast (everyone having ball lightning with the chance to stun IO in it is useful...) -
Part of it is depth, as I recall. Poking my nose in in Steel has the first few rooms of Hellions at level 6-7 (looking while on a 50.) Going down a level gives Lost at 9. (Edit: Or not, the ones at the Baumton exit are 9, though they're "down" slightly...)
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Neither my energy blast characters nor peacebringers would benefit from this in the least. The *only* thing I'd want KB dropped from are *pet* powers, for the simple reason that they're not controlled by people (who should, in theory, have the ability to say "I don't want to knock things that way, this way would be more useful" and/or to learn over time.) We do have the flexibility to control it. - Positioning and - if (*generic*) YOU really don't want it, YOU can slot an IO. As far as "no one will ever force you to use those options?" We ALREADY HAVE people trying to force people to slot IOs. I've had it happen to me, with people who have no idea how I play. One team, at least, said OK and then *actually commented* that they never realized you could do things like... blast enemies *toward* the tank. Another was so insistent I basically dropped and put them on an ignore list because of how they were about it. So, yes, people *will* try to force others to use these options. I've already had that experience personally and have seen it tried to get forced on others thanks to the IOs... as predicted when they were created. Saying otherwise, especially if it's a toggle or P2W option, is just plain wrong.
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There's an Azeron thing, apparently, which (a) just is odd looking and (b) apparently even after practice is just ... eh... (though it's in "discontinued products...) https://store.azeron.eu/discontinued-keypads?product_id=73 Great if you want your computer holding your hand, I guess. A couple of these look fairly ambidexterous (and, well, just rebadges of the same thing) https://buyinghack.com/gaming-keypads/
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That's what the second word in the macro command is. /macro back blah blah blah puts a button named "back" on your toolbar. zSo yours would be /macro FR "powexec_location front:100 "combat teleport"" (I think the example was missing a quote... then again, I'm somewhat sure you can skip that problem by just calling it combat_teleport, too... need to test it to be sure.) (Edit: Actually, just tested it on ... er, test. Don't need the quotes at all. Just: /macro FR powexec_location front:100 combat teleport will give you a button FR to teleport you 100 feet in front of where you are.)
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So I've run across this a time or two, and have had friends, SG mates and random conversations bring it up. We don't really have any good crowns in game, for the most part. Females have a number of tiaras (which would work for circlets on male/huge, but they don't even have that option,) and there's the little toy looking one that just ... eh... but nothing that really says "crown." So... suggestion. Let's get some decent crowns. One set would go under "hats," to be a variety of closed-top crowns - for instance, or the ancient Egyptian double-crown, or any number of properly "hat-ish" crowns and crown-and-helmet combinations. (Call it a "war crown.") And they don't even need dto be historical - something holographic, properly tech-y, these could be made for most any theme or origin. Second would be a head detail, like the current female tiaras are. Thin to thick, some with devices on the front. Get things like the halos down around the brow for fire or ice (and let them be recolored, I'm sure it could look like a ring of water or vines circling.) Plus, of course, the more formal (and, er pointy) variants. Give a little ring of floating rocks around the brow, sparks, equations.. any number of varieties (which, obviously, could be used outside of just "royalty.") Some of these could probably also double as different sorts of "halos," as well, if placed higher. (Tech-angel with equations and/or sparks circling around, for instance?) (Would hair interfere with some? Yes. But they'd be open-toped, hair would kind of be expected to poke through and around the openings.)
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Option to remove all enhancement proc visuals
Greycat replied to Klaleara's topic in Suggestions & Feedback
I don't know technically if it's possible or not, FWIW, since it's not "your power" creating it but the proc that's slotted in it. (I mean, short of creating a copy of them with "no graphics" baked in.) Not against it, I'm just not sure how mechanically easy (or not) it would be to do. -
Well, Posi *has* changed... and yeah, Posi 1 is pretty simply soloable, even without worrying all that much about "kit."
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And boomtown (which makes some hunts rather difficult,) and often by wentworths in Steel Canyon. As I recall, that's mostly just a persistent COH-urban legend. (They're described as Fascists, there's no Nazi symbolism, etc.) Given there have been plenty of games (and other media) with overt, actual National Socialist iconography and the like...
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"Weekly changes?" OK, so think about it. We have issues coming out slowly. We have test servers where the issues are run through pretty thoroughly and debated before release. The only times we really have "rapid changes" are right *after* release, when bugs that get missed during testing pop up. Even during live, where there were *paid developers* doing this day in and day out *as their job,* changes weren't done weekly - or even monthly. Changes were done thoughtfully, they were planned out and tested. Which means one of two things: 1. Thunderspy secretly has hundreds of developers and artists and an insanely robust versioning system that would be the envy of any top-tier international programming house, or 2. Development is "throw stuff at the wall and see what sticks, screw completeness or stability." If I saw *any* game with "weekly" changes that was more than, oh, three months old? I'd steer *well* clear of it. Even monthly changes - and I mean actual changes, not "event turned on/event turned off" - would have me pretty leery if they were constant. If you enjoy it? Great, have fun, it's great that we have choice now. Me, I'll stick with stability and consistency even if it means slow issue release.
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Craft more stuff with incarnate salvage
Greycat replied to Jiro Ito's topic in Suggestions & Feedback
The main issue with this is that it just kicks the issue down the road. "Yay, I can send my unused threads (etc) to Alt2! And alt3!" ... then Alt2 and Alt3 get a leg up on crafting powers, sure... and then THEY have threads and such they can't use. If the incarnate IO suggestion - at normal, or at best rare (not VR) strength - covered both sets and IOs that dont' currently exist (such as a previously requested Endmod/Health/Absorb IO,) well... who cares if someone can "make inf" off of it? We can already make inf just playing the game as it is, burning merits once builds are done, etc. I don't really buy "people would make inf!" as a valid argument there. Frankly, I think they'd be like prismatics - a spike at first, and then a drop as more and more people do it. -
You missed the point of the comment. It was, admittedly, me being a smartass. 😉 THat said, if you think "link somewhere else" works... fine, we should allow active links (since copying is hit and miss... hell, highlighting is hit and miss) in bios, at least to the FBSA wiki. Ideally we'd also have a CIT handy. Also, that length is often used for more than just a bio - like important notes for anyone trying to walk up for RP (or doing something else - "Walk up welcome/not welcome," "No, you cannot read this character's mind," "Interested in a SG, we do interviews, talk to @ this person," "Public events every thursday, basecode xyz-12345, music at link" - which also eats up space and is not uncommon. Edit: Mind, it would *only* be allowing live links to FBSA or a CIT type site, not live links in general - I'd call it a security risk otherwise.
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If *1023* characters is considered "too much to read," there are much bigger problems to deal with than character bios in a video game. "Oog hit." "tldr." 😉
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Heh... ... first thing I'll answer this whole thing with is this: https://web.archive.org/web/20120907080230/http://boards.cityofheroes.com/showthread.php?t=263335 When MA was in beta still, I spent a bunch of time writing up the Mission Architect tutorial series. Think it's on the HCWiki, too. Nearly burned myself out on the system by the time it went live 😄 So.. yea, I've created a few. I also co-ran a SG where either I or a co-leader typically had something up nearly every week (if it wasn't an otherwise-played-out scene or we decided to break things up with "training," an SG meeting or TF.) *That* will burn you out... Onward: Have you created any custom missions in the AE? Yes. Many. If so do you prefer to build standalone singular missions or create essentially your own story driven taskforce? Depends what I'm going for. usually it's at least 3 missions. If it's a single mission, it's possibly from wanting *that* map for an RP scene, and it'll be empty with a glowie. It may not even get published. Do you create custom NPCs or enemies for your content? Almost always, and some of those have become actual characters I play. I have one or two that are just "hmm, what were these old enemies..." as well. Does that add to your narrative or just a creative outlet for you? .. yes. 🙂 What other elements of the Mission Architect do you use when designing your missions? Everything, from map selection to what can be interacted with. Are there RP elements to your story driven AE missions? Some encourages reading, the people I tend to play with will RP through things anyway, and sometimes the end of (or even the middle of) the arc will have a "Go to this base and/or this portal" for some interactions. How difficult are your AE missions? Eh. Depends. Some are more "just play through and read the clues." Some - especially with the SG I'd mentioned previously, who could just roll through things - I'd try for the "yes, I *am* trying to murder you all" difficulty. (People for some reason do not like facing all time manipulation users... with all the slows.) What drives you to design your own missions or stories in the AE? Some things can be just RP'd, some things you want people to have to beat things up or *see* a character they're facing, sometimes it's (reasonably) reliable repeatability when people wont' see things at the same time, but I want them to have this touchpoint experience of having done XYZ. OK, a couple arcs. I make no promise to anyone else thinking they're good. Seriously legacy arcs. These are essentially as old as AE is. Maybe minor tweaks while on live, but otherwise ancient: Hero Corpse - 25648 Tsoo Faced - 25649 Not *as* old, but something I'd started as an RP series - Ax: Dominae et Librum - 49532 Fabulas ut Nuntiarem (Libris arc 2) - 52390 (I don't recall if I finished the series, I'm pretty sure I had at least two others I haven't republished.) "For the heck of it" arcs - tossing old enemy groups into an arc with absolutely no story to remember what they *were* exactly: Mystery Groups - 54425 Time Vikings! - 54426 (Because vikings deserve to be on a ship, plus time vikings!)
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All of this. And as mentioned, it also affects the AE editor, where you'll often be tying longer lengths of text for mission briefings, sendoffs, clues, etc. (And which, unlike the way it acts in the bio editor, you can also go back to edit and have line breaks completely removed, everything jumbled together with <br>and the like exposed.)
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Depends entirely on: - the character - Their level - What they're facing - How much of a hassle I feel like dealing with. - If it's a mission I've outleveled slightly or not - Sometimes just the mission itself and the end goal. I'll take the same character at +somethingxsomething one day, get a new mission, drop the level, run like that for a bit, get another mission against a different group, up the level, run (say) Ramiel's arc where the point is the slot and all the ixp between start and end is wasted, drop it to -1x0 and rush the objectives, finish, up th elevel again, etc. Personally I tend to find +4x8 annoying more than fun. Unless maybe it's a farm, and even then a bit tedious.
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The editor (and whatever's going on behind the scenes with it) needs to be fixed first, I think, both for the hidden characters and the sudden "no, you can't type any more, but I'll keep it buffered, so if you click somewhere else it'll show up there" nonsense. It affects not just bio space but creating anything in AE. See how that affects space usage with characters first, I'd think. Frankly, I wouldn't mind a linkable CIT-like ("official" site) that you could link directly from the character...
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Are there any server(s) that are more child friendly?
Greycat replied to okpokalypse's topic in General Discussion
There's not necessarily a "child friendly" designated server or one that caters towards rugrats. 😉 If they're only playing with you? I'd say grab one of the lower pop servers and just arrange their chat to not have General and/or any other problematic channels showing. You can somewhat "lock down" what they see, both through hide options and removing chat channels (including, IIRC, tells.) Then save that config for any new character they make.- 36 replies
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What's the smallest change to CoX that you really want?
Greycat replied to DougGraves's topic in General Discussion
Hmm. Probably isn't actually "small" but adding level range and alignment filters to the character search. -
OK. So the reason what seems logical to me wouldn't work and couldn't be looked at that way is because the system wasn't designed to do things in a way that would make sense that way. Yay Spaghetti! 😉 But thanks for the answer. Yeah, to me it would seem like you'd want - say "Account" (handling the initial login) able to know "this person logged in today, this person hasn't logged in for two years" (and that would likely also have been set with active/inactive flags or whatnot talking to a billing server on live that would be NC's domain, but that could also be manually set by customer service types to ban an account *now* if needed,) which could then talk to the individual shards and say "Hey, if you have '@ this guy' on your list, run this script," instead of the back and forth and other checks it sounds like we have. But it's something that'd have to be designed in from the start (or early on.) I still say it'd be better to do it by account first, but that's more a "In theory ... if that were actually feasable, which it sadly doesn't sound like" preference at this point rather than a request.