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AngryJesusMan

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Everything posted by AngryJesusMan

  1. I was trying to build an AE mission for my SG and discovered 1) there are no Kheldian AVs or even Elite Bosses that actually use Kheldian forms (at least, none of which I am aware) and 2) you can't use the Khledian powersets for custom NPCs. Maybe consider making those powersets available for custom NPCs? Or as a possible middle-ground, maybe make Kheldian forms a special option in the costume creator, but only when building AE arcs? Thanks.
  2. I get that. But that's part of why I suggested this. The Homecoming Devs have addressed a number of QoL things that were created in the early days of the game and simply didn't measure up to the state of the game as it stands now. But let me cop to something here: I didn't look at the numbers and see exactly how much CJ is inferior to the P2W powers. I have since rectified that. CJ adds 8 feet of vertical jump height (plus actual combat benefits). Athletic Run adds 27.8 feet of vertical jump height. That's a lot. Of course, as was pointed out above, the End cost is remarkably low so I guess that's the trade-off - a fair bit of combat and a little bit of jumping for an economical End cost. I guess that's what it comes down to in the end. That, and I definitely underestimated the emotional investment some would have in keeping Combat Jumping right where it's at. lol
  3. I'm not arguing any of these things. It's a great power. On the toon I was noticing this, I have Speed of Sound (so I can use Jaunt for some form of vertical movement if necessary). It pairs nicely with Combat Jumping. Still, when I want to get around certain zones (zones with multiple vertical movements to make), it's often necessary to flip to a P2W run, try to aim my Jaunt so that I land properly, or flip on a temp Jet Pack. In some areas, you'll get that anyway, but I was just looking to reduce the number of situations in which it is required to make the change.
  4. When factoring for Defense, yes it is definitively superior. Jump Control (aka movement when in the air) is a wash because the P2W powers provide that as well. Low END cost - fair point. I guess you're saying that if you want to jump higher, you need to pay more Endurance?
  5. Thank you for the input. Fine, Combat Jumping is not a travel power, per se, but you're still making a meaningless equivocation. The Hover power doesn't have the word combat in it (see how pointless that argument is?). However, using Hover one can still achieve the same heights as the Fly power, albeit quite a bit more slowly. With the Jump Pack/Steam Jump power, Hover can even serve as a stand-in for Fly over short distances (much more than that prior to the two powers having a shared cooldown, but alas) while also bringing all of the extra benefits that are packaged with it. I'm not asking that Combat Jumping achieve the same heights as Super Jump/Mighty Leap, only that it reach the height of the freebie powers. By itself, it still won't achieve the horizontal speed that the runs powers achieve. It stands to reason that, with a bit of similar stacking of powers, that Combat Jumping might be able to bridge the same gap that Hover can for flight. I just fail to see the purpose in leaving Combat Jumping to be inferior to the freebie run powers in this one, very specific way. Your explanation has not impressed upon me the importance of it remaining as such.
  6. While that's a fair point, the power itself does accept Universal Travel Enhancements, solidifying the interpretation that it was at least meant to nominally be used as a Travel Power.
  7. The fact that the P2W freebie runs have superior vertical clearance by comparison to Combat Jumping seems arbitrary and useless. I know I'm not one of the devs and haven't communicated with them about these kinds of topics, but I can't think of a design choice that would benefit from having the P2W powers be superior a to power that requires the buy-in of a slot in your build. The P2W runs are great, and I use them often. However, I find it particularly irksome (at least to my personal preferences) that when using a power in the Leaping pool, that has the word "Jumping" in it, that I may be required to switch to a freebie "Run" power to reach a spot that is slightly too high for the Jumping power. I think this could be addressed by simply adjusting the vertical jump height when using Combat Jumping. I suppose the same case could be made for reducing the vertical jump height of the P2W runs, but I'm not looking to make something less useful here. I would just like to be able to rely on a jumping power to make the jumps I need to make. It seems like a fairly simple and thematic concept. Hopefully the following can help to head off what I have seen as the inevitable responses to this subject. Things I am aware of: "The P2W runs are faster than Sprint + CJ." I'm not worried about the speed difference. Besides, that's to be expected when you're comparing a "run" to a "jump" power. "CJ can be slotted with Jump Enhancements." However, that eats slots for something that is, essentially a minor personal gripe. I'm a big fan of character optimization, so burning slots for something trivial isn't something I'm prone to do. And this is beside the fact. Putting Jump Enhancement into a slotted power should make the slotted power even more superior to the freebie run power. You shouldn't be required to do such an inane thing in order to make a Jump power that you invest in equivalent to a freebie Run power. "CJ can be toggled on along with Super Speed and other similar travel powers (except, obviously, Super Jump/Mighty Leap)." This doesn't address my primary point in any way. "CJ grants bonuses other than jump height and control." These are good, and to be expected of a power for which you actually have to dedicate a slot in your build. I accept and appreciate that, but the primary point still stands. "Super Jump is in the same pool and can definitely address the jump height issue." This is true, but still doesn't serve as any kind of reasoning for the lesser invested power to be inferior in any way to the freebie power. Hopefully this overly loquacious breakdown helps to punctuate the feeling of annoyance I get when I'm using a jump power in which I invested, only to have to shut it off to use a freebie run power to reach a high spot. Despite this minor gripe, I think you all are doing a fantastic job, and thank you for your efforts in making this a pleasurable experience for everyone. This is just a simple little annoyance that I think would be a simple and helpful thing to address. Thanks for all you do, and if you disagree, I'll definitely continue playing, although I will maintain that minor bit of personal annoyance. Cheers!
  8. Classic story. Boy meets market. Boy makes market bids. Boy presses zero one too many times. Boy smacks forehead after pressing enter. Positron's Blast isn't worth that, but easy come, easy go, I suppose.
  9. I think it would be a fantastic idea to enable the ability to save the specs and settings for bases so people could import them later. IMO, it would likely create the opportunity for a community to develop that creates base build templates that others can use in creating their own SG/VG base. I love all of the super-customized, elaborate base builds, but I personally don't have the capacity to do all of that all the time. Even the basic bse stuff takes a fair amount of time and effort to make a base build worth the effort. If there were some templates available that people could import and then customize for their own SG/VG use, I feel it would help to promote SG/VG play without requiring that people pore over the minutiae of base building for hours and hours just to produce something that realistically should be relatively simple to crank out for someone that is well-versed in base building. Hope this picks up some traction so that the Devs are amenable to instituting it in future patches.
  10. Hi, Long time player, first time bug reporter. 😜 The /cc and /costume_change commands are broken when you enter them with no argument. Without an argument, they should open the costume change window, but currently nothing happens. When these commands are entered with an argument, they change the toon's costume as expected. Example: Typing the command "/cc 0" (without quotes) causes you to change from your current costume to the first costume slot. These results are repeatable in macros and binds as well. Thanks for all your effort!
  11. Sorry - just spotted the actual Bug Report forum. I'll go there now. Please disregard.
  12. Hi, Long time player, first time bug reporter. ;-P The /cc and /costume_change commands are broken when you enter them with no argument. Without an argument, they should open the costume change window, but currently nothing happens. When these commands are entered with an argument, they change the toon's costume as expected. Example: Typing the command "/cc 0" (without quotes) causes you to change from your current costume to the first costume slot. These results are repeatable in macros and binds as well. Thanks for all your effort!
  13. Imaginary Comics is a group of affiliated Super Groups and non-SG characters that all interact for story-based RP, general gameplay content, and out-of-character enjoyment. We are 100% RP-friendly. We range anywhere from RP-light to RP-heavy depending on the involved players' wishes for the day. We try to work with everyone's schedules and temperaments to ensure that we're not making the game more work than fun. Our groups span multiple themes and eras. Take part in as much or as little as you wish! With such a broad offering, we cater to both Blue-side and Red-side RP (one of our SGs is solidly Red-side), but for now we are primarily Blue-side. Check out our Discord at https://discord.gg/kYh8Dmf The Imaginary Comics Expanded Universe exists under the out-of-game premise that Imaginary Comics is a comics publisher along the lines of Marvel, DC, Vertigo, etc. All of the characters and teams affiliated with Imaginary Comics are characters featured as part of the comic book series, limited series, or standalone titles published by that company. All of these groups, characters, and more are being actively expanded upon all the time. With custom AE missions, interaction-only style in-game RP, TF and iTrial runs, mission grinding, custom digital art, and even more extra content published on the Discord server by our creative members, the stories told as part of the Imaginary Comics property are constantly growing. If you would like to have your character be a part of the imaginary Comics line, with the distinct possibility of having your character’s actions and interactions immortalized in these stories, or even to actively participate in crafting larger stories for other characters, we encourage you to come check us out. Imaginary Comics has three premiere team titles along the lines of the Justice League or Avengers comics. In-game, these three teams are all established Super Groups. Hero Team One is an action-oriented group. While other super groups are out there plugging for advertisements, propaganda, and to get their names known through the traditional capitalistic framework of modern society, Hero Team One prefers to be the workhorse of the superhero community. They handle all manner of issues, but prefer and specialize in high-level threats that are ever-present and have the capacity to cripple the entirety of Paragon City and beyond. They get their names out into the community by simply being available at all times when a threat presents itself. The Order of the Black Wind is a rogue group that presents itself primarily as an organized crime network. The group consists of ninja, assassins, martial artists, demons, magical creatures, and their allies, all spread throughout the Rogue Isles and even Paragon City. They aren’t wholly evil and routinely work on the side of heroes, but their pursuits are always shrouded in mystery and are assured to be self-serving in the end. Nebula Corps is a group of interstellar heroes all brought together and empowered by the sentient nebula A'noh. Once empowered, these heroes are known as Nebula Sentinels. There are any number of Nebula Sentinels throughout the cosmos, but a number have collected on Earth and in Paragon City in an effort to work against A’noh’s primeval enemy, the sentient black hole called Salok. Salok’s direct influence has been observed in Paragon City, so many Sentinels have answered the call to come to face their ancient enemy and its agents. Expanded Universe Design There are also several smaller groups within the ICEU umbrella that aren’t large or stable enough yet to warrant full Super Groups, but do gather frequently enough that they can be identified by a group name. These groups often have a revolving-door style of membership, with members coming and going often, sometimes operating alongside their allies and sometimes acting alone. In-game, these groups and any characters that aren’t part of the premiere teams are all part of the Super Group named Imaginary Comics. It is always possible that any of these pseudo-groups can become steady or popular enough to warrant a new premiere spot in the Imaginary Comics lineup, at which point they would split off and become their own Super Group. Until then, they often identify themselves by assigning a specific Badge Title when they are engaging in RP with the rest of the group. The Guardians of Justice are much like a traditional hero group, but aren’t backed by any supporting agency or government. These heroes are celebrities among the populace, but are still heroes. They live in the limelight, surrounded by reporters and journalists documenting their public appearances and superhero actions. The individuals involved with the Guardians have agreed to support one another in their efforts to keep Paragon City safe from the many villain groups that would seek to do its citizens harm despite the challenges posed by their relative stardom in the eyes of the citizenry. While portraying members of the Guardians of Justice, players are encouraged to obtain and wear the Title GUARDIANS OF JUSTICE Exploration badge. It is located in Nova Praetoria on top of the PPD headquarters building, 223 yards north of the Magisterium marker. Its coordinates are (-5097, 290, -830). The Shadow Walkers are a group of loosely affiliated occult practitioners and magical beings who come together to battle dangerous mystical threats. The Shadow Walkers only operate 'in the moment' of a crisis, each member then going his, her, or their own way once the battle has been won. They often seek to recover stolen artifacts, topple arcane threats, rescue hostages that are of mystical import, and combat the efforts of the various magical villain groups in Paragon City. While portraying members of the Shadow Walkers, players are encouraged to obtain and wear the SHADOW WALKER Exploration Badge found in First Ward. The Shadow Walker badge is in the Free-Fire Zone neighborhood, 346 yards southwest of the map marker; at the bottom of a ditch along one of the Twilight World paths. Its coordinates are (-120, 20, -1952). The heroes of Radio World are characters from the two-fisted, pulp magazine, classic radio show, cliffhanger movie serial, and golden age style of adventures. These adventurers hail from an alternate Earth named XENETH. In that world, time moves more slowly than on ours - It is still 1943. Characters from Xeneth and Primal Earth travel back and forth through a dedicated gateway maintained by the Portal Corporation. While portraying heroes from Radio World, players are encouraged to obtain and wear the Phantom Radio Exploration Badge found in Echo: Dark Astoria. The Phantom Radio badge is located 430 yards SE of the Toffet Terrace marker, at the base of the radio tower on top the building. Its coordinates are (2984.3, 204.3, 3676.1). The Bright Stars are the previous winners and current contestants on the popular reality TV Show The Bright Stars. The Bright Stars is sponsored by media-savvy Super Group The Guardians of Justice. The Bright Stars serves as a sort-of "Guardians of Justice: Junior Squad" and as a training academy for future members. While portraying members of the Bright Stars, players are encouraged to obtain and wear the Bright Star Exploration Badge found in Steel Canyon. It is in the Gimry Ridge neighborhood of Steel Canyon. It is on top of one of the perimeter buildings around the Paragon City University building. It is located on a ledge between the northeasternmost building on the campus and the building just west of it. Its coordinates are (-2987, -36, 1820). Disclaimer Once you join our Discord server, you will need to respond to the following message on that server before you can view any channels other than the #about-the-server channel. "This server will have a zero-tolerance policy for harassment, aggressive OOC behavior, and other forms of negative interaction. Disagreements are fine, but keep things civil and respectful. All text interactions and nickname changes on this server are recorded in an off-server log, and all connections to the voice channels are documented. Any accusation of abuse will be investigated by the server Admin. Those that are guilty of abusing others on this server will be banned. If someone has abused you in a way that cannot be verified in this server's logs (ie. in-game, in a voice channel, on another server, in real life), please alert [the server owner] so that he is aware of the issue and can respond. I would always rather take flak from being too cautious in this respect than allow someone to continue being abused. To indicate that you have read and understand this expectation, please use the white_check_mark emoji beneath this message. All channels will be hidden from anyone that has not clicked that emoji."
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