GadgetDon
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Homecoming Code of Conduct Update - May 13th, 2021
GadgetDon replied to Jimmy's topic in Announcements
Back on live, there were several people creating incredible videos from editing replay files, creating a movie that was in universe but not in game. Is that also now allowed? for example, this -
issue 27 [Beta] Patch Notes for April 25th, 2021
GadgetDon replied to Jimmy's topic in [Open Beta] Patch Notes
As an ex-programmer, when dealing with a complicated codebase written by someone else and the original programmers explained the chaotic aspects of said code - workarounds are how things get done. -
issue 27 [Beta] Patch Notes for April 25th, 2021
GadgetDon replied to Jimmy's topic in [Open Beta] Patch Notes
Continuing the discussion on stealth - how about making disabled stealth something like 95% opaque? That doesn't require changing the enabled setting, so with it on it's as it was before, but I think/hope that would be visibly noticeable between the two states. -
issue 27 [Beta] Patch Notes for April 24th, 2021
GadgetDon replied to Jimmy's topic in [Open Beta] Patch Notes
Feedback on stealth powers. First, thank you thank you thank you! It now disables when I expect it to disable and doesn't when I don't. If you plan in the future to add "disable on heal/buff others", I'm fine with that. On the default setting, there's still very little visual difference between "disabled" and "enabled". Going to an icon employee and switching to "invisibility", yes, the visual difference is significant. I'll be honest, I don't remember what the visual difference was with just the old stealth power, because I'd grab stealth and then mostly ignore it until I could get invisibility. My preference would be that the power now default to "invisible", but if you don't want that change, please make enabled stealth a bit more translucent and disabled stealth almost none at all. While this is less of an issue than it was before - I can't count the times I've been stealthing through a map, someone without invisibility decides to just run through, and I get hit with splash damage and as Baymax would say, "oh no" (Yes, I've been streaming the series on Disney+ lately) Thanks so much for listening! -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
GadgetDon replied to Jimmy's topic in Patch Notes Discussion
Thanks for the changes to Stealth on Test - copying over a character to test it now. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
GadgetDon replied to Jimmy's topic in Patch Notes Discussion
One other issue that makes me really, really miss invisibility - there's no visible indication that your stealth has been suppressed. At 33 or 55 (or whatever the numbers are), visual effect is the old stealth translucent. With invisibility, if you do something that suppresses It or you get hit with splash from an attack, you go from invisible to "oops there I am". That aspect got me killed several times yesterday, that I didn't realize I was visible. It's also an issue where "I've activated stealth and start sprinting through the base - but the full stealth hasn't kicked in yet so I'm dead" (at the time, of course, I had no clue that I needed to wait 10 seconds after activating the power) -
That's actually one reason I'm worried about a perceived discrepancy. If my teammate has a team mission transporter, I benefit, because I want to use it at the same time he does. But the personal base transporter is more personal. If I'd thought of this earlier, I'd have suggested making it like the jetpacks, one million inf for 20 uses of the base transporter. (Numbers to be adjusted based on testing). That way, on the one hand, it's a continuing gold sink. And the jump to get started is a lot lower.
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It's a HUGE gold sink, and it's a ONE TIME gold sink. So those who know how to make big influence will groan but be over and done with it, while those whose playstyle/level/number of alts don't add up to big incomes mean that they'll be denied something that reduces so much of the annoying tedium from live. I don't have the facts on how much inf most players have, but being on task forces and pulling out the Team Teleport with some players going "I can't imagine ever affording that", I'm not sure it's good to exacerbate a community divided into the haves and the have nots. For me, it'll be an annoyance, because I'm serially monogamous with my characters 😉 - I take one, play it until it's a powerful incarnate with all slots unlocked and at T3-T4, and then start a new one. So, when I start a new character, I've got the influence to give the new one an "inheritance" of 15-20 million. And it won't be that much of a problem to now raise it to 25-30 million. But if I was leveling multiple alts at once, starting several at the same time, big issue. It's your game, you know the numbers. But the best part of CoH was always the community. And I really don't want to see it damaged.
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Bases aren't just for traveling. Between MSR runs, I can pop to a base to train, sell enhancements, craft, trade in merit rewards, buy inspirations. And with the base macro and the temporary base portal (first thing I checked on beta), it returns you to right where you were (assuming you went to the base from the general map as opposed to a mission). Currently, it's usually faster to go to a base to deal with those than travel halfway across a zone (and back).
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I think there's an assumption that everyone has the Vidiotmaps patch installed. When I was gaming on my Mac (thanks, Homecoming, for continuing to support that, BTW), I never could get it installed. If you've got the Vidiotmaps installed, getting the Atlas Park exploration accolade is easy. Without it - a lot less so.
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Here's what that viewpoint is missing. Much of the time I go to a base, it's for something other than "go to another zone". I want to level up to 50 quickly so I can start earning Incarnate XP. I want to quickly sell a bunch of salvage because the storage is full again. I want to craft something. The reason that losing the ability to use the temporary base portal in Ouroborus annoys me is because, while an incarnate trial league is SLOWLY building, I'll often pop into a base for a little crafting and selling. (Including merit reward crafting, so no, the portable worktable doesn't fill the bill).
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The argument they made is that base portals are traveling through space, not time. But since the most obvious explanation of these teleportation powers (including the base portals) is that they're wormholes, it's not a stretch to say that wormholes work through time as well. As a practical matter, you can call a contact from Cimerora or Ouroborus, you use Mission Teleport/Team Teleport to get you to a mission outside of those zones so back in the "main timeline". That said, a base portal would seem out of place in Ancient Rome, and Silos is supposedly trying to be sneaky so he wouldn't want one. But the blocking of the temporary SG base portal in Ouroborus (it works fine in Cimerora) seems unreasonable to me.