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Glacier Peak

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Posts posted by Glacier Peak

  1. 1 minute ago, GM Kal said:

    Who made this list, GM Impervium?
    I just wanted to thank the *entire* Homecoming GM team that didn't get mentioned.

    GM Tempest
    GM Sparky
    GM Crumpet
    GM Joji
    GM GoodNyght
    GM Helferlein
    GM Impervium
    GM Mimiru
    GM Quasar
    GM Willow
    GM Kiwi
    GM Arael
    GM Flints
    GM Navigator
    GM Aegis


    They are all highly trained and specially selected great folks that operate under an exacting code of conduct, and I am very glad to work with all of them!

    GM Bot is our remote control bot that can do commands and send announcements, not an actual person, and is not automated in any way (other than cute replies when you do a /tell!)
     

    GM Solace
    GM Manga /
    Manga
    GM Globetrotter
    Are not currently Homecoming GMs, but are valued consultants.
    And every Mac user has Manga to thank for being able to play CoH.

    Cipher pays the bills and deals with the financials.

    Most all of the Homecoming staff groups work on a consensus basis for any important decision. 

    I appreciate adding all these, I'll edit my list to include them. 

    • Like 1
    • Thanks 1
  2. 3 hours ago, GM Impervium said:

    Okay, so Flowers does back-end tooling that supports the GM team. Our job would be 378% harder (or at least more tedious) without the work they've put in!

    I'll admit when I wrote "back end tooling" in my updated post, I thought you were trying to pull a fast one on me, but I'm sure it means something non-freudian 😄 

    • Confused 1
  3. 1 hour ago, UltraAlt said:

     

    I try to do my best not be be defeated in combat. I don't want to see my teammates falling in battle either.

    Falling back is better than defeat. Escaping through the mission entrance is better than defeat.

     

    If I do fall in combat, I try to do what is best for my team. That can mean trying to rez myself in a bad situation. I don't go to the base or a hospital when I'm on a team if i can help it.

     

    The point of most games it to defeat the enemy without being defeated yourself.

     

     

    When other people could fall back instead of blindly rushing ahead, they threaten the survivability of the whole team.

    One player falling in battle can cause a domino effect to the rest of the team.

     

    If you want to blindly kill yourself repeatedly because you don't mind dying, I would suggest soloing ... because you really aren't working with or concerned about the others that you are teaming with.

    Of course, you could be on a whole teams full people that think the same way you do.

    I'm glad I'm not on that kind of team. If I find myself on that kind of team, I leave.

     

    I remember one time before the sunset.

    I was on a low level team. I think there was only like 5 on the team.

    We get to a mission and spawn inside. One player arrives late. We are standing around inside waiting for them.

    They spawn in and immediately run into the first mobs. The rest of the team starts attacking, but they die.

    They immediately respawn to the hospital.

    We wait for them to get back because the hospital wasn't that far away.

    They spawn in and immediately run into the next mob. The rest of the team is already fighting, but they die.

    They immediately respawn to the hospital.

    The rest of the team starts chatting about what is going on with this player rushing to their death.

    They spawn in and immediately run into the crowd and die.

    They immediately respawn to the hospital.

    The team just ignoring them and ran the mission.

    The renegade player keeps rushing in, dying, going to the hospital, running back to the mission, and repeating.

    lol's were rampant in chat. People shook their heads in disbelief. 

    What was that player thinking? Where they a young player? or did they just not care about dying?

    Wow great feedback. I thought a lot like that when the game first came out. Lots of new players and folks playing in what I thought were odd ways. 

  4. 5 minutes ago, Tahliah said:

    Well, there is no impact (unless I'm on my main, and then I get kind of happy because yay, closer to my next death badge), but I'm not sure what your underlying question is.  Are you suggesting that deaths should "mean something" like a serious (multi-level) debit? 

     

    On live there was this awesome SG that lived by the motto, "dead means dead."  If your toon died, you had to delete it (or later, just remove it from the SG).  That was a serious consequence to dying, and it really made game-play interesting (for obvious reason, with attention focused on survival first, sort of like on MO runs, where teams function differently because the goal has been complicated by the need for every single member to survive.).

     

    Back to the original question:  The only time I really bum about deaths is a team wipe.  That's not fun.  It's not fun at all.  Not because we "lose" anything, per se, but because it is horrifying that an entire team is wiped out.  Then we all regroup, have a quick chat (gee, maybe we shouldn't reenter the battle one at a time? heh).

     

    As a badger, I'd love a "So Ashamed I Could DIE" badge for being part of a team wipe.  That would make me happy.  Happy's an impact, right?

    Team wipes definitely FEEL that way. The impact is immediate and likely equal to all members (unless THEY were the one who pulled too many enemies and the AV in to the group lol).

    • Haha 1
  5. Just now, GM Crumpet said:

    Reasonably accurate, especially the whole drama thing. People seemed to be highly offended they weren't invited to play, as if it was a personal slight against them. The reality of course is that it was secret because they were trying to keep it alive and didn't want NCSoft closing them down.

     

    As for original devs and moderators, I personally haven't seen any, or had someone reveal that they were, but it doesn't mean they aren't about. I'd love it if some of them were . I met War Witch at a convention once and she was awesome.

    As far as I'm concerned, Homecoming is what CoH should've been back in the legacy days. 

    • Like 2
    • Thumbs Up 1
  6. 2 minutes ago, GM Impervium said:

    I'm not a lead, but, aw, thanks!

     

    Flowers I may or may not get back to you on. Some of our staff want a certain level of anonymity, so I just want to clear it before I spill any beans.

     

    That said, don't feel bad about posting any of this, anything you've been able to glean is 99% likely fair game to be disclosed.

    Fair enough! That is why I made your's blue 😄

     

    I totally understand the anonymity though!

  7. 8 minutes ago, Shenanigunner said:

    Not sure if this is just an interesting meta-question or something more focused. What would be the options? No defeat (you just lose points or something?) or having to restart the level (ouch!)?

     

    OTOH, what does defeating any foe "mean"? Nothing, really, because gray Warrior to GM, they'll be right back, too.

    From a gameplay perspective. Being defeated means something - but what does it mean to a player? That is my question.

  8. 4 minutes ago, Hedgefund said:

    Badge progress!  Including an important one  (I pursue HTP not FP for all my characters).

    I hear that!

     

    I am curious, of the top of anyone's head do they know if Patrol XP pays off Debt? If I can pop the Experienced temp, does that eat away at debt?

  9. 5 minutes ago, Erratic1 said:

    I've lost?

     

    I figure whoever is competing for a boxing or MMA titles does not think, "If I win I am the champion and get paid a lot of money and if I lose I am not the champion but get paid a lot of money even if less than winning so either way I get paid a lot of money."

     

    My goal is to not be defeated and to avoid defeat while fighting as difficult a setting as I can.

     

    Besides, defeat is embarrassing if you are teaming, especially as a melee class as it does not project the proper image.

    I get this perspective. In a game where gameplay is conducted while not being defeated, the only recourse while being defeated seems to just be potential embarrassment. Though as other posters have pointed out, it is actually a benefit if this happens when someone on the team has Vengeance.

  10. I'd like to hear other players perspectives. For me, being defeated causes me to do two things, select a resurrection option (self-rez insp, temp, p2w power, or RotF, Revive, ask teammate for rez insp or rez power, select my base resurrection, select the hospital, or in-mission hospital for some) and receive a certain amount of debt after... Level 10 I believe?

     

    The former is trivial and the latter is insignificant to me. I may experience a slight delay in my efforts during solo play by returning to the battle or the team may or may not have to wait for me to get back in to the action. Debt itself seems insignificant to me because, well, it's just gone so quickly I never really notice it. (Not like the old legacy days where I would've deleted a character and started over when faced with *levels* not bars of debt).

     

    Anyway, what's the impact to you upon being defeated?

    • Thumbs Up 1
  11. 1 minute ago, Rudra said:

    1) Except I never know thhre is an MSR planned until I enter the zone and face-plant into one forming.

    2) If you are proceeding directly to league zone for league activity, then no, you don't really have time without the high likelihood of being locked out.

    4) The indicator of being affected is not an indicator. It is an affect. At which point the player goes "Oh crap. Group Fly affects me." An indicator would be a quick view icon that says yes or no even without having to be affected.

    Fair enough - I did my best to cater to what-if scenarios presented by @Greycat. They can't all be winners!

  12. 1 minute ago, Rudra said:

    I was bugged then. Go figure. Happens a lot. Anyway, since the convo seems to just be the 3 of us now, and 2 of us say it is a good idea and the third says he is not opposed, I think we are all in agreement this is a good idea! Yay for ... .... whatever you call a forum decision!   🤣

    Rudra, my apologies - I will refrain from further clogging up the discussion with my banter! Good luck!

  13. 6 minutes ago, Greycat said:

    You're "all for increased accessibility," yet arguing with people saying to have it accessible in two places it would be handy to have...

     

    Which is it?

    Accessibility means there are options to do so. Accessibility and convenience are two different things. Are you asking this question rhetorically?

    • Thumbs Down 1
  14. 1 minute ago, Greycat said:

    I log on just after work for an MSR. Zone is nearly full. I have a choice - go to the MSR and enjoy time with people I like, or go down to Pocket D and get locked out. So, no.

     

    Hamidon raids can go straight from that to the MSR.  If I'm melee, I may very *much* want to be affected by group fly for one, and *not* in the MSR immediately after - and, again, wanting to play with certain folks means the extra time zoning, changing, and coming to another zone may mean I don't *get* to get into that other zone.

     

     

    That is an utterly nonsensical reply. Do better.

     

     

    Again. THERE IS NO INDICATOR. You know, someething I can check to see if I *have* to go do so.  Which, again, means potentially getting locked out of a zone.

     

    You're being deliberately obtuse here.

    I will do my best to cater solutions to these outliers:

     

    1. The assumption here is that the player knows ahead of time that there will be a scheduled MSR. So under this assumption of foresight, there is a certain amount of due diligence on behalf of the player would ensure before the scheduled event, that particular character is either setup for how they intend to be played (whether accepting the effect of Group Fly or not). Or an alternative is assumed to be known to the player which gives said player options to alleviate their perceived inconvenience of said effect. Such options could include turning the effect off ahead of time via Null the Gull, quitting the team and joining another which is part of the MSR, using a temporary fly power to move out of range, or any other mentioned so far in this thread.

     

    2. If a player is going to a Hamidon raid directly following an MSR, there is an opportunity to change their settings via Null the Gull. It exists, regardless of the perceived inconveniences said player may experience - a player can mitigate those perceived inconveniences ahead of time by directing their efforts towards minimizing travel time (using a base portal then going to Pocket D then using the base portal there and teleporting to zones connecting to the Hive/Abyss.

     

    3. I don't care?

     

    4. The indicator of whether Group Fly is affecting a player is... wow.. its that the player is being affected by the power? In addition to that lighbulb, players can go to Null the Gull and check to see if they are affected by Group Fly.

     

    Good discussion! 

    • Thumbs Down 2
  15. 3 minutes ago, Rudra said:

    Again, did not know that bit, Glacier. Does it really add junk to Null's coding if he is simply being duplicated though? His code doesn't change, just the instances where he is/the code is accessible.

    Well don't count it until I can actually find the quote - I don't want to mislead folks if I am misremembering.

  16. Just now, Rudra said:

    Or... and here's a wild thought... when we get to the RWZ or Hive/Abyss, there is a Null right there was can ask! Yay! 😆

    I'm not agreeing or disagreeing with this suggestion (and I am all for increased accessibility for players). I am just more inclined to use the capabilities already provided to players in game to achieve the desired results of this suggestion, which is ultimately to turn off or on Group Fly effects.

  17. 2 minutes ago, Rudra said:

    You know, so far the only responses against Null being in the RWZ (and hopefully also the Abyss and Hive) is "Well, you should have done so when you were staring out! Shame on you!" Are there any other reasons why this is a bad idea other than we should have known and already done it?

    You missed the developers not wanting to add more junk to the Null the Gull coding, though I don't think it has been brought up in this thread.

  18. 1 minute ago, Greycat said:

    Everlasting MSRs are group-fly friendly. And it's useful for (some) masterminds, so no, you don't have them turn it off.

     

    As far as "well, turn it off in any of the previous levels" - I have 100-odd characters. I challenge you show me where, immediately on login, I can see that I've had that turned off or on. The *only* ones  I know I have it selected a certain way are... the ones I've personally taken group fly on.

    Still doesn't change the fact that players have ample opportunity to change it. Having 100 or a 1,000 characters doesn't change it either. That just means there are now thousands of opportunities to change it if a player wants to.

     

    As for your challenge, go to Null the Gull and select the Group Fly option and it will tell you whether its turn on or off. 

    • Thumbs Down 1
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