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gameboy1234

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  1. Thread says "braaaiiiinnnnsss..."
  2. That's why I offered it as an optional power pick, kind of like the way Regeneration has both Instant Healing and Reactive Regeneration as its T7 power pick. I thought some folks might find a use for Detention Field, but also might want a Trawl too. So there's two chances to take a Trawl in the power set. Honestly I find Repulsion Field very hard to use, it's situational based on geometry, so I think I'd prefer a straight up trawl. But as long as it's an option I think it works for everybody.
  3. I think if we have a version that might really clip, and one that likely won't, we could choose which to use based on other costume accessories.
  4. Needs some realistic-ish cats as well as some more stylized versions.
  5. I think /petition or /report or /bug takes care of this. The couple of times I've used one I got an almost immediate response.
  6. Force Field is the one set I think really needs a Trawl power. Axe Cyclone really confuses me as well. Not sure what could be done about FF, the devs seem all in on knock back and repel for that set. I'd like to see at least an alternate power pick that adds a Trawl effect, just personally. Take one of the less popular powers like Detention Field or Force Bomb or Repulsion Field, and let folks pick a ranged AoE Trawl in its place. Random idea: Allow alternate picks on both Detention Field and Repulsion Field for a Trawl. If you take BOTH trawl powers, the larger one gets stronger when you use it (and locks out the other power). It's like you take both powers and combine them into one stronger power.
  7. I use the Note system constantly. Mostly for people who team with me and help out with missions, they get three and four stars. If you get two stars you narrowly avoided getting put on ignore. I'll note the reason why in the text box. Sometimes people redeem themselves later. One star is for people on ignore, and I'll note why I put them there in the text box. Mostly because once you're on ignore I can't hear them anymore but when they show up I like to remember they're on ignore and why.
  8. I have a fair number of alts, well over 100. About 80 to 100 of which I "play." My main sticking point seems to be IOs. Once I'm basically required to get out Mids and start figuring out what I want to do, the time required skyrockets and I tend to get stuck. Usually happens in the late 30's to 40's. There's another sticking point for me: running mission arcs. Some (a lot) characters have a "story" that I'm running them through, and they'll sit on certain contacts or mission arcs since I want to have a group to go through with. But that takes more time and effort than just pugging, so I go play the pug toons instead. I'm not sure at all what could be done about this, it just seems to be the way I play. BTW, my latest alt: Astro-Man. I found this public domain hero who had been created just to have a superhero in the public domain, so now he hangs out in Pocket D chatting people up.
  9. Recipes / Workbench in the game has the same problem. If the list of recipes is too long, then that last recipe will be cut off and there's no scroll bar. I think it's an issue with rendering windows--the game doesn't always recognize when an "internal frame" being displayed is too large to fit and the scroll bar needs to appear. Hate: internal frames that are always divided at 50/50, regardless of the size of the text in each. Example: START vendor and the top half Auction House. Both of these might benefit from a vertical division that you can pull left or right as needed.
  10. The thing is that the game know which weapon you have set, that's how it know to charge you. And not charge you once you set it back to current. Is there just any way to have the current selection just be selected, like every other part of the costume?
  11. If it's a modest amount of work, then yes this could be a decent quick solution. I think there are some issues though. A lot of maps are VERY large, and this will make traversing them even more tedious. It's going to be a trade off, some maps will be better, some might end up worse. The extra work required to fix the largest maps might remove any benefits of a "quick" solution. It might not be that hard to make new maps. Considering the player base seems to be asking for simplified geometry, this might be feasible. Spending resources on a proper fix instead of a "quick fix" might be the way to go. (The disadvantage of better maps I think might be that a fair amount of "gameplay" is spent fighting the map, and if that goes away, then the maps might be very boring. So again a potential tradeoff.)
  12. It's kind of "everything" for me, but yes, the Oranbega maps are a good example. I often play very tall, winged flyers, and the maps are super hard to navigate. The OG team obviously tested their maps with a default height "male" toon and called it good.* And I think this is the crux here, is that the team seemed to do no grey boxing, no early testing, and once the map was done, there were no resources for additional changes, so problems found later were never fixed. (Remember when Oranbega teleporters randomly placed each character on a different point on the map? Who the heck play tested that feature?) The sad thing is they never seemed to learn. Oranbega didn't result in any learning, and neither did any other content. Not really anyway, you can see some improvement, but it came very slowly and was never enough. (*) Have you seen the "collision box" available in the base builder? It's supposed to represent a player's collision box. It's a capsule--a cylinder with hemisphere ends. I wonder if the OG dev team was testing with one of those rather than an actual player model, it would kinda explain a lot.
  13. Yes, this especially. I don't like that you don't have access to your current build when respeccing. It'd be nice to respec in a window rather than full screen, so we could look at other things while doing it. And it would be nice to save that respec, like saving a constume slot, so we can come back to it later. Both Enh and the powers trays are a pain too when respecing, could just leave the powers alone, saving only those that are no longer available.
  14. I get a lot of graphical lag, which I interpret as the engine loading resources from disk, but the whole screen freezes. Other things too, like opening the Auction Hose will cause the whole screen to freeze for about one second. It's brief but very noticeable. Chasing these graphical hiccups down might lead to other improvements as well, so I'd like to see the devs start to take a look at them. I think the current engine might be too aggressive unloading resources. Any time I stand still for a short while then try to move, I get stutter and lag. I think again the engine is loading animations from disk, but the self-move animations should probably be kept around and available, since they're so common.
  15. I think this idea needs expansion. I'd like to see a more clear story progression as we level, with the player directed towards contacts that explain "what is going on" in more detail. Like, Crey should start out being the good guys, and it should come as a surprise that Countess Crey is actually totally a villain. Instead what happens is you get random missions full of baddies, and then later you get random missions full of other baddies. The player has to really work at getting a coherent story from all that, the story line is not presented well. I'd probably reduce base XP too, just to prevent folks from accidentally out-leveling content. Then I'd add additional START powers for higher XP boosts, so those in the know can get back their old leveling speed once they're done with lower level stuff. All XP everywhere doesn't need to change -- DFB should probably remain special, and some other content -- but the "ordinary" contacts we do might need adjusting downward by about half or so.
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