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gameboy1234

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Everything posted by gameboy1234

  1. Hmm, I just re-read the first two posts, and that's not at all clear to me. It sure sounds like Flea is talking about ToT, and not the invasions. Seriously, I think it needs to be clarified. Sorry for the drama, I was unclear on what was being discussed myself. But it sounds like folks are conflating two different things and it's spreading weird ideas how they work.
  2. The "number of players in a 30 radius" for starters. The entire rest of Flea's paragraph was incorrect because it was based on the idea of a "radius" being considered. It's just team size (and not league size, which is what I would have guessed). All of this is wrong: Basically the only part he got right is that individual difficulty settings have no bearing on the equation.
  3. GM Googly Moogly gave us the correct info. Would you consider editing your post to remove the incorrect information? Folks who don't scroll down the thread might be informed wrongly from your post.
  4. Big thread here for posting in game "selfies." However it's been noted in a lot of places that the default camera isn't great for taking in-game screenshots. So I think a special "selfie mode" would help. Ideas: 1. Special "selfie mode" w/ hot key. I think using a special "mode" would actually be easier than trying to add existing controls to the current camera. Just guessing tho, needs technical evaluation. Adding a hotkey that could be assigned by the player in Keybindings would make customizing this easier on the player. If a /slashcommand is available too it would be possible to make a macro too. 2. "Look At". The main problem I think is that the current camera is always looking at the top of our character's head. Probably we need to be able to choose the location on our character that the camera is pointing at, at least anywhere in a line between the top of the head and our knees. Rotation and Zoom should still work. 3. WASD. We should be able to move around and use emotes when in the selfie mode. I think we could use the hotkey as a toggle to end selfie mode rather than trying to cancel out as some other key that might be in use. 4. Bonus: Micro-Move. Sometimes getting an emote to work just right with the environment can be a pain. I'd like to see a micro-move command that doesn't cancel the current emote pose. Maybe Ctrl plus the WASD keys could be used. I do mean "micro," slower than Walk to make fine adjustments easier. Probably around quarter speed of Walk or maybe even less. 5. Bonus: free position camera. At least within a radius of our character, just allow us to freely move the look-at point (Alt-WASD?) and still use rotation and zoom as needed. If possible, implement both. The camera location would be simple if it was always looking at our character, making #2 the easier mode to deal with. Free movement would effectively be advanced mode. Costumes and our personalized characters are really a central part of CoX, I think having better selfies would be one way to enhance this experience. It also has the advantage of not requiring any geometry or player costumes to be created.
  5. I'd give different advice. When Torchbarer was just first opened, XP boosters where basically all I did. Later, I thought that I could make more toons and run the through the story. So I think if the XP seems like something you want to try, do it. Get it out of your system. Get a high level Tanker and Brute and Scrapper and Dom to play around with. Later when you feel that you actually want to, you can look at the story as it progresses through the various zones.
  6. Some random advice for someone new... The culture in this game is really built around pick-up groups and just doing whatever content you like. Watch the LFG channel and ask to join groups you see forming there. Unless they state a minimum level (like "35+") then they're usually open to anyone. The best way to join is to left click on the person's name in the chat window, and pick "Send <name> a message" right at the very top of the pop up. Once you're on a team mention you are new. Most folks will offer tons of advice, even overwhelming amounts. Absorb what you can, leave the rest for later. If someone seems especially helpful try to stay and chat them up for more advice. Use "/g" in chat to send messages to the team window. There's tiny buttons just above where you enter chat that will set the default so you don't have to type that each time. I think if you right click on the window just above where you enter chat you also set the default. Welcome and good luck!
  7. I'd say he's a puncher, either Super Strength or something like Street Justice. Maybe Energy Aura for Defense but maybe Willpower too.
  8. They did some LOD work recently. The patch notes mentioned START vendors skirt, which had no/incorrect LOD information which needed to be changed. I guess there's a lot of such objects in game. I'd like a longer LOD, at least as an option, in nearly all cases. Environment, mobs, everything, at least as a default if there's no LOD information already. And to be able to increase the LOD for objects that have a draw distance. I can see issues (exploration badges are supposed to have a really small LOD distance). But in general it would help a lot. Red side, experimenting with regular mobs in Sharkhead, I noticed that the draw distance was about 250 yards, and that tab target would work up to about 500 yards. (You could have the mob targeted, you'd get the orange "box" outline to mark its location, but no polygons would draw until you'd get to 250 yards.) Beyond 500 yards the target would just disappear and you couldn't tab to it again. And I think it was 500 and not 800 or something like, not 100% sure right now. But if this were universal I think it would be fine. Then increase the draw distance (but maybe not tab targeting) according to user preferences. If the user likes a 1 frame per second slide show, that's their business. I think also there perception distance here too for mobs, not sure, but I'm noticing AVs and such will pop their text in missions while I'm still three rooms away. Not sure but at least requiring line sight to a player before starting their text would help this sort of thing. OK, rant over, back to bopping bad guys (and gals).
  9. I gave you a heart, it's worth thinking about at least. Besides powering up, perhaps some dark-types want to sort of sink lower or something? Dark gathers from beneath, sort of thing I think. Then there could be other stances too for the power. The Tarzan yell from Tough (Fighting) might work for some concepts, and also maybe a magical type flourish perhaps Translocation from Sorcery. Also would be cool to allow a costume change emote and auto costume change (have to pick the slot at the tailor). I've got at least one dom that should "transform" when going domi now that I think about it.
  10. I'd say whatever concept you find fun. If I find a good name and costume, I've got a fun toon that I like playing. Powers and AT matter less. For a bit of out of box thinking, I also find Widows and Soldiers fun to play, and I tend to play them red side (but also often as a rogue so I can cross over when needed). Scrappers are fun. I also find Tankers a lot of fun, Invul being my go-to when I have a concept that obviously doesn't fit a power. I love masterminds, but they can be hard to play on Incarnate content. I often lose all the pets and just use the secondary, so try to pick something strong if you plan on playing an MM in all content. For solo regular play they're a blast, and much better now with some of the recent buffs from HC. Tanker - Shield/War Mace is strong and pretty Widow - You can make a cheap Night Widow build and make a Fortunata later when you have the cash Soldier - Spiders are my favorite of the choices here (Edit to add: remember you have three builds. Though it's expensive (lots of Inf for purplz), you can have a Blood Widow/Night Widow/Fortunata all in one character, if you desire. Same with the Soldier, you can have a Huntsman/Spider/Bane all in one. It's a fun little extra that makes the whole forced respec shenanigans worth it.) Mastermind -- Robotics/Time is my go-to MM right now, tho Demons/Rad seems fun so far, as well as Necro/Poison, the recent buffs helped the latter a lot.
  11. I'd think I'd go the opposite here. I'd leave the XP booster for when you want to skip content or just level, but decrease base XP so that you don't rocket passed content by default. Honestly it's not bad, but if you don't watch your XP carefully you can easily skip past a lot of content. If you're new it'd be really easy to miss a lot. (But also if you're new I wouldn't mind shoving a couple of XP boosters in your face so you know they exist.) Oh, speaking of being new, Twinshot and Dr. Graves arcs could use a glow-up too. Especially the AI where NPCs will sort of follow you constantly and never stop bouncing around, and sometimes they just run off. But maybe adding a mission to talk to START wouldn't hurt either.
  12. [NPC] Jackal: So two rabbis walk in to a bar and... This was from a red side newspaper mish to defeat some random Tsoo named "Jackal." Not to sure about that joke, I guess I was hoping for someone a bit more menacing...
  13. Yes, many maps in the game seemed designed to waste a player's time. It's an old school design idea that really isn't valid anymore. (Assuming it ever was; modern game design holds that any time the player needs to use the mini-map to resolve an issue, the game has failed. Guess how often I use the mini-map in this game?) I wouldn't call that a "silly" reason though. There's some good psychology behind the reason you don't want to design like this. The main one being it just isn't fun. Either your stated reason (basically that part of the map is always wasted) or for just making a player search aimlessly for an objective, it's a pretty bad map. I think I did have this map recently for a multi-objective mission, and I did end up having to use all three elevators, one being a dead end with no objectives found. It was still a pain tho.
  14. Great minds think alike. Having a "map manipulation" pool power might be kinda interesting, but might also be kinda mandatory the way Fitness always was. Needs some thought Scent Tracking -- Find all hostage on a given level. Or within a very wide range (like 120 feet.) you do your scent thing every so often and can find stuff. Super Hearing -- Find all glowies (they make that humming noise? I dunno). Same thing, you might need to "stop and listen" before they're added to the mini-map. Omniscience -- reveals all of the above, but only temporarily, and you have to stop and "concentrate" while doing it. Doesn't add anything permanently to the mini-map, but reveals everything including the map itself in a wide radius around you. It would have been best to work these in as "extra power" into certain sets or existing pools, I think they're fun but we have enough powers that need to be taken as things are now. Maybe some suggestions for how to add them in would be good. Also map hostage power: Pick Up -- After taking three powers in Super Strength, you get a pop-up power that lets you PICK UP AND CARRY HOSTAGES, preventing them from getting lost or stuck. You can still use your full movement powers and defenses, but not any attacks.
  15. X-Ray Vision -- Allows you to FIND THAT LAST DANG GUY ON A MAP. Everyone would take this.
  16. Mine's Grav/Rad. Grav for the poltergeist throwing things at you, and I supposed I picked Rad because I could color it white. Seemed good to me at the time.
  17. Phaseout is still sitting at level one, untouched. Free to a good home.
  18. I'd probably go all "Grand Theft Auto" red side and allow players to more actively choose how they want to interact with the world. Not just choose which contacts to click on or choose which dialogue choices to pick. Could be hard to do, but something like a Tips system where players get missions and other things (bases? minions?) from interacting with the world would be a start.
  19. This I think is important. It would take a ton of time for the devs, but going through all the arcs to make more coherent stories overall would be a great thing. Many zones and stories just sort of "pop up" and then disappear never to matter again. It's both disconnected and a waste of good story time. I'd probably go one further (again, assuming infinite resources). I'd re-instate "leveling equals progress in time and story" and make sure stories made sense that way. Since there's probably now more story than could fit in 50 levels, I'd add account wide badges to the game so that once any character makes it past a story point, lower level contacts open up so that when you start new characters, you find things are different and new plot lines are starting to appear. I'd start with a fairly standard late Silver Age and early Bronze Age comic plots, with hints here and there of future things but mostly the Issue 1 plot twists (Crey, what the Circle of Thorns really are, Nemesis is a big villain, etc.). Then stuff changes a bit in tone and also comic age (post Bronze Age feels) as the player levels new characters again. It'd be a ton of work, but if it could be done, I think it would be super cool. See, stuff like this. Crey is just sorta there, and then bam Countess Crey is a big villain, and Manticore was hot on her trail all along. Needs more set up. At low-levels, Crey should be held up as this paragon of scientific progress and super hero positivity, with only the occasional "oopsie" along the way. When it turns out Crey is evil it should be a big shocker. But to properly set that up is going to take time, and there just isn't enough time at low levels to set up everything. So using multiple play-throughs to tell the full story I think would be the best. * * * * There's some zones I'd like to see improved and re-vamp. Not necessarily fully ret-conned, but improved a lot. I like Croatoa, but the story mechanics there are pretty dated and repetitive. Needs a glow-up, as the kids say. Red side needs work too, many stories there and also mechanics feel likewise very dated.
  20. I'd second this, except I think I'd have Darrin actually be completely taken over at the end, and it would actually be some ghostly Rularuu spider thing that finally kills States in the end. I just can't stand that arc. I see what they were trying to do, but it just doesn't work. If you want States to feel big, and his death momentous, you have to make the entity that takes him out feel momentous too.
  21. Just a bit more info, Jim Temblor introduces you to Penelope Yin, who introduces you to Doc Delilah. You have to start Yin before level 19 or you out-level her and won't get the introduction to Doc. So best to start with Jim right at level 15 imo.
  22. Greetings and welcome!
  23. It's stuff like this that makes the LFG feel unintuitive and/or broken. Thanks for the low down on how it works.
  24. I think dismissing people as "passive" is very unproductive. LFG is a feature in the game, and people expect it to work more or less intuitively. The fact that its functionality is pretty much broken does not make the person "passive", it means the design needs an overhaul. I really don't see how anyone can read all of the commentary above on how the LFG actually works and call a negative response "passive." That just truly boggles the imagination. Sorry, but I wanted to explain the squiggly face I left your post.
  25. My recollection is that it worked poorly on release, with all sorts of "but in this case" quirks, and often effectively it didn't work at all (it wouldn't queue even if you did everything right). So players eventually gave up on it. I think they got it mostly working after a year, but by then it was too late, everyone had just tuned it out. I'm still kind of shocked when people actually do use it (MSR raids for example), it's just so weird to see it actually working.
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