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Everything posted by gameboy1234
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If the devs look at this, I think it might be a good idea to allow a choice of Mayhems, just to allow those who did miss the level range to do the mission anyway. Like Atlas Park mayhem might be offered up through level 15, along also with Kings Row, and then Kings Row is also offered up through level 21 along with Skyway, etc. Would make playing the game easier and not have to mess with the XP settings all the time.
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Pilot / Marketeer listed twice in Badge progress window.
gameboy1234 replied to gameboy1234's topic in Bug Reports
Whoops, early morning no coffee yet, sorry about that. Looks like I didn't read carefully. -
For some reason, both Pilot and Marketeer are listed in the Badge window, with the exact same progress text. I don't think this was the case before the Dec. 16 patch just now. This is on my Villain (never been rogue or hero) level 27 in Sharkhead, by the Black Helicopter on top of the hospital. I just logged in and I haven't tested whether zoning or switching Day Job locations clears it.
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MM pets despawn when leveling while exemplared
gameboy1234 replied to Captain Fabulous's topic in Bug Reports
The behavior dates back to live, it was basically a hack because I guess a proper fix was too hard. Anyway, it should be fixed, I'm just not sure what the dev priority should be on this. Seems like it should be pretty easy, just check that the new pet level is < player level and you're good, but god knows how this is actually implemented. As an aside the same behavior occurs with other "pets" such as an Ouroboros portal. End Synapse, summon a portal for folks to use, someone quits the TF and you change level, and your portal is despawned to prevent exploits from having a too high level portal. What? -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
I kinda like the chunky animation, it makes the throw feel big and gives it time to resolve. I wouldn't mind additional damage or effects, like at least one 100% chance of stun (to stop runners) or longer stun / KD times. No, steak's good. I like steak. -
Games that provided most/least value for money
gameboy1234 replied to pawstruck's topic in Video Games
Not to sound like a curmudgeon, I thought of two more games I played the heck out of: Fantasy Life for the 3DS. Fire Emblem Awakening also for the 3DS. -
Games that provided most/least value for money
gameboy1234 replied to pawstruck's topic in Video Games
Best: Civ Meier's Alpha Centauri -- probably my most played game ever. Civ 1 and Civ 3 come in close. Breath of the Wild -- didn't complete everything but I sure tried. Great game. Worst: I have a huge Steam and physical backlog, so I've basically stopped buying games for now while I figure out what to do about that, but some games I've tried to play and also paid something like full price for: Deus Ex: Human Revolution -- just didn't jell for me, not sure why, I think the forced story line bits seemed both not what the game was promised and also cover shooters are not my thing. 19 minutes and gone. Braid -- again just didn't jell, I think the puzzle mechanics were just too inscrutable. Spelunky -- not really a fan of the style of random dungeons. XCom 2 -- timed battles are a terrible idea in a strategy style game. -
Yahtzee on Second Wind has reviewed it. He said "I li.. li... li... liked it." Had a little trouble getting that part out.
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Making the T1 summon also Teleport is kinda weird, imo. It feels expedient rather than thought out. What about making Supremacy into a click power? Make it do everything now as a passive, and also if you click it it brings your pets to you? That might be just a bit more "user friendly" to make teleporting your henchmen a separate power and not make the T1 henchmen summon also a teleport. Could also just add a new power / macro to do the same thing. Not a priority, just something for future consideration.
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Ancient player returning - Any guides for solo play?
gameboy1234 replied to DWRoelands's topic in General Discussion
Fixed it. Anyway, welcome back, have fun, and don't be afraid to ask for help here or in game. Personally I solo a lot too, it's fun reading the mission text. Some of the missions are pretty interesting if you do read, the problem with teams is you always feel pushed to go quickly, and so never actually read up. There's also a permanent XP increase. You may have to shut off XP to complete mission arc chains, say in the Hollows. I regularly do this. You can also just start a new character and go for the missions you miss, which is fun too. I'd start missions Atlas and Mercy and just run those to exhaustion, get a few toons to do it, and then progress up from there as you like. The "new" content (from the old dev team) and some of the new HC content is rather cool. Some of it is a little over-tuned so be prepared to chug inspirations or ask for help. Also solo or not, most servers run plenty of task forces, and there are free XP boosters on the START vendor (née P2W), and you might want to jump in and power-level yourself up, just to have a couple of higher level toons to play with. Mothership Raids are also good for this, Rikti War Zone is accessible by any level now, even level 1. And again, welcome home. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
I actually agree with this. The original idea behind Rage was that it was like the Hulk, once in a while you get really mad and are able to do some extra damage. The huge crash at the end was supposed to be like the Hulk coming out of his mad. Gameplay, I think these big boost, big downside -type powers are just not fun, and probably should be reworked to have less of a boost and less of a bonus too. Personally, the Rage on test right now is fine, but I think we're just used to it. I don't know yet if the toggle is actually a replacement or not, just tried it once so far. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
gameboy1234 replied to The Curator's topic in [Open Beta] Patch Notes
This seems like a huge set of change! I'm still digesting it all frankly. Tho a lot of stuff seems rather nice. -
Noob question: crafting enhancements at level 22
gameboy1234 replied to out51d3r's topic in General Discussion
Basically you need Mids to calculate this stuff or it makes no sense. There are just too many numbers to add up. For a good or top performing build, anyway. If you don't care, buy yellow recipes/IOs and just use vibes. You should probably check out your archetype on the forums here for build advice, you'll notice a lot of those posts use builds from Mids to calculate and to show other posters exactly what's being done. Here's Mids: https://midsreborn.com/ -
Making all inspirations work like team inspirations on Henchmen would fix this! Seriously I think it's a good idea. Using the 40% modifier I think would help keep things in check. Or maybe some divisor based on the number of pets you have out. But I've noticed for a long time now that Henchmen just won't accept an Inspiration while in combat, it's really annoying, and used to work on live. I do understand the "spaghetti code" issue, but also fixing stuff that's not working should be a bit of a priority.
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Noob question: crafting enhancements at level 22
gameboy1234 replied to out51d3r's topic in General Discussion
There are also a few IOs that can be slotted individually and still have a good effect. The Performance Shifter +End proc, for example, as well as Steadfast +Def and Steadfast +Knockback. While I usually do the 25 Common (generic) IOs at level 22, there's a few exceptions I like to start early on. -
The text menu of the powers trays overlaps with the button used to select 1, 2, or 3 trays. My UI Scale is set to about 85% and my text (chat) font size is set to 13 point. This makes it very difficult to select either the button or the "+", you never know what you are going to get. EDIT: I suspect this is caused by hard coding the location of the button. At least for me you could buy yourself some additional space just by moving the button closer to the right edge of the trays. This would give a little bit more leeway for folks choosing to change their UI Scale.
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
The animations are fine, but long term I wouldn't mind seeing alternate animations. One set that's all punching, like hitting people with your sonic fists, and one other that's all hand based but might be more "wiggle your fingers at them", sort of like Kinetic Melee, which might imply some other type of power besides just punching. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
Small issue on the latest patch, if I'm understanding correctly. Brutes (at least) get Attune as a T2 power. Which means someone starting could pick the power as their first attack at level one, and it doesn't really do any damage on its own. Might be better to move it to T3, that way everyone starts with at least one damaging power and at least one that can interact with Attune. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
New villain name, for sure. -
First, this is great. I really appreciate the work and attention to simple QOL issues with legacy systems and the UI. Second, for the future, but it would be really nice to be able to search badges. For the Badge title, for the text that you see after you get the badge, and for the text you see before you get the badge. Would really speed up finding them when you need to look for one particular badge.
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Stalkers I just don't get. I don't think I've played one past level 12 or so, and I think I've only tried one. Keldians are hard. I have a couple but I don't play them as much. Likewise not a fan of Defenders, I prefer Controllers or Corruptors for support as these have a more beneficial second power set. Again I think I have maybe one or two defenders. The other classes are OK, I play them a fair bit, but those three I seem to avoid.
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I can't reproduce this. Tested Sat morning 11/15 around 7:30 am Pacific Time. The button on the Pet window labeled "All Pets" works. The key bind I set up years ago to issue a "/petcomall att agg" works. Typing "/petcomall att def" on the command line works. What you describe sounds like a rare issue I've seen before and I think some others have reported also. The pets are "stuck in a loop" with some issue on the server AI. They're stuck pathing, or some other problem, is causing them to be "doing something else" and not accepting commands. It might be related to geometry on the map. Not sure, but try logging and testing again, it probably will just go away.