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gameboy1234

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Everything posted by gameboy1234

  1. Until it does rise to the top of the cost-benefit equation. Which could certainly happen. Which is why I said "dev hours" and not money. It takes time to make updates. If working on the Shadow Shard means no other updates for a long time, wouldn't it be better to work on shorter content that people can enjoy, at least until there is in fact a compelling reason to work on the Shadow Shard? I think I've only got through the Library of Souls arc in Bricks arc once you get to level 30+ content. Every time something better comes up. Part of it is there's so mach farming (radios, Tina McIntyre) at these levels that it's just super easy to skip the arcs. Part of it is that a lot of the content is very, very dry, so there's no real reason to do them (and I think that's why people farm). If the the arcs in that level range could be spiffed up, I think it would help more than trying to do an entire multi-zone revamp.
  2. Yup, lots of places in this game for content re-vamp. I'd say more places than the devs have time to work on. I wouldn't mind a re-vamp of the Shadow Shard, just a matter of folks getting time to do it. You want to consider marginal cost here. For each dev hour spent, where do they get the most bang for the buck? Shadow Shard is like level 40+, so only some of the population can use it, and needs a lot of work. A minimal job probably wouldn't bring the fun. So what else could the devs work on instead? Anything that brings more fun for less work than fixing the Shadow Shard is a better proposition, and I'm pretty sure we could come up with lots of those. Almost any content in the 30+ range could use some love, with the possible exception of Rikti War Zone. Plus I think that "new player experience" is probably something that could be worked on almost constantly, and would be worth it. I think my idea would be to start The Battalion invasion there, would kind make sense for them to latch onto whatever the Portal Corp. has been messing about with (you know, portals to unknown dimensions, what could possibly go wrong?), The Battalion can probably "feel" the disturbances or something. Maybe start with Lord Recluse leading a red side invasion with his own portals, then a second revamp adds new critters and content and The Battalion. They're just too wonky and easy to mess up. I'd put characters on some sort of "track" the fixes movement so they can't mess it up. Just move them on a fixed path that puts them exactly where they need to go, without any effect by jump speed or height or anything else. Either that or replace all gravity geysers with just flat out teleport pads.
  3. I kinda want the double breasted trench coat from Scourge of the Underworld. Oh and that skull mask is another request for hat options with no hair attached.
  4. I'd agree. While in general, "generic" powers should be preferred, making some origin specific powers I think should also be required. We just got the Arsenal set which is basically a Natural/Tech set, and that's fine. Great even. Don't restrict things if making them helps players play the character they want to.
  5. An FX option that is just a quick fade out would be pretty cool too, esp if like you say it just keeps playing your current animation.
  6. I think that's what I was thinking of, that there's still some powers in the set that don't work with "minimal FX" options. Also those textures/SFX are kinda heavy or don't respect the minimal SFX option either, they're hard to get rid of. Last time I checked was probably more than a year ago however.
  7. I think it's basically a bug in collision detection. The CD runs, finds a collision between two players, and attempts to move them away from each other. Unfortunately the code uses the wrong variable or doesn't calculate the vectors properly, so both players move in the same direction. Which as you point out just results in exactly the same thing happening over and over again. It's a pet peeve of mine and I've long since despaired of getting anyone to look at the code. Separately, I think your idea about giving priority to players moving less, or already at a spot and stationary, is a good idea. I'm pretty sure this code is different though. The game should check speeds (actual speed, not max speed of the current power being used) and just give priority to players moving slower (Hover, for example) or stopped. Figuring out how to make this "feel good" will take a bit of work, but I think if this can be done it'll make collision detection feel better and work more intuitively for players.
  8. This is a decent suggestion. The current "Heel" (Follow Passive) is kinda useless, this could replace that macro for default MM binds. (The other suggestions are good too. Don't forget on the Pets window for MMs there are marco buttons similar to the default macros that are set up in a tray. These would need to be upgraded as well.)
  9. I've never had that problem, but that's good to know. I wonder if the devs could look into it and allow a pet to be teleported even when it is super stuck or rag-dolling. @Rudra
  10. Teleport Target will also yoink a pet to you, I think regardless of what state it's in. But yes pathing is kinda nutty in this game. If they fix it, they'll have to make sure not to make enemies too much smarter, while also making player pets and rescued NPCs much much smarter. I'm not sure how fraught that would be, but I think the basic request is valid. (Seriously, my pets are frequently dumb as rocks.)
  11. I'd like to clock them in the head and then drag their floppy rag-doll bodies to the door, no "following" at all, they just stick right to me. For blue side, I wouldn't mind seeing something like either a "princess carry" for all non-combat npcs, or a hand-hold where it's literally the NPC attached to your avatar so they just go where you go, like you're playing ICO. As a trade off/game mechanic, maybe you can't use attack powers while holding hands? And the "hold hands" option is a right click menu anyone can pick, as long as the NPC isn't holding someone else's hand.
  12. Man, this thread is super old. Ignoring the whole "it's Warrior Masterminds all the way down" meme, I think I'd like to see groups in game evolve and change. They don't always have more powerful though, the group could evolve in different directions. The Warriors could start to sport some cybernetics so they can gain more power (but this makes them heretics to the purists, politics and drama ensue), they could gain female warriors (which start as a reaction to the all male group, more politics and drama, then they join forces), "real" warriors from Cimerora could show up (causing more politics and drama) and then the whole group could suffer a huge setback and be basically reset to something like their starting point (everything changes! nothing will be the same!). It's more a matter of avoiding stasis imo, and not necessarily having to "power up" everything.
  13. This is more like what I'd expect. However I think there's a difference between modding stuff on your own computer, and making all the changes necessary for it to be accessible for everyone. Choosing animations is part of my character, like my costume, and I want others to see how I have chosen to animate my character. It's part of the look. But yes, fundamentally, I'd expect that the code has a "slot" for each powers' animation, and an animation for each power just gets put into the "slot" for that power, which then plays when you use that power. It doesn't sound like a game breaking change.
  14. I would kind of hope this isn't literally true, but I guess it could be true, at least mostly true. Just as an aside it's possible to modify code by changing it piecemeal while still keeping code compilable and working (sometimes referred to as changing all the parts of a race car while still driving it around the track). But I can see that this might not be what someone wants to do with their spare time too.
  15. I'd like to see weapons options for most of the attacks in game. Poison especially. I'd like to be able to hold a squirt gun or a trang gun and shoot poison stuffs at people. Or spray them down with it I guess. Most of the other "elemental" like fire and ice attacks too could use a weapon the attack shoots from rather than from the users' body. Bio Armor needs a minimal FX that removes the additional geometry, the shells and casings that automatically happen on a player's body.
  16. Just thinking out loud here, but I used to take Air Superiority on my flying SS tankers quite a lot. It's a decent attack, the -Fly is occasionally useful, it was needed for Fly (and I didn't care for Hover, far too slow back then), it filled-in an attack chain (often before more attacks were even available) and didn't suck at level 50. Now we have so many choices that sort of tactic is largely unneeded. Often it's adding constraints to the game that make these sort of things useful and interesting "finds" by players. We don't have a lot of constraints any more, and I'm not really advocating that we should add them. But it's good to think about these sorts of issues so that a broad range of ideas are considered. One thing I do notice is that I often have way too many click powers by level 50. So I wonder if something could be done there. Make Boxing, Kick and Cross Punch better by being able to "add" them to an existing melee power somehow? Like your T1 and T2 melee attacks? So it removes a power from your tray (the Fighting Pool ones), and also gives those powers a boost by making them better. I'm not sure, but some out of the box thinking needed here.
  17. Also Stone Boy here has stone skin. A "color" for skin color that is actually a texture would help some.
  18. That's a very simplified design, but also a nice look. I wonder if there's anyway to do something like that in CoH.
  19. Here's some web searches for "stone superhero"
  20. I found a couple, they're at least interesting I think if you're looking for artistic inspiration...
  21. This is what I'd like. Costume customization should include a few different looks for an alternate model ("full costume change") or should include your own character with a rocky texture applied. A few options with the later might include "not the face" so you keep most of your face as your look changes. (Another option would be to use a regular costume change to switch do a different costume slot for Granite Armor, allowing even more flexibility.) P.S. Does anyone have images of "rocky" superhero characters? Having a few looks to start a conversation about what options to include would be good.
  22. Selling off my salvage is kind of a pain. I know about "Sort By Amount Descending" and while that helps, it's still not really what I want. A couple of thoughts: 1. Make Shift-drag pull a full 10 stack from salvage so I can drag it to the Auction House window. No confirmation dialog for the amount. Same with Control-drag, though it should pull only one. This is fine because I'm just moving stuff, there's no danger unless I actually go to the auction house and click on "sell" for one 1 inf or something; it's easy to move the items back if I drag the wrong thing. 2. Make Shift-click move a ten stack to an already opened auction house window. There is no confirmation dialog, and dragging is not needed. Ditto with control-click, though it auto moves only one. We kind of have the second one already for Enhancements, which you can just click on if the Auction House window is open, and they're moved automatically to the AH window. It works really well. I thought about some auto-sell options but they seem a bit fraught, and might take more effort too. Auto sell for white salvage at least would definitely help me however, if this is easier to do.
  23. Agreed. I think all of the information on the vidiot maps could be added as hints in the game, like the way we got Tips for exploration badges. The devs could think of ways to include the information as content in game. Just slapping the information on a map would remove a lot of stuff players consider fun. (I think next we need "tips" for the history plaques. Not quite a tip with a nav point, but a broad hint where the next plaque in a history series is, so players know about where to look. Kind of like you how you get these riddles for things to look at in the MidnighterClub.)
  24. I'd make each of the Freedom Phalanx available to players based on Origin. All players would get access to all power pools though because anything else is just going to start fights. Manticore -- Natural origin heroes Citadel -- Technology Numina -- Magic Penelope Yin -- Mutant Synapse -- Science Each one could extend the "origin of power" exposition that you get from Perry Winkle, while you're also fighting a ton of dudes. Or something like that. After you finish the TF you can then go to any of the FF members and get the patron power you want.
  25. It wasn't really an arc, I misspoke. There was no open book symbol. Bao is either just a random mish giver or he had a series of prelude missions I was doing and I never got to the arc. And yes, the Find Contact button is functional but a bit wonky. Especially when it gives you every single contact in Night Ward / First Ward and far fewer from blue side. Having a curated list of missions at each level would be better, imo. Having each contact give out that list (or chose one from the list, or whatever) is my suggestion. It would be a little less immersion breaking than Find Contact and a curated list could direct players to more appropriate content.
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