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gameboy1234

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Posts posted by gameboy1234

  1. On 7/9/2025 at 1:36 AM, twozerofoxtrot said:

    Hate:

    Certain windows that can't have their internal frames resized, like the email window. You can't even scroll down if the message is too long, lol.

     

    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.

     

     

  2. 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?

     

  3. 18 hours ago, srmalloy said:

    It would still be a significant amount of work, but less than throwing them out and reconstructing everything.

     

    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.)

     

  4. On 7/4/2025 at 10:34 AM, Kaika said:

    The old blue/brown caves in their entirety, with the aforementioned layer cake room.

     

    I honestly love them from a atmospheric standpoint but they are just BAD. Narrow winding corridors filled with random bits of geometry to get stuck on. Many rooms have multiple floors with tons of nooks and cranny to hide out in. The tight corridors make travel powers and movement, my favorite aspects of the game, feel anywhere from frustrating to useless.

     

    They were very much made by a inexperienced dev team that still had little to no idea how their game actually played, 

     

    On 7/4/2025 at 10:57 AM, El D said:

     

    That's a very interesting point. The original mission map designs feel a lot more like FPS maps of that era than MMO maps, much less anything like the map designs CoH got later or that MMOs institute now. Travel powers being accessed much earlier - and the overall cranking up of gameplay speed - definitely adjusted how open and free-roaming mission maps became. Though, remembering the original map progression, by the time players had travel powers a lot of those big 'area of city zone/destroyed zone/forest' maps were more available around then too, so there was some semblance of player-related progression there. A lot of the endgame maps back then were also the giant open-air ones.

     

    Also I'll echo some earlier posters - the massive Oranbega maps with all the little side rooms and buildings to explore is a fantastic set piece, but a major pain on any character taller than the default height. My main for a long time was an 8'+ tall demon man and he'd end up getting caught on every one of those green crystal chandeliers. I imagine its even worse if your character is a Huge player model. I have friends whose mains use the Huge model with near max height and body sliders and I don't see how they've managed all these years.

     

     

    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.

     

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  5. On 6/9/2025 at 12:40 PM, lemming said:

    Honestly, I hate respecs.  The interface is clunky

     

    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.

     

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  6. 1 hour ago, baster said:

    Graphic improvements (minor )

     

    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.

     

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  7. 1 hour ago, baster said:

    Change 

    -------------

    Improve leveling process

     

    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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  8. 1 hour ago, baster said:

    Love

    ---------

    Variety of power sets

    Animations 

    Replayability

    Community 

     

    Yes, although I think I'd like to see less rooting and more animation blending and movement allowed.  (Personally, I felt even at the release of CoV that Stalkers went the wrong direction with their very long animation times, especially for Assassins Strike.  Rather the rooting for that class should have been removed entirely.)

     

    I also like the art style of the PCs and NPCs, there's a different quality to them which is not modern but still good. 

     

    My other like is that we're allowed to be super.  We start off rather weak and can struggle vs. small number of enemies, but by the end game we're wading into large groups of powered enemies and blowing them all up.  This feels good.

     

     

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  9. If you log out next to the Base Portal or the Hospital, you can get progress towards those badges instead of the Vanguard one.  Or even not "next to," the distance those two work at is pretty large. Thus it's important to actually check which bad you're getting before you log out.  This can happen even through walls, as the Day Job check is just distance, and doesn't consider line of sight.

    @Erratic1

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  10. There's a lot of robots in game we could use for robot models for MMs, but one thing this game is sorely lacking is robots with light bulbs for noses. (Blackhawk #19 1948)

     

    Robot-nose.thumb.jpg.e0713d6a97ce702f54f750ed3d05915b.jpg

     

    This guy is clearly a Mastermind, he's even got exactly three tier one robots.

     

    Robot-nose2.thumb.jpg.d7f4dee25482e69451d6d8c0f94bdfcb.jpg

     

    This is more Golden Age than anything else, but it's also pretty good comic book robots.

     

  11. 22 hours ago, Sakura Tenshi said:

    So, I have an idea for a Medieval Mastermind set, though I got variants of each tier in mind and one's pretty pie-in-the-sky.

     

    1 hour ago, Billbailey96 said:

    I like this idea. Another take on it would be a "Time Traveler" power. Like Tier 1 could be Musketeers, Tier 2 could be gladiators, Tier 3 could be a dude in power armor.

     

    I think "mercenaries" would be cool place to put this.  Lots of lethal damage, just a few tweaks for look and feel.  Footmen with shields for T1, Archers for T2, a Chirurgeon pet, and some sort of heavy knight for T3.  Light and Dark variations of each.  Could go both medieval and Roman, as there's already pieces in-game for that.

     

    I also made a "Fey Sylph" character and that got some positive comments.  I'd like to see Fairy Court set.  Sylphs for T1, Knights with rapiers and lots of flowing clothing instead of armor for T2, and a Fairy Queen for T3, tossing magic at folks.  This is kinda extra but still might be fun if someone is up for it.

     

     

     

     

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  12. 21 hours ago, ChzBoi said:

    ...something that leverages the snake models.......add to Beasts...or 'Snake Charmer'...poison/acid/lethal..... 

     

    There's a few Egyptian heroes on my server, I thought an Egyptian themed Beasts MM would be cool.  Jackals for T1 (use the coyote model), Snakes for T2 (you'd have to remove the arms), and the Manticore pet for T3.  Would have to be Fire and Poison themed, I think, instead of Cold like the current Beasts.

     

    I'd also like to see a Dark Beasts MM for red siders.  Dark Wolf for T1, Spirit Panther for T2, then take the Spider vanity pet and make it roughly as big as a house for T3, because that would creep me out.  Dark themed with lots of tentacles, an AoE self heal, and webs.

     

     

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  13. There's an old abandoned warehouse just west of the base portal in Mercy that would make a good Vanguard base entrance for RWZ.  The Vanguard DPO in Founders has some large banners on it that would make the base more obvious.  And the interior of the Vanguard DPO in Peregrine Island which looks more like a converted warehouse would make a good interior.  I'd also like to see a fair number of Vanguard soldiers out in front to make it more obvious what is going on there, plus a couple of Vanguard "barkers" handing out flyers and reminded people that they can enter the RWZ there.  This game's artwork tends to have poor discoverability imo, so I'd like to make it as obvious as possible that there's a new RWZ entrance there.

     

    coh-mercy-vanguard.jpg.8177fcc2050cdfd615e4e660813a7703.jpg

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  14. I almost missed this in the patch notes, so I thought I'd point it out to others.  There's now a black helicopter in the Hive, which villains can use to access the Hive zone.  I believe it's any black helicopter red side, I tried it from the BH in Shark on top of the hospital, worked fine.

     

    The BH is located in the north west corner of the Hive zone, about on the opposite side as the hero entrance from Eden.  Its loc is about [1970.8 0.0 -4375.4].

     

    Here's a screen shot of the exit locations from the Hive, I believe this is the list of entrances too.

     

    BH-Hive.jpg.46d3838487f23df77437a60b70f42c11.jpg

     

    Here's a screen shot of the general area:

     

    BH-Hive2.thumb.jpg.bc4b8ceaf67b787c39cc4d791c4b1d44.jpg

     

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  15. This is actually a bug from live, but I think Beta is the same.  Neither Roots nor Strangler seems to affect Citizens in a Mayhem mission.  The Citizens are targetable and you get a badge for "arresting" them, but it'd be nice to slow them down so I could off them more easily.  Unfortunately there doesn't seem to be a way to do that, which seems odd.  Perhaps this is intentional (the citizens die in two hits) but I thought I'd bring it up.

     

     

  16. Non-Euclidean office buildings, which is to say all of them.

     

    I pretty much don't like any of the indoor maps to be honest.  The OP is correct, the maps lack landmarks for orienting and navigation, and any real interesting geometry to just look at.  They could all be improved frankly.

     

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  17. I'm trying to test the difference in performance between a power set on live and beta.  I'd like to collect the combat spam from the chat and have a go at analyzing it.  But I'm having trouble finding missions that are reasonably the same so I can compare like to like.  Anyone got ideas what I could do?  I have a few ideas but I'd like to know if anyone else does as well.

     

    Important things (to me): needs AoE damage, I don't think pylons will work.  I'd like try different enemies and damage types, so if there's good ideas for different enemy types it'll help.

     

    I tried the AE but it seems different between live and test, looks like the files aren't synched up between the two servers.

     

    I'm level 50, so that's preferred, tho now that I think about it I can just auto-level on beta and test there too.

     

  18. 23 hours ago, Vinceq98 said:

    The following controller pets now have a 33.33% chance to proc containment damage:

    • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon

     

    It used to do 100 percent containment dmg and was the perk for that power set. You released a strong damaging and control set and are now nerfing it because the other controller pets got buffed???

     

    That's how I read the patch notes too.  I wonder if this is a mistake or if the TCannon was doing more damage than desired.  I haven't tested this yet tho.

     

  19. 2 hours ago, TygerDarkstorm said:

    I desire to retract this a tad-I rolled an elec/sonic controller to test the new elec control changes and while things do take a bit longer to defeat, it's not nearly as slog feeling as on plant. Elec feels pretty great right now.

     

    2 hours ago, Wavicle said:


    I think “plant feels sluggish prior to the last couple powers” is valuable feedback.

     

    I agree, it's valuable feedback.  I'd add it to the beta feedback threads.

     

  20. 26 minutes ago, macskull said:

    I don’t think the author took the best (or even a very good) approach and he didn’t really do himself any favors because of that, but what I’m getting out of the article is an underlying frustration with how Homecoming approaches powers design and balance. 

     

    I personally don't have enough free time to "figure out" what the game numbers should be, I just trust the HC devs are close enough and roll with it.  The Tanker nerfs are going to hurt my Shield/War Mace tanker, but them's the breaks.  I'm not really even concerned.  It's a game, nothing to get too excited about.

     

    I think the only speed concern I have is leveling speed.  It's way to easy to just blow past content, and it requires really careful management not to.  I think for new players especially this is an issue, but I'll admit that I get bit by this regularly.  I wouldn't mind an Option to just click and set your XP back to the current rate, I just want the default to be about half of what it currently is.

     

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  21. 20 hours ago, Glacier Peak said:

    Drama drives clicks...

     

    This was my take also.  I read the article, and it seemed like more of a hot take, or a deliberate attempt to manufacture controversy.  I don't know if that's just the author's bias, or if there's an editorial policy to gin up articles.  They basically contradict themselves several times.  "I know that A is true and there's a lot of good reasons for it, but I'm going to deflect to B anyway!"  So it's an "ok" article if you take it as an opinion piece, but it seems like the article just doesn't reflect reality, it's got a definite slant to it.

     

    All we need now is Wolf Blitzner reporting from the street, saying "Patch notes!  I see patch notes here!! There are patch notes!!"

     

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