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Posts posted by gameboy1234
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On 6/18/2025 at 2:04 PM, FarOut said:
4. Hood with long hair - a hood that has long hair coming down onto shoulders/chest a little, but not so much that it is likely to interfere with other costume parts.
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.
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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.
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On 7/9/2025 at 8:47 AM, dukedukes said:
More support AT sets having trawl/repel effects is cool, though nothing should be more effective than Singularity's trawl, being Grav's t9 power. There's a decent number of these powers now but a few more wouldn't hurt IMO, here's the actual repel/trawl powers for reference:
- Singularity
- Black Hole
- Hurricane
- Repulsion Field
- Telekinesis
- Axe Cyclone (my designer brain had a hard time typing this one)
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.
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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.
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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.
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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.
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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?
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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.)
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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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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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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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1 hour ago, baster said:
Change
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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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1 hour ago, baster said:
Love
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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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I got "Dark Fey" recently, which surprised me. Having fun with it on red side.
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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.
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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)
This guy is clearly a Mastermind, he's even got exactly three tier one robots.
This is more Golden Age than anything else, but it's also pretty good comic book robots.
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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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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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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.
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13 hours ago, Troo said:
Ouroboros > Mercy (There is access to Atlas Park but not Mercy Island)
This. Also please move the Black Helicopter in Mercy from Fort Cerberus to over closer to Dollface and Dresslock, maybe put it on the empty pad that's there close by.
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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.
Here's a screen shot of the general area:
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BTW I just noticed this, thanks very much for adding it! (Can we blame this on Arcanum as well?)
QuoteThe Hive
- Added a Black Helicopter line destination so this zone can be accessed by villains.
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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.
Stuff That Should Do Trawl/Pull Effects
in Suggestions & Feedback
Posted
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.