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gameboy1234

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Everything posted by gameboy1234

  1. 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.
  2. 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.
  3. 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.
  4. Also Stone Boy here has stone skin. A "color" for skin color that is actually a texture would help some.
  5. That's a very simplified design, but also a nice look. I wonder if there's anyway to do something like that in CoH.
  6. Here's some web searches for "stone superhero"
  7. I found a couple, they're at least interesting I think if you're looking for artistic inspiration...
  8. 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.
  9. 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.
  10. 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.)
  11. 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.
  12. 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.
  13. I'm not sure if we really need a thread for contacts, but it seemed better than posting ideas for contacts in separate threads where they might get scattered and lost. I just finished with Kong Bao (Skyway) as a contact. He stopped talking to me at level 21, but didn't offer any more contacts. I didn't complete his arc, it was just a bit over half when he stopped giving me missions. It might be good to add for all contacts when they become inactive, check for other contacts in the player's level range and offer those. I can find new contacts and I have some already, but it would be a convenience for players just to automatically toss some contacts at them.
  14. I agree with this. I'm sure there is a problem fixing up the code, but it's still pretty desired by the players and something that could be worked on, esp. now that they've got a legit license and can accept more help. I'd like to see some crab backpacks that aren't backpacks. You have modified the power source of your own backpack and now it's a gun! Or something. They'd have to change the animations too but it could be cool I think for a lot of characters.
  15. This is more of a costume creator dealy than a costume piece dealy, but... Several pieces have a matching texture made specially for that piece. The Sinister part for the Chest for example has a Sinister texture. Could these be selected automatically if the the player selects one of those pieces? Right now the "extra" textures are at the very bottom of the list of textures, and you basically have to go looking for it. I'm sure a lot of people don't know it's there. If the current texture is "none" then a special texture should be selected instead of "none". The costume creator knows it has to add the texture to the list of textures so I'm sure the costume creator knows the special texture exists for that piece. Should be just a matter of selecting it. My other idea: again for the costume creator, could some pre-selected colors be added to each of the Costume Sets in the CC? Or maybe only if none have been chosen yet by the player. The current list of pre-made costumes is pretty drab being only black and white. I don't think any of the sets need a lot of colors, I was able to get decent results for all costumes leaving the "costume colors linked" button checked. So just two colors per costume would add a lot of flair I think to the pre-made list.
  16. YES PLEASE. A lot of the older textures are super low res. Two thoughts. One, just a higher res version of the texture so we can't see the jaggies and the artifacts. These are mostly the older "Tights" textures that are applied directly to the model's "skin". I really want to get rid of those jaggies. Second, better nicer versions of the same textures would be cool. Like the way we have Angelic and Angelic Plus, the latter looks like it's got some normal mapping applied as well as being much higher resolution.
  17. Some of the skirt / costume pieces above reminded me. Two things. One a "full skirt" that looks like it has volume to it, with folds in the skirt. The other is a higher waist. The latter could be a pain, I think the devs would have to mess with all of the "belt" options. But the "waist" in CoH is pretty low, down on the hips, and for a good silhouette for many looks it should be higher up, close to the "natural waist" (usually 2 to 4 inches above the hips). 2B's skirt from NeiR Automata is like this. It's actually pretty long if you ignore the slit in the side. It's also higher at the natural waist instead of sitting lower on the hips. Some cloth physics to make the long skirts work better would be great, but I know that's a big ask. I like the way 2B's skirt doesn't hang straight down but flares out just a bit on the bottom.
  18. It was actually produced. That picture is a prototype, but eventually about 8000 were produced. After the US military decided not to buy them, I think the Nepalese army bought most of them for its own armed forces. EDIT: pewpewtactical.com says "The Malaysian Armed Forces adopted the rifle for their PASKAL Special Operations unit." So at least that. These guys would also make great henchmen:
  19. I'd like to see some more realistic (or as real as cartoon superheroes gets) guns in game. Sometimes I can be hard pressed find "real" weapons that I like and enough variety for different characters. One thing I'd like is that almost any "real" weapon in game could be made a little larger and sort of "thicc"er. Sometimes it can be hard to see a realistic weapon so somewhat enlarged versions so that the weapons is more visible. I'm thinking mostly of the guns in game, especially the pistols like the Smith and Wesson. While a lot of the realistic looking guns are cool, a somewhat larger version would be a good option to have. Especially I think for the Large body type, try to get something that looks oversized but fits that model's style. Another weapon is the default Assault Riffle gun. It has a grenade launcher, it's a gun, and it's got a tank for a flame thrower. This justifies a lot of AR powers, but the gun itself could use an upgrade. A couple of new versions of it would be great. I'd propose one that looks at little more clunky and "cartoon" like, a post apocalyptic version that looks like it's put together out of junk parts. And one that looks like a more realist assault rifle, maybe an XM-8, with some more subtle and futuristic addons for the flame thrower and grenade launcher. XM-8 Also, any of the elemental type power sets could have a physical gun as an options. We can customize the SFX yet but getting the graphics in place would allow this. So a flamethrower, an "freeze gun", etc. I don't know how to do a "darkness gun" but at least for the powers that seem to allow a more tech/science origin there should be a gun for it. Also, if these guns could have an option for a back pack (especially the flamethrower) that would be keen. I also found some interesting searches for: Superhero glue gun Superhero gas gun Superhero water gun Superhero toxic gun (and Superhero poison gun)
  20. I logged in and did a quick look around the zone. First, level 50 scientists right outside the Arena, on the very edge of the red "Mera Heights" neighborhood. They were technically in the yellow Nelson Borough neighborhood I think. Second, yes the DE on the high areas around Portal Court are level 41, but they are also not in the red line enclosing the highest level areas of that map. So bumping them up to 50 would be a kinda bad without at least adjusting the marking on the map. So... I dunno. The OP said the "few near-50 spawn points in PI are often heavily camped." Do we really need "spawn camping" in this game? Seems rather old school. There's always PI radio missions which get you exactly the level spawn you need. Are there not enough level 50 DE for folks to kill for badges? Seems like there might be better ways and better places for them. Rikti War Zone, or Eden might be a good place for more 50 DE spawn. Or we might ensuring that all enemies have one "infinite quest giver" if that's desired by the players, so folks can use door missions rather than camping. I'm trying to determine the problem here, rather than concentrate on "this is the solution: add higher level DE." Once we understand the problem we might be able to suggest a better range of solutions. Is it just the the level 41 spawn "doesn't make sense," or a problem with not enough DE to kill, or level 50 mobs in general? Something else? EDIT: went to Eden, it's all much lower level spawn, not going to work. RWZ has Rikti only as the highest level spawn around the spaceship, so maybe a few DE could be added but it kind of breaks the theme of the zone for there to be too much DE around the ship in that highest level zone. Otherwise the highest level DE in RWZ are around level 44. Other thought: we might be able to encourage folks to use Red side more if there's spawn they can't get Blue side. Not sure how folks feel about that but it's one way to get more folks at least dipping a toe into the Rogues' Isles.
  21. Nearly all of the zones could use some sort of fix-up. From making spawns more interesting to adjusting spawn points and level ranges like this. It's a good idea. Though I wonder if we shouldn't have a "Big thread of zone fix-up" ideas to put all of it in one place.
  22. Sometimes I wish the scales in the costume creator had numbers on them. Scales are things like Physique (the width of the character) or Hips or Legs or the other sliders that you can use to change the physical dimensions of your character. If you decide to change these on a character, it can be hard to match them just by eyeballing the position of the slider. I don't need real world numbers, just something like from 1 to 100 would be fine.
  23. Thanks, I noticed the same thing. Mobs are very difficult to kill in you're under level 10 (and might be for higher levels too). I "fixed" it by just using the 50 as a badge hunter and ignoring my lower level alts. Still indicates a bug in the code (or at least feels like a bug).
  24. Thumbs up, and yes this also. Primary powers go in Tray 1, Secondary powers go in Tray 2, Pool powers start in Tray 3. Alternately, an option for "remember where my powers are, and put the same powers in the same location" would also be great. New powers don't have to be added to trays at all with this option, I'll hunt them down and put them where I want them myself.
  25. Ignoring the whole "your character concept is bad and wrong" thing, I think having more movement powers and SFX would be great. I'd like to see matter surfing sfx added for Flight (you summon a large block of earth or water spout and stand/surf that for movement) as well as some additional devices. Using the Hover Board or that energy disc thing for a Flight animation would a fun addition. If new movement powers are added to other power pools, they could work like the current Athletic Run and similar powers, giving you extra speed and jump height but not true flight. Add whatever SFX to that you like. Small motor car, hover board, motorcycle, as well as the "matter surfing" above would all more or less work with those types of powers. (Adding these as a new SFX for an Athletic Run type power from START would be good too.) Each should get some sort of boost (like Super Jump gets Double Jump) to make it better for movement when the base movement power isn't enough. Prob a ton of work but I'm sure folks would like to see stuff like this.
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