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gameboy1234

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Everything posted by gameboy1234

  1. If animation customization is added, a small crossbow, like the Vahzilok, would also work for me personally. The Widow animation is a good idea if only one can be used though.
  2. I like the idea, there are quite a few zones that are kinda questionable with their lighting. Faultline is one that needs work imo. There something really off about it. I think the diffuse lighting is missing altogether, and that's weird. If you walk into the AE building there you can really see a difference how your character is rendered. Especially if you have a lot of costume pieces that are the higher quality and more recent ones (like the Mecha armor). But I think this might need to be done per zone by the devs, I don't know if trying to replace the effects on the client will yield sensible results. Also the lighting in Atlas Park is good and would make a good "bright normal" lighting. But please don't drop the saturation on Redside. I think it's down as far as it should go right now. Possibly too far down. I would maybe make the specular term more diffuse to reflect a more diffuse light, and maybe reduce the diffuse term just a hair. (And I think the textures are already desaturated, that's not a lighting effect; I think the brighter colors Goldside are new textures, not lighting.) But you don't want to go too far, the human eyeball will compress a lot of different lighting levels into a "comprehensible visual" range, and has a huge dynamic range. You can see a lot more light as "normal" than you'd think. Quick reference on the mark 1 eye (esp. "3. SENSITIVITY & DYNAMIC RANGE") : https://www.cambridgeincolour.com/tutorials/cameras-vs-human-eye.htm (There's such a thing as "hemisphere lighting" in computer graphics, and it's not hard to implement. Adding this to the ambient term I think would add a lot of flexibility for many types of lighting. https://subscription.packtpub.com/book/game-development/9781849694209/1/ch01lvl1sec09/hemispheric-ambient-light )
  3. Yeah, this. This just occurred to me, but I often play 8 ft. tall characters with wings, and Council maps and Oranbega maps are hell for me. I made a small toon with no speed powers (because role play) and suddenly Oranbega and Council maps made sense. They were actually navigable! I wonder if in addition to a "move slow" key bind or power we could also get a "make my hit box smaller" option when we are using the slower speed movement. Seems reasonable if you're moving around carefully you'd not hit into things as much, so it seems like a fair trade off. Well just a thought, I don't know if the server code would like this.
  4. Many first person shooters basically have you sprint all the time, and control or shift is used for "move slowly" though it's often also crouch. Making a bind for both "move slow" and "move regular" is a nice idea, would let folks set it up as they wish, with either as the default.
  5. There's speed suppression in-game already. When you attack your movement is suppressed. I wonder if that could be leveraged to provide slower movement speeds. There's some times in game when you want less speed and more precision of movement. It's hard to get that without turning off your travel powers, especially super speed. I wonder if a key bind could be provided to make a cap so we could move more slowly when needed. Something that could be activated as a chord key. Like Control-WASD could be used for slower more precise movements. That way I don't have to click any powers on or off, just hold down Ctrl to get it. Of course the same keys could be used to move more slowly all the time if you set it that way.
  6. This is actually quite nice, and would be a great way to get people vested in the idea of a new type of base. I assumed that the devs would just whip up some pre-sets for the bases; allowing the community to contribute would unload some work from the devs and also likely produce some really interesting designs.
  7. There's also this Kusari kama (or Kusarigama) which is a sickle with a weighted chain attached. It might be a good starting point for folks who want a ranged plus melee option for a new power set. (Also, I found this image on KarateMart.com, something Paragon City doesn't have but totally should.)
  8. I like the idea of no-effort bases that just sort of appear. It would be good for newer players and those who don't want to make an effort to deal with the rather funky base building UI. A trophy room is cool, but I use bases for their utility. Base portals, crafting stations, salvage and enh storage, that sort of thing. If those come with the trophy room that's even better. A batcave style trophy room where the trophies are three-D would be extra cool. I'd like to see a mix of cool eye candy and useful items, maybe both could be added just based on how many missions or other accomplishments gets added to the base.
  9. Gotta second this. Just logged into my Dark/Ice defender and Shadowfall has the same huge pom poms on the hands. Some ideas: Just change the transparency to 50% or a little less, that would let us see through the effect and make it less severe looking. This would probably help the really heavy "ground fog" effect of Shadowfall too. Or maybe draw the SFX in such a way that the character model is drawn "on top" of the SFX. Some SFX work this way I think, like the Leadership pool. Those SFX seem to surround the character rather than be drawn on top of the character.
  10. Back on live, the upgrades only affected one pet. And the recharge of each summon was a bit longer, so when pets started to die it became very "strategic" how you summoned them and which you chose to upgrade. A "hot door" could be a particular challenge. Now with the AoE pet upgrades it's just busywork. Summon, upgrade everything. Honestly I think I'd take a larger recharge time on the pet summons to avoid the busywork. It would make the pets a bit less expendable, because you might not have that summon power up when you need it. I think this would be worth it to get rid of the busywork. Of course, in many cases you could just more slot aggressively for recharge, but that's kinda the point. It would shift the power selection around to more interesting power choices, IO sets, etc.
  11. EDIT: OK, I see an answer was provided a couple of posts past these. Interesting, I'll have to take a look at those. What the heck are "changeling binds"? Are those just macros/binds that shift your forms? Like /bind b powexec_name Dwarf or something?
  12. He's trying to differentiate between leveling up, and leveling down. Because that allows him to pretend that your argument is invalid and therefore doesn't need to be considered.
  13. I'd like to see the pets not die every time I change levels (due to being on a team or league, most of the time). Honestly I don't know if this is feasible but if the pets could just level up or down with my level that would be ideal. Also ideal: once summoned, pets just appear and disappear with the level changes, no need to re-summon them when my level goes up again, they just show up. Very handy on large leagues when there's a leadership shuffle (which always seems to happen) and everyone's level yo-yos around for a while. Other ideas: make the pet buffs inherent rather than targeted click powers. If the MM has the upgrade, the pets get the buff when summoned. This shouldn't even need line of sight or anything, just make the check as part of the summon process. Making pets equal to your level seems like it would be easy, even if the pets are still relatively weaker. Maybe increasing the recharge time of the summoning power would balance this. (Pets die less easily, but if they do die the power has a greater chance of being on cool-down.)
  14. From the wiki: "This command only works if the game client is in Windowed mode/screen. To set the maximum FPS for Fullscreen mode, use the Refresh Rate slider in Options--> Graphics and Audio--> Graphics." So it looks like the /maxfps command doesn't quite do what the OP wanted, and we do have an option for that already in the UI.
  15. I think most groups are actually based on Origin. So Hellions are Natural plus some Magic. Skulls are the same, they just happen to specialized in Black Magic rather than Demons / Hell. (I also think there's an aspect of "re-use whatever power-sets we already have made up.") Clockworks (primal) look like they're Technology but they're actually Mutant (Psychic). Crey is Science. Sky Raiders are Technology. Etc. "Ice" tends to be magic (Circle of Thorns) or Science (Crey) or Mutant (Outcast) or whatever origin fits with what the devs wanted to do. I don't think it's a group by itself, it fits into other groups (the Origins) as needed.
  16. If the devs can't "fix" Super Strength, I wonder if the could give us a different version of SS that works differently, and just let players choose which they want. Same basic animations and progression, just with the differences that some players are asking for. (So, probably "fix" Rage somehow.) Dunno if that's cool but folks seem to like new sets in general, a new SS set would give folks something new to play with. They could call it Super Duper Strength.
  17. I support this, I think it's actually a great idea now that Gabrilend pointed it out. I think the only thing is that sometimes you really want that camera movement orientation (maneuvering in tight caves with flight I think is one of them) so a quick key-bind to switch between the two would be appreciated.
  18. Nerva: Even More Giant Hydra Head Nerva needs a GM that's roughly equivalent in complexity and rewards to Lusca. A really really big hydra head complete with eight tentacles. Should spawn around the north end of Nerva and wander about. Basically a big fight that's like Lusca, but for villains. (Before issue 8, Lusca could spawn up to three times in IP. It would be cool to have up to three of these wandering around Nerva.)
  19. That's not just too OP. That's like three OP.
  20. Lots of ideas here. Redside, just by having a smaller number of zones, has a lot less GMs. Looking at the LFG spam as I'm playing my villains there's far more opportunities to gain merits and Monstrous Aether blue side than there is red side. And Boomtown even has two GMs, Babbage and the Goliath War Walker. So... Mercy: Avatar of Stheno Once in a while the wrath of Stheno is sufficient to cause an avatar of her to arise. A giant snake stalks the isle of Mercy, dispatching all humans that it finds. I'd like to see a giant (and I mean giant, at least as tall as the five story buildings that are common on Mercy) snake that follows a predetermined path through various neighborhoods on Mercy, fighting and scattering all PCs and NPCs in the area. Besides a venom spray and really big AoE sword attacks, it can summon a lot of snakes to fight anyone in the area ("Snakes! Why did it have to be snakes!") This might take some work getting the pathing to work and the right AI so it can move around but also stop to fight things, but I think it would be pretty cool and in theme with the zone. I would love players to see a giant snake emerging slowly from one of the narrow alleys the building form in that area as it paths around to various places. Should keep it away from the newbie areas (which are Mercy neighborhood and right around it), don't want to actually slay anyone just getting started. Port Oaks: Ghost Pirate Ship What's the point of ghost pirates without a ghost pirate ship? The ghost pirate ship spawns around Fort Hades, traveling up and down the coast and spawning pirates. These pirates walk up out of the ocean and meander about on shore and further inland. If you kill enough pirates, the pirate ships heads for you and attacks, firing its cannons and spawning ghosts (not pirates, the CoT kind). Defeat the pirate ship and get it's treasure (a chest full of Monstrous Aether. And one piece.) I'd really like to see the pirates that spawn in the ocean use the zombie spawn animation, so players have a good sense of them actually arising in the ocean, like they're rising from a water grave. Being ghosts, they should not swim, but should walk along the bottom until they can walk up on shore. Would make a cool effect imo. (Hmm, Jurassic often stands in the water but doesn't use the swimming animation, maybe check its script to see how it works?) Sharkhead: Extremely Large Slag Golem Just have one of the Slag Golem models spawn at 50' tall, and wandering around the shoreline to the north and north west (The Crush, I think). It's a big ol' Jurassic clone, much taller but about as tough. Main job is to give players a slightly different punching bag. Might have one "fun" power, like a high mag Stun & KB foot stomp or something. I like this a lot. Dr. Aeon should get to work on it, stat. (P. S. Bonus points if, King Kong style, she's grabbed Dr. Aeon and your job is to rescue him from the clutches of his own creation.)
  21. If the LFG queue worked a little better, it could filter people who don't qualify out and it wouldn't be a manual check. Not 100% sure how this would work though. You as the queue starter have the option to see how many people are queued for that specific event, so you know if you want to queue early rather than wait for a 100% full league? Something like that, it would require a bit of thought and work to be exactly right. I'm thinking mostly on HC that there's a really low limit on the number of people in the RWZ, which can make it tough to actually form the league. A properly working LFG queue that could instance a new zone just for the league if required would remove that issue. OTOH I don't have a thing against people level 1 showing up for a MSR, it's usually no impact at all.
  22. Currently playing Ars/Traps controller, level 24. I'm doing the new missions in Striga. Good: seems to have plenty of control. There's a lot of synergy with Traps. Liquid Nitrogen + Caltrops is the bomb, nothing escapes that. They run super slow and fall down constantly, it's great for trapping groups of enemies. Acid Mortar makes everything better, and Cloaking Device + Force Field Generator is nice too. On the down side /Traps has no real damage output, so I'm really hurting solo. I dipped into the fighting pool to try to compensate, and with just Kick and Boxing barely slotted it almost doubled my damage output. I figure I'll just take and slot the whole Fighting pool, at least for a leveling build. I'm looking for something besides Arsenal Control to pair with Arsenal Assault for a second character, if anyone has suggestions.
  23. I'd like to see something other than "fantasy necromancer" for undead, like a Shawn of the Dead set, modern looking undead. Not sure how all of those would map, esp the Lich, but with a little creativity it might work. I'd also like to see undead from other cultures, like Southeast Asia (hopping vampires) and maybe Russian folklore or something. Also, it's probably obvious but for Ninja a set of Power Hero Rangers and a set of female Love and Justice magical girl knock-offs would be great. I'd like to see Crey for Ninja as well, since they seem to have a lot of martial arts as it is.
  24. We probably have enough vanity pets in game to get one or two Beasts Mastery sets. Coyote, lioness, Lion (male). Could have the lioness be a liger too. I wouldn't mind seeing more variety here, just that is some models we have right now. I'd like to see a "dark" set too, with the current Dark Wolf, Shadow Hound, and maybe the Spirit Panther. Also maybe demons could be customized to summon some demons that are people, with bat wings and various "evil" looking clothes (i.e., use the costume creator). Also might be able to work some of the Nerva spirits and daemons and such in there. Human henchmen could be almost anything, from in game groups to new stuff made up with the costume creator. I'd like to see a Syndicate skin for Thugs, personally.
  25. This is the "new player" part of the contact system for me. If you're new you don't read the forums much and you don't search through the wiki. So you don't know to go looking for new content. Putting the contact (Oberst Straxt specifically) on the Broker would make sure everyone sees it. Even better, don't make the player choose from a list, just give them the contact for the newer and better content so they actually see it. BTW, Darrin Wade introduced me to Vince Dubrowski after his first mission, so that happens too still. If it feels more organic, it'd be fine to have whatever contact was chosen by the player also say "Oh, there's a submarine to Striga with some interesting opportunities, why don't you check it out." and then add Straxt as the contact, that would be fine too. Some comments were made during the recent beta about updating the Find Contact system, specifically for new players. This is kind of on the same lines, make sure players, especially new ones, are aware of the better content in the game and sent to those contacts.
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