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Everything posted by gameboy1234
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I just looked this up (for other reasons). "Collective nouns" are nouns that refer to a group of things: team, group, committee, people, class, family, etc. Yes, they are singular and take singular verbs: "The team is here now," not "the team are here now." Very occasionally it is correct to use the plural verb with a collective noun, if you are emphasizing the individual members of the group. It is super rare though. "The committee participate in various volunteer activities in their private lives." https://academicguides.waldenu.edu/writingcenter/grammar/subjectverbagreement
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After scratching my head and realizing that I don't think I've started in Praetoria for over 4 years, I finally figured out that those images were buttons that you need to click. It's a bit weird to ask players to make choices like this before they have any idea what is going on. Possibly add Praetoria to the Outbreak/Breakout/Galaxy City choice dialog (the one at the end of character creation), again with the explanation that it's harder content for experienced players.
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Thoughts: 1. Start of tutorial, could Sprint be activated by default? I'm running pretty slow and new players might not know to click it. 2. Doctor Miller: "There's an Information Terminal next to me for you to read." Yeah, I'm never going to click on one of those again. Maybe a glowie of some sort? The mission updates from the Terminal back to Officer Flint with no hint during the text I just read. Might be better to mention that I'll be going back to Flint in the info text. Players might not be used to looking up at the Nav bar yet. 3. Officer Flint pass me to Officer Parks but there's still a yellow arrow over his head. These should probably disappear when a contact is no longer active. 4. Holy cats I run slow! 5. Ok Parks tells me to click on powers. Well thanks a lot dude, that was a slow run over here. 6. I have Tranq Dart and Athletic Run but neither those appear in my starting tray. 7. There's no mission update or dialog at the end of Coyote's mission to tell the player to return to Coyote and speak with him. All you get is a blank Nav bar. OK that's about it, otherwise, working as intended I think. Opps, one more: in Atlas Park, I have Johnathan St. James Smythe as my contact and marked on the nav bar, but I was told to go to Ms Lib. Might be confusing. Ms Lib should probably tell me to talk the Matthew Habashy. (Edit again: talk to Iris Parker, defeat all zombies in the sewer, yeah I'm directed to start the old introductory mission sets. Besides Habashy might want to send me to the "Longbow Sewer Inpector" to learn about DFB. (That's a job? How bad do you have to eff up for Longbow to put you in charge of inspecting sewers?)
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Focused Feedback: Role Diversity Bonus
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
Just as an aside, if this feature gets removed, another way to add Inf and items for new players is to just dump them on players during one of the intro missions. For example, Manticore could show up at the end of Twinshot's first arc and say "I'm rich AF, here's a Prismatic Aether." I don't think this is valuable enough to make the arc feel mandatory but it would help out new players who will often be the one's to run that arc. Ditto for Dr. Graves, he could say at the end of the arc "Our mysterious benefactor has decided that you will receive one of these" and there's a Prismatic Aether. Also, besides valuables, new players don't know about P2W, so it might be nice to add one or more arcs to those intro missions that direct a player to talk to P2W so they know where she's at. Heck, the mission could just dump some goodies on players, like the basic free attacks, prestige enhancements, and explain what the free movement powers do. Or, during this one intro mission, P2W could have an abbreviated menu listing just the free powers and letting the player choose which ones they want. Finally while I'm thinking about it, P2W has confusing menus for new players. Is there any reason a new player should understand what powers used to be "prestige powers" when the game was live? It's weird, honestly. I think all powers should be listed by what category they fit into, what they do, like attacks or movement or just for fun. That should be the top menu. Then powers get listed under those categories. Temporary powers should be carefully marked as such. -
Focused Feedback: Role Diversity Bonus
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
I think I have to agree. Asked to come down on one side or another, I'd have to go with I don't like it. It purports to tell people how to play (that's what Cobalt actually said) while doing something different. Better to make it a fun challenge sort of thing than trying to make it instructional. Thus I'd like to see something like the lists of challenges like some folks have started proposing (like Bastille Boy just above) rather than trying to evaluate the correct "role" for individual archetypes. -
Focused Feedback: Role Diversity Bonus
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
I like it too, rather a lot and more than the original idea. A "Team Composition Challenge" might be a fun idea to add to the gameplay. I do like the "original five" and the "villainous five" challenges. Back on Champion we had Tanker Tuesday where all tanker teams would do missions together. All "x" missions would be fun, curated a bit just to make sure we don't add one that's too hard (all blaster? just bring Vengeance). All tanker, all scrapper lock all the time, all defender, all controller, all dom, all VEAT (soldiers and widows), these sound like neat ideas for a extra game play idea. If this is pitched as a "fun extra" rather than "learn to play" I think a lot of the original objections go away, because now you're not telling people it's how you *should* play. -
Part way through the Oberst Straxt arc. Overall it's great. I don't mind the tone of the missions, I think the text would work for all my villains and rogues. He's paying so why not work for him? And yeah, the shorter tighter mission text is nice, even helps Straxt to sound like more of a jerk. The only thing I'd mention is that in several of the early missions you're told to plant bombs and burn the structure down (warehouse, ship, etc.). I'd be nice if at the end of the mission the whole place did burst into flame. Bonus points if you give the player a "detonator" power that allows them to trigger the explosion, which requires planting all bombs first.
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Focused Feedback: Role Diversity Bonus
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
Yeah, I think this would be my biggest concern. It's an artificial distortion of the community and the game mechanics, and seems like it might do at least some harm. We were all new at some point and we learned how to play. No reason others can't learn too. (And by "learn" I mean at least a few team wipes and the occasional disbandment of a TF. It happens.) I don't know that this will definitely harm the game, but I'm a little nervous. The motivation is good -- teach people how to play and make some nice extras for players. Not sure about the implementation though. OTOH letting it ride and go to live isn't unreasonable as long as it isn't considered a done deal and might be open to tweaking or removal later if needs be. (I'll add somewhat humorously that any "learn to team" system that doesn't let people put eight defenders on a team and tell them to go for it isn't actually teaching people to play CoH.) -
Focused Feedback: Arsenal Control
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
I think this is the idea. Night Widows get the same combo. Almost invisibility in Mask Presence, and then Smoke Grenade to let the player slip past spawns if needed. Keeping a second spawn on pause is also something I've done, and it can be handy. The -To-Hit is useful on teams as it effectively adds to defense. It's not meant to be a world-beating power, it's a little bit of role-play and a convenience that some players might prefer. It's skippable if you don't want that convenience. That's about it. -
Focused Feedback: Arsenal Control
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
Playing a level 20 Arsenal Control / Arsenal Assault Dominator in Striga, the set is basically fun. I'm playing against +0 enemies in missions. I have to be careful how I set up attacks and use powers, but if I am I can steadily work my way through almost any groups of mobs with little risk. It's a bit slow, but it is steady. I do have to pay attention, I can't just button mash and expect the powers to do it all for me. Not sure how it plays at higher levels, but it feels OK at the middle levels. I think other controllers and doms felt kinda weak at this level, so feels par for the course right now. -
Any teaser what is being worked on? (archived)
gameboy1234 replied to Troo's topic in Open Beta Testing
Hmm, the beta test server got a fairly chunky update this morning... Edit: can't log in yet though. -
Welcome Home! - An Open Letter from Homecoming
gameboy1234 replied to Widower's topic in Announcements
Not sure if that's a sheathed bow, or some sort of new back ornament, but yeah a sheathed bow would be cool. If it is I think that's also a new model for bows too, it looks like two bows somehow fitted inside each other, very fancy. Also saw a rubber duck head (at least for the "think tank" option) and an eyeball head, nice, two options I've wanted for a while. (Well, I wanted a fish and a chicken that could fit inside the think tank, but the rubber duck is a good one too.) -
I assume you're having fun with us, because Log Horizon is a different game genre anime altogether. Right now, this only works with ninjas stalkers.
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The beta "new content hints" thread started to turn into a suggestion thread, and I thought I'd post this here instead of over there. I'm trying to think of armor in the comics that we don't have yet. Didn't Vindicator/Guardian from Alpha Flight mainly have a force field that was generated by his suit? So we don't have Force Field yet. I'm seeing a set that provides lots of defense (the force field) also some damage mitigation (the suit, damage resistance). Maybe its schtick that it's equally good vs everything, so nothing stands out? And one or two click powers so you can "increase the power level" of your defense in emergencies. That other thread also suggested Psi Defense, which isn't a terrible idea actually.
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Any teaser what is being worked on? (archived)
gameboy1234 replied to Troo's topic in Open Beta Testing
Re-skinning isn't bad. It's just like recycling, and that's good. Seriously I don't mind some recycled content as long as there's new stuff also in the mix. Psi armor sounds cool though. -
Any teaser what is being worked on? (archived)
gameboy1234 replied to Troo's topic in Open Beta Testing
We've had two coins so far. Maybe something to with Penelope ("Penny") Yin? Or Kings Row is getting a make-over and the first coin was a reference to that. Dunno what Gojira has to do with that. The band Gojira? Clamour again? Or speed boat travel power. -
As much as I hate to admit it, you're probably right. The flexibility we have now is very nice, but it's probably contributed to people just skipping red side and playing their Brute or Dom on blue side from the get-go.
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I'd like to see some support for red side, especially now that HC has an official license and can develop the game more. Some ideas of mine: - Send heroes red side. Part of the problem is, not sure, something like "first mover advantage." Blue side was first, it has more population and more people to play with, so everyone just ends up there because that's where all the people already are. If missions and content send more people red side, there'd at least be more people on red side and more reasons to choose it. - There's still some "you cannot invite an enemy to your team" code in the game. This should be rooted out. It's part of the "first mover advantage" again, blue side is easier just because you're less likely to have problems like inviting people to your team. - Red side missions should allow some morale choice. If you're going to be a hero, you might not want to play actual villain missions. This doesn't have to be every mission red side, but it does have to be all missions that heroes are directed to take. This doesn't have to be every level and every zone either, it's ok for example to start with levels 1 through 10 and make sure there's enough content for heroes to play through. Then once a level range has enough content, move on to the next level range. This could take quite a while to implement all of it, but it's ok to do this incrementally. - Personally I think heroes going to red side and "making a difference" would be great new content for a lot of people. Right now it's all "defeat villains" but a more personal side to missions and objects would be a refreshing break imo.
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Going into Terra Volta from IP can be awkward
gameboy1234 replied to huang3721's topic in General Discussion
It's a dark helmet! So in all seriousness, all of the hazard zone entrances are really awkward, and that's before we include anyone's crotch. Adding a small "auto port me to this zone" like the freeways have just as a convenience for players would be great imo. It's not like hazard zones are so hazardous that you can't just turn around and walk back out if you enter by accident. I'm starting to think about new players again for this game, and this is definitely a "new player annoyance" thing imo. -
I think it does a lot. First, now they are a legit business. As mentioned in the announcement they now can select any hosting vendor they want, not just those that don't ask uncomfortable questions. Also I think any contributors who might have felt uneasy working with someone who has no license can now help out in good conscience. It's worth a ton imo.