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Everything posted by gameboy1234
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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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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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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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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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Patch Notes for June 17th, 2025 - Issue 28, Page 2
gameboy1234 replied to The Curator's topic in Patch Notes Discussion
BTW I just noticed this, thanks very much for adding it! (Can we blame this on Arcanum as well?) -
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.
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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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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.
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It's kind of a sticky situation for everyone right now...
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I agree, it's valuable feedback. I'd add it to the beta feedback threads.
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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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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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Can confirm, my pure villain can only go Dark Astoria, Kallisti Wharf and RWZ on the high level zone porter at the base. Eden is not available. Maybe add a "crashed Black Helicopter" in the Hive so villains can make it there? Allow transport from and to Grandville. Have the BH in the Hive be on its side and a little on fire, and the pilot is out cold on the ground next to it.
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Random thought: My widow has sliding resists, the more damage she takes the more resistant she becomes. Perhaps give Regen sliding Recharge, the more damage you take (the more in danger you are) the more your expensive click powers become available again? Just spit balling here, no idea if this is useful, but I've never seen this concept mentioned so I thought I'd toss it out. Doesn't have to be added now, but something to think about for future tweaks.
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The print screen button doesn't seem to do anything from inside the Enhancements -> Manage screen. It manifestly is if I don't have that screen up. Pretty trivial thing, but I was trying to do a quick and dirty rebuild of my DB/Regen scrapper and not having a screen shot of my enhancements is a bit of a pain.
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Welcome back! I think you'll find that the Homecoming team has made a pretty fair number of changes. Do you want advice for getting started? You have five free costume slots from level 1. Visit the tailor soon and make all the looks you want. Costume changes cost Inf after level 9.
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Lore crafting is fun! I also like to have lore and background info for the game world. It doesn't have to be deep lore, but there should be some thought behind what is going on. Isn't Kalista Wharf set basically after the events of Who Will Die and the end of Preatoria? Statesman is dead and Marcus Cole is now "Statesman". It's a classic comic book trope that if there's an existential threat to the world that the bad guys will temporarily stop doing bad and help the heroes fight. Something like that could be going on here. Add some Arachnos soldiers and Arbiters NPCs to Kalista Wharf, guarding buildings and hanging around certain areas like they belong there. Add some "yellow outline" Arachnos to more areas, like the Crey in Brickstown. They're up to no good still and some heroes might want to punch them. These Arachnos (some of Arachnos? All of it? With Lord Recluse's sanction? I can't imagine what's he's feeling with Statesman dead) are now helping the cause of good, at least for a time...
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Focused Feedback: Powerset - Plant Control
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
I haven't tested yet, but I was thinking the same thing. It's a *Spirit* Tree, it shouldn't really interact with anything nor take damage. The fact that it can't take damage I'd guess is why the og devs decided to call it a "spirit" tree in the first place. Adding a taunt to other pets, like the vines or creepers and that weird venus flytrap thing, might be a better move from a conceptual perspective. I'd give those other summons a small AoE punchvoke on each of their attacks, a chance to pull the target and one or two folks nearby onto them. Mechanically it might not mater, but having people punching your spirit tree is a little weird. -
Focused Feedback: Mercy Island RIP Precinct
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
Ditto on "thank you very much." It's a little bit, but every bit helps. I also dig the art style on the new building, whoever did it did a good job. One point that is kinda minor: the cops outside the front door doing the "fistfight" emote, that's cool! But there's like every other cop inside and out are doing the same thing. Other ideas: goofing off (/em rolldice)? Sleeping on the job (/em sleep and other lying down emotes)? Tagging the building? But you also forgot... /em donut!! -
I think this is a point too. A lot of "clutter" (I guess it's "environment decorations" or something?) in the game seems to have terrible hit boxes. You get stuck super easy on them, and even trying to jump can be fraught, it often won't let you until you've backed up a bit. I think there's tiny protrusions on the object or something that is colliding with the player, but I'm not certain. Or it could just be some terrible default collision detection, where the larger geometry was manually "smoothed out" somehow. I'm guessing, without seeing the code and the geometry data, but there's lots of things here that might improve player experience. Speaking of stairs, I'd add NPCs and pets to the list of entities that have problems. NPCs and pets refuse to walk down stairs, and pets also often run straight at solid objects and refuse walk around them. The narrow railings on the wooden walkways in Oranbega maps are really bad for this (and make a great test case). I think this is related to collisions and hit boxes since the AI seems to have trouble with them too.
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In other games, I've seen the collision detection described as "helping the player go where they want." I'm wonder if it's feasible to do something like that here. Try to move the player around objects, if possible, rather than bringing them to a dead stop. Making the player's hit box temporarily smaller might be one way to accomplish this. Surgery curtains are a pain. If you start in changing their collision boxes, don't forget the curtains in the red side Facemaker, they're pretty bad too. I'm going add "while flying" to the list of annoying collision detection. The flying animation actually displaces the character up off the floor. As a result there's quite a lot of CD still below the player. Which means that you can be stuck on objects that you are flying over and not visibly touching. There's one instance that the CD box of the player could be reduced I think.