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Everything posted by gameboy1234
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Yeah probably not a first priority but I'm not opposed to the blue caves being retired and replaced (maybe they could stick around in Ouroboros?) The maps are super annoying and really could use both a design and graphical overhaul. That goes for all the Council maps too. But I think too something that should be looked at, probably as a higher priority, is collision detection. I've been watching a lot of GDC (Game Designers' Conference) videos on YouTube lately and there's a fair amount of stuff on collision detection. Part of the job of collision detection in a game is to try to figure out where the player wants to go, and help them go there. That way the player doesn't come to a dead stop or is otherwise hindered just trying to move around because they bumped into some tiny thing. Which kinda sounds familiar. Enhancing CD would benefit all maps, so I think it should be looked at first. After that the collision shapes for various in game geometry. Torches on a wall are the worst.
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I'd love to see more work done with hats, which are too simplistic right now. Hats which can be worn with several hair styles (including "bald") would be great.
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There's a few things missing from Davey Fiarce's list that I thought would be obvious. For Beasts, vanity pets like Coyotes, German Shepherd, Black Wolf, Liger, Lion, Shadow Hound, and Blackwolf, and maybe the Warwolf as well. With a little creativity you might be able to get two custom MM sets out of that. Or even allow each tier to be customized separately.
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That is actually a pretty cool list. If anyone has time I wouldn't mind seeing some ideas how to extend that list using the costume creator. There's a few obvious designs in the costume creator for things like Robots and Ninjas, but I'm often very impressed with how people can come up with cool looking ways to use it in unexpected ways. Some costume creator ideas for Demons, Thugs, Merc, and Necro would be cool too.
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Back on live I too my badger and my main into PvP zones for the badges. It was my mastermind and I did the whole thing petless. My secret? Teleport and Hover. Basically I had Teleport slotted with EndRedux and range so I could use it continuously with no problems, and it was also a good sight faster than anything else at the time. I also had a key bind on LMOUSE so that I could use it very quickly. So I turned on Hover, rocketed up to the top of the sky box, and then would position myself about where I needed to go before descending (with Teleport, of course) to get the badge I needed. Basically I never stopped teleporting or clicking. There's a few badges that are hard to get this way because you need some maneuvering finesse but for the most part it worked really well. I basically just sped past any attempt to gank me. They had to guess where I was going and try to ambush me, and the zones aren't exactly full, so once you lost someone they were generally gone for good.
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I usually try to paraphrase or clarify what was said once, or twice. But if folks are still arguing after than it's not worth it. As you say it tends to generate more heat than light and "light the powder keg." Personally I feel that if the person asking the question at least sees the right information, they'll be more receptive to it the next time they hear it. It may take a couple more people to tell them the same thing, but usually they work it out. The thing to avoid is the need to be right right now and just let it go until the person is in a better place to receive the information.
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league inviting and forming GUI update
gameboy1234 replied to MsSmart's topic in Suggestions & Feedback
I'm gonna "+" this and point out that occasionally the league gui messes up when starting a TF or i-Trial. It would be great to have someone look at this and finish up polishing off whatever bugs are still in the system. -
I'm all for new power sets. +1 for hoping the Devs get time to do this.
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Welcome home.
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This is a little overwrought, I don't think a permanent ban would be appropriate for all but the most outrageous of abuses, but it brings up a good point. If mastermind pet customization goes in, the "generic" admin feature needs to generic the pets costumes as well, and maybe generic the pet names back to the default too. (This might apply to pets for all ATs, since it appears that now all pets of all sort can be renamed. ) Some thought should be given to per-character generic-zising and also maybe to whole account generic-zising for real problem people.
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Making Detention Field a toggle seems to be the most obvious and easiest. I'd like to see Detention Field get one of those two-powers-in-one where you get two buttons instead of one. One buttons is Detention Field like is now but with a toggle control, and the other is a small targeted AOE hold. Nicer for when you just want to zap a group rather than take one target totally out of the fight. I'd also like to see Force Field get some sort of "gather together" type of power, like a targeted AoE. Drop your target and everything in range gets yoinked towards the center. Maybe add this to Repulsion Bomb, just rename it to Implosion Bomb. Up the damage too as requested and you're there. That would make the FF set unique and interesting again. Adding DDR seems like a no brainer. I don't have a good sense whether adding Absorb to the shields will help. This might be really tough to balance, but if the devs are willing to give it a go I'd play test it. Adding damage to Force Bolt for Defenders is fine. Please whatever you do don't touch the -Fly and KB in this for Masterminds. Knocking things into corners and knocking enemies out of the sky for my pets to chew on was the best thing about this set back on live.
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That I did not know! Thanks for pointing it out.
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Welp, thanks to this thread my altitis kicked in and Girlie Girlie is now a new hero on Everlasting.
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Baba is You. Fun little puzzler, though I've got to the point where all the puzzles are darn hard now. I still pick this up now and then. Breath of the Wild is still on my "played" list, though at 400+ hours I think I've found every korok seed that I'm going to. Not actually playing this atm. Cosmic Star Heroine. Just got this for like a dollar, seems OK though I've just scratched the surface. Wargrove I've just finished, I think I've solved every puzzle and every map that I'm going to. Good game. To start next: Tales of Vesperia
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Just dropped: Burnpile Savage-Strike
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Just dropped: Raging-Bull Earth Sprite
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Again, the counter to that is this: In other words actual evidence suggests otherwise. Yeah stuff like this will be a problem. It's been a while since I had a team have a problem with the end of Posi 1, but I'm sure it could happen. Assuming that running TFs at +2 works most of the time, I think there's some content that was deliberately made harder (because the rest of the game is so easy) that running at +2 is unreasonable. That particular content should be toned down. But not everyone has an issue too, so I assume it's possible to make it through Posi at +2.
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This is where things get weird and hyperbolic for me. CoH running at +2 would be nothing like Wildstar. I mean, I didn't play it, I thought it sucked, but based on the stuff I read the developers where heavily into elite raiding guilds and stuff like that, and a TF at +2 just wouldn't even come close.
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My power monitoring is "Influence". Under Powers -> Combat Attributes, right at the very end of the list of Base Attributes, is influence. Since the other screens where it shows are equally annoying to access, I always add Influence as the first thing I monitor on each toon so I can easily see how much dough I have.
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This one I hate. If I target you (like for a buff or a heal) and you use this, it clears my target, and I have to try to retarget you before you get that buff or heal you needed. Please never use this when fighting. RP in Pocket D is fine of course.
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Just checked in-game: there's no ACC debuff. At least, it doesn't show up in combat attributes, and I tested with Mystic Flight. Maybe you meant something different?
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This one, except I use /bind CTRL+LBUTTON "powexec_name Translocation" It makes it easy to target and execute the power in one click.
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While I can see folks not wanting to make the game too hard (or worse, ridiculously hard like some other games), stuff like the comment I quoted makes me feel that increasing the difficulty would actually be a big start in making the game more exciting and interesting for everyone. Just to explore this a little bit, for folks who like easier content, we could take the Notoriety level -1 and make it more so on TFs, so that it actually drops the difficulty down by two or three levels. So that if folks are really struggling they have an option to make things much easier. But I think it's also something the devs could try out. Set the default difficulty for all regular TFs to +2, and if it's a flop, just set it back to the way it was before and well we tried but it didn't work. I also think that some Incarnate Trials are already very hard (like Lambda and TPN) and setting them at +2 by default would be bad. Outside of ITF, Incarnate content should be evaluated on a case by case basis, starting with not increasing the difficulty at all. Also we should look at special badges for Incarnate content, how hard those are to get, and maybe consider some additional difficult sliders when getting them so that the badges don't get totally out of reach for most people.
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I missed this reply somehow, and it just showed up for me now. Part of my reply said "no payoff" and that's what you have to focus on. It's not just the idea of a new mission type or friendly fire itself, but what do I as a player get from this? In other words, how is this fun? You can't just introduce arbitrary mechanics and expect people to enjoy it. There has to be some pay off. If the game had been designed with this in mind from the start, it might have worked. As the game is right now, nearly every system has been designed with idea that players will deal with mobs by dropping AoE on them. There's no real set of powers or affordance that allows a player to do things differently, and if there were then every player in the game would need it. Otherwise some or all of the team will stand around being bored. It's just an insurmountable amount of work and change in mindset for everyone, with out a clear plan as to how this would actually happen, I don't see any path at all to actually make it happen. If the goal is to remove herding then I think you should try some other means. On another thread about increasing the difficulty someone brought up tweaking mob AI so that it doesn't bunch up as much. I think ideas along that line is a lot more feasible and players might actually find it fun. (As I'm typing this, I'm thinking about AI that won't bunch together, and OK what would a player do about that? Besides "just power through it" there might be some sort of CC that allows players to bunch mobs up on their own. Kockback could be used to push recalcitrant mobs into position, and other powers might work is some similar fashion. But there aren't enough such powers in the game right now, so we're back to the problem of how to add enough in so that people aren't just bored with the new mechanic.) In summary: game design is hard.