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Everything posted by gameboy1234
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This is actually part of the issue for me. It really wouldn't be fair to let some MM's customize and tell the others "too bad." At minimum at plan should be in the works for all MMs. I think also it might be tedious to require using the full character creator for customization. Fewer options also means you can click through the menus faster. There's also a "risk" of developer time. 200 hours to 500 hours spent on customizing MM pets that could be spend on all sort of things: new power sets, additional customization for powers, new content, etc. Where to spend developer time? How many players benefit from MM customization vs. adding new content? Stuff like this only falls into the "just do it" bin if you have unlimited developer resources, otherwise one must always prioritize.
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I'd also add that it might be useful to allow MM pets to pass through each other. Might be a pain in the AI, since you'd really want them to pass through only when moving but when standing still they should have collision detection turned, which could be a bugger to program, but I've noticed that a big reason pets are blocking people is because they themselves are stuck on one pet blocking the whole works.
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Good stuff. I will endeavor to be as cool as possible. And I'm hoping that opening up CoX for developers "later in the year" means something good.
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Replace or change repair for Bots MM
gameboy1234 replied to TheSpiritFox's topic in Suggestions & Feedback
The problem with this is that Bots/FF is already tanky AF, so adding anything more in short of Incarnate power is going to make it OP (probably). I would just go with make Repair into a much better robot only heal (or make it the same as Aid Other and it works on everyone) and not add anything else. (OK maybe add a small amount of Mez / CC protection or something small like that.) -
I wouldn't mind this, but I think prices for nearly everything should be reduced by 95% to 99%. Also "supergroup mode" should go away and everyone should just get prestige all the time, along with full XP and Inf. Considering our much lower populations, I think that's a reasonable compromise to add just a bit of challenge to bases while also making things reasonable on most players.
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Can we get any more Play to Win Vendors?
gameboy1234 replied to Bionic_Flea's topic in Suggestions & Feedback
Even if something takes 30 seconds to code, there's still testing to do, including testing behind the scenes that we never see that happens before it winds up on the test server. It's a reasonable request, but like most things it'll need to be up to the devs when they feel they can squeeze it in. I suspect placing multiple NPCs in player zones will take more than 30 seconds though. -
Consolidated CoH difficulty thread (Includes Poll!)
gameboy1234 replied to Galaxy Brain's topic in Suggestions & Feedback
I think however it is still way too rewarding for just one arc, about five or six missions. I gained close to four levels -- from level 15 to level 19, in just that one arc. I can turn off XP for myself but it gets fiddly and I can easily forget or forget the level of other content. A more sedate pace I think would be better. -
Consolidated CoH difficulty thread (Includes Poll!)
gameboy1234 replied to Galaxy Brain's topic in Suggestions & Feedback
I'm saying it's too easy, including normal leveling. One of the biggest issues is XP gain. Doing a simple arc is enough to push me out of the level range of all of its following contacts. XP gain for a "real" server needs to go down. If people desire higher XP gain rates the P2W vendor can increase XP gain. (Example starting Jim Temblor's arc at level 15 I *almost* out leveled Penelope Yin's arc immediately after his. Did his arc with 5 people total on normal difficulty. That's too much. (I probably had the weekday playing bonus and possibly patrol XP bonus on top of that.)). Also the default difficulty is too easy. It needs to go up; not much but a bit. Running on increased difficulty should scale up as well to match. I'm not sure exactly how much but something like 10% increase in enemy HP across the board and 10% increase in enemy damage (but not To-Hit, and not to Mag of effects or Recharge or Range or anything else.) Somewhere around there so +0 is a little harder and +4 is actually hard would be about right. If the content continues to be easy to incarnates that's fine, I'm just talking about normal play. -
I think you're missing the point of "Suggestions & Feedback."
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I'll add a "yes please" to this as well. In game email works but "cumbersome" is a bit of an understatement. Making the Vault account wide -- not server wide like a base but *account* wide so you can access it from other servers -- would be really helpful. That said I know developer time is precious right now, so I'm not expecting it soon. Hopefully the business with NC Soft gets finalized and Homecoming can turn their attention to getting some more folks onboard to help.
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Please help me remember this mission...
gameboy1234 replied to TraumaTrain's topic in General Discussion
Is there a bank in Skyway? Could be a bank robbery mish. -
OK I'm going by memory here but I thought Demons were NOT one of the MM sets to be marked as "ranged only." So this sounds buggish, at least if I understand what you are saying. Hmm, I *think* you're saying that MM pets used to move into melee range if they had been ordered to "goto" a location, and now they do not, correct? So you'd like non-"ranged only" pets (or demons at least, I guess) to be able to move to melee ranged after a "goto"?
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I found this on Polygon: https://www.polygon.com/2020/1/21/21069503/daybreak-games-everquest-planetside-dc-universe-online-h1z1-new-studios And there's more, but that was the interesting bit for CoXers. Dunno what to make of this. I was surprised to see Jack Emmert still working in the MMO industry, I thought he had retired or went off to try different things. Didn't know he was with Daybreak/EQ, for some reason that had dropped completely off my radar.
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My feeling on this is that when Homecoming added infinite salvage to the auction house, it was still kind of a stopgap. I think Enhancements and Salvage still need something of an overhaul. One idea might be allow any two (or three, or four) salvage to be turned into any other of the same rarity, so that you effectively never run out of salvage, and you always have the salvage you need as long as you're prepared to empty out your inventory a bit to get it. This would also eliminate any concern about salvage tiers, except that maybe lowbie recipes and salvage should still exist so that starting players are more likely to actually get the salvage they need.
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Consolidated CoH difficulty thread (Includes Poll!)
gameboy1234 replied to Galaxy Brain's topic in Suggestions & Feedback
Be careful with this kind of analysis. We have a very small sample size. Only 45 people voted out of what I'm sure is a much much larger playing population. There might be selection bias in that people who want such changes are the ones who would click on a thread like this. Many folks probably didn't bother to read or vote because they weren't interested. This may give us some direction to work towards, but I don't think it's representative of the overall population's views. -
I think most servers have such a base. Everlasting uses ZONE-8888 a lot.
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Contact Review: Juan Jimenez 'B' and Hugo Redding 'F'
gameboy1234 replied to DougGraves's topic in General Discussion
That might be the intention, but I think it's poor design. Montague is tucked away in a corner where he's hard to spot, and there's no big "!" or whatever over questgivers' heads in this game, so there's no reason to go up to him and talk. If he was standing right in front of the staircase or something, that would be different. Too much of the original (and later) design of this game relies on a kind of accidental discovery which isn't fun, because it isn't actively telegraphed or there's no kind of play mechanic based around those discoveries. (Contrast that with say Breath of the Wild, where there's a mechanic in the game that practically requires you to pick up every rock and climb every mountain top. There's other cool stuff to find when you do explore, but they all but force you to explore to get Korok seeds to expand your inventory. The Korok puzzles themselves are fun too, so you're basically rewarded twice for exploring and doing in other games what would be random shit.) -
Contact Review: Juan Jimenez 'B' and Hugo Redding 'F'
gameboy1234 replied to DougGraves's topic in General Discussion
Paragon Wiki says Juan Jimenez is in King's Row (in the Gish neighborhood). One thing I think would help is to get rid if the concept of mutant contacts vs science contacts vs natural etc. If these contacts are ever overhauled, we could just have two lines of contacts (two for replayability) with more effort put into those contacts and missions, rather than five kinda sucky contacts in the same level range. More isn't better here. This is the kind of crap I'm talking about. Why street sweep missions, why Cryptic why? Or maybe Hugo was an early kind of infinite mish giver and he's just keeping you busy on the assumption that there's no one else for you to talk to in this level range. He could just pass you off to another contact once the actual missions are done. Maybe even do the auto-find-a-contact thing for the player, just let them pick whoever sounds interesting. In Steel Canyon, I think he's in the right level range to introduce Montague, who I don't think has a lot of people to introduce him. (I don't think I've ever been introduced to Montague, it must be really finicky if there is a contact that introduces him.) -
This is interesting. I wonder if we could get "unofficial Villain server" added to the "unofficial roleplay server" tag line. It might let people know there's a red side community there and get more folks who want that one the same server.
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The bugs you remember (fondly or otherwise)
gameboy1234 replied to Greycat's topic in General Discussion
NPCs and pets are unable to walk down stairs. (Does this still exist?) Pets will auto teleport to you only to run off to some other target or location, only to teleport to you when they get too far away. Repeat ad infinitum. -
Consolidated CoH difficulty thread (Includes Poll!)
gameboy1234 replied to Galaxy Brain's topic in Suggestions & Feedback
I'd like to see increased difficulty (I think, maybe I wouldn't) but for those asking for "only if it's optional" -- I'd like a separate server. I don't think anyone's difficulty should be impacted who doesn't want it, that would kinda suck. But I would I think like to be "locked into a box" with other like-minded folks, where we all want a bit more challenge, but we're all there to help each other out too. I think that's what "online" play means to me, it's not a personal challenge or anything, it's beating the game *together*, not singly. -
Some good ideas here. Personally if it were me, I'd also give each zone a minimum level. Mobs would not con below that level regardless. So if you're level 1 and you go to Kings Row (which I'll assume has a minimum level of 5), the mobs in the yellow zone would start at level 5, the mobs in the orange zones would start at level 6, and the mobs in the red zones would start at level 7. Hmm, perhaps that's not enough, and each zone should increase by +2 rather than +1. It might even depend on the zone. For heroes that are above the level of the zone and fighting "invasion" style mobs, have your noteriety affect how the mobs con. If you're at +0, then the mobs con normally. If you're at +1, then all mobs con at +1 to what would be their normal level. Etc. * * * Actually this is getting complicated. What I think would be simpler would just be to add an NPC to each zone (maybe even add this to the Trainer or Detective in each zone) that could just exemp you down in level to some range for the zone, down to say -1 for the zone level. This sounds easier to me that replacing all the mobs in the game or altering every zone. Exemp code is already in game, and you just have your level set to that as if you were on a team with someone. This stays until you 1) leave the zone, or 2) you join a team or league. Basically you talk to someone like the Detective and say "I know I'm too high level but I'd like to help out." and they say well ok here's some stuff you can do, and then you're the right level for that zone.
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Contact Review: Jonathan St. John Smythe, Atlas Park 1-5
gameboy1234 replied to DougGraves's topic in General Discussion
I'd love to see these early missions improved, even maybe made into more the sort of tutorial that Twinshot should have been. Then again everybody just runs DFB instead and bypasses these early contact anyway, so I don't think it could be justified in terms of the labor involved. Still neat to think about. I think the security chief is/used to be the contact you'd get to continue missions after you'd exhaust your first contact (JSJS in this case). Not sure if they do that any more. Out of these groups of missions though his seems like a random insert, something that does nothing to further the story, and imo is the worst one for that reason. Could be removed entirely, or maybe the security chief could be an infinite mish giver for levels 1-10, just something to do when you run out of missions. Overall, what all of these early missions need is less wall-of-text type missions, and to have a basic explanation made into a short cut scene at the beginning of each mish. Then teammates would know what is going on with the mission without having to make heroic efforts to read the mission text. Keep it short and simple, but explain what you are doing here and why. Fit it into the larger arc of the story being told. (In this case, the Vahz are kidnapping people and trying to do experiments on them, turning some into zombies.) Slightly more ambitious would be to have everyone on your team standing close by participate in a short cut scene as you talk to the contact, further explaining the set-up for the mission. You might want to add a dialog to accept the cut scene or reject it. -
I started a KM/WP scrapper on Everlasting thanks to this thread. Only 18 so far but having lots of fun with it.