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gameboy1234

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Everything posted by gameboy1234

  1. Sometimes during the Synapse TF Babbage appears to not spawn. It doesn't really happen a lot, but it seems to happen often enough where players basically expect it. It might help to add spawn and despawn messages for Babs on the Zone Events channel. That way at least if Babs doesn't spawn or gets zapped by a security drone folks will know and not have to wait around. It would be better to move Babbage's spawn points so he doesn't get zapped, if this is possible. If you do, don't forget that the AE building also has security drones. (I suspect the AE is responsible for at least some Babs no-shows.) One spawn location that works for all mission locations would be fine I think.
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  2. I like the idea of adding mechanics in theory, but it has to be done carefully or you risk something that is worse than a boring fight. Either an even more boring gimmick, or something that is totally out of left field and incongruous with the rest of the game. Basic game design is play testing. You have to put ideas in front of players and test what actually works. If you don't have the resources to do this it's basically impossible to add stuff. Players need tutorials to teach them what to do. You can't just drop arbitrary mechanics on people and expect them to figure it out. First I'd like to see gimmicks already in the game catalogued and figure out which ones work the best. Build on those where possible. A mission arc is a great way to add a gimmick tutorial to an end-boss fight. Explain it to them, expect them to do it with just simple mechanics in the first mission, add more context to the gimmick so it's a little harder in the next two missions, then you have the boss fight where they are expected to actually use the gimmick. I think this could work. But you still need the resources (people) to implement this, and I think that could be hard. Personally early bosses like Frosty are fine and don't need any gimmick. Early levels are almost vigilante street level in power level, and that's fine. The 30's and up are where the game starts to drag. Adding more interesting gimmicks in those levels could add new real content to the game.
  3. I've wanted a "Leg Detail" option for a while now. Extra bits to add on like the "chest detail" option. Holsters, straps, straps with pouches, knee pads, strapped on armor, etc. Just small things that can be added each update to add a bit of pizazz to characters.
  4. Bessie the Hellcow is a real, though I assume joke, super villain in the Marvel universe. Since we don't have actual female cows in CoX, I made Angus the Hellcow on Everlasting. (And yeah I know, "he" isn't a "cow," but I had to stick with the joke.)
  5. In Marshall Brass's mission, Destroy the Generators, you are being given the choice of helping Arachnos or helping Amanda. It would be nice if we didn't have to wait out the 90 minute timer to fail the mission. Put Amanda in the lobby of the WSPDR building (it's available on the map already) and allow us to to have a bit of banter with Amanda and then given the clear choice of "This will fail the mission immediately, are you sure?" Just so we don't have to wait around and make pancakes instead or something.
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  6. *Eats popcorn.* 🍿 🍿 🍿 🥤
  7. I should add: there's other stats under Combat Attributes that will give you details on why exactly you are missing. I just don't like having the full list on screen all the time. But if you're having trouble hitting you can look at Last Chance To Hit and if it seems low, then open up the Combat Attributes, look under Base, and you'll probably see what's going on.
  8. You can monitor your combat stats. Open the Powers -> Combat Attributes dialog. Then under Base you can right click on Last Chance To Hit and have it permanently on your screen. If you just eyeball it, esp when you're having trouble, you'll get some insight into how your character preforms and what causes misses. Usually it's a big debuff. Some enemies, especially Dark powers, cause massive To-Hit debuffs. You're just out of luck at that point, there's almost nothing to do. The only help is from teammates who aren't debuffed, or just hope to get lucky. The formula btw is Acc * (Base + To-Hit - EnemyDefense). So Accuracy does nothing if your base to hit has been reduced, and that's what Dark powers do. Likewise very high enemy defense make them hard to hit, and Acc won't do much. Moment of Glory (used by Paragon Protectors when they're low on health) will floor your chance to hit, and multiplying a low chance to hit by a number does little for it. Having ToHit is better in those situations, but little besides powers like Aim, Build-Up, or Tactics provide it.
  9. Right, and I don't actually have an answer to that. As things are *now* with HC, I think attracting a large number of players is not a primary concern. (Back when Cryptic and Paragon Studios was the developer, I think things should have been clearly approached differently.) I'd like to see some forward progress, because game design is fun, and seeing things improve would be fun. But it's primarily a resource issue. How much can you do with unpaid staff? My guess is only a little. I'd like to see the quest system improved, and then slowly inch forward with new or improved old content. I'm not expecting a lot to change tho. Same with enhancements and crafting. Same with the graphics engine, I love the cell shader, it's fun to play with, but I'm not expecting anything besides at most things inching forward one small feature at a time. But still it would be nice to see things are inching forward.
  10. Enhancements and the crafting system in CoH affect everyone, not just players who want to play with other different level players. I was just looking at a WoW quest tutorial video and the game is much more colorful than CoH, just flat out brighter and nicer to look at. WoW also seemed to have some better mechanics when interacting with quest givers. I was always perplexed that the wall of text missions we get in CoH were never replaced with something else. (They sorta tried with captions during missions, this was only a partial success.) Etc. For every "fail" you find in another MMO, there's also one in CoH. Put enough of those in a game and it'll chase people off. (Game designers call those fails "quit moments," where a player considers quitting and sometimes does. Too many in a game and eventually everyone will quit, statistically speaking.) CoH has a lot to recommend it, but also some very rough edges. Those should have been filed down if they wanted to actually attract larger numbers of players. Right now it's sorta "we got what we got" outside of heroic efforts by HC to change stuff.
  11. I actually disagree with this. Enhancements are part of the game and were since the beginning. Not having enhancements means a slow and difficult climb up the XP ladder, even with the much higher XP on Homecoming. Unless you're farming in the AE or you always team, then sure it's much easier, but not all new players do that. And you'll miss a lot of content that way, something new players are interested in doing. I think that actually makes the Enhancement system a bigger problem, since it's not really optional, but is also kind of a confusing mess. Simplifying everything, including just making IOs the default and removing nearly everything else (maybe not Hami or DSyncs, since people do use those, but that can wait until 50), might make the game a bit more approachable for everyone. Generic IOs lower level than 20 could just drop (but sparingly, not anything like the rate for regular Enh) and then by 20 folks could be introduced to crafting. (For folks that still want the regular Enh, I'd leave them in game, but hide them on all vendors. Make a "Hide Old Enhancements" options on the pop-up menu for the vendors, and set it to hide by default. Now newbies no longer confused.)
  12. Yes, exactly like that. But probably deserves it's own thread, this one is about silly powers. (The Comics Code Authority is rather famous in its own right, lots of info available on it.)
  13. Being dead is fun! How can we turn being dead into a power?
  14. This is not a terrible idea. Faraday Cage is spamable every 10 seconds by default, and provides decent Resist Damage. Considering how mild the Regen is in Triage Beacon, I don't think there's any reason to not allow it to work the same way. Maybe also increase the area for Triage Beacon, make it more useful for static fights during raids for example. This way it can be better while the primary numbers on it stay the same. Edit: Triage Beacon radius is about 40 feet, maybe double that?
  15. Thanks I'll check into that!
  16. Super frustrated right now trying to find my progress on a particular badge. I can't find the thing no matter where I look. It would be great to be able to search for a badge, including the name of the badge, the text of the badge, and the text that tells me what to do while the badge is still in progress. So if I search for "Tank Buster" it should show me the Tank Buster badge itself (title) as well as all the badge whose text mentions "Tank Buster" as part of the requirements. Would help a lot. Someone in chat mentioned pinning a badge on the UI to easily check its progress. I think you could do this with another category under badges. So the drop down selection could have a "pinned" badges. When you see a badge on the list or in the search results, you can right click on the badge to send it too the "pinned" list. Right click on a badge in the pinned list to remove it.
  17. Someone else. Not sure why but trying to start the mission with me in the zone resulted in six entries at the "transport" (Ouro portal in Ouroborus) and the leader said none worked. Once I exited the zone, the rest of the team could enter. Maybe that's a bug? But someone specifically mentioned that this particular mission, when done through Ouroborus at least, was blue-side only.
  18. Had a lucky accident today while on a TF with some blubies. The mission to farm Fake Nemisis is supposed to be blue side only, and we were running it from Ouro. However like a dork I clicked on the big crystal in Ouro and was promptly sent to Founders Falls. Weirdly, this enabled the rest of the team to start the mission ok (which could be done by "Board Transport" from the Ouro portal, instead of the crystal). So it looks like at least Ouro TFs can be started with a Rogue, and perhaps a villain, if that player is not in the same zone. Once the mission is started, I could enter the mission via the transport in Founders. Might be a bit of a work around if someone doesn't want to take the time to switch alignments.
  19. I like this, but I'd also like to see other things that are in an air filled glass bowl, not just a water filled tank. A smol creature from the game sitting on a tiny seat with a couple of control levers that look like old-fashioned floor-clutch shifters would be great. It doesn't have to be all possible creatures in game, just a short selection to start with. Rikti monkey, for example. a "tiny animal" that looks a bit like a cartoon stuffed animal or fox or something would be good too. Could probably be done with the regular costume creator. Oh hey, while I've got my thinking hat on, how about a "tank" helmet that's a more realistic space suit? Of course you'd still have to put a regular person's head in it too.
  20. Although I think it would be unfair to give only some MMs customization, and I suspect this is part of what's holding up customization. Need to dole out at least a little customization to all MMs or folks will feel left out.
  21. It doesn't refresh. That's the main thing I'm commenting about here.
  22. This, and also allow us to modify our "stance" to always carry some item. Like a book, and umbrella, or other thing we might often have in our hand. Magic wands or staves should be there too, and they should match up with the animation when it comes from an item.
  23. I'm kinda on the fence about this. Titan Weapon animations might need some love, but I'm not sure that hit-stop is it. I think my biggest complaint is that when I take a swing, my animation is so huge that I lunge right through the enemy, causing my arms and legs to clip into the enemy model, but not my actual sword which goes well beyond the enemy's position. I'd probably start by figuring out how to fix that. Second the momentum mechanic causes it to remove momentum at weird intervals, I'd like to see this looked at. Momentum isn't "built up" you just have it and then you don't, I think it's a simple timer only, and that feels bad. Third the timing is off on the damage with one of the first two attacks (can't recall atm which). Fourth, maybe some hit-stop, but maybe I should have a larger chance of just knocking people down, or away, or something like that, that might feel good as well. (I dunno if some unresistible repel might work here, and that also might fix the clipping with the animations.)
  24. I got Synethesia after the name release on Everlasting, which I thought was a decent name grab. Though I have plenty of toons to level at this point, so I'm not really looking for new names or new characters. I've got a couple of others "saved" but it's doubtful I'll play them so they'll probably end up getting released.
  25. The older value for /vis_scale or World Detail under Advanced Graphics Options is kinda low. The max is currently 200%. My older mid-range graphics card seems to handle 500% pretty easily, and it looks nice to with the longer draw distance. Any chance we could get the max bumped up to 500% or a bit more? It would be nice too with the simpler options to select 400% or 500% as the default for High or Ultra graphics modes. Of course Low can stay at default 100% potato mode. I know there's a command line option for this, but allowing users to just set the value they want in Options seems much easier. Also a longer draw distance for NPCs (especially enemies) would be nice too.
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