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Everything posted by gameboy1234
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We were talking in chat and someone mentioned something I agree with a lot. So here we go. The newspaper missions that you must do red side to get a contact are really annoying and padding out content. It's an old design that really isn't relevant, or needed, or fun. Instead make the newspapers optional, like blue side. When you talk to a broker, you should get the newspaper spiel, and also offered a contact to work with. Talk to the broker again and get another contact. Yes I'd like two options right off the bat. Of course we should still be able to do newspaper missions and mayhem missions if we want to. But right now they're forced on you and that feels bad. Find Contact can help by-pass that but still isn't ideal.
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So I did this mish through flashback, the mish says "complete" but I'm still on the TF and I can't talk to Archmage Tarixus to complete the mission. (That means even when I'm standing in front of him I don't have the blue hand cursor and I can't interact with him at all.) Might be operator error by me but I think this one's a little buggy. It's only two missions and I completed them both, not sure what is up. I did get all the flashback badges at the end for buffed enemies and such.
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I got out my old level 25 Peacebringer and played around with it last weekend. It was a fun time! But some of his kit is rather odd and old school. Especially after playing around with teleport powers like Jaunt, the White Dwarf Step seems slow to cast and hard to use for actually moving around. A much faster cast time would make it more useful. Maybe with a "use three times in a row and it has a longer cool down" like Jaunt has. I think I would be happier if White Dwarf Step actually worked exactly like Jaunt tbh. I'm just kind of idly musing here, I'm not really sure what impact it would have for the AT overall. But it would make my White Dwarf happier, I think. Peacebringers have inherent travel powers so it's not like White Dwarf Step is needed for long range travel. Any thoughts? There's probably some consequences I haven't considered...
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I've had the idea for a while that some pool powers should duplicate primary powers, for those who want to add a little extra to an existing character. Like Kantana/SR for a "Jedi" but then add a smaller pool of TK for the extra powers. I don't know how hard it would be to proliferate existing power sets into pool powers, but that might add some flexibility and fun to many builds. Oh and someone new this weekend was asking how to get more "gadget" type powers into his build, seems he wanted to be normal with all gadgets. One or two gadget type pool powers would be great too.
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I don't want to get into one of those fights but it does matter, a lot. "It doesn't matter" is a mathematically provably false statement. I suspect it's something like at least 50% of the entire player base. Capped defense are really easy to get. Fortunately I think the devs understand all of this and there's no chance of this being implemented. I just wanted to point out a serious math error here and ask that you check your math work. I know it sounds like "only 5%" but it isn't, Arcanaville's work back on live showed that it isn't, going from 5% chance to be hit to 10% chance to be hit doubles the damage taken.
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Rebirth Has a Nice Thing - Maybe We Ought To Have It Too
gameboy1234 replied to TWSLives's topic in Suggestions & Feedback
Yeah this. Toss ideas onto the pile, it's up to HC to sort out what they want to work on. I'd like to see this, there's quite a lot of colors that can't be represented with the simple choices we have. Otoh it's not a huge priority either for me personally. I'd like it if it shows up, if not other stuff is cool too. -
Demons and Necromancy is always good. Pair with just about anything you like, Pain is a great support set, but any of them will work (Thermal is great aesthetically).
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You mean for us to hit them? Or them to hit us? My defense based tankers would hate it if the defense max was dropped from 95% to 90%, you'd double my incoming damage.
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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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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.
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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.
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Share your Puns/amusing Character Names
gameboy1234 replied to Venture's topic in General Discussion
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.) -
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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*Eats popcorn.* 🍿 🍿 🍿 🥤
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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.
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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.
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City of Heroes Ranked #245 out of 250 MMORPGs
gameboy1234 replied to Lunar Ronin's topic in General Discussion
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. -
City of Heroes Ranked #245 out of 250 MMORPGs
gameboy1234 replied to Lunar Ronin's topic in General Discussion
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. -
City of Heroes Ranked #245 out of 250 MMORPGs
gameboy1234 replied to Lunar Ronin's topic in General Discussion
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.) -
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.)
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Can taking another power upgrade another power? (traps)
gameboy1234 replied to kelika2's topic in Suggestions & Feedback
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? -
Thanks I'll check into that!
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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.
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Starting Blue-only Missions with a Rogue (or Villain?)
gameboy1234 replied to gameboy1234's topic in General Discussion
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.