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gameboy1234

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Everything posted by gameboy1234

  1. I don't really have any puns, per se. I do have some jokey character names but they're not really puns. Closest I have are: Ann Droid -- Bots/Elec with a robot body Chroma Arrow -- more like a joke name, all the good arrow names were taken (Red Arrow, Blue Arrow, Black Arrow, Light Fuchsia Arrow, etc.) so I got this one. Blue Three Shinobi -- a ninja, the name is a joke from Azumanga Diaoh, where the girls try to pronounce "Bruce Lee" but get it wrong. Lord Volemort -- my rodentia necromancer Ninja Beam -- my Beam Weapon/Ninjitsu sentinel, another anime joke Sparkly Vampire -- what it says on the tin, he's undead and very angsty Spectacled FlyingFox -- a caped crusader who dresses a bit like a bat
  2. To be fair, I was just on a pug today and we were a bit short on support. I was trying to time my spawn rushes with the tank, soaking a bit of aggro and help to keep his health from getting too low. I'm sure the folks behind me were likewise strategizing how best to tackle the spawn and keep folks alive. The game isn't hard and doesn't require perfect play. Nor does it require strict adherence to some sort of script. But I think I've never not cared, I'm always at least trying to do something good to support the team.
  3. When you arrive at a new zone, you're often given a detective to talk to. This can be a pain because it erases your old mission in your Nav bar. I wonder if it's possible to "remember" the previous mission, then reinstate it after the detective is finished. I'm thinking mostly of new players here, and especially the first time they are sent to King's Row. Their mission to talk to Blue Steel will be replaced by one to talk to a detective, and then the Nav bar goes blank and they don't have anything to do. This would be a lot more convenient for them, and also players in general, if they could just have their old mission pop back up on their Nav bar.
  4. I didn't notice until recently that there's a chat message when you find the monorail during Twinshot's arc. This is during the part where she tells you to talk to Ms. Libery and are then sent to King's Row. For new players, this message might be a bit more visible. Perhaps also make the message appear over the players head in one of those shiny messages. I think a short "Monorail Station" message would be enough.
  5. This happens to me as well with NO external editor involved. Sometimes the game just wants to pretend there's a NPSP. The only way is to re-edit the macro and delete and re-type all the spaces. P. S. If you type   into chat to explain this to someone, you get a non-breaking space, not the string " " The HTML parser this game uses is bat-shit.
  6. Just really a mental note to myself, since it might be a long time before anyone can think of mastermind pet customization. But Micro-Man below had a cool concept. They're a smol maker of robotic machines. Any MM pet customization should include the ability to make your pets -- any pets, not just costume creator ones -- smaller.
  7. The basic idea is quite nice. Getting some new MM classes would be cool, esp. since customization does not appear to be on the horizon. Personally though I dislike many of the older models, like Jack Frost and the Snowmen too. A little more effort on the graphics would help a lot imo. Does the Guardian (crystal-like Devouring Earth) have an ice version? I thought for some reason that model had gotten reused and put in a different mission to represent an "ice" creature. If nothing else it might be able to be turned blue and have a strong SFX applied to it, and used in place of the Jack Frost, I think something like that would look a bit better. For other elemental effects don't forget about the Spells in First Ward (? Night Ward?). They could be used too, a Fireball pet would be kinda keen. A new texture on some of the old Magmite models would help a lot, those old models appear less "molten" and more just colored a bit. A quick search on the web for "molten magma creature" yields some nice ideas. One thing I notice is that artists' concepts often have the creature standing in lava. Giving the molten Henchmen a damage aura like "Hot Feet" and a strong firey or lava SFX on the ground around them could be cool. An Air elemental could use an air based (flying). The Light Fairy Pet model could be repurposed to a Slyph, or a player model could be used. A heavy SFX could be applied to make the model look more "elemental."
  8. Doc Buzzsaw in Sharkhead has a typo. Doc is female, so the pronouns are wrong. The mission is quoted above, the one right after it is "Heavy Metal Doctoring." Oh, and I think the mission text was under Clues. Yeah actually it's still there: Heavy Metal Doctoring With his plans to build a SuperFreak behind him, Doc Buzzsaw decided to start building regular Tank Freaks locally, instead of bringing them over from Paragon City as the Freakshow had been doing. In order to build his first batch to prove it could be done, he needed certain supplies, which is where you came in. Doc Buzzsaw asked you to steal medical supplies from the Family for him, so he could begin.
  9. Thanks! And I should have just looked at the wiki I guess. I'll add it to the list of typos under bug reports.
  10. " With his plans to build a SuperFreak behind him, Doc Buzzsaw decided to start ..." I always assumed that Doc. B was female. Probably just the small build on the character. But I'm curious if the text above is correct or mish typo. It's from the "Steal Parts For Doc Buzzsaw" mission, after the "Die By the Freak" arc. (This one I'm on a ship stealing parts from The Council.)
  11. That was my impression also. There was a lot of Francophone and Caribbean influence in a lot of the stories and background. Which is why I think we should just give up and retcon it and say it was always in the Caribbean, nope islands don't just move around, why do you ask, Dr Aeon is too busy to talk about it.
  12. I got curious and took a look for Bermuda. It's way the heck out there in the Atlantic, and much further from the Caribbean than I thought. There's also jack all out there, and Bermuda itself is super small and basically just one island, there's no natural island chain or anything. Not a big deal, I was just surprised by it's actual location and geography. Here's Bermuda's location on a map if you want to see yourself. If it were me I'd probably move RI to the Caribbean, more fun and interesting stuff there imo.
  13. I always felt that Lord Recluse was channeling Dr. Doom as a ruler of his own country. The "not be nuked" part is limited by similar real world concerns. Civilian population, fallout on neighbors, a "no first strike" policy most countries adopt. Longbow has "invaded" the Rogues Isles, that's a pretty real world response. They're pretty prominent now in both Mercy and also they have a permanent base in the Nerva islands. In the real-real world that would be the Marine Corps, in a comic book world it's super-people, but it's all basically the same idea. The US/UN has responded to Lord Recluse and Arachnos, and they're attempting a proportionate response. What I think the Rogues Isles really needs is more superheroes. Folks should be sent there for missions. There would be more population as a result, and content would be available to more folks. Some folks want to stay super heroes, not vigilantes or rogues, and they should be allowed to still go there without having to switch sides. That's my 2 cents. Any sort of thing could be done, even adding new islands that aren't controlled by Arachnos for super heroes to use as a base, if they don't want to stay in RI proper, and maybe for roleplay reasons, like trainers and vendors.
  14. I'm releasing Surge Tsunami and Sea Worthy.
  15. New enemy group: Dr. Aeon decides to combine his cloning machine with a device that distills his evil genius down to its most concentrated essence (i.e., "genius" = not much). This does not go wrong at all, and does not produce about a zillion three foot high big headed jerks who seem to delight in nothing more than purposely making everyone's life miserable. Said jerks like dressing in flamboyant colors and adopt a clown and candy theme for their costumes, attacks and weaponry.
  16. I'm not sure *what* CoH maps are missing, but it's definitely something. Many maps seem low contrast, either too dark or too mid-level grey. (Lot's of design videos on YT talk about how to design computer game maps and make sure the Values work -- as in Hue, Saturation, Value. It's an art thing.) Possibly the current devs could do something about it but I think it could also soak up a lot of resources for little gain. Art, esp. good art, takes a ton of time and resources. Anyway I'd support someone taking a look at changing stuff like draw distance, lighting and texture values but I wouldn't hold out a lot of hope that something useful could be done. At best I think a few incremental changes could be made. (P.S. a lot of point light sources in game are *insane* and need to be looked at too. Vanguard Base and Icon stores are guilty of this. They are much too strong when you're close and seem to also blow out any nearby textures.) CoH in general lacks "hubs," central places where playesr can hang out. Atlas Park works because it's largely a big open space with no enemies, and the big Atlas statue acts as a Point of Interest that players can easily see, orient on, and move back to. Villain side lacks any such hub area. Aeon City almost works, but it's too high level, the central area is physically isolated by the high ground it sits on and the lack of travel options directly to the central area. The area itself has too much vertical and the high walls in the center around the globe break the space up too much so players can't really use it. Again it would be kind of a PITA and a fair amount of work to try to change that. And I think any other zone would require at least as much work, if not more. The only thing I can think of would be something like remove all or most of the enemies from Aeon City, add a bunch of services and vendors to hang out there, add a base portal too, then add a direct portal to Aeon City from Mercy and a new low level quest to send new players there and have them talk to all the new vendors so they know where to go and hang out. Also move the "hospital" (the respawn location, the building can stay where it is) so that if anyone gets lost and dies they don't respawn in an area that they're too low level to deal with.
  17. This is a nice fix, good job finding it. I hope it fixes some of the frame rate issues I've been seeing.
  18. If I go to Options, then the Windows tab, the Apply Now button starts flashing and won't stop even if I click on it. It stops if I go to a different tab, then click, but it always starts up again with the Windows tab open.
  19. In the first mission of Ashling Corlett's arc, Search Crey Facility for Hero Corps Files, the mission object text for the final objective is wrong. It says "act of sabotage remains" instead of "1 act of sabotage remains". A minor issue, but confusing.
  20. Been in the Fog a couple of times now, once with a small team (four folks) and once solo on a Widow with Mask Presence and Celerity Stealth. Overall it seems OK, it's fun to explore and it's a difference experience than any content in game. Most things seem to be working, I didn't find any obvious bugs. However I'm thinking about the design and content, and I think it could use more work. The random content makes me think of rogue-likes. And those games are known to not actually be random. There's selected patterns they use, and certain floors have more of these special patterns than others, which creates variety. There's often side quests like the shopkeepers in NetHack and Crypt of the Necrodancer. There's stuff to do as the players explore, it's not just "random stuff until you find the end." There's ways of increasing power by successive runs of the dungeon (you have this, in the form of the Fog insp; I feel there could be more though). Mapping is a big deal in many rogue-likes, the player start off knowing nothing but are able to figure things out (you prevent this). Some games have a definite progression in terms of levels, when the player clear a floor and go down a level, it's obvious that they have done so (again, nothing like that here). Overall it's OK but might need some more bake time. If the current team wants to keep working on this, I think that would be fine. It could be released now and magical "events" later could cause upgrades. Providing a sense of progression for players while still keeping some of the random elements would be ideal I think.
  21. Stuff like this should be in-game. (Is it?) In a lot of "random dungeon" players can find items that explain things or give clues. Maybe some stone tablets or pedestals that the players can click on to get hints or outright instructions? Maybe make a glowie in the middle of some mob spawns so players have to defeat the spawn first. And maybe a boss key too....
  22. Thermal has kind of ugly buffs if you're at all into your costume. I don't mind but it might get tiring after a while. Controllers can pair nicely with melee because they lock everything down and keep it in range. Maybe Gav/Time (Time has very light-weight visual effects), or something similar. Depending on your preferences, Arsenal/Traps is kinda fun, though it's very stationary, the debuffs can help melee a lot. Of course just about anything will work...
  23. With four of us on test we were able to kill mobs and move around ok, and get buffs from the labyrinth. It's not really soloable but you don't need a "raid" team to do the content. Then again the four of us where all of our "hard mode" toons built for tough content, so don't bring a marshmallow and expect good results. With the exception of the Minotaur, which we could basically do nothing with except flee. It's not terrible though, you should at least give it a look at some point.
  24. Isn't this what Psionic Melee is supposed to be? Honestly Psi Melee seems like it could use a bit of a boost in the animation department, maybe even borrowing some animations from Claws to smooth out the attack chain. (I tried playing a Psychic/WP stalker, couldn't get past the animations. I don't think I got past 20 or so.) I'm not saying "no" to Sonic Melee, just pointing out that there are options and maybe those options could use a bit of a buff too. Let's see there are Energy Melee, Dark Melee, Cold, Fire, Electric, Rad, Psi... That's most of the exotic damage types already. Are none of those "faster play style" than the physical sets? Maybe they should be looked at also. Oh, thinking about it: vibro-blades used to be the cool weapon in SciFi books, and they were often "sonic" based. A fisticuffs style of sonic melee would be cool, but so would an energy type damage where you wield a blade. Could borrow the animations from Kantana and Broadsword. But a faster sword set that does energy would be cool.
  25. The real answer is to play whatever interests you. There's basically no bad builds in CoX unless you try really hard to make them bad. Anyone is useful and playable on a team. VEATs are a lot of fun both solo and on a team and you also get to play on the best side.
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