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El D

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Everything posted by El D

  1. Looks like it's the Metallic 2 Face option. Re-made it to double check, but I use it on my main - would recognize that particular sheen anywhere. xD
  2. The Mummified boots option are only available under Flat.
  3. There were a few minor dialogue inclusions in the Shining Stars series of arcs that referenced they player having different Origins - providing unique interactions with NPCs/objectives, mostly. Sort of in-line with how the Origin of Powers arc gives you alternate dialogue depending on a character's Origin. I understand that sort of thing is difficult to pull off because 'Devs can't account for every player background in the game' but more references like that in content could be fun. Also, Origin choice used to matter slightly more back in the day, when it determined your starting contacts with the FBSA and influenced which contacts you were encouraged to choose from afterword. That was actually one of the major points of having multiple contacts that gave the same Story Arc in lower-level play - so you weren't necessarily locked out of a particular arc (or forced to take a contact who didn't give you DOs/SOs you couldn't use). Frankly, I kind of wish we could still do the older mission arcs as they used to be played, starting with the FBSA in City Hall and following along your Origins' 'path.' After the Live devs streamlined the early game, there's some lower-level content that is basically only accessible via Ouroboros now, which is a shame. I get why it was done - the initial FBSA stuff is kind of just busy work without any actual story and was made in the beginning of the game's lifetime when 'Usher players into the hazard zones to street sweep' was considered Actual Content - but it still just seems a waste to have them sitting in there doing nothing. Hell, if they were just an alternate source of Scanner or Tip missions with the selection curated depending on the player's Origin, that you could dip into whenever, that'd give them more usability. Redside would kind of get left out on this, due to the complete lack of starting Origin-specific contacts, unless the HC devs happened to make some more. Though, thinking about it, having some of the Rogue Isles Villains placed around as alternate, Origin-specific Paper/Tip contacts could be neat.
  4. Depends on the particular character, mostly. The ones who are more gear/gadget-based - Assault Rifle, Dual Pistols, Archery, Devices/Traps - will definitely have more aspects of their costumes made to emphasize that. Extra pouches, big utility belts, the Tech Knight quiver backpiece, etc. Most of my characters with supersuits end up with a utility belt of some kind at least, though. Be it a traditional Batman-esque one with pouches, one of the Official belts, or a magical belt with an enchanted storage space. Really depends on the concept and what I can get away with from the costume creator. For example, I've got a sewer dwelling ex-Vahzilok named Vivisection and he makes fantastic use of the Post Apocalyptic belt because it's what fits him the best, and the constraint of RPing 'just what he's visually got on his outfit' leads to fun scenarios. I absolutely do attempt to collect fitting temp powers and curate a list of appropriate emotes as well. Hell, I even buy up small stocks of Legacy salvage to represent various supplies the character is supposed to have (they're really fun to break out when my character has to pass certain items to others).
  5. Taking a step back from the full-on engine revamps, I think there could be some improvements found in expanding the use of more modern textures and assets. For example, I wouldn't mind seeing some of the older building/zone textures updated with the newer ones, if at all possible. Costumes advanced a lot over the years, but the vast majority of the zones have remained the same. No idea if it's even possible to replace some of the original building textures with the Kallisti Warf ones, but it might be worth looking into? Also, having mentioned costumes - revamp the civilians/older contact models using player pieces. Just about every civilian/contact NPC can be remade using much better player accessible pieces. A lot of the original NPC models, especially the ones that were in at launch, a looking really long in the tooth. <.< Edit: Made a quick comparison of an updated take on Azuria.
  6. One of the outfits I'm most proud of, my modern-day Cimeroran sybil - Divinare, aka Phoebe Taylor of the New Protectors.
  7. That's a reasonable response, but not everyone would react like that. Not putting out any ideas of when something will show up just means the patient, polite folks will keep being patient and polite, while the 'You missed the deadline!' folks have nothing to get up in arms about. Also means they aren't obligated to offer explanations/updates of how close something is to release or why it didn't get released. Keeps those teases as they are currently - just fun mentions to build excitement.
  8. Yeah, that could work. Enough to hide from minion-rank foes on its own, but still require other stealth powers to be fully unnoticable.
  9. I like the idea, though I'm curious as to how the Stealth IO would work for a Purple set - there's usually some kind of 'enhanced gimmick' to the uniques for them, after all. Is it just a higher radius of +Stealth? Does it last for longer when procc'ed? Provide an aura of +stealth to allies near the user?
  10. Maybe character select? There's been rare issues with logging in that's led to folks' character lists getting shuffled around/lost and appearing empty.
  11. Yeah, making an IO set specifically to improve the issues of one powerset as opposed to just... revamping/boosting the powerset itself and making it function better on its own seems a bit 'cart before the horse.' Like, if the issue is 'forcefields need improving' then the solution ought to be 'forcefields get improved' (somehow). Making an IO set to do the job that baseline power modifications would do better is basically locking what ought to be default functionality behind an access gate. I don't disagree that forcefields could use some modernization and extra utility but forcing that into a 'You must use this IO set and only this IO set, or your character is gimped' isn't how the Enhancement system is supposed to be utilized.
  12. That's a fair point! They did try not to tweak the Legacy versions of things unless they absolutely had to <side-eyes at Sonic Resonance> Still think that Claws could use a proliferation of the alternately scaled options as additional customization choices, though. It's the only Weapon set that could get away with it, and Claws hasn't gotten any customization tweaks since well before the Shutdown (outside of 'No Redraw' of course, but that's not a weapon skin <.<)
  13. While making a new Claws/Willpower Scrapper, I noticed something that irked me. There's a noticeable difference in scale between the Legacy and the tintable variants on Claws for Female body types - the tintable versions are decidedly smaller. So, I decided to investigate a bit further, and found that it's also true for Huge body types... but in reverse. The Legacy Claws are so misaligned they're actually sunken into the hand, while the tintable variants are actually correctly scaled for the model. The Male body type? Absolutely no issues, and the Legacy claw options are a direct match for their tintable versions. I'm 99% sure this discrepancy came from the fact that the Live Devs just made a single 'Claw' model based on the Male body type and ported it over to the other body types without significant tweaks - would explain why they're 'big' on Female models and not situated properly on Huge models. Except then they put in 'proper scaling' afterword to give Female models more 'dainty' claws and the Huge models gigantic claws (that actually weren't broken when applied to the model). My suggestion is a scale tweak on available Claws options - make the Legacy and tintable versions the same size for their respective models. Though, at that point I'd also push for porting the Female/Huge-Scaled Claws options available across all models. Give Claws 'Small/Large' versions of the current options, effectively, and give everyone the choice of giant stabby knife-hands or stealthy stabby knife-hands rather than being locked into one or the other.
  14. El D

    Whip

    Whip Assault, Tier 9 - 'Why Don't I Just Shoot Him?' Ranged, Extreme DMG (Lethal) Occasionally there's no time for flourishes or choreography - you simply pull out your trusty sidearm and blast your foe. This attack deals increased damage when you are suffering from Toxic damage or affected by any Poison buff/debuff. If it hits any enemy actively using Taunt or who possesses the Broad Sword set, this instantly defeats them.
  15. While there are certain ideas from other servers that would be fun to utilize here - costume creator expansions mostly - I don't think that should extend to AT balance decisions. Homecoming's measured, evenhanded approach of crafting fully functional futureproof solutions instead of 'Wouldn't it be cool if?' kludging is part of what keeps the community going. There's no risk of massive, possibly game-breaking bugs or abrupt, slapdash changes in content, the positive side of which is mostly a novelty whose shine would wear off more quickly than not.
  16. Fair point! The Rock is definitely the more bankable movie star with a much broader fanbase, and Brosnan's age would cause issues. Mentally I was comparing it to the beats of say, Logan or Joker - a similar sort of 'aging comic book character has to deal with an advancing world where they fit in less and less' feel - but those still had much younger leading actors and actual film franchises to build on. Even if it leaned on being 'DC's Doctor Strange' it'd still have a pretty big uphill battle to climb. ... now I wondering what younger actor will get Nabu's helmet next. Because I seriously doubt Grandpa Bond is going to make it out of this film.
  17. Compounding that is the fact that as much of a 'modern 80s-era action hero' as the Rock has become... There's no one challenging him for said roles like with Stallone/Schwarzenegger. It's just him, all the time, in just about every other trailer that shows up. Hell, it's become 'just him' so much that he effectively reinvigorated/took a big bite out of The Fast & The Furious franchise. I'll admit I still enjoy some of the roles he does (the Jumaji movies were fun) but I can easily see how some folks wouldn't feel a need to see them or get annoyed at the oversaturation. Especially given how much it's just kept going. Not begrudging the man work just... It's a lot of content. xD Also, I'll echo someone else's comment elsewhere on the internet that 'I would have been more interested in a Dr. Fate film starring Pierce Brosnan with Rock's Black Adam as a supporting character.' It seems like they could have had more original story beats for a trailer with that, rather than 'Scorpion King-Superman and the scenes we lifted from other superhero movies' that this trailer showed. Atom Smasher and Hawkman looked cool, at least. ... all that said, I still might see this. It's a comic book movie, and my willpower does not a Green Lantern make.
  18. El D

    Whip

    Oh yeah, all this is definitely more of a 'Would be sweet'-type suggestion thread. xD Some mountains are just too big to climb when you don't have the time/gear/personnel available (and are working with extremely outdated equipment in the first place <looks at CoH's engine>). Still, that doesn't mean you can't imagine the view from the summit. And no problem! I know there's some animosity that gets throw around through the wider CoH community, but IMO part of the fun has always been appreciating the cool idea some other player came up with. So long as it allows people to keep enjoying the game, what's not to like?
  19. El D

    Whip

    I'm pretty certain it's less that Homecoming dislikes 'duplicating other shard's work' and more that they prefer a fully realized solution, rather than kludging together FX from various powersets into a 'new' powerset. Which is, admittedly, is exactly what my post called for but unfortunately that's one of the only two options when it comes to making a Whip set - either other powers of similar theme are included to pad out the lack of actual Whip-based abilities, or there's heavy re-use of the existing Whip animations to fill 8-9 slots, which is its own different brand of 'not ideal.' In this instance it's less 'copying someone else's work' and more 'this is literally the only way to make this particular idea functional as a full set.' Having looked up the set you mentioned, I'll grant that whatever Whip set Homecoming goes for (if they ever do) it likely won't function like Psychokinetic Assault on ThunderSpy - the 'summons bonus fire swords' aspect alone, while interesting, poses a ton of balance issues. However, @biostem's idea of making it Lethal damage and including some gun attacks as a sort of Indiana Jones-esque martial set could work as a different sort of mash-up. Depends on how easily the Whip FX could be tweaked to look normal/lose the fiery bits, since the Whip itself isn't an actual model.
  20. Having thought about this some more, there might be a workable solution. Implement any PvP overworld events with combat phasing tech. Either via an opt-in prompt that appears when the event starts/when a player enters the zone afterword, or just have it appear via getting close enough to the 'PvP site' like how it works in Atlas/Mercy. That'd not only flag the character for the event but would effectively make it its own pseudo-instance within the zone. Allows room for overworld PvP events to actually happen, still keeps them in-line with the 'opt-in' nature of PvP in-game and seems like it would void a lot of the issues folks had (mine in-particular). Players who just want to PvE can keep doing it, players who want to PvP for the event are free do so, nobody feels like they're getting kicked out of a zone (since neither side would have to leave), and due to the phasing there's no possibility of either side feeling harassed for 'just playing the game.' Well, outside of the players who, given these constraints, would have to blatantly go out of their way to harass anyone - and in that case, decidedly earn themselves a report button. This is different than how the zone-wide PvE events are done, but given the nature of PvP it seems like it'd require it. When you want to PvP, you want to actually joust and fight and interact with someone who wants to be there, and when you want to PvE you don't want to feel like you're getting targeted by another player - both of which are fully understandable, and would be pretty much totally avoidable via combat phasing.
  21. This seems nice in-concept (and would address OP's suggestion), but I'm somewhat skeptical of how it'd work out in-practice. While it would give more room for the less-utilized sets, it'd also be a flat buff (however relative) to all the sub-50 level range sets everyone already clamors after. Locking certain sets into specific level ranges was an attempt to off-set the impact from them having more ideal set bonuses (and to make the closest thing CoH has to a tiered 'gear system,' the negatives of which Attunement already hugely negates). Removing that (admittedly minor) limitation would just make them even better. That said... given diminishing returns and the sheer amount of buffs available at high level play, I also have to wonder if the 'Now it goes to 50!' power creep would even make that much of a difference? Mega-builds that let folks faceroll standard mission content were already going to do that and would just keep doing it. For regular level 50 gameplay I can't imagine most folks would even notice aside from 'Oh, that number that already one-shots mobs is slightly higher than it used to be.' It could impact Hard Mode stuff like the Dr. Aeon SF, but that content is specifically made to play hardball with excessive build shenanigans like this (plus insta-death attacks are still going to insta-death regardless of a minor percentage increase in a few stats). The biggest issues this could make would probably be in PvP, where those expanded ranges would add up more significantly. All that said I think it'd be neat to play around with, at the very least. See what shakes out. Also, an admitted caveat - this is all also just personal speculation without any actual math. xD
  22. This is a pretty interesting concept and I totally support putting it in more places, but I also think it's better saved for task forces or unique mission bosses. Having something like this active in the overworld is just begging for a few particular mobs to end up way over-leveled for the range they're supposed to be in, continually ganking anyone who happens by until someone who's outleveled the zone (or if it gets bad enough, a GM) comes by to take them out. Edit - Aww, @Bionic_Flea beat me to it! xD
  23. So, this is a silly/minor cosmetic suggestion, but after running a Market Crash in Kallisti Wharf last night I trained up at Fusionette... who is using the original donut emote. Except now, we've got more options! Including the Blue Sky donut, which looks like this. Given how her entire aesthetic is 'blue and white,' I just figured she ought to have the matching donut. Heck, toss in Faultline chilling nearby with a whole box of them so he can hang out with his girlfriend. Could even make him another trainer or a contact for future Kallisti mission content (or an interactable NPC with an amusing dialogue tree based on prior completed arcs the pair appear in).
  24. Absolutely not seeing it as an attack! ^_^ You're perfectly fine. I'm not opposed to the idea at all. I would be glad to have any new content (Goldside or not, Pre-War or Post), I just don't think Pre-War stuff specifically is likely given Homecoming's apparent development strategies of 'continue from where the Live game left off' crossed with 'filling in content gaps.' It just seems like those conflict with the nature of Pre-War Praetorian content, especially when Pre-War Goldside specifically got an expansion and multiple zones/story arcs for it (plus the follow-up task forces/iTrials/story arcs that end all the set up the Pre-War stuff provided). Since it's not completely devoid of content like say, the Hazard zones are, or a specific type of content CoH was lacking in (like the Dr. Aeon ST/Hard Mode for IOed out Incarnates), it just doesn't seem like it'd be a priority. As for the comparison to King's Row/Mercy, I think the main difference is that the blueside/redside zones are active constants, rather static parts of a specific, finished narrative. The Pre-War Goldside zones are the early chapters of contained story whose ending has already come to pass, whereas King's Row is more... an evolving setting to host story arcs. King's Row's content was evolved (the Skulls stuff/New Vindicators) not because it had more or less room for arcs, but because the arcs in King's Row don't serve as an ending the zone itself. King's Row has story arcs, but Pre-War Praetoria is its story arcs.
  25. While tweaking the Goldside level ranges so folks can actually run through the pre-existing content without getting locked out of arcs seems like a good change to make, I'm pretty sure any future Praetorian content will be focused on the Praetors finding their way on Primal Earth (branching off from Provost Marchand story arc in Brickstown). That's also if any Praetorian stuff even gets focused on, given that there's a ton of Praetorian content as-is. While I'm not opposed to more Goldside stuff, when it comes to the Pre-War... the iTrials are over, as is the Praetorian War. The game had already moved on from the Pre-War content before shutdown (as had most of the players, given how empty the zones were/are). Pre-War Goldside is, effectively, a time capsule at this point narratively speaking. Any new content set in Praetoria would have to be about taking the fight to Super Hamidon, or some kind of dimensional breach where Super Hamidon brings that chaos to Primal Earth like what @Greycat posted.
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