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DrRocket

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Posts posted by DrRocket

  1. Its only a suggestion for the developers when thinking of new material to make.

     

    It would be nice if each red and blue zone had a TF/SF of its own, perhaps some TFs in gold side may be exciting?

     

    Lastly, can we fix the current TFs to be limited to the zones they are supposed to be the TF at? For example Synapse you go to Skyway and then the lion's share of the missions in steel canyon, why not limit the missions for synapse to be in Skyway and stop the needless inter zone travel time sink, and oh please too many of synapse missions are blatant same ole thing which makes them terribly boring, at least dump them or try to actually try make them different.

     

    Manticore used to be mostly done in Bricks with a visit to Crey's Folley, then somehow it got "upgraded" to become a zone tourist tour, perhaps we can remake it to be vastly Bricks

     

    It could be a shortcut to this suggestion to move Apex and Tin Mage to PI seems really both are missions against Praetoria and they are really portal corp type missions and really have nothing to do with vanguard

     

    The second mission of Positron is really in faultline, why not have for Posi 2 to have another instance of positron in Faultline?

     

    Only a few suggestions

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  2. I have noticed that when defeating Surgeons in an ITF they yield no experience, and when the robots animate as you fight the console, and you take on the robots they yield no experience nor influence either.

     

    I would really like to understand the logic behind that, maybe it is an error or coding omission.

     

    From my perspective the Surgeon seems to have incredible defense and if you don't take them down, the fight on the mob group satisfied by them just does not end, and when I go after a surgeon, it seems all the mobs near him goes after you! So it is a deadly proposition and as a result they should award exp and inf.

     

    The robots around the console while de-activated can't be harmed, they really should, but hey its the story right? But when they activate, they pack a huge DPS punch wise and I see a lot of players going down under their massive fire. My thoughts is, if a mob can hurt and kill you, then it should award exp and inf when defeated.

     

    Any thoughts in this matter?

     

    Regards

  3. Maybe there is a way, but I am baffled at this time...

     

    I used the /vis_scale 20 command, and I can tell that I can see more detail on buildings from afar, and even building that were once just a foggy area.

     

    But what I am after, is an increase of the range, i can see the mobs in an area?

     

    Is such thing possible, or just I simply do not know how?

     

    I am open to be taught how, would be great if possible

     

    Thank you

  4. I truly regret getting Kinetic Melee, it really has very long and beautiful graphics, but as a result the DPS is pathetic. I know changing the graphics to be shorter would be a pain, but I would appreciate the damage the power with the stupid long winding graphics have the DPS corrected to allow for it.

     

    I go in TFs and the winding is so long, other players jump in gets two hits and kill it, while I am simply looking stupid as my power attacks the already dead mob. It would be a small consolation that the power really packs a wallop, but it does the same damage as the attacks the other players used and got two hits...

     

    Regards

  5. A simple quality of life suggestion...

     

    When doing missions such as TIN MAGE and APEX, the ride into a mission is via helicopter, which is fine. But when you exit the helicopter, the characters appear outside the helicopter and then run to get inside, which often traps characters trying to get out of the helicopter and getting stuck inside with other players and specially pets.

     

    Could it be possible, to reverse the helicopter dismount to be we start inside the helicopter and then run outside?

     

    Thank you

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  6. There were some rather condescending replies, to be expected, some folks have to appear to be smarter than others to make up for their personal shortfalls... But take for example Kuji-In Rin, I do engage it before combat(obviously I planned ahead), but it wears out at times before combat is over, so in the middle of it, I have no choice to click it and go retard or allow to fall prey to the spam holds been used in the game. So I would wish, frankly, once you  engage Kuji-In Rin it should remain active until the combat is over. I can watch a Bruce Lee movie and he would do a focus move before jumping in, but never saw him stop in the middle of fight and re-focus, I do not have an issue losing a turn re-focusing (even it strikes me as totally stupid) but you take the long "idiotic" animation for it giving all your opponents several rounds of attacks on you.  This is a sample of the issue I am after seeking relief from, and yes make the game more dynamic.  I don't quite buy the assertion that this game was designed as a turn play game, if a developer sees this posting, maybe they could provide expert opinion as opposed to accept player hear say opinions which may be right or totally wrong.

     

    regards

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  7. I know that the game was build in such a way that in order to look flashy it would require flashy graphics, and as a result, it would naturally take time for the animation of anything to complete and thus you were rooted for far more than you should, but you looked cool and totally stupid while at it.

     

    I think all of the buff button powers (tough, maneuvers, shielding, etc.) should be able to activate as you move, not force you to stop, pose in the middle of combat like some stupid clown, and then after all your opponents got free shots at you, you finally able to play. Most of the buff button powers does let you activate on the go, but not all, would be nice if all would, for example Ageless totally stops me at mid leap and drops me to the ground.

     

    A suggestion for buttons, there should be an option for buff buttons to auto fire automatically without the need of pressing them.

     

    Now lets talk about the rooting duration, shall we?

     

    I view when activating a power, say an attack, there would be a prep, aim, shoot, see the shot, see the enemy get hit, see the enemy tumble or what not from the shot, for a total of 6 discrete events. At this time, we are stupidly standing still for all 6 events while the opponents are getting free shots at you, since their graphics are obviously very short.

     

    The question is how we fix or at least alleviate this?

     

    Obviously reprogramming all the graphics in the game is a no go, for vastly obvious reasons.

    Maybe the rooting time of any graphic is halved, and leave graphics alone, despite that some incredibly stupidly long graphics may still be going on, and they would complete as you are moving, perhaps a rather cool effect?

     

    Any ideas on how to mitigate this issue?

     

    As always, please help make this an educational opportunity, and be comprehensive about your answers, so saying if you jump and fire it does not root, while possibly true, it is not a comprehensive solution and may be in fact be a coding exploit.

     

    Regards

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  8. On 11/10/2024 at 7:40 AM, Seed22 said:

    This is the main thing I disagree with.

     

    Just because you don’t want, nor should you ever need, as it wasn’t the design philosophy of original CoH devs, AT specific role based gameplay(a Tank for tank role, healers) does not mean you don’t want enemies to do damage.

     

    If, outside of HM, you bring a team of all blasters you should still be able to complete the content and have fun with it. 
     

    If HC moves towards WoW like role enforced gameplay(they probably will adopt some similar) it will not go well I don’t think.

     

    *I should say in respect to LGTF this is still possible. Blasters can grab holds and corrs and such have holds. Most everything does really, so in this instance the above isn’t really an issue. Just a word of caution for content going forward

     

     

    Buddy, I think your reference is out of context. I do not think that Prject0r was asking for this. I also do ask you to please take time and read closely the why of the suggestion, somehow, I think you missed the mark and took it the wrong way.

     

    Be well, and thank you for commenting

    • Thanks 1
  9. On 11/5/2024 at 6:46 PM, Projector said:

    I hear you. To be clear, I wasn't trying to accurately describe your attitude, I was explaining how your post was coming across to some players. Wanted you to be aware of that was all.

    What shard are you on? I am on Excel and I will say that throughout ToT it was VERY difficult to get other events going, and I know of several TFs, iTrials, MSRs, and Hamis that all ended up being cancelled bc there weren't enough players available. That sucked and I really wish that event was shorter, like 1-2 weeks instead of the whole month. Hopefully, that will alleviate things a bit. But, if you are on any other shard, yeah, it's going to be difficult to do it. 

    Also, I lead a lot of content, and I tailored all of my builds to include things like a hold, TP Target, Combat TP, Fold Space, Incan, and debuffs like Melt Armor where possible in order to help my teams/leagues as much as possible. Precisely bc I never want to be in the position where I can't complete something, I do everything I can to ensure I can put the team on my back as much as possible when I need to. I've had to make some sacrifices in build choices/optimization, but as a leader, I'm usually typing or spamming macros anyway, so as long as I can carry out the core portion of my role while doing so, I don't mind. 

    I would highly recommend that approach if you are someone who leads content regularly (which, if you do, THANK YOU! We need more).

    And I can tell you that if you take one Hold from an epic/patron pool and you grab the origin hold power, you will be able to hold the greens on your own, albeit it will take a little bit. While you're at it, pick up the GEAS and Vanguard Medal accolades. They REALLY help with holds and recharge, speeding up the process significantly. If you don't want to, log in a toon on Excel and I will literally get you everything you need for those any time. Feel free to add my global in game @Project0r and if you have trouble finding a team or need an 8th for something, I'll happily transfer a toon over and help out if I am free!

    Regardless of how you choose to proceed, I'm glad that the devs were so quick to implement your second concept idea by including origin temps at the START vendor that they implemented it before you even suggested it! So I guess the matter is resolved? Good work, us!

    I am in Everlasting, both my wife and I lead a lot of content, if ever in Everlasting look for @sue or @forsetti

  10. On 11/3/2024 at 1:27 PM, Projector said:


    I totally understand the spirit of your suggestion, and I'm glad you're thinking about the game differently. I don't want to discourage this kind of thinking, and I also want to applaud that you included suggestions, not just a complaint about the content while offering nothing in terms of a solution. 

    Onto your actual complaint and suggestion:

    1. Having content that does have some barrier to entry in regard to preparation is a good thing. If you enter into missions unprepared, you will get your ass kicked. That would be true of real-life heroes/villains, as well, I imagine.. So those players with modest or bad builds? Imo, they should encounter content that potentially makes them rethink their build and consider ways to iterate on it. It challenges players to get better, and as you've stated, the content is beatable without those ATs and there are workarounds. 

    In fact, your second concept is already true: everyone can go and get a hold from START vendor in Pocket D mid-TF and still be able to complete it when dealing with the Green mitos. You just have to revoke your current AT-specific temp power first, then it will allow you to pick from any of them. The Taser Dart is the one with a chance to hold.

    There are other creative ways of dealing with Hami, too: Gravity Control's wormhole will move Hami out of the goo and Fold Space can, too. You'll be able to fight Hami completely away from the Mitos, if you so desire!

    Second, "spirit of not requiring specific classes and builds" is a personal preference, but doesn't seem to be a part of this game's design philosophy, nor the Homecoming team's.

    "It's not right that I should be forced to either bring a healer, build for def/resistances, or include a heal. So, I think the enemies shouldn't ever do damage."
    See the problem?

    If you make it so no mechanics play to any certain ATs strengths, it's also even less of a reason to bring less powerful ATs. Already, Controllers, Dominators, and Masterminds see significantly less play, especially in higher level content. So removing mechanics that play to their strengths (MMs excluded in this case) would just means those players feel even more excluded. 

    What your suggestion reads as, to me and I would imagine at least a few others, is more akin to, "I want to never have to actively think about what I am doing, and just be able to attack and defeat things mindlessly. So make success guaranteed and make the win automatic."
     

    Not quite an accurate description of my attitude, the problem and you check my posts on the past about encouraging others to form teams, I find it a pain on the ass to form teams to do anything, especially with Hami and MSR raids that depletes the available population to do anything, so when you can eventually cobble together a team of 8, you can't be too picky, over those who joined you, and thus the rub.

  11. On 11/3/2024 at 11:22 AM, Rudra said:

    The Weakened Hamidon in the LGTF is only an EB. If you can weather his attacks, you can simply attack the core and defeat him. No special team builds required. (That said, a friend and I tried to duo the LGTF and couldn't because of him. However, that does not mean he should be removed. TFs [and SFs] are meant to be team endeavors. If others can solo the TF/SF, great for them. If we need to build a team to tackle the TF/SF? Great for the game. So I oppose removing him.)

    Mmm, maybe something changed... We got stuck we could not kill the greens, so out of lark we opened a can of whoop-ass on Hami and defeated him, but got no mission completion out of it. We had already killed the yellows and blues before we took hami out, but were forced to take the greens out before mission completion

  12. This suggestion, is likely to result with a lot of work on the dev side, especially with the Star version of LGTF, if accepted.

     

    The background to my suggestion has a lot to do with how City of Heroes has evolved in a friendlier way, in the very beginning because of the abilities of characters or classes they could be, this was an era before IOs, incarnates, and what not. So because of the limitations, when forming teams to do a TF or even a thread mission, the composition of the team was very important; I remember we would not dare do a TF without a tank and an emp defender! But as the game evolved, that set in stone requirement slowly diminished.

     

    Now that I have set a context, I look at the Hami portion of it, and it sadly takes us back to the team breakdown qualifications such as we better have holds, which forces well built controllers and dominators or above these two to have blasters or others with holds.

     

    Thus in the spirit of not requiring specific classes and builds to handle Hami, that something should be done about it, I have 2 concepts, but sure there are more to be thought off, which I hope you all will be happy to contribute with.

     

    Concept 1: Get rid of the Hami mission altogether, and replace with it another mission of delicious Rikti carnage.

    Concept 2: Provide a hold temp power you can buy at the P2W vendor, regardless of your alt's power source (magic, mutant, etc.)

     

    I know, that many times, the team despite of being randomly put together can breeze through it, and I am sure one of you will tell me you can solo it because you are so legendary, but remember most of the players in the server are very likely to be casual players with modest builds and that the random team recruiting could make Hami a royal pain or not possible to complete

     

    As always, please allow this to be a learning opportunity

     

    Regards

     

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  13. In the old days, there was minimal interzone travel in Manticore, then there was a rework and now manticore turned into travel agency dream. I would like for those location changes to be reversed.

     

    I would advocate for all TFs to minimize inter-zone travel whenever possible

     

    lastly another minor suggestions for TFs with exception of Numina, get rid of the hunts, they are just dumb and boring, replace them with a mission please.

     

    As always, your observations and comments are welcomed, and please make this a learning opportunity

     

     

    V/R

     

     

     

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  14. On 10/15/2024 at 12:35 PM, Rudra said:

    The Rogue Isles are all connected via ferry. With both Cap au Diable and Port Oakes both having two ferry connection points. So the OP is already met just as you said. Further, the Rogue Isles also have the Black Helicopter Line. This option also connects all the isles with two connection points for some of the Isles as well. Particularly helpful for getting to north Nerva Archipelago. So again, like you said, the Rogue Isles are all already connected like the OP is asking for.

     

    Praetoria has the Cole Transit Authority. Trams just like blue side has. However, the CTA only connects Nova Praetoria, Imperial City, and Neutropolis. The Underground does not have a inter-zone connection system other than hoofing it. First Ward is also not connected, nor should it ever be. First Ward is where people are sent to be forgotten. And you can't exactly do that if there is ready access to it via a mass transit system.

     

    So, yeah, what the OP is asking for already exists. And I am stuck wondering how the author does not already know all this since using any tram or ferry readily shows all the zones (edit: except for PI and SI, which should remain disconnected in my opinion given how/where they are located) connected.

     

    Edit: And it isn't like the ferry or ship that takes players to Striga Isle or Peregrine Island are that far from the Talos Island tram either....

     

    No need to be rude here, I am not going to judge you as you have me. There is no tram to PI, of course there are bunches of work arounds, but that does not address the simple suggestion. At one time to get to talos you were forced to got SC south tram and hoof it to the north tram, now that has been removed it was assumed that somehow the traveler was transported between trams, it does not take a lot of imagination here. Thinking if you use the same type of assumptions you could imagine that when you arrive at the tram, likely Talos, internal transportation took you to the boat to PI or striga accordingly. it really is not mind blowing difficult to visualize, after this was simply a quality of life improvement...

  15. On 10/14/2024 at 5:42 PM, Greycat said:

    Given how easy it is to just head to (or create your own!) "transit base" to get anywhere, on  top of things like using Ouro and TUNNEL, I'd personally rather leave the little bit of flavor of "Peregrine Island is an *island,* of *course* you need to use a ferry and not just ride the tram" alone.

     

    The whole "two separate tram lines, with the Red line destroyed" was already merged back on live, but at least those still had "they're still tram lines on the ground" (yes, I know, Talos) going for them. (And not having to go station to station to station.)

    In the same vein, the tram takes you to town with the boat and a taxi/bus gets you to the boat, type of concept

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