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Doc_Scorpion

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Everything posted by Doc_Scorpion

  1. Try the Mids Reborn Hero Designer forum - a subforum off of the Tools, Utilities, and Downloads forum. https://forums.homecomingservers.com/forum/74-forum/
  2. In other words, you don't have a source for your assertion that there is a "high rate of player attrition". Any competent observer knows that numbers such as those on the server status page vary wildly with time of day, day of week, etc... etc... Equally, they also know that stable, mature, games invariably lose players over time. (AKA, there's a reason why corporate games are always pushing "new, exciting" upgrades and expansions.) And for better or worse, HC is pretty much a stable, mature game - one without the ability to create large upgrades and expansions (or generate much in the way of buzz among the tastemakers, influencers, and media). Being able to stream won't flatten that curve noticeably. Not really, no. If there's an activity (PvP, streaming, task forces), there's someone insisting that it's the most important thing ever and thus must be catered to and coddled.
  3. On my kat/ scrapper, I have a full set of both Scrapper ATO's standing by... I'm planning on putting them in Sting of the Wasp and Gambler's Cut (so they stay available when exemped). Also, lots of bites at the proc apple... Is there any particular reason to put one set in one power or the other? Or can I just put them in either?
  4. The issue was brought up to the Dev team when this feature was first experimentally tested. We had a conversation about methods of mitigating the economic costs of the change.
  5. Feel free to cite your sources for this claim.
  6. This - "death is the ultimate debuff". And on a blaster, concentrate on fast animating powers at low levels so you can build Defiance and get bonus damage.
  7. Scroll back up and read what I posted, and then compare it to what you posted. How can you "feel" you addressed the issue of balance when your reply didn't mention it at all? Getting back a power pick (by having Hasten become inherent), getting back a pool choice (same reason), and getting an impactful power for free will significantly alter the balance of the game. That's not an opinion. That's a stone cold fact, as certain as gravity. That's why we're getting "stuck" on Hasten.
  8. Ok, and... that addresses the issues that I and others have raised... how, exactly?
  9. Hard pass. Massive, massive balance issues would ensue as Recharge touches practically every click power in the game.
  10. That's thing about UO though... there are no classes. Every skill (there's currently 58 skills in game) is available to every character, almost without limitation. (There's a handful that require precursor skills.) There's a lot of Very Dumb and/or Self Gimping combinations, but skill locks (setting a skill to gain or lose points, or stay at current levels) made it pretty easy to experiment and back out of dead ends. (You can also copy skill points to a Soulstone... essentially creating a backup of your template (build). Something akin to an alternate build here in CoX.)
  11. I think that's (subconsciously) part of why many people write off Regen. It's not a "safe" set, and it's certainly not a "set it and forget it" set. (Not without considerable investment in set bonuses.) It's not a difficult set to master by any stretch, but you do have to master it to survive. On live, and here on Homecoming, there's a definite meta bias towards safety and toggles. This too. (Speaking in general, not about you.) Hardcore and min/maxers are disproportionally represented on the forums.
  12. I think Ultima Online is probably the ultimate in terms of powers/skills customization. There were no trees, only points values - and you could have any combination of any skills with any amount of points (below the per-skill cap) assigned to that skill. The only other limit was that the total number of available points was capped. You could have (IIRC) 7 skills maxed (100 points), or 40 skills with 17 points each, or any combination in between. For combat skills, you didn't even have to train (though most did), you could earn points in that skill through more-or-less normal gameplay. For non-combat skills... Lordy but I was glad there was a legal 3rd party macro/automation mod. Non-combat skills could be a right pain in the butt to earn points in as you had to do/make specific things which varied by your current points in the skill.
  13. I will never forget watching an interview with some of the Marvel creative bigwigs... "When we started out to make movies, we didn't have a blockbuster budget, our top tier characters were all licensed elsewhere, and we had no experience making movies. What did have at that table was a collective century's worth of experience at world building and storytelling. So we rolled with what we had."
  14. Very, very much worth re-creating. The very first character I re-created here on Homecoming was my very first character back on Live - a kat/regen scrapper. It's not an uber set, but you can make it kinda so by investing a ton of inf. But at that point... it doesn't actually matter what secondary you're using. That solution is for folks whose primary method of dealing with tactical challenges is to throw Mid's and inf at them. It's not the most powerful set, it's not the most survivable set. You probably won't be able to solo the toughest stuff in the game without investing in a ton of set bonuses... And yeah, it's fragility is legendary, and for good reasons. But honestly, so what? I solo just fine with the difficulty turned only modestly up* and I have fun doing so. And beyond debate, fun is the whole point here. The one thing you can do wrong in this game is to not have fun. Go ahead and create the character and see what you think - in the end, that's the only way to know for certain. * One criticism often leveled at Regen is the inability to handle Alpha... You can fix that one of two ways, by spending inf and turning it into not-Regen, or by turning the difficulty down to a survivable level. There's no shame in not running at +4/x8, not matter what the hardcore folks tell you.
  15. Been suggested since Live, unlikely to happen (AIUI) because of the limits of the game engine. The existing Whip animations are reputed to be pretty deep hacks of the system. (That is, not expandable.)
  16. It has ever been thus - not all builds, not all archetypes, are created equal. This is by design in a MMO based primarily on teaming. Or, to put it another way, no - they aren't being punished for some transgression or offense.
  17. At launch, Goldside required the Going Rogue expansion (either box set or digital download), which sharply limited the number of people right from the start. After that, it suffered from the same problem that Redside does to this day - people seem to prefer playing heroes. (And there's a network effect at work too, people want to go where there's lots of people.) I also have to wonder how much level capping and replayability played into it. Back in the day, I played through a couple of times, but then never went back. (Though part of that is that Imperial City, shiny and soulless, made my skin crawl.)
  18. What benefit does it provide the player in exchange for the dev and beta tester time required to bring it fruition? What problem does it solve? What does it make possible that previously wasn't or what does it make simpler that was previously complex? Etc... etc... Or, in short, why?
  19. Neither of which have anything to with anything I said. So, why, exactly did you use me for your soap box? (Other than pronouncing me "wrong, wrong, wrongity, WRONG!") What I said is the stone cold truth. Your proposed solution ("put it on the Test Center!") doesn't address the questions of social meta that other posters have raised. You don't like their positions, take it up with them, not me. But before you do, read the next part: Then bite your tongue, review the Concerning this forum... post at the top of this forum (including the part which makes it clear players are allowed to disagree with a proposal), and scroll on. The problem, with our without your edit, isn't the preceding statement (quoted above) - it's this sweeping declaration than anyone who doesn't meet your standards is by definition deficient and invalid.
  20. Hmm.... Bots/FF - offense and defense in one pint size package Rad/Rad Defender + Earth/Rad Troller - serious control plus a double helping of rad debuffs Fire/Fire + Ice/Ice blasters - pure pain plus a light spicing of control. Fire/Fire and Fire/Shield tanks - Grant Cover + a double helping of 'esplody PbAOE goodness Elec/Elec brute - more pain The problem you face against this team is the defensive powers of the ranged types synergize so nicely. (Bubbles, plus two Choking Clouds from the rads, plus Frigid Protection from /ice.) Properly positioned, they'd be very vulnerable to AoE but a very tough nut for melee range... Especially with the tanks and the brute running interference. Not to mention Stoney and the 'bots. (Which sounds like a great name for a really bad 80's cover band.) To take this team on... Job #1 is to stun, sleep, or hold the /rads before they can get their debuffs off. Job #2 is to kill arrest the Mastermind and get her bots off the field. Then you go back and handle the /rads. That's the key problem with this team - it's simultaneously very tough, but also very fragile. If you can get the MM and the /rads off the field without being mauled yourself, it turns into a pure battle of attrition. Given that the key phase of the battle is fought at range, to take them on I'd want a team slanted support and Blaster heavy. To win, you simply have to take out those first three ASAP... and there's no time to close the range in that phase.
  21. Creating and coding for the test server takes a non-trivial amount of effort. Pondering the effects and alternatives beforehand takes much less effort. (And filters out a lot of bad and questionable ideas.) There's a reason why best engineering practice is "analyze, then build a prototype". That's particularly important in cases such as this were the limited number of people on beta can prove the mechanical function of inspiration, but cannot effectively test the large scale changes to the meta that would invariably accompany publishing to the live game. For the latter, we must rely on thought experiments and the informed judgement of experienced players - AKA, this thread.
  22. You did not say "I could not post". You said "had a 10 minute silence when they join" - which means something entirely different. They're sufficiently different in meaning that they cannot possibly be confused. What you said plainly implies that you could not receive an answer. Etc... Etc...
  23. If I were driving them or if the games AI were driving them? From the various times I've faced my doppelganger/shadow/clone in various missions, the latter ain't too bright.
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