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Everything posted by Luminara
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The freedom created by the complexity of the Invention system in conjunction with the archetype and pool design, as opposed to classes with skill trees and gear. Player-defined attack chains and a wide range of utility options, instead of pre-defined abilities with little variance. The grand scale of design in zones, which give the impression of being in a world, rather than being on a world map. And butts.
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Want != need. If the game needed origin-specific sets, it wouldn't have lasted for 20 years without them. Nanotechnology. Sub-dermal implants. Cancerous growths controlled and shaped with electromagnetic radiation. Magnets. Microchips controlling genetically modified plants. Special computer helmet which grants telepathic communication with plants. Intelligent plants brought through a technologically created portal to another universe. Magnets! It's called "imagination". Try it. You'll find that everything in the game works when you use it.
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Lieutenant, boss, EB and AV ToHit can't be debuffed below certain values, which does vary by rank, but that's not due to a rank mechanic, it's because the minimum ToHit attribute was set to a higher number for each rank. AVs don't even have a rank variance mechanic, they have specific powers, like the Purple Triangles of Doom, which alter how they're affected by various powers (debuffs, controls, damage). https://cod.uberguy.net/html/archetype-data.html?at=boss_archvillain https://cod.uberguy.net/html/archetype-data.html?at=boss_elite https://cod.uberguy.net/html/archetype-data.html?at=boss_grunt https://cod.uberguy.net/html/archetype-data.html?at=lt_grunt https://cod.uberguy.net/html/archetype-data.html?at=minion_grunt Attributes, the basic stats which define ranks, aren't dynamic. They don't change unless a developer changes them and they can't be changed on the fly. The purple patch adjusts various outcomes (how much damage you deal or take, how strong your debuff is, how long your control lasts, etc.) based on level differential, but there is no equivalent mechanic for rank. Your 14.7s Hold will last 14.7s on a minion and 14.7s on a boss. Your 25% -Def will be 25% on a minion and 25% on a boss. Higher ranks of enemies can have powers which affect how your powers perform, but that's also not rank variance, it's just powers. Your 24% -Damage might be less on a boss, but that wouldn't be because a rank mechanic scaled it down, it would be because the boss has Resistance to damage (Resistance resists both -Resistance and -Damage), and even that would only be applicable for the type of Resistance the power grants the boss (if it resisted Smashing damage, then it would also only resist your -Damage for Smashing, not for the other types). Same answer. If your attack deals 100 damage to a +0 minion, it deals 100 damage to a +0 boss, barring any Resistance to that specific type of damage that the boss might have, because rank doesn't use a special mechanic to scale things up or down. If you went into the definition file for that +0 minion and set it to Boss, your attack would deal exactly the same amount of damage it did when the critter was a minion. https://cod.uberguy.net/html/entity.html Every enemy in the game, with a complete list of all powers, including auto powers and hidden powers which don't show up in-game, can be found there.
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Origins are part of the RP in MMORPG. They don't do anything for the same reason costume parts don't do anything.
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That isn't a bug, it's caused by client:server latency. The game client has to communicate with the server, then the server has to process what the game client said it's doing, then it has to respond. So ping + Arcanatime + ping, or somewhere between 0.2 and 0.5s, depending on the quality of your Internet connection. So what's happening is, you're moving into position and firing off your PBAoE, non-targeted cone or location AoE, but the game thinks you're not there yet, so it doesn't make any hit checks. Wait at least a third of a second before activating the power.
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We already know you did. You've linked your OnlyFans page several times, remember?
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He can handle losing. Not being right is what he won't abide. He won't change his builds, because doing so would be accepting that he wasn't right. He won't change his slotting, because doing so would be accepting that he wasn't right. He won't change his play style, because doing so would be accepting that he wasn't right. He can't be wrong, so the game must be.
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I don't think I've ever saved on any of my characters, so squinting and making less than cordial observations regarding the parentage of 1990's-era UI designers was my Plan A. And Plan B.
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You can minimize the chat window by clicking the little 🔻 in the top right corner, and maximize it by clicking on the 🔺on the top right of the chat line border... but the damn thing is the same color as the interface. I damn near had a heart attack when I accidentally clicked it a few minutes ago and couldn't, despite being a veteran player, remember how to restore the chat window. That's when I realized that this kind of thing has been REALLY FUCKING ANNOYING for a really long time. Those little buttons to dock/undock windows. The scroll bar on the map or in the Options window. All of the interactive widgets are the same color as the rest of the interface. Which means they're either easily missed, or almost goddamn invisible. See what I mean? See how well that blends in with the rest of the window? See how easily it's overlooked? See how frustrating that is? I wasn't even trying to click it, I just twitched and suddenly my chat window as a single line, and I'm reaching for the toilet paper and nitroglycerine pills. And look at the scroll bar. That tiny blue slider blends in with the rest of the window too well. They all do. This has subconsciously bothered me for 20 years, and now that I'm in my 50's, squinting at the screen through a pair of 1.5x reading glasses with smudges, stray cat hair and specks of dirt on the lenses, it's starting to consciously get on my nerves. I have to hunt for every damn widget. Hey, here's a radical idea that no-one in the history of computing has ever considered: do something to make them stand out. Set the color to contrast with the UI or window color. Or increase the contrast or gamma. Put a thick black line around them. Fucking hire Clippy to jump out and annoy the player when they pass the pointer over them. Something. Anything.
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Hey, remember how this proc was flagged to ignore enemy level when I27 Page 7 was released? It didn't work. The flag is on the summoned pseudo-pet, but the effects still vary with enemy level. Poke it again, but use a sharper stick.
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Search engines "ghosting" these forums??
Luminara replied to Techwright's topic in Website Suggestions & Feedback
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team leadership: looking for motivational quotes
Luminara replied to shortguy on indom's topic in General Discussion
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They say the same thing to us. They say that you build in a manner that doesn't support the play style you want, slot in a manner that doesn't support the builds you create, and play those characters in a way that doesn't work for their builds and slotting. When you complained about running out of endurance, people pointed out that not spamming Force Bolt to keep enemies out of melee range (on a build that had Hover, for Christ's sake) and using your other attacks instead of avoiding them or putting them off until the mid-20's would solve the problem. When you complained about your damage being too low, people pointed out that not restricting yourself to your T1 attack would solve the problem. When you complained about AV damage output, people pointed out that not deliberately closing to melee range of the AV would solve the problem. When you complained that your solo builds can't solo, people pointed out that not dumping slots into PFF while leaving your attacks under-slotted would solve the problem. Every post you've ever made to complain about the game has the same root, the way you build, slot and play. Every one of the linked threads, and so many more that the forum software would reach out and slap me if I tried to link all of them, is because you refuse to build your characters That's what all of those threads say to us. That's what every post you make says to us. You hamstring yourself in every way possible, blame the game for it, ignore advice, deny responsibility, manufacture scenarios, withhold and sometimes falsify information, argue when you're called out or corrected, refute the possibility that you could be wrong, disappear to sulk, then circle right back to the beginning and repeat the cycle again. You're so determined to not be wrong, to not adapt, to not move one inch forward that you've spent two decades making one post over and over and over again. The only thing that's changed is the timestamp. Bullshit. I played my first 8 characters on Homecoming to 50 without seed, without teaming, without P2W buffs, without anything but the characters themselves, and every one of them was slotting IOs from level 7 onward. And IOs are even cheaper now than they were five years ago, I know that for a fact because I engage heavily with the market. Stuff that I used to sell for 3.5-5 million inf* isn't moving now, despite being listed at 2-2.5 million, and those are the "expensive" ones. You can get lower-valued IOs for 100,000 or less, convert them and have everything you want, and still have piles of inf*, if you wanted to. You don't use IOs for the same reason for the same reason you complain about the game being hard, because you refuse to change anything about the way you play. Because you create the problems you have. Addressing those problems necessitates addressing the root. You.
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I'm not a Marine and I felt that burn.
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Auction House - Enhancement Booster has reached an impasse
Luminara replied to Diantane's topic in The Market
I'll give you nothing for all of them. When should I expect delivery? -
Moving the slots from power levels to slot levels
Luminara replied to AlwaysAPrice's topic in Suggestions & Feedback
No, because the slots being theoretically reallocated weren't being efficiently used, if they were used at all. It doesn't preserve balance, it disregards it. And it doesn't do it in one direction, by simply making every character "better", rather it also allows players to make characters which cannot achieve baseline metrics and places them in the same space with the even more godlike tankmages that the change would permit. Moreover, the constraint of not being allowed to move those default slots is a balance point for which there is no counterpoint. There's no adjustment to modifiers or scalars or attrib tables that can restore the middle ground. Buffing or nerfing enemies or powers would only give a positive outcome for one subset of players, while exacerbating the problems experienced by the other. The gap, the spread between excelling and struggling, can't be reduced by any other systems or mechanics because default slots fill a unique balance role. There's nothing else in the engine which can be adjusted to provide the same, or even somewhat comparable results, nor could anything be created to resolve the balance problem without completely redesigning the game. When I resort to hyperbole, it's mocking, snide, derisive and blown far enough out of proportion to be obviously satirical. This ain't that. That's a player problem, not a game problem. I had it, slotting most of my characters relatively similarly. I realized that I was piling redundancies on top of redundancies, special and Unique IOs crammed in even if the character never needed them, comparable powers slotted identically, building safely and according to a generalized, all-encompassing pattern. Once I pushed my builds out of my slotting comfort zone, I discovered a lot of squandered potential. Now, as often as I find myself muttering, "One more slot... if I can find just one more slot...", I also find myself with one slot that I cannot, for the life of me, find a really good use for. -
Captain America: Brave New World
Luminara replied to Excraft's topic in Comic, Hero & Villain Culture
It's a perfectly feasible theory. Stark creating independently functional suits (Age of Ultron), parts of suits (Iron Man 3), pilotless aircraft (Age of Ultron and Civil War), Redwing (Civil War) and the attack drones from Spider-Man: Far From Home, all after the events of Iron Man 2. And all of the Hammeroids were at the Stark Expo, so he would've had first access, possibly exclusive access (he did successfully tell the U.S. government to go fuck themselves when they tried to eminent domain his tech), to everything. In Iron Man 3, he's shown to be suffering from insomnia and working manically for days, effectively tripling his productivity, so he would've had more than sufficient time to deconstruct, reproduce and improve on Vanko's tech before we see the Iron Legion, Redwing and other examples of his drone tech. So yes, plausible and, in fact, likely. As I said earlier, he did create a new wingsuit for Sam, which means the old one went... where? When he redesigns his arc reactor in the first film, he tells Pepper to destroy the original one, but she turns it into a display instead. In Spider-Man: Homecoming, The Vulture is stealing Chitauri, Sub-Ultron and even Stark tech, right out from under the noses of guards and Stark Tech security measures (he's in charge of the Department of Damage Control). By Iron Man 3, he has every suit he's ever made, sans the Mark II that Rhodes has. So he's not destroying things any more, he's stashing them. Ant Man infiltrates the Avengers facility and steals something, which tells us that even his most advanced anti-theft tech isn't infallible. So we have a high degree of certainty that the original Exo-7 is sitting in a warehouse somewhere, just waiting to be swiped. Whether it'll show up in future films... it's kind of a one-trick pony, and may not bring enough glitz and glitter to justify having another winged hero or villain. The Vulture's wingsuit is more interesting and, in some ways, more advanced (the wings are shown to be at least partially prehensile in Homecoming), which further overshadows the Exo-7. It would have to be beefed up to justify an entry into Armor Wars. -
Viagra.
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Moving the slots from power levels to slot levels
Luminara replied to AlwaysAPrice's topic in Suggestions & Feedback
Level 1 Level 1 (because we acquire 2 powers at level 1) Level 2 Level 4 Level 6 Level 8 Level 10 Level 12 Level 14 Level 16 Level 18 Level 20 Level 22 Level 24 Level 26 Level 28 Level 30 I didn't fail to account for the inherent powers, I addressed the idea of having default slots in primary/secondary powers freed for reassignment, of which there are 17 by the time a character reaches level 30. Not 10, not 8, 17. The discrepancy is a result of your assumptions about how the slots would be used, not my ability to perform basic addition. 17 slots no longer locked to specific powers is 17 slots players could move to other powers. Whether or not all of those would be moved is irrelevant, the mere fact that they could be moved is what has to be considered for balance. What you propose creates a situation identical to the conundrum that Cryptic faced between launch and Issue 5. Game balance was impossible because players were ignoring the expected slotting schema around which the game was originally balanced and, instead, six-slotting their attacks with Damage enhancements, six-slotting Tactics and Hasten to bypass the lack of Accuracy and Recharge Reduction enhancements in those attacks, and using powers like Conserve Power to compensate for the lack of Endurance Reduction. In essence, players had more slots than they knew what to do with, because they were using their slots in an unconstrained manner. Cryptic couldn't simply make enemies tougher because they couldn't guarantee that all players were doing that. Nor could they simply go big on enemy damage in hope of defeating player characters more rapidly so couldn't do things like dumpster diving and map herding, because, again, they couldn't guarantee that all players would have sufficient Defense/Resistance/-ToHit/-Damage to handle it. They couldn't do anything to counterbalance player choices within the enemy portion of the balance equation without negatively impacting players who weren't making those choices. Tighter constraints on player characters only solution, thus Enhancement Diversification. The same holds true here. Default slots create a baseline from which developers can formulate basic performance expectations. They assure that every power can be slotted, and thus usable to a minimum degree, without forcing reliance on potentially unavailable powers. Teammates cannot be guaranteed. Buffs from external sources, like mission NPCs, or P2W vendors, cannot be guaranteed. Pool powers cannot be guaranteed. *PP powers cannot be guaranteed. But a default slot does guarantee that a player can slot for Damage, or Recharge Reduction, or ToHit Debuff, or Stun, and even if the player doesn't make use of that option, its existence allows developers to designate minimum enemy strength. Default slots also create an upper limit by preventing players from doing exactly what you propose, using every available slot in a maximally efficient way. Not permitting all slots to be assigned freely is one of the balance decisions which allows developers to create challenge without making encounters impossible for characters who don't have all of their slots yet, or who don't slot the "right" way, or who don't follow specific build patterns. Like the common "Remove pool power prerequisites" demand, this will never be on the table because every form of balance in the game relies on its existence as a balance point. And pinky swearing on your great aunt Tilly's ashes that it won't be a problem, or trying explain that it wouldn't be as bad because it only works out to 10 or 8 or even "a couple of" slots, or presenting the supposition that it could be okay if players follow the build patterns you outline... these don't support your argument, because the problem of balance would still exist, and in a game with IO sets and Incarantes and nearly free P2W buffs and temp powers, it would be disastrous. It's not happening. Let it go. -
Captain America: Brave New World
Luminara replied to Excraft's topic in Comic, Hero & Villain Culture
All of the Hammeroids were destroyed when Vanko set their arc reactors to overload, and I doubt Vanko would've left schematics on Hammer's mainframe, or left them unencrypted and accessible to anyone but him or someone equally intelligent. So the military would've only had fragments to reverse engineer, and as of End Game, there was no indication that they'd accomplished that. They hadn't even deconstruct and copied the Mark II armor that Rhodes wears, and that was a primary plot point in Iron Man 2, so it's either too advanced for them to understand, or there wasn't enough left to figure it out. In Ant Man, Sam's wingsuit is branded with the Stark name and logo, implying an upgrade... but also potentially suggesting that the originals were also created by Stark, and if that was the case, the military wouldn't have any more success replicating it than they had with Vanko's stuff. -
Captain America: Brave New World
Luminara replied to Excraft's topic in Comic, Hero & Villain Culture
It was in The Winter Soldier, and the implication was that he and Riley were the only two. When Sam decides to offer to help Cap and Natasha, he hands them a folder with a picture of him and Riley. https://marvel-cinematic-universe-guide.fandom.com/wiki/Bakhmala There are only three people in the photograph, Sam, Riley and one person in the background of the picture, behind and to the right of Sam. Sam and Riley are wearing wingsuit harnesses and clad in black, the third man is in desert tan and appears to have something around his neck, so he was probably a high altitude pilot (the neck piece would be a helmet seal). Riley was killed in their last mission, hit by an RPG, so should be the only living person trained to use the Exo-7. -
Moving the slots from power levels to slot levels
Luminara replied to AlwaysAPrice's topic in Suggestions & Feedback
Balance is... an abstract concept, like gravity, or sunlight, or why water flows, for the average person. It's there, it's real, and it affects them, but it's not something they think about, ask how it works, wonder what would happen if this were changed or that worked differently. It is what it is, and they don't question it because the answer isn't pertinent to their lives in a practical sense. To understand balance, the same scientific principles and approach one applies to astrophysics or geology is applicable. Read a lot. Experiment. Observe results and try to reproduce them. Formulate a theory and test it. Change one variable and test it again. Repeat until the theory is verified or refuted... then move on to the next thing and start over. Most people don't do that. Some can't, some never realize that it can be tested, some believe it's a waste of time, some expect that "it'll sort itself out", some assume that discovering the answers is too hard, some expect someone else to know the answers, some are convinced that they know enough and what they propose won't be "a big deal"... and yes, some people don't care because personal satisfaction is more important. -
Moving the slots from power levels to slot levels
Luminara replied to AlwaysAPrice's topic in Suggestions & Feedback
17 additional slots available to use in other powers which didn't have those 17 slots available previously. Hence the word extra. And that's on top of potential IO sets and set bonuses (which provide the functionality of extra slots), and the Alpha Incarnates (which actually do provide the value of additional slotted enhancements in relevant powers). Not happening. Maybe one of the other server groups will try it, but HC won't.