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Everything posted by nzer
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Allow more than one power to be on auto activate at a time.
nzer replied to The General's topic in Suggestions & Feedback
I mean, it does. If the player wants to sacrifice the ability to manually time the activation of their powers because they have enough recharge to have the buff up all the time, there's no reason the game shouldn't allow them to do that. If needing to manually press a button every two minutes is the only thing keeping the game from being too easy, it's already too easy. This is a quality of life suggestion that does not impact difficulty at all. Even being able to set all your attacks to autocast does not meaningfully reduce the game's difficulty, because randomly mashing all your buttons is not difficult. And it's not like it would be anywhere close to optimal. The only thing it would help with is AFK farming, and I honestly don't know why people care about that in the first place when farmers can already use AHK scripts to replicate exactly that functionality. -
The Sandbox, Progression and the Homecoming Experience
nzer replied to FFFF's topic in General Discussion
I really respect what Rebirth is trying to do, but this and the generally terrible market conditions all but ensure I will never play there. The converter-based economy Homecoming uses is, in my opinion, a stroke of genius, and it's incredibly refreshing to play an MMO where proper min-maxed character builds can be assembled with a reasonable amount of effort. As far as the game being easy, I honestly don't know that anything can really be done about that. The game's balance is just all over the place. On a micro level I think things are quite well tuned, but teams can vary so wildly in their capabilities that it's just impossible to design content that is appropriately challenging for all groups. So instead you end up with content being balanced not against players, but against other content, and players having free rein to adjust the difficulty however they want. The problem with this is that the vast majority of players are not going to turn the difficulty settings up to the point where the content actually becomes difficult. Rather, they're going to turn it up to just before the point that the content is no longer easy. Which leads to the general perception that the entire game is too easy. There are other problems too, of course. +4 is often not actually hard enough, even though it's the highest setting for most content. And the way exemplaring works allows for huge imbalances between on-level characters and exemplared characters. As well as powersets just generally over- or under-performing depending on the level range. I'm not sure what the point of this rambling is. I guess it's me wanting the game to be harder, but lamenting that there's probably not a good way to actually do that. -
There's nothing wrong with procs from a game design perspective. They're another way to boost the damage of your powers that behaves differently than direct damage enhancement, namely that they're more effective on powers that have very low damage dealing potential to begin with. It creates a question of fixed damage bonuses vs. percentage damage bonuses, which is a fairly common pattern in crunchy RPGs. What does seem problematic to me, which has been pointed out already, is their interaction with recharge. Mostly their not being affected by global recharge, because it leads to what I feel is a degenerate gameplay pattern where you specifically avoid recharge bonuses and even set bonuses (because you'd have to slot recharge to get them) just to maximize proc rates. Although, you could also argue this is a legitimate source of build tension, so...
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Ah, yes you're right. That's my mistake.
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It has 86% of Chop's DPA at base, meanwhile Chop has 88% of Gash's DPA at base. So it's actually further from Chop than Chop is from Gash. I take your point though. My thinking is along the line that you can reach enough recharge to not need it in either your ST or AoE attack chains, but I have admittedly not played the set that extensively, so maybe that's not true.
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Doesn't cleave have both horrible DPA and a horrible radius? I've only played the set on tanker, but I assumed it was an easy skip.
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Focused Feedback: Arsenal Control
nzer replied to The Curator's topic in [Open Beta] Focused Feedback
I'm ready to lobby for a way to show cooldowns on macros, but in lieu of that, you can accomplish this currently by changing your binds to activate slots in two different trays, and putting the powexec_location macro in the second tray. For example, with this as a bind file you could place the actual ability in tray 1, which you would have visible, and the powexec_location macro in tray 5, which would not be visible, and pressing the hotkey would activate the macro while showing the actual ability on the hotbar. 1 "powexec_tray 1 1 $$ powexec_tray 1 5" 2 "powexec_tray 2 1 $$ powexec_tray 2 5" 3 "powexec_tray 3 1 $$ powexec_tray 3 5" 4 "powexec_tray 4 1 $$ powexec_tray 4 5" 5 "powexec_tray 5 1 $$ powexec_tray 5 5" 6 "powexec_tray 6 1 $$ powexec_tray 6 5" 7 "powexec_tray 7 1 $$ powexec_tray 7 5" 8 "powexec_tray 8 1 $$ powexec_tray 8 5" 9 "powexec_tray 9 1 $$ powexec_tray 9 5" 0 "powexec_tray 10 1 $$ powexec_tray 10 5" Hopefully this is not too off-topic. -
I understand this. I have hundreds of millions of inf lying around and will gladly give up the 50k I may have gotten from selling a bunch of DOs and SOs if it means not having to click and drag every single one back to my tray. In any case this was just low-level SOs and DOs, so I didn't pay a ton of attention to whether they came back eventually. I guess in the future I'll make sure not to respec without training up all the way first.
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Maybe this is a nitpick, but you'd have six powers exemplaring down to level 5, because you keep powers up to five levels lower than when you actually got them.
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I tried to respec while I had a level up available. It let me go through with it, and I discarded some enhancements at the end, then I got a "Respec failed" error. Despite not having actually respec'd, the enhancements I discarded were gone. I guess I don't know if this is actually a bug, but it seems like if the respec fails the whole thing should fail, and I should still have all the enhancements. Edit: Actually, several of the enhancements that I re-slotted are also gone. So I think there's definitely a bug here.
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This is presumably a perfectly acceptable, and in fact very generous, cost for un-attuning an enhancement, since even if this was made directly possible it would likely not be free. I don't oppose adding a recipe for an un-attuner though, just for convenience.
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Question for Experienced Players: Force Feedback Change for +Recharge
nzer replied to KITANYA's topic in General Discussion
"Stacks duration-wise" implies, at least to me, that the duration of the new buff gets added to the remaining duration of the old buff. You didn't go into detail, so I think it's important to point out that's not what happens. It doesn't stack, it overwrites. -
Question for Experienced Players: Force Feedback Change for +Recharge
nzer replied to KITANYA's topic in General Discussion
I'm pretty sure it doesn't. New procs just refresh the duration. -
It's super infuriating for my character to always be in a combat stance while shield defense's toggles are enabled. I don't want to have to toggle them off to get a normal idle, and I want my character to be able to idle with the shield out, because the shield is part of the costume. The normal idle already plays with the shield out after area transitions, so in theory this should be doable.
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Question for Experienced Players: Force Feedback Change for +Recharge
nzer replied to KITANYA's topic in General Discussion
The benefit is that it triggers more frequently and has higher uptime. This is not a small benefit, IMO. There are several powersets that can slot FF into two, three, or even four powers, and can have near perma-hasten levels of recharge without any set bonuses. -
powexec_location cursor doesn't work properly with Shield Charge
nzer replied to nzer's topic in Bug Reports
Possibly? I started using powexec_location cursor macros on an ill/time controller a little while back, and have never experienced this issue with any of those powers. I've also not experienced it with Combat Teleport, although I admittedly haven't used it that much. -
Even if it's not specifically for name camping, those characters are taking up database space when you could instead have just used the "Save Costume" button. And I don't think anyone has a problem with a handful of characters. Three or four hundred is a problem.
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powexec_location cursor doesn't work properly with Shield Charge
nzer replied to nzer's topic in Bug Reports
So did I actually, my FoV is around 70 or 80. -
Regardless of the name policy, blatantly camping 400 names with unplayed level 1s is something that should be actionable. A GM should be able to generic all of those and leave an email saying "please do not do that again, or you will be banned." That's the only thing that will actually prevent dyed-in-the-wool name camping.
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powexec_location cursor doesn't work properly with Shield Charge
nzer replied to nzer's topic in Bug Reports
So on further testing, this is extremely inconsistent. Sometimes it works, most of the time it doesn't. Things I've tested: Whether I activate the binding with a mouse button (I have a thumbpad mouse) or the keyboard doesn't matter Whether I unbind the button first or use my typical macro setup (I have each number key bound to slots in two different trays so I can use macros like this and still see the ability cooldown) doesn't matter The angle of the camera doesn't seem to matter How far the cursor is from the character doesn't seem to matter How far in the camera is zoomed doesn't seem to matter I've also gotten it to activate without turning me around, but also without going to where the cursor is pointed https://streamable.com/5ol294 -
powexec_location cursor doesn't work properly with Shield Charge
nzer replied to nzer's topic in Bug Reports
Here's a video. The slot is bound to 7, and I ran /unbind 7 first. -
Those statements are not in any way contradictory. It is entirely possible for someone to start camping names when they read about the name release policy, then eventually stop, forget about the policy or just stop thinking about it, and then get hit by it after taking a short break from the game. We're talking about people here, not robots. And if your problem here is that the "everyone" in your previous comment was meant literally, again, please stop with the pedantry. I said people will start camping names, not literally everyone. It is entirely possible for some people to start camping names while other people read the policy, ignore it, and forget about it, and while other other people don't learn about the policy at all. This is a meaningless platitude. Unless the character was named after their recently deceased grandmother, or something, there is zero chance a GM takes a name away from its new owner after who knows how many weeks or months and gives it back to a player who lost it due to this policy. In fact, that exact scenario is in direct opposition to what basically all the proponents of this policy are saying in this thread, which is that the policy is A-OK because if someone doesn't log into a character for a full year they clearly weren't using it and deserve to lose the name. But if they do come back, sorry to anyone who claimed those names, because they actually still belong to their original owners and will be given back? Do you hear what you're saying right now?
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Then I question how user facing your position is/was and how much attention you paid to the users of your products, because believing most players read and remember patch notes represents a colossal misunderstanding of what the average player looks like. Maybe in enterprise software, but games? Not a chance. Obviously most of them can read and retain information, I'm not saying the average player is an idiot. They're just not anywhere near invested enough to go out of their way to read patch notes and remember their contents for literally an entire year. I don't even read and remember most of HC's patch notes, because beyond "oh look, a new thing, maybe I'll try that sometime" they just aren't relevant to me at all. I don't care whether some powerset I haven't used for an archetype I don't really play got reworked. I don't care that some ability got numerically retuned. I don't care that some random bug was fixed. I'm not trying to minimize the devs' efforts, it's great that they're doing all of those things and great that they post the patch notes. But none of that is important to me in my regular play. And if any of you think I or any other player should be punished for choosing not to read patch notes almost entirely filled with things that are not immediately important to me in my regular play, you can please go sit in the corner and rethink your unreasonable expectations. Patch notes are a poor vehicle for this information. A pop up in the character select screen that is specifically and solely dedicated to this name release policy might be an acceptable vehicle, if it was delivered at every single login. That's about where I would place the line for a reasonable expectation that every player is sufficiently notified.
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I mean I don't know how you would expect me to explain it. I can't put years of professional software development experience, decades on forums for numerous games, and constant interaction with gamers of various stripes throughout my life into a forum post. All I can tell you is that I'm certain beyond any shadow of a doubt that the vast majority of players have zero interest in reading long blurbs of text, let alone about something as boring as this, and that even when they do read them they will retain almost nothing for any meaningful length of time. At any major studio, the suggestion that policy be written under the assumption that all players read patch notes and remember their contents would be laughed out of the room. Again, stop carrying water for the devs. They don't need you coming onto the forums and stifling feedback based on unfounded assumptions about what they are or aren't working on.
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I really don't have the words to explain to you how completely certain it is that the vast majority of Homecoming's players will either not read about the name release policy in the patch notes or will forget about it in the following months. You have to be a special kind of unaware to believe that isn't just not a certainty, but is actually a contrived scenario that won't occur in practice. It will, period. I also don't have the words to explain to you how misguided it is to think players deserve to be punished for not reading patch notes. That really is just a ridiculous notion. I don't want to pretend to speak on behalf of the devs, but I would shocked, and I mean absolutely floored if any of them agreed with the idea that players deserve to be intentionally disadvantaged if they don't read the patch notes. In no universe should the average player of any game be expected to read patch notes. They're provided as a courtesy for players who are interested. I'm sorry, but you don't get to hop on this bandwagon now. Concerns around the technical feasibility of a better solution are entirely reasonable, and you argued with me for several pages without so much as alluding to them. The devs are human beings, they aren't infallible. In deciding on implementing this policy as is they would have made a number of assumptions - not technical assumptions, but assumptions about what players prioritize and are willing to accept, or assumptions about the likelihood and impact of various edge cases, etc. - and those assumptions may not actually be correct. I also don't think they need you to carry water for them. They are not beholden to forum posters. If they want to respond here with their reasoning, they can do so. If they don't want to, they can not. They are not materially harmed by any of our opinions, or the stating of those opinions. Let them worry about what is or isn't feasible, and communicate that information to us when and if they wish. I really don't have the patience for this kind of pedantry. My point is that expecting people to have perfect recall of the exact details of the name release policy at all times is unreasonable. I don't care whether that happens because they didn't read about it in the first place or because they forgot about it. That is irrelevant. The point is that the policy should not favor people who know how to exploit it and disadvantage people who don't. I don't think my point is based on that presumption, but yes, other than the last all of these things are true. People are absolutely going to start camping names as soon as this policy goes into effect, that is made clear by this very thread. And there's zero chance a GM reclaims a name that was lost to this policy, outside of maybe some extreme circumstance. I mean think that through for a minute. You think that if a player comes back from an absence and says to a GM "I haven't played this character in a year and lost the name, can I please have it back?," the GM is going to take the name back from a person who is by definition actively using it and return it to them? They would not. Why even have the policy if that's on the table?