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UltraAlt

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Everything posted by UltraAlt

  1. BOW TO ME! just kiddingtm No. Asking a question isn't attacking anyone unless it's some kind of sarcam. When you post ... ... I don't think it's out of line to ask .... It seems to me that... ... is being defensive, you didn't have to even have to answer the question if you didn't want to. The point apparently is that you do care what other people think, you just don't want to, but can't help yourself. Who is asking you to change? I just asked you a question. This is off topic, I suggest we just forget this. You know, because ...
  2. Yeah, sure. They have slots related to their level. Not everyone power-levels to 50 or only plays the 50's that they already leveled. I think that some is pretty few and far between on most leveling teams. But I guess it could depend on what server you are on. The SO's becoming obsolete isn't so much of an issue when you can upgrade them. Usually the upgrading doesn't cost that much. If I know someone doesn't have the loot to upgrade on my team, I will usually give it to them. Helping them helps the team.
  3. So, if they are not slotted for IO set bonuses or procs, then you consider them to have no enhancements slotted at all?
  4. Yep. Already knew that. Already do that. That being said. I would rather not kick a player (it's usually only one player). I would also not like to have to leave teams (usually only because of one player). I can't even say when I've had to leave a team that it was because of more than one player. I can also say that I don't think I have ever kicked more than one player from at team ... and no one else has ever left a team that I'm running because I kicked a player. None of this negates the fact that, when that one bad apple is on the team, they ruin the experience for me ... and perhaps the rest of the team as well.
  5. If they are on my team and they are afk, they are leaching from everyone else. They aren't contributing to the team. They don't deserve rewards for other people gameplay. And, of course, someone that wants a free-ride without contributing anything to a team effort just generally upsets me. And, yeah, that ruins my game experience. And when they try to be sly about it, that really aggravates me. If you really don't know why someone going AFK simply to leech is an issue, then you must be someone that does this to teams. Goodbye.
  6. Yeah, not sure they can do that ... or there would already be a chance for "wandering monsters" on the trams and you'd get in a fight sometimes when you tried to use them when moving from one zone to another.
  7. Ouch. Oh, not painful to me. I mean there is really too much of the bull-in-the-china-shop. It's a lack of tactics or any kind of organization. And the worst part of is it is when you get multiple characters that are just running around berserk and really don't care about what the rest of the team is doing or what is going on in the mission. I can't say how many times that I have been on task forces when I have to tell them not to rush in. So much easier to deal with mobs and keep from agro-ing more mobs that the team can handle, if you just don't rush in. It doesn't have to be a tank taunting, but it can be. It doesn't have to be a blaster sniping, but it can be. Just a little bit of tactics goes a long way. Decent tactics go lot further. But I don't want to derail the thread too much, but I agree that there are player based issues in relation to task forces. I don't think the same issues on task forces apply to level 50 task forces as they do to level 1-45. Most of the feedback I have heard about level 50 task forces is that endgame task forces aren't difficult enough for the more L337 end-gamers.
  8. I'm really not seeing how hard it is to make level 1 character on another server if you want to go check out a base on a server that you don't have a character on yet. I can't understand not wanting to move characters across servers and potentially lose the character name transferring out or back.
  9. In the AE, you can definitely set a boss to run and try to escape with the triggers. I don't see any reason that this can't be done on a TF. Forking TF missions if the character escapes or not would add a nice twist. where do you get this from? and in relation to which server? where are you all getting this from? The task forces are gauged for characters at that level. They aren't lacking. A Posi run by a character that is level 8 is very different from a Posi run by a character that is above the max level of the task force. Yeah. You are expected to use some amount of strategy, team work, and self-control.
  10. End-gamers are going to have to decide what they want, so I'm going to speak to the game taskforce/strikeforce design for level 1-45 PUGs. I'm cutting it off at 45 because I think the next level that get task forces is 50. I'm even thinking that my comments should really only be considered on the task forces through level 40. I enjoy PUG'ing up for task force (and sometimes a strike force) because I like being on a big team with a bunch of players with different powers that I haven't teamed with before and experiencing them with my different characters (power sets, rationale, tactics, and team coordination). I really like seeing a team struggle to figure out how to work with each other and then turn into a unified team as the taskforce progresses. Everyone gets merits on completion of the task force (arc). The problem with many task forces is that they are just too long for many players. I think this is why we see a lot of recruiting for Posi 1, Posi 2, and Yin. All of these can be done within an hour with no big strain on the team. Sometime they will run longer, but this tends to be when the difficulty is set too high for the team on the final mission of the taskforce I think the 30-60 minute window is doable by most players and that the leveling tasks forces need to take that into account. Posi as broken up like this. It's basically Positron Chapter 1 and Positron Chapter 2. A complete story within itself with an AV at the end of both chapters. I would like this seen to all game task forces (level 1-45). I'm talking about this time limit/gauge for leveling teams and not "speed" teams. Looking at a team that has the lowest level characters allowed in the taskforce with no 50's involved as the determining factor for the time range. This setup makes it easier to recruit for and usually avoids doorsitters try to join/joining. Hopefully, less reason to need to take a bio during a task force. It is the manageable length of time for a television show. I don't think you need to do this with all Task forces, but, for many of them, this would mean that they would be played instead of being avoided. --- I don't like someone rushing in to the next mission and changing the difficulty level to theirs instead of the one set by the taskforce leader. I had thought this was fixed, but it has not been fixed. --- I don't like players (mostly 50's) joining task forces and deciding that it is their decision to make it a speed run. ---- I don't like it when I join a task force because the leader agrees that it is a leveling/XP run, I sit around for 10-20 minutes while a task force assembles, some on the task force decides it's a speed run, and the leader is okay with that. I used to really like racing zone to zone to do missions. I thought it was a lot of fun. I liked watching at task force go streaming over head racing off the next mission when I was street sweeping or running other missions. Players tend to want the game to play faster at this point (another reason for shorting the time length of a task force as listed above). On most of the task forces that I'm on/run, we are using the team teleporter to go zone to zone or using mission teleporter and then assembling the team when all or most of the team zones. For this reason, most of the time going from zone to zone is to an issue. It does become an issue if you are getting sent to multiple zones for hunts. I would like the hunts to be changed into door missions. (I would say ambushes, but see below) I'm not sure how to fix ambushes (which sometimes ae part of hunt missions). They could be fun, but, outside of missions, they cause issues as they are targeted on where the team leader is located and not the totality of the team. The team leader can be separated from the team If the team had to go somewhere and do something that triggered an ambush (or waves of ambushes), that would seem to work better. The team would know to tend to wait to trigger the ambushes once everyone was assembled. I'm not sure if that would even work. Use Posi 1, Posi 2, and Yin as a gauge. Pretty obviously - Posi 1, Posi 2, and Yin. Correct time length. Can be challenging. Difficulty can be regulated to fit the team. no hunts. But I do really like Moonfire and Ernesto Hess. For their own reasons. But they can tend to be too long for some teams. I like Kate Hannon and Citadel okay. The length of Kate Hannon seems fine; I just don't play it that often. As I recall, the door missions are fun, but it just seems a bit long sometimes and I seem to think that there were a bunch of hunts or a stray ambush that causes issues. I'm not a big fan of Sutter because it's kind of confusing to know where to go. I have to chase other people around trying to figure out where I'm supposed to be. Synapse needs some major fixing. It is just too long. Back in the day, I'm pretty sure this was one of the task forces that was created as a tour of THE CITY, but, obviously, the player base is past that at this point. Thanks for leading. You have the star.
  11. I think this would probably be harder to implement than a timer. A player could be AFK, on follow, with a power set to auto fire. Technically, they would be "in combat". What counts as "in combat"? Doing damage to enemies? Using any power? Getting hit by enemies? If you had a empathy defender that was using their non-combat/attack powers (heals, buffs, etc.) only would they be considered to be, in combat?
  12. What is total time length that you are looking for before auto-kick from league?
  13. That's pretty weird. I'm still getting alignment tip missions. What alignment are you at this point and what side did you start on? Have you been switching sides with the gull? Have those characters rested in their new alignment long enough to get the power for that alignment? I'm unsure if it makes a difference, but are you staying in co-op zones? I'm trying to think of anything else that might be affecting it.
  14. I don't think trolls are a good thing either, but I think you get some badges for defeating them.
  15. The only way to stop them is to put them on ignore or a Moderator shutting down the thread.
  16. If there is an insta-50 option, name squatters will use it for name squatting for the same reason people doorsitt and afk farmers farm (it achieves their goal with little to no effort on their part) Exactly. Well, there is that contact in Atlas and that other one in Mercy Island that explains how to be power-leveled through door sitting in the AE and how to ask for a spot as a door sitter in the AE in the /lfg channel ... oh, wait, that's not a thing ....
  17. Wow. That is a bit belittling to those people that don't want to insta-50. What about the people that actually want to play the game instead of the "end-game"? There are all different kinds of players that want to play the game. Players that play the game generally don't level up their characters by the same method each time (I will at least say that I don't). It's not a matter of "disagreeing with instant 50 option". It's a matter of not wanting to taking part in it on a given character. Some of the players that would use the insta-50 option would still make some characters and enjoy the leveling content as well. It is more "...and people that wouldn't insta-50 every character." instead of "... people that disagree with the instant 50 option" I don't think that there are players that just farm (I certainly hope there aren't.) I don't think there are players that just constantly doorsit AE, ding to 50 and go back into the AE to do it again - and do nothing else. The "end-game" was added to the end of the game because players with level 50's wanted something to do. Not because the game starts at level 50. The game itself is level sub-50. When it comes down to it, Ouroboros is end-game content for players that leveled past that content. Most of the time they leveled past it because they leveled directly to 50 ("Do not talk to a contact, AE to 50"). I can see that a good half of the characters in the game on any of the 5 servers are level 50's, but the game doesn't start at level 50 ... the game is over at level 50. At level 50, only the end-game remains. it is called the end-game. Everyone knows it is the end-game. I know that there are people that feel better about themselves because they are playing a level 50 for multiple reasons and that's fine. However, I feel that allowing people to instantly be 50 is wrong. Levels are meant to be earned. They are created as a game mechanic to be earned and not to be bypassed. AE babies that don't know how to play their characters are just that; level 50's that think they are better than players that spent the time to level by gameplay but they have no idea to play their characters. These players tend to use MIDs to make cookie-cutter builds. To me, bypassing the game takes much of the creativity and knowledge building from the experience. Games that have the option to "pay" to level up do it for several reasons, and it always has to do with the end-game :: 1) to make money (obviously) 2) to keep making money by giving players a way to a level to a level that most paying (was subscribers) players are playing at (usually not to max-level or gear, but close to it so L337 end-gamers can still feel L337 about themselves, but high enough so that they can team with other end-gamers) 3) to keep making money by funneling end-gamers into content with lower level players (an example of this are weekly task force/strike force and holiday events) 4) to keep making money from end-gamers by giving them other players to game with. (and this is really the main reason - to keep the long term players happy by giving them someone to team with.) In City of Heroes, all the end-game content is more or less the same "level". There is very little end-game content that requires something other than level 50 to take part in it. Being level 50, more-or-less (due to the Ouroboros) unlocks the whole game. Level 50's bulldozing a leveling team's missions is an issue for me. If you are a 50, have some respect for a team that is playing the game. Don't join a leveling team, low level mission team, or sub-50 task force/strike force and think you are responsible to make it a "speed" run. And I'll say it again, if you are leading a leveling team and you don't want this behavior going on, give a warning and use the boot if you have to on a level 50 that doesn't want to behave as a team member. They are the ones being a disruption. You are a benefit to the game if you lead a team. You are a benefit to the other players experience on the team if you remove disruptive players from your team. Some people enjoy earning the "ding" and the "ding" means more for them because they worked for it. Sometimes even struggled for it. The feeling of a "ding" is real when you actually earned it. "Ding"ing afk means less than nothing. "Ding"ing when door-sitting ("Ho hum, not 50 yet. I don't care.") also means practically nothing. I have 136 characters at this point. I don't AE Farm/doorsit. I only have 3 level 50's. They are thrown in the closet until one day I may need them. I really don't enjoy the end-game content for multiple reasons. I create the original costume and bio before I ever log into the game. I'm a character conception player. Could I make a list of all 136 characters? I could probably list over 75% of them (some duplicates across servers). I'm not going to say that I could write down the names of all of them and I would probably lose track unless I was counting as I was going. Some I wouldn't remember the name because I used a name that I don't have memorized, but I could say "...and this character with these traits and, generally, this bio..."; but this would be just a page or two (8-20) character that would fall into that. I have them all listed on a spreadsheet and, roughly, every month I go through and update what level they are. I like to alt-jump and, if I'm not on a team with someone that I'm more-or-less in a leveling pact with, I jump characters/servers multiple times a play session. But I will agree that people that don't have anything invested in their characters and have several pages of 50's only who probably are more inclined to think of their characters as "my farmer", "my mission tank", "my controller", etc. with maybe some variation of "my fire tank", "my kinetic defender", etc. If that's the way that they want to play, that's fine. However, I will agree that the point of THE CITY is to express your creativity and overcome challenges (instead of bypassing them by insta-50) within the superhero genre. And, that following that path (playing the game), improves connection to each character and the gaming experience overall.
  18. I usually get through those first 5 levels pretty quickly. Is there some theme or something that is getting you to lock the xp on them at level 4?
  19. A bunch of those were given timers so the couldn't be farmed any more. Farming is also what prompted the tanker agro cap. Being able to get insta 50's also means that you don't have to log in to keep a name. I can't remember if Temporal Warriors are in the same name pool as normal characters, but, yeah, that's another way of locking in character names potentially never requiring another login. Why punish those that want to alt a lot by making them log-in all their characters once a year (actually no big deal for me and I have over 100.... but still, even so ...) if those that don't play any more than to make an insta-50 don't have to ever log into their character ever again to keep their name?
  20. Build another base or two ... or three ... er .... maybe 4 or 5? .... well ... maybe no more than 3-4 per server ... but there are 5 servers ... I feel it is a waste to have more than 1-2 salvage storage units in a base. Salvage is just too cheap on Homecoming to bother about it. The main thing that I end up storing in holiday salvage and most of the time end up not using that at any rate. Insp storage? Most of my bases don't have one. Workarounds Email You can also email items to yourself. This is the main way that I handle it. This works well for small transfers Switching Supergroups Character NeedStuff is in supergroup MySG but I need stuff out of supergroup ALTSG base. Either through Alts or SG mate help, NeedStuff quits MySG supergroup and then gets invited to ALTSG supergroup. NeedStuff takes what they need out of supergroup ALTSG base storage, quits supergroup ALTSG, and rejoins supergroup MySG. This works well for larger transfers from one base to another. [If you use the /altinvite command to move characters between supergroups, and always keep one character in each supergroup to do the /atlinvite -ing. You can transfer back-and-forth all you want. You could build a base that provides access to others with one supergroup and a secure-storage base with another supergroup that only your characters have access to.] Multiboxing You don't even have to do any major multiboxing because you just park a character that is not in the supergroup in the other supergroup base (due to passcodes - they don't even need to be in a coalition with the other supergroup) and then a character that is an sg member to pull items from base storage and drop them on the non-sg alt account character. Adding to what is mentioned in the thread-starting-post, the System messages show up in the Combat Tab by default (if I remember correctly. I tweak my channels a lot and some other channel may have the System channel by default, but I'm pretty sure the System channel defaults to the Combat Tab) On the /help channel, I've seen more than one player at a loss on how to find the System channel. Yes. You can change them by rotating them. They don't always change with each rotation, but they will change with rotations. Eventually, you can get the version of the NPC facing the way that you want, but sometimes you have to rotate the character quite a bit until it happens. My NPCs don't change every time that the base map is loaded. Unfortunately, using the undo/redo features often affects the NPCs customization/version. There are a few base items - mostly in the SFX categories - that can cause unintentional issues that can't be undone with the undo command. These are limited. I usually move rooms away from these temporal/spatial/astral anomalies or work it into the SG's lore somehow. Honestly, I would just go into the base editor, into place item, and then move the "encasing" item, reposition the portal, and move the "encasing" item back to where I wanted it to be. As I noted above, I have have found that undo/redo does affect all NPCs in base. First time it happened to me, I was horrified as I had spent a good deal of time rotating NPCs until they were in the version and facing I wanted. I build all the non-NPC stuff in my bases first and make sure that everything is set before putting NPCs into my bases. --------- Since this was already necro'd, I don't feel bad about throwing in some stuff that might be helpful.
  21. Well, don't get me started on farming or PL'ing. It may be you goal, but it doesn't appear to be the DEVs goal. Though there has been some changes to AE farming, they don't seem to be enough to stop the begging. I too hate /lfg begging and offering AE farming and doorsitting. I'm try my best to "live and let live" but ...I'm trying not to go off on it, so I'm going to stop. Yes. I would like to see more /lfg chat for TF and missions, but that comes from people not being scared of the star and starting teams themselves.
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