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UltraAlt

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Everything posted by UltraAlt

  1. I know you don't want to take time creating something and having your dream smashed to avoid Homecoming potentially having legal issues. Aim at, but don't copy. Don't announce what it is. (Don't name anything that is has a copyright by name or name it related to the copyright) Parodies and homages are fine. Aim at, but don't copy/infringe. Don't awaken Sony's wrath! or especially not Disney's! No! Please, no! I don't want to see THE CITY swept away from us again.
  2. Gratz. Based on your icon, gratz specifically on your supervillain lair ... but don't get any big ideas, my villains will take over the world! .. ahem.... where was I ... The most useful aspect of the base storage to me is transferring goods between alts or sharing with SG mates. Insp storage is useless to me, but I have a sgmate in one of the sg's that I'm in that likes store the stuff ...and I'm thinking hardly they hardly ever use what stored in them. I wouldn't get any more than 1 or two salvage storage tables. You might want one for Candy Canes, catalysts, converts and unslotters, but normal salvage (common, uncommon, and even rare) is readily available on the market for a reasonable price if you are doing any kind of profit growing marketing. If you have some kind of salvage that one or more of your characters use on a repetitive base, sure store it for the alt. If you are using the sg base buffing station often, then saving salvage for that for alt access isn't a bad idea either. Enhancement storage I handle in a couple of ways. Obviously, a majority of my storage is enhancement storage. *What will fit and keep the same kind together in SGs that I'm using with others. (Direct access) I team up with same chaotic players that throw whatever in a bin and don't bother sorting on any level. *SG for crafting IO specialty of incomplete sets (for sg and for emailing to alts) I do some marketing. (Am I an Ebil Marketer? I won't say. And I won't pay any dues for a membership card!) So I tend to squirrel away the kind of enhancements that any given character might specialize in. I group it by enhancement type, but on bases with low enhancement generation, I don't bother sorting it alphabetically. *SG's based on specific type of enhancement. (primarily for emailing of full sets to alts) I have a base that only stores the Winter Card Pack/Winter Event enhancements. I have enough of these stockpiled that I have a more than one table for each set. I have the tables aligned in a horseshoe set-up so I have access to 5 tables without moving. I have a base that I use to store and sort the Hero/Villain and Rogue/Vigilante card pack ATOs (Archetype Enhancements). This was originally set up as a crafting supergroup so it had Set IO's in alphabetical order by effect type (Confuse, Defense, Hold, Melee, Ranged, etc) but when I started getting more card packs, I started sorting (in their own tables lined up away from the others) the ATOs by archetype. Usually two archetypes per table. In both instances, these bases are (as indicated) for emailing components or full sets to other alts. Good luck expanding, but remember ... but don't get any big ideas, my villains will take over the world! ... but, much more likely, my heroes will be out there trying to thwart your villainy! Have fun!
  3. Taskforce for each Origin AV not clearly specified Posi 1 covers Magic. Posi 2 kind of covers the battle with Dr Vazh, but that has its own origin mission arc as well that could be a Taskforce. This would cover Mutant origin. Hess covers Natural. Citadel is Tech as well Synapse covers Science ... I think ... since the cockwork king is a human brain with a mechanized body. It's probably too late to integrate indicating which origin a task force is related to. I think there are related mid-level arcs with AVs related to defeating the main origin AVs (Dr Vazh, the Clockwork King, etc.) Those would all be good arcs to make accessible as task forces (for easy access versus using the Oroborus) You are more likely to get people bailing from an Ouroboros arc than you are from a task force. At least that has been my experience.
  4. Nice find, Doc. Don't forget the ... https://homecoming.wiki/wiki/Council/Robots#Council_War_Walker and https://homecoming.wiki/wiki/Malta_Operatives#Zeus_Class_Titan and I think these fall in to the giant mecha category as well https://homecoming.wiki/wiki/Paladin https://homecoming.wiki/wiki/The_Clockwork_King https://homecoming.wiki/wiki/Babbage I can't put https://homecoming.wiki/wiki/Jurassik in there as he is a bit more Kaiju. But, yeah, the giant robot (Giant Monster) breaking out of the volcano and hunting down all the heroes on Striga Island until it is destroyed would be epic!
  5. I was going to make this an edit, but I was taking too long posting it. I'm re-editing and reposting some of this to the suggestions forum. -what was my edit- I just looked at the results. It is what I would expect because Homecoming is end-game heavy. The highest votes are for end-game (Task Forces that reach to level 50) Yin comes up with a high score, and I think that is largely due to how long it takes to run and how easy it is to get from mission to mission. The move to the the first 2 missions is short, usually at least one player on the team has TT to get to the third mission, and the 4th mission is at the same contact. And, of course, no hunts. *What would make other Task Forces more fun* I think that hunts should be changed into required X arrest ambushes. That is to say, you can't complete that phase until X arrests are accomplished. I think the system is set-up to send ambushes after the team leader, so if the team leader zones or by a set timer the X arrest haven't been accomplished a new wave of ambushes starts. This continues until that phase is completed. The Leader can then talk to the contact to start the next phase. Some hunts chain, so this could mean wave after wave of various enemy ambushes, which I think would liven up Task Forces. Running from zone to zone also has an impact on favorability for play at this point. I really used to think it was cool to race around from zone to zone with a team, but, let's face it, players don't like doing that any more and avoid it by using TT as much as possible. For this reason, I think every zone needs its own level related taskforce Many of them do. The most obvious easy addition to me is to make Flux (Frostfire Arc) a Task Force any replace the hunts with another door mission (one of Megan's with stolen weapons?) I think I'll have to duplicate part of this out to Task Force suggestions.... I'm going there now to continue my ideas as they are straying off from talking about the poll.
  6. What would make other Task Forces more fun? For sure, there are those that will say difficulty immediately, but that has/is being addressed for end-gamers. I understand full well that it appears that heading on (if not more) than 50% of most servers are populated by level 50+ characters. I'm trying to address the game task forces and not endgame task forces. Yin comes to mind as a non-endgame favorite, and I think that is largely due to how long it takes to run and how easy it is to get from mission to mission. The move to the the first 2 missions is short, usually at least one player on the team has TT to get to the third mission, and the 4th mission is at the same contact. And, of course, no hunts. Ease of travel Running from zone to zone also has an impact on favorability for play at this point. I really used to think it was cool to race around from zone to zone with a team, but, let's face it, players don't like doing that any more and avoid it by using TT as much as possible. For this reason, I think task forces should limit jumping out of the zone of the initial contact and each zone needs its own level related taskforce. I would limit it to the way that it is handled in Posi 1 and Posi 2; to one zone and back or from one zone to another. Each Zone get a Taskforce I think this is easy enough to understand. If we are limiting the run around in zones, we should give each zone it's own Task force. Obviously, Posi 2 covers this for Faultline already. If we strip out zone jumping, there are still zones that don't have one. Here's an easy fix for one. The Hollows :: Make Flux (Frostfire Arc) a Task Force and replace the hunts with another door mission (one or two of Megan's with stolen weapons?) or the ambush replacement idea below. People treat Frostfire as a mini-task force at any rate. This would make sure it can be played when it is outleveled (without going through it in the Ouroboros). I would suggest this easy fix for any zone with an arc that ends with the battling of an AV that doesn't have a task force (or strike force) already. No more Hunts - change to all ambushes I think that hunts should be changed into required X arrest ambushes. That is to say, you can't complete that phase until X arrests are accomplished but they come to the team versus that team having to hunt them down. I think the system is set-up to send ambushes after the team leader (this triggers when some hunts start), so if the team leader zones or by a set timer the X arrest haven't been accomplished a new wave of ambushes comes after the leader. This continues until that phase is completed. The Leader can then talk to the contact to start the next phase. Some hunts chain, so this could mean wave after wave of various enemy ambushes, which I think would liven up Task Forces. This would mean that, when he team exits/starts a mission, the ambushes come to them and there are enough of them to fulfill what would have been hunts. If the object is really to get information out of one of the enemy group, quite obviously there were plenty of them to interrogate during the previous door mission. (maybe even add a contact in the mission to "spill the beans" once defeated) Make all Task Forces last 30-60 minutes on average not to exceed 2 Hours First off, I know difficulty will change and obviously speed-running (aka bypassing combat to achieve goals) something will affect the time it takes to finish. Secondly, since I'm targeting non-endgame task forces, I'm talking about XP runs. It seems for the most part that the lower level task forces are set by leaders to be +2 or what the team can handle, so that is the gauge that I'm setting for the time length. Yin fits into this time constraint. Posi was broken up into Posi 1 and Posi 2 which both fall within this time constraint. I think that the other game/leveling task forces should be reworked or split up into parts (eg Posi 1 and Posi 2) that fit into these time constraints. Part of this is aimed at PUG'ing because players are less likely to stay grouped to finish the mission at a future time if they aren't all on the same SG or friends playing together. A PUG player is less likely to join some kind of content that they know is going to take much more an an hour to accomplish. Reducing the time commitment needed would increase the likelihood for people to join. I think this would increase the participation for the task forces after Yin as that is the last of the task forces that falls within this time constraint window.
  7. @Number Six this is not fixed. It is ongoing in regard to Task forces. I have seen it recently on one (or more) of the Posi (maybe both) and Yin task forces. I have seen this most recently with the last week or two. There was another thread about this somewhere; I thought it had been fixed; but I have seen it go on since then and finally had the time to hunt down this thread and post about it still being an issue.
  8. In no means is this meant as a disrespect for this poll. I'm an XP player, so I try to avoid running speed Task Forces. My favorite Task Force is one that I can accomplish as an XP run (+2 hopefully), preferably, within 30-60 minutes, because these can end up taking heading on 90-120 minutes in some cases. I think more of them need to be broken down the way that Posi was - broken down into 2 segments so that they can fall within an hour on average for completion. Yin falls into this category .... obviously, Posi 1 and Posi 2. These are the ones that I'm most like to recruit for. I'll join the other ones sometimes, but I rarely recruit for others because they are harder to recruit for because of the time commitment ... once a team is assemble and more likely to be infiltrated by someone that decides it is their right to make it a speed run. I guess I should honestly add that I simply don't like some of the other Task Forces as much as non-Task Force content at their related levels.
  9. To the computer, my controller looks like a second keyboard. I have wondered if key sequences sometime cause it to happen because of key send overlapping.
  10. Good post.
  11. I get something like this as well while using a Logitech F310 controller. It seems to be random, but it happens more (perhaps all the time) when I have youtube open in a chrome browser. People have said that using a browser won't cause this kind of thing, but it seems to be repeatable for me. I haven't checked to see if the numbers button go to select team members, but I'll watch for that next time. I know that I can't activate my powers. Sometimes my targeting gets switched all around as well. I have to toggle out of the game to the Logitech profiler, swirl the sticks, click the buttons, and go back into the game for it to go away.
  12. Do you have a link? Were any video clips posted for examples of what you are looking for? Can you post some video clips of what you are looking for?
  13. Are you looking for solo or team content?
  14. I'm against farming, but, by all means, keep farming! I take all the influence you put on the market that the Ebil Marketers(tm) don't get first.
  15. A much better version of Thor than the one in the MCU.
  16. So yeah, I'm assuming it changed when this happened ... "...Shortly after Issue 3 went live, the Council completed a hostile takeover where the war spilled over into the streets of Paragon City. Any 5th Column members that didn't join the Council were killed or went into hiding...." - https://cityofheroes.fandom.com/wiki/5th_Column Note that the Natural Origin character starts fighting the Council and not 5th Column. I'm assuming there might have been some negative feedback from some players because the 5th Column is far more SS Nazi-like than the Council.( https://cityofheroes.fandom.com/wiki/5th_Column_Controversy ) Oddly enough, they were added back in later on. I still remember the 5th Column versus Council mass battle down in the warehouse district in Atlas. Yeah, I don't think that low level of Natural was ever giving Council missions. I think that those low level missions had been 5th Column missions instead before they were (temporarily) removed from the game. The Council really doesn't get involved until Steel Canyon levels and that's why they aren't a target of contacts until after level 9.
  17. The most obvious reason is that you can't build a base without being in a supergroup. Sure you can access other people's bases but you can build in someone else's base. Heck most of the time you can't build in a base if you are part of supergroup someone else started. If you build your own base, you set up the rules for who has access to what storage. You set up the base to fit your own logic and aesthetic taste. Which honestly became a bit outmoded with the invention of global channels that allow "supergroups" to span more supergroups than can fit into coalition or even a single server.
  18. Yeah, the weird stalker thing has for sure happened to me a few times, but I did mention Which seems to cover...
  19. Not sure where this came from. Are team leaders really monitoring people's globals? .... and then inviting them as soon as the log back in with an alt? I sure don't bother doing monitoring globals when I'm leading a team ... or monitor globals at all really (aside from getting it to email a player influence or gfriend-ing them). I don't accept blind invites as part of common practice.
  20. They vile behavior that I experience in CoH PvP was far worse than anything I experience playing CoH PvE. That being said, I'm not an end-gamer trying to be uber or L337. I have the feeling that the end-gamer community had more potential abusive behavior and rage-quits. The PvPers are humans. And in my experience, PvPr's tend to show more bad sportsmanship than PvE Players because of their aggressive attitude is directed at other players. That is the root of PvE - being aggressive toward other players. PvP aims most of its aggression on the enemies that are not players; players get upset about not getting enough support, other players not doing enough damage, or a players not understanding the content on one level or another. Drive people away and give a stink to a thing that can stop people from meeting the gems. Most likely the Gems would be players that would be found on your side of a PvP battle and not on the opposing side. I never had PvP players on my side in a PvP battle experience vile behavior toward me. In CoH, the vile behavior always came from the opposing side; I never experienced any real positive from someone opposing me in PvP. If there is some kind of reward for winning, there are always going to be those that find ways to cheat to help their side win. This activity that you are indicating could simply just be general trolling/griefing, but, the bigger the reward for the winning team, the bigger the chance that the team that wants to win the most will send a spy or 2 to play on the other team in order to make the other side lose. I've experienced it myself in FPS games. Put him on ignore and move on. I never said it was. You can't understand what I'm saying. That is clear. Do the players create the influence used in the market? Yes. But that isn't the same as the value market of items on the market. Adding items on the market and converting items changes the value of items by creating more goods for manipulation than the players contribute to it. I understand that you can't understand that. I will continue making greater profits because you don't understand, so just let it go.
  21. I was really worried that I had done something wrong with my natural character. The other Origin next level 14 contact opened at 14 or 15. But Natural didn't get the next Nature contact until I had leveled that character to 16.
  22. I always ask if someone can hold a spot while I switch. I generally say "back" when I come back with a character, because I figure covers returning/being back with a new character. If they aren't asking and just "telling" as you indicate, I would just keep recruiting and if they are back in time, great. Otherwise you had no real obligation to hold a spot for them. Your message in /lfg I'm sure was to send a tell for invite, and not "send a tell if you want me to hold a spot for you". And I'm assuming you don't reply and say "I'm saving a spot for you". But I have to say, if this is going on, I'm assuming it's on Excelsior.
  23. I don't think the characters have to have the same hit point, but the need to be balanced out like a fighting game (not a FPS as there is tab targeting in CoH) ... and I'll say Street Fighter that is an obvious one. I don't think that has to be restricted to Arena/Ring/Octagon fighting, but a standard build for each archetype and then grow from there. That would require work on the DEVs end and balance testing by players. The main problem is that CoV was created to be PvE and the rules aren't the same for the Player as they are for the NPCs. If you look at DCUO, they had the same problem over there and build entirely different gear sets for PvP. The "arena" type NPC versus NPC combat over there isn't balanced either. It is obvious by the levels of characters you can purchase to use in the iconic matches. Plus what is fun for one archetype in CoH isn't fun for ather archetype in CoH. Melee like to run up and hit things. Blasters are going to try to strike from a distance. Control characters are going to try to hold, immobilize and slow down other characters and slowly drain their hp. Stalkers are going to want to sneak up on enemies and assassin strike them --- and sneak away quickly to be able to return and assassin strike again when it is powered up. Healers/protectors are going want to be able to heal/deflect/absorb enough damage to be able to debuff and damage to defeat opponents <--- this is probably the hardest of the lot to balance. I'm not posting this in the PVP thread as they are trying to resurge things in PVP. I hope they have luck doing that. I never PVPd much, but had the most fun in the PVP open world zones - especially Recluse's Victory. And some of the times that I did do it, I had to put players on ignore because of their vile behavior. I'm hoping that kind of behavior doesn't happen in CoH PvP these days on Homecoming. I just think CoH wasn't built for PVP. DCUO definitely wasn't built for PVP. Jack was/is involved with both, so that might be a clue about it from a very basic level.
  24. Okay. I've had enough. Good day, sir.
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