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Everything posted by UltraAlt
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It has always been that way as far as I remember. Use a breakfree. If you really want it take it to them, I'm pretty sure if you phase shift, you can take the battle to them. Also, some of the AoE phase shift powers (Ones that can cause a phase shifted area that you can move in and out of), might allow you to interact with them while they are phase shifted.
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Yeah, well, I have seen this kind of behavior in game design for decades. I'm unsure why this is a big shock. In fact, there are a lot of NPC behaviors that aren't the same for player characters. One of the historical ones is endurance use.
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You shouldn't. It needed to be said. When people feel bad about protecting things that they love, they are likely to lose the things that they love. This reply isn't directed at you, but more at those that read this thread and are reading this as a discussion. Caution is good as this covers the protection as mentioned above in another way - protecting the things that someone creates in-game. People spend time creating bases and characters. Taking time to make sure that they aren't removed or changed because of the necessity of avoiding copyright issues in-game, it's best to let players know not to work to create copyright-infringing content because it could be removed and/or potential cause account removal at the high-end of enforcement (I don't know if Homecoming has ever gone that far). I can't see a good number of posts in this thread because I have those players on ignore, but I'm assuming they are exhibiting the same kind of behavior that ended them up on my ignore list. Basically what I'm saying, you may be getting negative feedback from players that have historically acted with bad behavior as far as I'm concerned. You may want to contemplate whether what they say is valid or not and/or if use of the ignore function is for you. Thanks.
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--- I'm rewording this post because it was based on missing content flow --- I think that this thread is important, and it should not be removed.
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NPCs have always performed differently than player characters (aka they have a different set of rules that apply to them). These differences are what can make them dangerous to player characters. I'm sure that this is is intended and not a bug.
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Forget the end game, allied and unsworn altoholic! You are an altoholic! You just don't want to accept it! The endgame is not for you. Throw it aside. Embrace your creativity! Make those alts! Craft those costumes! Make more characters to write your own backstories about! Create your own pantheon...er...army of robots..... I mean supergroup! Make those cohesive heroes and level up with those odd power sets. Can you do it?! Yes! You can! What I'm saying is play "the game" the part that is before the end of the game aka the end-game. Sound like fun! It should. It is! The game is the journey. The endgame is sitting on your laurels and saying how great you are ... along with a lot of character that doorsat to get there ... and undoubtedly some level 600 Veterans that make you feel like you are level 1! Come back to the game! Play the game! Give in to making alts! Maybe a robot mastermind would be fun ....
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Was player A a hero or a villain? Your character must have been the same alignment as A if you were able to invite them to the team while they were out of the coop zone. So we will call your character and player A's character alignment X. Since A isn't in the coop zone, you have created an alignment X team even you are in a co-op zone. Are players B and C a villain when you are a hero or a hero when you are a villain? I'm assuming they are, so we will call that alignment Y (they are the opposite alignment of alignment X). Alignement Y can't join your alignment X team. However, once all the alignment X players are in the Co-op zone, the team becomes a co-op team. Once it becomes a co-op team you can invite alignment Y players to the team if they are in the co-op zone. I'm not 100% sure as I don't make teams in co-op zones very often. I'm assuming you can't invite anyone to a co-op team that is outside of the co-op zone if you already have heroes and villains on the team. But, because the way the system works in weird ways sometimes, you possibly can invite alignment X players that aren't in the co-op zone to the co-op team. I don't do leaguing the much, but a league is broken up into individual teams. And, as you have indicate, you have moved them out of your team into another team within a league. Sounds like an interesting experiment to form a league in a co-op zone, move all the heroes to one team, all the villains to another team, move the heroes to hero zone, the villains to a villain zone, and see if the league is still a league.
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It's no bug. Villains can't be Hero teams; Heroes can't be on Villain teams. To avoid confusion, when you are a villain - in a villain zone, you are a villain - in a hero zone, you can't go there - in a co-op zone, you are in co-op mode when you are a rogue - in a villain zone, you are considered a villain for teaming - in a hero zone, you are considered a hero for teaming - in a co-op zone, you are in co-op mode when you are a vigilante - in a villain zone, you are considered a villain for teaming - in a hero zone, you are a considered a hero for teaming - in a co-op zone, you are in co-op mode when you are a hero - in a villain zone, you can't go there - in a hero zone, you are a hero - in a co-op zone, you are in co-op mode Co-op mode means you can invite anyone to the team that is in the Co-op zone but the same restrictions above apply until the character enters the Co-op zone. These are places like Pocket D, Ouroboros, Rikti War Zone, Hami raids and Praetorian areas :: First Ward, Night Ward So there are really 3 sides to consider; Hero, Villain, and Co-op [Praetorians?! I have no idea. They don't really have an alignment until they choose it at some level but I don't play them, so no idea. Maybe 15?] As long as a character is anywhere in a hero zone they can be invited to a hero team. As long as a character is in any co-op zone, you can join a co-op team <--- and this where some problems might happen. - villains will be kicked from the team if the team lead is a hero, and they move to a hero zone. - if a rogue moves through something the game considers to be a villain zone while on a team lead by a hero, they will be kicked from the team. <--- and this is the tricky part. ------If you move from the villain side to your base, I think it considers your base to be villain to your character. ------You then move to the Pocket D to join a hero team with your rogue character. The hero team leader starts the mission and moves to a hero zone. You may remain on the team at this point, but I think if you move back to your base, it is still considered to be a villain zone as that is where you came into your base from in route to neutral/co-op territory. I'm pretty sure this is the case, but I haven't actually tested it (instead just asked for a re-invite once in a hero zone in this situation) So if a rogue is in any hero zone, they should be safe to invite to the team regardless of which hero zone the team is currently located in.
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I'm assuming that's a joke. By the time Dr Vazh gets directly involved and you fight him on an origin missions, it is through Olivia Chung or other Mutation Origin contact SEE :: https://homecoming.wiki/wiki/Olivia_Chung ). You fight Dr Vazh at the end of Posi 2. I can see your confusion as Science Origin arcs do combat Vazh at points, but they also appear even at lower levels in the Mutation Origin arc. The Origin arcs that the Clockwork King show up in are given by Wyatt Anderson or other Science Origin contacts. SEE :: https://homecoming.wiki/wiki/Wyatt_Anderson#Destroy_the_Clockwork_and_recover_the_research_data I can't see at all how a A bottled brain on top of a mechanized body would be considered a Mutation, though the Mutation arc does put you in direct conflict with the clocks at one point. As for Posi 1, you can see how the Magic contact Azuria takes a prime seat in this Task force. She send you to the 3rd mission, you give the book, and you fight to rescue her in the final mission versus CoT.
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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.
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Enhancement Tables - How do you organize your stuff?
UltraAlt replied to Crowcus Pocus's topic in Base Construction
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! -
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.
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What's the most fun task/strike force?
UltraAlt replied to PresidentDSG's topic in General Discussion
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! -
What's the most fun task/strike force?
UltraAlt replied to PresidentDSG's topic in General Discussion
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. -
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.
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@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.
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What's the most fun task/strike force?
UltraAlt replied to PresidentDSG's topic in General Discussion
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. -
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.
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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.
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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?
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Are you looking for solo or team content?