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UltraAlt

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Posts posted by UltraAlt

  1. 1 hour ago, Raikao said:

    Could you explain the macros and what they're for?

     

    Macros are coding that players can do.

    They create buttons that drop in to trays.

     

    Basic macro creation structure:

    /marco name "command command-text"

     

    "macro" tells the game you want to create a button

    "name" is the name that will be on the button

    "command" is a /command - list here: https://homecoming.wiki/wiki/List_of_Slash_Commands

    "command-text" is the required command text or message.

     

    Simple examples:

    /macro Hello "local Hello!"

    /macro try1 "goto_tray 1"

    The macro above flips the active tray to tray 1

    /macro try2 "goto_tray 2"

    The macro above flips the active tray to tray 2

     

    $$ is used to link commands when writing a macro.

    /macro Hello "local Hello!$$e wave"

    /macro Grat "team Gratz!$$e clap"

     

    A more complicated one for triggering one of all basic healing insps that might be in your insp tray:

     /macro Heal "inspexec_name respite$$inspexec_name dramatic_improvement$$inspexec_name resurgence"

     

     

    @mistagoat is creating some macros to change how the button looks with "/macro_image"

    /macro_image "Teleportation_Wentworths" "Auction" "AH"

    The one above creates a button to access the auction house.

    I use this one instead.

    /macro Auction AH

     

    /macroimage Teleportation_ResistanceMarket "Superbase Teleport" enterbasefrompasscode yourbasecodehere

    The one above creates a button to access a base when you are near a base portal if the base has a passcode created.

    My basic structure for this macro is

    /macro Base "enterbasefrompasscode BASE-999999"

    Where "BASE-999999" is the passcode for a base you want to enter. (if you yell out that you want access to a base, just yell out in the /help channel and someone(s) will provide you with one ... if you haven't built your own already.)

    @mistagoat 's might actually trigger the single character base teleporter as well ... if that has been purchased at the START vendor by the character.

     

    F, Stun, and ITF seem to be targeting macros where you are using it to search for specific targets.

     

    I like creating custom change emote (CCE) macros

    /macro name "cc #"

    cc # = slot # first slot is 0, second is 1, third is 2, etc

     

    /macro name "cce # ccemote"

    name = name of your macro

    cce # = slot # first slot is 0, second is 1, third is 2, etc

    ccemote - see listed below

     

    I use these macro structures to change from innocent bystander and super hero mode. My tray 9 only has basic powers in it.

    /macro IB  "cce # ccemote$$goto_tray 9"

    /macro Super "cce # ccemote$$goto_tray 1"

     

    ccemote = one of these below

    ccbackflip cchowl ccevillaugh ccspin ccnuke 

    cclightning ccprestochango ccdrinkformula 

    ccsmokebomb ccninjaleap CCDimensionShift ccfurburst 

    ccsalute ccvanguardsigil cccast ccsuperserum

    ccenergymorph ccrapidboil ccfeatherburst 

    ccfurspin ccoilstrike ccpressurerelease 

    cciceblock ccstoneblock ccfireworks 

    ccpureenergy ccnuke ccmurderofcrows 

    ccconfettithrow ccgiftburst ccinnerwill 

    cclightmagic ccrainbow

     

    So say you want to get hit by lightning to change into costume for slot 0 (the first costume)

    /macro Super "cce 0 cclightning"

     

    Just as warning, there is like a 10 second delay between when you can switch costumes

     

    Have fun!

     

    • Thanks 1
  2. 13 hours ago, GM Crumpet said:

    True. I find Excelsior is bad for it, the other shards less so. I've found that if more than one league is in close proximity then the lag is horrendous. I'll often make a second league then incan the league to the other side of the map. Most people stick to the portal areas, especially in Steel and Skyway. Moving to the far reaches of the zone makes it less awful.

     

    At that distance, I'm assuming that the other characters (in the other league) are far enough away that those characters aren't displaying on your screen. Less characters for the system and your computer to keep track of, the less lag there should be. 

    Tons of characters are stacked in the same place (invasions and such) and the system and your computer are struggling to keep up with supplying and displaying all the information that is being processed.

     

    That isn't to say that the number of player characters in a zone in general don't have impact on lag.

    There is a cap on the number of player characters in a zone for a reason.

     

  3. On 1/4/2025 at 10:13 PM, Andreah said:

    So, what is your point?

     

    It seems to be that they believe farming should be more important than crafting and trading on the /ah

     

    On 1/4/2025 at 9:40 PM, Display Name said:

    If farming on Homecoming were un-crippled, then price gouging would be unimportant.

     

    • Thumbs Up 2
  4. On 1/4/2025 at 11:34 AM, tidge said:

    "Auction House is too Busy" message

     

    This seems to be triggered when you try to cash in more than 30 or so things that have been sold by clicking on the button to get all influence.

     

    I don't think I have ever had it happen when I was manually clicking each sold item to get the infl.

    However, if some of those transactions for infl retrieval that you were manually clicking on to retrieve are still processing + your character still has slightly below 30 more completed sales and then click the button to get all the remaining infl, you may get the busy message. 

     

    Generally, I'm collecting inf for well over 30 sales, so I have been watching the behavior for a long time and trying to manipulate it to avoid the message as seems to make sense at the time.

     

    When pulling card drops out of email, that doesn't seem to hang at all if you wait to hit the button to retrieve the next one until the message that displays on the screen for the item retrieval starts to fall toward the bottom of the screen.

     

    • Thumbs Up 2
  5. On 1/3/2025 at 5:13 PM, ZamuelNow said:

    While Dev's Choice is obviously awarded by the developers and mods, I'm curious about something: Just what would people use as criteria if they were the ones awarding Dev's Choice status?

     

    If we are only going to stick with the two distinguishers; Hall Of Fame and Dev's Choice...

    We have to admit to ourselves that Hall of Fame is for farms. In general, these are the only AE missions that get the level of play required to achieve Hall of Fame.

    Dev's Choice is supposed to be for actual non-farm, story missions.

     

    So the only real distinguisher that stands out for a random player with little or no experience with the AE - And let's face it, that is most of the community - is the Fall of Fame and Dev's Choice markers. In general players avoid the AE other than to farm. And, as @Dacy pointed out, that is because it is hard to find non-farm missions and ones that can be used through leveling (non-level 50 missions). 

     

    I believe - at this point - that DEV's Choice should no longer only be for what harsh and, I believe, some abusive critics to be absolutely perfectly crafted gems of literature.

    This kind of public ridicule of someone's work will dissuade them from even bothering.

     

    Is the point of the DEV's Choice an elitist goal for a small in the inner circle of the Mission-crafting community or is it to highlight story arcs versus farming arcs?

    If it is an elitist goal, then I don't support anything to do with it.

     

    If we are working to use DEV's Choice to help promote the AE for non-farming purposes by using it to denote fun, exciting, different, and/or leveling content, then I'm for supporting those criteria.

    Is it fun?

    Is it funny?

    Is it exciting?

    Is it different?

    Is it leveling content?

     

    Now Fun, Funny, and Exciting are relative to the participant. One person's fun is ruined if they see a spelling or grammatical error. One person's excitement can be related to the mission being different or the story being intriguing ... to them. Humor is relative to the state of mind of the observer.

     

    If the goal is to be more inclusive, it must be more accepting and allow development of skills over time. If someone writes a decent mission, it should be promoted in order to promote the creator to work on more missions. Skill develops over time. Destroying someone's fun in crafting missions is driving people away from the AE instead of promoting it.

     

    It appears that there are far too few that that want to be involved in the mission-crafting community even bother with the DEV's choice.

    The Elitism has already driven away those that would participate if the goal was truly to tell stories, provide alternate content for leveling, and to use the DEV's Choice to make it easier to find leveling story content in the AE.

     

    It only takes on reply to prove this ...

     

    On 1/4/2025 at 2:08 AM, Jiro Ito said:

    One is objective requirements like spelling and grammar, consistent mission levels and storyline, complete custom characters and objects, overall polish.

     

    And it comes from someone that indicates that they have already won 3.

     

    Yet again it seems to come down to "Let the elites pat themselves on the back".

     

    I was all for promoting the crafting of story missions in the AE. This appears to have nothing to do with that.

    There is a steep learning curve and the game doesn't proved in-game spell check nor grammar check. 

     

    Most writing from the Pulps of the 20's and 30's would fail based on the kind of stringent criteria that some one to impose upon AE mission arcs.

    Works that are considered today to be "classics" to genre communities. Are they perfect? No. Are they fun to read - apparently, many people think so.

    Of course, critics rip them apart.

     

    When a critic feels that they have to rip something apart, they generally aren't really talented enough to generate their own works, think they they are superior, and/or don't want competition. Obviously, were are in an environment where the biggest critics fall into the later two distinctions.

     

    In my casuals strolls through the AE looking for content to play with friends, I'm not looking for missions marked as DEVs choice. The ones that I find fun to play don't get DEV's Choice awards anyway.

     

    This is a game based on comic books. Apparently, that fact has gone over the heads of what appears to be the "core" AE mission-crafting community.

     

    And again, it is come down to, "we want a reward for the elites because we consider ourselves to be the elites" instead of invigorating others to take their time to craft non-farming missions and develop their skills over time by continuing to create more story arcs (If you read this and think you are limited to 3, simply contact a GM and ask for more slots once you have filled 3, you will get them in most cases ... as far as I can tell)

    • Confused 1
  6. 4 hours ago, Display Name said:

    What's it for, exactly? 

     

    Celebrating the holiday with friends.

    Like the Ski Chalet, it is kind of like the Pocket D.

     

    Long, long ago before what has been called the Sunset, there were huge dance parties in the Pocket D (on some servers ... well maybe mainly Virtue) where players would dance emote on the dance floor, check out other player's character, send tells to each other, and who knows what else ... often while listening to the same online music channel.

     

    Not much of that going on anymore either. 

     

    So, yeah, "a cool place to hang out" which gets about as much use as the Paragon Dance Party.

     

    4 hours ago, TheMoneyMaker said:

    Honestly, I feel like the bonus zones like this are under-used. It's a great place for launching hero-villain co-op missions and trials

     

    I wasn't sure of this was a co-op zone or not.

    I guess most people don't know where it is.

    It would be a great place to form up leagues to go to the Winter Realm.

     

    4 hours ago, TheMoneyMaker said:

    Everything pertaining to the winter event should be available from the winter forest, including the Candy Keeper.

     

    👍

     

    47 minutes ago, TheMoneyMaker said:

    But no one hangs out there because what's the point?

     

    That people could?

  7. 4 hours ago, cohRock said:

    I started to create a character with what I think is a brilliant name. 

     

    collective unconscious

    collective unconscious, term introduced by psychiatrist Carl Jung to represent a form of the unconscious (that part of the mind containing memories and impulses of which the individual is not aware) common to mankind as a whole and originating in the inherited structure of the brain. It is distinct from the personal unconscious, which arises from the experience of the individual. According to Jung, the collective unconscious contains archetypes, or universal primordial images and ideas.

    https://www.britannica.com/science/collective-unconscious

     

    If you think it was "a brilliant name", other people probably think it is as well.

     

  8. On 12/27/2024 at 4:03 PM, MageBlack said:

    I'm a melee guy... I always wanted a blaster that played like a scrapper ... Here is my attempt at it ... Please review and critique ... I currently only at lv 35 with this guy so no hurry just yet ...

     

    I love pairing up a blaster with Martial arts secondary.

    Ki Push is great for knocking an enemy up into a wall or corner continually as your character blasts them to ... rrr... arrests them.

    Make it a cold blast character, and it makes sense to throw in a 

    https://homecoming.wiki/wiki/Blistering_Cold 

    https://homecoming.wiki/wiki/Blistering_Cold:_Recharge/Chance_for_Hold

    Then you not only knock them into the wall or corner, but character might freeze them into a block of ice (hold them) as well while they continue the process of arresting their foe.

  9. On 12/26/2024 at 8:52 AM, TheMoneyMaker said:

    If the Kronos Class Titan gets pitted against the Goliath War Walker in Boomtown, who wins and why?

     

    The players that show up to defeat them, because they would just fight eternally until - server reset or - players came to defeat the both of them like Jack in Irons and Eochai in the Croatoa War https://homecoming.wiki/wiki/Croatoa_War

     

    Sounds like a fun idea!

    The Malta-Council War!

    I guess it would have to be in a zone with both Council and Malta show up already.

    Rikti War zone?

    Is there anywhere else that this could happen?

  10. On 12/26/2024 at 7:20 AM, darcstarmerc said:

    So I would imagine, the player whos getting bonded to will get a prompt to allow it to latch on, then when the other player gets on the host, the host will still be in control but with extra features and abilities. When the host is defeated, the Symbiont takes over for a brief period of time before it detaches and becomes blob form again, lets go with 2 minutes. 

    While in blob form, it has the ability to shapeshift into any "organic" enemy. So mechanical enemies don't count. I am not sure about supernatural enemies like ghosts or demons as such, maybe they were organic so in some sense it might be possible to shapeshift. While shapeshifted there is limited abilities as well because blobs can't use magic or shoot beams of light and such.


    You want an archetype that can take over another player character and controls them (so the player of the character has sit around while you play their character until they are defeated - gaining them the debt ... I'm assuming)?

    And the Symbiont is a blob that moves around - I'm assuming slowly - until it can latch onto another player character to control?

     

    Yeah. Not for that at all. In any aspect.

  11. 6 hours ago, tidge said:

    On one hand I have a little appreciation for the OP trying to put some spice in a thing that effectively doesn't matter (the character's 'origin')

     

    It used to matter a lot.

    I understand that origins never mattered at all to villians and praetorians, but heroes starting arcs were always from their Origin contact until things changed. 

    The Origin contacts would send you to fight enemies based on your origin - so they would drop enhancements related to your origin.

    I've kind of slacked off on my Origin Quest to make sure that all 5 origins can still be played to the end of the game, but you used to be able to play missions from contacts of your character's origin from level 1 to level 50.

    Some if not all of the origin chains lead you to fight main AVs like the Clockwork King and Dr Vahzilok.

     

    Later in the progression of CoH, funneling started happening to send all heroes to Origin-less contacts.

    The origin contacts are still in City Hall. You used to only be able to talk to the contacts for your Origin, but now any character can talk to any origin contact in City Hall.

     

    On the hero side, it will tell you what origin a contact is (if they have one) when you pick or gain a contact from another contact.

    Halfway through an origin contact's arc they will offer you to pick one of two contacts. Those two contacts are the closest branches in the origins that are related to your characters origin.

    At the end of an origin character's arcs or levels - sometimes one level past (which might mean you need to dig them out of your inactive contacts) - they will give you the option to talk to the next origin contact with the same origin.

     

     

    One notable thing is that there are 3 Origin contacts in some level ranges (say level 20-24) for your character's origin at some points during leveling. They give you the same missions as far as I can tell from the wiki. I'm not sure what causes you to get sent to one of them over another. I'm thinking it might be archetype related, but I haven't done any testing on that.

     

  12. On 12/22/2024 at 12:27 PM, Canadian Anvil said:

    I was thinking of a ... set that took advantage of the Origin.

     

    I would go along with a set that was affected by Origin and be unique.

    But, honestly, I don't think the set bonuses for an Origin set should be "spectacular".

     

    I see Origin set enhances as a set that would only slot in inherent powers.

    When you slot it in an inherent power, it not only affects that power, but also the Origin inherent attack power (including the accuracy and recharge from the enhancement)

    Maybe have a proc that has a chance of triggering the Origin inherent attack power with 100% chance to hit whether or not it is recharged. Or Maybe a charging effect for the character's Origin in inherent attack so that it does more damage and/or magnitude/debuff in the way that Arcane bolt works. 

     

    I would also mix it up with type of enhances so that some of them would be non-damage/acc/recharge and be heal/end mod/travel.

     

    Most sets seem to work best in my point of view if they are split up in groups of two or threes.

     

    So maybe,

    * Accuracy/Damage (most likely slotted in Brawl) [affects the power it is slotted in and the inherent attack power as well]

    *Accuracy/recharge  (most likely slotted in Brawl) [affects the power it is slotted in and the inherent attack power as well]

    *end mod/+ minor absorb (so it will grant some absorb where ever it is slotted)

    *heal/+ minor end recovery (so it will grant some end recovery where ever it it is slotted)

    *+ travel speed (adds a small rate to increase travel power speeds regardless of where it is slotted)

    *Chance to trigger boosted/charges Origin inherent attack (auto-hit)/recharge x times per minute (most likely slotted in brawl, health or stamina)

     

    for the set bonuses, yeah. I think some knockback resistance is a good idea.

    2 minor + Perception

    3 Minor knockback resistance

    4 Minor defense debuff protection

    5 Minor resistance debuff protection

    6 Minor stealth 

     

    Yeah, it means 3 would default to most likely to be used in brawl, but it's just another idea to kick around. 

     

    I know that this set would require more programing.

    I think the original suggestion set is overpowered and not really directed at "Origin". This would at least get the inherent origin power involved in an "origin" set.

  13. 12 hours ago, Heliphyn34u said:

    The blue callbox probably wouldn't be allowable just due to copyright issues. 

     

    Possibly, but it is a base items that some people use for portals in bases already.

     

    12 hours ago, Heliphyn34u said:

    How it works now is alignment-based, right?  If you're a villain/rogue, it calls an Arachnos flyer, and if you're a hero/vigilante, it calls a Longbow flyer. 

     

    Correct.

     

     

     

  14. 2 hours ago, Psyonico said:

    I think there are quite a few sets that go almost completely unused outside of frankenslotting

     

    I think I can easily say that I have not frankenslotted an IO sets enhancements less than 5 times. I'm thinking maybe one of the brute or tanker ATO sets (off hand I think that there is a corruptor one that I might contemplate 6 slotting, but often times the proc for this set doesn't fit with my character conception so I don't use it)

     

    That is to say, only slotting IOs from the same set in a powers available slots - which may be the broader definition for frankenslotting versus slotting IO set enhancements from more than one IO set in a power.

  15. 4 hours ago, Yomo Kimyata said:

    Ever since SOs were made available at low levels, the raw enhancement power has made them the go to for those who choose to afford them. 

     

    I really don't deal with the low level IO sets myself.

    They cost what they cost at this point based on their usefulness.

     

    I'm going to assume you are talking about IO sets that have a low maximum level.

     

    My experience is that IO sets sub 20 or 30 something just don't yield percentages of stat increases that come anywhere near that of an SO.

    I generally am putting 2 ACCs in almost every power unless that exceeds 2.0. I want to make sure that I'm hitting a large percentage of the time.

    So putting in an SO that adds some 30% versus 20 or three enhances of an Set IO's that can't even reach that percentage of increase doesn't make sense.

     

    And then there is the number of slots available at the lower levels.

     

    Personally, I never saw a use of the lower level IOs other than some sense of self prestige one my feel from having the inf to slot them. (Again, I haven't really looked into the price of slotting low-level cap set versus slotting SOs)

     

    I will say that I'm almost alway slotting a Panacea proc as soon as I think I can pick a slot for it at level 10 or higher.

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