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Everything posted by UltraAlt
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It's a very difficult thing.
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How hard is this?! Post the following :: 1) when you want to roleplay! (day and time please and remember to include time zones) 2) What severer will you be on? 3) what kind of role playing you are looking for (Superhero, supernatural, fantasy, pulp, etc.) On set date and time listed above , log into game. Check the /LFG If no one is recruiting for an RP group then /LFG RP (Superhero, supernatural, fantasy, pulp, etc.) group looking for more. Send tell for invite.
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which launcher are you using?
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Male supernatural 2, 7, 10, 11 Female supernatural 2, 4, 7, 9 I think what we really need is a "eye hole" head detail 1 part that we can make whatever color we want. That would insure the "eye hole" color would be on top of whatever is beneath it, which would make it stand-more. An example of this is Head Detail 1 Cybertech 4 - except it would be just the eye holes and nothing else around it.
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How to meet new people to RP with? By Sarakitteh, Saturday at 04:25 PM in Roleplaying
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Remove all movement penalties from Super Speed
UltraAlt replied to xl8's topic in Suggestions & Feedback
I would keep either of those on if I had the end for it - just for the defense bonus. I break down the travel powers into two types; the in-combat types and the long range types. Obviously, combat jumping and hover fall into the in-combat category while super leap and fly fall under the long range types. Honestly, haven't been picking combat jumping as much as I did before the sunset for some reason. Maybe because of the Willpower set, but probably more so because of the P2W travel powers taking the place of using hover or combat jumping. -
Yeah, I know. I knew it was there. We are posting in it. Honestly, I didn't know the thread was in it at that time. Was trying to nudge for more investigation and activity. I honestly didn't bring up the calendar and posting there or a club because I'm not sure how many people look at those sections.
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Clearly, it here :: https://forums.homecomingservers.com/forum/48-roleplaying/
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Well, it is listed in game as "character description", which could lead to a myriad of interpretations. I don't alway use the origin story of a character at the bio. That being said, an origin and "backstory" aren't necessarily the same thing. People started using the term "bio" to mean a character's "character description" aka "whatever is written on the character description section on the character". Honestly, I had the same situation that others did with the use of "bio" for the "character description". When I first ran the use of "bio" back before the Sunset (I started playing just before Episode 2 release), I thought "character description" was "bio", so people "bio" during missions seemed very odd ... until I found out out they were doing something "biological" and not working on their "biography". I'm sure that the use of the term "bio" was started for the same reason that "red" was (leading to the term "blue") as it is using a few characters to mean a longer word or phrase (which simply doesn't work for "blue" because "hero", so no reason for that.) To me, it is for character empowerment. That is to say, to lock it closer to my conception of the character and make the character more fully completed and realized for myself first ... and for the reading and enjoyment of others second. To link them deeper to the game world and providing me a deeper connection with (each) character. They are not just my "power/power archetype"; the are their own entity with their own goals, behavior, mindset, etc.
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So after the fact, I was thinking about this. There actually are posts about RP'ing in the forums. Ones with pretty strict rules about how it is to be done. I do RP while in game, but I'm RP-lite I guess because I don't "follow the rules". I know from experiences with various gaming groups that people don't RP the same way (or even run the same game the same way). People of different interpretations of how things are to be done or, sometimes, what rules even mean or the original intent of a game is. All of these being taken into account, I do think that my original post is still correct. If there was a subsection of the forums for RP, then one could post that they wanted to RP with others. There are things that make a successful gaming group and that includes - (most importantly) the time (time period of the activity) the group will meet, where the group will meet, and the goal or theme of the group for starters. Factors that I would include : Are you planning on just standing around and chatting? (teaming my not be necessary.) Are you going to run missions as a group and RP while fighting and between fights? (teaming up) Are you going to try to stick to running missions that work with the groups goal or theme? (pass the star) Or is one person going to always be the lead? (someone is "running"/Game-mastering the team) Is it going to be some rigid rules of how RP is done, or is it free-form (slips in and out of character as necessary during combat what not, but avoid RL [real life] chatter?)
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I'm assuming others already made one or suggested that you do so. or are you indicating that it was a DEV created subsection of the forums? <--- this may be the way to go to "put a spotlight on it". What was that thing? "Build it, and they will come"? or something like that?
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This makes sense to me. If the Defense in combat jumping and hover aren't suppressed in combat then why should the defense in other travel-related powers have their +defense reduced or removed in combat? I mean if this is really the case, why not have the power automatically detoggle when in combat so that you aren't using the endurance for a power that isn't providing you with the benefit of using that endurance? So if I was using evasion, I would be using it as a combat travel power and not as a long distance travel power. I don't use my long distance travel power in missions except as a "get away" power. I generally only slot up my combat travel power for the defense, so the way that infiltration basically negates that. Saying all of that, I do have infiltration on some ninja characters. Even if it doesn't do what I want it to do, it still seem to be thematic. I know ... I'm a Character Conception player ... even though others might see it as gimping my characters.
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The Financial people behind the gaming companies or whoever is paying the gaming company to create content. To me, Kickstarter is the the same thing. You aren't investing in the profits of the product, you are giving the company money to invest for their future profits. But this isn't limited to online activities. The electric company that I get my electrical power from keeps sending me information on how to pay extra to have them provide me with green energy. Yes. Sounds great for the environment; I'm +1 on that. However, they are upgrading their equipment and building green energy facilities, so I'm already getting green energy from them from the standard rate. So my thing is, even if the extra money that I'm giving them is going to build green energy facilities and Earth will be profiting, they will be profiting off of my "donation" to building new green power plants. Buying stock would be achieving the same goal to provide capital but at the end of the day, their profits will mean profits for you as well. Just saying. I know that in the end that any support of a game is simply giving profits to those on the other side, but it seem to be that Kickstarters and paid betas are giving money to people to try to get their companies off the ground. If they fail, you just lost out all you put into it. Those that failed walk away with whatever profits they made to fail to produce a finished product or sustainable money-making venture.
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Remove all movement penalties from Super Speed
UltraAlt replied to xl8's topic in Suggestions & Feedback
I do jousting depending on the situation both with melee and ranged attacks. I don't even usually use travel powers while jousting. I usually keep my travel powers off when in combat unless I'm using one to gain additional defense hover, combat jumping, etc. and that is only when I'm in situation I think is very dangerous. But, then, I have to admit that I go to the Gull to turn off speed buff effects. I really wish I could turn it off (and group fly and group teleport) as a default for my account. (Wouldn't mind turning on accept Mystic Fortune on all my characters. Was never sure why this wasn't something in the options menu rather than having to go for the Gull to do it in game as you can already turn off automatic acceptance of Recall Friend in the options menu) -
Please expand the size of the character description window at the bottom of the ID page so that it fits all all text including a couple of carriage returns (5 or 6+, aka paragraphing) There is a good amount of room above and below the windows on the left hand side.
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Yeah, I heard of that b-----dizaion of the Champions RPG (that some would call pen-and-paper or table top). Jack left COH to try to make a Marvel Comics MMORPG, and it failed to happen mid development. Instead of scrapping the system, Jack and party bought the Champions RPG to use the signature characters, didn't use the game mechanics, kept the game that they had worked on for Marvel Comics, stuck in the Champions NPC, trashed the original Champions RPG rules and substituted their garbage rules for the would-be Marvel game, and printed it as a new Champions RPG release - to replace what many consider to be one of the most balanced, complex, and incredibly compressed RPG systems ever released where you could create any kind of character with pretty much any kind of power you could think of with any kind of special effects, advantages, and limitations you wanted. In other words they took a completely mathematically-equalized gaming system and threw it out the window because it would appear to have been too complicated for them to code but they said it was because people would make characters that wouldn't survive and basically used that as a reason to use all the work that they had already done on the Marvel game instead. Yeah, I know about that stinking pile of bat guano. Oh, btw, Jack has been working on DCUO now. He's Dimensional Ink's CEO. Type in Dimensional Ink on your browser. If it's google you will see Jack's smiling face over on the right hand side. or just go to https://www.dimensionalink.com/home/blogs and see it there.
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I think I kind of missed your meaning on this part. I thought your group of players wanted to have both a hero group and a villain group that would fight against one another. There used to base raids that were like this, SG verus VG. But that didn't last that long. You could challenge someone in such a way that it would happen at 3 AM so that no one would be online at the time to defend their base and wipe it. Everything in a base destroyed in a raid was destroyed and had to be rebuilt. That table full of enhancements? gone. Salvage rack full of salvage? gone. What kind of special mission are you talking about? A PVP mission? PVP can happen in the Arena.
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There is an arc with a nemesis in it on the villian side. You don't get the make the nemesis, but it is based on your character instead. because that is how to do what you are suggesting for AE stories. It isn't that hard and it isn't fiddling with the files. about 95% of my Critter files, CustomVillainGroup, and costume save files are files from before the sunset that I copied out of the game folder from live and had saved since then and copied into the Homecoming folder as soon as I loaded the game up on my computer. It's easy. Emailing the files as attachments isn't rocket science. You don't have to open up the files and monkey with them, I was just showing what is in the files as an example. It isn't as complicated as you think it is. Creating the critters and customer villain groups is pretty easy. Making a basic mission in the AE isn't all that hard. The extra effort is in making the text to make the adventure more engaging. You can leave all that out and just "..." all the text parts. For lot of missions, you don't even need text. Make sense. Not sure how complicated that would be to implement. Maybe a simple "replace boss with rival if rival exists" is easy enough to implement. I don't know. Making your own rival? Seems you could intentionally gimp them, so I would think that would be an AE thing versus the game automatically generating a rival to fight against you based you your character. So there are DEVs on this game that aren't paid. If they find that is something that they are interested in doing they could do it. I'm sure most of them have played the villain nemesis missions and know about them. To some extent, this is a sandbox and we are making our own content. That was the purpose of the AE.' If you want these things before the DEVs make these changes (I'm pretty sure that they have fairly long reaching plans already that they are working on), then I suggest going the AE route. This is not to discourage you to not want what you wish for, but as Daigoro (from "Shogun Assassin" - the chopped and editing of a couple of the Lone Wolf with Cub movies aka the Baby Cart series) said :: So yeah, a wish is only a wish, but you can make it happen with the AE. That's all I'm saying.
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Could just save the Critter file and email it or post links to the file save somewhere so your SG mates can use the Critter (AE NPC) in their AE missions. Go to the game files and look for the folder marked Custom_Critter. That's where your Critters (AE NPCs) will show up (like "Low End.critter", "Long Load Time.critter", or - that notorious AV - "Lag.critter" or his sidekick "Map Server Disconnect.critter") You could even save them as a villain or hero group and then share that file out of the CustomVillainGroup folder. (like "Game Issues.cvg" which is the villain group which includes of the above villains) But if you are the one creating the mission they are already in your AE mission for everyone that can run the mission (obviously, but maybe worth stating) Of course, you could go to the Arena and fight it out or, if you can go to PVP zones once you are high enough level, you could fight it out there, but others will be lurking out there to... maybe. The Critter files basically look like this when they are opened up :: { Name Lag Description "The dreaded Lag has the ability to slow players to a stand still and is sure to bring sudden death! <br>Beware! Lag can strike at any time!" VillainGroup "Game Issues" PrimaryPower Mission_Maker_Attacks.Thugs Difficulty Extreme SelectedPowers 7 SecondaryPower Mission_Maker_Secondary.Ice_Control Difficulty2 Extreme SelectedPowers2 479 TravelPower Mission_Maker_Movement.Reflections_Effects Designation ArchVillain Ranged 1 Costume { CostumeFilePrefix Huge Scale 25 BoneScale 1 ShoulderScale 1 ChestScale 1 WaistScale -0.1 LegScale 0.02 HeadScales 0, 0, 0 BrowScales 0, 0, 0 CheekScales 0, 0, 0 ChinScales 0, 0, 0 CraniumScales 0, 0, 0 JawScales 0, 0, 0 NoseScales 0, 0, 0 SkinColor 118, 215, 176 NumParts 27 BodyType 4 CostumePart "" { Geometry Pants_Loose Texture1 Pants_Slacks_01 Texture2 none DisplayName P887196332 RegionName "Lower Body" BodySetName Pants Color1 31, 31, 31 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Geometry Tight Texture1 skin_tshirt_01a Texture2 skin_tshirt_01b DisplayName P566009771 RegionName "Upper Body" BodySetName Tight Color1 199, 199, 199 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Geometry V_HUGE_HEAD.GEO/GEO_Head_V_Asym_Standard Texture1 Skin_V_Head_06 Texture2 none DisplayName P687117166 RegionName Head BodySetName Standard Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Geometry Smooth Texture1 skin_fingerless_01a Texture2 skin_fingerless_01b DisplayName P3937616722 RegionName "Upper Body" BodySetName Tight Color1 0, 0, 0 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Geometry V_HUGE_BOOT.GEO/GEO_Lleg*_Cowboy_Boot_02 Texture1 !Boot_V_Cowboy_01 Texture2 !Boot_V_Cowboy_01_Mask DisplayName P2104750136 RegionName "Lower Body" BodySetName Pants Color1 85, 56, 0 Color2 0, 0, 0 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Geometry V_HUGE_BELT.GEO/GEO_Belt_Security_Belt_05 Texture1 !X_Officer_Belt Texture2 none DisplayName P177456852 RegionName "Upper Body" BodySetName Tight Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Geometry MARTIAL_ARTS_01 Texture1 Style_01a Texture2 Style_01b DisplayName P2681220175 RegionName Head BodySetName Standard Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Geometry Glasses_05 Texture1 Glasses_01a Texture2 Glasses_01b DisplayName P2793026233 RegionName Head BodySetName Standard Color1 102, 102, 0 Color2 0, 102, 0 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Geometry Tight Texture1 Base Texture2 L DisplayName P2281134661 RegionName "Upper Body" BodySetName Tight Color1 170, 0, 0 Color2 152, 153, 0 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P772741860 RegionName "Upper Body" BodySetName Tight Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx WEAPONS/Custom_Pistols/Huge_PistolRight_Base.fx Geometry none Texture1 none Texture2 none DisplayName P3352876290 RegionName Weapons BodySetName Weapons Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P2371314042 RegionName Head BodySetName Standard Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P1848153390 RegionName Head BodySetName Standard Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx WEAPONS/Custom_Pistols/Huge_PistolLeft_Base.fx Geometry none Texture1 none Texture2 none DisplayName P1239289644 RegionName Weapons BodySetName Weapons Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 49, 97, 49 Color2 76, 197, 255 Color3 49, 97, 49 Color4 76, 197, 255 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } } }
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I haven't been reading that guys post for a long time. I have him on ignore. Saves a lot of wasted time.
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I can see why one would want to avoid them, but I don't think that they should be removed. I'm assuming they were originally put in to make players fight out in the open so they could explore zones and other heroes would see them fighting in the streets - flavor! Plus you could be fighting group that you are intended to fight at a higher level. The hunts will let you know if that is the case. I know, the arc should be set the appropriate level, but Tsoo are good example. You can always run some radio missions or another arc for a level or two so you can power up to fight the ones on the street and then get back to the rest of that arc. To go into this a bit more. I think that the villains groups are set up to be a real threat when you first meet them, then as you level you gain powers to deal with them and by the time you reach the end of the leveling of that villain type you are able to defeat them much more easily because of your powers versus theirs and because you should have learned how that villian group operates (and know how to defeat their tactics). I'd be more prone to ask that the hunts be removed from task forces at this point. In the task forces with hunts back to back, it isn't a team thing. Individual players or maybe 2 will go to a zone and fight and every one fans out. Players just sit around until a hunt is done so that they can wait their turn. I think they were originally put in to have the whole team racing around the city and exploring different zones. Teams aren't doing that anymore so I think the point is lost.
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I'm assuming that's base value. You don't have to put acc in it, so you could put one range in it to start with and add two more. - I'll make a run to the beta and check it out - be back - - back, sorry about delay - level 40 did show a base of 25 feet level 40 with 3 level 43 SO range = 39.34 feet level 40 with 3 level 40 IO range = 39.36 feet - level 50 did show a base of 25 feet level 50 with 3 level 50 SO range = 39 feet level 50 with 3 level 50 IO range = 39.62 feet level 50 witn 1 level 50 IO range = 31.38 feet