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Everything posted by UltraAlt
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Suggestion: Wrist/Palm/Hand-based Animations for Beam Rifle
UltraAlt replied to RunoKnows's topic in Suggestions & Feedback
Which is purely subjective as it is DEV's time which is not paid for. The DEVs work for free because they love the game. -
Suggestion: Wrist/Palm/Hand-based Animations for Beam Rifle
UltraAlt replied to RunoKnows's topic in Suggestions & Feedback
So, I have to ask if you would want all the other blaster sets to have dual pistol, rifle, and beam rifle power animation options? If beam rifle can be a hand blast, why can't fire or electricity use the dual pistol animation? I understand what you are going for, but maybe you can see what I'm saying as well. I think it's a can full of worms. -
So how tall do you guys make your characters?
UltraAlt replied to Beef Ninja's topic in General Discussion
Always based on character conception for me, so all my characters are different sizes regardless of body type selection. I don't think I have any that are at default size. -
Hazard Zones: what might revitalize these?
UltraAlt replied to Techwright's topic in General Discussion
My method in no way impedes badge hunting. Would it be as "safe" to farm for badges in a "hazard" zone? My question is :: Why should it be safe to farm for badges in a hazard zone? Always cool to have someone fly down and help out. This doesn't stop anyone from doing that ... they will still have more powers than characters that aren't leveled down to the zone. Make the lower level character team lead and that is solved. Could also make hazard zones scale to team leads notoriety like a door mission. I haven't seen this on Homecoming, but I did see it on live. Say a level 20-30 AV/EB mission. Level 50 on the team leaves the team, is now level 50, is still in the mission, and beats down the level 20-30 AV/EB by themselves with their level 50 powers. I don't intend that to give anyone ideas, but it happened, it is an exploit, I'm not sure if it was fixed, and, if development can avoid it, making more situations where this kind of thing can occur should be eliminated. -
Not even sure to where to post this or where I would find it or how to word searching for it ... to be honest. Are the costumes in the game designed on a flat mat and then applied to the character frame(?) or are they like sculpted in 3D from the get go? I've played in other games where costumes where a flat mat that could be manipulated and uploaded into the game for use for the player and as an option to others if they downloaded it for their own use. I'm assuming CoH's costuming is more on the sculpted side. Anyone know or can direct me to the relevant thread/post(s)?
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I'm glad someone posted this as I probably wouldn't have known for a while that this had happened. We tend take things for granted until they are gone. But, I never saw them live. Tended to always hear their music years after it was released. Love their stuff. Will probably be loving hearing it for a long time.
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Hazard Zones: what might revitalize these?
UltraAlt replied to Techwright's topic in General Discussion
I used the wrong wording apparently and maybe should have thought it through a bit more as I have a more detailed take on it. I didn't intend to imply that a level 1 that goes into a Hazard Zone should suddenly be the level of the Hazard Zone while they are in there. Current rewriting:: While in a Hazard Zone, Team lead/Solo player would be :: 1) their level if below the Hazard Zone level cap 2) capped to the highest level able to get missions in the Hazard Zone 3) possibly capped to the highest level of the contact for a mission arc in a Hazard Zone if they have a related mission selected ... so they don't out level it. I think if they change it that it would be "always on". I think it would be a headache to make it a character based switch that could be turned on and off by a player - which would allow a player to suddenly make content easier by turning it off <--- which seem to me to be a foreseeable exploit. -
Hazard Zones: what might revitalize these?
UltraAlt replied to Techwright's topic in General Discussion
I think it would be easier mechanically to level down a player to the hazard zone versus leveling up an entire zone to a player. -
Yep. I understand. Back in the day .. https://en.wikipedia.org/wiki/Zuvembie - "Under the Comics Code Authority, comic books in late twentieth century United States operated under many restrictions, mostly aimed at preventing horror elements from being used. This code became more lenient in 1971 but still prevented the use of certain terms such as "zombie", because they lacked the literary background of creatures such as vampires and werewolves, although not the use of zombies or zombie-like creatures. In order to circumvent this, Marvel Comics used the term "zuvembie" in place of "zombie" in their comics. In 1989 the Code was changed again, permitting the word "zombie", and Marvel retired the term "zuvembie".[3][4]" Doesn't seem like all that long ago to me, but "I'm older than the hills and younger than the mountains"(tm)
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Hazard Zones: what might revitalize these?
UltraAlt replied to Techwright's topic in General Discussion
This is a good one. Kind of like the hazard zones sidekicking you. I can't remember the contact range for sure, but this would probably assure that higher level characters could go to the zone and run the arcs .... and those with z2xp not outleveling them even if they would due to the x2XP To some extent, this can be achieved by lower level characters running hazard zone content recruiting to fill teams. It is a shame that some instances that you need to lock your XP progression not to outlevel a zone. This kind of mechanic would resolve that situation as well. Didn't know it was double-debt for street deaths!? ? So they are gone for you, but everyone else sees them? What happens if you are on a team? This one doesn't seem really do-able or complicated to program for sure. --- Most of the missions can run through the Ouroboros, but I would rather run the missions in the zones versus "travel back in time" to experience hazard zone content. -
I take it for granted that is everyone's stance. We are all speaking from our own point-of-view/opinions and not talking in absolutes. I do understand that there are people in the forums don't understand that. btw - my ninja characters are definitely not hitting evil-doers with the sides of their blades aka not comics code authority approved. Not sure how many of many of my other characters would be, but, hopefully, a good number of them.
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Well, there you go. You don't have to disembowel people just because you have claws. It is as easy to "arrest" someone in THE CITY by clawing them as it is to hack-and-slashing with a sword, bashing them with a giant hammer, shooting them with toxic bullets, burning them with fire, electrocuting them, etc.
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There are a couple of Taxibots on Torchbearer, but no coordinated use so far that I have seen.
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I suspect that's why clearing chrome cookies seems to help. Sounds good, but I do the cookie clearing after I try toggling and out and attempting to refocus the controller by going to the profiler - swirling the sticks, clicking all the buttons - and then going back into the game and the issue remains. Is everyone using Window 10 that is getting this issue?
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Is that coming out when Dual Pistol melee does? I guess you aren't a Wolverine fan?
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I use a Logitech controller. I have at times experienced the Num Key issue. Found this while posting in the Auction House. Haven't run into this for a while. Deleting Chrome cookies resolves it most of the time. Worst case situations, I have had to run my registry cleaner (which also clears all cookies in all browsers) and restart my computer. People say that cookies in Chrome can't cause it, but it sure resolves the issue. On and off, I get the issue where my "nearest target" button changes to "farthest target". This only seems to happen when I'm running YouTube in Chrome while playing. Sometimes I can just toggle out and refocus my controller. Other times, deleting Chrome cookies has to be done to resolve it. Worst case situations, I have had to run my registry cleaner (which also clears all cookies in all browsers) and restart my computer. People say that cookies in Chrome can't cause it, but it sure resolves the issue. I haven't seen these situations happen when I don't have Chrome open, but I have it open most of the time that I'm gaming ... and usually listening to something on YouTube through it (Chrome). Recently, I have run into a couple of instances where it seems that my entire keyboard has been reconfigured and I have to restart to get the keyboard back to normal. That stopped with recent Windows 10 patch/update.
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Any reason at all to make a Praetorian?
UltraAlt replied to Mithradates's topic in General Discussion
Praetoria does seems to be for those that don't want to team with others. If you want to solo and experience some different gameplay, that's the reason to go for it. Like the evolution - Be a Hero>bored with being goody-two-shoes>Play a Villain>Villains aren't all bad>Let them switch sides>superheroes are boring>make content with political facing - you can escape that political facing content to head back into the comic book realm or stick to more political facing content (who's correct? The dictators that want to create a Utopia (for themselves?) or the Underground that wants to rise up against them in the name of freedom (for themselves?)?) I didn't start playing City of Heroes to get involved in all that. I don't need the game to be more like life. I play to be a hero (well 99% of the time) ... a superhero with super powers fighting against criminal and other types of villains. I did try to play it in Beta and - I can't really remember - maybe when it first when live. I didn't like the content. It wasn't enjoyable to me. And that is not just because of the horrid fluorescent light sound effect - but that did add to my lack of enjoyment. And that is really what it comes down to, do you enjoy playing the Praetorian content? If you don't, then I would suggest finding content that you enjoy playing. -
The increase to merit rewards seems a bit insane to me, but might as well go big on prizes (they don't cost anything and it will amp up the excitement factor). Not complaining because someone will win that (I have to work on weekend and will never be able to take part regardless of how many merits), just saying that's an incredible amount of Merit from my point of view ... maybe it isn't all that for player with a main at who-knows-how-many Veteran levels. I hardly use the things (Merits) anyway. This is the part that I will miss out on the most. I used to really love when the DEVs back-in-the-day would spontaneously show up as Giant Monsters to attack Atlas Park ... everyone running to take part and the epic battles.
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Character conception
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It seems it works best to go with SO/IO End Mod in the first 3 Stamina slots (the chance for +End doesn't seem to keep up with an SO/IO End Mod in the first three slots) I've shifted my use of Performance Shifter : Chance for + End to powers other than Stamina for the most part. Performance Shifter : Chance for + End is great for Electric Power sets as a large number of powers can use them. Is it better than putting an End Reduc in the power instead? I haven't tested that. But powers with minor damage and high recharge usually have low end expenditures and the Performance Shifter : Chance for + End generates the same amount of end regardless of where it's slotted. When I do put Performance Shifter : Chance for + End in Stamina, I don't put it in until at least the 4th slot. Performance Shifter : Chance for + End : "..This effect will trigger roughly 1.5 times per minutes"
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Opinion piece; the worst TF/SF and why
UltraAlt replied to The_Warpact's topic in General Discussion
The hunts in TF are almost always the grindy part. Run here arrest # y. Run here arrest # z. and possibly repeat. Some of the TF handle this better than others. THere are some "arrest # y" TF missions that you don't even have to go anywhere to complete, because, if you stand where you are, there is an ambush of # y on the way to attack you. And I would say that the worst part of the TF hunt missions that I have run into is that all the mobs I'm supposed to fight are grey. One character can get the needed # in a minute or two. So it is pretty much "busy work". Back-in-the-day, a TF was like a tour of the City. TF teams raced across the City to the next mission. You could be standing around and 6-8 heroes go zooming by to save the world and that was kind of cool. Racing to missions was kind of cool as well. Most TF I'm on now, it's like you finish a mission and someone yells "tt" and it's Team Teleport to the next mission, so that flying around the City is pretty much lost. (I'm guilty of this as my characters are pretty much always going to have tt if I'm joining a TF ... even if they are level 8 and joining a Posi 1 TF) So, yeah, I would get rid of the hunts or turn them all into level relevant ambushes. Waves of foes attacking that chase you down until defeated.- 43 replies
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Change Sidekick to level rather than level-1
UltraAlt replied to BelleSorciere's topic in Suggestions & Feedback
My same point on many of the things that I'm told are "working as intended". I haven't read the entire thread. I am going on my personal experience. Based on my experience, there isn't anything wrong with the sidekicking system. To me, the game is like a puzzle. How do I make what I can do fit in and help the team that I'm on? But I definitely see different play styles. One of which is 'What IS the team doing for me? Because I'm the important one." Sidekicks are there to aide the more powerful characters and not to be as powerful as they are. As I have said, they wouldn't be sidekicks if they were on equal footing. If it is really a problem, it isn't that hard to get power-leveled. I say enjoy the struggle and the actual game. You don't have to team up with level 50's when you are level 5 (or level 40 for that matter). That is your choice. If I'm on a higher level team and I don't feel like I can help, I'll bail out. I'm not joining a higher level team to be carried. Most of the time I feel like my characters pull their own weight base relative to my character's abilities. No door sitter, I. Everyone can play the game their own way and have fun. The sidekick system is fine from my viewpoint. Because you disagree doesn't mean that my viewpoint is wrong. It is simply different from yours. -
Any thoughts on across character inventory improvements ?
UltraAlt replied to plainguy's topic in Suggestions & Feedback
You can email yourself influence - which is a perfectly usable way to transfer it to another character. Email yourself in chunks of 50mil or whatever pull out what you need as you need it and put back in whatever you don't need before logging out. Build a supergroup base for yourself. you don't even have to build just one. You can build as many as you need. You can /altinvite to move characters for access to other bases as necessary. Converters and unslotted can be stored in bas storage. Merits are character based so the only want to move them to character to character is to craft something with them. Recipes storage the the main missing thing from my point of view. I have to email that around it and it would be easier to throw it into storage and pull it out on another character. -
Change Sidekick to level rather than level-1
UltraAlt replied to BelleSorciere's topic in Suggestions & Feedback
Yes, lore is a game mechanic when it is what the mechanic is based on. And I do understand that the sidekick doesn't have all the powers that they would have if they were actually leveled to that level. There is no quality of life issue with the sidekicking mechanic. I didn't think there was a problem with it before the Homecoming improvements. When it came out, it was a huge innovation to MMORPGs. It allowed you to team with your friend even when you weren't high enough to run their missions (because it made you a high enough level to do so). Even a DEV has used "working as intended" on me here. So yeah. That appears to be intended to be a persuasive argument. If you don't like being sidekicked, then run missions on your level and make your teammates exemplar down to you or get PL'd by a fire farm in the AE. It's not a QoL issue or problem. -
Change Sidekick to level rather than level-1
UltraAlt replied to BelleSorciere's topic in Suggestions & Feedback
So if we look to comicbook lore, the whole point of a sidekick is that they aren't at the same level as the hero. They would be a partner or ally if they were on the same level. Being -1 level to the team leader gives you more XP than being on-par with the team leader The game is giving you a hand to be able to take part in higher level combat/teaming and Homecoming has already made the sidekicking/mentoring combat much simpler to use. (Back-in-the-day, you could end being on a team run by a level 50, sidekicked to someone what was like level 46 or something and set at a level up to -4 levels below the level of the character that was your mentor so like -9 levels to the level 50 team lead - this had related XP increase for the level difference so it was used for powerleveling) I think way that sidekicking and mentoring is working well. I have not experience any major issues with it. As many have told me "it is working as intended"