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UltraAlt

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Everything posted by UltraAlt

  1. What's not to love about a set that you have more than enough powers that can take performance shifters and power transfers?' I enjoy my electric/electric as well.
  2. @Skyhawke I found out about his passing this morning. He is truly a legend in the field of manga. Japanese manga artist Toriyama Akira, known for Dragon Ball, dies https://www3.nhk.or.jp/nhkworld/en/news/20240308_19/ Japanese manga artist Toriyama Akira has died at the age of 68. The official website of Weekly Shonen Jump made the announcement on Friday. Toriyama is best known for "Dragon Ball" and "Dr. Slump." 'Dragon Ball' artist Toriyama Akira dies at 68 https://www3.nhk.or.jp/nhkworld/en/news/20240308_20/ Japanese manga artist Toriyama Akira, known globally for such works as "Dragon Ball" and "Dr. Slump," has died at the age of 68. The official website of the Weekly Shonen Jump magazine said Toriyama died of acute subdural hematoma on March 1. Toriyama was born in Aichi Prefecture, central Japan. He published his first work with Shonen Jump in 1978. He achieved huge success with the "Dr. Slump" manga series that began in 1980. It was made into an animated series. His most famous work, "Dragon Ball," came out in 1984. The main character, Son Goku, battles various villains. The manga series sold more than 260 million copies worldwide. There have been "Dragon Ball" animations, games and a Hollywood movie. Toriyama also designed characters for a popular game series, "Dragon Quest". His characters are loved by manga fans and inspired many cartoonists. The weekly magazine posted a condolence message on its website. It said the attractive characters created by Toriyama and his overwhelming sense of design had a major impact on many manga artists. Fans mourn death of "Dragon Ball" creator https://www3.nhk.or.jp/nhkworld/en/news/videos/20240308204443673/
  3. Then check out this post that is from the Lead Game Master in the same thread. "Well, the GMs monitor this stuff, so the Devs are free to make content for everyone to play 😃As for the rest of your comment? I'd hate to say it, but, it essentially comes down to "I know it when I see it". We don't have strict, precise guidelines, only because people would toe the line on purpose just to be annoying. And the GM staff needs to be free make judgement calls on these things. We've seen enough uninspired copycats and delightful homages to tell the difference by this point." - GM Impervium
  4. They have stated in the past that they can't draw the line because some people will try to abuse it. "No my toe isn't over the line. It's only on the line!" Just don't blatantly copy or use the name of a character. If you "need" to copy to make a character you like, then start from there, twist it once, and then tweak it twice so it isn't the same thing. A good example of how to do this is Marvel's take on the JLA. The JLA The Squadron Supreme And, here is another example, DC's Deathstroke Marvel's Deadpool DC's Red Tool There is another thread about this that may be helpful. I've parked it on one that should illustrate the point.
  5. And maybe that this is enjoy by the community that continues to enjoy it. Maybe it doesn't need to change to try to "keep up" but be an oasis for people that enjoy it the way that it is. Not all of us. That is conjecture on your part. I agree for younger generations, it does seem to be a heading toward a blipvert reality. I'm assuming you know that a great many of us are well over 50. So basically, When is a game, not a game? When it is a puzzle! Er, no. A puzzle is a still a game. I was a new player. So, yes, I understand what it is like to play City of Heroes for the first time. Sure. I was in early enough so that a lot of things were added to the game. In the starting part of the game, there isn't needs for knowing about the market, building supergroup bases, or incarnate stuff if you play the game. If you decide to bypass everything and jump in the deep end from the get go, then that's on you. I remember playing WoW (or some other fantasy MMO, I think it was WoW) for the first time. There were all these mobs fairly tightly packed, all out in the open, far enough away from each other that they didn't agro each other, and I was like, okay... I'm going to go explore. I took off in one direction and ended up going not that far to find my way down the cliff and directly in the awaiting level 30 enemy mob below. That doesn't happen in City of Heroes. You're going to have to go to another zone to get in over your head that deep and you're going to have a chance to look around and see what level the enemies are before you attack or get attacked. Unless you are just steamrolling around not not paying attention to anything. Not in City of Heroes. I know I didn't, and I faced that myself. The game has changed so that is less likely to happen especially if you team up and don't take x2xp buffs. I would also like to know where you get your numbers from to say "most". Quote your sources please. I can see you are having a difficult time playing the game. I'm pretty sure that the upgrade system costs more than buying new ones. btw. I don't slot IOs (not IO sets, just IOs) until the character can lot 45s. One easy trick is to run DFBs. The DFB drops SO's that match your level regardless of what level you run it at. And that's fine. No one is forcing them to play a game that they don't enjoy playing. They probably never put any money into supporting the game. If they don't think a game that is really free and not P2P or P2W is worth taking time to figure out then that's on them. What I do know is there is a good sized community that loves City of Heroes that are willing to support it the way that it is. It doesn't need to change to "keep up" with newer games. The game doesn't need to keep getting new players. It is good if it does, but that is not a requirement. New players don't bring any additional revenue. Homecoming is on a fixed budget. Wow. Really? Don't you know that many of us that played City of Heroes when it first came out were adults back then? It wasn't on a home video game system. You had to own a decent computer, pay for a monthly subscription in order to play, and - maybe most importantly - be able to pay for a decent enough internet connection order to be able to play. Home computers still weren't all over the place back then and neither were internet connections. All games were changing to freemium models back then in order to milk players for money through microtransactions - which all new games have and CoH through Homecoming no longer does. We don't need to change. The game doesn't need to change. The complexity is there to make the game worth exploring if the player wants to take the time to explore it. They can explore it through all the different game mechanics, and they can explore it through a wide variety of archetypes and power sets (and the variations upon those). No. The game isn't for anyone. No game is. But the people that love the game are going to keep playing it .. and, yeah, most likely until they can't play it any more for one reason or another including death. That's reality, but, if you change the game so that it is no long City of Heroes, then what is the point? Good for you. And people still play chess and the game hasn't changed for how long?
  6. Seems to be a way to get around the issue. I have a feeling that it can't be implemented in CoH due to how the coding is setup. That being said, the global name is unique. At this point, players aren't picky about their global name. I think would likely remain the case since the global names isn't "forward facing" in-game. Personally, I would still find it hampering my enjoyment to be on a team filled with characters that all have the same name. You can create global channels which use your global. For years before the sunset, the Repeat Offenders used global chat channels to organize the multi-server supergroups - that is to say the Repeat Offenders had multiple supergroups on different servers and when it was time to gather up to run that Supergroup there would be an announcement on the channel. Players also used it to recruit during times when there was no active sanctioned supergroup content running. So it was basically a network of players in the game that could move from server-to-server to pull characters to help with/join practically any content that a player wanted to recruit for. Honestly, I have no issue with crafting a name, but I understand that there are those that find it very difficult to do so.
  7. This game doesn't explain a lot of things. This gives the player much more to explore and figure out versus it being handed to them. The idea of allowing lower level characters access to enough influence/enhancements to make sure that they are fully slotted isn't a bad thing. But it is better to try to allow players to figure out how to play the game in general before piling too much information on them. You don't have to know about the invention system at all in order to play the game. You don't even need to use the market for that matter. You can get away with not having a supergroup base. You can get away with not using empowerment buffs. All these things simply make the game easier. The invention system - and other systems and tasks - are just things to make the game more complicated in order to retain player interest. I have no idea how many converters I have. I don't use them. I don't use the tailor tokens I get out of card packs either. So, I don't think that new players are "left out". They simply have more to explore and goals to achieve as they play the game - which to me, is the reason to be playing the game in the first place.
  8. I'm assuming by "max-level character" that you mean level 50 and not veteran levels. Personally, I didn't have a "max-level character" before I was at the the point to "just sent inf to each alt as needed". I will admit that I have three 50's but I don't play them. I certainly don't farm with them. I only have those 3 level 50's because a friend was very insistent that they ding 50 (really to give them a sense of accomplishment) and check out the changes to the incarnate system. I have no plans for reaching 50 with any other characters. I have already xp-locked several at 49. That being said, many players - it does appear - use level 50 to generate influence for use by other characters. I'm on the other side. All my characters generate influence for themselves and other characters. I don't think I have any characters that aren't in the /AH one way or another. The only limit that the /AH puts on the amount of wealth you can generate is the number of slots they have on the market and the capital the character has to keep those slots full. As I indicated in my post, I expressed my position in regards to the cost of TOs, DOs, and SOs. Honestly, I'm not even sure if DOs drop for level 50s. But I do not market all the SOs that drop on my characters. I use a good bit of them to slot or level-up a slotted enhancement. The DOs I do completely trash. I honestly don't want to promote other players slotting them. All this being said, I do think that most players that ask for help with infl while playing a lower level character get some kind of help from other players, especially those on their team. I don't know how many of us there are, but there are a secret number of us that do what we can to help because we are playing a superhero game, and there are others that will simply do it because they want the characters that they are teaming with to succeed in order to help the team. But again, I will go back to ... I think that having a challenge to reach a goal, struggling for it a bit, and, then overcoming it, yields a greater reward/feeling of achievement. This goes for a character getting their butt kicked by the Tsoo and then leveling up enough to have some powers that you couldn't get at lower levels that enable you to defeat them -or- having a character struggle to have enough influence to even by TOs and then finding a way for that character to generate enough influence to slot fully with SO's, IOs, and some set IOs. Obviously, I'm not against the premise of your idea. I'm just suggesting to implement it differently.
  9. What if we make TOs, DOs, and SOs free to level 10? Reduce the cost starting a level 15 and then gradually move it to 100% of the current rate by level 30? I do think some level of "gain vs use" of currency is an important part of MMORPG player level/achievement/progression. It's just like any other kind of target to defeat. You want to have some challenge there to build up for the excitement of reaching the goal/"dinging" it is much easier to accumulate influence by simply playing now than it was in the early years. This would allow players to experiment with enhancements all they want through level 10 and then save up some influence as they progress past that - if they aren't using x2 XP that is. I'm not sure what "minimal impact on established players" means, or more at what do you mean by "established players"? I am a player that has been on Homecoming for a couple of not several years now, and I don't play the end-game. I have well over 100 characters that I generally log-in within 40-50 days. My average character level across all characters and servers is 25, and I have level-locked some characters at levels below that because they were created for certain content or I feel that the character wouldn't fit their character conception of they advanced further.
  10. If that is the fact, I have no idea why you are continuing to discuss this. And your point here being that you aren't intentionally trying to make personal attacks? Your claim that you aren't making personal attacks is ... So. I'm done. I'll make it easy for you and put you on ignore so you don't have to feel like the bad guy.
  11. So I'm wondering how many MMORPGs that you have played on if you think that this is something that doesn't occur on all of them. The more common or obvious your thought for a character name is, the more likely it is that it will be taken. Of course, there is also always the thing where another player saw you playing the character in another game and though "Hey, that name is cool" and then they use it in a game where the name wasn't taken. That happens as well. You can always put an x (or another historical gamer "clan" tag) before and after the name or put a number after it, or change characters around (upper and lowers of similar looking characters or go the Freakshow route with numbers for letters).
  12. When I come up for the concept for the character before I even log into the game to create them.
  13. There are plenty of players that have. As I said, those players now have what they were asking for. Enough that they made the hard mode taskforces The 1337 always want something more difficult to make sure that they are the 1337. I don't bother about hunting down their threads. I have run into them and mention of them enough times. I know it's a 1337 thing and it doesn't interest me. The group of players that I play with a couple days a week periodically crack on the players that say that the game isn't difficult enough. lol Of course, try to make it personal because you are having issues adapting to the content changes. First off, you can't fight 6 zillion guys "one-on-one" unless they fight you one at a time - which has never been a thing - unless you have really been taking your time and extremely good at pulling enemies away one at a time without aggroing any other opponents. Why does what need to be change now? Being able to steamroll +4/8 with no effort? Being able to pick enemies that are known to be weaker and less challenging simply so you can do that? All the DEVs are trying to do is to make sure that there is no significantly underpowered end-game enemies that can be easily farmed or are always the go-to because they are easily defeated. How often did you see the calls for PI Council Radio missions? And, no need for personal attacks, it has nothing to do with what I want. If you have anyone to blame, it is the part of the player base that was always going on about the game not being difficult enough. And more personal attacks to use to justify your position. I'm sorry you feel personally hurt by the changes so much so that you have to insult other people to make yourself feel better. You might be able to insult and belittle other people into not posting, but I'm not one of them. Your best result would be to force me to put you on ignore, but won't stop me from responding to other people.
  14. This seems to be end-game focused. Have fun in the end-game. You won't find me there. Teaming with new players in the game has been a lot of fun. Most of them want to learn and are really loving the game which make the PUGs very enjoyable to me. I love to see a team flounder for a mob or two, then figure out how to work with each other, and then get tighter and tighter as the mission(s) progress.
  15. I try to set it at what my character can bear. Generally, that puts it at +2/1 or 2 once I'm level 5 or so and have SO's slotted in everything. That being said, most of the time I'm teaming.
  16. I don't think it is bad design. I could make a team of to-hit debuffers, so I'm not seeing why that isn't something the enemy could do. I could do things to resist the debuff, increase a character's to-hit, or even my accuracy. The debuffs stack, so if you make the mob bigger and you are the only one getting the debuffs, then, yes, they are going to be devastating. If you as a player aren't adapting and changing tactics and just want to steamroll the game then - of course - any change from the norm is going to seem to be bad game design to you. A handful of players is a very small minority of the player base.
  17. Looks like the "game isn't challenging enough" crowd have some challenges now. I guess it was too much of a bother to turn it down and see how far you had to turn it down before it wasn't 100% undoable? It may seem like I'm taunting you, but I'm really not. I bet they aren't too difficult when you don't crank the notoriety to max. Personally, if I want to fight 6 zillion guys - more or less - single-handedly, I will play Dynasty Warriors instead of CoH.
  18. S.T.A.R.T. means start. My guess is that "P2W Vendor" could be sore spot for NCSoft. It sure seems like less letters than H.E.A.D.S.T.A.R.T. - because when it comes down to it, that is really what it is. I think we all know how much more powerful our low level characters are with the ex-P2W gear than they would be without it ... ....well not those of us that immediately power-level to 50 every character they play ....
  19. Whatever. I know what was going on in-game. I know what... ... implies... If you don't overcome foes, then you don't get xp for overcoming foes -and- if you don't get xp from foes overcome when you are on a team, then the team isn't dividing up xp among the team members. Lot of mechanics were hidden when this game as first released. So you show me where it says how XP worked on a team when the game was first released. Prove it.
  20. Yes. Honestly, a good amount of the communication that I run into in Discord when I'm playing CoH has nothing to do with CoH. Well, I guess "good amount" is toning it down. Often times, I find myself trapped with someone rambling on and on about this and that and anything that can possibly not be about CoH while I'm trying to play CoH with them. I don't always use Discord when I'm playing CoH. Most of the time that I'm playing CoH, I'm not using Discord. I have used it for both. But I guess maybe the real question is have I used the official Homecoming CoH channel? No. I have never gone there. Not to use the voice chat, nor to use the forums.
  21. Yes, it was. The change occurred sometime around when Wentworths was added to the game. I had an empathy defender and that could hardly get 1/2 half around on the xp bar when other characters that weren't sidekicked were leveling multiple times during a mission. I had to heal most of the time to keep the rest of the team alive and was able to do very little on the attack side if I wanted to keep the team from falling. The xp given did change from damage done per character (which we can see the history for doing so in games such as AD&D) to equally divided among the members of the team. The amount of influence you gained was always directly related to xp gain. "If you are grouped with a higher level person and receive no xp for overcoming foes, then you also will not receive any invention, salvage, recipe or inspiration drops." - https://homecoming.wiki/wiki/Patch_Notes/2007-05-01
  22. I'm a character-concept player. It makes more sense to me on a character conception level to pair battle axe with shield rather than bio armor.
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