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UltraAlt

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Everything posted by UltraAlt

  1. So is the issue the game itself or the part of the community that you are running into? The community is very different based on the server you are on, the time of day that you play, and the level of content you are trying to participate in. The push to power-level to 50, only run 50's, and speed run everything is annoying to me, but I have found it easy to avoid most of that other than stumbling into a speed run or having a 50 try-to or turn a normal leveling run into a speed run. That is to say, regardless of how many or most people are playing the game there are a good number of people are playing the game that he way that they want to play it by soloing, creating their own teams or sgs, rp'ing, chatting it up in general during missions, etc. On the hero side, you can still go to the Origin contacts (that have missions through level 50), but you have to go to them yourself. Your characters are no longer directed to go to them.
  2. What "the enhancement" are you talking about? Well. You can look them up in the wiki or read the detailed information while hovering over them in-game. Performance Shifter: Chance for +Endurance This enhancement adds a chance to grant the target(s) an infusion of endurance equal to 10% of the target's maximum endurance. This effect will trigger approximately 1.5 times per minute. Its minimum proc chance is 7.25%, and its maximum is 90%. - https://homecoming.wiki/wiki/Performance_Shifter:_Chance_for_%2BEndurance or say Touch of Death: Negative Energy Damage This enhancement adds a chance to inflict minor negative energy damage upon your target(s). This effect will trigger approximately 3.5 times per minute. Its minimum proc chance is 10.25%, and its maximum is 90%. - https://homecoming.wiki/wiki/Touch_of_Death:_Negative_Energy_Damage You can start here: https://homecoming.wiki/wiki/Enhancement_Sets Then pick the kind of sets over on the right and it will send you to the graphic table with the all the different sets of that type (or just scroll down through them all). Proc will be on the right side of each listed enhancement set.
  3. Yeah, I have only minorly tinkered on the villainside since since Homecoming has been up. I only played it though to 50 on one character on live ... because I paid for the content - which I paid for mainly for the supergroup base, getting more character slots, and supporting the game. I seriously can't remember content with Arachnos fighting the Council or the other way around. They always seem to be separate ... in what what I remember seeingin the game. Maybe I'll have to take the time to go look at that base. I have been through Sharkshead and I never noticed it. Okay thanks. Can't say that I have even read 1/10th of the wiki. Really never had any reason to go there and read the Council one for sure. I feel that Arachnos NPC treat villain PCs as lackeys and useless fools to be manipulated for their own NPC gain. My villains are all independent of Arachnos. All the industry laborers in the Isles seem independent of Arachnos as well. I'm not sure I'm seeing any plundering benefiting that PCs that work for Arachnos or the other contacts/con-men/etc. on the villain side. My villainous game play at this point is mainly focused around getting and running mayhem missions. And I haven't been actively doing that for a long time. Oh, sorry, I didn't realize we were back on that again when it came to this topic. I thought that was related to the original topic. I'll try to remember this whole thread is about the role-playing aspect versus mechanics. (I do feel that the role-playing is part of the gameplay) The comment "I mean, that's the point of the reputation system, isn't it?" threw me off. Seemed to be mechanics question.
  4. I would make them all take taunt when it first becomes available, make two next level-up slots automatically go into taunt, and make taunt and those two slots the first automatic picks when respec'ing. I'm sure most tankers would think that was a massive nerf considering the tanks I've seen on team lately. Yeah, I think that would probably be fair to the rest of the team. And, yeah, I always take taunt on my tanker and this only sort of a joke.
  5. https://homecoming.wiki/wiki/Free_Fire_Zone_Transport The Free Fire Zone Transports, introduced in Issue 27, are two separate transit networks that allow convenient traveling between City Zones and PvP Zones. There is also a "Free-Fire Zone" neighborhood in First Ward. We each have our point of views. The Council doesn't mess with the Rogue Isles; the Arachnos don't mess with Striga. It seems to be that these two criminal organizations have some respect for each other's boundaries. I agree that doesn't mean that stray villains (which is what most villains really are ... they are not actually members of Arachnos at any point - unless they are VEAT ... and even they don't really seem to be) wouldn't have some reason to go to Striga, but, based on what is going on there, I can't even see a reason for a rogue to go there - let alone a villian. There seems to be no profit there. It isn't like you are going to find the massive gold haul or religious relics that the Council carted off from 5th Column strongholds which they carted of from those guys in World War 2's strongholds.... Is the villain transported to the actual open world zone or is it within a door mission (either the flyer or Eden) that is accessed from a villain location? No, not really. The villain side always had a smaller population. It was a way to give villains access to the hero-side gaming population and back to villainy again. And it was done during the funneling times to give villains the option to be able to move to the heroside with move players when they couldn't find a team on the villian side. Before the Market merger, the influence market was the big market. The Infamy and Information market were under stocked and much higher priced. In which case, I seem to recall you would have to go to at least vigilante to gain access to the influence market. Either way, it was really more for villains having the ability to interact with the larger hero-side player base. I'm sure some people did, but here was really no good reason to switch a hero to even a rogue unless you wanted to solo villain content, team with a friend that was already playing a villain, or for some role-playing reason. It is still that way as far as I'm concerned. It was a way to slide in a bunch of missions into the game without adding any contacts so that the tips could basically be used like the police scanners or newspaper missions. Once you get started on doing tips, you and pretty continually get one to free any free tip slots pretty quickly.
  6. I hate to have to be overly strict, but I am if I'm recruiting a leveling XP team. I recruited for the team. I'm going to keep the star. If you try to turn my Taskforce into a speed run, you will be warned before you are kicked from the team ... and I will give no warning if it is the last mission and someone races ahead to the end of the mission and teleports everyone to them .. that's an auto kick. Someone trying to disrupt what setup for myself and others isn't going to have much time to complain before I put them on /gingore. I don't want to team with them again if at all possible (/gingore is only so long of a list ... I'm so glad that I haven't had to add anyone to it for very long time a this point)
  7. If you want your powers to recharge faster when you really need them to recharge faster (there are those that will promote permahasten) the hasten is the way to go. Some people just use to try to speed up the recharge time of the really long recharge powers that can be affected by it. Some people use it to recharge higher damage/slower recharge powers so that they can remove lower damage quick recharge powers from their execution cycle. For me, it is going to come down to character conception. If I feel that the character should have the ability to move/react really fast in some (I'm not into perma hasten) situations, then I get hasten. I only tend to use hasten in emergency situations when I think I can finish something up with the amount of end my character has remaining, because obviously recharging powers faster can mean that you are using end faster. I treat Domination the same way; if I don't need to fill my end bar during a battle, I'm not going to activate domination. Then I wouldn't worry about it. A friend of mine uses it on every character. They really don't seem to be overly strict about character conception other than the costume and bio. That is to say, that to me, most of their characters would have no thematic reason to be able to move at an accelerated speed (I can kind of see it with some of their characters that have powers very long recharge times - like say carrion creepers and vines). The same player tends to use one if not more of the LOTG procs on every character. (I think they have a connection within the Ebil Marketeer/Illuminati to get them on the cheap)
  8. I actually have no problem with Clown Masterminds. I just don't want to see things like the swordfish and using a human as a bow.
  9. Seems to me that you are promoting this kind of behavior:
  10. Who said you weren't? You are being overly argumentative. Too bad. Just as much as you have the right to post things in the forums, other people have the right to post things as well. You do not have the right to be abusive to other people on the forums: I think you are attacking other that disagree with you simply because they disagree with you. You have openly insulted me and others on the forums. You need to curb this kind of abuse. You are the one in the wrong and not those that are posting in this thread that they disagree with you based on your one initial post. @GM Crumpet I may be wrong in this, but I do not feel that the disrespectful behavior from @temnix should be tolerated. @temnix If you post on the forums, you don't own the thread that you started. Everyone else on the forums has I right to post to any thread. If you can't deal with that fact, I suggest that you stop posting in the forums.
  11. I thought your name was Tim.
  12. It apparently hasn't been fleshed out yet. I guess it is like "Why did the player character go to that zone?" "To get to the mission contact located there." There are new missions contacts there and that seems to be the main reason to go there. I think that holds true for First Ward, Night Ward, Striga Island, and Dark Astoria. If you look-up "Paragon City" on the wiki it lists all these places (among other) as being in Paragon City": Kallisti Wharf (Co-op City zone instead of Hero City Zone) Dark Astoria (Co-op hazard zone) The Rikti War Zone (Co-op hazard zone) Striga Island (Co-op hazard zone) and all of the PvP zones First Ward and Night Ward are also listed as Co-op City Zones. The non-hazard City zones are labeled as "Hero City Zones"; villains as "Villain City Zones"; and Praetorian as "Praetorian City Zones". I'm unsure why the wiki would list Kallisti Wharf as being part of Paragon City other than it is connected to Paragon City by tram. "Free-fire zones" don't exist in City of heroes. Zones are either PvP or PvE. There are no zones where you can attack all other player characters. The drones won't attack you in Khalisti Wharf. I haven't tried dragging PvE enemies up toward them yet, but I'm assuming they would be attacked. There to appear to be some friendlies around but I haven't tried getting them involved with combat yet. I'm everywhere (except the Praetorian side). There appears to be no defined lore as far as I can tell. It didn't make any sense for me for Striga Island to become a co-op zone, but is as well at his point.
  13. https://homecoming.wiki/wiki/Kallisti_Wharf Official Background This zone has no official background; it was a work in progress at shutdown in 2012, never seen in-game.
  14. None of the co-op zones are PvP zones; the are PvE zones. None of of the PvP zones are co-op zones. You aren't cooperating if you are fighting against one one another. Why are villains allowed to go to First Ward, Night Ward, and the Rikti War Zone? It is because the are co-op zones. They are co-operative zones where heroes, villians, and those in between fight alongside each other (PvE) and not against one another (which is what a PvP zone is). That is what a co-op zone is. What do you mean by "free-fire"? Dark Astoria - Co-op Hazard Zone (50-54) Rikti War Zone - Co-op Trial Zone (35-50) Striga Island - Co-op Hazard Zone (20-29) (This became a Co-op zone relatively recently)
  15. The post you replied to from me was responding to:
  16. Oh, Deity! Please, no! Let us not start going down the Thunderspy route please.
  17. The inside core of the dazzle effect is too bright for me, and I can't tone it down. Coloring has an impact on my vision issues. If it was more blue or magenta it wouldn't affect my eyes as much as the yellow tone it has currently.
  18. Sorry, the links to each "feedback thread" are usually in the beta post thread, if I recall correctly. I checked but I didn't see them in the thread so I figured we were supposed to post here this time for some reason.
  19. The inside core of the dazzle effect is too bright for me, and I can't tone it down. Coloring has an impact on my vision issues. If it was more blue or magenta it wouldn't affect my eyes as much as the yellow tone it has currently. Freebie menu missing
  20. If I'm running a blaster and I feel that they are getting mez'd too much, I do start going for things that help with mez resistance or limit mez'd time but, since I'm a character conception player, I try to keep that within character conception. It is easy enough to hide most of the extra mez resistance/deceased mez'd time for blasters by using enhancement sets. One of my go-to powers for this kind of thing on blasters is https://homecoming.wiki/wiki/Leaping#Acrobatics "While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics." and "Each knockback enhancement in Acrobatics adds less than 2 points of protection. 4-point knockback protection enhancements — Blessing of the Zephyr, Karma, or Steadfast Protection — may be more advantageous." I have tried https://homecoming.wiki/wiki/Sorcery#Rune_of_Protection but it doesn't seem to be too reliable as you have to click on it. "You cast a Rune of Protection upon yourself granting you protection from Hold, Sleep, Immobilize, Knockdown and Disorient effects as well as granting you a measure of damage resistance against all forms of damage for a short time. You must be at least level 20 and have two other Sorcery powers before selecting Rune of Protection. 'Note:' Rune of Protection is unaffected by Recharge Time changes." That being said, I think I remember that you can caste it while mez'd like a breakfree, but I don't really remember clearly as I haven't used that power for a while a this point.
  21. I'm sorry. That comment is not welcome. You are going to have to face the fact that you are posting in a forum where everyone can react to your posts. If you don't like what they are posting, you always have the option to put other people on ignore. That is the only power you have here. I agree with the others that your post of what you to believe to be a Neo-Carnival of Shadows is not appealing to me whatsoever. It does not look Carnival of Shadows related to me. It doesn't have a circus feel to it.
  22. Thread count isn't want makes it necro. It is how long the thread has "been dead" before it is "brought back to life". But maybe you are talking about "hard number" as time and not as thread count. I would think if it was "dead" for more than a couple of weeks or a month then it would be considered to be necroed. I've seen some "brought back to life" that were dead for a year or more. (and, I have accidentally posted to some myself because I didn't realize how old they were). I would consider that to be a necro thread if it was "brought back to life" after that long. Most likely ... and, yeah, based on the kind of thread that it is. I think one thing that is usually seen as a "bad" necroing of thread is when a thread is a "dead horse" thread as well as being "brought back to life".
  23. Honestly, even when I'm running normal missions with someone I consider to be badge wh.... errr.... badger, they don't seem interested in taking down the doors even when I suggest it. Those Council bases - with what 10-12 doors? - seem to be prime for this, but they seem to get bored so easily. Yet the same player will take time to travel around zones to get all the explore badges. And I agree, I've never seen anyone take time to try to take down doors other than myself in the PD basement part of the first Yin TF mission.
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