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Everything posted by UltraAlt
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Honestly, I knee jerked and gave you a "thanks" because it was a Champions character sheet, but then I started looking it over and I was just "confused". That's a lot of points! I never played in a Champions game any character with anywhere near that number of points! "villain bonus"? worth 975 points of disads for that alone?
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Ghostcrawler Calls Streamlined Leveling in MMORPGs a Mistake
UltraAlt replied to Lunar Ronin's topic in Video Games
The End-game becomes a focus in MMORPGs to keep players that only want to play one character (or perhaps a few). They get to the end of the game, and there is nothing new for them to do. They get bored and drop their subscriptions/stop paying for micro-transactions and find some other game to play. The End-game is there to keep those people busy. As games get older, those people that just play the end-game start telling everyone else that they aren't having any fun if they aren't playing the End-game. If population is thinning out, the DEVs have to consider some things. The people playing the End-game need an incentive to play with new players or new players are likely not going to have anyone to team with (which I think is the whole point of an MMORPG) as the end-gamers want to be playing end-game stuff. End-gamers need players to game with in order to keep them interested in playing and having new players show up in end-game play mixes the dynamics up to change the play experience. A game might have divergent ways to level up characters. As the population decreases, they start trying to figure out ways to funnel the player-base so that they are trying to run the same content (increasing the chances for form teams). So, basically, what I'm saying is - that this DEV is going to create a game where players can't level quickly to catch up with friends, they are going to have to figure out some way that friends/groups can team together regardless of level or the profits are going to drop as the game ages and players leave. I can see this as good intent, but if the money is good - they will - as they say - "sell out" and start producing end-game content for the highest level players and add ways for new players to quickly level up (if they want to) in order play with the players that are already playing the end-game. Sometimes the option of getting to the end-game quickly becomes a money making project all its own by allowing players to pay real world money in order to automatically advance characters to current max level/content. -
I still think you are confused. I'm not 100% sure, but I think everyone that replied to you played before the Sunset. I started playing about a week before Issue 2 dropped.
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Not true. er, what? I don't see why it needs to be changed. Honestly, if you put 2 recharges enhancements in a scrapper mez protection power it will recharge faster than it wears off. I always put it one recharge enhancement in it and put it on auto-fire and then add a 2nd recharge enhancement in it as soon as I level up and get slots. But you have to give it time to go off, you can very likely loose mez protection if you are in combat when it wears off and you keep queueing up new powers and not letting the autofire go off. From an archetype design standpoint, you hit on why it is a toggle for tanks and a click for scrappers. The Tank needs an anti-mez constantly going like that because they are supposed to taunting/holding the agro for the rest of the team. It seems most of the time now that Tanks just want to "Hulk smash!" and don't really care about their teammates - especially as levels progress. Scrappers on the other hand really technically don't need anti-mez running all the time if they aren't trying to "Hulk smash!" everything. As a scrapper, you weren't expected to "tank" enemies but out damage them. You look into a room and see which enemies are in here. Can some of them mez? click the anti-mez power before going in. Maybe even Challenge (single target taunt) or pull minions around the corner and jump them until you have whittled down the group to a number that you feel you can take all at one time and hit the anti-mez before running in to attack them. The different archetypes and power sets are intentionally built to play differently so that players can try different things and experience the game differently which increases replayability. That is to say, all characters shouldn't be played the same if they have different archetypes/power sets/power picks. You base how you play with a character that character's own powers, strengths, and weaknesses. To sum up your question "Why do Tanks have toggle anti-mez, and Scrappers have click anti-mez?" with the simplest reply. They are different archetypes.
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Need some help with story content in Peregrine Island
UltraAlt replied to smnolimits43's topic in General Discussion
https://homecoming.wiki/wiki/Peregrine_Island 41-50 level zone Contacts Police Band Contacts Detective McLord https://homecoming.wiki/wiki/Detective_McLord Detective Selnum https://homecoming.wiki/wiki/Detective_Selnum Regular Contacts Crimson https://homecoming.wiki/wiki/Crimson Harvey Maylor https://homecoming.wiki/wiki/Harvey_Maylor Maria Jenkins https://homecoming.wiki/wiki/Maria_Jenkins Tina Macintyre https://homecoming.wiki/wiki/Tina_Macintyre Unai Kemen https://homecoming.wiki/wiki/Unai_Kemen The Wiki is great! Thanks, @Michiyo for providing us this great resource. -
I think that https://homecoming.wiki/wiki/Sorcery#Spirit_Ward and https://homecoming.wiki/wiki/Sorcery#Enflame are affected by this as well, but I will have to do some testing to make sure.
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- disruption field
- shifting tides
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Arcane missiles? Okay. All blast sets do that. I'm not even sure what an "arcane missile" looks like. Mana Storm? DoT is generally relegated to Fire and Toxic. you seem opposed to plants, but Fire blas would cover that. just needs a cosmetic change to make it look more "magic". Spectral blasts: We aren't going to get any powers that shoot through doors, walls, or any intervening objects. All attacks ignore defenses that don't match their damage type and/or attack type. Generally, the way you get around this is to have a power that applies a defense debuff to a target. Okay, where is the rest of the power set? Binding Glyph: Okay, AoE immobilize. All control sets have this. I guess you are just looking for a power customization for this one. Time Freeze: So an AoE hold. Most of the control sets have this. How is this different from Time Manipulation being proliferated into a control set? Just need a power customization? Polymorph: This seems disproportionally powerful in general. How long of a recharget is this supposed to have an how many enemies are you talking about hitting at one time with this? And what does "weaker" mean? Gravity Well: so basically https://homecoming.wiki/wiki/Gravity_Control#Wormhole Where is the rest of the power set? Arcane Shielding: so are you talking about like https://homecoming.wiki/wiki/Electrical_Affinity#Faraday_Cage opposed to shielding individual characters? Healing Runes: so https://homecoming.wiki/wiki/Nature_Affinity#Lifegiving_Spores? with a power customization? Mana Transfer: okay so some kind of power that "heals" endurance versus allowing the targeted character to recover endurance faster? Warding Totem: So which? increased resistance to debuffs or damage? If just damage it is like https://homecoming.wiki/wiki/Electrical_Affinity#Faraday_Cage with power customization. Where is the rest of this power set? First off, you're going to have to lose the name "magic". Magic is an origin so it isn't going to have a power set. With the limited number of powers you are suggesting, it more suggests a power pool of some sort. Which again, would not be called "magic" So from the get go on this issue, you are going to have to figure out another name for the set. Also, whatever a primary or secondary set is it has to be able to be applied to all the Origins so it can't by default single itself out to be related to one Origin alone. So are you trying to invent another type of "damage"? Currently, Fire and Toxic do DoT. Are you talking about having different secondary effects per power? Dual pistols covers this while using the Fire or Toxic ammo. You're not going to get attacks that "ignore armor". You can get -res powers, but not ones that simply "ignore" armor. What "resources" are you talking about "draining" and by "draining" to you mean simply removing it from the target or transferring it to you. Electrical blasts can already drain endurance. So again like https://homecoming.wiki/wiki/Gravity_Control#Wormhole or https://homecoming.wiki/wiki/Time_Manipulation proliferated into a controler set. The distinction is that it basically https://homecoming.wiki/wiki/Teleportation#Fold_Space and do everything that that other controller sets do that have a confuse. Oh, boy. So, basically, https://homecoming.wiki/wiki/Empathy but without the healing part?> I don't think we are going to get "damage reflection" barriers. If you had some kind of power like this it would have an endurance cost per point of damage that was "reflected" and I'm assuming that would be a pretty high endurance cost. Okay, so power customization of other powers would work. Got it. Oh, so you want to add another damage type. Yeah, I'm pretty sure that is never going to happen. Yeah, not going to happen. This is going way into pipe dream territory at this point. Wait. You want to create a whole new archetype that has ranged damage, crowd control and support "within a single set". What would you have for the secondary on this all encompassing "set"? yeah, this is never going to happen. Oh, and here is the icing on the cake! lol! A set specifically NOT for End-gamers (that seem to be somewhere around 50% of the community at the times that I play). You know, game play of any archetypes can be about "strategy over brute force" but most players seem to like to steamroll/"Hulk smash!"/Bull-in-a-china-shop everything! Yeah, I have go agree with another post. I wish I had read your post first @megaericzero
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But I don't want my magic character to use a wand - whether or not if it has a glow star on the end of it that has a fairy dust trail when I cast a power with it! I want to have a staff ... or maybe a book .. yeah... a book that that I pull out and hold in one hand while I'm using a power! Oh, wait, there has to be something else ... they all need their own separate power sets too ... oh, and there was that idea for a Druid power set .... and .... ... Can't I get the Dual pistol melee set I have always dreamed of?! It's only melee ranged! Point blank shooting and pistol-whipping enemies! Yes. Originally, hero characters were routed to their origin contact in City Hall in Atlas Park when they entered the City for the first time. Neither Villains or Praetorian have origin contacts. I can't remember exactly when it happened, but the during the "funneling" process to direct players into mission paths that everyone could share the rewards with more equally, heroes were directed to non-Origin contacts. The advantage of fighting enemies with your origin - which Origin contact for your Origin send you out to fight - is that they always drop enhancements that your character can use. Now not only are the Origin contacts bypassed unless you specifically select them before outleveling the first origin contact - which means you don't have access to any of the later origin contacts - but one character can run all the origin missions for all the different origin contacts as long as they level lock to stay within the contacts' level range. You can. Some of them go kind of screwy, but you can. You just have to make sure to go to your origin contact as soon as you log into the City, don't run any DFB, and be careful to lock you XP so you don't outlevel contacts. That is to say, you can go into the menu>options and scroll down to the bottom and switch between earning XP and no XP. You used to get x2 inf for turning XP off but that isn't a "thing" any more. If you outlevel an Origin contact before you get far enough in the arc to get your next matching origin contact you are likely to miss at least one origin contact before you can get back on the correct origin paths by getting origin contact of a different origin (from your origin contact - you get an option to pick between two contacts of different origins from you own 1/2 way through an origin contact's missions) and hope that they give you an option of getting a new contact from them 1/2 way through their arc that matches your character origin again. I haven't even bothered to test this out to see if it even works or not. I'm dragging my feet on my origin project as it is. Agreed. I'm a character conception player. They all actually show up in the contact list if you click on the button to see the other contacts versus the ones that it displays initially. But you have come into the game as a hero to see these (yes, you could come into the game as a villain, go to the pocket d, change to a hero or vigilante, come into Atlas Park and probably can get the origin contacts ... but I have never tried this) ... and Praetorians are totally out of luck when it comes to Origin contacts. To me, all these things are power customizations and not a power set in itself. A melee pistol set on the other hand ...
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There is the Sorcery power pool to add more "sorcery" cosmetics to a character. You can make any power set work with any origin if you are creative enough. I have plant powered characters that were created through scientific experimentation, so - yeah - they are Science origin. I agree with the others that the powers sets for any archetype can have whatever origin that you can think think up a character conception to match. What the real question is, what powers are you looking for in the "magic". You give three broad categories With no explanations of what you are looking for within these sets. What makes this different than what already exists? What do you expect them to look like? What kind of damage type are they? Things like that. (unfortunately, I can only read and reply to your posts one page at time, if I want to include quotes)
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Maybe I missed it, but I don't think you told them which server you are doing this on. I could guess and probably be correct, but it is best for you to tell @HoboSprinkles
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Sorting and filtering at character select
UltraAlt replied to OverkillEngine's topic in Suggestions & Feedback
I have a spreadsheet to keep track of mine I have a tab per server. At the top Character level archetype primary secondary Alternate SG ? Bl Br Con Cor Def Dom MM Scr Sen Sta T PB Chk Character column is locked. As I scroll to the right the columns slip under the character column so that is always visible. I also lock that whole row, so that when I scroll up it stays in place. Each of the boxes to the right of "Alternate SG?" have a formula to check which of the archetypes that the character is and puts a one in the box if it matches that archetype (which is used for the totaling below. I break down the rows below that in groups of 10 (a page worth in the character select screen). At the bottom the pages for the server I have a totalling section. Total 1937 0 86 Avg 0 22.52 8 2 12 4 9 8 11 10 8 4 9 1 86 On the first page, I pull the information from the totals lines of all of the other pages. Server Alts levels avg level Torchbearer 86 1937 22.52 Excelsior 21 642 30.57 Everlasting 47 1259 26.79 Indomitable 3 66 22.00 Reunion 19 448 23.58 Total 176 4352 24.73 Updated 05/16/2024 Archetype Blaster 22 Brute 4 Controller 20 Corruptor 10 Defender 17 Dominator 17 Mastermind 24 Scrapper 20 Sentinel 14 Stalker 10 Tank 16 Peacebringer 2 Total 176 Mmmm... looks like I'm way past due for updating my spreadsheet. I didn't think I had let it go so long .... maybe I forgot to update the date ... or maybe I really am getting that old. At any rate, I do periodic reshuffling by copy-and-paste. Change the order to make more sense for one reason or another. First many shuffling was to put my "main marketers" on one page ... but let's not go into that ... The last big shuffle I had was to make additional supergroups on a server - basically a page worth per supergroup - so that keeps them together by theme/genre. I already had pages set with supergroups going on with the other servers. One SG per page in most situations. I'm trying not to put more than 10 characters in a given supergroup in any supergroups other than the "main" supergroup I'm on on one of the servers - which you can probably guess from the character totals. I also was planning on level-locking some at certain levels based on character conception. To do that, I started to do some color coding as well. -
How many power combinations exist in game to date?
UltraAlt replied to Scarlet Shocker's topic in General Discussion
My level 41 Peacebringer has Leadership (Assault, Tactics, Maneuvers, and Victory Rush) and Fighting (Kick and Tough). I'm unsure about the Epic Power pools. -
Incnetive for folks to start TFs or SFs
UltraAlt replied to DrRocket's topic in Suggestions & Feedback
Always can yell out for help. When I hear (well, see the text in chat) that one of them is spawning/has spawned I head that way as fast as I can. You don't even have to stay to fight them. -
How do you get Supas to spawn at the Troll Rave Event?
UltraAlt replied to MikeSol's topic in General Discussion
What I do is wait for the rave to start and then go to the train station. They flood toward the train station, fight them as they head that way, and the follow them back toward the rave. But honestly, I haven't gone out of my way to fight the Super Trolls since I started playing on Homecoming. Far too easily to outlevel the Rave. -
I think the max ignore is only like 20 or so. Once you have 20 on your ignore list and ignore someone else, it kicks the oldest ignore of the list. I don't think there is anyway to stop seeing the chat bubbles other than putting someone on ignore. So stand in front of them and chat and they should see the bubbles. That is the attempt I would go for. Honestly, I'm assuming most of this behavior must be happening on Excelsior because I'm not seeing it on the other servers. I am wondering how these players get on team if they can't see any chats unless people are blind inviting them.
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Definitely seems like they should have confuse.
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Incnetive for folks to start TFs or SFs
UltraAlt replied to DrRocket's topic in Suggestions & Feedback
Oh, even more of a reason for a 50 to ask for the star once someone else has done all the recruiting. -
Incnetive for folks to start TFs or SFs
UltraAlt replied to DrRocket's topic in Suggestions & Feedback
ack. such a waste of XP and a good fight! -
If you click too quickly. It doesn't make any different how many time you click, it is based on how fast you click. It is. Just click slower.
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I can agree that most players would say to get the the speed pool for hasten for a dominator. I don't know if I have ever used the speed pool with a dominator. I'm a character conception player, so I say pick power pools and powers that fit your character conception ... unless you want to go the mini-maxing route and really don't care about character conception. You can make 1000 characters per server, so my suggestion would be to explore making characters based on character conception and don't worry about mini-maxing, but that's up to you.
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Incnetive for folks to start TFs or SFs
UltraAlt replied to DrRocket's topic in Suggestions & Feedback
I'm sorry for your health situation. The majority of players are scared of the star. I won't spend that long to form one. I don't even try to start a TF unless I see that there are enough players on the general range of the content. I know some higher levels might join, but I'm generally looking to run XP teams, so if there aren't at least enough on in the level range to fill a team, I don't even bother. Generally, I don't even try to recruit for TFs even as high as 35, and I hardly ever end up running any TFs that high. If recruiting isn't getting an traction after 10 minutes, I'll give up on it. I have no problem stating TF short-handed. I can pretty much gauge the minimum number that is needed to run most of the lower to mid-range TFs and sometimes I'll aim for that from the start. There is no "fix" for astrophobia other than therapy and most players don't even have enough patient's for tactics other than "Hulk smash!" so I don't see any recovery for their fear and dread of the star. I have two friends that I play with two nights of the week and both of them have from mild to complete astrophobia most play sessions. -
are you talking about the enhancement storage tables in bases? The ones in all the bases I have are in alphabetical order. How do you get them to sort by the order in which items were placed?
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lol. Please explain to me when it can be helpful to have it in the "order received" ... which is in an order based on the randomness of the card pack drops.
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Remove "Supremacy" from the list of autopowers
UltraAlt replied to gabrilend's topic in Suggestions & Feedback
That assumption is a logic flaw. Possibly, if they ever tried to monitor it at all. You can see it by default. You have to turn off seeing it to not see it.