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Everything posted by UltraAlt
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Login Screen - Remembering Multiple Account Names
UltraAlt replied to SeraphimKensai's topic in Suggestions & Feedback
Seems easy enough to save the login information in a file on the player side and copy-and-paste it into the fields. But I'm not against your suggestion. -
opinions An Overly Long Tangent About AI Generated Content in RP (TM)
UltraAlt replied to McSpazz's topic in Roleplaying
I don't think this is true. I believe that you can ask some AIs to write something in the style of a certain author or a person's general speech pattern. You can give AIs the same kind of prompt for artwork asking for the art to be in the style of certain artist. (I know that this goes on as a friend used this kind of prompt for his icon here on the forums). -
Just don't forget to put a keybind on the numlock button. DCUO does that by default.
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I have this monkey wrench that comes in handy sometimes, but others times it is causes trouble. I'm wondering what happens when this mod is active and an event occurs that changes the sky color - Rikti invasion or Zombie Apocalypse for example.
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All your bases are destroyed by me! I'll teach you not to leave my teams mid mission!
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I think that's pushing it. But a GM won't make a call on that until a character by that name is in-game ..... and their GM-sense detects it.
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Welcome, home.
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Auction House - Enhancement Booster has reached an impasse
UltraAlt replied to Diantane's topic in The Market
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Auction House - Enhancement Booster has reached an impasse
UltraAlt replied to Diantane's topic in The Market
I'm confused as to how it is a "fairy tale". They are selling and getting paid. You aren't. That doesn't make it a "fairy tale". It makes it Market PvP! Who is winning and who is losing in that PvP battle? Who is generating more infl! That may be measured by month or by week, but in the end it is total profit gained over that set period - cost for generating or obtaining the product sold. You may sell some at a higher price. They may be selling far more with a lower price margin (that being said they may be obtaining the product at a lower cost. Drops being relatively free which makes the profit all of the return.) and actually be bringing in more infl profit. I seems at this point, they are probably winning that PvP battle to me. And I will say that the PvP battling has heated up since the announcement that Homecoming is legit. I think that is a good thing. I think that Market PvP is the best and most balanced PvP in City of Heroes. -
The first question - that it seem I always have to ask - is are you only playing at level 50 and end-gaming or are you playing the actual game and leveling up the character? And, yes, this makes a huge difference in people's responsible. And , no, not everyone only plays level 50's. I avoid playing level 50s, and I'm not going level up any more characters to level 50 (well, maybe one more to so I can slot a contagious confusion - so that will make 4 total)
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Looks like I glossed over this part that allows, "sprint" powers to stack with "Prestige" run powers. I guess "sprint" powers also stack with super speed and speed of sound as well.
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I know that travel power speed stacking was changed so that you would only gain the benefit of the fastest run/jump/fly speed, but it has reverted to stacking. I don't remember any notes about it being changed back. I'm wondering if giving all new characters athletic running by default may have unintentionally reverted travel powers back to stacking. Unless the DEVs changed it back and I just missed it, that seems to be the most likely thing that could have caused it. I didn't even know that it was reverted until a friend was telling me that they were running both sprint and athletics running to get increased running speed.
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What is Meant by "Weak" or "Underperforming" Powersets?
UltraAlt replied to Waljoricar's topic in General Discussion
? People play differently. Within the framework of character conception I have some general slotting guidelines that I use for all characters. Put 2 acc enhancements in every power that can take accuracies (if I can get an accuracy of 2.00x without slotting 2 accs, I don't slot any more than I need to get the 2.00x) Put 1 end enhancement in an toggle power and (after the accuracies) 1 end in any power that cost more than 10 end to use. After that, I generally put one of enhancement in for whatever special effect that power has (this does not go for taunt. I usually only increase taunt in the sets actual taunt power) And, a damage enhance in any high damage powers. By the time all that is said and done. I'm generally heading into the ATO sets and IO sets. As early as possible, I'm slotting a https://homecoming.wiki/wiki/Panacea:_Chance_for_%2BHit_Points/Endurance in health At 17 or shortly after, I'm slotting a https://homecoming.wiki/wiki/Performance_Shifter:_Chance_for_%2BEndurance in stamina Generally, slotting a https://homecoming.wiki/wiki/Power_Transfer:_Chance_to_Heal_Self in stamina shortly after that. After that I go with IO sets or Winter Lord sets (usually individual procs out of this set) that fit my conception of the character. And, yeah, this can mean intentionally avoiding mini-maxing/maximum efficiency for the sake of character conception (the same goes for powers and pool pick for me). There is a lot powers and power pools that many players never use simply because other people don't consider them to be OP and/or consider them to be underpowered or "not worth taking". It doesn't mean that they are entirely worthless, but all powers are conditional and it will probably mean adapting your playstyle to the powers instead of trying to force a power set into the all too common "Hulk smash" game play style. -
Yes. A "fast" snipe isn't a snipe. You get the bonus damage because of the interrupt time of a snipe. The interrupt time is removed when it is a "fast" snipe. I know it is a hard lesson to learn. I learned it myself. I too prefer the additional damage over the "fast" snipe all the time. I think that the set was created when there was no automatic "fast" snipe when in combat. Originally, whenever you used a snipe it had interrupt time which meant it was only really usable as an initial attack even if you slotted interrupt reducers into it.
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What is Meant by "Weak" or "Underperforming" Powersets?
UltraAlt replied to Waljoricar's topic in General Discussion
I'm a concept player that plays the level-ing content (the game) and not the end-game content. I follow the character concept and pick powers as I go to fit that character conception. I can't say that I have overly loved kinetic melee, but I can't say that I hate it. I'm not used enough to playing it to really make a good call on it. I have a scrapper and a stalker with kinetic melee. I alt-jump but I can honestly say that I don't go out of my way to play either of those character (that being said, I have over 150 characters). As for a poison mastermind ... I probably only have 1 or 2 of those. I know one for sure because it was built on character conception. What would make it weak for a mastermind is really a lack of ability to heal your minions. If you don't mind respawning minions all the time, then that isn't much of an issue. -
Can something be done re DXP on Indom please?
UltraAlt replied to Scarlet Shocker's topic in Indomitable
That's good. I'm glad you have a good group to game with. I can't game the weekends. The times that I have been on Indom, it has been like a wasteland. Apparently, the low pop isn't stopping you from having a group to team with. I am the one in my group that has to keep track and making sure everyone turns of and on their xp when they need to. I agree it isn't the perfect solution. Perhaps the fix would be to automatically lock xp growth to that of a contact if you have an active mission from a contact. If course, if this could be done, it would need to be optional. Even without extra xp gain, I/we would often outlevel contacts because one group I run with tends to run on +2. I tend to run on +2/1 or +2/2 when I'm solo. -
Can something be done re DXP on Indom please?
UltraAlt replied to Scarlet Shocker's topic in Indomitable
You can turn off XP in the options menu. I turn off XP quite often to stop from outleveling content. When I'm on a team when we are all trying to stay at the same level, we all turn off xp if we are trying to avoid outleveling content. We even turn off xp until another player's character catches up to the level of the other characters on the team. At this point, I even turn off XP to stop characters from passing certain levels. I am not making any more 50's, so I am always going to turn off XP at level 49. I honestly don't play much content above level 35, so I have turned off the XP on a lot of characters at that level or below. Sometimes at this point I turn off the XP based on how powerful a character should be based on character conception. Well, it is Indom. I will honestly say that after playing on all the servers that Indom is the worst /lfg and teaming server of the 5. Is that all because of the population numbers? I think that the team experiences I have had on Reunion were far better than on Excelsior. I can't say that I was ever on a team outside of the DFB on Indom and those were hard to find ... and I think I recruited for them myself. I only have 3 characters on Indom. I moved one of them off that server because the server was so dead ... a long time ago. Honestly, I don't even think most players know that it has DXP at this point ... especially new players ... New players are going to tend to immediately go to the most populated server. And, I can entirely agree, that DXP isn't really that much of an incentive when you can go to the most populated server and have an easier time of finding a farm to doorsit ... if getting power-leveled to 50 is your thing. -
I don't farm or support farming. So, your statement is dishonest. Salvage is already seeded in the auction house by the DEVs. SO sets are far more of an inf source that SOs. Once I made enough capital off SO's, I moved to SO sets. I still seed some of the SOs at certain levels when the stock gets low. What is more fun? Building a new power set or doing something someone else tells you to do? You can make the game harder for yourself. It isn't that hard to do, and it takes no work from the DEVs. I don't farm or doorsit. I don't hang with farmers or doorsitters. I am a market PvPer. And I make massive inf off of farmers and doorsitters. Far more than they make doorsitting and farming. They are farming PvE. And I'm am - to an extent - "farming" all of them. The SOs being crafted by players is the in-game lore. No. I'm against store selling IOs an IO sets. And, yes, mainly because that would ruin part of the game that I enjoy. That is all on you and what you think. Others obviously disagree with you. No one is forcing you to use the strongest. If you want a more difficult game to play, you can make it more difficult for yourself without needing to change the gameplay for anyone else. You know, some of my characters couldn't get enough inf to slot TOs before IOs and the Market were released. They were release at the same time. Back then, you didn't get influence evened out for being on a team. Infl and xp were based on damage done. I had defenders in the teen levels that watched characters level up multiple times while they kept them from dying. Couldn't slot. Couldn't do a lot of damage. Couldn't get inf to slot. It was a vicious cycle. Crafting and marketing changed all that. And pretty soon the exp/inf game was divided more evenly among team members as well. I think originally, it was damage-driven xp/infl to discourage doorsitting. It could have gone with a way to add xp/inf for heals actually completed, but then how do you measure how much xp/inf you should get for buffing other players or debuffing enemies? I still think that adding crafting and marketing to the game was one of the best things that was done to the game beyond the initial concept. The best concept that went horribly wrong was the AE. AE was never intended for farming or powerleveling. Both ar exploits. Exploits that the DEVs said publicly that they would not allow. But once the AE went live, and the bans started, they caved. There were simply too many players putting too much money into the game breaking the rules and being banned. And the DEVs deleted all their posts about banning AE exploiters. Want to make the game more difficult? Avoid the AE. Avoid x[anything] xp. Avoid events. Avoid joining teams above your character's level. Avoid anything that makes you level faster than you should through normal gameplay. Avoid slotting anything. Avoid using inspirations. You can do all of that yourself. No changes to the game need to be done. The changes you want to impose on other players aren't going to happen.
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The original DEVs nerfed the people trying to actually use the AE to share original story content (as intended) by allowing farming/exploits in the AE. They said before the AE was released that they were going to permaban anyone that created or used missions in the AE for farming/exploits. Once they release the AE, the bans happened. The people that were banned revolted. Apparently, those players put enough money into the game that NCSoft made the DEVs cave on the issue. All the posts about permabanning people for creating or utilizing AE missions for farming/exploits were deleted. They deleted a whole bunch of posts. Multiple entire threads deleted. Now I know it would have been very difficult to police the AE when every player has access to it ... except if you generate a code to watch the xp and inf yield per a set time and use that for the guideline .. perhaps that was already engage when AE was released and the net stretched much wider than expected. All that being said, any nerfing of the rewards in the AE are all due to farming and exploiting the AE. Put the blame where it belongs ... on the Farmers and exploiters. There are times when I just run random AE missions with other people. Sure, it would be cool to run AE missions as a group. But you know what kind of AE missions I don't way to play? The ones about how cool your character(s) or supergroup is or a personal story about your character or supergroup. ... and, of course, any farming or exploit content regardless of how someone might try to "hide" what it is behind story content. The only possible fix I can see at this point is to somehow reactivate that tracking system to look for farms and exploits and separate those missions from the actual story missions, so that you can go into the AE computer and pick story or farm and the only missions that come up will either be all story missions or farm missions. The player generated tags is just a work around, but it doesn't solve the problem as not all farms are labelled as "farms" or "farm" and you can't do a search that will bring up everything not labelled "farm" or "farms".
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If you want to play that way, go for it. No one is stopping you from playing the way you want. Are you trying to argue that isn't true?