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	I'm sure I probably have most of those people on ignore.
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				Compiled Dev Choice Awards for HC. (ongoing)
UltraAlt replied to TerroirNoir's topic in Mission Architect
For me, it would be for making Story Arcs easier to find in the AE. They are currently buried under farms. Obviously, Farms get more plays than anything else. Obviously, Farms are played repeatedly by the same people. This gives them a chance to get Hall of Fame over time - as it is based on plays. Story Arcs simply aren't played that much. I think Farms are also going to tend to get 5 stars from pretty much everyone that plays them, so that puts many Farms in the 5 star list. Devs Choice, hopefully, never picked farms for that level of "story" recognition. At least, I would hope that the Devs Choice were based on "story" and not on "farm-ability". All that being said, I have had at least one my arcs was called a "farm with a story" - probably because of two of the maps picked are large open areas. The enemies, however, were not the kind of enemies that one would but in a farm to make farming easy - which is the whole point of a farm. I'm assuming those that make Farms would have no issue with their farm missions being marked with a Farm icon. Based on my prior comment, I think that a player should have a right to have the Farm icon removed if its placed on an arc that they created as a Story Arc. I also think that any arc granted Community Choice icon should not be a Farm and should clearly be a Story arc. And I do mean arc; I don't think that Community Choice should go to one or two mission Story arcs. I think it should be at least three missions long. To me, things that set story arcs apart from farming are the dialog, enemy choices, complexity in the arc, and obvious story progression through the arc - both in story and setting/maps. This is all sound. The people that would want to promote this are the most likely to want to have their arcs played. I keep my mask on, but I wouldn't feel fair to judge my own arcs if it was going to grant a reward. That being said, I would like other people to find my story arc in hopes that they would enjoy them and they are lost in a sea of stuff so no one is likely to find them if they are just browsing for a mission to play in the AE terminal. So maybe the route to go is to figure out when people could play together consistently (day of the week and say a 2 hours time - most weeks - kind of like Tanker Tuesdays). Once the group can gather, then people that want to participate can generate a list of missions to play; tack new missions added to the list on to the end but mix it up so that one creator's arcs aren't being run back to back. The group can use /LFG to fill if they have room/want. (As far as I know, players can still join AE arcs at any time - unlike task forces, etc.) If the team doesn't finish an arc in one week, it rolls over to the next week. Does this sound like something that will make a step toward achieve the goal of Story missions being played in the AE? - 
	I think you are ignoring the fact that some some players are trying to speedrun everything ... most often it seems because they are level 50+ already. The people that rush out of missions are going to be the first ones rushing into the next mission .... before everyone else gets there. I can agree with this, and I generally go with this. Dependant on the archetype I'm playing, I'll sometimes wait until everyone else is safely out before leaving a mission.
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				Power-Pool Presence, let's make it more powerful.
UltraAlt replied to shortguy on indom's topic in Suggestions & Feedback
No. That is why I suggested ... - 
	
	
				Power-Pool Presence, let's make it more powerful.
UltraAlt replied to shortguy on indom's topic in Suggestions & Feedback
Ever had? or ever used it? I have it on at least one character and have used it to rez that character. I can't say how long ago that was. - 
	
	
				Power-Pool Presence, let's make it more powerful.
UltraAlt replied to shortguy on indom's topic in Suggestions & Feedback
Think that Provoke should be single target. It makes more sense based on the archetypes that would be picking it for a pool. I'm assuming Intimidate can't be one of the first two powers because it is a soft hold. That being said, when you are solo, Pacify is a soft hold. None of the powers cause damage without a proc. I would swap Intimidate with Pacify (making it one of the first two powers that can be selected), and replace Pacify with a single target Confuse with a lower base accuracy and/or duration than a Controller confuse. The uses for Pacify are just extremely limited and a Confuse would cause damage (to other enemies) ... damage that you wouldn't get xp for ... and it fits just just as well into "Presence" as "Pacify"ing someone does. Unrelenting seems like it was just thrown in there as the 5th power so that the pool would have a 5th power ... and, if we have to add a 5th power, we better make it one good enough that people will want to use the presence pool. If any of the powers doesn't seem to fit the Presence pool at all it is Unrelenting. What does it have to do with Presence? Seriously, it should have a Presence attack related to it if you use it to revive and I would make that a high magnitude PBAoE fear attack. I'm all about the Invoke Panic. That is usually the reason that one of my characters will take the Presence pool. - 
	We are all waiting to welcome you home.
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	.... but, yeah ..... .... sorry, gotta run!
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				prismatic New 250 Prismatic Aether affect - Mega
UltraAlt replied to Laucianna's topic in Suggestions & Feedback
Well, this would be through the prismatic aether costumes, so you wouldn't even have to use a costume slot to have the "giant" mode. - 
	
	
				prismatic New 250 Prismatic Aether affect - Mega
UltraAlt replied to Laucianna's topic in Suggestions & Feedback
I understand that the collision issue isn't a factor, but it can make it a bit weird to get good visual angles in indoor/cave missions. I haven't seen anyone else using any of the tall costumes. I just use that one as a "nightmare" costume for one of my character sleep powers. I change into it - along with a tray flip to mass confuse and fear powers. I was only "mostly" joking when I suggested City of Jack Kirby Giants back before the Sunset. I think that there is only one of my current characters that I would use a growth power like this to make my characters bigger. My main concern - based on the mini mode - is "is my character's head going to have the same "normal" size when their body gets bigger?" - 
	
	
				prismatic New 250 Prismatic Aether affect - Mega
UltraAlt replied to Laucianna's topic in Suggestions & Feedback
I would check out this costume before seeing if the increased size is really an option for you ... at least I think this a correct one... it is very tall. At some points, it definitely feels like it is too tall. https://homecoming.wiki/wiki/File:C_Rularuu_Wisp_Overlord.jpg - 
	
	
				Compiled Dev Choice Awards for HC. (ongoing)
UltraAlt replied to TerroirNoir's topic in Mission Architect
@TerroirNoir2 "...Dev's Choice and Hall of Fame Arcs are marked as "Developers' choice" through a process of nominations on the Homecoming forums which the HC developers review. Arcs enter the Hall of Fame when a large number of players rate an arc favorably..." - https://homecoming.wiki/wiki/Mission_Architect I understand what we are going for here. The Hall of Fame is for "a large number of players rate". If I recall correctly this is some relatively insane number like 500 or 1000 ratings - and that is why this never worked. Farms would get into the Hall of Fame faster than any kind of "intended" content. The Devs Choice was supposed to be for Devs - apparently - just randomly running AE missions (or so it seemed ... of course ... on Homecoming they appear to have been submitted for selection for a while there). I think both of these mission markings were designed before the release of the AE system, which was immediately polluted by allowing farming missions. (Yes, Farming was considered an exploit and accounts were supposed to be banned for abusing the AE for farming - but the DEVs caved ... and we are where we are today .... story missions hidden while farms get Hall of Fame) This kind of thing is handled in other "Communities" by Community Rep(s). So I guess what would be lobbied for would be Community Reps that would run the selection of Devs Choice and then submit to the Devs to grant the Devs Choice icon. -or- See if 2 new mission icons can be added in the AE that the AE Community would select - 1) Community Choice and 2) Farming (if only one icon can be awarded - this would override any other icons - you could still tell how many times it has been played by the counter). Both of these would be awarded/assigned by the Community Reps - I think it should be a council that does the voting. Maybe a lead Community Rep(s) and Community Council members(?). Maybe full open voting on the current AE missions on the list for the month(?) that the Community Council has selected through a forum poll? I would suggest a limit to the number of AE missions on the list for each month to be 4, so players can play one per week. Perhaps the Community Rep(s)/Council would set a day or days each week to run the AE mission for that week so that it could be run as a group. At the end of the month, do voting on those 4 missions. If here is more than one great stand out, one of them can roll over to the next month, but the next month would also include 3 fresh ones. The ones that didn't get selected and/or the one that may have roll-over to a 2nd month and isn't selected, then those missions are taken off the list for say 3 months so that other AE arcs get a chance for play/review. Of course, any system can get corrupted. People will try to abuse/manipulate this just as much as anything else. I've just hashed this out real quick. I have to meet up with some people ... err... characters ... in THE CITY. - 
	This is the spreadsheet that I made for Homecoming. The images are reposts from a while back. The spreadsheet that I had before the Sunset was in created in Open. never take off the mask
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				Ghostcrawler Calls Streamlined Leveling in MMORPGs a Mistake
UltraAlt replied to Lunar Ronin's topic in Video Games
What are you talking about? Who is stopping you from playing the way that you like? I certainly am not doing that. You seem to be getting very defensive. So yes. It is best to stop this exchange. - 
	
	
				Ghostcrawler Calls Streamlined Leveling in MMORPGs a Mistake
UltraAlt replied to Lunar Ronin's topic in Video Games
I really don't see what being a roleplayer has anything to do with the need to power-level characters to 50 or better. Spider-man did evolve in the comics, but that was so early on that most people haven't read that. When they do recons, they gloss over that stuff for sure. And Green Lantern and Superman have evolved and changed over the years ... even after the start of the Silver Age. Captain America had the same basic powers sure, but he went through changes as well. And, yeah, you can say that Superman was born that way and the Green Lantern had already grinded his way into being fearless before he was given the ring. Well, you can play however you like. I'm a character conception player and a lot of enjoyment is in the "ding". The leveling up and characters getting more powerful is a large part of my enjoyment of the game as well as creating tons of characters and being able to play what I feel like at any given time. What is boring to you is "the game" for other people. And with so many RPGs out there with leveling systems, it seems like a majority of gamers find the "ding" enjoyable. - 
	"...On February 28, 2008, Cryptic Studios announced they had purchased the entire Champions intellectual property, licensing the rights to publish the 6th edition back to the former owner Hero Games. The 6th edition books synergistically allowed players to adapt their Champions Online characters to the pen-and-paper roleplaying game...." - https://en.wikipedia.org/wiki/Champions_Online
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				Ghostcrawler Calls Streamlined Leveling in MMORPGs a Mistake
UltraAlt replied to Lunar Ronin's topic in Video Games
You have pointed out two of the playstyles I suggested. There is a very limited amount of "high level content" as opposed to the rest of the content in the game. How much for the "high level content" do you play repeatedly? Most of the door mission content that has cut-scene was added later in game development. The DEVs created more collaborative missions later in game development on the hero side to funnel characters away from Origin content into content that was not origin related and dissuaded player from going to the Origin content both by sending them to TwinShot and Habersy (or whoever - I hate both those arcs) and by having the DFB easily outlevel the starting Origin contacts so that it is hard to get back into the Origin contact system. The funneling was done to make teaming easier - or at least more rewarding for everyone on the team as they could - potentially - have the same contact and be working toward the progression of the same arcs. Notice that CoV has no origin related content at all. And is all of that end-game with end-game characters? What would the difference be if it as rp'ing with people while running leveling content? - 
	Oh, I thought they bought the whole line, because they had already had built the framework/game design(rules) for the Marvel Online MMORPG and were trying to salvage the work that they had already done. As far as I know, they released a version of the rules that they used in the MMORPG as RPG (aka tabletop) rules. Of course, anyone that played Champions RPG knows that the game rules were what made that game popular and not Foxbat. They obviously bought the game for the branding of "Champions" to sell the MMORPG.
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	The answer is more or less "yes". The game world - and its current state - are based upon the world of who has the star at any given time. It even tells you that in-game. One character could have experienced "Who will die?" and another has not, for example. If the character hasn't experience it yet in their "world" then it hasn't happened to them yet (even if they have seen it in another character's "world", I guess you would have to as a Mender ... one of the ones in Ouroboros, not one of those robots from Praetoria that should look like cool like the Clockwork, but look like the Visiontm without the cape instead) "...The more corporeal War Witch found in the strange dimensional nexus of Pocket D appears to be a version from an alternate reality, though is coy about the exact specifics. The two are uncannily similar in many ways, but the most important difference seems to be that this one is... still breathing..." - wiki "Prior to Issue 13, she seemed content with simply observing and occasionally conversing with anyone near her, but with Issue 13, she became a trainer contact." - wiki Hero 1 should not be confused with Hero One, obviously ... hey, have different names. "...Unfortunately, the mission seems to have cost Hero 1 his life. Hero 1's final fate remains unknown ... " - wiki .... as it continues .... "... but it is assumed that he gave his life in the Rikti home dimension in order to save his beloved earth...."
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				Ghostcrawler Calls Streamlined Leveling in MMORPGs a Mistake
UltraAlt replied to Lunar Ronin's topic in Video Games
How exactly do you play CoH? Do you just power-level to 50 and grind the end-game and say that isn't grinding? Or do you play through the game and run different content to level and consider that not grinding because you are exploring content as you level? (because you seem to indicate that leveling-up is "grinding" - and I certainly don't see leveling up to be "grinding".) Or maybe you just stand around in the Pocket D (or where ever and RP)? Seriously, I'm curious. Grinding to me is doing the same content receptively to seek some reward over-and-over-and-over again. The reward could be xp toward leveling, unlocking incarnate salvage, getting loot boxes, merits, monstrous aether, etc. You are playing it, but maybe you find City of Heroes to be boring in general. I would suggest making a new hero character, going to the Origin contact for that character's origin and only pick missions from contacts that have that origin. I haven't made it all the way through any of the origins since I have been back, but I have 5 characters trying to make it all the way back through with their origin contacts just to see how much of it is still in the game. The Origin contact lines are different and send you fighting different foes based on your origin so each one has a different story line. There are a lot of hunts - and you might find hunts boring or grinding - but there is a good bit of story going on related to each origin. I know that often times I have had to turn off XP to stop from outleveling contacts as I go. But playing the origin arcs - especially solo - can be a challenge ... but I don't find them to be boring. Maybe you are easily bored. I don't know. Would it be boring to design your own adventures in the AE and then play through them? I find teaming up a great way to make practically anything more interesting in gaming. - 
	I don't think Whirlpool should be able to be caste in the air either. Since they are both water based, they should both caste only on horizontal surfaces and not on vertical ones or in the air. Yep. that is a bizarre one. I think it is 0% chance until a character lands a successful attack on an enemy that is affected by it.