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UltraAlt

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Everything posted by UltraAlt

  1. Well, actually, if you follow the Origin contacts for each origin, there is a through storyline from level 1 to level 50 (or close to it depending on how much xp you earn per mission.) and there is a different story for each origin, but hero characters were diverted away from the Origin contacts when the funneling phase of City of Heroes started. If a team isn't all the same Origin, then it gets disruptive to some. There are a large number of hunts given by Origin contacts. The storyline of the Origin contacts are about each Origin and, in the end, (if the Origin contact lines still reach to their original ends) the "origin" of the Origins themselves. It has been a very long time since I played through an entire Origin (level up through the Origin contacts to the end) and I'm not even sure that I did it more than on one character before the Sunset. I've been working on my Origin Project for a long time, but I'm constantly distracted by alt-jumping. On the Origin contacts storyline, you may often have to turn off your XP in order to complete missions from a contact without outleveling them, or run some missions in order to get to a high enough level to get missions from the character's next Origin contact (that is to say, one contact may stop giving missions at level 19 but the next contact won't start giving you missions until level 20). Players can easily be diverted away from these Origin arcs because half way through a Origin contacts level range, they will give you 2 contacts that are not of your character's origin I think there is probably a full storyline for the Kheldians as well. Maybe even for both Peace Bringers and Warshades, but I have never bothered to try to level up either one only playing the Kheldian story arcs. I agree that I haven't seen any linear story progression in CoV, but I only played one character to level 50 and only played like maybe 20 characters through lower level content before the alignment-switching system came into play. (To me, what City of Villains real lacked was the ability for a character to build their own criminal empires through force or persuasion. Defeating enemies and making them your allies. Having allies turn on you from time to time where you have to beat them into submission or decide to make a example of them for others that would cross your nefarious schemes. Persuading others to ally with you - even temporarily - to battle other forces.) I'm assuming that there are Loyalist and Resistance storylines in CoH:GR, but I know you can jump back and forth by mission choices. I simply didn't enjoy CoH:GR to make it worth my time to explore it past the very early levels. But I agree, that there is "no strict path" from 1-50 and players are free to find their own way to the end-game. I think the "strict path" was probably your point, but it seemed like a fun thing to comment on.
  2. Yep. Keep moving the goal post. It make your arguments less valid. I know very well that there are players that annoyed by a whole lot in this game. They aren't very accepting in general and "know" that their way of playing is the correct way and that anyone that deviates from that "correct way to play" is obvious an idiot, annoying, or just plain stupid. The wonder of THE CITY is we call all play the game the way that we enjoy it. I enjoy not playing with people that behave in that manner. There are plenty of people to game with and discuss things with in the forums. I don't have to necessarily agree with someone. There are plenty of people in the forums that I often disagree with but I have respect for. Yep. I do my best not to game or interact with people like that. Have a good day.
  3. This is true. And some people blind themselves because they decide that they are the only one that can be correct about anything.
  4. No, it isn't. I play on plenty of PUGs and there is no great concerns for mission completion speed for those that are not playing level 50's that are only trying to speed through everything. This isn't true either. I for one am fine with knockback. Claiming absolutes shows a lack of understanding. Like when level 50s are running WTF just for the merits? Then they are not primarily concerned about their completion time, are they? But you would claim that the primary concern is completion speed is self-evident. Your logic is flawed.
  5. In no way is it evident that a majority of players are considered primarily with completion speed of missions. That isn't even what this thread is about.
  6. I don't level up past 49 any more. No idea how long it takes to get to 49. I alt jump a whole lot. I think I have soloed all the way on some of my Origin Quest characters (the only run their Origin contacts storylines). Otherwise, I team up most of the time. Never. Team size varies even on a task force or trial. Yes. Varies how much time is put into duos per week. I did level up a couple of 50's doing duos. (the duo partner(s) were twisting my arm to level to 50) Yeah, I'm always leveling up different characters and making new ones. Sometimes I just play the character I feel like playing. Sometimes I see a level range of players that don't appear to be engaged in anything and switch up to form a team to run missions in that level range. Sometimes I join a Giant Monster hunting team or switch up to join it. Sometime I switch up to team on different content that someone is recruiting for. Pre-50. I plan on turning off XP at 49 on all my characters that get that far.
  7. I can agree that Brutes are more scraper than tank and are constructed entirely for hulk-smash mode intentionally. This I really can't agree with. They simply don't hold the kind of threat that tanks can even with their taunt. But I can see that this would be believed by one that is playing a brute and focusing on continually fighting versus paying attention to anything else.
  8. That is what an assumption is. If you have facts to prove that a majority of players are concerned with clear speeds over everything else, please provide those facts. And if that is the case, why not set everything at -1/x0? If you read my posts, I clearly indicate that those with knockback need to work to use it responsibly. My responsible use knockback hasn't been criticized by a team since before I stopped slotting knockback to knockdown enhancements, but it may very well be that I have put the less than 30 players (ignore cap) that like to complain about knockback in-game on ignore.
  9. My assumption is most players don't care about clear speeds. Seems to be an L337 end-gamer issue to me.
  10. I'm a character conception player as well. I play at weird times, and I jump around servers (all of them), but, hopefully, we will team up some time. I do mostly PuG'ing so no telling what teams I'll be on or which teams I'll be leading.
  11. I do believe that they have to be in melee range in order to use their ranged attacks. How far that "melee range" extends, I don't know. My point was, that they can't get knocked way, pop-up, and fire off ranged attacks ... especially at other characters ... if the tank has them taunted. And, clearly, they will run back to the tank if they are taunted. In my experience, if I'm playing a tank and I taunt a foe, they run up on me. They don't fire more than once at me from a distance. Much like when you attack a foe with a hold, etc. they usually get one shot off before power takes effect. But then again, I'm constantly taunting and herding ... I don't even care if some of the enemies get knocked away. It isn't that hard to round them up again ... for me at least.
  12. I've seen this same thing asked in at least one other thread about knockback. As far as I can tell, it isn't going to happen. People complained enough that they provided to different enhancements that turn KB to KD. Those are the DEV solution. Thanks for your infl. I make good infl selling those.
  13. that make perfect sense. The line has to be unclear or some people will toe the line as much as they think they can get away with. (I'm sure that goes on ... far too often ... already)
  14. How did I "lie"? You maybe just trolling at this point, but that is what you typed. So what you are saying that the powers for that set has just as much randomness as any other set that has AoE and cones. Big shock. I can see the validity of your comments now. Thanks for making that clear.
  15. Do a search. This has been brought up time and time again. Not true. That's what you believe, and it is your opinion. How many character and powers have you slotted KB to KD in? Sounds like many tanks and brutes that I've been on teams with while PuGing. Apparently, you haven't been on teams with some of those posting here. Gratz on that! This simply is not true. That is your opinion. If the powerset was that disruptive, the DEVs would have removed it long before the Sunset. There is no "random" nature to it. ... and I keep seeing so many tanks and brutes not running with taunt and - even if they have it - not using it every time it is recharged (it cost no END so why not use it every time it recharges?) If they are taunted and get knocked away, they run right back to you - they can't attack your teammates - and they can't attack you until they get back into combat range. But I understand steamroll/"hulk smash"/bull-in-the-china shop - no tactics and only one mode of game play ... really sucks for people that like to actually figure out a way to work together as a team that isn't focused on a tank or brute doing the same thing over and over and over and over and over again because they think they are "the big man on the team". Seriously. Those kind of teams are no fun for me ... especially when they tanks or brutes doesn't taunt, core a mob, rush onto the next group, and expect the rest of the team to clean up the mess that they leave behind.
  16. JR West to start using robot for railway maintenance https://www3.nhk.or.jp/nhkworld/en/news/20240702_14/ West Japan Railway says it will start using a truck-mounted robot for maintenance and inspection work from this month. The move comes as train operators tap new technologies to counter labor shortages and improve safety. JR West developed the machine with a robot startup and others. The device has two arms that can carry objects weighing up to 40 kilograms. It also has a reach of as high as 12 meters, and can replace parts, paint, and trim trees. An operator controls the machine using a goggle headset connected to cameras. When the user turns their head, the robot does the same. The weight of lifted objects can also be felt through control levers. Hasegawa Kazuaki, President of West Japan Railway, said, "Increasing the use of robots is important to meet the challenges of maintenance work and to ensure stable and sustainable railway operations."] JR West says the robot could reduce maintenance workloads by about 30 percent. It is also expected to improve safety when work is needed in hazardous environments, such as with electric cables.
  17. If someone forwards you a costume and a name that would break the Code of Conduct, I would as assume as a GM you would be responsible for enforcing the Code of Conduct. You don't have to comment on it, but I'm assuming you should enforce the Code of Conduct regardless of who brings up that breach of the Code of Conduct to you. But that is just me assuming that the GMs are responsible for protecting the game we love the same way that the rest of us are responsible to report potential copyright violations in order to protect the game we love. However, I may be mistaken.
  18. From where I'm I am age-wise, you are one of the younger players. I'm good playing with anyone that wants to enjoy creating characters and playing the game (leveling characters by playing them instead of being power-levelled).
  19. It is not advice. It is someone telling you how they want you to play. Knockback is great. It protects the user from melee attacks and it is also a soft/temporary hold. The enemies cannot attack while they are being knocked back. I ran into this alot when I first came back and wasted slots putting knockback to knockdown procs in things, but I stopped doing that along time ago. I have run with several teams that are knockback based and they are great fun. The problem is always with those playing melee characters that don't want other people's characters to use DEV-given powers. When it comes down to it, most players that are going to dis you about knockback don't give crap about what anyone else is doing as long is it isn't disrupting "I know how to play my character". For melee players these days, that's steam-rolling/bull-in-the-china-shop/"Hulk smash"; there is no tactics or technique and many times no taunt other than the taunt inherent in their attack powers. That being said, I do think that knockback should be used responsibly. I love to use it to corner opponents - especially individual opponents. The other main use for it is herding/corralling. Say using hurricane to force enemies closer to a tank (really more of a matter of the repel) and/or into a tight group so that the entirety of them can be hit with AoE controls. (Love to get an enemy stuck up in the ceiling with hurricane and watch them bounce around up there unable to attack while they are being "arrested") If you are the leader of a team and someone keeps complaining about the knockback, tell them that the are free to quit the team. If you aren't a leader of a team, thank the player for the advice. If they don't stop complaining and they insist on staying on the team when you are leader, put them on ignore or give them the boot. If they don't stop complaining, put them on ignore. The fact is that there are plenty of players out there that aren't going to complain about knockback as long as you are throwing enemies into other mobs. So I say, when you have knockback, EMBRACE IT. Don't waste slot(s) turning knockback to knockdown when you could put some other more useful enhancement like a damage, recharge ..... or add even more knockback (which I often do on knockback-based characters)
  20. I can't find the image I want to find of the statues of fallen Legionaries in the Legion of Superhero base, but here is a fantasy/alternate future version of what I'm talking about ... Limiting it to one statue to base could be necessary if there were alot of items added to a base (due to file size) but if the base is small rooms with statues along the walls It could probably hold several (if not dozens) of customized statues. I would suggest a couple different shapes of statue bases (or display styles; glass box, glass cylinder, light cone, etc.), all the customization of the statue costume (link it to a saved costume file so powers effects need not be saved), and a plaque linked to the statue that can be edited with name and maybe 25-50 characters for description or memorial comment. I agree that simply putting plaques on the wall would take up less file size than the statues.
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