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Everything posted by UltraAlt
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Still no answer from the OP. Seems to prove my point. If the name release policy ever happens, it should definitely include level 50's.
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Suggestions to help with the Name Release Deilemma
UltraAlt replied to Mr. Apocalypse's topic in Suggestions & Feedback
You are not a victim. Do you have any evidence that the name is being camped? How often does a player have to play a character before it is "camped"? It is against the Code of Conduct to harass other players. If you have a copyright on the name, then take it up with the GMs. I feel that the basic mechanics of it would take far too long to program. Being the first person to try to "name camp" a name that might be released is definitely "name camping". So, no. If this was implemented, the first person to try to - using your terms - "liberate" a name shouldn't get an email letting them know that they can now try to take that name that they have been "name camping" to get if it was released. The DEVs have said more than once that they do not have a way how long it has been since an account has been logged in. They can only tell how long it has been since a character has been logged in. I think year is a good standard for timing (for releasing of all character names including those characters that are level 50 - if this it ever happens.) I'm not sure where this arbitrary 180-Days comes from if your stance is ... If that is the case, then it should be years and not 180-days. First you say, ... but then you "force" it on people that don't go through their character list and pick yea or nay on your new option. I understand you may feel a connection to a name, but that doesn't mean that it is yours unless you have a copyright on it. In fact when you created that name in City of Heroes, you gave the rights to that character to NCSoft. It said so in the EULA and TOS. I know that I try to log in all my characters within 60-days just to avoid any kind of renaming scheme (plus marketing). Are there are there a lot of names tied up in inactive accounts that were made within 6 months or before Homecoming came out of the shadows? Sure. I don't think anyone is arguing that. I'm not trying to protect the players that came into the game and used their 1000's of slots to make 1000's of level 1 characters with "cool" names. So perhaps those that are trying to push for name release, should push for the release of level 1 characters (only) first before going after character names on characters that have actually been played. -
Regardless of archetype or power set, I try to watch what my teammates are doing and then use my powers in a way to augment what they are doing and/or to help the survivability of the team. My goal isn't maximizing damage output or trying to show how bad-ass my character is. I don't know how to set the options to feel my powers in-game nor the hardware to translate feeling too me. I don't have rumble features on my Logitech game controller. The times that I can't see my powers is when I have the VFX turned off as much as possible because of too much power VFX spam or overly bright powers/costumes on player characters (seriously, picking all white costuming and power VFX is like poking your teammates in the eye with a stick - you aren't being a good teammate if you do it). In the end, I tend to "favor active powers" that fit my character conception of the character. Then, based on that, I figure out the tactics that work best when using those powers.
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Ukrainian Golem Golem of Ukraine Ukrainian Talos Ukrainian Titan Hihant Ukrainian Achilles Most of those I would end up taking an "The" on in game once they reach the appropriate level I think "Non-Newtonian Fluid Man" may be too many characters. Canadian One-Eye Eyebeam I-beam Eyeblast Canadian Eyeblast Scott Winters Canadian Summers
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The term is "end-game" not "late game". The "game" is the leveling content. If there was a "late game" in City of Heroes, it would be like level 45-49. Once you hit 50, you are in the "end-game". The "end-game" is content that is pasted on the end of the actual "game" to give people that have completed the "game" something to do. Generally, this is done in games to keep players paying for content. Before the big F2P boom, it was to keep subscribers subscribing. With the F2P boom, it is P2W, exclusives, etc ... including - most likely - whatever players are saying that they are willing to pay for on their respective game forums. I'm assuming this post will give the "end-gamers" something to do even if just for a brief moment.
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But then the problem is that the particles don't all the way come back until you zone, so that makes it harder to make sure you have clicked on or off. I have plenty of tray space for those two macros.
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this is true. The bubbling goo in the last sewer room in DFB becomes entirely invisible. I'm not sure which others do. maybe some of the spectral or ghostly ones?
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Yeah, sure, at least 2 nights a week for 2-3 hours. I often run trials or task forces with less than 8. I have some set numbers that I think are doable for certain content. Once that is reached, I'm not going to sit around all day trying to fill. I don't set the team size to 8 when running smaller teams. I don't even jack it up to 6. When I'm running teams, I'm more likely to increase the enemy level than spawn size. If I want a huge number of opponents to fight, I have several of the Dynasty Warrior games. Bumping the difficulty give me the challenge that I'm looking for.
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I think it should be left alone. You seem to be posting from an end-game point of view, but you do not specify. Just because a behavior happens in the end-game doesn't mean it happens during the playing of the actual game. There is a huge difference. Everyone is not steamrolling at 1 or 2 attacks to destroy each mob.
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Alt isn't a four-letter word. It only has three letters. Plus, you are bad mouthing Alts in a game that gives you the option to have 1000's times more Alts than any other game. I have over 170 Alts at this point. Then you have an issue, don't you? The game mechanic is there to explore other power sets, and you bad-mouth it. That's all on you. You have the freedom to choose. Uh, huh.... ... and that would be trolling the forums? I mean seriously. Is that what this post was or do you actually have some point with your end statements or any of this post for that matter? Perhaps you are intoxicated. Intoxicated posting happens.
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I have issues with players picking costume color and fx that are too bright for my eyes -and- also the screen becoming just a cloud of colors and VFX to the point that I can't see the mobs I'm trying to battle. /macro fx0 "noparticles 1" /macro fx1 "noparticles 0" Goes along way to resolve this for me. Which makes me think of how someone that is deaf may not have a way to directionally locate glowies (or even know they are nearby) or know that there is combat outside of their field of view other than by watching the team menu (which all of us should be doing to some extent).
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It is mostly new players or players that have been flying under the radar that have finally been caught. The person that started this thread is still showing only 1 post.
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I go back to ... My comments were based on the OPs suggested systems. That being said, even I have suggested adding Giant Monsters into zones that don't have them ... even in Altas in the currently little used factory district. The problem with areas on the hero side that .... ... is that back around the time that Galaxy City was removed from the game "funneling" began. The DEVs were actively trying to force the players into smaller game play options to concentrate the player base. This included diverting away from contacts altogether by using the Police Scanner/Newspaper mission system and not sending heros to their origin contacts to start gameplay. I'm pretty sure that the DFB was added after I stopped subscribing (before the Sunset) because I don't remember ever doing it. Sewer sweeping, sure. DFB, no. Originally, you couldn't just walk up and get a mission from any of the origin contacts; you could only get missions from your origin contact. So if you and a friend made characters with different origins, they would have different contacts. Go to far on friend 1's origin story without at least getting the story arc on friend 2's contact and you outlevel friend 2's contact and can't run any more of their missions; likewise, if friend 2 gets a story arc and their missions are technically outleveled by doing friend 1's missions, then all of the missions for friend 2 have grey enemies in them or outdoors on hunts for that matter. And that leads us back to players simply have shown distaste of contacts sending players on hunts over the years and especially hunts in other parts of the city. Which leads us back to, as a part of the funneling efforts and players' comments about not wanting to get sent to zone all over the place contacts, some areas were either essentially "shutdown" by not directing players to contacts in those zones OR by contacts into those zones OR raising up the level of a zone so that it becomes an end-game zone (Dark Astoria). The reason to go to a zone/part of the City is to run missions and not just generally run around in the streets ... unless, of course, you are hunting for badges ... but it isn't exactly badge hunting if you use a program to put the badges on your map or go to the wiki and get a /loc to thumbtack them on your map. There were plenty of reasons to go to zones, but they were removed. That being said, I go back to liking the idea of having at least one giant monster per part of the City. The mechanic to have players doing something to cause giant monsters to spawn seems to be a team building mechanizm as well. Several giant monsters do this, some eventually do it without any player evolvement due to infighting of enemy groups eventually fulfilling the same conditions that players would to initiate the spawn. The new "find contact" button still funnels players, but not as much as it used to. The Origin arcs still can't be followed if the contact chain is broken. You don't get the option in the "find contact" listing to go to your character's origin contact at level 20 if you didn't run the character's origin contact found in City Hall. Of course, the villains didn't even get origin arcs. The DEVs knew that the villain player base was going to be smaller. The "funneling" of the player base started from the get go. I haven't play much villains side since I've been back, but I haven't been over to Fort Cerberus since I've been back. That seemed to be a fun area to battle in for a team of villains. If we throw the need for "funneling" aside, the easiest way to promote teaming in the "forgotten realms"...err maybe I shouldn't use that term ... unused zones is to use the same kind of Police Scanner mechanism ... because they aren't available in these unused zones because those zones are Hazard Zones. I think all the door missions for the Hazard zones are still in the game. I think there are still ways to unlock the contacts and run those missions, but they can be overlooked and outleveled easily. What if the police scanners in the Hazard zones offered 3 random missions that already exist in that zone? What if completing 3-5 missions in a hazard zone spawned a zone AV boss as an open world mission in the hazard zone instead of a bank mission? The mission puts the marker on the spawned AV on the map. Maybe even have the AV move through the zone on a set route and the players have to chase them down and defeat them before they leave the hazard zone in order to avoid failing the mission? And, of course, some temp power and badges awarded for completion to draw in the badgers.
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The advantage of having a defender increases with the number of characters that are on a team. Also, playing with end-gamers is a sure way to make you feel like any character is underpowered. Find teams more around your level or invite lower level character to join you. If you are planning on running choking cloud a lot (and it isn't slotted up) I would suggest getting a tanker that knows how to taunt on the team. Each archetype and power sets require different playstyles to really shine. If it isn't working for you at this point, just make another character and then check back in on that one from time to time. Hopefully, we are all playing to have fun. Find the character that is fun for you to play. There are so many options, that there has to be more than one that you will find fun to play.
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The one that I'm currently playing. The one that gets on teams. The one that I'm thinking about playing next. The next one I'm planning on making. The one that hasn't gotten to 49 yet (because I'm not leveling any more to 50)
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If you are bored with doing mission content and and the goal is simply leveling quickly, I would suggest looking for a PI police scanner team or other high level door mission team. Even if you have to end up bailing out during a mission - as long as you don't leave your character sitting inside the mission and leeching xp - no one is going to get upset about it ... unless maybe if you are in the middle of a fight with an AV. The XP will generally turn out to be much more when running with a team than when running missions solo ... even if you are the one recruiting people to join you on your missions. I've been on plenty of teams that only run 1 or a couple of missions. Sometimes that is because I join a team after they have been running for a while. Sometimes because the person recruiting only intended to run 1 mission. (Personally, I'm fine with that. I like teaming even if it is a duo for 1 mission)
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Power Pool Mini-God Modes (Rune of Protection and Unleash Potential)
UltraAlt replied to MonteCarla's topic in Archetypes
If you still have HP - If you are unconscious/zero HP - So a buff if still up, and a rez if you are down. The character I have it on uses it more for the buff than for the rez. I think I've only used it for a rez once. Good one, @Yomo Kimyata I forgot about https://homecoming.wiki/wiki/Experimentation#Adrenal_Booster You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. -
I don't know if it is still the case, but the amount of xp earned in the open world was - at least at one point - drastically reduced compared to door missions. This was done due to server strain. I'm not sure that was ever reversed. I did a good bit of street sweeping for a while, but people weren't too motivated to do it once the xp was reduced. Based on the server strain issue, I doubt that more mechanics will be added to encourage open world play. We already have the various events, giant monsters, and fire fighting events. Mainly only the events draw a lot of attention. Even adding the Monstrous Aether Salvage for Monster Hunting hasn't caused a huge increase in Giant Monster hunting teams. I don't think anyone much cares about the fire fighting events. (I list this by itself as it isn't like the other events. I think there is one like this fighting electrical gremlins on the villain side, but I haven't done that since before the Sunset.) I do it sometimes when I have a water or ice based character as their powers can put out fires. If you want more hunts, run the Origin arcs. They have tons of hunts in them. Are you playing on Excelsior? I don't see many people hanging around in Atlas, but I don't play on Excelsior that often. I do play on all of them ... well, not really Indom. I haven't teamed up on there for years. With /lfg, there is no reason to be on the map with the most characters. Myself, I pretty much am hanging out where I'm working on a day job doing character work of one type or another, running missions/taskforce/monster hunts, or recruiting to do something. Hanging out in Atlas after like level 10 looking for teams is kind of an AE baby thing, and there isn't even an AE in Atlas any more - so honestly, I'm pretty confused about this statement. I'm definitely against this - even for teams. It encourages leaching. If you want to doorsit, get on an AE team. How about you recruit if you want other players to join you? I know many have astrophobia, but it isn't that bad to recruit or lead teams. If more players did it, then people wouldn't have to stand around wherever waiting for teams. If there is content that you have that you would like teammates for just recruit. As you indicated, characters are just standing around waiting for someone else to do the recruiting. ...errr... where are you see this openworld behavior going on? yeah, well, that's definitely unlikely to happen ... that is to say ... I seriously doubt it. I appreciate you taking the time to make your suggestion, but I strongly disagree with you on this one.
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Power Pool Mini-God Modes (Rune of Protection and Unleash Potential)
UltraAlt replied to MonteCarla's topic in Archetypes
Then don't forget https://homecoming.wiki/wiki/Presence#Unrelenting You channel your inner confidence to become a relentless opponent, gaining significant boosts to your damage, recovery and attack speed for a short while. Additionally, you will be able to fight though the pain caused by opponents, healing continuously over time. You can also use this power to fight your way back to the living after defeat - if you are defeated when you use this power, you will be revived with 50% health. You must be level 14 and have trained any two other Presence pool powers before you can train Unrelenting. -
It is a power pool and that is part of the end cost/time/effect for reward calculation. Most of the power pool powers are not created for end-game steam-rolling. The Medicine pool has that because it is a power pool. It really isn't meant to be used in-combat. Think of it like being an EMT instead of being a superhero with super healing powers. The 4th power is even called Field Medic. As indicated, it is for use out-of-combat when the team "falls back" I know that teams "falling back" is pretty much unheard of these days, but it happened quite a bit when you couldn't get to level 40 and even when you could get to level 50 before significant end-game content started to be added. The original book for COH reads: Aid Other (click) Heals a single targeted Hero. This power is interruptible, you shouldn't use this in combat. Stimulant (click) Frees an ally from immobilization, sleep, disorient, or hold effects, leaving them briefly resistant to such effects. This is interruptible and shouldn't be used in the heat of combat. Aid Self (click) Allows you to heal yourself. This power is interruptible. ... etc. It was never meant to be a replacement for team mates with healing powers. If you are a field medic and someone shoots you (or even at you) or a grenade lands near enough to you, your ability to do your job is definitely interrupted. Do you think there is a problem with the rest power as well? Like any other power pool powers, it is limited because it is a power pool pick and not a primary or secondary pick based on your archetype. The Resistance you can get from Fighting>Tough is nowhere as good as even Sentinel armor (not to mention tank, brutes, scrapper, stalker, applied shields, etc.). The Defense you get from Hover, Combat Jumping, Fighting>Weave, Leadership>maneuvers are nowhere as good what primary/secondary archetype powers can giver you. They are all like that. They are augmenting and not meant to replace or equal a characters primary and secondary powers. The Med Pool isn't supposed to make your non-Empathy character an Empathy. It is not there so that a melee character can heal themselves or make themselves mez resistant while in combat.
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AT/Build recommendation for NRG or Elec + Ice or Cold combo
UltraAlt replied to Oubliette_Red's topic in Archetypes
Well, from the "thunder" part it sounds like a sonic, but you indicated nrg or electric. I would think that the sound of nrg sounds more thunderous than electric as it is more of a crackling sound. ... and the snow.... Maybe an Cold Domination/NRG Defender or NRG/Cold Domination Corruptor - the would both have https://homecoming.wiki/wiki/Cold_Domination#Snow_Storm -
You can get their global name from their character name if that character still exist by that name on the server https://homecoming.wiki/wiki/Get_global_name_(Slash_Command) If you are going to have an open base, I would suggest making use of the rankings and set some storage to be open to everyone and anything that is "special" to store in storage that has been set to the higher ranks only. This way you can share what you want to share with everyone, and protect what you need to protect from theft. I have run into people on multiple occasions were the only reason they try to join supergroups appears to be to steal with they can from them. This is unfortunate, but it is how some behave, so use the tools you have to protect what you have worked for. You could also have multiple SG and coalition them. Have one for your main characters, and then have a seperate one for new recruits. You can use trusted players to transfer what you want from one sg's base storage to the other. When it comes down to it, each of the main players in the SG could have their own SG and base for their own personal storage and then have a main SG base that is open and you only put stuff in it that you are willing to lose to a possible thief. As long as you have a character "holds" the personal SG, you can /altinvite your characters back and forth between various SGs yourself. On one server I have 3 "more or less" personal supergroup bases and mainly play/sg out of a third base that another player made. /altinvite to grab what you need from one sg base, /altinvite to the other sg base to move whatever into storage there. and /altinvite back as you see fit.