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Everything posted by UltraAlt
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https://homecoming.wiki/wiki/Free_Fire_Zone_Transport The Free Fire Zone Transports, introduced in Issue 27, are two separate transit networks that allow convenient traveling between City Zones and PvP Zones. There is also a "Free-Fire Zone" neighborhood in First Ward. We each have our point of views. The Council doesn't mess with the Rogue Isles; the Arachnos don't mess with Striga. It seems to be that these two criminal organizations have some respect for each other's boundaries. I agree that doesn't mean that stray villains (which is what most villains really are ... they are not actually members of Arachnos at any point - unless they are VEAT ... and even they don't really seem to be) wouldn't have some reason to go to Striga, but, based on what is going on there, I can't even see a reason for a rogue to go there - let alone a villian. There seems to be no profit there. It isn't like you are going to find the massive gold haul or religious relics that the Council carted off from 5th Column strongholds which they carted of from those guys in World War 2's strongholds.... Is the villain transported to the actual open world zone or is it within a door mission (either the flyer or Eden) that is accessed from a villain location? No, not really. The villain side always had a smaller population. It was a way to give villains access to the hero-side gaming population and back to villainy again. And it was done during the funneling times to give villains the option to be able to move to the heroside with move players when they couldn't find a team on the villian side. Before the Market merger, the influence market was the big market. The Infamy and Information market were under stocked and much higher priced. In which case, I seem to recall you would have to go to at least vigilante to gain access to the influence market. Either way, it was really more for villains having the ability to interact with the larger hero-side player base. I'm sure some people did, but here was really no good reason to switch a hero to even a rogue unless you wanted to solo villain content, team with a friend that was already playing a villain, or for some role-playing reason. It is still that way as far as I'm concerned. It was a way to slide in a bunch of missions into the game without adding any contacts so that the tips could basically be used like the police scanners or newspaper missions. Once you get started on doing tips, you and pretty continually get one to free any free tip slots pretty quickly.
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I hate to have to be overly strict, but I am if I'm recruiting a leveling XP team. I recruited for the team. I'm going to keep the star. If you try to turn my Taskforce into a speed run, you will be warned before you are kicked from the team ... and I will give no warning if it is the last mission and someone races ahead to the end of the mission and teleports everyone to them .. that's an auto kick. Someone trying to disrupt what setup for myself and others isn't going to have much time to complain before I put them on /gingore. I don't want to team with them again if at all possible (/gingore is only so long of a list ... I'm so glad that I haven't had to add anyone to it for very long time a this point)
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I've never tried Hasten... should I start?
UltraAlt replied to Forager's topic in General Discussion
If you want your powers to recharge faster when you really need them to recharge faster (there are those that will promote permahasten) the hasten is the way to go. Some people just use to try to speed up the recharge time of the really long recharge powers that can be affected by it. Some people use it to recharge higher damage/slower recharge powers so that they can remove lower damage quick recharge powers from their execution cycle. For me, it is going to come down to character conception. If I feel that the character should have the ability to move/react really fast in some (I'm not into perma hasten) situations, then I get hasten. I only tend to use hasten in emergency situations when I think I can finish something up with the amount of end my character has remaining, because obviously recharging powers faster can mean that you are using end faster. I treat Domination the same way; if I don't need to fill my end bar during a battle, I'm not going to activate domination. Then I wouldn't worry about it. A friend of mine uses it on every character. They really don't seem to be overly strict about character conception other than the costume and bio. That is to say, that to me, most of their characters would have no thematic reason to be able to move at an accelerated speed (I can kind of see it with some of their characters that have powers very long recharge times - like say carrion creepers and vines). The same player tends to use one if not more of the LOTG procs on every character. (I think they have a connection within the Ebil Marketeer/Illuminati to get them on the cheap) -
Focused Feedback: New Power Customization & Fixes
UltraAlt replied to The Curator's topic in [Open Beta] Focused Feedback
I actually have no problem with Clown Masterminds. I just don't want to see things like the swordfish and using a human as a bow. -
Looking for a coauthor of a mission or small base
UltraAlt replied to temnix's topic in General Discussion
Seems to me that you are promoting this kind of behavior: -
Looking for a coauthor of a mission or small base
UltraAlt replied to temnix's topic in General Discussion
Who said you weren't? You are being overly argumentative. Too bad. Just as much as you have the right to post things in the forums, other people have the right to post things as well. You do not have the right to be abusive to other people on the forums: I think you are attacking other that disagree with you simply because they disagree with you. You have openly insulted me and others on the forums. You need to curb this kind of abuse. You are the one in the wrong and not those that are posting in this thread that they disagree with you based on your one initial post. @GM Crumpet I may be wrong in this, but I do not feel that the disrespectful behavior from @temnix should be tolerated. @temnix If you post on the forums, you don't own the thread that you started. Everyone else on the forums has I right to post to any thread. If you can't deal with that fact, I suggest that you stop posting in the forums. -
I thought your name was Tim.
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It apparently hasn't been fleshed out yet. I guess it is like "Why did the player character go to that zone?" "To get to the mission contact located there." There are new missions contacts there and that seems to be the main reason to go there. I think that holds true for First Ward, Night Ward, Striga Island, and Dark Astoria. If you look-up "Paragon City" on the wiki it lists all these places (among other) as being in Paragon City": Kallisti Wharf (Co-op City zone instead of Hero City Zone) Dark Astoria (Co-op hazard zone) The Rikti War Zone (Co-op hazard zone) Striga Island (Co-op hazard zone) and all of the PvP zones First Ward and Night Ward are also listed as Co-op City Zones. The non-hazard City zones are labeled as "Hero City Zones"; villains as "Villain City Zones"; and Praetorian as "Praetorian City Zones". I'm unsure why the wiki would list Kallisti Wharf as being part of Paragon City other than it is connected to Paragon City by tram. "Free-fire zones" don't exist in City of heroes. Zones are either PvP or PvE. There are no zones where you can attack all other player characters. The drones won't attack you in Khalisti Wharf. I haven't tried dragging PvE enemies up toward them yet, but I'm assuming they would be attacked. There to appear to be some friendlies around but I haven't tried getting them involved with combat yet. I'm everywhere (except the Praetorian side). There appears to be no defined lore as far as I can tell. It didn't make any sense for me for Striga Island to become a co-op zone, but is as well at his point.
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https://homecoming.wiki/wiki/Kallisti_Wharf Official Background This zone has no official background; it was a work in progress at shutdown in 2012, never seen in-game.
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None of the co-op zones are PvP zones; the are PvE zones. None of of the PvP zones are co-op zones. You aren't cooperating if you are fighting against one one another. Why are villains allowed to go to First Ward, Night Ward, and the Rikti War Zone? It is because the are co-op zones. They are co-operative zones where heroes, villians, and those in between fight alongside each other (PvE) and not against one another (which is what a PvP zone is). That is what a co-op zone is. What do you mean by "free-fire"? Dark Astoria - Co-op Hazard Zone (50-54) Rikti War Zone - Co-op Trial Zone (35-50) Striga Island - Co-op Hazard Zone (20-29) (This became a Co-op zone relatively recently)
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The post you replied to from me was responding to:
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Focused Feedback: New Power Customization & Fixes
UltraAlt replied to The Curator's topic in [Open Beta] Focused Feedback
Oh, Deity! Please, no! Let us not start going down the Thunderspy route please. -
If I'm running a blaster and I feel that they are getting mez'd too much, I do start going for things that help with mez resistance or limit mez'd time but, since I'm a character conception player, I try to keep that within character conception. It is easy enough to hide most of the extra mez resistance/deceased mez'd time for blasters by using enhancement sets. One of my go-to powers for this kind of thing on blasters is https://homecoming.wiki/wiki/Leaping#Acrobatics "While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics." and "Each knockback enhancement in Acrobatics adds less than 2 points of protection. 4-point knockback protection enhancements — Blessing of the Zephyr, Karma, or Steadfast Protection — may be more advantageous." I have tried https://homecoming.wiki/wiki/Sorcery#Rune_of_Protection but it doesn't seem to be too reliable as you have to click on it. "You cast a Rune of Protection upon yourself granting you protection from Hold, Sleep, Immobilize, Knockdown and Disorient effects as well as granting you a measure of damage resistance against all forms of damage for a short time. You must be at least level 20 and have two other Sorcery powers before selecting Rune of Protection. 'Note:' Rune of Protection is unaffected by Recharge Time changes." That being said, I think I remember that you can caste it while mez'd like a breakfree, but I don't really remember clearly as I haven't used that power for a while a this point.
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Looking for a coauthor of a mission or small base
UltraAlt replied to temnix's topic in General Discussion
I'm sorry. That comment is not welcome. You are going to have to face the fact that you are posting in a forum where everyone can react to your posts. If you don't like what they are posting, you always have the option to put other people on ignore. That is the only power you have here. I agree with the others that your post of what you to believe to be a Neo-Carnival of Shadows is not appealing to me whatsoever. It does not look Carnival of Shadows related to me. It doesn't have a circus feel to it. -
Thread count isn't want makes it necro. It is how long the thread has "been dead" before it is "brought back to life". But maybe you are talking about "hard number" as time and not as thread count. I would think if it was "dead" for more than a couple of weeks or a month then it would be considered to be necroed. I've seen some "brought back to life" that were dead for a year or more. (and, I have accidentally posted to some myself because I didn't realize how old they were). I would consider that to be a necro thread if it was "brought back to life" after that long. Most likely ... and, yeah, based on the kind of thread that it is. I think one thing that is usually seen as a "bad" necroing of thread is when a thread is a "dead horse" thread as well as being "brought back to life".
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Honestly, even when I'm running normal missions with someone I consider to be badge wh.... errr.... badger, they don't seem interested in taking down the doors even when I suggest it. Those Council bases - with what 10-12 doors? - seem to be prime for this, but they seem to get bored so easily. Yet the same player will take time to travel around zones to get all the explore badges. And I agree, I've never seen anyone take time to try to take down doors other than myself in the PD basement part of the first Yin TF mission.
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I think that what is most important is to ask first, what does "community based" or "most social" mean to you? Excelsior - Because it consistently has the highest population, it means you are most likely to be able to find a team quickly, I'm not sure you will find what you would consider to be a "community" there. Everlasting is the unofficial RPG server - so you can pretty easily find RPG groups to try to interact with in the Pocket D almost all the time. I don't know how welcome they are to outsiders just walking up and starting to chat at/with them as I have never tried. Honestly, it seems some players just stand around in the Pocket D on Everlasting just waiting for someone to walk up and start chatting with them. Torchbearer was the first Homecoming server, but many characters have migrated and/or player may play more on other servers at this point (making Excelsior and Everlasting more populated). Pretty much every server, if you want to "talk it up" on a team, then you will most likely find some that will respond. For me, the most "community based" and "most social" part of City of Heroes is these forums. You can find supergroups here or promote your own if you like. You can try to start up teams that run on certain days a certain times. You can chat about pretty much anything you like in the different sections in the forums as long as what you want to discuss doesn't break the CoC.
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How many Masterminds are too many Masterminds?
UltraAlt replied to Yomo Kimyata's topic in General Discussion
I have to say "yes". I like seeing what I'm fighting. I often have to use /macro fx0 "noparticles 1" /macro fx1 "noparticles 0" because,even on non-mastermind teams, the visual fx just get too much. They hurt my eyes, and, yeah, I can't see what I'm fighting. So I definitely think there is a limit to the number masterminds on a team. But, I think that - in honesty - if I'm playing a mastermind, I'm not as concerned about how many henchmen are are running running around as mine are part of this issue at that point ... I'm not sure that make sense, but that is where I seem to be coming from on this in recollections of prior gaming experiences which ... sometimes to me at least ... bleed into the dream world sometimes and I can't always distinguish days after the fact what I dreamed up and what had/has actually gone on while I'm playing. -
I was on my "start" to do the same thing, but then I realize how much I was making on the market and how much I was spending on the memorizations. I don't even thing I made much progress before I started buying the crafting stations on characters. I don't even remember which character did the most memorizing. Players that level characters seem to agree that the point to switch over to non-set IO's from SO's is 35. Aha! Now I know/remember which character(s) did a good bit of memorization!