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Your play style: what's different 20 years on?
UltraAlt replied to Techwright's topic in General Discussion
I remember the Winter Lord in Kings Row (at least I think this happened in Kings Row and not Steel). The Winter Lord as showing up in five places. Once I figured that out, I recruited for a team, flew until I found the Winter Lord at one of the five locations, and started teleporting the team in. We would fight until it was down, then onto the next. I did that for entire play sessions with my mid-teens defender that ... ... didn't even have enhancements in all their powers - before Wentworths and Invention system were added - because ... back then ... you only got influence based on the amount of damage you did to enemies. Being a empathy defender and working to keep keep teams running, they didn't do anywhere near the amount of damage of other characters on the team. Once there was a Wentworth, well .. then it was time to make all those damage dealers pay ... not long after that they evened out the distribution of Influence among team members. But I still kept marketing and still do today. I pretty much PuG until a RPG (pencil-and-paper, tabletop, whatever people are calling it these days) gaming friend started playing, but I still PuG'ed more than teaming up with with my RPG gaming friend or two or soloing. I played the CoV content because I paid for it. I paid for it much more to get a supergroup base and extra slots for heroes than because I wanted to play a villain. I tried to play Praetoria content but I thought it was horrible. I didn't enjoy the gameplay. I didn't enjoy the maps. I get enough dystopia in the real world. I leveled some heroes and villains to 50. Now I'm more prone to lead TF or Trail teams than I am to run content teams. Content missions get bogged down with the hunts, and many people don't want to deal with that. Sometimes I'll run police scanner missions to get the last bit of xp to level up. Sometimes I'll run Newspaper missions to save up mayhem missions on multiple characters and run a mayhem mission night. I team up with a couple of people that I used to RPG game with a couple of nights a week. I'll join TF, trail, or mission teams. The only content I play on the CoV side is the newspaper missions to save up the mayhem missions. It isn't worth my game play time to make a Praetorian character. The DEVs start forcing their storeline into the mainstream with First Ward and Night Ward at any rate. I can game in those areas without having to deal with Praetoria. I have leveled I think 3 hero characters to 50. I don't intend on making any more (thought I might level 1 more up to 50 so I can slot a Contiguous Confusion proc). I tend to play levels pre-35 unless I'm on a team with friends running higher-level content. I remember the days when you couldn't trade influence even to your own characters. So there was a big change when that happened. Before the Sunset I had two tactics. Make a character, transfer influence, level up enough to get the tutorial in Wentworths, and start marketing. They would keep gaming and running missions. Or make a character, and see how soon I could make enough loot by selling salvage until I could make enough on that character to make the first IO to sell on Wentworths, then stop leveling (even had the XP turned off from the get go), and see how much money they could make on the markets without leveling up. oh... I'm getting to the P2W .... Back then, I'm pretty sure you only had 10 slots for enhances per character and only 10 slots at Wentworths as well. So marketing wasn't so time consuming ... unless you did it across a bunch of characters. The P2W was by subscribing, getting add-on packs, and, eventually, the microtransactions that lead to me cutting off my subscription and quitting City of Heroes almost exactly a year before the Sunset. Now, I was told about the P2W the first time I logged in by that old RPG gaming friend from before that convinced me that it was safe to play on Homecoming. So when I make a new character, after slotting all the micros I always did at character creation, I go to my email and pull out a couple hundred million and go to the P2W. I get a running power and flight power based on character conception. I get my prestige enhances, unlock team insps, get all the teleportation powers. Sometimes I get one of the free P2W ranged powers if it is in character conception. Recently, I've tended lock out the basic recipe drops and certain kinds of insps. Based on character conception I'll get some P2W temp attack powers. Sometimes I'll get a vanity pet, a buff pet, etc. I always start out with 8 hours of double XP (and don't get any more of that unless I'm in some group that is leveling up together. As for travel, I probably have more more characters that fly than anything else, but I still get all the travel pools across my characters. Now sometimes I don't even bother with getting a travel power and just go with the P2W fly power or the dayjob flight pack from the Shadow shard (for fighting in flight) for long distances, and one of the 3 P2W run/jump powers for short distances. And, traveling around the City, used to travel on foot or use a long-distance travel power. I was never one to do a bunch of running up fire escapes. I would be, and still am, more likely to window up up the side of a building with or without combat jumping. Now, well, people are alway in a hurry it seems. They don't want to race across the zone with a team if they don't have to. So much team transport power, base portals, bases full of teleporters, and O-portals readily available to most players. At least one time a saw a team use team transport power to go to a mission about 150m away. The City seemed so much bigger when you didn't get a long-range travel power until level 14 (? been so long) and there was no such thing as supergroup bases. You had to evade mobs or fight as you went unless you had hover. So much fun avoiding mobs. I remember being part of one of the "Naked Noob" races where characters wearing the minimal amount of clothing ran as level 1's from Atlas to Peregrine without using the trams. Challenging, yet do-able. I had the experience many people had. I ran into someone that had been on Homecoming longer than I that found out that I had played before the Sunset and gave me a couple 10 million.... ...then it was off to the /AH - since I no longer had to travel to the Wentworths. No more parking in Steel at Wentworth or the University so I could trade and craft. I could teleport to a base easily enough to craft and return to the same spot. And then it seemed so much cheaper to buy the crafting table power from the P2W than to earn it. Most of my characters .... Yeah, the upgrade button is great. The market has been good enough to me that I can slot SOs starting at level 5. I upgrade every level or two. Then I think back to that teen-level defender before Wentworths and IOs were added to the game that didn't even have enough to buy enough Training enhances to fill their enhancement slots. I usually add IO's as a level up. Slotting Performance shifter: chance for +END at 17, Power Transfer: Chance to Self Heal at 18, and then a bunch around 27 dependant on archetype and character conception. I've been buying a lot of card packs, so I'm usually starting slipping in some ATOs early on. I tend to slot Overwhelming Force sets quite frequently as well. I do probably 6-7 hours of 2-3 player groups most weeks. I do far too much trading, but it is kind of addictive I guess. I don't run 50's. I have enough characters so that I can pull one in the general level range for the content. I hate overpowering content myself, and that is partially because I really hate when level 50's come in to sub-level 35 mission and ruin a lot of the fun as they tend to far outpower the content and throw off the game play that newer/lower-level characters are experiencing. While I'm marketing keep my eye out for sub-50 level teams that are trying to fill. I'm ready to play the game (non-market-wise), I'll look for a team that is recruiting, I'll recruit for one, or I'll run solo - but I prefer to team up. PuG for the win! -
What kind of boots?
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You are correct.
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You are just going berserk at this point. You aren't doing anything to advance your position. The group that I game with and all the PuGs that I run with achieve group accomplishments. You are obviously new. How about enjoying the environment and see if you are still playing in a couple of weeks?
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There is more "equipment" here and available to you than when - whenever it was - you left.
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No. It would not be. Having to worry about Prestige and monthly rent was tedious and not enjoyable in anyway. Why not just allow all that by default for being a member of a supergroup. If you are in a supergroup, you help toward the badges. If your supergroup gains badges while you are part of it, you get the badges and keep them when you leave. Badges are for characters and not supergroups. Proposed "Supergroup badges" that are for the "supergroup" (and not characters) are a vanity item for the creator of a supergroup. This does not contribute to the community. No. We can't even post NPCs that wander around bases. PVP is almost non-existent so there is no reason to bother the DEVs with the programming necessary to do this. You can do all of that yourself without changing anything in the game. You get what you get for being a villain. Being a hero has its own rewards.
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So part of the situation here is "are all your characters on the same server or not"? If they aren't on the same server, then you have two routes. You transport enhancements between servers through email or by transferring alts from one server or another - and would suggest this to be some generic mule that you don't care what server they are on. At least one of your characters per server should create a base. A storage base can be setup in a single additional room and can be done quickly without adding or doing anything fancy. Just place the enhancement storage tables (and other storage items) you want and DONE. When you want to invite another of your characters to that supergroup use /altinvite charactername to invite your characters on the same account to the supergroup. ... and that includes your server switching mule. Personally, I just buy what I need on the market (usually make, post, and then buy to convert to attuned). I use email to carry stuff that I am almost always going to use but don't build/craft/invent on every server ... I character and server jump a lot.
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Suggest buff powers based on weapon sets (not serious proposals)
UltraAlt replied to DougGraves's topic in General Discussion
Combat-Drug Fluid - Cone, +Heal Over Time + Frees an allies from any Disorient, Hold, Sleep, Fear, Confuse, and Immobilize effects for 1 second *Fire a stream of combat-drug from the under-barrel your assault rifle onto nearby allies that instantly frees an ally from any Disorient, Hold, Sleep, Fear, Confuse, and Immobilize effects and starts to heal them over time. Combat-Drug Dart - Ranged, Ally Heal Over Time + Frees an ally from any Disorient, Hold, Sleep, Fear, Confuse, and Immobilize effects for 1 second *Fire an injector dart of combat-drug from your assault rifle onto nearby allies that instantly frees an ally from any Disorient, Hold, Sleep, Fear, Confuse, and Immobilize effects and starts to heal them over time. Web Grenade - Ranged, Foe Immob, -Rech, -Fly *Fire a Web Grenade from the under-barrel of your assault rifle that expels a strong, tenuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping. Berserker Dart - Ranged, Ally Special -or- enemy Confuse, -Def, Slow *Frees an ally from any Disorient, Immobilization, or Hold effects and leaving them resistant to such effects for a while. It also turns your ally into a berserker enabling them to withstand Knockback, Repel, and enemy Teleportation, as well as Smashing and Energy damage. Because the target is out of control, their defense is slightly reduced. *If used an enemy, they can't determine friend from foe and begin attacking their allies. They will will have their defense reduced and are slightly slowed due to their confusion. Adrenaline Injection - Ranged, Ally +Rech, +SPD, +Rec, +Res(Slow) *Fire an injector dart filled with adrenaline into one of your allies. The target's movement speed, attack rate, and Endurance recovery are all greatly increased and the target gains resistance to Slow effects. You cannot use this power on yourself. Combat-Drug Inhalant - Cone, Ally +Rec *Fire a smoke cloud out of the under-barrel of your assault rifle onto nearby allies that increases their recovery rate. Combat-Drug Disperser - PBAoE, Ally +Regen *Place a canister on the ground that releases a cloud of of smoke that increases the regeneration of all allies that inhale it. EMP Grenade - Ranged (Targeted AoE), Foe Hold, Special Fire an EMP grenade from the under-barrel of your assault rifle that releases a massive pulse of electromagnetic energy on impact. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will incapacitate all foes in its radius. Additionally, most machines and robots will take moderate high damage. Allies in range of the pulse will also have their resistances to all damage except toxic increased, as well as be protected from status effects, knockbacks, endurance drain and recovery debuffs. [to be continued] -
Focused Feedback: Arsenal Assault
UltraAlt replied to The Curator's topic in [Open Beta] Focused Feedback
I'm working with Arsenal/Arsenal Doms so I'm going to post in both threads - at least to start - and then keep specifics of the sets to the on the individual threads. Character 1) auto leveled up to like level 22. Set-up with mostly if not all SOs. Ran a police scanner mission in Talos. I didn't really get the flow of the game play. Their are a bunch of click on a target location powers, and I wasn't using them so much because I forgot to turn the difficulty up, was on a purple cave map, and just wasn't figuring when to use the different click on target location powers. Character 2) Since I wasn't getting the flow of the set, I created a new character. Running x2 xp but leveling through game play. Ran the lake and the building behind it to get the first 4 levels without enhancements. It seemed easier than most sets. Character 1) dormant for for this post Character 2) Ran in a 3 player team. Levels 3-7. Hunted behind the Lake in Atlas until 5, then moved to Hollows, ran Wilcott's first mission, unlocked Meg, and ran first two door-missions from Meg. First one on flat. second one at +1. No real challenge on the door missions on that setting. Running with Arsenal Assault: Burst and Buckshot at this point. Had a little gun envy from one of the two Arsenal Controllers that I as running with. They were Arsenal/Traps and Arsenal Bubbles. I'm assuming that Arsenal/Traps is going to be a go-to for the Arsenal Controllers. -
Focused Feedback: Arsenal Control
UltraAlt replied to The Curator's topic in [Open Beta] Focused Feedback
I'm working with Arsenal/Arsenal Doms so I'm going to post in both threads - at least to start - and then keep specifics of the sets to the on the individual threads. Character 1) auto leveled up to like level 22. Set-up with mostly if not all SOs. Ran a police scanner mission in Talos. I didn't really get the flow of the game play. Their are a bunch of click on a target location powers, and I wasn't using them so much because I forgot to turn the difficulty up, was on a purple cave map, and just wasn't figuring when to use the different click on target location powers. Character 2) Since I wasn't getting the flow of the set, I created a new character. Running x2 xp but leveling through game play. Ran the lake and the building behind it to get the first 4 levels without enhancements. It seemed easier than most sets. Character 1) dormant for for this post Character 2) Ran in a 3 player team. Levels 3-7. Hunted behind the Lake in Atlas until 5, then moved to Hollows, ran Wilcott's first mission, unlocked Meg, and ran first two door-missions from Meg. First one on flat. second one at +1. No real challenge on the door missions on that setting. Current Arsenal Control powers unlocked - Tranquilizer, Cyro Freeze Ray, Liquid Nitrogen. I'm not overly attracted to the set, but it is something different to explore -
Yes. It is. Quite easily for me. I usually end up making a couple of characters every month it seems. It rarely takes me 4-5 times to get a name I want based on my character's conception. Most of the time, I get it the first time.
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It's obvious that you are fine about insulting people. That's why you posted it and are defending it. Of course, you don't see how linking a thread with an extended discussion about the subject that is from the Beta of the system that this thread is talking about is irrelevant. Yeah, I guess isn't worth my time to discuss things with you. Thanks for letting me know.
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No comment. I don't want to get myself in trouble.
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I'm with you about losing the names, though I never did. I always logged all my characters in once a month or so. (looks like I was slacking on a couple lately - yikes!) I have a couple of 50's here (I think 3, so several I guess, or maybe a few?) I lock the xp at 49. I also have other character that I don't intend to take past one level or another due to character conception. I also xp lock my origin project characters a lot so that I don't outlevel content. If you read my posts in that thread, you know I'm against turning the thing on as well as long as 50's are immune from renaming. Having a 50 now simply doesn't mean that it did when the game was live. There are plenty of players that have characters with more time under their masks/capes at sub-50 levels than a good number level 50's. It simply takes too short of a time to get to level 50 for than to be any metric for permanently keeping a name if others are going have names taken from them for not playing a character for X amount of time.
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Make all of CoV co-op zone.
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I didn't. You are the first person that I have run into on the forums that says it is "bad". That being said, there is a lot of negativity on the forums about some power sets by people playing cookie-cutter/mini-maxed characters built with Mids. Part of the issues that some players have with electric powers is that they forgo some damage for the end-drain effect. Also, it is best to clearly state if you are talking about characters level 50+ (the end-game) or if you are talking about characters playing the game (the leveling content) -and- if you are talking about playing on teams (the game is designed for team play) or solo (the game has had some changes to make it more solo-friendly) Personally, I have no problems with any of my electric characters (across the various archetypes). I think that I only have one electric controller. They are electric/electric. I only play them when teaming. They are level 28 this point. I'm a character conception player so I'm playing to the character conception while trying to leverage the powers of the set to do what they do best. That is through power usage, rotation, and tactics. The character doesn't have end issues. You can slot Performance Shifter: Chance for +end in almost every power (only slot a couple of course, but...) You can also slot Power Transfer: Chance for heal in any of the powers that take end mods. However, most of the self heals the character receives comes from bouncing the electric heal off nearby characters - it chains and if you are nearby it will hit you pretty much every time. The set seems to work fine to me, but I'm not number crunching. For reference, I have 150 characters on Homecoming and have been playing since about a week before Issue 2 dropped (I was there for the Rularuu Invasion Event 2004). You can make all the characters you want. Making characters by character conception (and playing them that way) and playing different archetypes and power sets allows you to explore world in City of Heroes in different ways. No two characters really play the same unless you intentionally use the same builds - I don't really see a point in doing that myself unless it is to make the same character over again on another server instead of moving a character from one server to another one. Playing the game differently, adds variety and increase game replay value. I suggest that you don't let people persuade you not to try something. Try it and find out for yourself. That being said, play the game the way you enjoy it.
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Increasing the number of characters in a character name will likely cause issues on some level at any rate. Badges easily obtained by creating random string of characters for a name, and then changing it to another random string of characters and repeat until all the badges are obtained. This could even be done between the same player multiboxing if it required trading the name. It wouldn't function as intended. Historically, that is something the game can add to the title. I agree it adds more name options, but, still, even so ... I would be against it for the reason above. I had a discussion with Bard (Googles AI) a while back - And here is what Bard would name their CoH Mastermind, "UltraAlt: If you were playing City of Heroes and you created your Demons/Storm Summoning Mastermind, what would their name be? Bard: If I were playing City of Heroes and I created a Demons/Storm Summoning Mastermind, I would name them Tempest. I think the name Tempest is a good fit for this character because it evokes the power and fury of both storms and demons. It also suggests that the character is unpredictable and dangerous, which are both qualities that I would want my mastermind character to have. Another name that I considered was Stormcaller. This name is more literal, but I also like it because it suggests that the character has a deep understanding of and connection to the storm. Ultimately, the best name for your character is the one that you like the most. There are no right or wrong answers. The most important thing is to choose a name that you think fits your character's personality and playstyle. I hope this helps! UltraAlt: What would you do if both of those names were already taken? Bard: If both of those names were already taken, I would try to come up with a variation of one of them, or a completely new name that has a similar theme. Here are a few ideas: Tempestuous Storm Weaver Skybringer Lightning Lord Demon Master Stormfiend Tempest Bringer Stormcaller of the Abyss Demoncaller of the Tempest Master of the Storm and the Demon Tempestuous Stormcaller Demonic Storm Weaver Tempestuous Skybringer Demonic Lightning Lord I could also try to come up with a name that is more personal and unique to my character. For example, I could think about what kind of demons my character summons, or what kind of storm powers they use. I could also think about my character's backstory and personality. Ultimately, the best name for your character is the one that you like the most. There are no right or wrong answers. The most important thing is to choose a name that you think fits your character's personality and playstyle. I hope this helps!" Of course, some of those names are too long, but Bard could help a well, if you give Bard the kind of name you are looking for (the name you would have picked first, the power sets, some character background information or mind-set, etc.) and a character limit on the name.
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Did you read the previous discussion about this?
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I don't appreciate you insulting the DEVs. This has been discussed.
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I remember when hacking was figuring out how to manipulate code without having a manual or formal training. Hackers - all along - find flaws that can be manipulated and learning things that the "formally trained" didn't know, didn't understand, or thought couldn't be done. Keep your mask on, heroes!
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How about just changing https://homecoming.wiki/wiki/Teleportation#Team_Teleport into https://homecoming.wiki/wiki/Team_Transporter or a "long-range recall friend" power that would allow you to teleport a teammate anywhere in the game to your location (with a prompt hopefully)? I wouldn't expect https://homecoming.wiki/wiki/Team_Transporter to change recharge time-wise. Long-Range Recall Friend - I would give a 3.75-4 minute recharge time. Should make it roughly equivalent recharge time versus usefulness as https://homecoming.wiki/wiki/Team_Transporter