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Everything posted by UltraAlt
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I don't know about the Bunny people, but there is a legendarily large Cat people population, but you know how those ERP players tend to hide out. I didn't know that the Owls were into PVP! More mousegirl options so you will have prey to hunt?! Even the Cat girls didn't think of that! Hopefully, they will hide out in the universities and the Midnighter's club where it's safe! Well, said. A decent dragon and shark heads. ... maybe monkey, chimpanzee, orangutan, and gorilla heads? *sniff* I'm still waiting for an animated "electrical extension cord with a plug on the end" tail for robots .... some day ... some day ....
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I have to say this post seems a little biased. But I have no issue with having more animal heads in general. I think they would be easier to add then an owl form.
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Dual form is manageable. I see no reason to go tri-form unless you really want to spread your slotting out over the additional powers. I'm assuming those that do go tri-form skimp on the human form and use the slots in squid and dwarf forms. I have made one Peacebringer on Homecoming. I had a couple of Peacebringers and one Warshade before the sunset (I know I had at least one of each and sure I had more PB than WS, but not entirely sure of the numbers). I ran in a duo with a Warshade on Homecoming. The other player didn't like it that much. I ran human/squid. They ran human/dwarf. We made it up to level 30 something and bailed for another project. They seemed to have been created to be a challenging archetype for those that had already played the game through at least once (obviously, at least once, as you had to have at least one 50 before they could be unlocked - no real challenge or badge of honor to get to 50 at this point as you can get there by doorsitting to level 50 ... and could before the Sunset as well). The VETAs by comparison don't seem to be very difficult to play. I haven't played either on Homecoming. I didn't level either very far before the Sunset. But I recall that the Khelidans were more challenging to play. Obviously, more difficult to play well due the possibility with three different form with different tactics that need to be used with each build. They can be fun to play if you know when to switch back and forth between forms. Having all three forms slotted allows you to fill any hole in a team except for healing and control. They have their own story line level 1-50. Are we talking about end-game Kheldian content? There already have been a large amount of changes to make them (and their enemies) much less of the challenge to play that they were designed to be ... much less of a threat for a team to have a Khedian among them. I have tried tri-form and human only Kheldians, but I primarily play human/squid and try to balance the power purchases. I try to stay in human form until extra damage is needed and/or there is a taunting tank on the team - or - I need to regain end quickly - squids can regain end very quickly if you slot for it. Since I play with a game controller, I already do tray flipping with macros. Playing a 2-form Kheldian, add a third tray for squid form. 2nd tray has form change, tray flip to primary squid power tray, flip back to primary human power tray ... I haven't played my Homecoming Kheldian for a while - but I think there are some powers that both human and squid could use and those would be in the 2nd tray as well. On Homecoming, I'm Team Peacebringer for sure.
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You have to play the way that is fun for you. At this point, I'm keeping all my minions close in defensive mode so they get the most out of the range aura defs and resists, keep them buffed and healed, target through the highest level minion I have and move into attack range of the enemy or teleport in foes to get pounced upon. maybe there are more people that are out there that have this issue, but, unfortunately, they haven't posted about it yet if there are.
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They recharge fast enough these days. Just dismiss them and resummon them.
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I'm a character conception player, and I hardly ever respec. (I think I've respec'd about 2 or 3 times over the same number of years that I have been on Homecoming) All powers are useful if you know the tactics to use them. Sometimes I struggle with the correct tactics to use with a power. Some powers are more usable on a team than when solo and vice-versa. Not all powers are built for mini-maxing, but unless mini-maxing is your goal than there is no real reason to make that a target. I pick powers that fit my character conception. I have a good number of characters, so I can try out different things on different characters. (I understand full well that some people can't keep put with switching back and forth between characters and remembering "how to play them"). Here's my general rules about end: Any power that doesn't have an ACC of 2 gets 2 SO acc enhances. If you don't hit, you wasted the end. Any power that costs more than 10 end to active gets an SO end enhancement. Any toggle power that cost more than .26 end get an SO end enhancement before any other enhancement. If possible, get a Panacea: +HP/+end slotted in Health as early as possible. I put this in a second slot in this power. By level 26 you should have at least 4 slots in stamina. 3 SO end mod enhancements and a Performance Shifter - chance for + end. As able after level 27, add another slot to health and add a Numina: +Regen/+Recovery You can warn them in advance. Also try to get up into the room at the top of the stairs and find a corner and fight from there and move up toward the fight as able. P2W power Plasmatic Taser (https://homecoming.wiki/wiki/Plasmatic_Taser) is good about knocking ambushes back and buying time. One of the tricks with this is to use it to knockback as many as possible, then dodge behind a wall for a couple of seconds to lose some of the agro, and then fighting the ones that you can from there before moving back up behind the team to help with the other enemies. As a ranged character, you can make this easier for yourself by targeting the leader or the character that is taking point. I generally go with the team leader. now they have a box around their edges so they stand out. Hit "f" to automatically follow them. Don't run right up on them, just use that when you lose your directions. When you have another character targeted, you are targeting through them. You will both hit the same targets and this will help take down enemies faster. It will also reduce your agro. By sticking with the character that you have targeted, they should be going where they need to go so that should help avoid some of the confusion. By targeting, following, and firing through the leader or point character, you should avoid most of these issues. Yeah. I'm a character conception player as well. Neat thing that the other players have already pointed out is that you can put end mods in there. I agree with you that end drain isn't all that great, but you can put another Performance Shifter: Chance for + End in those powers. I wouldn't put one in all of them, but having 2 or 3 slotted really does help an electric with end issues. I would strongly suggest getting at least one Devastation: chance for Hold in your fastest low damage range attack(s). Remember that Arcane blast can charge when you use other powers. When they yellow circle appears around it, it will do extra damage. I try to hold off using that power until that yellow circle appears around it. If you don't have enough end, don't use enflame. If you use enflame, use it on a tank or brute. If you don't have enough end, don't use spirit ward. If you use spirit ward, use it on a squishy. All the SFX can be a real issue for me - especially if someone decides that they want all white powers - which really hurts my eyes. You can use these two macros that will greatly help in that regard: /macro fx0 "noparticles 1" /macro fx1 "noparticles 0" The first macro turns particles off. The second macro turns the particles back on, but they won't completely reset until you zone. So things like the oro portal and sg portals won't be as visible as normal. If you buy set IOs, I suggest always buying them as attuned. They cost the same amount as the non-attuned ones and level with you as you level and can be slotted at the minimum level for the set. Don't have enough loot for all that? Yomo has a giveaway : ... and other players are often willing to help out with a little here and there ... That would be my suggestions but, of course, play the way that is fun for you. We are here to enjoy playing the game. I hope some of my suggestions are helpful to to you.
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I'm sorry for your loss. So you really haven't clearly stated what the issue are beside running with a steamrolling team that doesn't clean it's plate before moving on to the next course. Other than bad teammates, what appears to be the issue? Sentinels are a balance between damage and defense but you have to keep your distance. Is the issue more running out of end or not being able to defend yourself before the enemy is defeated?
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I as well.
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https://forums.homecomingservers.com/forum/12-help-amp-support/ Make a post there with the account you are having issues with.
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I can't say for sure if this is true in your case, but this is what happens can happen if you are out of target range. next time, try to move a bit closer and see if it goes off.
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A collapse in the market also lowers the game playability
UltraAlt replied to Diantane's topic in General Discussion
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I actually use transformations on some characters when/before they activate domination and switch back when once domination wears off. Agreed with 100%. Very true. Any martial artist that studies a school will tend to have clothes that they train in that are different than there "street" clothes. That isn't to say that they instantly transform into their "practice" clothes instantly if they run into a conflict on the street. This is the same kind of thing that goes on with most superheroes. Some characters spending more time in their "costume" than not. (Doctor Strange seems to be a good example of this.)
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This can be done with costume change emotes and costume slots. I have werewolf characters with the following forms: Innocent bystander (Athletic running with/without Parkour Stance when travel power on) Wolfman (Beast run with travel power on) Werewolf (Beast run stance) And I use costume change emotes to 変身/henshin/transform into the next form. I have lots of other character types/themes that use the 変身/henshin/transform in this manner.
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I suggest this be done with a [Paradigm Shift] button. I have to stop here for a second. I would put this in at the very beginning but I'm well down the list of of reading your post at this point. I don't want you to start reading this and think that I don't understand all the time, thought, and detail that you put into your post. It is enjoyable to read and I'm glad you took the time to share it with us. I think the game pretty much covers what you are suggesting, and it would be more for people that don't really want to bother with Origins/Paradigms to begin with. The players that do care about these things are already doing all of these things with the tools that the game provides us. So I'm assuming that means that your "origin" isn't finally realized until after ... At this point, it seems like instead of making a whole new system and allowing people to change their origin on the fly once they are in THE CITY, perhaps remembering to check your origin before entering THE CITY may help resolve this issue. The original City of Heroes mission paths were based on the origins you picked. (The are still in the game. They are the contacts downstairs in City Hall in Atlas Park.) Neutral contacts like Matthew Habashy and Twinshot weren't a thing back then (They were added after the destruction of Galaxy City if I recall correctly). There was no option to go to any of the other origin contacts or any other contacts for that matter. If you picked Magic Origin, you were assigned to the Magic Origin contact and you had no other contacts, they offered you another contact ...which would be another magic contact. (If I recall correctly, the Hollows as the first low level alternate mission path away from origin contacts). The Arcs progressed and the contacts start blending so that they become 2 Origin contacts, 3 Origin contacts, etc. I'm exploring the the Origin paths (slowing down at this point due mission length and other projects) here: You can still follow the mission arcs, but you have to check the wiki when you pick the next contact to make sure that they fit your origin if you want to stick with the arc. Also, often times, the origin contacts won't offer you another origin contact until you outlevel them, and then you have to go into the inactive contact window, find them and talk to them from there in order to get the next Origin contact. I chart out the origin contacts with each origin in the first post on the thread and update this as I get the next contact for an origin. Sometimes there are 2 or 3 Origin contacts for a level range, but the prior contact will only offer you one of them for some reason. (As indicated, check the wiki for the contact and it will tell you if they are for your origin or not). The Origin mission arcs have been changed since the were originally released. I have to come back to this part on a different angle. I'm a character conception player. The BIO screen where you can write a limited amount of information (in some cases, players simply enter a url that links to a much longer document on their character) is primarily write about my characters origin story, state of mind, etc. This seems to be the kind of level of "Origin" diversity that you are looking for, but, if that has an impact on ingame missions (like it used to but with more variation) then there would have to be many more missions generated by the DEVs to fulfill those variations. The AE is there to build missions that more concisely fit to the kind of adventures that you want a character to explore. May have already been written that are not for farming. (I know that seems to be impossible, but the AE was not intended to be abused to build farming missions. It was for players to express their creativity and share story ideas with other players). Okay, so your direction isn't so much toward the missions as it is to: I already handle animations by creating macros for emotes that a character will tend to use. Their are stances already in the game as well as the walking power, etc. Origin powers are already there. I see you want to add variation, but you could just buy some P2W powers in that case... I already do this. Whole lot of other mostly cosmetic options are already in the game ... unless you have something specific in mind. (maybe I missed this?) Wow. Not at all free form. Seems very constraining to a fault to me, but I can see how someone people don't want to bother with building a costume, picking from the list of costume types that are already pre-set in the costume creator, or using the randomizer button. oh, so it is like picking one of the costume types that are already listed in the costume creator and starting from there. The function is already set to in the costume creator to do this so I see no reason to rework the origins selection to guide you to a preselected costume that is already an option as a set in the costume creator. Yes. These Paradigm themes, etc. seem to the same things that many of us have been doing with the system for years. Tweaking power sets based on sub-types of Origins? I seriously doubt this will happen. They don't change across the Origins as it is now. They are static across origins because you would have to rebalance a set if you tweaked part of it. Want variation on a power set ... pick a different archetype. You can get origin related temporary powers by running the origin missions and may of the other arcs as well (check out Striga). I do this with the costume change emotes. You can use them at level 1. /macro name "cc #" /macro name "cce # ccemote" /macro IB "cce # ccemote$$goto_tray 9" /macro Super "cce # ccemote$$goto_tray 1" name = name of your macro cce # = slot # first slot is 0, second is 2, etc The IB macro is meant to be an innocent bystander costume with a related tray that has bystander powers. The costume emote is linked to the character's innocent bystander clothes. The Super macro flips to a tray with superpowers in it. The costume emote is linked to the character's action costume. ccemote = one of these below ccbackflip cchowl ccevillaugh ccspin ccnuke cclightning ccprestochango ccdrinkformula ccsmokebomb ccninjaleap CCDimensionShift ccfurburst ccsalute ccvanguardsigil cccast ccsuperserum ccenergymorph ccrapidboil ccfeatherburst ccfurspin ccoilstrike ccpressurerelease cciceblock ccstoneblock ccfireworks ccpureenergy ccnuke ccmurderofcrows ccconfettithrow ccgiftburst ccinnerwill cclightmagic ccrainbow Each costume slot can have a different costume, stance, power customization, size, and even gender. Extra death animations? Seems to go out of the way to provide something that most of us are trying to avoid. Thanks. I enjoyed reading your posts. I think the game pretty much covers most of what you are suggesting, and it would be more for people that don't really want to bother with Origins/Paradigms to begin with. The players that do care about these things are already doing most of these things with the tools that the game provides us.
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A collapse in the market also lowers the game playability
UltraAlt replied to Diantane's topic in General Discussion
Welcome, home! I'm glad you found your way here. (or back here as the case may be) I agree with what you have to say. The issue is that somewhere probably above 33% of the player base (not to exceed 50% from what I can tell) are not playing the game and power-level to level 50 before doing any slotting. More often than not, they are the players complaining about not having enough influence to buy what they need to slot based on Mids. -
It's all almost instantaneous. (but there is market lag) The person that is first to post a bid over what a player posted an item for sale for that item gets that item. Bids remain active until they are filled, so if someone posts an item below a bid on the market then the highest bid on the market gets that item. There are 100 bids on the market for item A. There are bunch bunch of item A that on sale at the same time. In this case, none of the bids on the market are above the sale price that players have set on item A. Items stay for sale on the market until they are removed or someone bids at or above the price of the posted item. An item usually sells for 1000. Most players just bid 1 for it. one player bids 1000 for it. A player posts 2 of that item for 1. In this case, one of the items sells for 1000 and the other sells for 1. An item usually sells for 1000. Most players just bid 1 for it. one player bids 1000 for it. A player posts 2 of that item for 5. In this case, one of the items sells for 1000 and the other sells for the next bid at or above 5 unless someone else has already listed one for 5 or if others were posted at 2,3, or 4. I think that pretty much covers the variations. As Yomo pointed out in the related post, the AH doesn't always display the "last 5 sales" correctly. That being said, there are situations that happen like in my example above where things are posted for X and other (maybe a lot of) people have bid X and an items sell for much lower than it usually does ... sometimes way lower. So if you post something at too low of a price to avoid auction fees, then it may sell at that low price. Also some items in the Auction House are seeded (given supply) of an item at some set price. What price is it? The DEVS set the price. You can try to guess what it is, but it is usually over what the item would normally sell for.
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Because I know it will defeat the purpose of the game mechanics that they were designed to be a part of. I explained that. Are my post boring because they aren't short? Your call and I can't argue with anyone putting anyone that they don't want to interact with on ignore. However, I'm not trolling. And that is personally insulting. I'm allowed to be part of the conversation as much as anyone else. I made my points. I was discussing. You are insulting me.
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It doesn't at all. Merits were a reward for teaming and completing content. You can get merits without teaming. You will get more merits by teaming...usually in larger groups than you will by soloing. The rewards for merits to get do bypass the lowest level recipe+salvage>craft>attune, the purchase in the auction house, or random chance (for ATOs or Winterset IOs) out of card packs. All of those things (except for the ATOs and Winterset IOs) can randomly drop in any content. The process rewards the community through teams being available to players. The Hamios and D-Syncs are content specific. These also funnel players into content were they need to team with others. The end-game politics and state of mind are annoying to me, so I don't play past level 50, so If you are suffering and not enjoying playing end-game content, I suggest you play the game instead. The issues you bring up are all part of the end-game that is supposed to be a grind and keep you busy .... because it is there to keep players playing once they finished playing the actual game. We were always given a huge number of character slots in THE CITY. I was expected that we would play through the game and want to check out other power sets. The game wasn't designed to have players powerlevel their characters to 50 or instantly slot everything they want without any kind of effort. The grinding parts are in the game intentionally to be grindy parts and to keep you teaming with large groups in the open community instead of in small cliques that don't support the rest of the community.
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Again, I don't play the end-game, I play the game. In the game (what some might call the "leveling content"), I play my storm blast characters on teams. I'm pretty sure I have one of each archetype. I pretty much always play on teams. I haven't played a Storm blast character solo except for hunting around the lake in Atlas Park. I play in duos, trios, and task forces and trials that may or may not be full. Last night on a group with 2 storm blast/stormy corruptors and a stormy/storm blast defender, we were laughing about the posts that storm blast is underpowered. The group is all within 1 level of each other and around level 30. We aren't playing at +4/8. We are are playing at +2 We were pinning EBs to the ceiling. We don't fear knockback, we embrace it. We don't steamroll content, we use tactics to our advantage. Storm Cell is key to the set. I can pull up a new storm cell pretty much every group. On the duo, storm blast group that I play on, I often cast the storm cell on the spot that we are standing on. So my guess is that most of the players that are complaining about storm blast are level 50+ and are running on steamrolling teams.
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Thanks for your answers. The whole point of some of the content that was intentionally added is the time-sink. It is supposed to take time and not be insta-gratification. Seems standard for someone that wants to spend their time playing the end-game. It is going to take time to fill those slots with Hamios. The Hamios (and merits) are the reward to make you keep coming back to play the content.
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I agree with the rest of your statement, but not this part, so I had to give you the thumbsdown. I wish I could only thumbsdown parts sometimes, but ... yeah...