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Everything posted by UltraAlt
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Is it possible to make like a hideout for your character
UltraAlt replied to savair's topic in Help & Support
/e facepalm -
Is it possible to make like a hideout for your character
UltraAlt replied to savair's topic in Help & Support
I don't know how much they charge but @Easter Bunny seems to have helped on a good number of bases. @Dacy helps with bases from time to time. It's probably time to make a thumbtacked post in the Base Construction sub-forum for those offering/looking for base building help. I have no idea how much inf they would charge -
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Well, your suggestion is up to you. What finds its way into the game is up to the Devs.
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I am trapped in a hospital in night ward and cant get out
UltraAlt replied to savair's topic in General Discussion
Doh! -
Is it possible to make like a hideout for your character
UltraAlt replied to savair's topic in Help & Support
https://homecoming.wiki/wiki/Supergroup https://homecoming.wiki/wiki/Supergroup_Base https://forums.homecomingservers.com/forum/30-base-construction/ -
I am trapped in a hospital in night ward and cant get out
UltraAlt replied to savair's topic in General Discussion
Reminds me of when I finally let some people at the company I was working for talk me into playing WoW. My only MMO experience (outside of text MMO) was City of Heroes. Of course, I made a character of each archetype to start with because, you know, that's how I play. I want to see what they game has to offer. After making all the characters, I saw a contact and looked around. I looked around at all the tightly packed mobs. I was like, what is all this about, these groups should be attacking one another if they are that close together. So I felt somewhat lame. I have seen how purse snatchers can slow down new players from getting to a mission because they feel like they should defeat anyone committing street crimes. I can understand and respect that, However, in WoW, it was fighting bugs and animals at the start - if I remember correctly - so I was like ...well ... time to explore. I could easily dodge the groups of enemies. So I travelled, I'm pretty sure, less that the distance between Ms Liberty and the Freedom Corps building. There was a waterfall that went down into a forest. Looked much cooler that the closely packed mobs in the flat area at the start so I travelled down. I don't remember for sure how high the enemies were, but they were at least level 20 and killed my character immediately. That was really my first big reason that I stopped playing WoW really quickly. Mobs packed so close together (which was silly to me) and the level increasing so quickly over a short range, but, looking back, that was understandable based on how closely packed the enemies were at at the start of a character's existence in the world. However, for a level 5 to wander into Night Ward? I guess... Someone could give you access to a base and you decide to wander around and explore ... the way that I did ... just to check stuff out. But, just in case, if you are a new player .... go where contacts send you or a teammate tells you to meet up for a missions. Make sure to use your tab to target around to make sure no enemies are too close to you when you move. You can move through most zones at level 1 successfully if you keep an eye on where enemies are and dodge around them. Back before the Sunset, it was fun sometimes to run from Atlas to Portal Corps in Peregrine Island at level 1. That is taking the roads through zones (and war walls) instead of the tram through to the ferry to take you to Peregrine. I even took part in a "Naked Noob" race where there was maybe 10 or so of us at level 1 that had as little clothing as we could have on and raced as a group through the streets along that same path. So there is a time and a place for this. I just hope that this player has already managed to get their character out of Night Ward. -
I think Katana and dual blades are the most fun, but I also like martial arts and street justice. I've had fun with spines as well. I think I've tried all the melee primaries at this point. For some reason kinetics seems awkward to me. I don't know why exactly. Oh, it's the getting up close and personal part. I'm a fan of melee in the real world so that translates in to THE CITY as well. Oddly enough, I don't tend to play melee characters. Team composition. well ... ... I would like to see some wrenches (maybe the ones from mace) and a giant flat-head screwdriver for dual blades. well, there is the always the legendary whips power set. I wouldn't mind seeing a nunchaku melee power set for scrappers, but I know it would be a pain to animate. The first character that I ever made in CoH was a spines regen scrapper and that is the first character I made again on Homecoming. In general, I'm fine with how melee characters play. I tend to play scrappers>tankers>stalkers>brutes. oh, almost forgot ...
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I am trapped in a hospital in night ward and cant get out
UltraAlt replied to savair's topic in General Discussion
I certainly hope they have escaped by now. -
Expand the level range of Hollows' Contacts/Arcs
UltraAlt replied to Sakura Tenshi's topic in Suggestions & Feedback
Agreed. That is why the above confused me. But I see where my confusion started. This is only referring to the safe guard/mayhem contacts and not the ouroboros contacts. Yeah, that's why I went with the "active contact level" idea. It would set the level that contacts would see you as being and, therefore, give you missions if you are within their level-band for providing missions. Of course, the exploit would be turning it off once you have talked to a contact and run greyed out missions, but I would only think that would be abused to get badges or perhaps temp powers. I don't think either of those abused of the system will "make or break" anything. The main intent seems to be able to run missions and enjoy the content at a level that makes them fun to play and be able to recruit other players to join in the fun. I have fun fighting large mobs that are above my level. Trying to figure out how to break some away from the group ... but that's when I'm solo. Hunt missions when on a team are a bit annoying. I think that is why there was a big move toward scanner/paper mission teams. -
Returning player experience; and just saying Hi
UltraAlt replied to FFFF's topic in General Discussion
Welcome home! Hit up Yomo for some loot! ... if you haven't already. -
Expand the level range of Hollows' Contacts/Arcs
UltraAlt replied to Sakura Tenshi's topic in Suggestions & Feedback
How would that work in regard to getting missions from contacts? (in this example, the hollows) huh, I ran an Oro tonight (well from the base crystal thing), and I didn't think to check what level I was outside of missions.... -
Expand the level range of Hollows' Contacts/Arcs
UltraAlt replied to Sakura Tenshi's topic in Suggestions & Feedback
I haven't used either for a while. Do those contacts exemplar you down to the level of the zone in which the Mayhem or Safeguard occur? -
And you want them as stone statues or with full color costumes?
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Expand the level range of Hollows' Contacts/Arcs
UltraAlt replied to Sakura Tenshi's topic in Suggestions & Feedback
Exactly. Of the options to make change that would allow someone to play lower level missions without using the Ouroboros ... which would give access to all missions (which you have pointed out are not all available in the Ouroboros), I suggested one based on leveraging an existing game mechanic - exemplar-ing - but with the added trait that it affects your "active" character level without being on a team and running someone else mission to the point that contacts see you as being that "active" level. I've seen comments that the codes are so different on other servers that porting over parts of their code would not be as simple as "plug and play". I too am just making suggestions. The DEVs are going to make the decision regardless. Which is understandable. I'm a big CoH fan as well, but haven't bothered paying any attention to the other servers. I have run into players here that do play on Thunderspy ... as well as here. I apologized for my assumption that you play on Thunderspy. I just closed trying to make it clear that I hoped you were having fun gaming regardless of which server or which game you were playing. Thanks for the reply. -
Expand the level range of Hollows' Contacts/Arcs
UltraAlt replied to Sakura Tenshi's topic in Suggestions & Feedback
I pass on that. I like it over here at Homecoming. What steps did they take to scale up the enemies? Did they even bother? I didn't bring up the Oro or reworking it. Exemplar-ing/sidekicking is already part of the game. The game sets you to that "active level". It wouldn't be a huge change to let a player set their "active level" at or below their current "actual level". That is what Exemplar-ing does. I use the term "active content level" as it would be essential self-exemplar-ing versus being on a team and being exemplar-ed. My comments on changing exemplaring was a side note. I for one do not enjoy level 50's joining my PUG groups and steamrolling the missions my team is running as a team. I don't expect it to happen for the main point of it being time consuming for the DEVs plus they would get negative feedback from the level 50's that want to show how cool they are by ruining leveling-characters gaming experience. If there is a change, characters should be scaling down to a contacts content and not the other way around. (needless, to say "from my point of view") Higher level enemies that cannot be defeated are "ding" when you are level-up enough to defeat them. I don't power-level to 50. I like playing the game. Sometimes it would be fun to level-down to run content that I could PUG. Oro missions locked to the characters that start it. My suggestion is an alternate method from locking XP. You still get XP when you are exemplar-ed. Have fun at Thunderspy if that is where you enjoy playing, but have fun wherever you game because, hopefully, that is the reason that we are gaming. -
Expand the level range of Hollows' Contacts/Arcs
UltraAlt replied to Sakura Tenshi's topic in Suggestions & Feedback
Actually, the Oro was a way of giving end-gamers something to do. But, back to the main point of this and a possible solution.... The game knows what level your character is - we'll call that your "actual level". The game also knows what level you have been sidekicked or exemplar-ed to - we'll call that the "active level". The game knows that you can only get missions from contacts within their level range - we'll call this "active contact level". What if a player can set their "active contact level" to that of or below their "actual level" in the options menu? This would allow a "actual level" 30 to set their "active contact level" down to - say - 12 (which would become their "active level" at that point when they aren't sidekicked or exemplar-ed), so that they could go to a contact that will give someone missions at level 12 and get level 12 missions (as that is their "active contact level"). That is to say, changing your "active contact level" not only exemplars your "active level" down to the "active contact level", but also contact see your character as being "active contact level" for getting missions. That seems to be the easiest way to handle it to me. No need to scale enemies up. No need to tamper with missions or contacts. Everything is handled through the normal character relations to contacts as the contacts will "see" your character as being the level you have set as your character's "active contact level" [Side Note 1 :Possibly, this option would be ignored when you sidekick/exemplar. This would be to avoid abuse for powerleveling, but I don't think there is much concern about power-leveling at this point. (seriously, there seems to be none - so this is really a moot point). The difference it would make between sidekicking/exemplar-ing from the "actual level" or "active contact level" to "active level" wouldn't be that huge of a difference based on the current sidekicking system anyway.] [-separate train of thought - Personally, I think it it time to relook at the exemplar system in general. It leaves players too overpowered compared to characters that are on that level. I understand that it was a mechanic to entice higher-leveled players to run on a lower level team. However, it makes them dominant on those teams and that isn't necessarily a "good time" for the mission holder. I would rather see reducing a character down to the level of the team leader instead of allowing them to have powers +5 levels - or whatever it is. This I think would be time consuming, and, of course, the higher level players in this situation would be complaining about how their powers are "gimped" when they are taking part in lower level content. -back to our current topic-] This "active contact level" option seems a simpler method to achieve the goal. Accessed by the options menu. Makes you appear to be level x to a contact when you set your "active contact level" to level x. In addition, it functions to transform your character's "active level" to "active contact level" in the same manner as the sidekick/exemplar system. It makes your character's "active level" equal to your character's "active contact level" when you are solo, leading a team, or running one of your active missions. Doesn't require changing any enemies, missions, or contacts. -
Reduce the activation time of Storm Cell
UltraAlt replied to AxerJ's topic in Suggestions & Feedback
Who said it was designed to be used "every fight"? It isn't an auto power nor is it a toggle power. I think of it more like domination that I can use more often. It isn't meant to be "perma" but, if that really is your goal, then you can probably achieve it through the same methods as perma-hasten or perma-dom. Personally, I don't think that is necessary. It seems to stay up until it is almost time to cast it again. It just doesn't move that quickly and has to be lead into a battle the same way that is necessary with phantom army or carrion creepers. "instant gratification" is what is required? I don't depend on Storm Cell for every other ability. I build my other powers to do what they do. Storm Cell does what it does, but also enhances. It can be used far more often than any build-up or like temp buff. Perhaps figure out how to use the power set without Storm Cell? Once you do that then Storm Cell is just icing on the cake. -
Brickstown does lack a giant monster. Maybe an AV (or two) and some EBs mixed in with the prison escapees in the open-world would suffice? Perhaps moving toward one of the exits to another zone through the roadways through the warwalls with a group(s) of prisoners following them??
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If it is based on the SG leader, then I'm assuming that it would have to pull that data from the SG registry. If it is going to pull it from there, why not just have it to default to whoever is the SG leader each time the base is entered? That way it wouldn't have to be updated and would always remain current.
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So like 6" action figures of the whole Freedom Phalanx? (maybe all the "signature" characters? Gotta Catch'em All!) How much "smaller" are we talking?
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Of course, not. People with similar stimulation/exposure in the world are bound to come to similar conclusions or thought patterns. Some may related it to the collective unconscious. Evidence for a communal consciousness: https://pubmed.ncbi.nlm.nih.gov/21724158/
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Is that just for primary and secondary set combinations?