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My new character "routine" on entering the game
UltraAlt replied to DougGraves's topic in General Discussion
well, before I log into the game I open up my CoH notepad file. When I first zone in with a new character, I have newer mode I'm doing now. I select none for the helper as well. People help when I ask on the /help channel, and, when people ask for help on the /help channel, I try to help. I open up the three stack tray, flip all the trays to the number I use in that spot. I load up my macros from the CoH notepad for; Heal insp, flip to tray 1, flip to tray 2, follow, gratz, thanks, woot, noparticles 1, noparticles 0, ah, and one passcode for one of my bases on that server I slot them all into their tray positions I get rid of the inherent sprint and prestige run. I run away from Atlas (holding the globe) and run over and into the Vanguard base to get the badge near the experimentation room. I head back to the P2W vendor I grab my new character consignment of loot from email. I get one of each of the P2W enhances. I put the smashing one in the farthest right slot of tray 7. I unlock team enhances. I get a P2W run and fly power. I usually get one of the P2W free attack powers. I get one or more of the mutation?, inner will?, or mystic fortune powers. I get all the P2W travel powers. I fill up on 8 hours of x2 XP booster. Usually get as many charges as I can of the prismatic taser and/or hand grenades. I slot all of this and the inherent throwing weapon. I head into City Hall. Get the two badges. I come out of City hall and use the P2W flight power to get the badge on top of the globe and then the one on City Hall. I fly down and get the badge in front of the contact near the base portal. I fly toward the badge over the antennae on the building near the war wall, but stop on at the Icon on the way to make some costumes, setup the stance SFX, maybe size change a costume slot or two, and set up my costume change macros. Then off to that badge I was on my way to. Then fly down the street to the last badge for the Atlas Tour Guide - unlocking the zone teleporter/fast travel. Fly over to the Pocket D van and head in for a visit to Null the Gull and grab the badge in there. Then I use my base password macro to go into the base portal and head back to Atlas. - minus the time at the Icon, this takes less than 10 minutes - Look for a DFB being recruited for, start recruiting for a DFB if there are enough characters on in the level range, run the lake and fight stuff for some levels, and/or, generally, do some stuff to get some levels to at least level 3. Head back to the base to use the contacts inside to level up and buy SO's for slotting. End up heading back to park at the base portal (I always try to get that Day Job first). Put some loot into the Market. Log. Flip alts, /altinvite the new character, and rank them up in the sg. When I come back to the character, which may not be right away or I may do this before logging off the first time. I go grab the badge on the helipad in Kings Row, go to the north end of steel and run down the street to get the badge under the statue, head to Talos and get the badge on the hill just off of the tram, and go to Peregrine to get the badge inside of the Portal Corps Building. So at this point, I can use the fast travel power to get to atlas, kings row, steel canyon, Talos, Peregrine Island, the Pocket D and my base. But I also have the P2W travel powers to get to my base, and they recharge faster; so I usually use them to get to my base - which has teleporters to all the zones ... which is why I don't alway bother to go run around and get the badges in the various zones immediately. Who knows how long it will be until I log in the character again; later the same day, tomorrow, next time I see people in the level range playing or recruiting for something, when I get the urge to play that character gain regardless, or when I haven't logged them in for like 30 or 40 days ... none can say. I know I can't because all these things apply across all my characters. -
I have to say, how hard is it to say he, she, or they based on not only what sex of character that the player picks but what pronoun they want to use? Sure, use "they" before the player picks, but once the player picks, the game should know what they picked and be able to respond accordingly. You don't even have to record a full track for each. Just edit the tracks and substitute the correct pronoun; do it in advance and make three tracks or simply add it in on the fly. The sound file for the pronoun would be tiny and it could be kept in memory at all times to get dumped into the dialog. I understand that it is a little more complicated with voice acting line manipulation, but the AE can recognize if you character is female or male and address them as such if you know how to program the AE dialog. You could do it day one of the AE. [The City of Heroes knows what "sex" your character. I'm not sure if it is limited to the first character slot pick ,or not. I haven't tested it that far. But I use this mechanic in my AE arcs.] I just don't understand why other games are so far behind on this. In DCUO, you are called a pink-skinned human male. Regardless of your characters sex - which the game should know. Regardless of the skin color, that you pick off of a palette. And, regardless of any kind of origin you might have for your character - which it could know. And since all times it references these things it is all in text dialog, there really is not reason that it can't insert in the player's picks for these kind of things.
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I'm a character conception player. If you have a character conception, I think it will be more likely to "click" and be fun to play. You can start with an archetype'/power set or start with a conception and find a power set that fits. In this case we are working from the archetype. So we have a control set primary and a ranged secondary. This is personal and it needs to fit something that you are interested in. What kinds of things do you want to manipulate and why? What kind of ranged attacks do you want to be able to do? Do I want to theme the character around the primary T9 pet power (if the set has one)? Who are you? Why are you a hero/villain? How did you become a hero/villain? Make that costume! Make a cool one in the character creator and once you are in-game immediately make a couple of costumes. I suggest one to be your IB (innocent bystander) costume. Once you have a theme and a character conception, stick to that vision. Don't start jumping into mids or mini-maxing. Try to pick powers as you go that fit that vision of the character. Pick mission paths as much as possible that fit your character conception. Target mystics if you are a mystic. Target street-level and gun-toting gangs if that is your thing. Want more monster encounters go after the Vazh and the lost. And maybe most importantly, try to team up with other players. Run task forces, but recruit team to join you on the kind of missions that fit your character conception. There is a very good chance that others will join you if you ask (be wary of the level 50s that may want to bulldoze your missions because that is what some of them will do). But, let's go back to the costumes for a minute. Here's my costume "cheat sheet": Every 10 levels you can go to a different Icon rep for an additional costume slot : level 20 steel, level 30 IP, level 40 founders You can get another costume slot with the four parts of Halloween salvage by turning them into a vendor in Croatoa. These parts are cheap, but, if you yell out in help, you probably can get someone to send you the parts. (I, for one, have tons of the stuff and have given the part away more than once when people asked) Costume macro variables name = name of your macro cce # = slot # first slot is 0, second is 1, etc ccemote = one of these below /macro name "cc #" This one simply changes your costume to the slot #. The change is instantaneous with no special effect. /macro name "cce # ccemote" This one changes to costume slot # but also has a costume change emote. name = name of your macro cce # = slot # first slot is 0, second is 1, etc ccemote = one of these below /macro IB "cce # ccemote$$goto_tray 9" /macro Super "cce # ccemote$$goto_tray 1" 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 ccfurburst So some examples: I want to make a werewolf character. I make the full wolf form in the creator. When I come out into the game, I go to the P2W and the icon. At the P2w I get beast run and athletic run. I get beast run for the first slot, I make slot 2 a more human character with a werewolf head and I'll use beast run for this one as well. Both of these will use my main attack trays. I'll also make a full human form in slot 3 that I will use athletic run with and have full human form. I'll set up tray 9 as my IB (innocent bystander/human form) tray and tray 1 as my main attack tray. I'm set up the two macros to go from the IB slot 2 costume to the wolfperson slot 1 costume. I'm going to make two buttons for the wolfperson change and one for the change back to IB form. And I'll make a third macro to change into full wolf form. All 3 of my form changes are going to go into a non-power tray. One of the ones that us is for the change to wolfperson form will be in the IB tray; I'll also have related non-superpower attacks in this tray - like brawl, the inherent throwing power, and some P2W stuff. Switching back to human, I want to get rid of all that excess fur, so I'll go with /macro IB "cce 2 ccfurburst$$goto_tray 9" I decide that I want to have to drink a potion to go into wereperson form so I'll go with /macro Were "cce 1 ccdrinkformula $$goto_tray 1" ... and, finally, I want to let out a wolf howl when I turn into full wolf form /macro Wolf "cce 0 cchowl" Now I can run around the city as a human and change into a wereperson or werewolf when I go into combat. It allows more "playing" the character which helps getting more attached to the character - which to me - makes a character more fun to play and worth sticking with, but I like creating characters and there is no telling when I'll get the idea or feeling to make a new character just because I enjoy making comic book characters.
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It used to take even longer to get travel powers. Honestly, at this point, I get a a free P2W run power and a P2W flight power (which costs inf) when I first make a character. Sometimes those are the only travel powers my characters have as they level up. You can also get upto a 2 hours charge on a raptor pack by parking in the Shadow Shard, getting the dayjob there, and letting the pack charge for about 4 days. You can also get a flight pack by doing Posi 2. You can also yell out in game for some loot to get a flight pack. They don't cost that much for many of us and some of us are willing to help out.
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Uh, my universal translator is saying that memes...
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I feel compelled to use the power sets that fit my character conception on the character I'm making. I have well over 100. I'm not sure what that means. A blaster has more range and does more damage than corruptors or sentinels. Armor sets work best on tankers. Melee sets work better on melee characters than they do on blasters because they have some kind of armor (defense or resistance). The ones that are on the character that I'm playing that day. This tends to be base on if I'm playing with a friend, working on the origin project, trying to get a taskforce going, or just playing a random character that I haven't played for a while.
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Bug/Not-Bug? Non-targetable Kings Row target draws MM henchmen Aggro
UltraAlt replied to tidge's topic in Bug Reports
Same kind of thing going on in Croatoa door missions. -
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When one persons RP and world building intrudes on everything
UltraAlt replied to DrunkFlux's topic in Roleplaying
I am glad for you that they are your ex. -
I guess this really isn't the thread for this, but about teleport pool .... Honestly, I get the teleport pool for a large number of my characters simply for recall target which I mainly use for teammates. I agree that teleport needed some kind of "active teleport mode" that keep you in motionless hover until you turned it off. In that state, you could then teleport and/or stay in the air until you turned off the "active teleport mode". The temporary hover addition before the sunset was a bit of a fix, but I always ended up getting hover on my characters had teleport as the main teleport power. All the travel powers have an "active mode" (you toggle them on and they are active until you turned it off), don't they? So why was teleport left out of that mix? I wonder.... ...and how hard would it be to implement that? (would people with that power pool even want that?) I'm assuming mystic flight already has the mechanics for the built in flight endurance use and then the additional endurance use when the teleport is triggered.
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When one persons RP and world building intrudes on everything
UltraAlt replied to DrunkFlux's topic in Roleplaying
The player that created them. It's self-gratification. They need to feel self important to the level that they feel; 1) They were invincible, superior, etc. to all other characters, 2) they are flawless, perfect, etc., and that 3) all others should bow down and recognize their absolute superiority. Honestly, I feel sorry for them. -
Seems to be.
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Here we go. A couple of players that feel that other people can't have their point of view. From time to time that can be expected. I've dealt with this problem on my end. I won't be engaging them any more. To those few, look around at who is supporting you. I don't need to get posts in the forums to back me up that fighting giant monsters as fun, because, when the call goes out in game to fight giant monsters, players join the teams. Are some merely fighting Giant monsters for the merits? Sure. However, it seems to me that they players on the team are having fun. Generally, once the first monster is down, the call goes out asking if we are going to go hunt some more, because the players that I'm gaming with in THE CITY enjoy fighting giant monsters. The thread has devolved into simply telling me that I'm wrong about my view point. I'm not.
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You haven't read the rest of the thread then.
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I have to say, these forums make no sense some times. "I like fighting giant monsters" "It's no fun fighting giant monsters there is power creep" "There are ways to avoid the power creep. I like fighting giant monsters" "There is power creep. giant monsters are meaningless" "I like fighting giant monsters. The teams that I run with fighting giant monsters are fun to game with and the monsters aren't going down fast" "You don't understand." "I think you don't understand. I like fighting giant monsters." "You don't understand. You can't have fun fighting giant monsters because of power creep" Seriously. That's the argument against me enjoying fighting giant monsters. That I can't enjoy it because of power creep. Well, guess what, if you can't figure it out. If I enjoy doing it, then it is fun for me. If you don't like it, then you have no say in me enjoying it. To continue telling me that I can't enjoy fighting giant monsters is jaded and self-centered based on your own opinions - and it has nothing to do with "the point" - which is "I enjoy fighting Giant Monsters."
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It's okay. You can be jaded. You don't need to understand.
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I understand that entirely, but I think we need to take into account what level your character would need to be in order to get it. It would be level 20 at least. The character would have access to 12 powers at that point. If you are blowing-off he game and going directly to level 50 the level where you gain powers isn't as important as it is when you are picking powers as you level. Well that is my point, I think that the AoE defense is more of a "in close" defense as opposed to ranged defense. That damage is going to affect your character. If your character can't defense against or resist the damage you get the full brunt of it. I definitely think I would be getting combat jumping with this archetype for some extra defense as it is. If you simply switch the Ranged and AoE armor, it changes the dynamic of play. You alway want to be in melee range, so the tactic is to close until your character can slot the ranged armor.
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Am I allowed to say it? I don't think I'm allowed in these forums to say it. I'm saying it as politely as I can. You and others are clearly missing my point. I enjoy fighting giant monsters. I haven't experience the issue with level 50's ruining the fun that 1 (one) player has stated and you seem to be backing. Avoid level 50's and the game can be a challenge. Your character doesn't have to be level 50. You don't have to team with level 50s. At an rate, if I Giant monster is on-par with all characters then they should be able to stand on equal footing with these highly advanced level 50's. (Maybe the DEVs need to look into that) Perhaps 50's need to be stripped of their incarnate powers when in a zone with a giant monster? Level 50's shouldn't ruin the fun of Giant Monsters for other players. That being said, I've seen level 50's go out of their way to ruin the fun of other players far too many times. The more populated the server, the more obnoxious level 50's I run into. These players join a team - not to team up-, but simply to show the rest of the players on the team that they don't need the rest of the team. That's my experience; your's may differ. Is their power-creep? Power-creep happens in any game where characters don't have a set group of skills, powers, move, etc. that never change (aka characters don't level-up). There is power-creep in the lower levels as well as in the end-game. I remember - long before the sunset - when I had characters that didn't have enough influence to fully slot even training enhances in the mid teen levels. Now I can slot SO's at very low levels (how low? I'm not sure if they go below level 5.) That itself is power-creep, but that doesn't ruin the fun of a good Giant monster battle. I have played on many monster hunting teams. Sometimes the battles ended quicker than others, but none of them were simply the fight starts and the giant monster falls. In the Winter Lord event, there was no super fast downing of the Winter Lord and his guardians. They were fun battles and these were leagues. I think some players are so blinded and jaded by the end-game that that they don't realize that the game is from level 1-50. Level 50 is where the game end and the end-game begins. Stuff was tacked onto the end of the game to keep those players that only wanted to grind something to grind toward and for. You don't have to have level 50's to fight giant monsters. If there are too many high level 50's on a server that are ruining the fun of giant monster fighting, then there are lower population servers were you are less likely to see players exhibiting that behavior. Fighting giant monsters is fun - at least for me - and I refuse to believe that fighting giant monsters isn't fun for other players as well. Hopefully, I won't get in trouble with the GMs. People can play how they want. Players that ruin other players fun are no fun to play with.