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Cobalt Arachne

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Everything posted by Cobalt Arachne

  1. That's a fair thought to have. Expanding the PvP system to SG bases as an optional tool would likely see it function with nearly identical nuance to how the system operates right now in the PvP zones. In the context of City of Heroes as it functions today, are there regular occurrences in which non-consensual PvP griefing happens that substantiates these concerns? (Going into a PvP zone and leaving the safe area is consenting to PvP. Being attacked while trying to get badges, Shivans, or Warburg nukes does not constitute griefing.)
  2. (Disclaimer: My original post in this thread was written before I became a member of the Homecoming development team, so please don't read into things too deeply! 😅) I understand your concern! As it has existed in City of Heroes, the idea of PvP causes a lot of players to back away, even worse, the idea of being pulled into PvP unwillingly and griefed. Player vs. player is not something that will appeal to everyone in the community, and that's totally fine, but the system itself has applications that could see use beyond competitive play. The idea of using the PvP system as a creative tool involving organized players to put towards anything their creativity can think of has value. Roleplaying, mini-games like capture the flag, or player-created boss raids... The applications I had in mind for the concept are anything but competitive, it's more about giving players more options to work with on the realization of their creative outlet in City of Heroes. Without even needing to check I can guarantee, if a PvP-enabled SG base system were to be introduced (reminder; there are no current plans!), every precaution would be taken to ensure that griefing was impossible and it always remained 100% opt-in. If this criteria couldn't be met, the system likely would not see implementation. When I wrote that previous post, my thinking was that you would get the 30-second countdown with a pop-up, (like PvP zones currently have), with an opt-out button to leave the base on it. Both the countdown and the pop-up would be prompted if the base had PvP enabled before you entered, or if the base's owner toggles it on while you are inside. With these measures in-place my thinking was that it shouldn't be possible grief somebody with this feature unless you AFK in untrustworthy bases. Obviously some kind of failproof option like this would be good to have; My thinking on suggestions is usually oriented with "What seems reasonably doable using the systems and functions I know exist in-game currently." as anything else usually is either not possible or requires coding and still might not be possible.
  3. Same! Haha; The system is fairly minor, but robustly intrusive? These tips will pop-up in players' inventory doing other things and make everything feel more vibrant/alive for it. Especially new players, given the outdoor mission sections in the starting zones where all those enemies will be eligible to drop the Tour Guide tips. They'll be made aware right away of several systems that will help orient them if they do the whole zone and unlock the Long-Range Teleporter. So the system naturally introduces new players to: -Tips and tip missions -Exploration badges and badges as a system -Accolade badges and powers with the Long-Range Teleporter -Reward merits from the exploration accolade -Minor tidbits of the world's lore that rewards them digging in
  4. I can get this fixed in both the original badge and the tip's mentions. 👍
  5. Perhaps they should all get taunt to make things extra fun. 😈
  6. The tips will drop off any standard rank enemy, bosses are just optimal if/when they can be found, but in lieu of bosses, lieutenants can work just as well.
  7. Fragmentary Veritas - New Release: Chapter 2, Page 15 - 'Freebie': http://fragmentaryveritas.webcomic.ws/comics/30
  8. Huh; Didn't see this thread until just now. Casual stroll through memory lane with a lot of familiar Protector names haha! 👋 On Live I was @Karonax and I played a Stone/Stone Brute of the same name pretty much exclusively for most of my time on live. I was extremely active primarily on redside, was a leader in C.A.R.E.S.S. and Syndicates of Evil, and led runs of the Lord Recluse Strike Force almost nightly during Issue 7. I also spent a ton of time PvPing in Siren's Call and Recluse's Victory on my Brute up until Issue 13.
  9. I can say odds are looking favorable that those remaining zones will get Tour Guide missions in the future; Page 3 most likely.
  10. For me it was finding a character that played in a way that fit my personality and playstyle preference. I like to move into the fray fast and hit hard; my Broad Sword/Willpower Scrapper has been perfect in that regard. Like an unrelenting ball of hyperactive violence zoomies, she rushes into danger! (which eventually lead to me needing to bulk-up her resistances so she'd stop eating pavement so frequently.) 😅 As long as the character can move fast, and their hits have 'oomph' they're usually keepers in my book. By this same thought I've had a hard time finding a support-type character I've enjoyed, and still haven't loved any Masterminds haha; but the game's ability to provide many flavors is what makes it fun, I know people who live to play support.
  11. So after checking again, and doing some in-game testing; Appears to have been a misread on my part, looks like Giant Monsters and Monsters are not in the tip system drop pool. I've updated my earlier post to reflect this.
  12. Sure! I'd definitely be open to feedback regarding the comic's layout, flow, and readability. If something is hard to follow, or the pacing feels off, I'd love to know (I'm aware the comic's pacing up until this current scene has been a bit quick). Or things like how I've tailored the extra content like the character/location profiles. As far as my comic art's quality goes, I'm mostly proceeding with a "It will improve with time / is good enough as long as the reader can follow what is happening" approach, since the amount of time I can dedicate to the comic project isn't very flexible/set hours per week.
  13. @Replacement Nothing personal to be taken! 😁 Improvements that make this feature better and more vibrant for the game and its community is the goal for the feedback here. I can make the mentioned adjustments; I think those quotes on names are used in a few spots that can be quite easily cleaned up as well.
  14. This was something that was noted during testing. We're looking into potential means of speeding up the process by obtaining the tips in other ways, such as hunt mission rewards (door missions don't know what zone you are in to reward the corresponding tip). Unfortunately, it isn't as simple as adjusting the drop rates as they're baked into the tip system. Ultimately, the goal is to make getting that one exploration badge per zone needed for the Long-Range Teleporter destinations reasonably doable in-game without requiring referral to an external source. Doing all 288 of the Tour Guide missions to get every zone's badges is quite a task (I feel your pain, I ran through all of them for testing 😅 ).
  15. Currently, the only zones included in the Tour Guide system are the 36 that are in the Long-Range Teleporter (excluding Pocket D and Kallisti Wharf).
  16. They're there mostly for flavor as they're supposed to be file numbers (since the tip mission already tells you where to go). However, you are indeed correct that they were pulled from the badge's coordinates! 😄 The periods separate the coordinates, the 0- shows where a coordinate would be negative. So "KR 0-1089.0-42.896" would become -1089, -42, 896. Fixed up the text in the spots you noted.
  17. This is a good one! Lots of zones that don't see much foot traffic received missions. Any of those 'nobody goes there normally' zones are great candidates to check, they got love even if they're rarely visited 😛 A single individual's eyes can only catch things they've been conditioned to notice.
  18. Good catch! Should be fixed in the next revision.
  19. You can have a total of three Tour Guide tips at any time maximum. They'll be visible in the tip window no matter what zone you're in. If you have three you'll be ineligible to receive additional Tour Guide tips until you dismiss or complete the ones you have.
  20. This would be because the tip for each zone pulls from an array of available exploration missions in that zone you are eligible for. For example, if you open a Tour Guide tip and check what exploration badge it points to, go and get that specific badge without accepting the tip, then re-open the tip, it will now be pointing to a different badge (if one is available, if not the only option will be to dismiss it). EDIT: This is so the Tour Guide system could be done in 36 new contact entries, one per zone, rather than 288 separate contacts.
  21. Minions - 3% Lieutenants - 10% Boss - 33% Elite Boss - 50% Archvillain - 100% Giant Monsters/Monsters - Do not drop tips Highly recommend anyone going for these tips to cherry pick lieutenants+ unless you're in a zone with large packs of minions that can be defeated with AOEs like Perez Park. EDIT: Updated per recent monster test/check
  22. It does! They will put the nav marker exactly where the badge is located.
  23. Correct; The tips you get are always from the zone you are in. If you have the zone's exploration accolade (all eight badges) the tips will no longer drop in that zone.
  24. The badges are put on your navigation and a coordinate marker placed (like a mission door) so you should have no problem locating any badge's marker. ...Except oddities like Egg Hunter in Faultline; That is a good thought actually, as the coordinate marker may not be sufficient alone. I'll update the nav text to be more explicit for that one specifically, as it quite hidden unlike the rest.
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