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Cobalt Arachne

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Posts posted by Cobalt Arachne

  1. 1 hour ago, Techwright said:

    2. The P2W vendor in the Fort is much appreciated, however, might I suggest locating him in a tad more obvious location.  At the moment, it feels just a little like an easter egg hunt.  

    I don't think that's going to be an issue, he's on the zone's minimap and with a store icon. Players should be using maps until they've memorized where things are. 👍
     

    1 hour ago, Techwright said:

    6. Please consider adding a vault access, preferably need the crafting tables.

    Everyone has vault access everywhere at all times now, check the top left of your Salvage window. It's been that way for a while if I recall. 👀 I could add one, but it'd just be for visual transparency.
     

    1 hour ago, Techwright said:

    7. Similar to #6, I realize the Fort couldn't have storage shelves like a traditional base would, but maybe an exchange shelf?

    Already looked into that and it is not possible. SG base maps are formatted differently than zone maps and can't store item data like that so it would not function if added to Fort Trident.

     

    1 hour ago, Techwright said:

    9. Are the security rank limits on the portals really necessary?

    I was instructed to add them by the lead devs to prevent a brand new player from wandering into Fort Trident and one-way teleporting themselves to Founders Falls and being stranded in a zone filled with +35 enemies. 😱

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  2. 1 hour ago, Excraft said:

     

    So you're all the "Homecoming Team" without being the "Homecoming Team".... k.  Understood I guess.

    Not trying to be deceptive or confusing; There's three branches under the Homecoming banner in nutshell:
    The Development Team, we have cyan forum names and we work on new updates to the game, fixing bugs, adding features.
    The GM Team, they have orange (Lead GMs) or blue forum names and moderate player/community affairs, promotions, and running contests.
    The Homecoming Team, they have yellow forum names and oversee Homecoming as a whole; Things like running the game servers, handling finances, and managing the coordination of the two other teams.

    I hope that clears things up!

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  3. 1 hour ago, Excraft said:

     

    You are promoting it.  You've held base building competitions and select Dev Choice story arcs in the AE.  I get that content is different on each server.  Just thought something to point people in the direction of forum threads or other info that would help people find them.  Some players sunk quite a lot of work into them to make these bases available for the specifically for the public at large.  A few even have very cool bases used for specific themed events like the Halloween base.  Just seems a real shame to provide a disincentive to explore these.

    Just to clarify, the Development Team doesn't manage Homecoming's promotions or events, we just work on updates to the game. It's the GM Team that manages community affairs, moderation, promotions, contests, and events. Despite their being called "Developer's Choice" the judging and awarding of those AE arcs is handled independently by the GM Team, not the Development Team.

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  4. 3 hours ago, Excraft said:

     

    Why not add something to help promote all these very cool community built bases in game to all these new players instead?

    It's not really the Development Team's place to promote player-made content, especially when that content differs between each server and the owner's of said content could cut off all access to it for everyone if they felt like it, making it a tough candidate for any kind of 'patched-in and permanent' type of promotion.

    If you're interested in seeing more SG base spotlights, that'd be something to suggest to the Homecoming/GM Team who manage community events/affairs.

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  5. 1 minute ago, golstat2003 said:

    @Cobalt Arachne Will players be able to resist that with Orange Inspirations or will this teleport they will now do override that?

    The hostless Nictus' teleport is unresistable since as players have reported, if you move away from the hijacking chain it can get a bit buggy; Since this is for a micro-event, not an ordinary enemy teleport.

    Those oranges will work against the Elite Boss Cimeroran Beast's Shadow Slip though.

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  6. 4 minutes ago, Troo said:

    Is there anything to explain what is in the facility to the player on the ground if they close the mini map or inadvertently turn of some mini map options?

    Not a bad thought... Good suggestion!

    I'll add an Arachnos/Freedom Corp greeter by the doors who can be clicked and will explain what the facility is and what how it works/can be used for.

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  7. Just as a heads-up, there's a known issue currently where the hostless Nictus can successfully begin channeling their body hijacking but the hold power falls off due to what I assume is hard coded limitations on how close a target must be in order for a targeted toggle to stay active.

    This will be fixed next patch, if a hostless Nictus grabs you they will teleport you to them with a hold, so there's no discrepancies/ability to move out of their range and it's also very obvious which one grabbed you.

    Most the strange behavior currently is people not realizing they were being hijacked because the hold portion didn't take effect and then suddenly dying from far away (only the initial power in the hijacking chain checks for range).

    I imagine the Level 1 bug would be because the hijacking checks the level of the hostless Nictus that stole your body to set the doppelganger's, but if you moved too far away from the hostless Nictus, the game can't check its level to set the spawned doppelganger's and thus defaults to 1.

  8. 4 minutes ago, Jacktar said:

    Hi, so just how many Ms Liberty’s ingame is enough?

    I count three  in different locations atm. Am very happy to be corrected 😃

    One in her tradition spot by Atlas, one in IP on the deck of the ship and now a third inside the newly refurbished building in Atlas where the AE used to be.

    This third version is especially confusing as a new alt will spring into life just by the Atlas version and then just a hop away she appears in the new location!

    Just wondering if perhaps she is getting a tad too much workload and share of the limelight. (15 minutes is a good metric according to a certain artist!)

    Cheers

    This number hasn't changed recently.

    She's always been the Atlas Park trainer, then later Paragon Studios replaced Statesman in Independence Port with her as the task force contact for the now Ms. Liberty Task Force, and as a result, she also had to replace Statesman in Fort Trident as the contact for said task force.

    Mostly I think people kind of forgot Fort Trident existed up until recently (for good reason heh).

    • Haha 1
  9. 1 hour ago, UltraAlt said:

     

    The trainers, quartermasters, and inps venders aren't so easy to find.

    I would suggest adding more of them.

    Not sure what this is referring to, in Fort Trident/The Crucible all of those have minimap waypoints.

    Except for Quartermasters, which aren't in those zones yet, but will be added next patch alongside tailors in those zones, as well as an update making all Facemaker/Icon tailors able to change body types instead of just the ones labeled surgeons.

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  10. 1 minute ago, ShardWarrior said:

     

    Well, many are advertised on the forums here and there are people who do advertise them in-game as well.  Was not looking to start an argument over it.  Just asking a question.

    No worries! There's a surprising amount of people who never visit the forums or aren't in the right social circles to know about those convenience bases, so this was provided as a hard-to-miss alternative so they aren't missing out just because they aren't as tuned in.

    Everyone who's played for awhile should know just how terrible City of Heroes can be at actually explaining itself in-game haha.

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  11. 19 minutes ago, ShardWarrior said:

     

    This is now offering a disincentive for new players to experience and use any of the wonderfully crafted bases built by players that are open to the public.  Was that the goal?  

    You mean the supergroup bases that new players won't know exist and cannot access at all until/unless somebody tells them about it + provides an access code?

    I don't think there's anything to worry about in terms of the value of player crafted convenience bases, they're still generally superior for size, can be far more function-dense, and also contain portals to most every zone in the entire game vs. only the couple that have Freedom Phalanx/Arachnos contacts.

    This is just as an alternate convenience with more transparency, so that somebody not in the know isn't at a disadvantage in terms of functionality they have access to.

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  12. 8 minutes ago, InvaderStych said:

    So ... How accurate are the body-snatched doubles supposed to be to the original player?  Fought one spawned from my Psi/SD scrapper and it was using some mix of attacks from Psychic Blast/Assault.  Definitely no Psi Melee used.  Was expecting to get hoisted upon my own Greater Psi Blade upon returning from the Hospital.

    They're using the existing doppelganger tech, if you go into AE and make a test arc that spawns a doppelganger boss of your character, the Nictus will have those exact same powers if they stole your body

  13. 13 minutes ago, Mezmera said:

    I haven't played this yet but I can't wait to see what my Mind dom can do to your new creation.  

    We did what we could, but at its core the ITF is still very anti-control by its design, but we did make some efforts to make sure control had some valuable things to do.

    Spoilers for anyone who doesn't want to know the mechanical changes in the Advanced Difficulty ITF:

    Spoiler

    1. Cimeroran Traitor LTs had their 50% HP 30-mag mez protection shout changed to instead be a short +DMG, +To-hit, +Crit chance buff, which makes cascading mez immunity less prevalent.
    2. Hostless Nictus that are mezzed immediately fail their body hijacking attempt and are then sitting ducks until death.
    3. In the Nictus Romulus encounter, the Emerald Barrier Nictus can be mezzed instead of killed, which will reduce Rommy's regeneration by 50% without making him invulnerable.

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  14. 20 minutes ago, laudwic said:

    I haven't played this new version, but are confused minions really able to tear EBs and above to pieces?

    Currently each star rank of difficulty removes one additional rank from susceptibility of Confuse, excepting for 1-Star which used to have it for Elite Bosses but was removed:
    1-Star - No confusion protection on any mobs
    2-Star - EBs, bosses
    3-Star - EBs, bosses, LTs
    4-Star - EBs, bosses, LTs, minions

    If you are suggesting a different approach, I would be totally fine with making bosses+ have the Confuse protection at all ranks instead and leaving it off LTs and minions if that's more desireable. Meaning you'd get this:
    1-Star - EBs, bosses
    2-Star - EBs, bosses
    3-Star - EBs, bosses
    4-Star - EBs, bosses

    There has to be a compromise somewhere because of how extremely strong Confuse is and because it incurs no aggro to the user. It's not like other forms of control that actually have consequences for sloppy execution or careless use, so it's not only incredibly potent, but also completely safe.

  15. 27 minutes ago, Linea said:

    There are three major imbalances in CoH mobs:  Confuse, KD (popcorn), and Fear.  This may not be the best way to address the issue, but it's the one they have the tech to implement.  Otherwise, a single control oriented Dom could mitigate well over 85%, likely 95%, of the damage of every spawn except the AVs.  It's unfortunate that those control sets are so heavily balanced around that one power.  That design imbalance will need to be looked at later as well.

     

    The only other option I see atm, would be higher Resistances instead of Protections.   Or a mixture of Resistances and lower magnitude Protections

     

    It's much like the Goldbrickers, though I do wish it was better telegraphed.   I jumped back every time I killed a dark aura target, and they still got me half a dozen times.  If you kill one that doesn't get you,  I think there's a short duration protection buff.  I need to do more testing on these, as I never completely figured them out.

    When was this? On Brainstorm? I can look into increasing the delay between the FX telegraph and when the hostless Nictus spawn if it's not enough to react reliably even when looking for it.

  16. 2 minutes ago, laudwic said:

     

     

    Mezzing the henchmen has always been a valid tactic whether it was Skyraiders Force Field Generators or making Tsoo Sorcerers your personal unreliable teleporting healbots.  I remember using confuse on AVs (from illusion control with only a duration SO in it) back on live in the early days to have the AV soften up or clear all the mobs around it.  The problem with confuse is nothing new. 

     

    With this being said, I think the 10 Mag Protection on bosses and below is overkill.  

     

    Yes, you could have them confused battles to the death, but think about how long that would take to confuse low level mob to fight other low level mobs to completion.  I don't see a team having patience for that, and if someone is going to spend hours to try to make that work, my God let them. 

     

    If your worried about cheesing then put some extra protection on EBs and up.  With the advent of the purple triangles, even when you got them confused, it was hard, not impossible with the right builds, to have it for a decent duration.  Adding the mag protection will make it harder to have a longer duration or perma confuse (I haven't seen it but read that it was possible to perma confuse an AV on this forum).  That gives less time of an EB or AV slaughtering everything else in the spawn.   That seems to meet your goal without, essentially, nerfing a power set except we throw them a bone where they can do one thing at one point in one mission of the whole Strike Force that's cool.    Hopefully the player hasn't dropped and is still awake for their moment of usefulness.  Better hope they don't miss.

     

    All ATs should be able to be fully involved, not a one trick pony at the end. 

     

    To put it another way, how do you think players of Blaster ATs will be that they can't use their nuke until the end, and only against one specific foe?

     

    I appreciate the game and all you all do, but I really don't get this change.  (Don't get me started on lack of a Clown Mastermind set, though.)

     

     

    The justification for the Confuse limitation was because when you use Confuse you sacrifice part of your rewards, which is usually influence and experience. But in Advanced Difficulty content you're there to earn merits and Aether salvage, so in order to use Confuse you must pick a lower difficulty and sacrifice that reward.

    Testing demonstrated that these buffed-up enemies handedly tore themselves to pieces when confused. Confuse without a doubt would be the undisputed king of making this content trivial.

    Think of it like this:
    If a mobs arbitrary danger value is a 5, most mez makes them locked down, which reduces that danger value to 0.
    If we look at Confuse, it turns that mob's danger value back on themselves resulting in a -5.

    That's no problem in normal content but if the danger value is suddenly 500, then that same Confuse makes the swing to -500, which just far too strong to allow completely unmitigated and without any impactful limitations or penalties.

    If you want to abuse Confuse to its full-effect, you'll have to choose a lower difficulty and thus reduce the rewards you earn which is in-line for how Confuse works with rewards.

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  17. 40 minutes ago, Bill Z Bubba said:

    Just did the same. Can't say I'm a fan of a mechanism that can hold a tank through double stacked active defense and breakfrees and then insta-kills you with no hope of escape. What's the mag on that hold? 100?

    The hostless Nictus actually have designed counter-measures baked in for soloists.

    Defeated Cimeroran Traitor bosses and elite bosses play a very distinct sound and emit a visual cloud of odorous smoke prior to one of the hostless Nictus spawning.

    These hostless Nictus can't move from where they spawned, and after 45-seconds if they haven't possessed anyone, will wither and die automatically. Their initial range for the body hijacking chain is only 20ft, meaning a player can notice the Nictus is about to spawn, move away to be out of their range, and they'll die on their own.

    The fancy advanced difficulty mechanics like the Golden Brickernauts in the Aeon Strike Force always have a couple intentional methods added in which to deal with them, the Nictus have them too.

    You can either:
    1. Move away before it appears, then either wait for it wither in 45 seconds or shoot it from outside it's range.
    2. If on a team ensure you're somewhere they can respond by either killing the Nictus, or mezzing it (mag 6), which causes the possession to fail and leaves them as sitting ducks.
    3. Be a Kheldian; the hostless Nictus can't possess Peacebringers or Warshades since they're already hosts to an energy being.

    The reward for killing the hostless Nictus (but not if they wither) is a PBAoE 45 second buff that increases everyone's damage by 50%, recharge by 30%, and 64-95% (depends on the level of the Nictus) resistance to Lethal/Negative which is likely to resist cap you for those 45 seconds. So they're not purely a nuisance, and swiftly dealing with them as they appear grants a really good buff to everyone nearby that is specially tooled to be effective against the ITF's baddies.

    Obviously, unlike the Brickernauts where you just die, failing to deal with a hostless Nictus results in the Nictus taking your body, juiced-up with their energy, to use your own powers against your team, so the benefits/penalties equal out.

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  18. 14 hours ago, Ironblade said:

    1)  The sword hovers pretty far off his back.

    2)  A sword should literally be SHEATHED (okay, maybe not a claymore or the crazy Rularuu blade, etc).  So, really, there should be a sheath on his back that stays there at all times.

    1. Back items don't scale with body size sliders, so the space has to be there to account for characters who turn the body scale up to max and pick torsos with layers like Jackets, otherwise the weapons would sheath into their spine. If the models were to get upgraded to support scaling back attachment points, I'd adjust the sheathed weapons to take advantage of it.
    2. Needing to create countless extra models for actual weapon-fitting sheaths would have condemned this feature to not happening. Other MMOs don't do this either (World of Warcraft being the one that comes to mind) so it was given a pass.

    There were system limitations, but despite them, we still felt a large amount of the playerbase would appreciate this option.

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