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mechahamham

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Everything posted by mechahamham

  1. God, I hope not. The Incarnate system has already horrifically unbalanced the pre-50 game. Any further buffs to 50+ characters without at the same time making those buffs COMPLETELY INACCESSIBLE outside of Incarnate Content runs serious risk of (like it hasn't already) completely negating the role of under 50s in zone events, giant monster encounters, and anything along those lines. Call it what it really is. A significant number of players want an 'I Win!' button.
  2. Ugh... Choosing between Google and Microsoft is like choosing between the Galactic Empire and the Borg. DDG, which repackages Bing results, at least tries to be a little respecting of your privacy, but you still feel like you've lost out.
  3. Hard no. Superdownvote. Idea Police.
  4. /jranger
  5. Happy to help! You may be interested in knowing that we have a single experimental 'Comic Book' shader already in our advanced graphics options. I don't care for it, but a lot of folks really like it.
  6. Hearing HOW a person recruits is often beneficial for prospective team members as well. Even just how their character is named can tell you a lot about them. If you hear someone recruit for a low-level taskforce and state something like "looking for healers only for the last spot", it tells you that maybe they don't understand the game mechanics as well as they think they do. If they say something like, "We somehow have a PUG of 7 tanks, and would like an 8th tank for the 'Mirror Image' badge," that tells you a lot as well. (Well, mostly it tells you that the fight over agro is going to be INTENSE!)
  7. If you're talking about Reshade filters like from this thread on reddit: ... that *sort* of thing has no restriction here, but I'm not a GM nor a staffer or dev. You're applying graphics shaders to your own experience and not affecting the experience of other players. So long as you're not using a 3rd party tool to cheat or abuse bugs, it's not really frowned upon. We actually already have a pretty wide selection of appearance and sound mods that do things like annotate the in-game maps, modify the way your character looks, or sounds, or even disables textures that you find problematic. These are installable by manually placing files in your filesystem or with a tool developed by players called City Mod Installer: Now all that said, there is ZERO official support for those tools, and with a tool like Reshade, you're pretty much gonna be on your own as far as help is concerned, I'm afraid. You MIGHT be able to find someone else who uses it in our 'Tools, Utilities, and Downloads' subforum, but I wouldn't hold my breath if I were you. Welcome to Homecoming. I hope you enjoy your time here!
  8. This. It's a chicken and egg problem, and as far as most CoH players are concerned, why have poultry when you could have porkchops instead? I try to explain it like this, "Recruiting in /lfg and global channels means that you can be selective about who you team with. You can check their global or playernotes before sending out that invite. It also means you can be more selective about how you wish to run content, be it defeat-all-ing the missions, badge-runs, speed,+level, etc.... we've seen what other games have to offer with random turnstile queues and most of us aren't really interested in that."
  9. I'd love if they'd do this, or choose one AE building on each side to be the 'farm' AE, and require all farm content to be hosted there rather than the other AE buildings. The big problem with this is that the HC devs have never come out and said, 'Yeah, farming is okay if you're not exploiting bugs,' at least so far as I know. In this state, they could theoretically still ban farming if they felt it was necessary... and they have made pretty serious nerfs in the past that were pretty squarely targeted at farmers. The 'no double influence for having exp shut off' thing comes to mind. If they DO require players to formally flag their arcs as farms, that requires them to either implicitly or explicitly acknowledge farming. I think that the farmers would start screaming bloody murder about that... but people have already proven that they'll scream bloody murder about feature additions because those additions remove an old, possibly buggy behavior. As the situation sits, the entirety of Mission Architect has fallen victim to the Tragedy of the Commons. It's SO hard to find arcs, even if you remember their content, that those arcs might as well not exist. There are only farms.
  10. I am, yes, but it has limited charges making it somewhat less usable in combat. For me, it's currently just a bit less headache to rerun Skipper's arc than it is to camp out in Graveyards... which I often do as well, anyway. The Striga base portal and Echo: DA are both fairly easy locations to camp out and both are immediately adjacent to graveyards.
  11. My favorite arcs in the game are the Croatoa zone arcs. The whole thing just sits right with me. I even enjoy the 'Stop 30 Fir Bolg' mission from Skipper. Unsurprisingly, my favorite temp power in the game is also the Warding Rune you receive from Gordon Bower during Skipper's arc. Moreso than the Nemesis Staff or the Blackwand, when I have the Warding Rune, I use it to pull with melee characters or supplement damage on low-dps characters. I find that it's on-brand for a surprising number of my characters in a way that the Nemesis Staff and Blackwand just aren't. And then it poofs after a few in-game days. You can get it again by doing Skipper's arc through Ouro, and I often do that, just to refresh it. I'd like a version of the power that works similarly to the prestige version of the Nemesis Staff or Blackwand, with their pseudo-scaling and unlimited time. I'm even okay with unlocking it by doing Skipper's arc or ALL the Croatoa arcs. (I'd do them anyway on every character.) It could even lock out the Origin-bonus version of those powers. If the prestige version kept its anti-fae damage bonus, it wouldn't even be a terrible for balance since the only fae enemies you ever encounter outside Croatoa are the redcaps in the Holiday missions. Difficulty: Easy-to-Medium This would effectively be copy-and-paste from existing powers. It'd need a power icon, but those are relatively little work to create. The most difficult part I forsee is the changes to the lockout logic for the origin-bonus Prestige power awards. I think at least some of that must already be in place for the other power choices that have a lockout.
  12. In the mission 'Investigate Pathogen's Warehouse', there's a spot near the entrance where you can reliably back the camera out of the map geometry. Steps to reproduce: 1. enter the mission 2. Click the computer glowie, causing Watkins' dialogue to trigger. 3. Open the door. 4. stand at about 12, -1280, 2614. It's just to the left, outside the door you opened. 5. roll the camera back. It'll pop outside the geometry VERY reliably from this position.
  13. In the hero version of the 'Discarded Picket Sign' tip mission, 'Find the heads of the Dockworker's protest and talk them down.', the majority of enemy spawns don't appear until AFTER you defeat the mission boss and end the mission. During the mission, looking at the boss: After defeating the boss, ending the mission, looking back at where I was just standing: An ambush appears right after you go through the dialogue at the beginning of the mission with the Scrapyarder foreman protest leader. A 'fight' encounter between Scrapyarders and Cage Consortium also spawns, but those and the boss' group are the only spawns that appear until you actually defeat the boss. Then the rest of the mission's enemies appear. These screenshots were taken in: Server: Excelsior Zone/Mission: V_Warehouse_30_Layout_13 However, I've tested this multiple times today while working on my Cage Consortium defeat badge, and have had this same behavior happen on every map I've seen. This behavior seems to be new to the most recent patch. I've done this same mission before on other 'pure hero' characters to work that particular defeat badge before the most recent patch and haven't encountered this behavior.
  14. A little while back, I submitted a suggestion containing fairly ambitious plans for rebuilding and revamping Galaxy City. One of the things I suggested was having Oroborous Mender NPCs standing at the entrance to discuss with players what had happened to Galaxy City, and would offer to transport them to Echo: Galaxy City. Fairly often, I answer the question in /help chat, 'What happened to Galaxy City?'. It occurs that we have an opportunity to expand our game world just a bit with those Mender NPCs. Imagine strolling up to the Galaxy entrance in KR, only to see it closed. Immediately next to the former entrance is an Ouroborous Mender who offers an explanation of what happened to the zone and then offers to transport the player to the Echo version. Out of character text could be appended to the explanation giving RL dates of the release of the Destroyed Galaxy tutorial with Issue 21. (After entering the Echo zone, players could then exit to Ouroborous and end up 'Entrusted with the Secret'.) Another Mender might hang out in the Atlas monorail station to give similar information and utility. Additionally, we could do this same thing with Mender contacts in Faultline, Dark Astoria, and the Rikti Warzone; each one willing to present both a dialogue tree and transportation to the appropriate Echo zone. Mender Pertwee (in Dark Astoria): "Here, Mot reigns supreme and has warped the landscape with his hellish desire to consume life. However, in the Echo of Dark Astoria, Adamastor still reigns over the Banished Pantheon presence. Repeatedly destroying his avatar in the mortal plane can only be an act of heroism." Difficulty: Easy-Medium. Character assets for the Ouroborous Menders obviously already exist. You just have to apply them to new NPCs. If we had a 'create a Mender' contest, players could design the characters. Tech for fairly robust dialogue trees exists. Prometheus in Ouro uses it to provide the Incarnate tutorial. The majority of the text for the new NPCs could be quoted from homecoming.wiki. The Menders could even suggest visiting those pages. Only a little bit of new text would have to be written, and again could be sourced from players. We have tech in the game for NPCs to transport players to public zones. This would have to be plugged into the new NPCs to transport to the Echo zones, but would likely be fairly straight forward. I don't see this as overly difficult or that it would have any negative consequences. Rather, I think it would make what's already in the game more accessible to more players, which providing historical information to our historical game.
  15. For me, the music in CoH has never mattered. I know a lot of folks are nostalgic for it and truly enjoy it. For me, it's never been something I'd rather listen to than my own carefully chosen and arranged playlists, many of which are chosen for particular characters. I've BRIEFLY had the sound on in small spurts since 2004 when I seriously needed the audio help to find a glowie, but for the rest of the time, I simply have it turned off entirely. There are other things that turn me away from the sound in CoH. The 'HAH!' and grunting the characters do while moving around and jumping has never been even close to what they *should* sound like. The various MM pets are so ridiculously loud that they negate any benefit from turning the sound on to find glowies. The big one is that I'd rather very carefully curate what music I listen to rather than let the game decide for me, depending on where I happen to be at the moment.
  16. Back on the Live servers, on a blaster I'd learned VERY thoroughly, I started to feel like the 'Enemies buffed' setting was a great baseline at pretty much every level while solo. On characters I know less well, it's much tougher. However, that was before the Notoriety revamp. Post revamp, on the characters I know reasonably, I can often crank up the team size way up and be very comfortable with the amount of challenge and difficulty I'm facing.
  17. You see this same *kind* of thing pretty often on Summer Blockbuster. Unless taunted, all of the AVs prefer to stay at range and will run even if they have attacks they can use. Ted Dubois and Sylvia Rexton are the worse of the bunch, but they all do it. If you have debuff, but no taunt or immobilize on your team, you frequently have to chase them through the rafters of the warehouse area. (I felt like I needed a 'chin scratchy' 'thinking" emote for your post rather than a simple thumbs up since it makes me wonder what the differences between Nosferatu's and the SBB AVs AI scripts are.)
  18. This page may be helpful. It's a 'what happened with each issue release': https://homecoming.wiki/wiki/Issues
  19. Pizza party for you! Pizza parties will continue until office morale improves!
  20. I've been playing a newish katana/psi armor scrapper. I usually play characters that are much more damaging or much more about control, but the katana/psi has been a nice change of pace. I went lengthwise through the 'Oh yeah. Trolls run. Trolls always run,' thing as I was leveling through Skyway. My darling spouse said to me, "Trolls are the runningest punks." I picked up Mercedes Sheldon's arcs after I hit 20 and have been slowly working my way through them. Tsoo Sorcerers, of course, teleport away like crazy. What really stood out to me, though, was the Warriors' 'Elite' bosses. Every last one I've engaged has run from me at around 25% health. Almost none of the minions or lieutenants run, but of course they go down more quickly. It's not like I'm not taking any damage, either. So far, Psi Armor is about resists and health regen. It stands out as odd and unusual to me. I've done the arc on non-taunting melee characters before, and it just seems different this time through. Different, and maybe wrong, or even out of character for 'Proud' warriors to run away so much. I don't know if this should even count as a bug or even if I'm imagining it. Maybe there's something about Consume Psyche that causes enemies to run that I haven't run into on other characters. Have you noticed more runners than usual? Does it stand out as unusual?
  21. I've noticed her hitting harder as well, especially if you happen to be in the cone radius of one of her attacks... and there are usually multiple people taunting her, so it can swivel to where you THINK you're safe RDQ. She also seems just a hair quicker to switch agro to people who upset her... high damage blasters and stalkers.
  22. Montague I give quite a bit of slack to because of the implication that he's... a) A mutant doing a mage's job. b) TRYING to keep the lid on the whole Lost/Rikti... connection. Even though it's been WELL blown out of the water by that point in the game's story. c) Working with a team that's been repeatedly slaughtered despite doing important work to keep the entirety of the dimension from collapsing in on itself. (You'd think some of those other magic-oriented heroes and groups would be just a little more vigilant about keeping the research team out of mortal peril.) d) Attempting to keep Darrin Wade from absconding with the entirety of the Midnighter Vaults. and, most damningly: e) handicapped, crippled, and gaslighted by the Dream Doctor's idiocy. The Dream Doctor I absolutely cannot forgive for his pain-inducing credulity, breathtaking stupidity, and downright AWFUL writing. He's the worst part of the Dark Astoria stuff BY FAR.
  23. This is what makes me despair of ever revisiting Mission Architect. Not only will most players never play your stories, the vanishing few who do care won't even be able to find them. I tell players to search for 'SFMA', and explain its origins on the Live servers and inevitably hear at least one 'yeah, nobody wants anything to do with stories. We're here for the farms'. I really, really, really want to think that those players are in the minority of AE-goers, but I know that's just not true.
  24. That's some Super Smash Bros. level cheeze right there.
  25. In the real world, with handful of standout exceptions, pure metals tend to be greyish to silvery white. It's the compounds and alloys that are colorful. For example, when people make 'Blue Steel', they're usually using electrical current or heat to very carefully oxidize the outermost layer of a steel alloy object. Copper is one of those standouts. Rather than grey or white, it has that characteristic orangey-red color in its pure state. Then, when it reacts with any other chemicals, it turns that bright Statue-of-Liberty-bluish-green shade.
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