
mechahamham
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Everything posted by mechahamham
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From 'The Freakshow War' arc given by Neal Kendrick to/too confusion: 'to close to something' should be 'too close to something'.
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Before you IMMEDIATELY scroll down and hit that Sad Face button, hear me out. Obviously, a massive, across the board nerf is not the answer to the problems I want to address. Nor is a return to the 'cottage rule'. However, I really feel these problems do need addressing. One of the problems CoH ran into early on was that characters could become so powerful that they could break the game's behavior in a variety of ways, say herding an entire zone-full of enemies into a dumpster in Crey's Folly or tanking Hamidon in the face with a Spines/Regen scrapper. To a lot of players, that's where they want to be. It's been said by many. 'I play this game to feel super.' 'Feeling Super' often means soloing the most difficult enemies the game has to offer. They're not 'super' unless they're wading through enemies with the difficulty slider turned all the way up. I actually had a friend quit playing CoH entirely, quoting this reason, after the issue 3/4 era changes to defenses and agro. Here we are more than 15 years later. IOs offer the ability to enhance a character's defense until they're at the floor of the to-hit calculation in certain circumstances. For a character who carefully picks and chooses what enhancements they slot and/or follows someone else's guide and throws a lot of money at their character, they become as agile as it's possible to be in CoH. I have no problem with players slotting IOs or emulating pre-fab builds. The gameplay doesn't seem to 'break' the way it did in the issue 2 era. The expanded difficulty slider means that players can find their preferred level of risk vs. reward. Or at least it should. What I do have a problem with is the BORING SAMENESS this seems to cast on every character over level 40. "Everyone's a brute once they're softcapped," is something I've heard more than once. It only gets worse, post 50, when everyone has level shifts, pets, judgement blasts, etc... We've crossed the line from 'just overpowered' to 'zero risk'. Something I've heard more than once is 'Don't enter the mission first unless you're set to +4x8'. Another is 'If you ain't blasting, you ain't helping.' Even at maximum difficulty, characters mow down the content too fast for there to be any point to debuffs or control, except against maybe elite bosses, and Arch Villains or Giant Monsters. The secondary effects on most powersets become meaningless. Even Giant Monsters like Adamastor go down in seconds when he's up against Incarnates. I've advocated before for making GMs and Events more difficult for Incarnates and only Incarnates. The immediate response to suggestions like this is 'Why should we be punished for being Incarnates?' and not-so-veiled threats like 'If you want Homecoming to die, this is how you do it. Nerf incarnates and you'll drive away players.' I even had one player tell me, 'Without incarnates, lower level players would never survive the events.' He didn't have any kind of response when I told him that we completed the events just fine before incarnates were introduced. Ultimately, this goes back to that 'feeling super' problem. *Any* change to player durability versus the highest level the difficulty slider has to offer will be perceived as an attack against 'feeling super' and some players will be violently vocal about it. However, if we don't make a change to it, if we don't reintroduce risk, the upper-level game will continue to stagnate. My first suggestion for this is the one mentioned in the title. Remove the ability to softcap a player's defense via IOs. We already have a model for this, if not code. Defense gained from IOs should be subject to a diminishing returns model. This would make those dark purple +4 enemies a lot more dangerous, and a lot more in need of control and debuffs. If necessary, and I don't think it is since so many players farm, rescale the reward numbers so that players are granted the same rewards for facing the same 'difficulty' of enemies. Another way to go would be to buff enemies as the level difference between them and the player grows. White-cons, Yellows, and Oranges should see very little change. Red cons should see a little more difficulty. +3 Purple cons should not be approached without either buffs or debuffs. +4 purples should *require* buffs and debuffs to fight against. If necessary, add a +5 and a +6 difficulty level, and make 5 almost impossible for non-incarnate characters and +6 almost impossible for incarnates. Like 'The Really Hard Way' almost impossible. Make it impossible for players to 'live' at the end of the difficulty slider. Players have made it clear that they're not happy unless they're fighting purple con enemies, so I don't think changing the con system is really going to help in this case. This would be, in effect, a new 'Purple Patch' to compensate for IOs. Maybe my suggestions here are not the way forward and maybe they WOULD drive off players. I think that our players will slowly bleed away from boredom with a lack of challenging content, though. If you've got a better idea for reintroducing risk into the game or eliminating the sameness and monotony that is damaging our high-end game, please let me hear about it.
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In the mission, "Defeat Officer Alvarez and his unit" given by John Strobel, the objective text reads: That '6 bombs' does not decrease as you disarm the bombs. Also, Officer Alvarez 'activates' and runs to the nearest elevator to escape, even if it's the elevator up, before the player can even reach him, let alone engage him in combat, resulting in a mission failure.
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From "Defeat Archon Morena and his guards" (as given by John Strobel): Apparently Morena has gone above and beyond the call of duty to fascism to earn not one, but TWO Archon titles. Meanwhile, Max doesn't even have one. Just after, John gave me the mission "Defeat Archon Ippolita & his guards" and started making demands on how I finish the mission. What really worries me is that HE'S double promoting Archons as well. Really, John?! Either John has an inside track to the Council's promotion regime, or he's the ONE HANDING OUT PROMOTIONS. ISN'T THAT RIGHT, ARCHON ARCHON STROBEL!?
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As the post title states, Blaster Martial Combat/Reaction Time doesn't display the absorb component in its detailed info. The absorb is mentioned in the short description. The power data also appears to be correct on City of Data. Here's how it reads in-game: I've also verified that the absorb component is working properly. (I've got a little silver bar and slotting health into the power makes it larger.) However, while the absorb bar gives its HP amount in the tooltip, this value is NOT displayed in Combat Attributes.
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Since the recent forum changes, I've been unable to upload images. The image appears to upload, but what is displayed on the forum appears to be a corrupted image file. The image attached below is meant to be a screenshot of the power selection screen for reporting a bug to the i27p2 beta forums. As you can see, it doesn't display anything but bands of color.
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Bloodyminded "The world threw sticks and stones, lightning and thunder. Through disaster and grief and every sling, arrow, and outrageous fortune, you've carried on, surviving, overcoming, Bloodyminded in your determination to celebrate." This may be a bit much for some players, but I like it.
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Focused Feedback: Travel Power Updates (Build 1)
mechahamham replied to Arcanum's topic in [Open Beta] Focused Feedback
As of this morning's patch, I'm still seeing Afterburner in the power selection menu when training flight pool for the first time. I've got a screenshot, but the forum seems to be bugging out on attachments this morning for me. -
Focused Feedback: Travel Power Updates (Build 1)
mechahamham replied to Arcanum's topic in [Open Beta] Focused Feedback
I created a new character, set his level to 20 and began training up. I took the flight pool as soon as I could. Afterburner showed up in the list of powers that could be selected, but was greyed out. The next time I trained a power, it was gone from the list. -
While I'm not really up on the experience yeild and level requirement calculations, I'm pretty confident in saying that I shed more levels with the noxp option than I earn. I am content in doing this. I don't expect or need any reward for it. My reward is that I stay in 'comfy' level ranges longer, learn my powers better, and experience more content on a single character. It occurs, however, that there is an opportunity for a badge or a series of badges here. My suggestions: Shed 1 level of exp: Local Hero / Small-time Crook Shed 10 levels of exp: Neighborhood Hero/Neighborhood Nuisance Shed 50 levels of exp: Small-town Savior/Familiar Menace Ideally, the tracking mechanism for this would count entire levels shed rather than just exp shed. This would have the benefit of making it easier for lower-level characters to earn. To avoid a situation where higher-level and max-level characters can't earn the badges, include any veteran levels they earn that don't have a built-in incarnate reward.
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Didn't realize we didn't have any 'it werks' reports for Manjaro. Manjaro is, of course, Arch/Pacman based. I'm currently using 20.2.1 (Nibia) with kernel 5.11.1 CPU: AMD FX-6300 (6) @ 3.500GHz GPU: NVIDIA GeForce GTX 1650 Memory: 6778MiB / 15992MiB Currently using Wine 6.2 from the Manjaro stable repos. Both the HC launcher and CoH run like champions completely without Lutris. An interesting gotcha to the 5.10 series that I experienced: There's a fairly serious bug in the way 5.10 interacts with BTRFS. If your install happens to be on a BTRFS-formatted partition or disk and you're using a 5.10 series kernel, expect very long zone-load times, sometimes making your team think you've DC'd. This goes away entirely with 5.11.
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The Warriors are boring - is that a problem?
mechahamham replied to DougGraves's topic in General Discussion
Huh. My apologies then. I didn't realize it was already pointed out. I thought I scanned every post in the thread for it and didn't see any references to the movie or book. Hmm... Looking back, I see that the second post in the thread is a video which my adblocker caught, which was probably it. No insult was intended. I was genuinely trying to be helpful and creative and to help tie the story back to the original references. Please don't look for insults where people are trying to be helpful. -
The Warriors are boring - is that a problem?
mechahamham replied to DougGraves's topic in General Discussion
One thing I haven't seen in this thread yet is the fact that The Warriors as a villain group pretty soundly reference "The Warrriors" https://www.imdb.com/title/tt0080120/" (Starring Michael Beck, who also played the male lead 'Sonny' in the "Xanadu" musical, opposite Olivia Newton John, and got really outshone by both her and Gene Kelly.) In that movie (and the novel it's based on), the Warriors are made into patsies and spend a lot of time being victimized by other gangs, only barely surviving. Does this sound familiar at all? "Warriors, come out and play!" is taken directly from the movie. I.E., the Warriors, as a villain group, were created to be used and abused by other villain groups. They are 'also rans' right up until they fade out of the story and are straight-up victimized in later arcs. So updating them and giving lady Warriors a starring role should also take this into account, either by having the NPCs reject Odysseus's leadership, and/or struggling against the same victimization the current warriors do in a more cathartic, less pathetic way. I'd love to see a lady Warrior leader say 'No. We're not going to be victims of the Freaks, Circle, or Family any longer. We're not going to play their games. We're not going to be their lackeys. We're certainly not going to die for them.' There's a freakin' ton that can be done with this, even giving the warriors a 'Rogue' villain-group status, kinda like Wyvern is a 'Vigilante' hero-group. -
This line makes me happy. Not happy that lawyers are getting paid, but happy that HC is passing at least some of their activities through legal counsel. (Sooper sekrit NCSoft talks?!?! Maybe, maybe not.)The more robust the game is in terms of legality, the more reason we have to expect it to stay around for the duration.
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I've heard players say that having Paragon Protectors continue to use the old, long-duration version of Moment of Glory was a balance issue rather than something that had been overlooked. Personally, I think it's kinda played at this point. For example, I've been on teams that purposefully went on Manticore's TF at +4 difficulty, everyone knowing in advance that the MOG issue would be magnified. Our pacing was 'grind through enemies at a difficult, but doable pace... then come to a complete stop every time we encountered a Protector'. Solo, or in small teams, it causes hard stops like that at even level difficulty, even if you try to kite your MOGing protector around whilst fighting other NPCs. Characters that can do a HUGE amount of burst damage can sometimes defeat protectors from above the ~25% mark, but it requires very careful planning. I can see this being a balance and difficulty tool to be used with an AV encounter-- Honoree for example. For standard bosses, though? I think it feels out of place and 'broken'. In sharp contrast, Ted Dubois in the 'Summer Blockbuster Double Feature' trial seems to use the new version of MoG. Rather than 45s, it lasts more like the 15s of the player version of the power. (Ignoring that Ted is also an AV...) So... it's past time to give Paragon Protector's old MOG the boot in favor of the new MOG.
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In the mission 'Recover Tomes from Circle' as part of the 'Scroll of Tielekku' arc, some of the CoT minions have this discussion: Later in the arc, your contact tells you that Azuria has sensed a huge buildup of energy in a building in Talos: Before the Dark Astoria revamp, Azuria always sensed said buildup in Dark Astoria. The Circle dialogue obviously just predates the DA revamp. I suggest changing it to something like: "They shall attempt to pierce the barrier somewhere near Astoria, no doubt. Perhaps Talos Island?"
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- banishd pantheon
- dark astoria
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I was helping a mastermind character named Geisha Girl on Excelsior (permission given by her to use her name) to complete her mission 'Stop release of mutagen' given by Lorenzo Tate as part of the 'Will of the Earth' arc. The giant crystals you have to destroy (not to be confused with small emanators) spawned HUGE, like 17 enemy, ambushes for her and her team of ninjas, while I, a single brute, only got 4 enemies when I attacked one the crystals. I think she's being hit by the old 'ambush bug'. It's been a good long while since I've played a MM to any level (during the Live era), but I remember getting huge ambushes when I had a full team of pets out. I suggest looking at the code for ambushes to see if it looks for friendly NPCs to fight rather than just PCs.
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- devouring earth
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In the mission 'Defeat all villains in warehouse' given by Long Jack (You've got to stop them from raising that bridge!), the boss's name has 'Archon' doubled:
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Scratch keeps introducing my lowbie villains to heroic contacts when I complete his missions. I've been making villains on a secondary account to play through the Scratch/Ganymede mission combo since I almost exclusively play heroes. Scratch will reliably introduce them to low-level hero contacts upon completing their missions. Steps to reproduce: Roll a new villain. I've been skipping the tutorial and going straight to Mercy and then to Pocket D via a SG base. Get the 'Find the cauldron's location' mission from Scratch. Team up with a hero. Defeat Terrigol in the mission Talk to Scratch again and be introduced to a new contact. He introduces contacts like Hugo Redding and Stephen Zucco Verify that the heroic contact is in your 'Inactive' contacts tab. (Mercedes Sheldon also tends to show up here for some reason, before ever doing the Midnighter's introductory arc.)
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I know that other servers have done this. HOWEVER, for a very long time, I've wanted one of my characters, who has a phobia of scissors, to wear a giant pair of scissors on her back. She doesn't use them in melee. There just there to keep her on edge.