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Xanatos

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Posts posted by Xanatos

  1. In 2001, aged 15, I logged onto the Internet, intending to check out a videogame called Star Wars Galaxies.

     

    As I did so, I noticed a web forum for a game called City of Heroes had just been set up. I decided to quickly check that out before looking into Star Wars Galaxies.

     

    I never checked out Star Wars Galaxies.

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  2. What would make you play old MMORPGs like Eve Online, Everquest II, World of Warcraft, and Matrix Online for the first time?

     

    That's the same thing that would make other people play City of Heroes.

     

    For my money, I'd say in-game events run by the Homecoming Team that look interesting to non-players/appealing to streamers/something news sites can write about would be the way to go. Give onlookers FOMO. Let them jump in. And a small % of them will remain after they discover they like the way the game plays.

     

    Look at all the dope stuff that's happened in Eve Online:
    https://www.pcgamer.com/uk/the-5-greatest-moments-in-eve-online-history/
    https://www.pcgamer.com/uk/eve-online-stories/

    Matrix Online had some really cool GM-led ongoing roleplay events:

    https://www.engadget.com/2009-08-03-what-you-missed-in-the-matrix-online.html?guccounter=1

     

    Catnip.

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  3. On 4/21/2022 at 8:19 PM, Marbing said:

    Which goes back to a point I have made before. Make PvP worth its investment and you will get more people involved.

    It's a good idea! The most fun I ever had at PvP was back on live when the roleplayers on virtue would do big events in the PvP zones with stories behind them. Having to hunt down certain player characters as they trash-talked in broadcast. Good times.

     

    (I tried 8v8 right before shut down but was terrible at it. Silit /Vinnie/Lib/and some of the more experienced PvPers managed to carry me to a tourney win though. Mostly for the lulz of having an RPer on their team I imagine.)

     

     

    2 hours ago, M3z said:

    We're definitely working cleaning up the homecoming pvp discord, we also run PUG 8v8 pvp events every tuesday at 9 PM est.

     

    I am currently working on a video to help introduce new players/PVErs in 8v8 arenas including easy ways to fund builds and how to play certain roles.

     

    Didn't mean to criticize the discord. These things always happen when a crowd gets small enough. Nature of the beast.

     

    Good on you for trying to breath some life into it, though. If I wasn't a filthy euro I'd come try join in the fun.

     

     

    30 minutes ago, Mezmera said:

    On behalf of the devs I'll just say this does not show the PvP community to be very reasonable.  We're talking about a temp power accolade being pivotal in attacking, not a power pick which there's oh so many of them that underperform, but a temp power.  Maybe the devs want your actual power picks to matter? 

     

    I'd say toss out all of those temp accos but the furor over losing the defensive ones would be deafening, and since they are defensive and less noticeable on some ATs it wouldn't be worth the headache of all that whining.  But you'll forgive me for not siding with the "pros" about their offensive non power pick getting a nerfing.  Maybe they should look at all of the other regular power picks that are inconsequential and be thankful their main powers aren't as trash. 

     

    Or blaster TA getting a tuning down, like TA blasters aren't still able to do awful well for themselves (the blaster I'd PvP with would be my Dark/TA for reference).  Blasters and Defenders are still unreal damage platforms pumping out way more damage than they should be allowed to do compared to how much risk they can mitigate.  I won't even get into Stalker snipes hitting for the base hp of some ATs when their procs fire.  

     

    If the devs catch heat for tuning a few minor things down that affect the meta I can't imagine they'll ever really be able to get any impactful changes through with such an unreasonable crowd.   

     

    Lots of cleanup to be done in Isle 6 but don't dare mess with that Crey Pistol!  Poor devs...

     

    If you want to find out more about those two changes, check out the "Golden Standard Testers" Discord. The chatlogs around the changes should all still be there.

    This thread should also have more details for you re: the crey pistol nerf.

  4. 14 hours ago, Mezmera said:

    Then we've buffed the meta even further for some ridiculous reason and took away anything competitive for underperforming ATs to leverage and that seems reasonable to you eh?  And you hope to attract more people with this strategy?

     

    The blaster buff had nothing to do with the PvP community.

    The only thing the PvP community has asked the devs for is nerfs and maps. Neither of those things are going to push players away from PvP.

    I think the decline of PvPers in this game is likely due to a combination of:

    • The novelty of City of Heroes being back wearing off.
    • The Indom server dying.
    • The Homecoming population decreasing in general.
    • A lack of PvP knowledge on the dev team. (There was a crey pistol accolade nerf last year by a PvE dev which caused a bunch of PvPers to quit. Before that there was a blaster /TA nerf by the same dev that had a similar impact.).
    • No Homecoming-run PvP events.
    • The above points making hardcore PvPers apathetic, which caused them to quit. Those that remain end up using the official Homecoming PvP discord as a frat house. (Unwelcoming to newbies.)
    • With less hardcore PvPers around, less chance for casual players to get involved in PvP.
    • More and more people saying "PvP is dead". With a population this small, saying something enough times can make it a self-fulfilling prophecy. Why bother getting involved with something if everyone says it's dead, ya know?

    So it's a mixed bag of the nature of time, lack of PvP interest in the dev team, and the PvP community becoming less friendly. I don't think it's fair to blame any one thing.

    Best way to get more people involved in PvP would be to  have an in-game vendor who sells free IOs that only work in PvP zones/on PvP maps. I'm sure a lot more people would test the waters if there was zero-cost.

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  5. I don't agree with the Zoner/Arena dichotomy. These changes will benefit all PVPers equally. For example: I never 8v8. All I do is zone PVP and 1v1. All of these changes are things I've wanted since forever. (And every other PVPer I know.)

     

    Do the people criticizing these changes actually pvp in zones? I don't mean to be rude, but everyone against this change so far seems to be PVEers who love arguing on forums. I've not seen a single critical post start with "So I was on brainstorm testing out these changes and my feedback is...".

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  6. @macskull @Faultline

     

    +1 for making Recluse's Victory alpha-only. There's a reason all PVP tournaments do this: it's balanced.

     

    Vast majority of PVPers will adore this. A small handful might not. (But they will be the 0 posts, single-run-on-paragraph, never-posts-again types.) You won't get a 500+ page epic with people arguing back and fourth. There simply aren't enough zone PVPers to fuel the flames of such a thread.

     

    I'd avoid adding a level 44 zone. You'll just end up splitting an already small sub community (zoners) of a small community (pvpers). You want them all in one place IMO. Removing all incarnates except alpha is a better approach IMO.

     

    Also, if you're looking to do more than just this, @Silent Method2 and @M3z's suggestions are on the money.

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  7. 8 hours ago, gameboy1234 said:

    I'm not sure, I haven't been checking it regularly.  I just logged on to Test and said "hmm, this looks odd."

     

    The bug isn't critical or even high priority.  I think it's probably something that could be noted down and then looked at the next time someone does a performance pass on the client.  It just seems odd to me that such an old game seems to have any issues running on a modern machine. @Xanatos

     

     

     

    Ah it was probably running at 60FPS before and you didn't realise. I'm running The same CPU as you but with a GTX1070. The performance I get is pretty much the same as you've described here.

     

    CoH is a pretty poorly optimised game by 2020 standards.

     

  8. 20 minutes ago, Jimmy said:

    Honestly? You've made your opinion very clear plenty of times, both here and on the closed beta forums, and the tone of your posts are frequently venturing into questionable territory. There's nothing new in that post that hasn't already been answered in this thread by myself or someone else.

     

    We've read your feedback. It has not been ignored. I think now it's time to let other people say their piece. It's a lot easier for us to gauge feedback if everyone makes their thoughts known once.

    Don't understand the tone thing, but fair enough. I'll duck out of the thread now. Best of luck with it. Appreciate the work you folks do even if I disagree sometimes.

  9. 5 minutes ago, Jimmy said:

    It was a cost/benefit decision.

     

    We could've chosen to remove it as soon as it became public knowledge, but we thought the valid use that roleplayers had of easily sharing bases was valuable enough to let it slide until we could do something better.

     

    Honestly, we should've just removed it immediately, but hindsight is 20/20 I suppose. If there's anything like this in the future, we'll almost certainly be removing it immediately regardless of the positive side effects.

     

    What did you think about the rest of the stuff I wrote in that post? :classic_smile:

  10. Appreciate the reply @GM Tahquitz, but I was talking about the P2W powers, not LRT.

     

    (It's unfortunate LRT is being tweaked at the same time as everything else. Most of the feedback I've seen in the various discords/in game channels I've seen seem to think LRT is the sole replacement for /enterbasefrompasscode.)

     

    33 minutes ago, GM Tahquitz said:

    Six people posting 400 times asking us to dismiss these changes along with a larger player base who doesn't touch the boards at all just finding out about it on Day 1, or finding a better answer after 400 people posted here once or twice each? 

     

    Where did I ask to dismiss these changes? Where in this thread have I said "delete the new powers, keep /enterbasefrompasscode as it is"? This is exactly what I'm talking about - you folks are not paying attention to negative feedback, even if it's constructive. My post on page 1 is me trying to work with you folks by suggesting tweaks to the new stuff. (And it's the one suggestion that even the naysayers in this thread seem to agree with.)

     

    Actually paying attention to what your testers are saying in a focused feedback thread doesn't stop other feedback channels from happening. It just improves this one.

     

    Sorry this has gone a little off topic. This is a big change to player QoL. And I want to do as much as I can to help.

     

     

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  11. 2 hours ago, Jimmy said:

    If you could instantly kill everything with a command, it's not a game anymore. Instantly teleporting around the game world with a command is just the same thing to a lesser degree.

     

    You are wrong. It's not equivalent. If players could kill all the characters on the map with one button, you would patch that out overnight. You left /enterbasefrompasscode in the game for over a year.

     

    The development team have this weird, and completely incorrect, idea that being able to instantly access SG bases somehow makes travel powers useless, or makes content skippable. (It does neither of those things, and thinking this shows a fundamental lack of knowledge about how the game plays.)

     

    Please listen to feedback. The P2W powers need their recharge lowering. I don't understand why you folks are so against even discussing this. I said in closed beta that they should have lower recharge and was told "we don't want to discuss recharge times until it's in live testing". Now it's in live testing you're...ignoring everyone asking for the recharge times to be lowered? Even people, like myself, who are actively testing these powers?

     

    Please listen. By all means disagree and do your own thing. Your house your rules. But please listen. The feedback you're arguing against isn't the feedback you're being given.

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  12. 1 hour ago, Jimmy said:

    The Pay 2 Win option is likely to see much more use as it doesn't require a specific day job badge and isn't limited in charges.

    Incorrect.

     

    What is going to happen is that everyone will just get used to logging out at base portals and thereafter rely on dayjob portals due to their quicker recharge. Players always take the path of least resistance. The dayjob portals are going to see MUCH more use than the P2W options.

     

    Also, I tested collecting exploration badges/plaques/doing long TFs/doing mission trees without the dayjob portals. I found using ouroboros in the big zones, and jumping to the base portal and using /enterbasefrompasscode in the large zones is still the optimal way to travel without the dayjob portals. The cooldowns on the P2W stuff was too long to have any impact on my play.

     

    This is why I suggested removing charges from dayjob portals. (I'm sure nobody will mind if you leave the other dayjob powers until later, lol).

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  13. Having actually playtested the powerset, my overall feedback is positive. I like it. But have one slight concern. I feel like only being able to get Energy Focus from Total Focus is a bit limiting. It makes the set feel like a one-trick pony whilst playing it. It's good on paper, but it feels a bit railroaded in practice.

     

    My feedback would be to take a leaf out of Rad Melee's book. Specifically: give the other powers in the set a small chance to generate Energy Focus.

     

    Here is Rad Melee's powers, plus a list of the "percentage change to make the enemy irradiated"

     

    Contaminated Strike - 12%
    Radioactive Smash - 23%
    Proton Sweep - 21%
    Fusion - 100%
    Radiation Siphon - 32%
    Irradiated Ground - ??%
    Devastating Blow - 100%
    Atom Smasher - 35%

     

    Based on these numbers, I suggest the following Energy Melee powers be given the percentage chances to generate 1 unit of Energy Focus:


    Barrage - 12%
    Energy Punch - 23%
    Bone Smasher - 21%
    Build Up - 100%
    Whirling Hands - 35%
    Total Focus - 100%
    Power Crash - 21%

     

    This change would help  make the set feel less of a one-trick pony. Curious to hear what @Bill Z Bubba @Troo @Vanden @ScarySai @Super Atom @AerialAssault and everyone else currently playtesting Energy Melee on beta think of the above. (Sorry for tagging. Thread is super busy and don't want this to vanish in the stampede of posts.)

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  14. 2 minutes ago, ZorkNemesis said:

    Preface: I haven't tried anything on the beta server and am merely going off what's in the patch notes.

     

    I have a DP/Elec Blaster who is primarily a close quarters character.  I really don't like the look of the change to Force of Thunder. I can understand that it's clunky for a sustain in the current state and not the best power for many builds, but I found a solid use for it through slotting to make it a useful sustain, damage and defensive power in one go.  As it is on the live servers, putting a Sudden Acceleration KB>KD is almost necessary, but thanks to it being a sustain it can also take Accurate Healing.  I have it slotted with TotN Negative proc and ES Smashing proc and run it as part of my attack chain after jumping in with Spring Attack.  Without the accurate healing it loses one of the two damage procs making it less useful for crowd damage.  I highly doubt Dynamo's damage aura would be able to replace that lost damage and would also likely make any survivors of the Spring Attack > FoT > HoB opening I run flee before I can drop Thunder Strikes or Havoc Punches (granted, I see HoB is getting fixed in this patch, so survivors should be less common).

     

    I don't really know though.  I should test the new FoT and see how it plays but I honestly never had an issue with it in its current form and actually liked it for my playstyle.

     

    I've been testing this on my DP/Elec. It's a good change IMO.

     

    My DPS is higher for not having to pause and click a sustain button. I can just keep shooting.

     

    Try it out, you might like it.

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  15. [Power Feedback]

     

    /Tactical Arrow

     

    Electrified Net Arrow / Ice Arrow:

    I actually like the lowered range. There's no reason they should have higher ranged CC than every other blaster secondary.

    Having tested it in closed beta, 50ft/60ft is still plenty of range for engaging enemies at range.

    Just my perspective, though. Imagine other people currently testing the power on beta might have different POV.

     

    Gymnastics

    The only change I'm not so keen on is the movement control being taken away from Gymnastics. I'd suggest adding it back in. Increased mobility was one of the main appeals of the set. Specifically:

    • 4000% movement control to self for 0.75s
    • 20% MovementFriction to self for 0.75s
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  16. [PVP Power Tweak]

     

    Darkness Manipulation: Soul Drain

     

    Suggestion:

    Change it to work even on a miss. Provide 100% +dam, 20% +tohit. Remove the ability to get buffed by hitting enemies.

     

    Reasoning:

    It's a PBAOE that requires multiple enemies to be within 10ft of you to get a +dam and +tohit buff, whilst rooting you for 2.37 seconds. This is just not feasible in PVP. It's a thoroughly useless power, and is massively underperforming vs build ups/build up alternatives (targeting drone, etc) in other sets in PVP. This change would alleviate that.

     

     

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  17. 1 hour ago, macskull said:

    Replied to this in another location cough, but I'd rather see the existing enemy TP powers lose the intangible/untouchable/OAS. It was a stupid change when it was added in I13 and it's still stupid now. Probably added by a dev who was butthurt they kept getting TPd into things despite the options available to keep yourself or teammates from getting TPd.

     

    While this would also make the TP powers balanced in and of themselves, I'm not so sure from a wider game perspective. This was like the one PVP change I actually agreed with.

     

    Teleport Target into: mastermind pets, trip mines, -jump powers in dumpsters, into guard towers with placate and assassin strikes, hurricane in dumpsters...all hilarious for the attacker, but not fun to play against. On the one hand the change your suggesting would give a lot of utility to powers which are currently useless in PVP. (A good thing!) But on the other hand...it's instantly gibbing/trapping people. Which is not fun.

     

    But, as you said, experienced players will know how to counter it, so most players won't bother with it as a strategy, which in turn means most players won't bother with the counters to it, so a few people WILL bother with it, and those people in turn will just get farmed, so...maybe the whole thing does balance itself out? TP Foe would become another Power Bolt - everyone knows how to counter it, most don't with their builds, people who try it get farmed so much it becomes a poor strategy.

     

    Plus the sheer lulz of the zone pvpers who have been relying on /enterbasefrompassword for evasion, now finding themselves trapped in a dumpster they don't know how to get out of though...so good...imagine the broadcast rage...*chefkiss*

     

    I'm split. Overall I'm probably against your suggestion, as it would push people even further into needing Speed of Sound in smaller matches in the same way they do in zones/8v8s. But I definitely see an argument for what you're saying.

     

     

    @everyone not mac - please stop arguing with me about PVP lol.

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  18. [Bug Fix]

     

    Fold Space needs the following added to it for PVP:

    • 3.00 magnitude intangible for 0.87s(0.75s) on target after x.xxs delay unresistable
    • 3.00 magnitude untouchable for 0.87s(0.75s) on target after x.xxs delay unresistable
    • 3.00 magnitude only affect self for 0.87s(0.75s) on target after x.xxs delay unresistable

    This is so that it matches Teleport Target. (Switch out the "x.xx" for whatever number duration is right for Fold Space. Teleport Target uses "1.17".)

     

    If you don't do this. People will be able to fold space>glue arrow an entire team into a dumpster they cannot get out of, fold space>trip mine pile to instakill an enemy team, etc. While this is hilarious, it would be pretty unbalanced.

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  19. 29 minutes ago, Blastit said:

    It's too clumsy to have a pool power be mutually exclusive with a power in a wholly different pool. Does that even currently happen? It'd be better to remove Hasten than twist all design around it.

     

    Yeah some of the newer pool powers are mutually exclusive. So there's a precedent for it. And uh, sorry to hear you don't like the game being designed around Hasten. I've got some bad news for you...

     

    29 minutes ago, ScarySai said:

    I disagreed with that logic then, and I still disagree with it now. Outside of inserting a new mechanic to the power that's absolutely unique to CT, giving the power +defense is just a change for consistency, not any different than why Hover and CJ have it. It's simple, if people want it for their own merits, they'll take it while having access to the same buff the other two have.

     

    Recharge boost or defense, I like both for my build purposes, though I'm a bit disappointed that the more unique ideas were not settled on.

     

    Fact of the matter is that defense would be far more valuable than tohit in most situations. I don't see a situation where I spam ct three times before an attack, or weave it before every attack to make use of it. I can see weaving it to maintain recharge or defense, but not tohit.

     

    EDIT: Touching hasten would be a non-starter, don't even go there.

     

    Oh yeah I completely agree with you. Was just posting the above because you asked why is has +tohit in the first place. I think it should have a +def component and should be balanced against Combat Jumping/Hover. But if the homecoming team are massively against that, then I'd suggest giving it +rech and have it balanced against Hasten. (With Hasten being left alone, of course.)

     

    3 minutes ago, Hew said:

    100% defense bonus in CJ gets you what, .75% def to all? 

     

    3%

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  20. 1 hour ago, ScarySai said:

    I don't really know why tohit was chosen for this.

     

    The reason given in closed beta was that a lot of power pool options already provide +def, and that the homecoming team wanted people to pick Combat Teleport "based on its own merits" rather than as yet another source for IO slotting or as a means towards defense softcapping.

     

    Unfortunately, not giving Combat Teleport defense means it is handicapped against identical builds that take Combat Jumping or Hover. (Meaning the power cannot be judged on its own merits.)

     

    Having tested it, I think it giving some sort of temporary recharge boost ala Crosspunch is the way to go. (So that it can compete with Hasten, rather than Combat Jumping or Hover.) Somewhere in the 40-50% region. (And make it mutually exclusive with hasten so you cannot have both on the same build.)

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