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Neoplasm

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  1. On live Thunder Kick for stalkers doesn't show the text Critical when it crits outside of Hide, does double damage anyway.
  2. Than you so much for the quick response. The one with the 8% buff has 80% recharge time resistance and the one with 20% buff has 45% recharge time resistance.
  3. From the power description Reaction Time toggle on deactivation should give a 40% recharge buff. On Combat Stats it shows up correctly as a 40% recharge buff. On one blaster it gives around 8% recharge bonus in the Attribute Monitor when set to monitor total recharge bonus. On another blaster it gives around 20%. Looking at how other powers recharge timers are affected by the buff it seems like the lower, incorrect numbers are true.
  4. There's a bug with the waypoint marker that makes things seem further away than they are. It might affect the share range feature too.
  5. I think you are trying to justify the current mechanic on a level of realism that no one wants to see elsewhere in the game. You could argue that a team on an instanced outside map shouldn't share xp when they have not direclty contributed damage or buffs, people on different floors of an office building shouldn't get a share of each others drops. Being a team is more than just punching the same guys. It's about having each others back, supporting each others emotionally, communicating and splitting into more efficient groupings when needed. People learn from their teams mistakes, too. Maybe there is a debrief later. In the Avenger movies there are plenty of situations where heroes are working as a team even if they are further away from each other. I think they are learning of and from each other the whole time, if not right away, maybe later when talking about it over drinks. City of Heroes Trailer https://www.youtube.com/watch?v=0eHB9zxtet4 City of Villains Trailer https://www.youtube.com/watch?v=l75R5PHjIAY Avengers New York Battle https://www.youtube.com/watch?v=IZC9AhvuUko Civil War Airport Fight https://www.youtube.com/watch?v=XOKoyr_DBag Anyway, my main argument is that 100 yards is very restrictive and not getting xp and drops from each other even when you feel you are together doesn't feel good. I guess I could make another post some time later asking for a 300 yard limit instead. Thank you all for your input.
  6. I have a Forcefields bubble on me from my team mate, he is supporting me in that way. You might not be able to make it out from the picture, but there are defeated outcasts halfway between me and my team. Maybe they were defeated collectively by the team and then we turned around and facing different directions we moved 55 yards. It's weird how street sweeping is in this thread seen as a tool for power leveling or an extension of doorsitting. If someone wants to get power leveled to 50, or sit AFK soaking up xp, they have all the tools they need in the game already. If someone could solo monsters at Monster Island while other people were waiting safely at a hospital it would still be terrible xp and those people should go on a farm instead, like normal people. There are so many intresting zones where you never see people as a team. Incomplete list of places where people street sweep: Atlas Park Hollows Peregrine Island Incomplete List of places where people could street sweep as a team: Faultline Founders' Falls Independence Port Skyway City Steel Canyon Talos Island Boomtown Crey's Folly Perez Park Striga Isle Shadow Shards Dark Astoria Eden Rikti War Zone Terra Volta I recommend street sweeping in Striga Isle for everyone, it's a well crafted zone for walking.
  7. To paint a picture, in this screenshot I am out of shared xp range, the marker says 110 yards, and my team who has supported me is at the mission door. If I would now defeat an enemy I would get 1/8 of the xp, the Howler Wolf would probably get none, and the rest of the xp would be lost to the Void. I don't know how salvage or recipe drops behave in this scenario, do I have a one in 8 chance for a salvage roll or am I the only one rolling for a drop? Am I really unreasonably far to my team in the picture? If I was catching a runner at this distance in a mission, or running to a fresh spawn in a mission to nuke them, I don't think you would argue that I wasn't close enough to share xp with my team mates, and I don't think you would argue that the whole team should move closely together. On an outside hunt mission, for example the leader has set mission to "Defeat 20 Tsoo in IP", a team would naturally spread looking for Tsoo in different places, and consequently be out of xp sharing range.
  8. If street sweeping was attractive in it's current state I would agree, there might be no change needed, but it's not. No one is looking for a patrol, no one is suggesting street sweeping. It's rare that part of the team would street sweep while waiting for the team to form up on a mission door, and even if they do they are penalized for being in a team, as part of the xp just disappears into thin air when they wander too far from the door to find fresh spawns. People are only hunting if they are solo, don't care about xp or don't know better.
  9. The current distance for xp sharing is by my testing 100 yards. In a game without super powers that could be a long range, but in CoH you can run that distance in a matter of seconds. I concede that instead of removing the distance limit it would be less troublesome to just increase the distance. Perhaps 200 yards, so you can fight on different sides of the same skyscraper and still share xp.
  10. I think there are easier ways to level without participating, like sitting, which would still be more popular among people who like that kind of thing. The xp outside is still worse than inside missions.
  11. Back on live a change was implemented to limit the range where XP was shared between team mates outside mission instances. The reason given was that players not working closely together were not helping each other towards a common goal, and it was also meant to encourage players to do missions instead of street hunting. In todays game, in a community ran server, I don't think these reasons are as pertinent as they might have been back then. In the current situation it's hard to street hunt together, as you have to actively make sure you are all going the same way to not miss out on XP or drops. I feel a group heroes clearing a neighbourhood, some going left, some going right, some going high and some going low, would be a welcome addition to the ways of working as a team. Edit: Increasing shared xp range?
  12. I think the top name/team leader change might have come with super sidekicking, so the top name is now the active player with the active mission that others in the team are scaled to. The reason I suggest a loading tip is that it has no impact on game play and it would be easy to implement. I agree that the wording needs to be precise and the message as compact as possible so that people can actually read it in the time it takes to load. One good reason for going in the mission before the others are around is that one has long loading times so the tip would catch that crowd. I'd just wish for the awareness of the bug to spread so I wouldn't dread as much any time the next mission is on another zone than the last. I'm fine with informing my team about the bug and asking them to not enter before me when I'm the team leader, but when I join other peoples teams or TFs I feel it's not really my place to tell other people how to play the game. Maybe that could be a reason why HC devs would not want to make it loading screen tip, too.
  13. The top name is always the mission holder, the leader is the one with the star and can be at a lower position in the team window.
  14. There are some things that even veteran players could be informed about and putting that stuff in the loading screen tips would reach a large portion of the player base. One common occurrence is that some member of the team will enter the mission too quickly, before the mission holder is in the zone where the mission door is, and the whole mission will be set to default difficulty instead of the difficulty from the settings. The default setting is +0x0, which for example in level 50 content with a level shift means encountering enemies that con -1 to the players. Since the bug has been around for probably well over a decade I'm gonna assume that i'ts impossible to fix because of engine limitations, so I'm suggesting that this information is made into a loading screen tip. Something along the lines of "When in a team doing missions please wait for the mission holder (top name of the team window) to enter the mission first or for them to be in the same zone as the mission door before entering. Otherwise the mission will be set to default difficulty instead of what it's set to be"
  15. Stacking Stealth with Stealth IO was not a horrendous choice, it was the only choice for those not wanting to take Super Speed. The trade off for not running into walls was to be a bit slower when fully invisible. The pool in general can be used for LoTG mules which makes it a strong choice in my eyes.
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