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A.I.D.A.

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Everything posted by A.I.D.A.

  1. I am given to understand animations are the most difficult part of adding new things to this mess of a game, but I'd be happy with a motorcycle I could ride around on for RP even if it came with Jump Height -9999% like some of the ground powers that stick you to the ground do. Uh, ice slick, I think, or something? Can't jump while in it. Give that same debuff to the motorcycle while you're on it, and now you don't have to make a jump animation XD
  2. That would be much more interesting to me than the OP, tbh. lel Better yet, can we get a motorcycle travel power? XD
  3. Most powers snapshot their targets when you start activating them, and so as long as you've hit the button before they move, targets who spread out still get hit even though they're foreverways across the room. This is not a problem, I'm convinced most of this playerbase just doesn't understand how the snapshotting works. That's the very reason why I _like_ Vorpal Judgment. It's a lot more convenient to just point my character in a direction to aim a cone, than it is to try to A.) click-target something, or B.) tab through a list of 8 guys I'm fighting and 16 guys I'm not. OP's got my support on this suggestion, for sure! Make all cones work like Vorpal Judgment. Side-benefit? It means we could hit them to play their animations during action or combat RP.
  4. They're claws. All their melee powers are direct ports of Claws powers, except that Spin breaks damage formula on basic archetypes (tanker, scrapper, stalker, etc.) and results in being ridiculously overtuned, while on Widows, it obeys damage formula and ends up being garbage, but we Night Widows take it anyway because it's our only AoE besides extremely well-placed Eviscerates (which are also apparently really bad, but we take it anyway because the animation is cool) XD
  5. Why is it somehow important that SO's not be ignored? I regularly create new characters without slotting a single thing until Lv. 22 at least, 27 for some builds. And then go right to basic IOs. Then those last me until 50, during which time I trade merits for salable salvage in order to fill the slots with attuned Set IOs. The game just advanced and changed to a point where SO's are a legacy mechanic that people who like them can choose (inefficiently) to engage with, but just flat-out aren't a relevant concern for the direction of the game anymore.
  6. I was gonna suggest 'MoHell 6' but this is 111x better.
  7. Probably fine for hard CC effects (hold, stun, etc -- anything that both prevents the target from activating powers, and also persists through damage taken), and only on NPC enemies. Concerns: 1.) If it's allowed to work on players, it becomes easy to put ToS-breaking words in another player's mouth, which should never be allowed to happen. 2.) If it's allowed to be applied by soft CC effects (immobizile, sleep, etc -- anything that either breaks when the target is damaged, or does not prevent the target from using powers), then it will be abuseable as a form of mitigation. Enemies animating a bow and scrape to their new Dominator mistress will not be shooting guns at her while immobilized, and commanding a long emote animation immediately before punching a sleeping dude would extend the window of mitigation time far longer than is sensible. While players may be able to interrupt emote animations with power activations, a crowd of minions who have their AI interrupted with an emote animation probably won't. And tbh, that AI will probably break afterward, because of how jank this game is. XD
  8. I think at a certain point, trying to plan for the positive experience of a hypothetical new player who knows absolutely nothing and refuses to look things up is kind of folly. First off, this is a pirate server for a game that's been dead for 10+ years. We probably won't get any new players, we get nostalgic CoH players. At least, when I tell people I didn't play on the live servers, 100% of those interactions have resulted in complete surprise. Secondly, a lot of these lists of what said hypothetical new player doesn't know, remind me of giving instruction to a simple robot arm to make a peanut butter sandwich, and how you can't just tell a computer to spread peanut butter on bread, you have to break down the steps to a level any thinking human would consider asinine: move hand to pre-determined knife coordinates, close fingers, lift hand, move hand to pre-determined peanut butter coordinates, turn hand, lower hand, etc. I'd like to think that humans, even doing something new on which they lack information, don't need this level of handholding through concepts like in-game money, player markets, and award tokens for completing content, that are essentially a part of most MMORPGs' baseline experiences. In fact, when I was a new player, I would have felt more insulted by this suggestion than any other feeling. I think it's enough to just have Twinshot mention reward merits in dialogue at some point, like, 'Hey, these exist, and you can spend them at merit vendors.'
  9. Would like to add the zip-kick animation from Martial Blaster secondary's 'Burst of Speed' and Speed pool's 'Spring Attack,' specifically as an option for Combat Teleport, but not baseline Teleport or Mystic Flight's Translocation, as those are too long cast time for the animation to look nice.
  10. Accept/deny res dialogue already exists. The main problem I see is that the current default UI behavior is to use all inspirations on yourself. Changing them to be used on your targeted ally would leave you unable to quickly use them on yourself if you had someone targeted for some other reason. If it were me designing the function, I would add an extra entry to the context menu on right-click, "Use on... >" ...which would expand into a submenu with current party members, much like the "Give...>" entry currently does. In all cases, just left-clicking on the inspiration or hitting its keybind should still use it on yourself.
  11. Have you tried jumpcasting, or flightcasting and coasting on the inertia? This game really doesn't leave characters as immobile as it may look at first glance. You can even queue up a melee attack, hover down into range above an enemy's head, and quickly hit the spacebar to rise up out of range again while your animation plays. If you're fast enough on the draw, you can do so with relative safety, and get the added amusement of watching enemies jump up to try to catch you. They look like popcorns in a popper, lel Please don't make silly suggestions like adding interrupt to every power.
  12. There is already the Souvenirs tab, which contains immersive little blurbs related to mission arcs you've completed. AE even allows mission architects to add their own souvenirs to their arcs.
  13. I know it is, that's what makes it so good! Even if we need its selection to turn off the cape section, much like some long jackets turn off the cape section, I think it is worth it.
  14. Sleeveless Jackets -> Military Vest. Give them bright colours like magenta and yellow, and you have a very decent stand-in for an open-front Hawaiian shirt vest.
  15. What about Ghost Widow / Belladonna Vetrano hairstyle? That's what I really want, long hair with physics!
  16. You say that like rainbow glitter isn't badass. Don't you remember Jem and the Holograms? XD
  17. I love everything about the new stance, except for the bow-legged and extremely awkward-looking posture the character's legs are in. On paper, the idea of having a more forward-leaning run without needing to go full Naruto is appealing -- my character pumps her arms while she runs, pulls cool flips when she jumps, and doesn't hold her arms in a perma-dab while running empty-handed or crouch down when stationary. But that bow-legged running stance for the lower body just kills me. The worst part is, when you draw a weapon (either from your powerset or a temp), the legs revert back to the close-together Ninja Run stance, so I know the close-together leg stance can be done with the parkour stance.
  18. The reason why they let you 6-slot your Lv. 49 power pick during a respec is because, when you're respeccing, you could have just as easily have taken that power at 41, 44 or 47 (all levels which can naturally receive 5 extra slots during level-up), and push one of your one-slot wonders back to 49 -- since you're already there, there's nothing this affects outside of missing a different power when you exemplar to 43 and below.
  19. GuildWars 2 has 3d swimming in all water bodies, and underwater combat with weapons meant solely for fighting underwater. The problem is that underwater weapons have entirely different skills and they're almost universally terrible, so the first thing you do in underwater combat is try to get to the shore and fight the water enemy with a landbound ranged weapon. XD
  20. It actually gives you the vehicle appropriate to the zone you're in! Rather, your "current / temporary alignment." When a Vigilante is in a red-side zone, they become "treated as" a villain for certain game functions -- not badges or alignment powers, but more in terms of forming teams and, yes, which vehicle model Team Transporter gives you. The same goes vice/versa for Rogues in blue-side zones. It's the same reason why you have to actually put your Vigilante in a red-side zone before the game will allow the villain team leader you found on the LFG chat to send you the invite for the strike force. That being said, powercust would be a great place to put this, yes. Ideally, with one or two 'faction-neutral' options. Perhaps a random car model of the types spawnable on city streets, or an unmarked plane/helicopter. Some people have a car but definitely not the ability to call in a favour from a lore faction.
  21. Give it the same three-IRL-day cooldown as the 'Complete this mission' option from contacts. Then it wouldn't be power creep, and it would serve only the stated bug-avoidance purpose.
  22. What about allowing Range IOs to be slotted into Mystic Flight, and for Translocation to inherit any enhancement values slotted into Mystic Flight that could also apply to it (Range, Endurance Reduction, Recharge Rate)? The same could be done for Speed of Sound / Jaunt, and Mighty Leap / Takeoff. That way, no extra slots are gained, but if you want to devote slotting to the tray power, you can. Though I suppose that would make the universal travel sets objectively more efficient than the typed travel sets (why use Celerity when Zephyr will improve Speed of Sound and Jaunt alike), so maybe it's not a perfect idea either.
  23. It would be nice to have an option in the options menu to only show teammates' buff/debuff icons if: 1.) The buff is something you cast on the character or 2.) The debuff carries a magnitude of some kind of CC or 3.) The buff (or debuff) prevents you from targeting the character Kind of the ideal "support profile" for things to see and things to not see, you know? That being said, if the same greyed-out visual is used for Intangible characters as is currently already used for characters on a different mission-state phase of the same map, I don't think that would hurt readability much either. In the case of a double-up of the visual (an intangible character in a different mission-state phase of Atlas Park than you are in), you still couldn't target or affect them anyway.
  24. I see, so it's the same kind of Stand as Star Platinum...
  25. Body type and scale sliders will load along with saved costumes if you are at one of the specific NPCs that is capable of altering those attributes of a costume. Namely, the plastic surgeon, the... boss facemaker (I forget her name), and Trina in Pocket D's tiki lounge. Scale sliders and body-type swaps are expensive compared to colour and costume piece changes, though. So save your free tailor tokens for those.
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