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Everything posted by Shenanigunner
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I don't and probably never will understand playing CoX like it's a bitcoin generator: that the only purpose and goal is to grind out a max load for every alt, one after the other, working into stratospheric generated 'income' to do so.
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Size isn't everything. 😎
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Agree with most of the responses. "Crafting" the way Batman and Lucius Fox do it: appropriate. Spending hours knitting one's own armor from pine needles scavenged in the forests of Muddor: not appropriate. The system as implemented already feels too contrived and complicated. No need to make it something yet more worktable-y.
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Does Tunnel -> Night Ward -> Midnighter Mansion get you to a Cimerora portal? ETA: Ah, I guess not. How... odd.
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I thought it came into being for garage bands, anyway. "Naw, play dis cord. Now dat cord. Ya sound just like Jimmy P!"
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Never a problem for graduates of More Science High.
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Oh, bullhockeys. I never figured out why I never heard a word about the private servers. I was pretty well connected and active in several long-running grief discussions. I was more than a little pissed to find out my world still existed, if somewhat in the shadows, all the time I truly felt desolate at its sudden destruction. (To be fair, I'm not now and never really was a gamer in the modern sense, just a guy who liked a few games over the years. I've never had the IGN news feed on IV.) But oh, well. We're here now.
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It was gone from the player community at large, and I and many other very involved, very interested players never heard of the shadow servers. So numbers don't really matter. 2,000 is a lot of people to cram on a bus. It's not that many, worldwide, over 5-6 years, playing an MMO. What that has to do with HC escapes me, other than that the code was available for them to take public.
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Correct, but CoX was gone from all but a few secretive b*stards for many years, and CoT's tepid progress was all it generated. So not sure the presence of HC is all that much hindrance to a new world. But it does say a vast amount about just how good the original concept, development and recent years of tweaks are. Tough act to follow. 🙂
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I'd tend to agree. There never were very many, most of the others had huge flaws (such as being locked to a particular model or universe) and the genre seems to remain the redheaded stepchild of the industry. As much as I had hopes for CoT, I think that team discovered what too many studios DON'T learn in time: you can build 80% of a game pretty quickly, but the last few steps, which involve making everything mesh on a server, environment, player and UI level, can be everything. Yep, with an engine and libraries and existing art, you can slap together a game sim in days. But far too many games out there, released, are 80% developed. So I'd say that HC is it... and hope that it leads to perhaps a coalition building on it, the notions of CoH2, CoT etc. to maybe bring this rather small player community a next-gen world that preserves all that's best about CoX. Strange, really. As a very boring monogamous gamer (one at a time until people are saying "Jeez, that still runs?") I just don't get the interest in 578 "realistic modern combat" games and 1,192 "Not Quite Lord of the Rings" variants. (The plethora of Hey Look It's Like Star Wars games... I guess I understand.) (ETA: and FFS, how long can anyone play variants of The Tottering Deadites?) Never have flat-out loved anything, in 40 years, like this place. Still not the least bored with it, no matter how much I might hope to come around a corner on some completely new aspect.
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Casting no aspersions or blame in any way. But... it was closer to two days than one, and if an experienced player like DD was confused, it might be worth considering more timely notice on both sources, even if the web post is first a quick sketch of the longer notes to come. Just possibly I am transferring from other causes — in more and more systems, including ones much more critical and 'important' than game patch notes, it's becoming common to scatter critical information across far too many communication channels. Just had something of a corporate war over employees failing to stay on top of the public website, corporate intranet, agent intranet, two different company chat systems AND WhatsApp. Several people who were publicly humiliated and chewed out for not assembling customer/mission-critical information from all these sources quit. I was one of them. We live in an era when clear, fast dissemination of info is almost trivial... until it's trivialized by using whatever intercom line is handy. Verb. sap. to all, including those in industries and jobs so affected.
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I checked after DD's post on Tuesday morning. Last patch notes were Oct 5. One reply above has been updated with the link to the Oct 19 patches, but they were not posted until yesterday afternoon. I can in no way fault the Devs for needing a day or so to post the notes, but that is a kinda sorta long period of no-info/confusion.
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"Roche's Limit: three beers." Major points to anyone who can spot the ref.
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Maslow's Hammer. They have their phone in hand and it's too much trouble to go find a keyboard.
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Save the art exhibit and other similar missions
Shenanigunner replied to Wavicle's topic in Suggestions & Feedback
How about if a successful save closes a vault around the piece? -
Save the art exhibit and other similar missions
Shenanigunner replied to Wavicle's topic in Suggestions & Feedback
Maybe the best way to fix these is to make the goals team-size dependent. If you're solo or two-ing, the items go inert after you save them. As the team gets bigger, strategy requires that you leave one or two mates to guard each one until the mission is completed. Missions that don't simply cater to one big brawling mob of 'eroes are much more interesting. -
I use Discord, but only for in-game voice. I don't need yet another social medium trying to do it all. 🙂 Besides, it has one of the worst UI/menu systems I've seen since some beta stuff in the Oughts.
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Now, now. All snark aside and all due respect to the Devs and their precious donated time... not all of us Discord. The website would seem to be a better primary place for game notes etc., maybe with links from all the other nexuses. Nexi? Nexicles? Necksicles?
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Paragon Dance Party deserves an update.
Shenanigunner replied to Azari's topic in Suggestions & Feedback
<pulls his dual pistols and starts shooting at random players' feet> Dance, you varmints! DANCE! -
I completely agree; it maps to most general UI (browsers, etc.) to do it that way. There are just enough wonks on the way mouse buttons can be used, though, that I wonder if there's some quirk in the code that would make it harder than it seems. Splitting it into UP and DOWN would be great if possible,
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Just an update: I discovered that if MOUSEWHEEL is bound to camdist (zoom), none of the shift-binds work. The mouse buttons get so aggravating...
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Will CoH run on the new Apple M1 Processor-based hardware?
Shenanigunner replied to Abraxus's topic in General Discussion
Aren't we quite a ways from hardware being a defining element of application compatibility? Seems abstraction and virtualization and so forth is universal. This isn't the era where you had to have a specific BIOS to run Flight Simulator because it bypassed DOS for direct hardware calls. 🙂 -
No, I get that. The above is a rigth-now workaround. Your request should be within reach, given that binding camdist to it works in both directions. There's a more complicated solution in using MIDDLECLICK to swap rolling binds. Default is target_next; click and it's target_prev. Click as needed. Still just a workaround.
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Now, now. Never say never around me, especially not at 6 in the morning. /bind MOUSEWHEEL target_enemy_next /bind SHIFT+MOUSEWHEEL target_enemy_prev ...and you have two more shift keys for variations like target_friend. Poisonally, I'll keep the wheel for quick zoom changes, but I think I will throw the next/prev target on a couple of shift+ combos.