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Everything posted by TheMoneyMaker
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How have we never gotten more beyond the kitten and the (is that a panda?) shoulder pets? Off the top of my head, I can think of several ideas that could be added Rubber ducky (also used in the head in a jar option) Pigeon/Seagull (who wouldn't want their own "Null" perched on their shoulder? Fairy (buff pets) - permanently affixed in one of the sitting emote poses Wisp (buff pets) - more hovering just above the shoulder than perched on it) Gear (Clockwork underling) - sitting like the fairy Cherub (vanity pet) - sitting like the fairy Demon (vanity pet) - asymmetrical shoulder option would let you have the classic angel & demon on the shoulder deal Leprechaun (vanity pet) - it'd be fun and not at all like a Leprechaun horror movie deal Mini-Snow Beast (vanity pet) - it's spying for the WL Rikti monkey (vanity pet) - Not for me, but I'm sure someone would find a use for it Spider (vanity pet) - perfect addition for those creepy characters Security camera (base/environment object) - maybe it's a sentient piece of tech, just decorative, or personal body cam
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If You Could Give Your Character a Weakness....Woukd you?
TheMoneyMaker replied to Waljoricar's topic in General Discussion
It may seem counter intuitive but a weakness doesn't have to mean increased damage from a specific damage type a weakness could also be thematic such as damage from a specific origin source, like a Superman style weakness to magic or maybe you've got a problem with technological attacks getting through your defenses. Perhaps your weakness is that healing effects (such as anything outside your base regen, including other player heals and even inspirations) have reduced effectiveness for you. Maybe your weakness is decreased resistance to a certain status effect like maybe you're more easily knocked down (the AV Tinder in the DFB comes to mind) or you take longer to come out of sleep or taunt effects. Maybe a specific type of attack could have an additional effect on you such as debuffing your damage when exposed to cold, for example. There's all kinds of ways weakness could be implemented beyond just "I'm weak against X damage type but I'm stronger against Y damage type." -
I'm jealous of the seemingly boundless creativity the rest of you have
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This request comes off as: "I want to exist in a world where people exist but can't affect me unless I give them permission to do so." My first response would be to suggest just play single-player games. My secondary response would be something along the lines of countering with wishing we had free, open world PVP options everywhere at all times. "You don't want my buff, then take some DPS. BLAAARGH!!!"
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One of the primary difficulties is movement. There's definitely a standard that the old and new developers maintain regarding whether or not something looks good, and replacing the player with a ground vehicle to simulate four-wheeled travel has issues. For one, regardless of what you look like, you're going to still be a player with the same player controls, meaning you can strafe left and right or move in other ways (like spinning without and directional movement). There's other things to consider, as well, such as allowing other travel powers, like super speed and super jump could be your turbo boost and flight just gives you a flying car image, but let's start with a basic animation issue. Vehicles we have currently in the game are on semi-random set paths and generally only go where there's a flat surface: roads. Even in RWZ, there are tanks roaming around and those should be all-terrain and easily ability to traverse some of the rubble in theory, but in practice, orienting the vehicle so that it adheres to the surface and doesn't clip would be an issue. Your standard humanoid player model tends to stand upright at all times regardless of the incline of a surface.....so a slanted floor on an indoor map doesn't affect how you stand or move. Running up or down a hill? Same thing, no change. Would this work for a car? The car maintaining its perfectly horizontal position going down a hill might look cool though its back end is going to be buried in the hill, while traveling up the hill the front of the car is going to be buried in the hill. It would take some coding to orient the vehicle properly to the current surface you're on, and since there's nothing like that already in the game (aside from things on predetermined paths), it would be a lot of effort to get that working. On top of that, there's the challenge of how does one tackle transitioning between those angled surfaces? Just jump right to the correct angle of the current surface? It would make the vehicle seem kind of glitchy when traveling over bumpy surfaces. So that would be the next thing to worry about coding in: differentiating between larger inclines or just hitting bumps. What about riding the edge of a surface where there's a drop off? Does the car have weight to tip it when two wheels go off the surface? As a humanoid player, your model has a center point from where you are standing, and sometimes you can stand on the edge of something and leave one of your feet just hanging in the air like it's perched on an invisible object. This is a small enough issue with a person whom one could say is balancing their weight on the other foot for the moment, but if a vehicle maintains it player-based center point, it's probably going to have a larger area of potential overhang where surfaces drop away. More code to figure out when the vehicle should tip and cause the player to fall over the side. I'm not a programmer, but I'm guessing there's a lot more to worry about than just these issues, and a lot more coding necessary. The point is, while turning the player into a vehicle sounds like something that would be easy enough, there's probably a lot more work to it than just swapping out a visual model. The reason flight-based travel powers like the void skiff, magic carpet, and rocket board are a thing is that they get to ignore all of that surface detection stuff by just staying above it.
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Thanks For The Gift, Can I Give It Back?
TheMoneyMaker replied to Rudra's topic in Suggestions & Feedback
Where did you get your definition of gift? Gift (noun): something given to someone without expectation of a return Gift (verb): to furnish freely or naturally with some power, quality, or attribute GIFT Synonyms: 135 Similar and Opposite Words | Merriam-Webster Thesaurus There's no condition of the receiver must freely accept something for it to be considered a gift. You can choose to call a gift a curse or a bane or just useless, but that doesn't negate it being gifted to you. -
This can be set with a pop up when a character is logged in for the first time. After that, I believe you can find the option to change by pressing H, or you could use the following slash command: Sethelperstatus (Slash Command) - Unofficial Homecoming Wiki
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Which Roles/Archetypes are most needed for endgame?
TheMoneyMaker replied to Beansicus's topic in General Discussion
Incarnate really goes a long way toward balancing everything out in the end game -
Thanks For The Gift, Can I Give It Back?
TheMoneyMaker replied to Rudra's topic in Suggestions & Feedback
"next time" Good luck with that -
Thanks For The Gift, Can I Give It Back?
TheMoneyMaker replied to Rudra's topic in Suggestions & Feedback
Sorry not sorry, but you don't get to dictate how others respond to or disagree with you -
Thanks For The Gift, Can I Give It Back?
TheMoneyMaker replied to Rudra's topic in Suggestions & Feedback
That's rich coming from a guy that's quick to argue in other people's threads about not liking their suggestions because it doesn't suit his interests In other words: no, I'll voice my disagreement here by suggesting we need more of the thing you're saying you don't want. I'm on topic, just in disagreement with the original request. -
Thanks For The Gift, Can I Give It Back?
TheMoneyMaker replied to Rudra's topic in Suggestions & Feedback
"Zero"? Thread is about not wanting the patrol XP gift and wanting to give it back. I'm contributing by saying that I appreciate the gift and don't want to see any way for it to be taken away; in fact I want to see more of it given. So.....you're welcome. -
Really like Divegirl's design
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Legendary 45% softcap... True/False/Sometimes/BS?
TheMoneyMaker replied to shortguy on indom's topic in General Discussion
Gravy is good -
Ice themed Interface incarnate ability
TheMoneyMaker replied to Sharh's topic in Suggestions & Feedback
I think Ice sprites would nicely complement the Jack Frost ice pet from ice control -
Thanks For The Gift, Can I Give It Back?
TheMoneyMaker replied to Rudra's topic in Suggestions & Feedback
I've got a new argument, or at least one I don't think I've seen while skimming through all the old posts I like patrol XP, and I like the bonus patrol XP for picking up explore badges. I wouldn't mind seeing another 5 bars of it added to what can be accumulated and more options to accumulate it. Right now it seems we have time spent offline, explore badges, and the Experienced temp power we get at the anniversary and sometimes as a bonus in the holiday packs. Maybe some super rare inspirations like that level boost one where you can use the inspiration and add a level's worth of patrol XP. -
The only boost lightning storm needs is making it mobile so you can drag it around
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It just seems to make sense thematically. If dying and getting back up is pretty much expected and a feature rather than a flaw, then the penalty for dying should be reduced when you use Regen's revive power to get back up. If you're in a rush and the recharge isn't up yet, and you use something else (inspiration, rez from ally, other temp power rez, etc), then you don't get the bonus and can still accrue debt normally if you're inclined to do so. Don't want no one complaining that this would make it harder for regenners to get their precious debt badges.
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Considering that dying and getting back up seems to be expected of Regen, maybe have it wipe out debt, or at least some of it
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Very cool design.
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What would you do if you were a DEV?! (Fun Ideas Talks)
TheMoneyMaker replied to SSR's topic in General Discussion
Probably. More thoughts of things I'd want to work on: partial revamp of Boomtown, clearing some of the destroyed buildings to show progress in the rebuilding effort. The green outlined area in the southeast corner would be akin to the rebuild efforts in Faultline. Smaller structures, no giant skyscrapers yet, though some foundations with the framework of such taller buildings under construction. North of that would be a new generic U.S. military base with an airfield with a military jet and helicopter at the ready as a staging area to do military themed missions, some of which will be representative of the government's interest in taking a more active role against Council activities (and choosing to help start the renovation of Boomtown so they can establish a presence where the Council's GWW appears. The military will be in over their heads against Council resources, thus their need to recruit heroes for missions. This can also lead to later missions in other zones where the military interest becomes more questionable, perhaps even looking to send heroes to the Rogue Isles (instanced maps) to raid for technology, capture prisoners, and so on. This could even lead to missions where the heroes discover rogue factions within military leadership, forcing conflict with military troops (which can also lead to military troop ambushes against the hero until they finish the arc and clear their name by exposing the rogue faction). Previously, I mentioned creating a new independent Robots enemy faction that is led by an AI that converts other robots to its cause of rising up against humanity. I'd make Terra Volta the primary zone for introducing those bots as they seek to overthrow the city with constant attacks on the reactor, knowing that if they control it that they not only take the power source for themselves but also potentially cripple the city's ability to defend against them. Fun twist: because Sky Raiders have bots in their ranks, they will become enemies with the AI bots who are converting/stealing jumpbots and force field projectors. They will have skirmishes against each other in the zone much the way Council and 5th Column skirmish elsewhere. A new rogue Sky Raider contact would be made made available in the zone, discreetly offering tips to the heroes against the Robots and possibly other level-appropriate threats in other zones (to show an effort to work with the heroes, but perhaps also to divert them away from Sky Raider activities). I'd set up a primary "base" for the bots in the central Eastern side of the map, just into the red labeled area, and this area would be heavily fortified with bots as they are converting and manufacturing there. There would also be 2 smaller bases, either decoys or start ups to facilitate more Robot servants. -
Games that provided most/least value for money
TheMoneyMaker replied to pawstruck's topic in Video Games
So much replay with all the mods and levels created by the fans -
You're entitled to feel that way, but the many that would create alternate accounts to hoard names would not only be taking those names but also be removing @global names from the available pool. There may be some inconvenience to having multiple accounts, but since they're free people would create as many as they want to make sure they reserve the names they want. Also, fewer people hoarding names doesn't guarantee that any of the names you want would be available... it might mean that the fewer people would just have more names to hoard among themselves. But you feel however you want. There's no putting the genie back into the bottle now, so no knowing one way or another if you would be right or not.
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Make Rikti Invasion Bomb Phase longer
TheMoneyMaker replied to DrRocket's topic in Suggestions & Feedback
They have meaning?