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Everything posted by BasiliskXVIII
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Focused Feedback: New Costume Additions & Fixes
BasiliskXVIII replied to The Curator's topic in [Open Beta] Focused Feedback
Have you tried using GIMP at all? It's got the ability to open and export to both .psd and .dds files natively. I know it's a bit of a ballache to need to open a separate program just to save to the format you need, but it might at least give you a workaround you can use for now until your plug-in gets fixed. -
Plus, since the game doesn't handle duplicate names per server, consolidating means that of the people who share names between the servers, one or the other is going to lose it. Somehow I doubt that'll go over well.
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I'm starting to think you're just trying to get a rise out of us.
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I think there's an argument to be made that if a change has been made which has upset you to the point that you feel motivated to leave, a post which outlines what you don't like before you leave is at least giving the devs a data point that they don't get from simply not logging in ever again. "This update went live and active player count is dropping" is arguably less of an actionable feedback than "This update went live and player count is dropping and we've had ten people post on the forums about leaving because they hate what happened to their tanks," or whatever. (I'm not saying this as a doom and gloom about P2, I think it's generally fine, this is meant only as example) However, OP also didn't give any such feedback at all. "Not what I used to know" is hardly something that can be fixed.
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I would say that it isn't uncommon in comics that an enemy is suddenly significantly more powerful, but especially if there is a justification on the way I think it would be more true to the setting to add atmospheric dialogue (or *more* atmospheric dialogue) from NPCs such as in the street fights or some mention in missions about where someone goes "WHY ARE THEY SO POWERFUL, THEY'RE JUST SKULLS?!" This would give context to the fact that yes, this is a change, and yes, it is a departure from the status quo. These aren't intended to be the same group of thugs that you ran into at low levels.
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That's not what enshittified means. Enshittification is a specific process which happens when a service starts with good, user-focused design to entice users to adopt the service, then focuses their attention on business customers at the expense of regular users, and then finally gradually degrades their user experience for everyone by adding features intended to provide value for shareholders in the form of increased advertising, restricting features previously available to all users behind subscriptions, or adding low quality "bells and whistles" to a product to justify major price hikes. Homecoming doesn't have business customers, and doesn't do paid subscriptions. This isn't systemic decay due to capitalist exploitation, this is is an update you don't like.
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One exception to this is the Super Stunner, who will immediately activate a power with a 25' radius AoE and recovering health per target hit while also flatlining your recovery. They will always do this, and the only way to prevent their resurrection is to make sure nothing's withing 25' when they die. https://cod.uberguy.net./html/power.html?power=freakshow.super_stunner.reserve_power&at=boss_grunt
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Time to revamp Sister Psyche tf?
BasiliskXVIII replied to RiskyKisses's topic in Suggestions & Feedback
Nope. You can get Sister Psyche or you can get Yin, either works. Same with old Posi and Posi 1/2 -
Can we get a Temporary Ignore option?
BasiliskXVIII replied to Mystoc's topic in Suggestions & Feedback
When you have a list of people you want to make sure are ignored at all costs, and a list of people who are just annoying loudmouths or maybe just people having a bad day, having two lists - one that's a perma-ban and one that's a timeout would be a good way to handle that. I don't want to temp ban the people who being hateful. But being able to temporarily sideline the people who decided to use LFG as a place to discuss their preferred way of cooking steak? It's not offensive, but I'm not here for that discussion, I'm looking for people to run a WST. -
Can we get a Temporary Ignore option?
BasiliskXVIII replied to Mystoc's topic in Suggestions & Feedback
You've made a point to say "A timeout feature is not necessary because there is the ability to remove and add people at your own discretion." That, whether you want to admit it or not, is either a misunderstanding of the usage of intent and value of a timeout, or it's a bad faith way of saying "this doesn't affect me, therefore it isn't necessary." I'm choosing to assume the former. There is no one on the planet to whom "oh, gee, you mean I can write a note and choose to go back at a later time to remove them from the list" is some kind of revelation. Believe it or not, most of us have encountered pens and paper before. This is saying "I can walk up these stairs just fine, why should anyone need a ramp?" If you're fortunate enough to be the kind of person for whom the ignore list is a barrier from only mild annoyances, then congratulations. But for others, it can be a shield against genuinely hostile or upsetting behaviour. Expecting them to simply clear their ignore list sporadically is asking them to voluntarily compromise their own comfort and safety. And yes, there's definitely people on this game for whom "I blocked them because they were being hateful" is common enough behaviour that they couldn't identify who was blocked for that reason and who was blocked for another reason. When the suggestion is "we want to be able to do X without a workaround", replying with "here's a workaround to do X" is not a solution, it's a dismissal. I think you’re misunderstanding the request because you’re treating ignore purely as a convenience feature. In reality, it functions as two systems at once: a convenience system for muting annoyances, and a safety system for protecting against actual hostility or harm. The goal of the suggestion is to let players manage those two uses more independently and effectively. -
Can we get a Temporary Ignore option?
BasiliskXVIII replied to Mystoc's topic in Suggestions & Feedback
So just to be clear—you don’t use the ignore system, you admit you don’t understand the need for the feature, and you openly don’t care whether it gets implemented. And yet, somehow, you still felt the need to weigh in, explain why no one should want it, and offer an entirely unsolicited lecture on personal note-taking habits. You’re not engaging with the suggestion—you’re just policing the act of suggesting itself. If a feature doesn’t affect you and you have no insight to offer, maybe consider that the most helpful thing you can do is not comment. -
Can we get a Temporary Ignore option?
BasiliskXVIII replied to Mystoc's topic in Suggestions & Feedback
If nothing else, what would be a nice feature is an easy way to ignore with a note. We have got a player notes feature which is mostly only accessible if you're face-to-face with that person. Having an option to bring up their player notes page from the friends and ignore lists would be a good way to split the difference. Why did I ignore this guy? Let me check the note I left myself in the function already coded into the game explicitly to allow that exact functionality. "Oh, this guy said hateful things in chat about my ethnicity/sexuality/alignment." "Oh, this guy has the worst possible takes about Star Wars." One of those is worth a second chance to free them from the list. The other absolutely does not. -
Eliminate "sided" day job badges
BasiliskXVIII replied to BasiliskXVIII's topic in Suggestions & Feedback
In this case I'm talking more about the process of earning them. I'm ok with there being a hero and villain version of the badges, even though I do actually have a hero for which "Arachnos Agent" would work. I just don't think you should only be able to earn the badge as a Rogue/Villain if there is a heroside equivalent strapped to it. Also there's a few Crey offices in Paragon. I'm surprised the one at [-2481.7 4.4 703.2] in KR hasn't been given the "Crey Employee//Crey Test Subject" day job. It's got a lot of open space beneath the building that seems ideal for a day job location. -
I haven’t seen any recent suggestions on this, and a quick search didn't find anything relevant, so I thought I’d bring it up. The “Crey Test Subject” badge (hero-side) is the counterpart to the “Crey Employee” badge (villain-side), both earned by logging off inside the Crey building in Nerva Archipelago. If you do this as a Vigilante, the day job time accumulates normally—but you won’t be awarded either badge unless you flip fully to villain to receive “Crey Employee,” then flip back to get “Crey Test Subject.” This seems like a relic of how the system was originally built. At the time, the game didn’t have the ability to handle alignment-aware badge names, and it would’ve been strange to see a hero rewarded as an “Arachnos Agent” or a villain as a “Shop Keeper.” But now that the game does support alignment-aware badge equivalents, this limitation feels unnecessary. What makes it even stranger is that the day job power does apply regardless of your alignment. So you can be a Vigilante parked in an Arachnos base, earn the Arachnos Agent day job power, but not receive the Arachnos Agent//Cannon Fodder badge—even after the time bar fills. It’s inconsistent and makes alignment-flipping via Null the Gull feel like a workaround for outdated logic. This isn’t a big, flashy issue—but it is a time sink, and it makes the Vigilante and Rogue alignments feel clumsier than they need to. Since the badge system already has parallel entries for both sides, could these restrictions just be removed? Let the badge be awarded based on alignment at the time the bar fills, and let characters earn the proper badge without the extra step of flipping sides. It would make the system feel smoother and more modern.
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There is -Healing Resistance, which the Destiny Incandescence incarnate power grants. Its effect is +healing in practice. I don't know if any other powers in the game offer it.
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Map Server - It's Over. Whatdidchalikebestest?
BasiliskXVIII replied to Troo's topic in General Discussion
Agree with this. It was fun for the first while, but especially playing on a small server, almost everything became focused on it. It's been all but impossible to gather a team for any content that isn't the Mapserver Event, and I think only one MSR managed to fire over the two weeks it's been running for lack of participants. I'm happy to have things going back to normal. -
I always thought they looked like a raw, plucked chicken.
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How can Radiation heroes justify using their powers?
BasiliskXVIII replied to Zombra's topic in General Discussion
Neutron radiation is a specific type of radiation caused by free neutrons being emitted, but they are not a necessary element of all radiation. Alpha, beta, gamma, x-rays, radio can all be produced without needing to have a source of neutron radiation accompanying it. And neutron activation is just not going to happen from anything that you'd call a "Radioactive Blast" set. Neutron radiation dissipates too easily in air to be dangerous at long range, and even if we're talking about Radiation Melee or Radiation Armour, it could only happen in extremely precise circumstances: There has to be a significant flux of free neutrons—usually from a sustained nuclear reaction, like inside a reactor or from a bomb. Your average radiation source, including most radioactive decay, doesn't emit enough neutrons to do this. The material being bombarded has to be susceptible—that is, made of elements with nuclei that can absorb neutrons and become unstable. Not every material reacts this way. For example: Cobalt, zinc, and aluminium can become activated fairly easily. Carbon, oxygen, silicon, and many common soil components? Much less so—or not at all under typical conditions. Water, in particular, is highly resistant, which is why it's a popular choice as a coolant. The exposure must last long enough—neutron activation usually requires prolonged bombardment, not just a quick burst or zap. Short-term exposure to neutrons in low or moderate doses won't meaningfully activate most materials. To put it this way: The Enola Gay was a big aircraft made of aluminium and it dropped a nuclear bomb - a rich source of neutron radiation. Despite all this, it did not become neutron activated. Maybe if there were some drawn-out hour-long fight scene where Captain Neutron Radiation parks himself on top of a field of Tesla Model S cars for the entirety of the fight could neutron activation start to become a concern. But put his buddy Captain Gamma in his place, and that fight can last years and you never have to worry about anything picking up a radioactive charge. Now, I don’t care what you do with your character—if it’s important to you that they turn every place they visit into a glowing radioactive playground, then hey, it’s your story. Have fun with it. I just want to be very clear about what radiation actually is in real life. It’s not a magical, lingering death aura. -
How can Radiation heroes justify using their powers?
BasiliskXVIII replied to Zombra's topic in General Discussion
Those historical cases are interesting and horrifying—but they don’t contradict the point I’m making. Radiation dose ≠ radioactive contamination. Yes, people can absorb terrifying amounts of energy from radiation and suffer fatal effects. That’s not in dispute. But the original thread premise was about lingering contamination—the idea that a Radiation Blaster is leaving radioactive fallout in their wake. You can deliver hundreds of millions of eV to the soil, air, and water. You'll kill whatever's living in it for sure, and you'll probably vapourize/melt it, but except in very specific circumstances, once it's cooled to the point where it won't harm you, it's not going to be any more dangerous to you than the next patch of soil which wasn't irradiated. In fact, it might be safer, since it's now been sterilized. The victims you mentioned weren't radioactive themselves afterward. They weren’t contaminating the ground they walked on. They absorbed radiation—just like patients in radiotherapy do—but they didn’t emit it after the fact, and they didn’t turn into walking hazmat zones. Radiation isn’t glitter. It doesn’t stick to things and spread by default. If it did, we wouldn’t be able to safely use medical or industrial radiation at all. So yes, radiation is powerful. But that doesn’t mean Rad Blasters are leaving glowing craters everywhere. It just means they hit hard—which, to be fair, is kind of the point of the powerset. -
How can Radiation heroes justify using their powers?
BasiliskXVIII replied to Zombra's topic in General Discussion
I just feel like I've walked into a thread where the premise is "How do people playing super strength characters justify being heroes when they're leaving dangerous pockets of kinetic energy around, waiting to launch people into the sky." And I'm the only one like "that... that's not how any of this works." While everyone's enthusiastically agreeing that, sure this could be a problem, but that you can just ignore that part. -
How can Radiation heroes justify using their powers?
BasiliskXVIII replied to Zombra's topic in General Discussion
And again, you’re framing this as if it’s just a quirk of the setting or a concession to comic-book logic, when in fact the real world already works this way. Radiation exposure doesn’t make things radioactive—except in very rare, specific conditions like neutron activation. Radioactive contamination happens when radioactive material—not just energy—gets spread around. So unless your blaster is spewing clouds of Strontium-90 dust or some other uncontained isotope, there’s no reason to assume they're leaving behind persistent contamination. If the power is just high-energy electromagnetic radiation (gamma rays, say), then it's about as likely to cause nuclear fallout as turning on your microwave. This isn’t special pleading for a fictional setting—it’s just how radiation works. -
How can Radiation heroes justify using their powers?
BasiliskXVIII replied to Zombra's topic in General Discussion
If you're producing radiation—that is, emitting high-energy particles or waves directly rather than using something like enriched uranium to decay and generate it—then residual radioactive contamination isn’t really a concern. Despite what pop culture often implies, radiation doesn’t make things radioactive just by hitting them. There’s an exception for neutron radiation, which can induce radioactivity in certain materials. But that’s a specific interaction with specific elements—usually metals, not concrete or drywall—and it requires sustained exposure. Neutron radiation also has an incredibly short range in air and is easily blocked by skin or a few centimetres of plastic or water. It’s wildly inefficient as an offensive weapon. So the biggest actual hazard is likely heat—radiation can scorch, melt, or pit materials it hits. That’s more of a contact or collateral danger than something that "lingers" in the environment. If radiation did leave everything it touched dangerously radioactive, then walking into a room with an X-ray machine would be a death sentence. It’s not. Now, if you're firing gamma radiation, which is extremely penetrating, there could be a concern with long-range misses—those beams don't just stop when they hit air. But in-game, the visual effects show radiation blasts dissipating after a certain range, implying there’s a controlled decay or limited emission distance (say, 60–80 feet). So even that concern is clearly accounted for in-universe. TL;DR: Unless you’re flinging fistfuls of uranium around, a Radiation Blaster isn’t leaving behind a hot zone. They’re just burning and battering with focused energy—and maybe giving safety inspectors a reason to carry a thermometer, not a Geiger counter. -
How can Radiation heroes justify using their powers?
BasiliskXVIII replied to Zombra's topic in General Discussion
I tend to think of most of the radiation blast sets as being less beams of radiation than it is using the radiation to produce and throw ionised plasma instead. In the most general terms, it behaves more like plasma—poofy clouds of gas and visibly glowing pulses of stuff being thrown around. That is in opposition to real radiation, which is invisible and tends to travel in straight lines. Plasma dissipates and isn't going to be causing problems with stray radiation if you miss a shot. It's not gonna be safe by any means, but it's not any worse than a fire blaster. Let's face it, just about any of the random heroics going down in the city probably would come with a body count in the real world. One minute you're fine, walking down the street, and the next you have Captain Density super-jumping blindly through the city and landing on you. A Spines Scrapper somersaults through a crowd and takes out a toddler and a flock of pigeons, Mercs and Thugs MMs sending so much lead through the air it looks like a mobile recreation of the D-Day landings... You kinda have to suspend disbelief.