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srmalloy

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srmalloy last won the day on February 3

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About srmalloy

  • Birthday 01/01/1004

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  1. If implemented this way, I predict that we'll see a subsequent whine of "I can't find anyone to team with" from the people playing characters with that box checked when the pool of hardcore characters doesn't match their available play times. I also see quite a number of good observations above about all of the (relatively) minor changes that would need to be made to support a hardcore mode, from making characters immune to rez effects (it may not be necessary to actually disable drops of rez inspirations, since they incorporate a rez effect, and since they're more valuable than other insps of the same tier, just turning them off deprives a character of an admittedly minor source of inf from selling them) to rebalancing powersets that have rez-other or rez-self powers. Ultimately, though, what becomes of this is up to the Homecoming staff.
  2. Right up there in the thread title: "It is time for a HARDCORE SERVER" (emphasis mine). A checkbox won't cut it; that leaves him facing the possibility of teaming with players who aren't gunning for a 'one life to live' experience, and who aren't as concerned about not being defeated, allowing him to be victimized by "zergers".
  3. Well, if you stopped buying at Starbucks, you could get more coffee cheaper...
  4. If you join someone else's Nemesis mission, you can get all the badges in one run.
  5. It's not just adding a checkbox to character creation to force 'Ironman' mode; you can already do that yourself, just by deleting the character at the first defeat. What the OP is asking for is a dedicated server, with all of the associated costs, maintenance overhead, and code base changes, to enforce Ironman mode on everyone playing on that server, predicated on the belief that, since hardcore servers have been established for other games, it would be good, desirable, and popular on Homecoming, and the people arguing against it are just naysaying outliers that don't represent the actual playerbase.
  6. MIght be the "Voiceover Volume" slider under the Graphics and Audio tab.
  7. I dislike citing him as a counterexample, but this goes directly against what Jack Emmert described as 'fun' -- throwing yourself at the Big Boss again and again and again, being defeated over and over, until you discover the one trick to defeating them. I'm pretty sure that he would regard "you get one try, and if you guess wrong, too bad; it's over. Start again from scratch." with distaste.
  8. On neither my heroes nor my vigilantes does Arbiter Hawke show a mission available icon over his head.
  9. It's only a cosmetic issue, because they will still offer missions, but I've noticed that the Valentine's contacts will sometimes fail to show the yellow "Mission Available" icon over their heads: I've seen this with both Jessica Duncan and Sigil. As you can see in the screenshot, Jessica is missing the yellow icon, but her contact window shows the "Ask about available missions" text. This appears to occur once per contact -- once you have taken and completed their mission, after you turn it in, the green 'completed mission' icon turns into the normal yellow one and doesn't vanish again. Since you can still get them to offer missions, it's only a minor annoyance, harking back to the early days on Live when the contacts didn't have any indicators over their heads.
  10. And in the Navy, if you're selected for promotion as an officers, you can be 'frocked', which means you can wear the rank insignia of your new rank, and get all the responsibilities and privileges of the new rank. but don't get the increased pay until the promotion actually processes through BuPers.
  11. Endurance Reduction in your attacks will benefit you more than Endurance Reduction in your armor powers.
  12. This takes me back to "The 213 Things Skippy is No Longer Allowed to Do in the U.S. Army" #61: 'If one soldier has a 2nd Lt bar on his uniform, and I have an E-4 on mine It means he outranks me. It does not mean “I have been promoted three more times than you”.'
  13. That basic concept works fine for a power that has a single effect. However, for a power with multiple effects — like a hold or immobilize that does damage — enhancing "power" increases both effects; you no longer have to choose between increasing the effectiveness of the hold and doing more damage. Both effects improve in lockstep. This makes powers with multiple effects overpowered relative to powers that have only a single effect, and will require every single power in the game to be gone over for rebalancing. This will have the immediate effect of jerking over a significant fraction of the characters already built — for example, characters built around, doing more damage at the expense of control — and nerfing their damage output just to save you from the unspeakably horrible inconvenience of getting an enhancement drop you can't use.
  14. I'd suggest another one, "Idiot Ball", but we have far too many examples of both players and NPCs grabbing it to need it added as an explicit power...
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