Jump to content

ThunderCAP

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by ThunderCAP

  1. Recreation = delete and remake. Also, the result may be worse for some players which liked the previous caves. Therefore, you reply was completely ineffective and Noyjitat's message that you quoted remains fully valid. Try again.
  2. The problem is that there is plenty of content in the game that players don't even know cause they ask for the best way to level up and get sucked into farming teams. This is a problem for all of us (farmers included), cause such players may dislike that and leave the game without even experiencing the best of it (you can farm in ANY mmorpg, but not all mmorpgs got City of Heroes story arcs or feeling which you will never experience closing yourself in Sewers or Architect farming missions made to just "kill fast"). Some of the new players may like the kill-kill-kill routine, some other won't and the latter will uninstall completely unaware of City of Heroes' strengths or weaknesses. Plus I would like to add that not all players are experienced enough and know what they are looking for. They enter the game and ask for the "best powerset" (or similar requests) but what they really desire is to get fun. Not knowing the game they won't know where the game excels at being fun or where it suits more the player it self. That causes the "unbalanced" powerset or source of exp or income to be suggested more often (by the experienced players) and would result in what I described before (kick out players that would have preferred something else and didn't even know what). We should at least attempt to reach a situation where the majority of the new players gets attracted (not forced) to the whole actual content of the game (openworld, story, npcs, architect, all of it) by balancing it all with the correct prizes (which leads to the proper suggestion by the pro-players, the perfection would be to "What do you prefer? Everything gives you pretty much the same!"). DFBs, farming etc. will always be needed for the experienced players which just want to create the 658th toon and are sick of the actual game's content already so they just want to level up without interruptions or cutscenes etc.. A final very personal note: to me the exp speed feels already far too fast at low levels, you can easily reach level 30 in one day without the double exp. I actually feel forced to deactivate the exp here and there to complete some story arcs in the right time (without the need to time travel), so increasing the exp of the story arcs would just make players skip even more content. If there is an evident unbalance we shouldn't transform the whole content into a "speed run" to balance story arcs with farming (and imho we already reached the "speed run" point without farming anything), we can't make it any faster. So I'd suggest to slow down the unbalanced parts instead (yes I'm suggesting nerfs instead of buffs in this specific case, where all feels buffed already but some things are probably still too unbalanced if they are suggested so much to newbies). My 2 cents and reply for whoever asked about what's the issue.
  3. This is an idea to actually fill a spot that I see like a deep hole in City of Heroes now. There is no actual way to create a "Nova" (marvel) kind of character, or "Cannonball", or even Namor/Superman and any other flying+melee character from comics (there are so many examples possible, it's like 30% of superheroes are like that), let's say the "human missile" character. What makes it impossible to recreate it is mostly this: all AOE attacks that could make it seems you're using super strength (like Foot Stomp, Tremor, Atom Smasher and many many others) are all GROUND ONLY, therefore is a big NO-NO to flying characters and it makes impossible to create a strong flier (and pve without a single aoe is really slow, you need at least one, more so if you're a melee tanker which is surrounded by mobs even when playing alone, to use its resistance). The only sets that have something usable for that (excluding of course weapons of all sorts) are Psionic Melee (if you try to avoid the swords, which is already close to impossible due to the strongest attack being one, also it forces you to use "telepathy/mind control" when taunting) and Electric Melee (where you are forced to transform into a lightning to dash into enemies, and nobody would put it aside for Spring Attack, the cool-down and damage difference is far too great to ignore) The others are martial artists or weapon masters or visually or mechanically nor fit for either Hover or a "generic punching hero" (or even bugged when using Hover, I reported some of those with screens/video months ago) ... It's like City of Heroes at the moment forces you to be Hulk if you want to be strong, either with Rage mechanics or grounded-only AOEs that make the whole sets non-hover usable. At the moment Homecoming got all kind of sets with energies and elements and strange powers ready to be used (and I bet you even have difficulties imagining new ones since we got it all already, even Venom is possible to imitate with several different power sets), and yet we still cannot create a simple "flying-strong" character but just grounded Hulks? Well this is my suggestion for you, you still lack an Explosive set and a generic-melee flying-friendly set that's not a martial artist and that actually contains a decent AOE and a rare dashing ability would fit well (Spring Attack revised for the set) would be great in it (it would help to make the set "special", and Spring Attack is ready to be cloned, upgraded and included in a set and it functions already for both grounded and flyers chars). SOLUTION: a version of Super Strength or an "Explosive Punches" or "Cosmic" that has one decent AOE similar to Thunderstrike or Tremor (the animation is perfect to simulate strength and it's used by the Troll boss Atta for that specific reason and the slow animation is only bad when it's single target like in Energy Melee, but Thunderstrike and Tremor which are AOE are amazing with that cause you always hit someone after the slow animation, even if the one you targetted is dead in the meantime) and a version of Spring Attack with cooldown in line with similar dashing/AOE attacks, the animation is already perfect as it is, also while flying (it seems like the hero is launching himself like a missile, crashing on enemies and knocking them down). Shield, Savage and Electric already give you a dashing ability that explode AOE on impact, I think you can add another one which does the same but with Spring Attack's animation (and I suggest to NOT buff the actual Spring Attack available in pool powers since it would just make every player out there get another AOE, which doesn't solve anything or even gets things worse). No, we need imho a version of Spring Attack included in a specific Power Set built to include that (like electric, savage and shield do). I'd say such set should be very similar to Electric Melee in its function (single target melee attacks, Thunderstrike/Tremor AOE and final Spring Attack/Lightning Rod dashing AOE) with some differences of your choice, personally I don't care for details just that you create it to make it possible the creation of simple strong+flying superheroes. The name "Impact" (or Impact+ something else added of your choice) is perfect for a reason: it permits you to create a Power Set with "Explosive punching/hands" (Cannonball and aoe Cosmic alternatives to single-target specialized Energy melee) but with also a "no effects" version (to imitate a simple strong character), and the name would fit in both ways (Impacting punches can either come from a form of strength or energy or the missile-style dashing T9 power etc.), leaving the choice to the player if he wants the explosive energy on its hands or not, but the impact feeling on the opponents should remain the same. You can easily get animations from other sets, Tremor would be perfect as it is if you just made it Hover-friendly (no-grounded only), Spring Attack for the AOE/dash, and for single-target attacks there are many animations usable from other sets that can give you an "impact" feeling or even simple punches (a single target version of cross punch for example wouldn't be bad, in fact I would avoid cones for the set since it would have two aoes already and the game's got Titan Weapons as "strength" cones specialist already). This set would also be a viable "solution" for peoples who dislike the Rage mechanic (which is again, very Hulk-like and not in tone with Nova/Cannonball/Namor/BlackAdam/Superman clones) pretty much. Imho it would get very popular very fast, cause it fills a gap that I'd say it's laughable since the comics are filled with such characters, the simpler comics character one can imagine is the flying-strong one and yet it's the most difficult to create or even impossible at the moment. Another possible solution would be to render Tremor simply usable while flying, that would make peoples able to imitate Super Strength (like Atta does) and the set I described by also using Spring Attack with TONs of recharge sets and Fighting punches from pool powers, ignoring everything else from Stone Melee apart from Taunt (as you can see, it's very very difficult for a non-min-maxer and yet not very effective/under balanced due to pool powers being weaker, which is why I think an entire Power Set is needed to just fill the spot). A solution you shouldn't consider instead is to change Super Strength to fit this idea, cause it's actually perfect to create "Hulk/Heracles" style characters, so you should leave it like that and just create something that can fill the flying-gap (with explosive hands + no effect you'd have the excuse to do a 2nd Super Strength without Rage, with Spring Attack + Tremor which opens up several melee characters possibilities). If anyone found another solution I would be all ears and grateful, but I doubt it since it's like months I'm trying to create a simple character like that and I'm never satisfied with the result.
  4. This can be resolved with costume parts that disappear on combat mode (like some auras activate only in combat mode). That way you could add weapons on the back that once you are in combat mode disappear from there, and of course you will see the usual animation to get the weapon in your hand when you enter combat mode so it will seem like you take it each time you prepare to fight.
  5. Now also the heroes customization is not working anymore, all the ones I saved in the test-server one hour ago are not working in the live-server (all five) and give out the following error message (and random grey character which is not the one I created) that may help you resolve the issue for all of it, including the power customization files which seem related.
  6. Lag may make it happen very rarely to skip animations and rooting, yes, but when you activate the Rage power it starts evidently to skip about 60-90% of the animations, exactly like the video below (which was a bug you had to put some effort to activate, a cheat we could say, from the info I gathered you needed to press ESC during long animations to bypass the rooting). The only difference is that it happens only when I activate Rage (while hovering, like in the video, on the ground it seems it doesn't happen from my tests). Other powersets (including Super Strenght without Rage) work fine. I tested it for 2 hours, in Hollows and Atlas, on test server and live European server (where my ping is very low and there is no sign of any lag or delay for me). When Rage's effect gets activated, the rooting and animations gets evidently inconsistent (60-90%skipped), instead when Rage is deactivated the character returns to do 100% of the animations. You need to costantly move while pressing the attacks to notice the bug (if you're standing still of course it won't skip animations since you're "rooting" yourself). The cause of the skipped animations appear to be that the rooting is cancelled/skipped, in fact you can solve this by standing still, by voluntarily "rooting yourself", animations will work in that case. The difference is very very evident, you can try at any time and I have no doubts that you will notice the extremen difference, Hover+Rage+movement and you fly close the enemies and they just explode with knock-back and take damage/die. Please check this old video, that's exactly what happened each time I used Rage while flying. This is the 3rd bug I find related to hovering that makes the game visually unplayable for flyers. The video is old but the bug happening so easily is news. My mains were always Hover-Rage-SS guys in the old servers and I never had all these issues with animations in perma-Rage, the bug below is identically in the effects but not in the causes, in 2012 it wasn't so easy to reproduce (in fact the person doesn't even want to reveal how to "cheat" like that the rooting, while I would gladly see all the animations and cannot use the Super Strength set cause of this), in this server it happens automatically with that combo of powers+actions.
  7. Please notice this bug isn't fixed yet, I just tried to create a new flying shielded character (after months) and it's still impossible to play one cause it keeps "growling" at opponents. There are far too many bugs that happen while "hovering" that weren't present in the original CoH that hurt all toons made with fly as a travel power. These bugs are either visual or sound based which means the player cannot ignore them when playing. The players can temporary ignore some slight unbalance (maybe correct it with an enhancement) but there is no workaround for us about visuals/sounds, which affect us immediately and make toons unplayable. I just reported another bug concerning Hover a few days ago (while this one was reported months ago), please check both, you could solve them with copy/paste solutions probably from other powers or the same powers in standing still status which work as intended:
  8. The same is happening to me, my main char... (tank Invulnerability/EnergyMelee) and a few random others I tested. I think it's related to all characters not specific ones. Also the only costumes I'm unable to see now are the ones created in the beta test server, which I just used YESTERDAY and today I cannot anymore. Plus I always make my power customizations there (in the test server) at level 50 so I can customize all powers at once (including pool powers) and I'm ready for all levels in the live-servers; this is the first time I cannot pass the power custom files between beta and live (which, I repeat, I did frequently in the past, including a few days ago and yesterday). The files are not corrupted since I can still use them in the beta test server, just not in the live server. I also tried to overwrite from the beta server an existing file created in the live one, results: it was visible before and now also that one became invisible in the live server only. Further tests: I opened a readable file and an unreadable one in notepad++, both with the same power-sets customized, so I could easily check the lines and apparently the invisible one is slightly longer than the other, 1600+ lines vs 1504, probably some customized power more (for the rest they seem identical apart from color codes).
  9. UPDATE: Please notice that Shadow Maul and Sands of Mu also have got the exact same issue while hovering (I tested it in the test server), the punching happens at legs height instead of the arms, due to the body levitating while the effect remains on the ground, like if the character was still walking. To me that makes all these speed-punching powers unusable while hovering. Visuals matter.
  10. Flurry's animation/effect is placed at the wrong height when hovering/flying, as you can easily notice from the screenshot below. At the bottom you see the correct versions which happen on the ground, the animated effect comes from the arms/hands, while on the top you see the WRONG animation which happens each time you're in fly/hovering stance: the power's effect comes from the legs instead, practically the effect always remains at the same height instead of going up when the body is up due to fly-combat-pose. It means the power for months was not usable by all flying characters (Superman anyone? I'm sure there are hundreds of players which noticed this by putting superspeed attacks with fly together to emulate Superman, even if the power is badly balanced apparently, it's still too iconic to let this go and the bug is far too visible). I immediately noticed this the first days of Homecoming (sign that it wasn't like that in the original game years ago), but I guessed it was so evident it would have been corrected for sure, apparently I was wrong. So here it is the bug report complete with screenshots, I hope you may fix this asap since of course I'd like to create some kryptonian-like character and it's impossible without flurry (which makes all the difference between "hulky" and "flashy" while attacking). Please let me know if I need to send this to another place or via email etc.
  11. Same, I don't want to be forced to take the Psionic Melee "sword" as 1st power (I often create the punching-only version + last sword attack), plus it doesn't make sense to start from the 2nd best damage, than return to the weaker, than go to the 3rd, than all good from than (4th 5th 6th etc.). It breaks the natural "damage scale" order… and for nothing, since it doesn't solve anything but creates new issues. I suggest to simply permit the tank to choose which attack wants as first or remain things as they are which were developed in a specific order that's better than the contrary imho. I like the other changes, the tank would start off with even better damage but the brute still as much more potential when the rage goes up.
  12. The title is the perfect summary, with that combination of powers active you are supposed to get slightly different animations (due to the shield defence) but not this taunt one I'll explain to you: My tank (Shield defence/Super Strength) in particular makes the correct sound (normal one) when taunting from the ground, while it makes the GROWL sound and animation (the same of Savage Melee, which make you sound like a beast) when taunting while hovering. I think this is easily resolvable swapping the animation and sound to the usual one of all other sets (but savage melee, which of course should GROWL like an animal). My shielded hero is supposed to taunt the enemies not growl at them while making a "cat move" with the arm. All my other Super Strength toons don't seem to suffer from this, only the one which got the shield as defensive set. I think the animation may be wrong also while being on the ground (the cat move), while the sound is surely correct when I'm not hovering and surely wrong when in hover/fly mode (and it's the main issue, since all tanks of course keep taunting the whole time in teams, so my character keeps "growling" like a lion each 10-15 seconds) If you think about the shield defence set, the majority of peoples will create some sort of paladins with it (and Cap America clones of course, which is the only important superhero with the shield ever known), the growling sound each 10 seconds of taunt recharge is very roleplay-breaking or even immersion-breaking. NOTE: it is possible the animation got switched on purpose for the shield's presence (the normal taunt may use 2 hands and savage one 1 hand only), but in any case I suggest to remove the true issue, which is the "GROOWL!" sound, and change it with normal "human" one ("WOO!"), since the shield set has no reason to be treated as a "beast-like-set" the whole time. I hope you can do something about it, I'd like to use this kind of set. Thank you, Thunder
  13. No no no. I'm disappointed in all of you. How did you miss the fact that Champions Online was completely a SOLO game, vs City of Heroes that's completely a TEAM game? This is the major difference that makes all of us throw up when we got in CO. Not one of you remembered the first year of CO where it was IMPOSSIBLE to team up? And I don't even know if they fixed it (I tried to play it several times during the first years and it was the same pretty much), and even than it would still be just a "patch" attached to a game born to be solo-played. I remember my attempts to team up in Champions Online very clearly: A: "I have 4 missions, but only one can be shared" <------- OBSCENE that the majority of missions couldn't be shared for several reasons B: "Oh what level?" A: "12" B: "Oh sorry but I'm level 7" <------- really? the devs that CREATED the exemplar feature force you to do missions at specific levels? That was Champions Online. A better gameplay to me (personal tastes), a better graphic to me (personal tastes), and even better missions (buildings in flame and missions under water or in space etc.) and still with all this favourable personal tastes I couldn't play it because it wasn't a mmorpg at all, it was the exact opposite of City of Heroes. Impossible to team-up and team mechanics completely lacking/rushed or not working at all. It's a SOLO game, that's all. How did they manage to screw things up like that when City of Heroes was the king of easy team picking and quest sharing and community chit-chatting? Easy answer, because it was born in the "After-WorldOfWarcraft" era where all mmorpgs became such boring solo-content where you just see 1 person around which doesn't even "hello" you since he has to run to the next mission to exp alone.
×
×
  • Create New...