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Everything posted by Jacke
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The barrier isn't really Inf. It's information on the best practices to play City. Even using some of them make things much easier. Many people, including myself, are working to get that information out to more players. That big post I made on the last page, with all that stuff on Custom Windows, I've got it all saved in a text file on my computer and I'll see about getting a page made on the Homecoming Wiki so I can then point people to that, as opposed to finding bits and pieces and figuring out how to put it together. If you want enough Inf to be able to afford things like most of the best P2W toys on a new toon, the first thing to do is pick the best toon you love to play and get it to 50. Any level 50 toon played in any way easily makes millions of Inf per play session. Right now, when I decide to really kit out a new toon, I like to get about 21 million Inf to kit them out with P2W stuff, a lot free and the rest worth it. With over 0.8 million left. Nearly half of that is 10 million Inf for Team Transporter. For i27p1, Supergroup Portal will add another 10 million for 31 million total. On any level 50, about 10 sessions of play can easily make more than 31 million. And there's ways to make more. And that 31 million Inf isn't necessary. Even a few million, a single play session on a level 50, can kit out a toon with P2W purchases very well. And there's a lot that's free, either from the P2W vendor or elsewhere. You can get the 8 Atlas Park badges in well under 10 minutes of running around. I've done that on so many toons I can do it without looking at the minimap. Then the LTD power unlocks. Or spend an hour in Pocket D to get the time-in-Zone badge and LTD as well. Then it's just 1 badge per zone to add them to the LTD power. I'm currently testing some new toons not spending anything they didn't earn themselves. When i27p1 releases, I'll be making new toons and some of them will just spend what they earn. I want to get a better feel for the i27p1 economy to provide good feedback to the devs. Then we all can consider how things need to be adjusted in the future.
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Focused Feedback: Blaster Secondary Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
That's an excellent point. But it's a change and it'll have to be reviewed. I think this is something that needs to be considered, by @Captain Powerhouse and others. Probably in an initial pass on addressing enhancements after there some experience and stats from i27p1. -
Bases are even more important now with Issue 27. A lot of the changes in i27p1 are interlocking to give players a newer better system. To get the Zone Base Beacons and install them in a base to power the Base Teleporters, there's no need to have Exploration Badges and Accolades. They are just available in the Base Editor, all of them that are available for the current City Issue. In Issue 27, every time I use a Base Teleporter, I just don't get dropped off anywhere in a Zone, as has happened in City since it's launch, I now get dropped right near the Zone's own Base Portal, so I can go back into my Base or any other's without using any powers. I unlock the Long Range Teleport power and unlock Zones in it, it doesn't just drop me anywhere in a Zone, it drops me right near the Base Portal. I have a 5-Teleporter system that I am easily adapting to i27p1. Currently it's 2 Pads for the 18 Beacons in Paragon City Hero-only, 1 Pad for the Rogue Isles, 1 Pad for Co-op Zones, and 1 pad for the Ouroboros Echo Zones. The Base Beacons used for Echo:Galaxy City and Echo:Dark Astoria are gone with i27p1, but there's 4 new Beacons for the Shadow Shard zones, so the Ouroboros Pad is now the Shadow Shard Pad. And my Co-op Zone Pad has many more zones. In Issue 26, it has Dark Astoria (the Level 50 Incarnate Zone), First Ward, Night Ward, Rikti War Zone, and Pocket D. Issue 27 has all those and now Kallisti Wharf, Nova Praetoria, Imperial City, and Neutropolis. And the Custom Window feature in City allows you to store and edit Base Macros. The /enterbasefrompasscode command is still usable when close to a Zone or summoned Base Portal. There's limited documentation for Custom Window in the Wiki, but the start of it is in the Paragon Chat article. https://hcwiki.cityofheroes.dev/wiki/Paragon_Chat Out of game, create the folder <install root>/data/customwindows/ In game, enter the command "/customwindow Bases In game, you'll see a little grey box "Bases" in the upper left of your screen. Since "data/customwindows/" exists, that creates the file "custom.window" in it to store the window information between logins. It's text and can be editted by any text editor like Notepad++. But it can be editted in game as well. Because it's in "data/", with the new Homecoming Launcher, it will be available in all Game Profiles, Live, Prerelease, and Beta. And on all Shards of all of them. Back in game, click on the little grey box "Bases", it expands into the Custom Window. Click on "Bases" again, it shrinks to a little grey box. The Custom Window stores Macros. Whether as a little grey box or a window, it cna be dragged anywhere on your screen and it will stay there, even between logins (thanks to data/customwindows/custom.window file). The Custom Window can be resized as well. The Custom Window has wide blue buttons that are Macros. https://hcwiki.cityofheroes.dev/wiki/Macro_(Slash_Command) The Custom Window starts with one "Edit Me" and a button to make new Macros, "New Command". Right-click on a Macro Button and you get "Edit Name", "Edit Command", and "Delete". But you can also make Macros by commands and drag them into the window. /macro "JACKE Torchbearer" "enterbasefrompasscode JACKE-673" /macro "JACKE Excelsior" "enterbasefrompasscode JACKE-83" /macro "JACKE Indomitable" "enterbasefrompasscode JACKE-439" /macro "JACKE Everlasting" "enterbasefrompasscode JACKE-673" /macro "JACKE Reunion" "enterbasefrompasscode JACKE-459" EDIT: Even better, below @jimmy pointed out that these Macros could be combined into one. I did that and reported back it works. The Macros are created as grey button in the first open spot in your trays can be dragged to the Custom Window, where it will be moved and become a new Blue Button. "New Command" is always at the bottom, but the other buttons can be resized. And unlike a Macro in a tray, the name can be editted. So on the respective Shards, get close to a Base Portal, either Zone or summoned, and click the appropriate button. And you'll enter my JACKE SG bases on that Shard. (Only really built up on Torchbearer and Everlasting riught now).
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Focused Feedback: Blaster Secondary Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
Ranges are something that should be considered across more than just the Blasters. But of course, once you tinker with one thing across a number of powersets, how to keep that tinkering to just that feature. Didn't know PvP and resistance differentials were involved, but it makes sense. Tangentially, I always thought it odd that to work and not have other issues, PvP had to be special cased. It was like having two similar but related games instead of a unified whole. I do understand it's wrapped up in the idecisions made early in the history of City that can't be really changed. Such as the nature of mez, default hit chances, the true equivalences between players and mobs and how that changes to between players, etc. (Always wondered why there wasn't a better design to mez, like making most of it a progression, like from slow to immobilize to hold, with others separate, knockback as a feature in more things and again a progression of balance between the combatants. But that's quickly becomes a far different game.) I look at a game that can make its PvE and PvP virtual the same as usually better, at least easier to comprehend and play across PvE and PvP. But then the games that do succeed there, like SWTOR, have a whole different nature, and a whole other set of problems they tend towards. Thanks, @Captain Powerhouse! I understand about a feature freeze. At least for Blasters and Darkness Manipulation, adding stealth should be relatively easy (balancing though...). Solving the lack of a 35ft stealth power for a Dark/Dark Dominator is more tricky. Especially considering the proposed Guardian AT. Which I don't expect to see any time soon, as there's plenty that should be addressed before another AT is added. -
Focused Feedback: Blaster Secondary Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
I just checked in the character creator. Psychic Blast's Psionic Lance has range 175ft for both Defenders and Blasters. But the Defender has 5 ranged single-target powers with 100ft range. And Psychic Tornado AoE with 100ft as well. True for both i26 and i27p1. But only Energy Manipulation has access to Boost Range, so it's only some Blasters. And I think it's bad to justify other Blasters to have a lesser range because of a powerset they don't have. (Though the ranges of Blaster powers has to decided knowing that that Boost Range exists and could be applied.) And I thought the Defender's advantage was all their many and stronger buffs. I think range is more of a factor for AoEs, especially cones. And because of tight maps, it can be rare that any toon can fight at max range. With all the good PBAoEs, most need to be able to find a way to work at or just outside of melee range. I think once over about 40ft, it's more the range difference affect play as an irritant. AoEs can be worse. Just look at Dark Blast's cone, different max ranges and cone angles. More range is more security, but only marginally. And all depend on good tactical employment of the teammembers. I wonder if range seems to be such an important and unimportant factor is because we adjust other things. At shorter ranges, either go up against fewer mobs at a time, have a Tanker hold the aggro, or be a tough build that can take it. I think range is a factor that goes beyond Blaster secondaries and even primaries. It would need to be addressed over time to find what could likely be adjusted in a new release without making an unintended mistake. And once you tinker with the ranges, what about the rest of the power features? Still, I think a start would be to say "Why should this single-target ranged attack differ from 80ft max range." -
Focused Feedback: Blaster Secondary Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
Psy attacks on a Blaster only have the snipe with a range over 80ft. On a Defender, many are 100ft. Even Mesmerize on a Controller is 100ft. Why the range differences? Do 2 differences of 20ft each (60 - 80 - 100) make that much of a difference? Should they be different ranges? -
Focused Feedback: Blaster Secondary Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
Well said. Although I keep coming back,, I have the feeling since RC1 dropped, it's more tracking down bugs than any other changes. Though I really hope my suggestion to rename "Shadow Slip" to "Shadow Fold" is accepted. To have a greater influence, need to be involved earlier in the process. Even before things start rolling on a new release to test. I've got a few things I want to see in i27p2. But the impact of these. I really think the TA range nerfs are just too far. Because increasing some or all of the powers up to 80ft would only give marginal improvements but a lot of QoL. But there's a lot of range difference issues all around. I like playing Defenders. But why do Defender get better ranges than Blasters on so many powers? But all that furball is something that has to hashed out over a while. But it's likely to happen, as range expansions up to 80ft have happened in the past. -
That last sentence was a joke. I bring it up because as far as I can remember, my toon always turns about half-way to the right and teleports a tiny bit. So it's actually a jump to the right. 🙂
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It's a mathematical problem I've vaguely aware of. Given a 3D space filled with collision surface (buildings, ground, edge of the zone, ie. the map you're on). And a point in that 3D space (where your toon is in that space). You position the mouse on the screen after starting the teleport power. That position is converted into a direction away from the toon's point in space. That direction is project onto the 3D space from the point to the first collision surface in that direction is detected as Point-S. That one is actually tough to do in the general case, but is very common in 3D games. More likely assumptions have been made to simplify the problem. This could be the source of error. It may also be done by a library that is just a black box used by the server code. Along that direction, the maximum range of the teleport is determined as Point-R. As you move the mouse, the last 4 steps are done again; move and the last 5; change map and all bets are off. Which ever is close, Point-R or Point-S, when you click, the toon's position is change to the closer point. At the same time, all the graphic and audio niceties are being done along with everything else. And somehow, rarely, what is calculated as the close of Point-R or Point-S is calculated as right at the toon itself. Or goes wrong and how the glitch is handled is as if teleporting to right beside The reticle jumps in. If teleported, just do a jump to the left....
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Focused Feedback: Teleportation Pool Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
I can't remember when I first encountered it, but I do remember it's been around a long time. @Wavicle opened a beta bug report on it. Both of us give more detail of what we observed, as well as speculating on what's the factors that affect it happening. It is a bug of long standing and unless there's a eureka moment from one of the devs, I don't expect it to be solved soon. -
I get it hovering (thanks to Mystic Flight) in the open air, with the first collision surface under my mouse-click well beyond the range of the teleport. I can't remember for sure if I'd had it when there's nothing in the way before the edge of the map. I'd not thought of geometry beyond the range of the teleport. I'll pay more attention to what's in the line of teleport. May try to fit in some testing to see if I can see the actual reticle jump back while I move my mouse. Considering what I read somewhere about how /interact find the object to interact with, by searching forward on the horizontal, then close but a bit up, etc., I think the teleport powers do the same thing but fixed along the line of sight through where the mouse is. The code has to calculate what that means in the game's 3D-space for the destination. Perhaps the calculation of that location spits out either right at or near the character. Or an illegal value that gets clamped by sanity code to right at the character.
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Focused Feedback: Blaster Secondary Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
Looking at i27p1 RC1, Darkness Manipulation has also had a range nerf. Current ranges are 60ft on the immobilize Penumbral Grasp, 70ft on the AoE stun Dark Pit, and 80ft on the fear Touch of the Beyond, with TotB not being affected by range enhancements. -
I've encountered a similar issue on i26 using the teleport feature of Mystic Flight. I'm not running with Boost Range or any range enhancement in Mystic Flight. I use a click bind in my bind file: LSHIFT+LBUTTON "powexecname Translocation$$powexecname Teleport$$powexecname Shadow Step$$powexecname Nictus Shadow Step" As I'm teleporting click after click, sometimes it's as if a click triggers a new teleport but didn't get that it was to a new distance spot but to a location very near to where I'm currently hovering. My character faces to the side, and teleports, but barely moves. I think @Wavicle is seeing in greater detail the same as what happens to me because he's using Boost Range and range enhancement, and also I think teleporting one step at a time without a click bind. He sees that the teleport reticle is not at range but right beside his toon. Because of the increased range of teleportation, it may even happen more often. @Wavicle can also see that the problem seems to be related to the geometry. It must also involve how the destination spot in 3D-space is determined upon activating the teleport power. Someone all this is causing the code to think the maximum distance that can be teleported in that direction at this time is near zero.
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Focused Feedback: Blaster Secondary Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
@Captain Powerhouse adjusted that statement 2 days afterwards. But right after that, he said: I'd say it was a mistake that was a good idea. Tactical Arrow has no melee ranged powers and would be appropriate to be longer ranged to provide a second Blaster Secondary besides Mental Manipulation with powers ranged to 80ft. And it avoids at least a few changes that seem to provide no improvement to City of Heroes while creating a lot of grief for players. But I and others have made that argument in this topic before. It appears to be not considered sufficient at this time to reverse the range nerfs. -
Focused Feedback: Blaster Secondary Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
The strong statements are all focused on the range nerfs to ENA and Ice Arrow. There's very little discussion of the other nerfs to TA. In fact, many are saying they'd take more nerfs to TA to have 80ft range on ENA especially as well as Ice Arrow. So it is just about the nerfs to the ranges to ENA and Ice Arrow. Please justify the range nerfs of ENA and Ice Arrow from 80ft on i26 to 60ft on i27p1. And only the range nerfs of those two powers. -
Focused Feedback: Blaster Secondary Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
Tactical Arrow is the Blaster Secondary equivalent of Titan Weapons ?!? More exactly, Tactical Arrow's powers' ranges are the equivalent of Titan Weapons' overstrong performace under i26 Momentum ?!? Tactical Arrow is overpowered only because Electrified Net Arrow and Ice Arrow have a range of 80ft ?!? Please support this position without saying the nerfed powerset is still playable because a powerset can be heavily nerfed and still playable, example Regeneration. Or that a complete attack chain can be made without the Secondary's powers, because that's true of almost every reasonable build on all ATs, even with heavily nerfed powersets. -
Focused Feedback: Teleportation Pool Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
Just figured out I posted that Warshade teleport powers icons bug report in the wrong subforum. So I reported the post asking for the topic to be moved to the correct subforum. I'd also want to amplify my suggestion the new Warshade power "Shadow Slip" be renamed to "Shadow Fold". The power is the Warshade equivalent of the Teleport Pool power "Fold Space". The changed name connects the two similar powers. I think such a name will help comprehension of the many new teleport powers in i27p1. -
Focused Feedback: Teleportation Pool Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
I get something like that on i26 and before using the teleport feature of Mystic Flight too. I use a click bind for it in my bind file: LSHIFT+LBUTTON "powexecname Translocation$$powexecname Teleport$$powexecname Shadow Step$$powexecname Nictus Shadow Step" As I'm teleporting click after click, sometimes it's as if a click triggers a new teleport but didn't get that it was to a new distance spot but to the location of the last click, which is where I'm currently hovering. My character faces to the side, and teleports, but barely moves. -
Focused Feedback: Teleportation Pool Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
Really trivial point: the icon for Teleport Target is new. These are the old Recall Friend icons. But this did lead to me creating two toons on Beta to check out the actual icons. And thus a bug report and a suggestion. EDIT: Well, I post that bug report in the wrong subforum. Just reported it asking for the post to be moved. I do think the name Shadow Fold is a better one for the Warshade equivalent of Fold Space, rather that the current Shadow Slip. -
I just created a couple of Brainstorm toons to check the icons for the new Teleport Pool and the teleport power icons for Warshades. I discovered some typos reported here. As well, I'd like to suggest a name change for Shadow Slip to Shadow Fold. Shadow Step is the inherent Umbral Aura equivalent of Teleport. Starless Step is the Umbral Blast equivalent of Combat Teleport. Shadow Recall is the Umbral Aura equivalent of Teleport Target. Shadow Slip is the Umbral Aura equivalent of Fold Space. Though Shadow Step and Starless Step are very similar to one another, both names indicate the Warshade is moving. Once the icons are fixed, I think they'll be told apart quite well. Shadow Recall is close to the old name of one of the components of Teleport Target, Recall Friend, and indicates the Warshade is bring someone from afar to near. I think Shadow Fold improves the connection to the Teleport pool power, Fold Space, in a way that Shadow Slip doesn't. As both Fold Space and its Warshade equivalent are new powers and similar, I think Shadow Fold will help connect the two and improve the general understand of two new powers in a very big update.
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I just created a couple of Brainstorm toons to check the icons for the new Teleport Pool and the teleport power icons for Warshades. Warshade's icons have typos. Shadow Step, the inherent Warshade equivalent of Teleport, doesn't have a purple-backgrounded Teleport icon. It has the icon symbol for Combat Teleport. Shadow Recall, the Umbral Aura equivalent of Teleport Target, doesn't have a purple-background Teleport Target icon. It has the icon symbol for regular non-combat Teleport.
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The routes on the maps also don't show the current connection between the PTA Red Yellow and Green Lines. I understand the lines on the map as their traditional older separate routes. But you do have a good point there, the Yellow Line should have had a routing change. I like that the map has been updated and shows us where all these zones are. Though I think the PTA Red Line and Outbreak got overlooked. On the other hand, I think the Red Line, which went through Outbreak, got completely destroyed in the initial Rikti attack. Nothing like fixing things to have the lore aligned in retrospect. 🙂
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Focused Feedback: Teleportation Pool Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
I can't remember, what's the effect if you attack at range or melee a mob in a similar out-of-sight situation? (Out-of-sight of the caster? The mob's friends?) I think in all cases, the other mobs are alerted, which means they have their special power of knowing roughly where the player is and then pursue and attack. If Teleport Target acts the same, then that makes sense. As to having an interrupt time and its size, that needs testing, perhaps even beyond what can be done on beta. As I have several toons with Recall Friend, I'll be sure to see how Teleport Target works when this goes to release. -
Focused Feedback: Teleportation Pool Revamp
Jacke replied to Jimmy's topic in [Open Beta] Focused Feedback
How do you think it is on Homecoming, both with i26 and now i27? I've yet to recreate my pre-2012 Peacebringer and Warshade on Homecoming. But as far as I could determine, Peacebringers still tend to a tanky toon more suited to a human build. While Warshades are better at a tri-form synergy (like the famous MF'in Warshade build). Though they both could do well with other builds too. Wasn't sure about the relative strengths.