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Everything posted by megaericzero
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				link badges to consume slots?
megaericzero replied to nowherewoman's topic in Suggestions & Feedback
Looks like paragonwiki doesn't but links to cohtitan at the bottom of the page which does. - 
	I think what Sovera is saying is that having that option in such an introductory Primal Earth story arc might lead new players to believe more (Primal) content will have those kinds of choices when a majority of (Primal) content is pre-Going Rogue design and therefore won't. That and/or having such an extreme option for a low-level hero given you're not going to do that to other villains later who are arguably more unforgivable. It's understandable in that the live devs were probably going to add more stuff like that to lower level content in future updates back then but, since we've been stuck for a decade with only those few new pieces with GR's style writing, it stands out quite a lot compared to how a lot of pre-30-ish content will actually be on Primal Earth.
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	Remember those Mac vs PC-style parodies they did to advertise the game back on live that used the PS1-era solution of swapping in alternate face textures to "animate" the face? Just a funny thought - looking like Mega Man Legends. -- The disappearing eyelids solution sounds good until they don't move or scale properly with face sliders and end up appearing on the cheeks or brow. Also the mental visual of the continued blank stare but with occasional blinking sounds funny. Like the lights are on but nobody's home.
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	I could see displaying recharge in seconds. It's a real-world metric everyone knows and has a feel for. Damage, though, not so much. A power can do 1,234 damage but a new player has no idea if enemies usually have 12 health or 12 billion health. The actual damage number increases as you level too. Damage scale is similarly problematic; you avoid the number changing with level but new players don't have a frame of reference for what that scale relates to. (Don't get me wrong. An option to display numbers like Lockely said, sure, but default it to "off" at the start.) Personally, I like the [Minor, Moderate, High, Extreme] scale because it gives an at-a-glance idea of what to expect from a power. (Dunno if Jimmy is being silly but, assuming they're serious, I'd prefer the words over visualizations; counting x-out-of-y was always slower for my brain than just recognizing text.)
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				Invisible/Blank Claws weapon models
megaericzero replied to Random Robot's topic in Suggestions & Feedback
Er, sure. I more meant lower arms (and hands) in general. Wrist-blasters, arm-mounted cannons, gun-gauntlets, literal finger-guns, etc. - 
	
	
				Invisible/Blank Claws weapon models
megaericzero replied to Random Robot's topic in Suggestions & Feedback
We definitely talked about it in a thread several months ago. Dunno who else might've brought it up. Shoulder makes sense. Wrist in this case, though - that's the snag here. Any of the tech options and many other large gauntlets fit fine just adding muzzle flares to the hands. Same with the claws suggestion in the OP - the pirate hooks are perfectly fine stand-ins for claws. It's coming up with a list of (ultimately arbitrary) gloves options that work for non-weapon weapons - AR, claws, or otherwise - or any other convoluted workaround that'll be troublesome. - 
	
	
				Invisible/Blank Claws weapon models
megaericzero replied to Random Robot's topic in Suggestions & Feedback
Gonna throw this out there again just to tease: Monster Hunter had a no-model dual blades option specifically so your character looks like they're doing crazy bare-handed combat. 😜 Now as a serious response: a suggestion that comes back up from time to time - and popped up again recently in a thread but I forget which - is giving assault rifle a no-weapon option that comes from your wrists since hi-tech/power armor and exotic/cyborg weapons exist. - 
	The God of War screenshot was just the first one that popped out to me to send as an example. I believe that type of camera is usually referred to as over-the-shoulder? It's prominent in modern third-person shooters. (Dunno that I'd use it myself but +1 to the request; it's a solid viewport choice.)
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	I think nzer is asking for the ability to shift the camera so your character is to one side of the screen. eg: (just grabbing the first screenshot I find on google)
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	This is reminding me of the time back on live where dedicated teams complained monsters were too easy so the devs put another zero at the end of the monster base regen value and the regular folk couldn't beat them anymore so they reverted it. Your suggestion isn't so intense but if it's aimed at the people who say things are too easy then do something to meet them closer to their ceiling instead of raising the floor on everyone.
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	Insert SCR here but I would assume all NPCs spawn with stats based on their rank from a generic table before any powers come into play, whereas adding Fitness to them all - even as one power - would require appending it to each and every creature. (I'm assuming based on the fact that the wikis list NPCs' resistances as well as other flavored passive abilities like flight or self-immobilization as an auto power in their profile instead of those just being intrinsic aspects of their existences, though I suppose a good majority of those profiles were written before Surveillance was a thing.)
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	Just curious: why not just boost the respective stats instead? Fitness is all auto powers, NPCs can't enhance themselves, and I'm guessing non-combat NPCs can't have powers anyway so a chunk of escorts wouldn't even benefit from it.
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				Focused Feedback: Arsenal Assault
megaericzero replied to The Curator's topic in [Open Beta] Focused Feedback
On a more serious note: no desire to name the set Rifle Assault since it's (I assume) the thematic-relative to the Assault Rifle blast set? Not that there's anything wrong with the set name and I'm guessing it's meant to line-up with Arsenal Control in the set listing. - 
	
	
				Focused Feedback: Epic / Ancillary Power Pools
megaericzero replied to The Curator's topic in [Open Beta] Focused Feedback
Thank you guys for consolidating the names of thematically-matched ancillary pools across the archetypes! - 
	
	
				Focused Feedback: Arsenal Assault
megaericzero replied to The Curator's topic in [Open Beta] Focused Feedback
Yeah I don't... I don't think we're mature enough to call a power Buttstroke instead of Rifle Butt. In a powerset that can be abbreviated to Arse Assault, no less. 😂 - 
	To reiterate what others already said: there's less villain content and heroes are more convenient. If you ask me, the two big areas for that would be maps and contacts/storyarcs. Blueside has more maps that cater to a wider range of aesthetics and offer alternative choices at multiple level ranges. Even if multiple zones went unused or underexplored (largely the older hazard zones), they offer alternative vistas that feel visually-immersed in their motif. Redside is a string of island slums with a gimmick-aesthetic that's only even tacked onto a section of each map, compounded by a fairly strict linear progression from one zone to the next. Ease of traversing is also important. The grid-like layout, clear, wide, open streets, and less need for Fly/SJ/TP make for a better experience getting from A to B even if blueside sends you from zone to zone between missions. While the aesthetic of inconvenience contributes to the theming of redside, actually being inconvenient is mentally-taxing. Contact progression blueside is also more fluid as your existing contacts offer you a choice of who to send you to next, sometimes multiple times, as you work through their missions and arcs. This lets you bounce around where you want as opposed to redside's patterned newspapers-A-B pattern that resets in every zone. As for storyarcs (or missions in general), it's easier to write for heroes than villains. Heroes will do the good thing at the end of the day regardless of what the contact says, because it's the right thing to do. Villains have varied motivations and would want to have their specific motivation stroked (or at least not contradicted) - big money payout, the chance to cut loose, spreading their ideology, etc. It would be nice for each alt to be able to progress on a path that feels at least partly suited to a specific villainous drive or only a small set of them instead of being the every-villain that's sometimes an obedient lackey, sometimes cartoonishly money-grubbing, sometimes insatiably murderous, etc. In terms of solutions, gating features from blueside or giving material rewards to redside (boosted inf/exp/drops) are not the way to go. Dangling a carrot may lure people in but only begrudgingly. Make it a place people actually want to be instead. That's my take, at least. There are other, minor details like villain enemy groups generally having less models - making them feel more bland - or just being existing COH groups +1 new enemy type, difficulty being slightly higher going from blue to red, lack of a gathering hub equivalent to Atlas Plaza, etc. but the above are the big two.
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	Personally, I think the benefits of badges (accolade powers, earning Vanguard merits, the Ouroboros portal power, Midnighter Club access, etc.) should be account-wide. Aside from accolades, they're all seemingly just a checkbox that you did the tutorial for the thing they're gating anyway. (If anyone wants more of my reasonining, I'm glad to explain myself; I get that this is a crazy opinion in the first place.) By all means, still make each character earn the badge itself for bragging rights. I wouldn't support selling them for the RMT reason, though, so no to the actual OP suggestion.
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				Enable contacts, vendors, and trainers in Echo: Galaxy City
megaericzero replied to Taveena's topic in Suggestions & Feedback
I've always wondered that myself, in a broader sense - why do games (that receive updates) keep unused or retired files that they're extremely unlikely to ever put [back] into the game? I'm guessing it's something to do with the nature of computer memory or programming dependencies. Not complaining, though; Galaxy City was my starting home more often than not on blueside and I like to visit occasionally. - 
	If memory serves, BABs back on the live forums mentioned that the engine couldn't mix animations like that, hence why they always have to create a flight-alternate of any power animations.
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				what is up with boss and higher running away all the time?
megaericzero replied to MsSmart's topic in Suggestions & Feedback
Gotta love fighting an EB/AV and they decide now is the time for their morning jog at full Super Speed. - 
	The default keybinds have Z set to do that. (If memory serves.) In fact there are two commands: one that cancels your next queued attack only (/powexec_unqueue?), and one that cancels both your next queued attack as well as clearing whatever auto-fire power you have set (/powexec_abort?). The default bind is the latter. Personally, I have Z set to just the cancel-next-queued-only command and relegated the clear-both to CTRL+Z instead. As for the OP: no strong feelings. As an option I suppose? That way it doesn't interrupt jousting, as lemming said.