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Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
The only thing that would be at risk for active accounts would be low level characters with virtually no playtime and extended inactivity. I cant stress enough that this sorta thing should be indiscriminate, whether the player is active or not, an unplayed level 1 character is the same either way. -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
Realistically, an active player should be at no risk, even if their characters are inactive, so long as those characters have actually been played and not just sat there for the name alone. -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
Honestly I hadn't considered the script being run manually but you raise a good point, at least that way people are made aware of it in advance. And if people still have an issue with it after that, then they're either lazy, greedy or spiteful. -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
@Snowdazeexactly my thinking, it's why I made character playtime a consideration in my formula, because it's not hard to farm a character to 50 and then never use them again. -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
For real? How would I be able to? I'm not a GM, I cant peek at other people's account information. the only way I could would be with the old Info Tracker that isn't even on Homecoming... but THAT is a topic worth discussing elsewhere. -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
it's already been addressed that mass name squatting is a thing. People who heard the game was making a return rushed to swindle as many names as they could when the server sprung up, that's fact. -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
Again, logging in once a week/month would only happen if you were at all flagged by the system, it's not expected of everyone. The first part of the formula is designed to find who should be flagged, but it doesn't cause anything to immediately take effect. So a level 1 character would only be flagged if they were created and then instantly set aside. If you at least play for a little while you'll be absolutely fine, it just encourages people to make use of the characters they have created so you're safe, even if that's just idling in Atlas Park or RPing somewhere. Same applies to level 50s who were farmed up, but the system is more forgiving of that. Then the safety buffer gives people who have been flagged the opportunity to log in, and that would be enough to remove the flag. If you're flagged and you dont log on at all, that's when your name may be up for grabs, but you're safe if nobody else attempts to use it. it's a fairly forgiving three step process in my opinion. -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
@Excraft You do realise that logging in once a month would only be the case if you were flagged, and you'd only ever get flagged on a level 50 character if they have low playtime (such as being farmed and left aside) or if the account has been inactive for an incredible amount of time. And even then, you have an entire month to fix that before your name might be taken by somebody else, it's not a certainty. If any of that is an issue for you, then you're likely the reason threads like this exist. It's a formula intended to target serial name squatters or abandoned accounts. -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
@Snowdaze in regards to the safety buffer for lower levels. Perhaps just to ensure people cant abuse the system just by farming to 50, the grace period should be 6 days + 1/2 your level (rounded up). So a level 1 character would need to log in at least once a week. A level 50 character would have to log in at least once a month. Obviously, this is just the for characters that are created and then immediately left aside, the formula will still treat all other characters fairly, and ensure that casual players arent accidentally flagged too. This safety buffer should probably come into effect after the formula has done its job, so if you are flagged, you have X amount of time (as above) to go active again or risk losing your name. As a side note; I'm not sure how easy it may be to implement, but instead of being instantly generic'd by the system, make it so you keep the name until somebody else tries to use it (either when making a character or changing a name), at which point they get the name and you unfortunately lose it. That way you can still retain ownership of any of your names so long as nobody else tries to use it. So for the most part, this should ensure the game isn't flooded by generic'd characters. -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
The formula should flag anything that indicates inactivity or name squatting, regardless of level. I didn't originally think of putting a safety buffer in because I wasn't sure how it could be abused, but if we can find something that can eliminate it flagging new characters without also it also being open to manipulation then I think we have something we can work with. Though realistically speaking, so long as you make a new character, and then just continue to play it (even casually) it shouldn't flag you. The only way I can see this system being cheated is if somebody literally logs into every level 1 character they're squatting with every day. They would have to actively do this which I dont think many people would. I'm not saying the formula is foolproof, because is sure isn't, but it's a strong enough deterrent that makes namesquatting harder to do, while also ensuring that accounts that are completely inactive arent also sitting on names. -
Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
I got one more manipulation set that I'm gonna be a bit cheeky with. I'm gonna try combining Storm Summoning with Wind Control. Yeah, Wind Control, that Control powerset that never was. Now, I'm only gonna use a few powers from it, and hopefully it could even be used as a launching pad to bring Wind Control fully into the game? I dunno. The powers I'm using will probably be different in effect, such is the way of Manipulation powersets anyway. The idea for this Manipulation set is to take that 'Pressure' mechanic from Wind Control and use it here, and try and make it look somewhat like newer Manipulation powersets in design. Storm Manipulation - Air Push: A new power that functions identically to Ki Push, with the same animation. Knockback and damage improves with Pressure level. - Snowfall: A modified smaller version of Snow Storm, creating an AoE patch instead of being a toggle, so it acts like Caltrops or Glue Arrow - Downdraft: A hold power taken from Wind Control - Pressure Build Up: A standard Build Up power that also applies stacks of Pressure - Thundergust: Another Wind Control power, acting as a good cone debuff power that builds Pressure. - Stormfront: A new toggle power that increases regeneration and recovery, while boosting resistance to cold and energy damage. Covers the body in the Thunderhead aura - Freezing Rain: Taken from Storm Summoning, makes for a nice debuff power with some DoT potential - Microburst: Another Wind Control power that instead consumes Pressure, dealing stun and a heavy debuff. - Lightning Storm: The final power from Storm Summoning. Works nice as a T9 damage power similar to a few other Manipulation powersets I appreciate that using stuff from Wind Control is a bit of a reach, but I think we could probably use assets already in game to help visualise it. I had a few real basic ideas how to do that. I figured I'd just tack it onto this post instead of making another thread. To visualise this set, motions similar to Water blast and Kinetic Melee would work nicely, a lot of waving and swooshing, with some more traditional Control stuff mixed in too. POWER ANIMATION FX Updraft Lift Similar to that of Frozen Armor's activation FX, where the wind coils upwards. Downdraft Air Superiority Same as above, but in reverse. Breathless Dehydrate A smaller version of Heart of Darkness, with a reversed Reaction Time FX on the inside. Windshear Repel A personal version of Shadow Field centered on the player. Thundergust Repulsing Torrent Smaller version of Gale, but with Thunder Clap FX added in too Microburst Thunder Clap Similar to Gale, but delivered from above. Keening Winds Focused Burst uses the Shadow Field FX to create a bubble, filled with dense clouds and dusty particle FX Vacuum Concentrated Strike Uses a Shadow Field FX, but with the Hurricane FX on the feet of the target Vortex Hydro Blast A tiny floating bubble with uses the Shadow Field FX again, with cloudy/dusty particle FX inside the sphere. Naturally, a lot of these powers are also going to have particle FX from Storm Summoning, Cold Domination, maybe even Staff Fighting too. But the primary visuals will be similar to Darkness Control and Storm Summoning since they best fill in for what we need.- 792 replies
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Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
Lemme run the math see if this'll work out for the best. lets say you have a level 50 character with a solid 30 or so hours to match. maybe you're inactive for 365 days on both your character and your account. Total Inactivity = 730 Character Career = 1500 Inactivity Value = -770 Looks like you'd still be in the clear! Let's also add in another example to measure against, we'll call him 'The Crop' The Crop has a character who was farmed to 50, and only 2 hours of play time. His character has been inactive for 365 days, but his account was online today Total Inactivity = 365 Character Career = -265 Inactivity Value = 630 Looks like that farmed up 50 character is still flagged since they're barely played. I... I may have honestly fixed the issue with math? Did I actually win at the internet? -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
Following on from my earlier comment, I might have something of a raw ballpark formula that we could work from, taking the following into consideration; Account inactivity Character inactivity Character level Playtime (in hours) Account Inactivity + Character Inactivity = Total Inactivity (Character Level x Playtime) - Character Inactivity = Character Career Total Inactivity - Character Career = Inactivity Value When your Inactivity Value is a positive figure, you are flagged and your name may be taken. So, lets try a few examples; we'll call them 'The Vet', 'The Casual', 'The Absentee' and 'The Squatter' The Vet is a level 50 character, he is online right now on his character, so he is not inactive. His level is 50, and his playtime is 200 hours. Total Inactivity = 0 Character Career = 10,000 Inactivity Value = -10,000 Needless to say The Vet is perfectly fine. Now for The Casual, his level 40 character with 24 hours of playtime was last online 100 days ago, and he was last logged in 14 days ago. Total Inactivity = 114 Character Career = 860 Inactivity Value = -746 The Casual is still active enough to not be flagged Next, The Absentee. he has a level 40 character and 24 hours of playtime just like the Casual, but the character was last logged in 600 days ago, and his account has been inactive for 365 days. Total Inactivity = 965 Character Career = 860 Inactivity Value = 105 Uh oh, the Absentee's Inactivity Value is a little in the positive, he has been flagged. And lastly, the Squatter. He has a level 10 character with 1 hour of playtime. His character was logged in 365 days ago, but his account was active today. Total Inactivity = 365 Character Career = -355 Inactivity Value = 720 Looks like sitting on that name pushed the Squatter into the positive with that double-negative, he's been flagged -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
I'm no good at formulas or databases but.. Priority 1 should be account inactivity. If the account is not active for X amount of time, it will be automatically flagged. Priority 2 should be character level. Characters are more likely to be flagged if they are lower level. Priority 3 should be character inactivity. The longer a character is inactive, the more likely it is to be flagged. Priority 4 should be character play time. This is a condition to ensure that characters that are created for the purpose of simply reserving names, even when farmed to 50, are more likely to be flagged. Now finding out the numerical side of things is the tricky part, but I would certainly say these 5 conditions are what should formulate what flags a character's name to be opened. When flagged, this does not automatically free up the name, but depending on the number of flags different things will happen; Low amount of flags: Your name is listed on a database for players to choose from, they must contact a GM to do so. They are limited in how many names they can request at a time. You can request your own name to be removed, but this will not reduce the amount of flags unless you remain active again. Medium amount of flags: Same as above, but you cannot request your name to be removed from the database. High amount: You lose the name automatically, a player can choose it in game as they would any other. Other notes: If a player changes any names via the character roster, they cannot do so again for 24 hours unless they contact a GM and explain why they need to change it again. Deleting a character that is flagged will lock that name from being accessed by the player, to avoid people 'resetting' them. Name requests will be archived, to track that people arent immediately trading them, especially with the person that lost it. You cannot request names if you are flagged by the system, unless they are your own. If you request a name, that name is more likely to be flagged, to avoid people from namesquatting it again. And of course... if you are caught trying to manipulate the system, you will be unable to make name requests in future. -
Time to enforce the name holding expiration rules
Alchemystic replied to Kazuuk's topic in Suggestions & Feedback
To all yall just saying "just read a thesaurus lol" What if, now this might be hard to comprehend, but people already did that, and THOSE words are taken too. Take your time processing it, I know it might be a bit much. -
Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
On the topic of guns, I think I may have missed a major opportunity. The 'Enforcers' henchmen from the Thugs powerset actually have a unique set of powers when they're fully upgraded, giving them Dual Uzis with a suite of animations built especially for them. Now, I know we already have Dual Pistols and Assault Rifle, but I think Dual SMGs could well be a good middle ground between the two that has its own style. To help make it more than just a 'lethal DoT' powerset, I came up with a combo mechanic for the set so it doesn't feel like you're just standing around and shooting. Dual SMGs You have in your possession two automatic firearms that are capable of unleashing a torrent of bullets on your foes. Attacking foes with Dual SMGs powers builds stacks of 'Focused Fire'. At 5 stacks of Focused Fire, your next cone attack power will have a larger area of effect and hit additional targets. - Burst: Renamed version of 'Uzi Burst', deals minor lethal DoT and reduces defense slightly. - Heavy Burst: Renamed version of 'Uzi Heavy Burst', deals high lethal DoT and reduces defense slightly. - Bullet Spray: Renamed version of 'Uzi Cone Blast', deals moderate DoT in a cone and reduces defense. With 5 stacks of Focused Fire, maximum targets and AoE is increased. - Aimed Shots: A new power that uses the NPC 'Wild Shot' animation, firing quick shots from one of your SMGs. Deals light damage but has a heavier defense debuff. This power generates 2 stacks of Focused Fire instead of one. - Focus Aim: A power that works like Aim, but also generates 5 stacks of Focused Fire - Dual Burst: Renamed version of 'Dual Uzis', deals heavy lethal DoT damage in a cone and reduces defense. With 5 stacks of Focused Fire, maximum targets and AoE is increased. - Blast Clip: Same power as the one belonging to Enforcers. Deals moderate lethal/smashing damage in an AoE and knocks them back. - Aimed Blast: Another new power that uses the Thugs 'Empty Clips' animation. Deals high lethal damage and severely reduces defense. This power generates 2 stacks of Focused Fire instead of one. - Bullet Storm: A new power that uses a slower version of the 'Steam Spray' animation, with SMGs in hand. Deals Superior lethal DoT and reduces defense greatly. With 5 stacks of Focused Fire, maximum targets and AoE is increased.- 792 replies
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Seconded, Always struck me as odd
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Weekly Discussion 79: Mercenaries. Discuss!
Alchemystic replied to GM ColdSpark's topic in General Discussion
Replacing Serum with something more beneficial might be good, maybe something that acts as a temporary upgrade to a target that changes their gear loadout. sorta how Equip/Upgrade works, but on a temporary basis. their abilities will be switched out for new ones depending on the level of their upgrades, and will be active for roughly 90 seconds before the effects wear off and they return back to their normal loadouts again. - Specialist Gear: Ranged, Specialize Henchmen You grant access to specialised gear to a mercenary of your choice. While under the effects, your mercenary's gear will change depending on which henchman you target. This upgrade is temporary, and after a while their specialist gear will no longer be of use and they will return to their original loadout. - Soldier: A soldier will receive a riot shield and a heavy pistol, allowing him more protective abilities that benefit him and his allies. Standard: (Deflection) (Battle Agility) (Pistol) Equipped: (Active Defense) (Heavy Pistol) (Wild Shot) Upgraded: (Phalanx Fighting) (Grant Cover) (Autopistol) - Medic: A medic will be given an enhanced suite of medical equipment that boosts his healing effectiveness. Standard: (MedKit) (Tranq Dart) (Toxic Web Grenade) Equipped: (Experimental Injection) (Stimulant) (Toxic Dart) Upgraded: (Field Medic) (Triage Beacon) (Sleep Grenade) - Spec-Ops: A spec ops soldier will gain access to advanced stealth gear that increases his effectiveness. Standard: (SCAR Burst) (SCAR Heavy Burst) (Combat Knife) Equipped: (Targeting Drone) (Smoke Grenade) (Surveillance) Upgraded: (Cloaking Device) (SCAR Snipe) (Assassin's Knife) - Commando: A Commando gains a demolitions kit that enhances his destructive capabilities. Standard: (M30 Grenade) (Incinerator) (Buckshot) Equipped: (Trip Mine) (Ignite) (Time Bomb) Upgraded: (LRM Rocket) (Flamethrower) (Minelayer) (also side tangent, give all mercs Body Armor when Equipped, and buff it when they're Upgraded) -
Would be pretty cool for RP!
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Could we get a martial blaster set?
Alchemystic replied to badudu8122's topic in Suggestions & Feedback
So far since the game got taken over by SCORE/Homecoming we've had additions to every powerset type besides Blast and Control. I'd love for them to add Throwing Weapons as a new blast set, and maybe even Trickery from the same thread as a control set. I mean... Page 2 of issue 27 is going to be looking at proliferating Ninjitsu to Tankers and Brutes, so I'm just gonna say... keep the ninja theme going with Throwing Weapons and Trickery too 😅 -
I can't be the only one who looks at Martial assault and thinks... why doesn't it have a ninja blade? I mean, there's a power literally called 'Envenomed Blades' that adds +Toxic damage to all your attacks, including the martial arts ones! Could we swap the martial arts powers out for ninja blade ones? Thunder Kick -> Sting of the Wasp Spinning Kick -> Flashing Steel Dragon's Tail -> The Lotus Drops probably a bit of a nit-picky suggestion but this set seemed like it missed an opportunity here.
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Could we get a martial blaster set?
Alchemystic replied to badudu8122's topic in Suggestions & Feedback
Gotcha covered! It was one of the first additions to my thread. It's just begging to be the next blast set! -
Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
They sorta already have it! Well, it's more Wanted than Equilibrium with all the bullet curving Dual Pistols offers, but close enough! I do like the idea of a close ranged pistol set, though it definitely seems like more of an Assault theme than a Melee theme. Having a single pistol at least keeps a hand free for CQC, so I can kiiinda see that working, if it's close enough in design to Claws, Spines, Kinetic or Staff, where there is certainly some ranged capability.- 792 replies
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Eco-Friendly Powerset Recycling!
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
@Player2I would say to make a melee set like this stand out compared to the Pistol Assault suggestion you made would be perhaps going for a single pistol for a new and unique angle. That way you can truly capture the CQC gunmanship you see from like likes of John Wick or Big Boss. Plus, it means we can have characters with a single gun instead of two, while also making a weapon powerset that is shield accessible. As far as animations go, it would simply be a matter of retooling the powers from Street Justice, as well as the alternative animations for Martial Arts and Super Strength to create the bulk of the melee animations, and using NPC pistol animations and a few single-firearm Dual Pistols powers to create some close ranged bullet attacks.- 792 replies
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okay but only if Granite Armor can get the Animate Stone customisaton options