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Mjolnerd

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Everything posted by Mjolnerd

  1. Just the head? Was it transparent, or completely invisible? Because there's a "Floating Head" option in the character editor now (under "Heads," obviously), and one of the options there is "Headless."
  2. Right-click on another player (or click their name in chat) and select "Add Note." It allows you to leave a note about that player, as well as a 1-5 star rating that will appear over the heads of any character on the same global account, so you can see at a glance which players (not characters) you've previously had good or bad experiences with, and can check the notes you left* for yourself about why. Emphasis on "for yourself." Nobody else will see the notes you make about people. Similarly, you don't get to see what other people are writing about you, and neither does anyone else; it's not public information, it's just a reference for the person leaving it. Notes, not reviews. There's also a handy "Private Message History" tab in the same window. *same procedure, select "Edit Note"
  3. My new Pistols/Bio sentinel, Alexander Hamidon.
  4. It's going to be an uphill battle on any server. The whole reason there's a battle in the first place is that villain populations are low on all servers. That's literally the whole point of the suggestion to consolidate them in one place. Three different channels (Praetorians!). That might seem like a good idea at first, but how would it work exactly? Would a hero not be able to see the villain version of LFG and vice-versa? Would rogues and vigilantes see both? Because that would force rogues and vigilantes to post to two different channels if they're not particular about which side they play on today. And anybody who could see both channels, whether that's everyone or just rogs/vigs, would end up getting spammed with a lot of messages twice in a row as people posted once to hero LFG, then immediately again to villain LFG. Exclusive channels would also prevent situations like what happened to me last night: I was on one of my heroes, doing a little shopping and crafting, and I saw someone in the LFG channel who was forming a redside team in a level range that just happened to include a villain I very much want to level up. So I dropped what I was doing and switched characters. If I had only been seeing blueside messages, I never would have known that was happening.
  5. I've said it several times now, and I'll say it again here: Indomitable should be the "unofficial villains' server," because it's also the unofficial PvP server. Each of those things helps to build up and support the other -- more villains mean better PvP, more PvP means more reason to play a villain. And y'know, everyone: these designations being unofficial and all, there's no reason we have to wait for any sort of official unofficial declaration. So why not? By the complete lack of power vested in me by absolutely nobody, I, some random dude on the internet, unofficially declare Indomitable the unofficial unofficial villains' server.
  6. I actually teamed with a "Bob from Arachnos" not long ago. Nice guy. Also: https://en.wikipedia.org/wiki/Bob,_Agent_of_Hydra
  7. Oh, I guess we're done here, then. EVERYBODY OUT OF THE SUGGESTIONS & FEEDBACK BOARD, WE'RE SHUTTING IT DOWN. ELDRIYTH'S SUGGESTION FOR A TIME- AND RESOURCE-CONSUMING COSMETIC IMPROVEMENT WASN'T ADDED TO THE INCREDIBLY COMPLEX MMO BY THE VOLUNTEERS RUNNING THE FREE SERVERS WITHIN THE REQUIRED TWENTY-FOUR-HOUR TIME LIMIT, SO CLEARLY THEY'RE HORRIBLE, LAZY, UNCARING MONSTERS WHOSE ONLY JOY COMES FROM WATCHING US SUFFER. There, that should get people to pay attention to you.
  8. To quote myself: And even if this were to happen, I doubt we'd see a significant change in the number of people playing villains. We'd end up with a lot of "both sides" content being run by heroes, and the occasional lonely villain allowed to join the team. It still doesn't provide any additional reason to create or play a villain in the first place. Besides that, the more "factionless" content there is, the less relevant a characters's faction becomes. If we're all running the same content anyway, why does it matter whether you're a hero or a villain? (Hint: you're not a villain. Because it's not like a combined TF is going to be "something extra-evil needs to be done, hey heroes, stop being heroic for a few hours and come help us accomplish it!" It will be "something extra-evil needs to be STOPPED, hey villains, stop being villainous for a few hours and help us prevent it!")
  9. Let's not be overly reductive here: there's more than one reason people don't play redside. Some people simply don't like playing a villain; those people aren't relevant to this discussion, as they won't be playing villains no matter what is or isn't done. Some people would play more villains if there were more or better villain-specific content; that's a nice thought, but let's be real about the possibility of anything involving the wholesale creation of new game assets -- it's a long-shot at best, and if it does happen, it's going to be in a way that focuses on where players are already (blueside). Some people would like to play villains, but they don't because it's hard to find a team redside, and it's hard to find a team redside because fewer people play villains, and fewer people play villains because it's hard to find a team redside, and it's hard to find a team redside because fewer people play villains, and fewer people play villains because it's hard to find a team redside... And probably other reasons as well. But of those three reasons (the primary ones, I think), the only one that can be "fixed" is the third -- the self-perpetuating problem of population imbalance. Increased rewards might help that. Even if this policy were implemented, we likely wouldn't see a huge swing toward redside, but at the very least all the people running around Atlas Park with all-black costumes and names like "Killrazor the Blood Explosion" might consider actually making the thieves and murderers they clearly want to play in the first place, but think they "can't" because they'll never find anyone else to play with.
  10. I generally don't worry about a proper build for a character until it reaches level 50. Before that, my "build" is "that one sounds good, I'll pick it and see how it goes." Once I'm maxed out, then I switch to a second build and start working toward the IO'ed-out, softcapped, perma-insert-power-here uberspec of my wildest dreams. I'm pretty sure a lot of people do.
  11. I love this idea. Specifically, I like the suggestion of increasing merit rewards for redside strike forces -- in fact, an across-the-board merit reward increase for all villain-facing content (contacts/arcs too!) would be, in my opinion, the way to go. Tempt people over to the dark side!
  12. Pets. The character would need pets.
  13. Windowed mode? Yes. It's in the options menu, same place as you'd change resolution. Multiple accounts/Multiboxing? Also yes, BUT there are rules about it: https://forums.homecomingservers.com/index.php/topic,2356.0.html
  14. The character who's become the closest thing I currently have to a main, my Radiation/Fire defender, is about to hit level 50 (it would have happened last night, but I forgot to check my XP boosters' timer until after we'd already started an ITF). He's been a blast to level and helped quite a few teams take down some very hard targets with my current "I guess that sounds pretty good" plan-less approach to power selection and slot placement, but now it's time to start thinking about an actual build. Unfortunately, I'm pretty inexperienced at that kind of thing. Mids/Pine's is like chess to me -- I know how it all works, how the the different pieces move and interact, and what the goal is, but I'm miles away from being able to use those pieces to actually achieve that goal in any meaningful way. Between Rad's massive debuffs and Fire's high damage output, I think there's some potential here in soloing AVs and maybe even GMs, and frankly, that sounds really cool to me. But ultimately, this guy is probably going to see more play on TFs and Incarnate trials going forward. So I'm focusing on being useful in a group first, hopefully without sacrificing the ability to melt individual, really tough enemies into a puddle when the occasion calls for it. Can anyone offer any build advice, things to watch out for, or a useful starting point? Thanks.
  15. I had an Ill/Dark at 50 back on live, but... actually I don't remember much about the specifics. I know it took a while to really get going, but once it did, it was extremely powerful and a lot of fun. So, I recommend it, but I'm not exactly certain why anymore.
  16. I've found it very useful while soloing. But a lot of things are good when you're alone that are terrible in a group.
  17. Y'know, I played from issue 4-ish until sunset, had over a dozen level 50s by the end... and I've never done a single Hami raid. I should probably remedy that.
  18. Your secondary will be affected too; defenders' buffs and debuffs are stronger across the board. In the case of Sonic Attack specifically, a corruptor will do more damage, but a defender will debuff enemies' resistance more, effectively boosting damage for the whole team (even if you're all already at the damage cap).
  19. It's worth mentioning that the LFG queue was pretty new when the original game was shut down; basically only Death from Below, Drowning in Blood, the Summer Blockbuster, and the various Incarnate trials were designed with it in mind. Task forces that existed already and follow the traditional "form a team, then talk to a contact" launch method don't necessarily function the same way; basically all the LFG queue does in this case is get you to that contact (since you need them to start the TF anyway). As I understand it, the devs' plan was to eventually refine that behavior and make things a little more uniform across all LFG-tab content, but it was still a work in progress.
  20. I decided to make a farming character. He's a clown who's also an ex-con. I named him "Paroled McDonald."
  21. Not sure I'd qualify that as a "big difference." More importantly (and I'm going from memory here): apparently the CoH engine is only capable of supporting so many "nodes" (points of customization) on a given character. The last one added (the separate slot for tails - they used to be grouped with belts) put things at or very close to that limit. I don't remember the original devs ever giving specific numbers, but Castle (I think) implied that the number of new nodes that could ever be added in the future without involving massive changes to the game engine was somewhere between zero and two. Given that, I think things like asymmetric gloves/hands/shoulders or cape/back insignias would be higher on most people's priority list than "a second node that has literally the same options as one we already have so I have two of them at once" -- and if we're going to do that, I vote we do it with auras instead.
  22. Players can create their own global channels. You want one, make one! ** "This, all of this" .gif goes here **
  23. It's a little more complicated than that. Earning a memorization badge requires that you craft a certain number of a certain type of enhancements at certain levels -- with an S, plural. The badge for level 25 Accuracy enhancements (Colonel), for example, requires you to craft 8 level 25 Accuracy (or ToHit Buff) enhancements, and 8 level 30 Accuracy (or ToHit Buff) enhancements, and one additional enhancement of either of those types. ParagonWiki's page should still be good: https://paragonwiki.com/wiki/Memorization_Badges
  24. The issue there is that DfB has a minimum of 4 players, and the queue starts the trial as soon as it hits that minimum. Pre-forming guarantees a full team (and some control over what kind of a team you're forming, not that team composition is a huge deal in DfB). You can always choose to join in-progress events, I guess, but that's just another level of "but if I do it this way, I get exactly what I want/expect" you're asking people to ignore.
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