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TemporalVileTerror

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Everything posted by TemporalVileTerror

  1. I think recasting her would be challenging, given the physique being such an integral part of the character. I'm not against it, though. I just like my fiction to be internally consistent, and a recast would potentially disrupt that for me. Then again, another recent recast decision was a very welcome one, but that had some in-setting justification (as flimsy as it may have been). So I wouldn't be surprised if they managed to find some explanation for a new face for Cara.
  2. What? Really? No one? It's Friday. I figured -someone- would post something. Like a certain stroll past a certain avenue.
  3. Soooo . . . the Helper application form mentions that chat logs would be reviewed. Could we get some further elaboration on that, and how it interacts with the existing Privacy Policy? Are all chat logs of a applicant subject to this review? Just the ones within 3 days of applying? Only the logs during hours scheduled as a Helper? All Channels, or would Private Tells be exempt? Given the nature of some private conversations and subject matter in roleplay, given that many players conduct these activities in private, how does that effect someone's application process?
  4. Enjoy the downtime! It's been an intense . . . *checks calendar* 32'ish months.
  5. Wait . . . are you Craban, @rookery.? After all these years, you've finally come back to me?
  6. Thank you for the time and care of your response, @Naomi, it's appreciated. You mentioned that this thread might not be the ideal place to do an in-depth write up, so I'll try not to thread-jack any further here. But is there perhaps a place you feel would be a more appropriate venue for continued discussion of the points you brought up? For the original topic; I really, really like @Tiger Shadow and @thunderforce's respective solutions, and I hope they're suitably feasible for implementation.
  7. @Naomi, have you had a chance to read through https://forums.homecomingservers.com/topic/14462-could-we-please-get-these-costume-pieces-moved-from-dev-only ? There is definitely a bit of a schism in terms of where "good enough" is situated between various players and the Devs. There no shortage of players who feel quite strongly that if more tools (which includes simply porting existing textures to other models as-is) were available to us for character personalization then it would be better, regardless of concerns such as clipping and texture alignment. Some enterprising members of the community have demonstrated what's possible if restrictions were lifted: https://forums.homecomingservers.com/topic/7386-hyperkreator-a-way-to-make-impossible-costumes/ There are, of course, others who feel differently. There are players who aren't happy with how much clipping already exists. It may be beneficial to fully articulate, as a member of the Homecoming Dev team, -why- the decisions that have been made have been made. From the perspective of at least a few players, "ready-to-use" materials are just sitting behind an arbitrary barrier. We see the potential for creativity, a hallmark feature of City of Heroes from the beginning, being confusingly rebuffed.
  8. I'm not sure that's true of all the Shards, @krj12. At least it doesn't seem to be a standard practice to advertise that information on Everlasting from my experience.
  9. CA$ 164,031 pledged of CA$ 12,290 goal 1,722 backers, 25 days to go WELL! I'll need to know more about how its networking is performed and if its peer-to-peer or through a hosted server before my roleplay group considers it, though.
  10. The present version of things is doing well enough for me, although I definitely haven't unlocked it on all my characters yet. I miss the convenience and versatility of the unrestricted code (even though I never got the opportunity to use it to its full extent), but overall this was a change that I think the Devs addressed fairly well in terms of retaining convenience and quality of life for the most part. I'm not a fan of the Base Telepad exits in certain zones having been moved, but a few of them are definite improvements as well. On balance, felt like it might have been a lot of development work for only a moderate pay off. But I suppose that's for the Devs to judge.
  11. More research and statistics are always a good thing! While they don't necessarily answer the ever important and contextualizing "Why?" question, they do provide a lot of details and helpful information. And the more sets of eyes on statistics, the more potential patterns and errors can be detected.
  12. Ideally, I think it would be great to give the player the option of either: A) Continue with a Contact, but enemies don't level up beyond their standard range, meaning no Experience of Inf rewards. B) The player enters an Exemplar/Malefactor state, so they can continue to earn rewards, but won't outscale the enemies. But, yeah, in the meantime, Ouroboros is a thing. Not an ideal thing, due to a number of issues that get brought up each time this is discussed (being locked out of other content, not being able to invite additional teammates, et cetera) . . . but Ouroboros is a thing.
  13. I thought I had posted it. WHOOPS! 6 pm Eastern, @CU_Krow! Updated the original post to reflect that.
  14. Ideally, from my perspective, making all costume parts (textures and 3D assets) available to all three models would be sufficient. Creating a whole new model would be more work . . . not that full gender parity wouldn't also be a massive undertaking . . . but one is decidedly less work than the other.
  15. Huh. @Aberrant, that webpage just renders as: And while I notice some other players are certainly pushing back against your idea, @BelleSorciere, I did want to clarify that I'm not. I was just using it as a bit of a soap box to also bring up the point there is definitely a mentality to crank difficulty levels to max despite the enjoyment (or lack thereof) of other players in a team.
  16. Silver Mantis Strike Force, Stop Negotiations (between Council and Sky Raiders): [20:04:39] [NPC] Porter: Don't you think it's weird? [20:04:39] [NPC] Wing Raider: What's weird? [20:04:41] [NPC] Porter: You know. We're the Sky Raiders, but we're not actually stealing anything here. [20:04:41] [NPC] Wing Raider: Well... Yeah. [20:04:43] [NPC] Porter: I mean, it just feels wrong to me not to be stealing stuff. [20:04:43] [NPC] Wing Raider: Huh. [20:04:45] [NPC] Wing Raider: Now that I think about it, you do have a point.
  17. What's being proposed here is one of the core rewards/incentives I would introduce with a new game system that's been noodling around in my brain (related to: https://forums.homecomingservers.com/topic/19762-new-redside-content-ambitions/ ). However, I just got word today that I'll be starting a new job as a head chef, so I'm thinking that my already limited time for game-related shenanigans is going to get cut down even further, so I won't be able to compose that game design doc which has been burning a hole in my brain for the past fifteen years. But . . . yeah. The short of it: Absolutely! BUT as a reward for completing a series of story arcs.
  18. And as much as we each come to the table with our own perspectives and visions for what we want from the game, and as much as people have called it a "comic book" over the year, the game itself is its own narrative vehicle. It has its own rules and systems which present a particular ludonarrative. Mercifully it's one that is rather accommodating in a lot of ways, but sadly also extremely restrictive in others. The Homecoming Team have helped to offer more flexibility to players to define this narrative on their own terms with the Double Experience feature. While it seems the Homecoming Team are still largely focused on this game being "a game" first and foremost, they do also seem to have members who try to adhere to strict narrative elements. This is a complicated way of saying "It's complicated" when discussing the game and its narrative. So, yeah. We can each have our views on the game, the story, and our characters . . . but it's important to realize that other players are under no obligation to agree with those views.
  19. I've played plenty of 50s on Test or on generous players' accounts, and it's really not worth it in my perspective. Sure, the Inf rewards are MASSIVELY in favour of the 45 to 50 range, to the point of making it questionable game design in the current meta. And there's irksomely a lot of content that's still Hard level-gated to 45+ or 50. But I keep playing and enjoying the content that's accessible at any level. Thankfully that's most of it, assuming you have someone at a higher level to start it for you.
  20. Something to bear in mind is the ludonarrative context. It can be a real challenge for some players to elevate the stakes in terms of fighting enemies in a mission because the game rules demonstrate it's really not an issue to be defeated. Ending up in an instant teleport Hospital or a weak enemy prison is the worst that can happen, and that's assuming that one of the dozen means of self- or team-resuscitation don't get utilized first. The game has taught us NOT to take things seriously. At least not for personal stakes. Perhaps you can encourage your teammates (either in-character or out) to consider the ramifications of failure. "What happens to the civilians if one of these demons makes it through that portal and gets set loose in Kings Row?" Of course, even then, the game tells us "they stand around waiting to be foiled by a hero." It's an upward climb to inject weight in to the proceedings for someone who's already seen the worst the game has to offer. It's a very casual game, and that's a good thing. But it does also have the added complication that it doesn't teach the players to consider anything a real threat, or offer any real stakes. Maybe something new could be added by the Devs to help in that regard . . .
  21. Not hoping to get lynched here, but . . . Could the team leaders just start being considerate and launching things at +3 (or lower) instead when they know they have Sidekicks on the team?
  22. With enough Inf, you can purchase the Disable options from the P2W Vendors in places like Atlas Park, Mercy Island, and Pocket 😧 You earn Debt if you are defeated in regular gameplay after level 10. You can earn to up ten Defeat's worth of Debt before you hit the Debt Cap. You burn Debt by doing any content which would normally reward Experience, and the Experience you would normally gain first goes toward paying off the Debt at 50% of its earnt rate, with the other 50% remaining as normal Experience Points. Once Debt is paid off in full, then Experience starts to operate as normal. Debt doesn't affect Inf normally, but if you set the option for it, while Exemplar'd/Malefactor'd (playing at a level lower than your actual level) or otherwise have Experience disabled, then your Inf is dipped in to for burning Debt instead.
  23. I feel like the total lack of headbob and sway is also an issue here. It feels more like Wolfenstein 3D here, when the majority of FPS players and gamers in general have grown used to a post-Doom experience.
  24. It would be for testing the game during Beta. The amount of time it takes to set up a testing character can be prohibitively high and a barrier for players interested in providing valuable feedback during the Beta process. Having the ability to basically just crank up a new character and be ready to go would be helpful. Granted ... The character transfer tool already exists. While it has the prerequisite need of the player having an existing character, it does largely serve many needs for getting a character set up and running on the Beta server. But in all things; more options are better. Giving players the tools that would allow for rapid deployment of playable characters for a variety of testing scenarios improves the likelihood of those players finding bugs or issues in their limited play time.
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