Jump to content

Oneirohero

Members
  • Posts

    100
  • Joined

  • Last visited

Everything posted by Oneirohero

  1. What? Isn't the Rush-Hour Traffic junction of Kallisti Wharf enough excitement for you? Now that I've had my fun: I agree there could be more going on in Kallisti other than a bit of quiet time with friends in a city that still holds up to be rather modern compared to the familiar terrain. (Even the run-down Villain side of the zone is tons better than some of the generic environs of Atlas Park). I thought I'd have no ideas to present but I figured one thing you could do is create a link between Kallisti and Pocket D. Both being cross-faction zones means transition should be a bit easier as well as (for the roleplaying community at least), have a chance to go straight to Kallisti or in turn get to the D from that location. It's up to the HC team if they think it's easier to have one link inside the club or add an extra entrance in each alignment's door hub that in turn has an exit on the Villain and Hero side of Kallisti Wharf. (I say that because a cross-faction entrance would seem a bit biased anywhere except Statesman Plaza)
  2. Like Jimmy said. The whole Marchand (and the villainous version whose name I forget) is the first (and I guess for now, only) time the timeline of City of Heroes has been broken. It's been established that the five level chunks between Levels 1 and 50 occur in their own frame of time, which is why contacts cease to take your cooperation once you out level them and the strength of foes is locked to the maximum level of that arc in terms of Green-Book contacts. But for this Lv30-35 arc to come AFTER the events that are primarily Lv50 Incarnate Content breaks the long tradition set forth by the rest of the game. A lot of the low-level Villain groups actually cease to exist in the later game because of Arcs resolving their existence, much like the Lost being cured in the Castnella Arc 'Lost and Found'. I think the Trolls also meet a familiar end with some arcs cracking down on Superdine which caused them in the first place. A character getting involved in events that occurred beyond their native level is more of a huge spoiler than a game-breaking issue, but what can you do when the game's integrity relies on 50 being the highest level? In City of Heroes, time's ultimate conclusion is when you complete the Incarnate System and run out of all unique Lv45-50 content. Because then everything else requires Time-travel a la Ouroboros to access once again. (The prior example assumes no teaming with lowbies, which are in themselves a form of time-travel to participate in their missions)
  3. Assuming all goes well, having Homecoming be officially supported/protected will be the Good Future we've been waiting for. The Eternal Dawn after a cruel and unjust sunset. I'm rooting for you guys at HC!
  4. I took this quote from the Paragon Wiki, LINK The entire basis of this argument from what I can tell is that global recharge negatively impacts PPM for procs. But unless the wiki is wrong, it says that the EFFECTIVE recharge does not affect the chance, only the base recharge (unenhanced) plus it's activation time. In fact if you read the last paragraph by Arbiter Hawk he explains specifically that global recharge does not affect proc chance either, I will also quote it here but it is on the same link as above: Admittedly I skimmed down beyond the first handful of posts but I'm not sure how this discussion on global recharge got this far without being checked. if it has, I apologise for skimming.
  5. The Fighting Pool revamp is the hallmark of how all Power pools should function, or at least how it should make the player feel when picking powers from it. Even when you don't use/slot a power, it still benefits the ones you do use because the 'Synergy' mechanic gives you reason to invest in the pool powers instead of just picking something useless to get the power(s) you do want to use COUGHMedicinePresenceCOUGH. Fighting as a Pool is good enough that it's become the new 'Fitness' except it feels good to take the powers and doesn't force you to have to take them like Fitness used to.
  6. I figure for an effect it could be a special form of 'resistance to <debuff>' that applies to the normally unresistable form of debuffs present in most crashes. I figure for Health/Endurance based crashes you'd need to activate Unrelenting first but anything else you can activate afterwards to negate the temporary debuffs. Otherwise I am annoyed how it doesn't really 'mitigate' against crashing, it essentially just becomes a Power-pool version of a Self-Rez/Decent Self Heal-over-time.
  7. I will be in full support of this, of course, being pixel-perfect to make sure EVERYTHING matches properly might be an issue, but more of a #firstworldproblem than a suggestion-breaking one. +Supported
  8. They could made into untouchable pets but last only X minutes with Y cooldown. You may have to resummon them more but they will actually live past the first AoE!
  9. Not really a suggestion but your enthusiasm and gratitude is appreciated. We're all happy to be back, even after a month or so of playing. And welcome back to the City! Just note: the General Discussion board is more appropriate for this particular topic, as Ideas & Suggestions is for what you'd like to see changed or added to make the game better as a whole. And we can both agree that suggesting CoX be brought back is something we already have!
  10. It's true there may be others out there who would want to be even bigger than what I've covered in the proposal, however unlike them, I've found the largest possible size difference before it becomes universally unfeasible for most of the game and one that works relative to existing mobs the player character fights against on a frequent basis. Those who are still unsatisfied with the new cap increase can remain unsatisfied, the scale limits would not be raised any higher than this. As for answering the rhetorical: Why do we need to be able to make bigger or smaller characters? Because people want this, people that aren't necessarily me. If you read the OP, you know that I was inspired to create the proposal after hearing a couple of others suggesting this very idea during the last Everlasting RP Event, and a few more who agreed it would be a nice option. Granted, I want this too, so I made the extra effort to present and argue the case as professionally as possible. You may not see the point because you don't have or want to make characters of such sizes, and that's your choice, as long as those who want this feature have the choice to do so as well. Others in the thread have expressed their detractions, some justified. However without the means to play these changes in a real game setting (with working doors, powers, mobs to fight...etc) it would be hard to test anything more than what I have presented thus far. Honestly, if a Homecoming dev hasn't seen this thread yet, I'll personally seek one out on the discord and ask someone to run their own tests, or better yet, arrange to have the Justin server be used to test the changes as it could be done so publicly and without impacting the live game. People in the past have doubted the viability of these kinds of suggestions before when it's explained to them in text, and I managed to prove the opposite with still images. The only true test to see whether this change really bothers some people, or if they simply envision the worst possible outcome and use it to base their opinion, is if they got to see it in action for themselves. Maybe I'll try finding the software for making CoX virtual servers and see for myself what to do with changing server settings to produce the desired effect, never a bad idea to check my facts and could speed the process along. Anybody got links to the one Homecoming uses?
  11. I'm okay with the option for players to see other characters differently, although such a feature would require more coding work for the HC team than a couple of server settings. Although if people want to turn off the ability to see giant/tiny characters, what about auras they don't like? Or other intrusive visual costume effects? There's merit in an option that may default power customisation colours to their normal ones if you prefer not to be lit up like a christmas tree on fire. Even more applicable in PvP which enforces a 'No No-FX' mechanic. Granted, the other person would never know you turned off their costume features, no harm done right? I'm on board with the size toggle on the condition it's a change to your personal cognition rather than externally applying to others. If it allows everyone to be happy then so be it!
  12. Okay! This is actually a compelling argument against the proposal, as I don't want to suggest something that can cause things to become worse on the PvP side of things even though it is not my focus. However I can still see some issues with this logic with the following: If people were creating tiny characters for the sole purpose of exploiting it in PvP; why don't we currently see people making the smallest toons possible in competitive? Is PvP full of 4ft tall male/female toons to minimise their potential hitboxes? We have to remember that CoX is a tab-targeting based game, not an FPS, character size does not matter, even at the size of a Redcap minion. The only thing that makes it harder to target someone is when placate and taunt comes into play; in which case you can't really 'click' people to get around that either. Much like how I explained in the image gallery that tiny team-mates can simply be clicked on in the team menu or with proper game bind to cycle through or pick specific targets there's also the same function to do for enemies. Clicking moving targets of people in non-PvP zones feels impossible the best of times without them being super tiny, I admit. But enemies, as such in a PvP environment, are probably the easiest thing to target in this game; between target-nearest, target-farthest and target-next/back you can already have the buttons to lock onto your targets easily and it doesn't require the mouse. Clicking targets is probably the slowest action you can take, even if you were fighting a 12ft tall toon! And to touch upon the 'LoS issues', the only way I could see this happening is if they hide behind a short wall, but much like the homing boulders of old, the game's enforced 'no minimal FX' rule in PvP proves they can't stay hidden for long as you'll see them shooting through it. And to top it all, the third-person nature of the camera means you can already peek around corners and over walls anyway, this is not a new kind of exploit. And I figure even if PvPers had to be locked into first person, the fact the camera does scale down with the user means they'd be worse off, being unable to see over low walls that a normal character could. As it stands, the only remaining point is the clipping might look goofy. And that's fair enough.
  13. Understandably I had to show both points because I knew it would be pointed out eventually, plus any serious suggestion requires criticism, revision and compromise to create the ideal solution. All solutions except 'No' of course. My theory is that the means to make this feature possible is strictly server-side settings. The reason being that I was able to produce these concept images via Icon 1.72 and had no problems making them as big or as small as I wanted (although anything below -89 scale causes the character disappear, anything way over 85 starts dwarfing most mobs and absolutely begins to clip on all other maps very badly). Icon does not use a server in the slightest; doors don't work, you can't use powers and map travel and navigation is only possible through internal mapnames and some uses of noclip (shutters, Cave wooden doors...etc). Going beyond the normal limits on live produces a 'invalid scales' error with a generic character in place of your own. Basically, the server is saying no, not the game code/libraries. If it really is just a server setting: then it would require minimal time to change the scale min and scale max setting, no more than trying to look up a couple of specific parameters and changing their values (Specifically: MaxScale to 85 and MinScale to -60 or -85). What would require more work is to alter the character creator so that the new max and min scale reflects in the 'Height' slider, but it is not required if you edit a costume file externally and load that into a new character or surgeon-tailor in game. In which case I advocate allowing advanced users to take advantage of the extended scale limits while protecting new/normal/unwilling users until they're ready for a proper implementation (if at all). CoX is a helpful community, if one wished to take advantage and wanted to know how to do it, we'd tell them! Strangely enough, no matter how large you make a character on the char-creator screen, they will appear '8ft', especially when freshly loaded. It's only when the costume is confirmed that the effect becomes immediate in the game world.
  14. Has anybody checked if this was a Nemesis plot before we engaged in this topic? I've never played CO myself...well...maybe a little at the beginning but I dropped soon after, it was only a trial. I never got to make or encounter my nemesis. But it would be cool to have your own signature counterpart. I've had a pair of characters who were the hero and villain version of each other, different people, just rivaled in motivations. It would be cool if I were able to play as both characters but then port their counterpart as a Nemesis, then it would be like playing against myself! And from the way I've written them, the villain is as much entitled to win as much as the hero.
  15. If the Sentinel's Opportunity inherent were a bit more reliable and deliberate, they'd make great marker/shotcallers since they literally get a crosshair effect below the enemy they are targeting. But by what I mean by 'reliable and deliberate' I mean not tying their Inherent to the first two attack powers and REQUIRE a successful hit in order to activate. HelenCarnate is correct that auto-assist can help although it barely show in the chaos of battle who their target is as the enemy's name will only appear in very small text, it really could use an arrow/marker regardless to show without a doubt that the ally you are targeting is focused on 'that' enemy.
  16. I too have trouble reading nameplates, it's actually worse when people have both the 'The adjective' title and badge title combined with long names. There's an imaginary bounding box that squishes the text smaller should it try to go out of bounds. A change to the maximum size of nameplates in screenspace would be appreciated. I agree.
  17. I visited this place yesterday, I was astounded by the fact it had music playing and it was actually pretty catchy too!
  18. Hey Blast, thanks again for your part in the Numina TF, good coordination by all. I'm already in an SG but any SG that helps new players ad current is good in my books!
  19. Somewhat related, I was confused then shocked to realise that the reason there's a Penelope Yin TF is because she's replacing the LATE Sister Psyche. I was like "Wait, Sister Psyche is dead? I thought it was only Statesman", granted PY's TF is super fast and a good way to get 26 merits but I felt like I never got the chance to do Sister Psyche's TF now. I'd agree with an Ouro version of States and Recluse's original TF but I don't know how it's going to be easy to explain how the rest of the game treats them as if they're dead when they're standing around Port Independence like ...! The other question I just thought of is whether we (as a community) have the source code for those old TFs still. Because they were 'removed' and it's not sure if they were just dummied out or straight up deleted from the code. If it's the former it can be restored by cunning developers but if it wasn't.....
  20. A couple of points missed from the last responses: * To USE a catalyst you must slot the IO in question into your build and then use the time-honoured enhancement combination menu (by clicking the power itself in the enhancement menu) and using the IO and then the Catalyst to merge them together. The Attuned IO can be removed via respec or unslotter salvage. * Attuning an IO can help maintain set bonuses when SK'ing while keeping their maximum enhancement benefit, but for special effect IOs, only global IOs will benefit from attuning as they require being no more than 3 levels below your own when SK'ing. Proc IOs will continue working well below their level so long as the power they are slotted into is in a usable state at the level you SK. This is why they recommend putting Heal/End-Mod IO procs into Health/Stamina because unlike say, [Physical Perfection] or any other auto-healing/end-mod power, those two are gained at Lv2 and thus SK-proof, anything else is not.
  21. You guys aren't doing it right. To achieve ultimate power you need to Six-slot Brawl, Rest and... Sprint. It's the secret combination to access Limitless Radial Freeeem.
  22. /coxg/ "we're not homecoming i guess" Well at least we're notable enough to be a joke reference for 4chan's version of City of Heroes, I guess?
  23. Personally I run DFB once or twice (once for the Accuracy Buff til Lv22 for sure) and then use the 'find contact' feature to teleport to a new contact that sounds interesting. Sure it isn't a trial but like the others have said, story arcs can be interesting to play alone and reward merits that will serve you well into the endgame.
  24. Agreed. Alternatively the conditions in which the enemies/glowies showing up on the map could be lowered so that less enemies/glowies are needed to trigger the reveal. I don't know what the values are currently but they seem steep enough that you have to be on your last mob-group or two to reveal the enemies and the last glowie of multiple to reveal the final glowie. Is it really cheating to know where the enemies are when you're 40-60% done with their group? I don't think so. Glowies I imagine might need to be a bit higher, maybe. On a minor note: it would be nice if the 'map reveal radius' were a bit larger, like one or two fog squares wider (if you imagine how the fog gets revealed). It feels like you get to a dead end but you HAVE to reveal that spot so you don't get confused later but doing do requires you stand so close you might as well touch the wall. I know that revealing fog does not respect line of sight but you'd figure that if you can see the other side of the room you'd also be able to see it on the map too, the best that can be managed here is by just growing the radius just a bit more.
×
×
  • Create New...