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Oneirohero

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Everything posted by Oneirohero

  1. Agreed. Although people don't use the LFG queue nearly enough, being able to make sure you can queue with 8 people for instance would be better than being stuck with 4. People can argue that 'oh, just form a team or join someone else's' but that's irrelevant to the suggestion at hand. Pre-forming teams and being match-made into teams for teleport trials and such should be equally achievable in the long-term but for the meantime, only pre-forming teams will do the job.
  2. As someone who used Auto-completes for missions with extremely hard EBs (Especially ones with stupidly high regen I cannot solo) and times when bosses don't spawn on the map thus making it uncompletable. I think only one time I felt like I needed to use another auto-complete sooner than three days apart. But in support of the idea, I'd go with maybe 2 auto-completes every three days. The reset is the same as live but one extra skip should eliminate all but the egregious uses of the auto-complete function. Or at the very least START with 2 auto-completes every three days and see how people fare, perhaps that's all that's needed or perhaps it's not. But we can afford to do incremental changes instead of bumping it to 5 and 10 auto-completes like OP suggested. Don't forget, even if you auto-complete a mission and get no rewards, Reward merits at the end of arcs are arguably more valuable than mere INF. So Merits would have to be removed as well with a no-reward auto-complete and I don't think ANYBODY wants that!
  3. I went there just today and man I was completely gobsmacked at how good it was. Not just in the design of the club and all it's nooks and crannies, the fact there's a real skybox with water and boats but the MUSIC! The music was really good and it played everywhere, I'm not even sure how you managed to do it but it's almost as good as a dev-created zone! I'll definitely have to RP there some time, although unlike Pocket D I doubt I'm going to find as many randoms...
  4. When it comes to prioritising Gaming and Roleplaying on missions, I'm always focused on the gaming aspect. You can't roleplay effectively when you and your team-mates are face-planted on the floor. But because I tend to be shy in new groups anyway I don't RP often on mission teams, even RP ones, because it's always an 8-man optimized grind, effectively only leaving room for banter only. If I wanted to just banter I could be OOC and use my own brand of humour to the situation, and it would come up more natural with more opportunity to be meta. People can say 'oh you can just say/open up to RP groups' but for me I can tell when Roleplay is going to be natural or forced and personally I don't like forced. If it were smaller groups, 4 max, then they'd be more of a chance to focus on individuals instead of getting lost in the back. Like in your typical 8-man teams, four will be doing most of the work, 2 will be mopping up and the other two are just hanger-ons, and in terms of Roleplaying it's the same thing. 4 will be important, 2 will be supporting characters and the other 2 will just be extras.
  5. To add onto Nic's answer: Once you have created enough of a certain type of enhancement, grouped by type and level range; you'll receive the badge appropriate to the memorisation. In order to actually USE these memorised recipes they appear in new tab on the page where you go create recipes called 'Memorized'. It's there you can simply create those enhancements without having to buy the recipe chip for them. It's a lot cheaper when you only have to worry about the creation and component costs rather than adding the recipe chip along with it.
  6. I've proved without a doubt that the logic of 'would not fit in buildings' is fallacious. Several types of mobs including Lost Mutates, CoT Behemoths, Firbolg and Warworks/ACUs can fit inside indoor maps without major clipping. Giving a player character the ability to appear as large as them works fine in the majority of maps, even the low-headroom ones. A snug fit, but a fit nevertheless. If we want to talk about what has changed, the change is the game is no longer under the old dev team's supervision. That doesn't mean the quality of the experience should be lowered or that the standards should be tossed to the wind, but a more compelling reason than 'That's how it's always been' is required to convince me this is a bad idea. Though it will have to be something from the Homecoming team who understandably has a more intimate relationship with how the servers work and how they wish to implement such a feature. If anything, if they do not or cannot change the way sliders work in the character creator. They can simply raise the min and max scale caps set by the server. That way manual costume editing and loading can be performed by advanced users. The trick is no more complicated than the skill required to write macros and binds except you have to edit plain-text files outside the game to do so. Then the min and max can be as it is currently live, but those that wish to take the option to have extra large or extra small can do so. In a way, it prevents inexperienced users from taking forms they are not familiar with.
  7. From my testing, the camera issues for 'Larger hero' are not any more exaggerated than other tall characters in general. Like in the Vanguard passageway example, the camera has collision at all times and in the very few instances where the character's head and shoulders clip through the world, the camera snaps into position so that you can always see. In fact, even if you were a normal sized character, the camera will still snap into the room you're in if you pass through a single-doorway and the line between your sight and your characters head is not met. Angling the camera low in cramped cave maps often gets you the best view without bumping. Going into first person camera will skate across the ceiling.
  8. During the last RP Event in Everlasting, people were asked what kind of things they'd like to see added/changed to the game. I was surprised to hear that least a few others wanted to be able to make bigger or smaller characters than we do on live, myself included. One even suggested '2ft to 12ft tall', I would have been happy to see 10ft myself but I was impressed that I wasn't alone. So after hyping myself up talking a friend I went on a mission to Icon 1.72 to create a proposal for the Homecoming devs reading this and to anybody else who supports the idea to increase the server-enforced restrictions to player costume scales to make this a reality. I created an Imgur gallery with numerous textboxes to go through the reasoning and logic behind allowing this change and why the infrequent issues that come with it aren't as bad as it seems from a glance. There's two parts of the proposal, one that goes over the size difference compared with mobs and the second part that covers the worst case scenarios of maps, to read it all you have to go to this link: https://imgur.com/a/prx4pl7 As a footnote: I know I'm missing those tiny tunnels that criss-cross some Rikti underground maps however I wasn't able to find the internal mapname for such a place (honestly, there's dozens of the same exact maps, what the...?). But one might argue it will be the same as the Vanguard mini-tunnels as described in the gallery itself. I'd want to forward this proposal to the Homecoming team themselves but I don't know how, so I'm hoping by posting it here at least, the community can also weigh in on their thoughts and compromises, if any.
  9. I've mentioned it a bunch of times in game and people have been mostly agreeable with the sentiments, so I'm just going to post the suggestion and possible solutions here. Sentinel's Opportunity is okay, but it's poor execution is holding it back. It requires that you have T1 and T2 attack powers in order to 'activate' the inherent and the benefits of choosing one or the other isn't as powerful as it should be in comparison to other ATs. What's worse, it's entirely reliant on hitting your opponents because if the attack doesn't connect, the inherent does not trigger. Good luck using opportunity if you're up against ToHit debuff-heavy mobs like the CoT and Skulls! I can see the power as being more strategic or tactical then most ATs but it's not reliable in the least. Think of an AT whose inherent requires some kind of check to activate and you'll find Sentinel's is the only one! (No, not even the Brute, cause even MISSING can build Fury. Controller is a hard sell because bonus damage always occurs when damaging mezzed enemies. Blaster can literally use their first two attacks even while mezzed. Scrapper/Stalker/Corruptor crits might be easier to argue with, but one thing can be said is that it applies to ALL their powers, not just the first two attack powers.) The solution to all this is to streamline it into a Domination-like power you activate at will. Create a new power 'Opportunity whatever' and make it so it can only be used when the inherent gauge is 95-100% full. It requires you target an enemy and upon activation, marks the foe as it would currently do when using a T1/2 attack. The power should not require a ToHit check and better yet, it should be one whole effect encompassing the two current types of Opportunity buff or maybe something different (again, think of Dominator in terms of strength). Let the guage drain over time to act as a 'duration' for the effect and if the enemy falls, it could drop to a minimum of say... 35%, so that if you defeat he enemy early you don't lose your entire Opp guage in the process. (Like if you Opp something close to dying anyway) Anything less than 35% remains untouched. Opportunity as an inherent would then be as reliable as the other ATs and thus the frustration that comes with the current implementation. Sentinels can become a ranged shotcaller and be able to assist offensively, even being able to use a power to designate a priority target if need be. Or they could target and ally whom could either have a buff version of Opportunity or allow it to assist-target their own target so they may instantly benefit from the Sentinel's Opportunity ability. I mean, take the suggestion how you will. But if you're going to use the Dominator SFX for the inherent anyway, you might as well!
  10. On one hand: Yeah, there's absolutely nothing wrong with an auto-hit in PvE when using AS during Hide. There are seperate rules in place for how Stalker powers work in PvP including being unable to crit from hide unless the foe is mezzed, so that is not an issue. The other hand: While it's super annoying to miss, it's true there's no penalty aside from time lost for missing. One can only minimise this by getting as much recharge as you can involved so you can make your next attempt faster.
  11. Even if the game didn't change massively, there is still a big concern about certain things changing or stuff added that many people do not know about, or ask about frequently in places like help channel. There's an entire AT (Sentinel) with little documentation aside from the i25 patch notes and one cannot rely on an outdated wiki like Paragon wiki because it won't tell you if some information isn't relevant to the version Homecoming is running. It may not be the most critical thing but ultimately Homecoming should have its own wiki. Copy the original Paragon Wiki and then just sweep through all the articles so they're up to date and truthful to what currently happens in Homecoming. Then we can use that as a source and keep ParagonWiki as an archive of what once was.
  12. Correct! Although I don't have a Defender to test this with. (Been trying to hit my Lv50 with my Stalker), someone will have to try to carry on my work to know for sure.
  13. I tested it on a even-level Minion in Founder's falls and yep, the bubble burst: I wasn't aware of the level-scaling thing, apparently all Injection amounts to is 7-8% to each stat, and it doesn't even stack! And here's me thinking the Medicine pool wasn't a complete waste of time, sigh.
  14. Seconded. There's absolutely no real-stats for even the ally version, nevermind the enemy version of Injection. Since I have it on my Stalker I'll try finding a temp power to see enemy stats and report back here, providing said power exists. OKAY! I got it! I got the stats for [injection] when used on an enemy. It's only a small test but it shows promise! -Parameters- • For this test I went into Atlas Park on my Lv40 Stalker 'Street-Shinobi' so the result I have here are based upon a Lv40 character. There's no real-stats I can use to see how it scales sadly. • I did have a Lv30 IO ToHit debuff attached prior to testing but used an unslotter to get the 'pure' Lv40 stats. • Tested the stats shown in the image on a single Hellion LT. Because of the zone effects, he was the closest. • I used the [Power Analyzer] temp power to be able to get enemy stats, it costs 50k at the P2W vendor and gives you 20 charges, pretty neat! -The Results- From the Images we find that: • The ToHit debuff at Lv40 is an impressive -32.20%: Bringing down a LT down to an effective ToHit of 21%. Even from the start Injection has immense potential dodging attacks in general. • The Damage Reduction is the same as ToHit debuff in numbers and still pretty heavy, the affected target is basically only doing 2/3rds of their normal damage, even if they do hit. • The Recharge reduction is similarly impressive, at -36.8%, the target's effective recharge is 63.2%. Or to put it another way, an extra .58 seconds for every second their powers need to recharge. We don't know how fast enemy powers recharge anyway but assuming it's the normal rate their actions per minute is noticably reduced as a result. Of course, since there's no duration displayed, I took the time to find this out too. Seven times in fact! In whole seconds the effect lasted for 17 15 16 15 17 17 17 each, which rounds to about 16.28 seconds. Though there are conditions such as lag and reaction time in me clicking the stopwatch which is why I used more tries than I was going for initially. So ultimately, [injection] provides decent debuffs to Damage, ToHit and Recharge time for the target, cutting these attributes by about a third, and on top of that it lasts around 16 seconds, four seconds more than the base recharge, thus it can be perma on one enemy without slotting a single recharge enhancement! The Damage and Recharge debuffs cannot be enhanced but the ToHit one can! So there we have it, mystery solved. Though it would have been better if the real-stats were filled in on the power in the first place!
  15. Not sure if they're suggested on this particular forum before, but here are some ideas: Size-Up Inspiration Combining Grant the ability to combine inspirations so that as well as the choice to turn it into one of a different type and same size, you can also combine it into an inspiration of the same type but a size larger. Also, allow this to extend to the point that three large inspirations can turn into a Super! version. • Not sure how this disrupts balance as three of a smaller inspiration stacked is much higher than combining it into the next size up. It's objectively not overpowered to be able to do so, even for Super! inspirations. • Adds another option to inspiration management. • Allows Super! size inspirations to be less mythical in nature, at the cost of a few large inspirations. • Option should include Dual/Team inspirations, which I elaborate in the next suggestion: Combine Dual/Team Inspirations Granted they're only available via P2W and Super Packs, but Inspiration management is affected when they're enabled and all because they lack the ability to combine. Using simple rules, the ability to combine them should be similar to that of the above suggestion. • If you have the same type and size Dual/Team/DualTeam inspiration, you should be able to combine them into either another of the same size (within it's own special group) or be able to turn them into the same type of a larger size. > What I mean by it's own special group means, A dual can combine into Duals, but cannot combine into a Team or a DualTeam. Same as you can't make a normal inspiration into a Dual/Team/DualTeam via combining. • Allow players to access the incredibly, holographic-rare Super! Dual/Team/DualTeam inspirations by combining three larges together. I don't claim to be an expert on game programming, but logically speaking these suggestions are purely UI-based and work on inspiration combination mechanics, something that's able to be used in macros by ordinary players. The game would probably need to be updated to change the 'into itself' combination into the same type and larger size whereas the Dual/Team/DualTeam combinations may need to be remade from in the same way it is done for normal inspirations.
  16. Street/Will Stalker here! Can confirm the Combo system aligns very well with Assassin's Strike/Focus. Opening up on a mob with AS produces 2 combo points on a successful hit, meaning I only have to use one combo builder power in order to max out my finishers. At the same time, using the combo builders and finishers give chances to acquire A-Focus charges which, after about 9 seconds on my slotting, is enough time to build 2-3 focus stacks for the mid-battle critical AS. And then yet again, after using mid-battle AS with a crit (or not, RNG sucks), I have a head-start on my next max-combo attack. It's a beautiful rhythm. It seems as long as AS positively influences the charge/point mechanics of a given power-set, it gives Stalkers a bit of a niché you can't find in other melee sets, even Scrappers. Once again, I have to pray to the i24 gods that brought us the AS revamp in the first place, mid-battle AS is truly the saving grace for the archetype.
  17. Oneirohero

    Lagin

    You have two screens? It's possible that the game cannot run with multiple screens. Have CoX run on one screen and try it again. Remember this game is from 2004, it is not up to date with modern setups like multiple monitors.
  18. I've never had a problem with finding names for my characters, but at least I know if I get them to Lv50 they'll never get released. If you ever get stuck with names, try using adjectives and words that don't come up in a dictionary too often. As for multi-boxing, well, I've never multi-boxed, and I figure anything that might have been useful to do with it like exchanging items could easily be done via the email system. Folks are free to tell me why multi-boxing is useful, but all I know is I'm glad I don't have to worry about the rules surrounding it.
  19. It might work if you're less than Lv50. But once you hit Lv50 and get double INF anyway this option would have to be as unavailable as the XP booster to avoid an exploit.
  20. The temptation to read people's Inf(o) is also a point to bring up. Since a lot of people, myself included, go to the lengths of writing prose and even a few bullet-pointed details about a character. Unless the details presented are obvious and face-value, one could easily overstep and assume/say something they shouldn't know about from a first encounter. On the other hand, a good RPer is going to treat an encounter by looking at the person and reading their speech bubbles anyway. If we go too far into 'making it realistic' we'll end up having to close the chat window so we don't get tempted to look at the logs if we forget what someone says. (Not including the difficulty of checking your spelling when typing blind as well). Regardless, I'll have to try the no-names option next time I'm in. Always worth a shot.
  21. Even though I'm from the UK, admittedly I'm probably going to stay on Everlasting for being RP-friendly. But depending on how long this experience lasts, I could make/transfer characters over if it gains positive community traits.
  22. Bumping. This is pretty useful stuff!
  23. If there were a way to pay in monthly installments I might have just set up enough money to pay the original subscription fee. But since the goal is met I'll just have to try again next time.
  24. Street/Ninj Stalker "Farshadow" here, currently my main gaming/RP character. If you ever see him you'd wonder how he manages to get away with being so stealthy for his size. The trick is: he really is that good!
  25. It's good to be back. I may still have my costumes from my old client but remaking my heroes and villains again has been quite refreshing. I wonder if I'll start stalking the forums on a daily basis like I used to do, we'll see!
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