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PoptartsNinja

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Everything posted by PoptartsNinja

  1. It would be nice if we could get normal human arms for Robotic Arms 2 (and possibly Robotic Arms 1, that'd make for some fun asymmetric costume options). Just a bare arm to the shoulder. It'd be a great way to make a costume with armor and bare arms, or otherwise turn any chest piece (and pattern!) into a "tanker" style piece. This may already be an existing art asset, too. It's just only accessable on jackets with sleeves using one of the short sleeved options. While I'm at it, the Samurai belt with the armor pads removed would be pretty great for making the baggy tops look nice and rumpled...
  2. It always surprised me that the Sentinel of Mot wasn't an AV in all of its incarnations. It'd downgrade to an EB automatically for soloers who haven't voluntarily chosen to encounter AVs.
  3. For a moment, I thought the fly protection was like the teleport protection where it's a proc that's up 20% of the time and not always-on protection. Hypersonic's Fly Protection is mag 2, but is -fly even working on magnitude? Seismic Blast's -fly is -160%, as is the -fly in Air Superiority. For comparison, the 20% chance for teleport protection in Gladiator's armor is -100% teleport distance.
  4. The OG Paragon City Freakshow were Rikti War veterans who were either given Excelsior and hastily cyborged to fight the Rikti, or who survived debilitating injuries and turned to cybernetics after. That's why, whenever the Freakshow build something, it's a fortification. And it's also why their greatest fortification is in Crey's Folly, just below the entrance to the RWZ, so that the Freaks would be the first on the scene for the inevitable breakout. These OG Freakshow are mostly gone now, and under Drek's leadership (and unwillingness to get vaporized by Rikti plasma) the urban disaffected the Freakshow have recruited have almost entirely lost the original plan. Rikti are afraid of the dark have almost no night vision, which is why their armor always has built-in night lights.
  5. While we're at it, can we port the existing sitting poses to female characters?
  6. Honestly, a set that was - End Mod - End Mod/End Redux - End Mod/Recharge - EndRedux - Recharge And then either - End Mod / End Redux / Recharge - a proc Would be pretty nice. It wouldn't even have to be a damage proc, being able to slot Power Sink with a chance for knockdown proc would be pretty fun. For set bonuses you could probably do something like Rare 2) 2.5% Recovery 3) 1.88% MaxHP or 1.8% MaxEnd 4) 3% Resistance (Smashing, Lethal) 5) 5% Rech (to make it slightly better than Efficacy Adaptor but slightly worse than Synapse's Shock) 6) 3.75% Defense Melee, 1.88% Defense (Smashing), 1.88% Defense (Lethal)
  7. Tracking those stacks is core to how those sets function. I could definitely see exempting those from the 'hide autopowers' selection. A theoretical new player (either to the set or to the game) accidentally hiding their set's core mechanic is unfriendly design. It's why Brutes can't hide their fury bar.
  8. Levitate does smashing damage in a set that does almost exclusively psi, which makes it really useful for the things that resist psi. The things that resist psi damage tend to resist it heavily (70-95%). Try soloing a bank vault door with only mesmerize vs. only levitate and you'll see levitate's value. It's also a knockup which tends to ragdoll its targets in a way non-vectored knockdowns don't.
  9. City of Heroes predates the Tank/Healer/DPS "Holy Trinity." CoH was basically a generation 1.5 MMO, which means it was hot on the heels of Everquest and Ultima Online; and released six months prior to World of Warcraft (which established the Tank/Healer/DPS trinity). Prior to WoW, the "Holy Trinity" was Tank/Healer/Mezzer. Issue 0 CoH conforms to this to an extent (CoV does not), which is why Blasters have Beanbag (or an equivalent) in most of their primaries and nearly every secondary starts with an immob or a knockback. The biggest exception the OG devs made to the Everquest Trinity was turning the (frankly boring) MMO 1.0 healer into a buffer/debuffer. Which were things "healers" often did but were never their primary calling. That was CoH's biggest mold break, and I still remember having a blast shortly after launch running with organized teams of 8 defenders of various types getting a feel for how powerful the buffs/debuffs really were. CoH just grew in ways the OG devs never anticipated; and had grown out of the Tank/Healer/Mezzer "Holy Trinity" before Issue 1 even came out. Heck, the original design intent for armor sets was that tankers/scrappers would run maybe one or two of their toggles at a time and switch between them depending on what they were fighting. It's why they have a recharge time, because they expected we'd be turning them on and off in combat. Fortunately, the game's core mechanics (things like character movement, responsiveness to player controls, character creation, and the core gameplay loop) were really fun and ones the devs dialed in on that they usually delivered more of the things we enjoyed. The additions they made over time (like sidekicking/exemplaring in all of its forms) to make the game more accessable were a huge boon as well. And the devs never really tried to re-establish any form of "Holy Trinity," which was to our benefit in the long run. The fact that we can engage with nearly all the content with any AT combination and make it work 99.9% of the time is a good thing. We were doing that back in Issue 0 and we're still doing it today. If, say, Stalkers weren't considered to be able to contribute materially to, say, Rikti Raids? This community would figure out a way to make a 100% Stalker Rikti Raid work. That's just what we do, and it's a blast every time. Anyway, TLDR: CoH was designed before the modern MMO Tank/Healer/DPS "Holy Trinity" was a thing. It never tried to conform to something that didn't exist until 6 months after its release.
  10. While we're fixing helicopters: Can we get helicopters (and the Paragon City smuggler ship to Striga) de-linked from the tram door timer? Half the time you click on a chopper or the boat door and have to wait around for 5-15 seconds until the next time the blue line opens its doors. It's clearly not a necessary limitation since there are doors near the RWZ helicopter that can be used instead of the chopper that don't have the same timing restrictions. For that matter, I'd be all for removing the timer from the trams, too. Let the train arriving/departing just be cosmetic.
  11. As with the last thread: a disable patrol XP option on null the gull or something seems reasonable. Even if I wouldn't personally use it, I can see no reason not to do something like this. Especially now that it's clear it isn't only Rudra who'd be interested in this as a challenge setting.
  12. Since we now have the option for stances that only activate when travel powers are in use, is that something that could be ported to the path auras as well? Right now, our options are to have them always on or to have the path aura show up with any movement, but I think adding a "travel powers only" option would be a fun addition. That would let players burst into flames or start glowing, but only while actively flying, within a 2-3 seconds of teleporting, using super jump, super speed, or possibly even infiltration if it's also considered a travel power now?
  13. You could get a third party screen reader program to try to accomplish this. They're primarily intended for the visually impaired, and they read (in the form of text to speech) any words on the screen. I'm not sure how they'd interact with City of Heroes, you'd have to try one and see if it worked for you; but because they're an accessability tool they're usually completely free.
  14. It's hard to fit anything semi-usable into one of those cargo containers without completely sealing them off (or breaking the game camera 😄). I'd do an 'S' curve if I thought I could fit. I'll try using the new spacing tool and see if I can't come up with a reasonable visual barrier.
  15. Word of mouth is going to affect people's decisions no matter what form a public vote takes. At the end of the day, the community poll was a way for people to tell base owners/creators "Hey! We really like your stuff, and would like to see more of it!" As the person whose base got the least votes on the poll, I'm not discouraged by any of this. What I do see are two fantastic bases that people really, really liked and still like well enough to keep fighting for even after the polling has ended. But the community poll wasn't a contest to pick the winner, this was a way to say "I like your stuff!" Even if everyone who voted for Vault Luxe and Rampage voted three times (which didn't happen, the votes aren't cleanly divisible by 3), Vault Luxe and Rampage would still be in first and second place. That's a level of enthusiasm I find really wonderful. Over a hundred people loved those bases and would like to see more of them; or would like to see them refined and expanded on; or were otherwise just absolutely floored by what can be done in a janky, twenty year old tetris minigame. My only recommendation for future contests would be: give everyone up to three votes, but only let them vote for any single base once. That makes it a little clearer that the vote isn't entirely about picking a winner, but sending a kudos to creators whose work really impressed. Thank you Dacy. Thank you Easter Bunny. You both worked hard on this, and I know the extra stress of the polls closing earlier than you intended has been bothering you. You ran a great contest and I do hope you'll do more. This was really fun, thank you for letting me participate!
  16. Thank you, whether or not you were the one who voted for Crash Castle! Win or lose, I had a lot of fun making it and the contest has given me a little push to maybe actually use it as a club space.
  17. Now that somewhat fewer things test against smashing/lethal defense than before; I personally prefer to push for 30% or so positional (melee/ranged/maaaybe AoE if I can get it easily without compromising anything). Just enough that a medium purple is enough to soft cap defenses against most things.
  18. I'd kill for a generic lamp (or other easily-hidden object) that produces colored light based on the object's secondary color choice. I'd also settle for a set of small, easily-concealed, identical objects that produce red / orange / yellow / green / cyan / blue / purple / magenta light in a radius about on par with the recessed flourescent lights so we can generate pockets of colored lighting out of bounds without needing to rely on the gigantic Items of Power and their hard-to-hide particle effects.
  19. Claw Strike - Blaster Secondary - Primarily claws with a splash of regen thrown in for flavor. Tier 1 - Immobilizing Dart - Ranged, Minor DoT(Lethal), Foe Immobilize Tier 2 - Strike - Melee, Light DMG(Lethal) Tier 3 - Slash - Melee, Moderate DMG(Lethal), Foe -DEF Tier 4 - Frenzied Strikes - Passive +1% crit chance for each Claw power used in the past 10s (max 5%) Tier 5 - Spin - PBAoE Melee, Moderate DMG(Lethal) Tier 6 - Resolve - Toggle: Self +Regen, +Recovery, +Rech; PBAoE Foe Fear (Mag 2) Tier 7 - Reconstruction - Self Heal, Res(Toxic) Tier 8 - Critical Strike - Melee, Minor DMG(Lethal), Self +ToHit, +5% crit chance for the next 10s Tier 9 - Eviscerate - Melee (Cone), High DMG(Lethal), high chance to crit
  20. The OG, unnerfed version of Psionic Shockwave. Night Widows are slightly more melee than Fortunatas so giving them a strong melee PBAoE at Tier 9 seems like the best choice.
  21. You can see I'm at building at grid size 1/2, which is generally pretty safe and on-grid especially for those particular brick walls. 80% of this particular base is in bounds (I like taking advantage of the impassable invisible ceiling to make fake city skylines) and these particular brick walls are just below the standard ceiling height. They should be about as safe from base drift as possible considering they don't even line up at grid size 1. I'm just hoping maybe I caught something new/unknown that will help pin the problem down.
  22. I found a little more evidence that base drift might actually be rotation-related. There is a brick wall piece in the same base from above that is now permanently askew: Here it is on one end: And here is that same piece at the other end: I've also got video evidence that the offset is now permanent for this particular piece:
  23. I know, that's why I'm reporting something I hope might be a new detail in the hopes that it helps the dev team pin the problem down.
  24. I noticed something while working on base drift on the Brick Wall (Large) items. When drifted items are selected at certain levels of precision, it appears they may have actually rotated on the Z-axis, which I think has probably incrementally shifted their X/Y coordinates: After repairing the drift this rotation seems to go away: I only really noticed this because these particular items are so long.
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