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Andreah

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Everything posted by Andreah

  1. I'd like to be able to be immune to group stealth/invisibility, too. Then at least one person on the team would be able to escort a hostage out without a long argument.
  2. Here's another option. Make Fly and Hover make the caster's pets fly or hover, too. Automatically, no group fly required. MM's basically get a freebie, and will spec out of group fly in short order, and we'll see it relegated to the rare RP instances where people use it to mimic zero gravity for a roleplay scene.
  3. I think it (group fly) may have been useful occasionally, back in the early days of the game when there were fewer flight options. But even then, it was a bear -- I was on live a few times when people tried to use it for that and it was hard to stay inside the group flight bubble, and if you dropped out, you fell, almost to your death. No one wanted to use it like that mechanically. It was and still is useful in some narrow RP instances, but I would happily give that up for the trolling and complaining with it to go away. There are so many good, cheap, and persistent flight options now it serves no purpose apart from flying pets. Just make it a flying pets power.
  4. If the toggle is moved to settings (and maybe even if it isn't) I'd like there to be a slash command option to set/change it too.
  5. Fold Space usage was pretty rough at first, but imo people have learned how to use it pretty well.
  6. If we're going to propose changes to improve the situation, why don't we make Group Fly ONLY affect pets, and rename it "Pets Fly". Do the same to the Group Teleport power -- only teleports you and your pets, no one else. Edit: Or make these pop-up tray powers for Fly, and make a new "good" power for the pool
  7. It's not your team so you have no foot to put down. Ask yourself if you want the completion bonus enough to tough it out to the end without Group Fly.
  8. The Null the Gull things are coded in a kludgy, unrefined, imperfect manner, because they only got done at all because they were cheaply and easily done that way. Reversing the logical sense of it might sound good & easy, but imagine if, that being done, now you had to go to Null the Gull and enable Group Fly on your pets? Individually? Every time you summoned them? I haven't looked at that code, but this is the sort of thing that can sometimes happen when you try putting yet another band-aid on an existing band-aid in a complex software system. Now imagine HC decides to put the effort into fixing it "the right way" -- as a proper character toggle in your settings. That's database, coding, UI, and probably other things like testing every pet in the game for it, and so on, to do. On top of that, everyone who had used Null the Gull now has to set this new setting, with most forgetting to until they get hit by it in game, complaining in game, and complaining here in the forums. I have an easier solution. 1. Go see null the gull and choose your setting. 2. If you forget and get hit by it then politely drop, or stay and grumble silently, and then fix it later. 3. If you use it and get told by your team or league leader to stop, do that or politely drop.
  9. You can tell a topic gets people excited when if gets so many responses in just a few hours. I agree, group fly is annoying. I always turn it off for my characters immediately when I create them. But not everyone does, and it's often just because they're in a hurry to get to content and eventually forget about it. But a team leader's request should be honored, even on a TF. If it were me, I would follow the request, or politely leave the team.
  10. Half the people in this thread have been taking everyone to the cleaners and they don't even know it. :D
  11. My worst case was doing some market work after I had just woken up and wasn't really awake enough to be doing it with care. I added both an extra zero and put 10 in for quantity instead of 1. It teaches us lessons!
  12. I shudder to imagine. I know mine.
  13. In a successful MMO, there are too many players for them to be the main characters, and I hate it when MMO's try anyway.
  14. I can give a preliminary Upper Limit on how many different power choices there are for scrappers: 1.07175E+17, or 107,174,607,875,176,000. I'm accounting for all possible 24-power choices from the combinations of primary, secondary, power, epic/ancillary, and patron pools; (hopefully) accounting for how many legal combinations of pools a scrapper character could have. However, it's complicated by the constraints inside each power set. For example, it's not possible to pick only the tier-8 and tier-9's out of your primary, but my preliminary upper limit pretends you can. If there were no constraints, you would have (9 choose 2) = 36 combinations of two power choices out of your primary, but in reality, it's probably only 15 -- you pick either the first or second power at level 1, and then with one remaining choice, pick one of the other eight, and one of those could be a duplicate of power 1 and then 2, or power 2 and then 1; so the total is 2 x ( 8 Choose 1) -1. If we were to follow this through all the numbers of primary powers we might pick, obeying the limits, then for each case the legal number of combinations will be lower. Similarly, you have to pick from pool powers with restrictions, some are prerequisites to others. These limitations can be very big in the combinatorial space, and so my upper limit is probably much, much larger than the real number. But I thought I'd put it out there.
  15. Good to know! From that we can further limit the choices down. I'm busy for the moment, but I'll think about it some more later.
  16. I remind myself what the OP is asking about, and here's one way to look at this, kind of superficially, to figure out the total number of uqnique powers choice options within one build. Let's say you choose a primary and secondary, we don't care which, each has up to nine powers, and then also four power pools, each with five choices, and then also one patron or ancillary pool, also with five choices. So, let's estimate a lower bound on how many options there would be. This is a total of 9+9+5x4+5, or 43 potential power picks. From these, the character can pick 24 choices -- that's 43 choose 24 combinations, or 800,472,431,850. That's over 800 Billion. But wait, there's more constraints. There's a minimum number of power choices that have to go into the primary and secondary, and that can't go into any pool, and the number that can go into pools is also limited in some ways. A better approach would be to think about how many permitted choices there are at each level up, which would also account for the sequence that powers open up by level. So, how many choices do you have at level 1, then how many at level 2, at level 4, and so on, for each level you choice make a choice at. It gets complicated whenever you could choose a pool, because then we need to track separately how your choices change from that point on based on whether you chose a pool or not. This forms a tree of choices, and we have to add across the nodes of, and multiply as we ascend the branches. This would be best done by a computer program to keep track of it all, but as I think about it, it feels to me that it should be tractable to do by hand, or with a spreadsheet, since the number of pools is in the single digits, and worst case there would be five pools? (I rarely use them, so I don't know, can you have an epic/ancillary and a patron pool? So six?) That's 32 (64?) tree branchings to track. Sounds tedious, but doable. Ideally done by computing through, using recursion.
  17. Outstanding! It's not impossible to work these numbers out, and IMO, different combinations of pools can make otherwise identical primary/secondary choice characters play very differently.
  18. But that's just number of slots -- that's not in itself very interesting if they're empty. It matters what you put in them! There are LOT more combinations of that than I care to think about.
  19. Let's look at Scrappers for a start. Scrappers can choose from 21 primary powersets and 14 secondary. 21 x 14 = 294 combinations of those, except for the specific combinations that are disallowed, such as (katana, staff fighting, titan weapons, claws, dual blades) which can't be combined with shield defense. That's five combinations we subtract out, for a total of 289 combinations. Correct me if I've missed any forbidden scrapper combos. Then, scrappers can choose up to 4 out of 12 power pools, and then one out of 10 ancillary/patron pools. For power pools, we have to account for possibly choosing 0 of these (one way to do that), 1 of these (12 ways to choose one), 2 of these (66 ways), 3 of them (220 ways), or 4 of them (495 ways) for a total of 794 unique ways to choose from power pools. For ancillary/patron pools, there's 1 way to choose none of them, and 11 ways to choose one of them, for a total of 12. The total number of unique scrapper powerset choices is the product of these totals, or 289 x 794 x 12 = 2,753,592. After that, there's many, many numbers of ways to powers from each set. As an aside, the way to figure out how many unique ways there are to choose K things out of a set of N choices is called "N choose K", or C(n,k) which is equal to n! / ( k! (n-k)! ), where x! is the factorial function, which is where all the whole integers from 1 up to x are multiplied together. Counting the unique ways one could choose powers is much harder to work out, and I suspect, vastly higher yet.
  20. Are you familiar with how WW2 went in the game's history? Pearl Harbor wasn't the only attack on December 7th. There was also an attack on Paragon City the same day (by German supervillains -- the Storm Corps, iirc). If it were me, I'd tie back to that. However, the further you go back, the safer you are. Pearl harbor probably won't upset anyone. But you never know, a player may be here whose grandfather or great-grandfather who survived PH recently died. You never know. If it's just a passing mention, that safer as well. If one ties the character up in the event in great detail and significance, that's probably less safe. We have plenty of game-lore catastrophes to link our stories too already, and the realms of our imaginations are wide.
  21. In my head-canon of the game, everything about City of Heroes' non-super history post WW2 was different. Subtly at first, and the more so as the decades come to the current day. All the US Presidents were different, the wars and conflicts different, the issues that divide or unite everyone in real-world are different there, popular culture is different, and so on. I die a little inside every time someone ties their character to real world movies, fiction, star trek, star wars, lotr, famous real-world entertainers, famous politicians, and so on. No desert storm, no dot-com crash, and no 9/11. Just leave these things out. However cool an idea might seem to be to use them, it'll go no where good.
  22. If you must go, go on a high note -- Mission Succeeded! We'll miss you.
  23. Regarding converters and boosters, look at the ratio between their going prices. Nominally, it should be 15:1. Converters also get a bit of a premium because they're more click per merit to redeem, but it's usually within 10% or so. If clicking/mouse-actions are not a consideration for you, you'll make more money from converters if they sell for more that 1/15 the price of a booster. And if boosters are selling for more than 15x the price of a converter, sell those instead.
  24. Kin is my KM ITF Choice of Choices. With Fold Space. And a tray full of [Ultimates]. ^_^ I don't care what it costs, it makes it fun!
  25. Also, there is an "Upgrade" button in the lower left corner of the enhancement management screen. Press it often. It's a fair deal and much easier. It instantly updates all your slotted SO's to your current level, and only changes the fair difference in price from what you last had slotted to what they would cost at your current level.
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