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Everything posted by Andreah
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Once you have a multiverse with infinite dimensions, how could there not be?
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What's missing in the character creator?
Andreah replied to Jack Power's topic in General Discussion
What is missing is a text editor that works. -
The beauty of the multi-dimensional CoH universe is the creative freedom it gives us. Once, long ago, I had a villain character who was derived from judeo-christian mythology (along Miltonian lines), but I didn't play the character long, and when I did, I de-emphasized that aspect, because the real-world religious ties it brought up made me uncomfortable. I felt I was doing an honest and respectful job of it, but you just never know how other people will interpret it, and I decided to let it go. Today in HC, I wouldn't create such a character based on any currently practiced religion; but that's me. But, again, that creative freedom is still there. Imagine a parallel dimension where the laws of the universe look more like magic and less like physics; and where there's been violent evolutionary conflict between many different sentient races with inherent magical powers. Summon a few over here and they'd be demons/devils enough for me. If those creatures were cunning and sufficiently deceitful, they might well claim to be the souls of deceased humans to take advantage of the beliefs of people in the CoH dimension.
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Yes, but it takes one of those goods that not so many other serious marketeers is watching like a hawk. A person could get lucky doing this a few times, but it would not last long enough to turn a profit.
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I have to say level 32 to me is Defender Kinetics Fulcrum Shift. One well timed use of this power can completely turn the tide of battle to the team's favor.
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Yes. Yes. I think this is a terrific idea and you should definitely try it. Please let me know when you start so I can watch, innocently of course, from the sidelines. I would totally not see this happening instantly and be trying to out mouse-speed Yomo to take advantage of it.
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I like SJ because picking out my landing spots on a series of jumps is fun. I also like teleport for travel because I have to be clever with my route to get there efficiently -- it's a bit of a minigame. Fly is great, I like it too, but it's a bit too easy. Maybe if fly had inertia and I could accidentally bump into a building or obstruction and toggle out of it for a moment it would have similar draw to me. The only thing I don't like about SJ, and this is a bit contradictory, is the directional control seems too good.
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Any long-time forum reader will recognize names of others and know their reputation from what they wrote and how they respond, and not from any metrics-based badges. However, for others I don't know from reading and interaction, I like to see when they joined and how many posts and responses (good, bad, indifferent) they've made and gathered. Mainly this will shape my interpretation of what they write -- are they new, possibly unknowledgeable, merit a gentle first interaction with the community, and so forth. I don't think badges, especially if they're new and spottily assigned will do that. Getting badges is cool, and I think mostly harmless. Judging other people from them, not so much.
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They're pretty consistently between 1.3 and 2.0 million. 1.3 if a buyer is patient, 2.0 sometimes if they must be had right now.
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In my case, I unslot the existing attuned one I had already. Next, I put the new one in and catalyze it. Then, I sell the old one. One cat and one unslot used. Fortunately, unslotters are cheap, even when you need to use two.
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I wonder if it's all working correctly. For example, it only awarded me the 500'th post badge after I posted my 527th post.
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Even people who won't use them can sell them for a nice bit. Great idea.
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I found it, it was not a developer, but UberGuy who inspected some of the publicly available code.
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I recall, here one of the HC developers posted some info about how it works, and iirc, (big iirc) it was a tree-implementation of a priority queue.
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I wonder if that's still representative. There's been a few substantial changes since then.
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I'd like to try a dark/dark dom, but I've been put off by the sheer number of active attack powers (which may be true of any dominator?). It looks like it would be very busy and perhaps complicated. Thoughts?
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I don't think it sends ten messages when you post an action on a single stack of ten, to post or claim. When you try to do actions for more than one unit or stack in quick succession, it does seem to have hard times with that. The ten stacking limit is probably a design legacy from long ago, and the question would be whether it's tangled up in too many things to safely change. If it isn't, I'd be happy to see it changed to 50 or 100. I would also like to see some currently non-stackable items be stackable. And i'd like the inf limit raised to some truly huge number. A pony for Christmas would be nice too. ^_^
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Oh, I agree in principle. I don't even like the idea of system-gimping to create challenge, such as disabling temp powers or inspirations. I'd much rather counters to those were developed and made available to the NPC opponents on new settings intended for higher difficulty; or that those systems, if they're truly creating problems, need some deeper redesign.
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I mainly post here, and in my supergroup's private discord. I've considered using FBSA, and made an account (I had a lot of trouble getting that set up -- the site's process for it was not intuitive to me), but I haven't put anything there so far, mainly because the time investment required and it doesn't seem like a high traffic area. I know that if I post something interesting here, it will get a few dozen eyes on it; on FBSA? Not so much., or no evidence of it. Here people can react/like/comment and I like that. It feels more like a conversation. I was in Shade's City of Roleplay back in the beginning, but I left it because I feel Discord is a terrible tool for large active communities; everything gets lost in the torrent of chatter and resulting scrollback. However, if that's not an impediment to you, I can recommend it.
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Sid Meier once said, and I can't recall the exact quote, that fun gameplay was produced by meaningful decisions. I think having the play have to decide in advance which inspirations to bring to a mission where they won't drop, and then when and which to use is more of a meaningful decision than which of the random inspirations which already dropped one might use.
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Well, if this system is going to propagate widely to other content, then the discussion here cannot be limited only to this beta testing. Yes, they did, but those runs were only about getting a one-time badge, and that apart from bragging rights, was the only enhanced reward one received for it. If these new difficulty settings propagate widely, with the proposed reward structure in place, they will become the new standard settings for the best organized and structured teams to run at. And that's why I hate to see core features of the game disabled in them.