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Everything posted by Andreah
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GM_Bot Introduces Revolutionary Graphical Enhancements!
Andreah replied to GM Bot's topic in Announcements
Further GPU upgrades required:- 48 replies
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I would like to suggest looking into https://hcwiki.cityofheroes.dev/wiki/Multiple_Builds if you weren't already aware of them. You can have three different builds for whatever purposes you want. For example, you can have one build optimized for maximum power at level 50, no compromises. And another set up to exemplar down gracefully to any level for teaming and TF's, etc. And even a third to bet set up for PvP.
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Nah, it would be a pool. Who needs friends after all? Losers, that's who. Losers.
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New salvage for holding large amounts of Influence/Infamy
Andreah replied to Andreah's topic in Suggestions & Feedback
Well, I'm sure most wouldn't use it. I was on a league of about two dozen mixed levels getting ready to do an MSR, and I asked the question of how many had run into the Inf Cap on a character. Three replied they had, one had that much inf, but spread over several alts, most had not, and one did not know there was a cap. So in an unscientific poll (really the only kind we have), four people out of twenty four had run into the cap (myself included). I think it may be more like 10% of players who have run into this problem, not just 0.1%. Not a majority, but a significant number. -
I made this suggestion in the now closed thread by @CU_Krow about a way to allow for holding lots of Inf on a single character without needing to change the hard 2 Billion influence cap per character: ... add a new piece of special salvage, which is purchased at the merit Kiosk for inf at 1 Billion each, and which can be sold for 1 Billion Inf at the same Kiosk. These would be transferable only to characters on the same account. Or maybe even allow them to be traded/emailed to anyone -- that's how normal Inf works, after all. Each character could keep as many as 9,999 of these at one time. If this were done, we would no longer need to store inf on pages of special purpose characters, or float it in emails to ourselves, or in clever auction house bids. I think this could be straightforward to implement and would have a low risk of creating problems. There enough Merit Vendors around, and even in SG bases, that it would be easy to get to to stash inf into the new salvage token, A "Golden Merit", if you will, and convert back at need. It would eliminate the need to keep extra influence kiting in email, stashed on alts clogging the database and 'namespace', or worse, in auction bids that, as we saw with the recent Hamipocalypse, aren't sure to be secure. I get it that many players won't understand this problem, but for those of us who run in-game organizations, love to farm, or work the market, or just play a great deal, this is a real annoyance, and would be a great QoL change.
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IO Enhancement Boosting and Attuning reversability
Andreah replied to MsSmart's topic in Suggestions & Feedback
Sorry, I wasn't trying to be negative -- I really do not understand the issue fully and wanted clarification. Because if it was the correct mistakes, well, we all make them, and in the big scheme of things we don't do it too often. Pull out the one mistake, sell it, and put a new one in that's right, following Yomo's advice, above.. But I had the sense, but wasn't sure, that you wanted to be able to easily swap between boosted and attuned sets of IOs, perhaps even frequently. And if that's the case then the Multiple Builds feature is MUCH BETTER for doing this, since once set up, they would not need to be constantly changed as you swapped. All you would need to do it talk to a trainer and pick the alternate build for what you wanted to do next. And they can do even more. So I was hoping for a bit more clarification on the situation in game that would lead you to want to do what you asked for in your opening post. -
I could agree with that. Totally on board here. Let me sell/trade those zillions of respec and even free tailor sessions. There are people who would love to buy them, or receive them as gifts.
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The main one I can think of is it would have to maintain the legality of the character. I.e., it would let you move a slot in such a way that you make a character build that couldn't have been made the hard way via respeccing. On the other hand, we know at which level we took powers, that's essential to exemping effects on power availability and such. So, for example, the power taken at level 49 can't have more than four slots in it, because it comes with one, and we get three slots at fifty, so no matter how we slice it, that power can have at most four slots. Maybe that's the only hard limit? Otherwise, the Slot Mover would also need to unslot any enhancement that was in the slot, or be limited to a slot that was empty.
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I agree this would be cool and useful. I suspect there may be technical reasons for it being very hard to do.
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IO Enhancement Boosting and Attuning reversability
Andreah replied to MsSmart's topic in Suggestions & Feedback
I'm not sure I understand the motivation. Are you saying, sometimes you make a mistake (we all do!) and want to undo it and go a different direction? E.g., change an attuned IO into a Boosted IO for a not unreasonable cost. Or are you saying you'd like to swap between having Boosted vs Attuned IO's on occasion, to lay differently. For instance to have Boosted IO's for hard, endgame content, and then swap back to Attuned so you can exemp down to run, say, lower level Task Forces for the weekly strike target? If the former, then all I can say is making mistakes can be costly. If the latter, then I'd like to point you at https://hcwiki.cityofheroes.dev/wiki/Multiple_Builds -
How about yet another kind -- Enduring, which would affect how long effects last on enemies.
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Adding flashbacks to Weekly Strike Targets?
Andreah replied to BLVD's topic in Suggestions & Feedback
How about a second kind of weekly drawn from possible Oro arcs? The Weekly Ouroboros Target; one each from Red and Blue. Double merits and a one-time special reward. -
Is there any way to make teams less boring?
Andreah replied to RogueWolf's topic in General Discussion
I've never been so alone as I've been on an MMO team where players don't chat and might as well be npcs with occasionally better AI. I prefer non-speed content. And yet I like being efficient, to an extent. I like seeing a group work together, and become stronger as a whole than all the pieces. I even feel some pride in that. It's even better when we mix in some chatter -- and be people to each other. Share in the joy of the efficient, powerful team we've made. We're awesome! And each of you seven teammates have made me a happy player! Thank you so much! On top of that, I'm a roleplayer, and if we add casual in-character banter, it's even better. Or if I'm with people I've had in-character interactions with before, we hang this mission into more subtle, large scale stories. At the end of the discussion, I don't care how long the mission takes if we're taking time to be social on whatever level works for everyone. But the tag "speed" on a LFG request ... no, that's not my thing, even if it's great for others. To me it's a hint that not only won't there be time for being friendly and helpful to each other, and for casual or roleplay banter, but those will counter to the main goal and be unwelcome to some degree. And somehow, these teams that work together often end up being pretty darn fast and efficient. It's almost as if people who're having fun, and care about each other play a little better. -
I like this idea. Call it a Vanguard Targeting Unit, and borrow an existing model for it. Have it target the highest remaining health Rikti enemy within range, and stay on that target so long as it's alive and still within range. That should keep it from swapping targets constantly. It could cost a fair number of Vanguard Merits, and still be useful. The HVAS costs 250, and unlike that, this would not damage enemies or generate much aggro. Perhaps 100 Vanguard merits for one would be fair.
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I'll consider doing that when this thread has run its course. My suggestion would solve most of the inconvenience problem from the inf cap, and not present new risks inherent in changing the size of a variable that ranges widely through the code, client, and databases. Also I think the Homecoming / Score teams have added new kinds of salvage before, so it should not be too terribly unfamiliar or difficult. I can't be sure there of course. For drawbacks, I don't see any really. People who don't want to think about Inf in these quantities won't ever see these unless they decide they want to. None of the UI fields in the client would need to be made wider to accommodate larger numbers, prices of every day things would not change -- this isn't about making people richer, but making it easier to handle the large amounts of inf wealth some people have and many supergroups accumulate. That last point has been missed, so far. There are a number of supergroups that hold events, contests, and such with prizes and giveaways. They manage multiple billions of influence to prepare for and run these, and since it can't readily be kept in one place, it's a significant QoL issue. Finally, I don't want to understate the drag on the system from the extra alts made to store inf, happenstance sitting on names (I have many that do nothing but store inf I could delete tomorrow), taking up database space, and so on. Email is also not a very good solution to storing inf. The email system itself was not designed for long term "kiting" of influence to ourselves. Perhaps even the shear number of steadily increasing emails containing inf with similar titles and addresses is causing issues within that system we don't even see. I know it occasionally fails even now -- periods will go where I cannot claim things from mail and I get error messages from it. And storing inf on market bids is scary level dangerous.
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Superpacks have a decent return on investment, but there's a LOT OF CLICKING if you do it "at scale". Edit: It pays to think in advance about how you're going to do what in what order on which alts, if you buy, say, 100 or 1000 superpacks and plan to open and sell their contents. You start to think about what settings and macros might help, and where to put windows to minimize mouse travel distance.
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I concur with this. And this is why I like the notoriety system, and would be fine with it being tweaked or extended to offer a greater range of difficulty. That might mean the effective softcap in some content is higher, but no one would be forced to run that content at that difficulty if they didn't want to.
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Focused Feedback: Power Changes (Release Candidates)
Andreah replied to Arcanum's topic in [Open Beta] Focused Feedback
Thematically, I like that singularity will have this dual effect to draw things in and then throw them out (or knock them down). And that it can fling objects out of nothing at enemies. -
Focused Feedback: Power Changes (Release Candidates)
Andreah replied to Arcanum's topic in [Open Beta] Focused Feedback
I can see it being a good change, I was relaying that I heard somewhere there was a good reason why it wasn't easy to do , but instead more game-breaking-really-hard. -
Focused Feedback: Power Changes (Release Candidates)
Andreah replied to Arcanum's topic in [Open Beta] Focused Feedback
Apparently this will almost certainly not ever happen, because too many non-mobs have mag thresholds jus above where it (and fold space, and teleport target) are right now. -
Focused Feedback: Power Changes (Release Candidates)
Andreah replied to Arcanum's topic in [Open Beta] Focused Feedback
Imagine if you could designate the singularity to fling mobs AT THE TANKER! 😮 -
I skip T9's with crashes. I hate them so. The only exception is Rage, and I hate it too, but that's another powerset. On my Inv character, I just keep large or super insps when I need short term extra survivability.
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Focused Feedback: Power Changes (Release Candidates)
Andreah replied to Arcanum's topic in [Open Beta] Focused Feedback
For some players, the knockback feels "super", even if it lowers overall group kill efficiency, and they want to do it anyway. -
Focused Feedback: Power Changes (Release Candidates)
Andreah replied to Arcanum's topic in [Open Beta] Focused Feedback
Regarding Singularity messing with tankers (and others) concentrating mobs together, well, it already does. But if its KB is converted to KD, and if it could be commanded to follow a specific player closely, maybe that would do it? Perhaps more a change that can be done at this point, but if a singularity followed the tanker closely, drew more mobs in, and knocked them down, I couldn't see that as anything but a win all around. -
Focused Feedback: Power Changes (Release Candidates)
Andreah replied to Arcanum's topic in [Open Beta] Focused Feedback
I would ask the person to try to control their pet more carefully. And sometimes they can and sometimes they can't, it'll work out.