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Andreah

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Everything posted by Andreah

  1. I would rather like to see enemies acting smarter tactically rather than getting stat buffs. it's very doable to make smarter AIs, and it's been done before. The problem is they very quickly become much, much better at it than players. The computer's ability to observe and understand the situation, process and evaluate options, and execute them in a coordinated manner far exceeds a team of players' (ref: Boyd cycle). The challenge for developers is to simulate how the enemy as a group would behave as if it were players with similarly limited abilities, and that's hard to get right. So we end up with harder enemies you have to Trinity to death, or boss-mechanic gimmick systems, that make you pat your head, rub your belly, and sing a tune at the same time to win.
  2. I don't have a lot to add. Opinion-wise, I don't like games with mandatory trinity systems. Honestly, aggro systems to me are a crutch for developers unable to tune mob AI elegantly between totally stupid and overwhelmingly smart. One thing I will stress is there's a critical distinction in my mind between games with: 1) Defined roles for which game mechanics were implemented around specifically to create distinct niches for players to choose from. and 2) Emergent roles which arise from interplay of complex game systems designed to follow first-principles or produce some degree of verisimilitude. The first one tends to be weird and kludgy to my mind, usually not making sense in its own right but existing only to make sure whichever predefined role the game has are distinct from each other. I dislike having to fit my play into someone else's limited ideas of how it will be fun. I love (2) when it happens, because it also provides for room for more complex tactics and strategies to be developed apart from "Tank will aggro the boss, dps will beat down its hp, and healers will keep us all live while we do it."
  3. If you have Teleport Target, you can port your Singularity pet into the middle of a pile of foes for extra bonus hilarity. Also, if you're /kin and use Repel, there is a sound mod by Solarverse which makes Repel's sound less annoying. It's listed as "Repel Less Annoying SFX Mod" in City Mod Installer. Edit: Also good if you just team with kins who use Repel often.
  4. There are two different KB->KD procs, and it used to be that one worked in Singularity and the other didn't. They might both work now, I don't know for sure. With KD->KB in it, Singularity is AWESOME!!
  5. I'm tempted to flesh out the Mentoring Power Pool idea and put it in suggestions.
  6. It might be neat if there was a Mentoring Power Pool. It would have a power that you throw at a lower level player, which if they accept it, would set up a sidekick/mentor relationship. Within this relationship, the mentor could do helpful things for the sidekick, like break a hold, buff their to-hit, heal them, increase their damage, share fly, jump, running, or teleport to the, etc. All these would be powers with reasonably short durations and ranges, and have cooldowns. In no specific instance could a sidekick be buffed by more than the difference between their and mentor's stat, less a small difference. There might even be a few extra attacks granted to the sidekick, like an especially strong brawl, or a rock to throw, or whatever. Maybe the mentor could pick an option from the pool with a small set of attacks that the sidekick would get. The mentor could even slot this option with enhancements, and the sidekick would get those attacks with the mentor's enhancements. I could see options for melee, ranged, and defense. Each option would have a couple of things in it for the sidekick to use; Melee might have a punch, kick, and pbaoe slam; Ranged could have a single target throw, a targeted aoe grenade, and a snipe; and Defense might have a def/res toggle, a mez click, and a heal. Normal "Super-sidekicking" would still operate at the basic purple-patch level like it does today. But a particularly powerful high-incarnate mentor could really help out that level 3 sidekick with the more specific pool relationship. Such a pool could be one you have to spend a pool choice on, or it could be made inherent for everyone.
  7. Sometimes those lockouts last for hours.
  8. Guilty on the first count, not so much on the second. The reason I open many Superpacks is one can make money doing them by claiming and selling the ATOs. There's no dopamine rush because the drops average out very consistently, I don't even look at the card while I open them. Bopper has a thread detailing exactly what drops and in which proportions: Edit: Making money of them is a combination of the profit from things you can claim and sell, such as ATOs, reward merits, brainstorms, boosters, etc., and the cost avoidance by using other things that drop, like using the Free Tailor Sessions instead of paying the tailor influence for costume changes.
  9. They're not directly purchased, they're automatically placed in the email claim system by the game when you open a Superpack. All items from Superpack openings go into this email section. If one wants to share converters, boosters, catalysts, or other kinds of tradable special salvage between characters, it's more efficient to use salvage bins in bases.
  10. A variety of things like this drop in quantity from opening Superpacks. These 5000+ were accumulating over years of buying and opening packs. I'd like to pull them out and sell most all of them, but it is truly tedious, especially since the email claim system is rate-limited -- you can only click the button to claim them in intervals of a few seconds. If you try too quickly, or even accidentally too quickly, it will fail. And not only fail to claim one item, but often lock you out of claiming any items for hours.
  11. I don't miss Sidekick Tetris. Yet.... ... has a certain draw. Even if all it did was boost that chosen lower level player's to-hit a little bit, it would make it more fun for a lower level to be on a high level team. How might it work?
  12. If the player is just spamming Fold Space, it can make quite a mess, which is probably responsible for some of the sour attitudes about it. They're justified in that sense. But if you are aware of where you are, where your teammates are, where the mobs are, and have a tactical sense of the situation, it can be awesome, or even a game changer.
  13. Yeah, I agree. Some of this stuff might be difficult to change and the number of people who appreciate the QoL from it would be fairly limited. I feel like in the original Live CoH, the paragon devs would eventually have fixed it all up, since the email claim is a key and limiting user experience element for whales getting their value from spending real money in the shop. The system they made looks to me like a "first effort to get something running", which didn't receive any feedback/refinement sprints.
  14. I'd really like to be able to sort by category. Like, inspirations first, then powers/buffs, then salvage, then atos, etc. Also, once I sort by A-Z or Z-A, I can't go back to the default order without restarting my client.
  15. I use Combat Teleport, Teleport, Teleport Target, and Fold Space on most of my newer alts. With the right binds/macros, they're awesome. Fold Space sets up a group for a strong Fulcrum Shift on a kin. Fold Space also aggros everything it hit. Great for a wider-range taunt for a tank. Fold Space Undoes knockback from other powers/players. Fold Space piles mobs into your team's concentrated AoE fires/patches/etc for rapid mass defeating. Fold Space requires some accuracy and plenty of recharge. It can have trouble pulling level-advantaged bosses/EBs. Fold Space also sometimes lines the mobs up instead of bunching them in a tight pack, but they will be close together and fit in a single ground patch. Combat Teleport I bind to a "Go To" key, in my case 'G'. /bind G powexeclocation target Combat Teleport I select a target and tap 'G' and I'm instantly there. Or if someone moves my target, or if I need to aid a teammate, I'm there. Regular teleport I bind to left-control and left-mouse button, to shift-G, and to the letter U: /bind lctrl+lbutton powexecname Teleport /bind U powexeclocation up:max Teleport /bind shift+G powexeclocation target Teleport The first is great for travel. Left-Control-Left-click anywhere I want to go, and I'll go that way. Teleport recharges fast and now has a long hang-in-the-air time. It's good for travel except when buildings get in the way. That's where the U key comes in. Tap that, and you'll instantly teleport straight up so you can see where you want to go without the buildings being in the way. Then, sometimes in missions, my Go-To G-key Combat Teleport won't go far enough. So I use Shift-G to go further. This is excellent for catching up to my team. I select a team member, tap shift-G, and I'll zip to them. Sometimes it's still too far, or occasionally the map geometry will refuse to let me teleport, but most of the time it's very useful. For Teleport Target, I bind it to another key. I use O, but like the rest of these, you could use anything. /bind O powexeclocation self Teleport Target This has several uses; first, it will bring a teammate to me with one tap of a key after I select them. Second, it will bring a mob to me, unless they've a level/rank advantage. But in that case, if it hits them it will aggro them and a few of their neighbors. It's a long range sniper-style taunt. Third, I use it to reposition teammate's pets for them; like a grav controllers' (or my own) Singularity. Pop that down into the center of a pile of mobs and it will pull them together and keep them there if they're converted the knockback to knockdown. Which most everyone has. ^_^ You'll note my binds make liberal use of the powexec_location slash command. It's existed for a long time on Homecoming, but many people are still unaware of its power. Here's a link to the HC wiki entry FYI. https://homecoming.wiki/wiki/Powexec_location_(Slash_Command)
  16. It ends up being: click, wait a few seconds, click, wait a few seconds, click ... If you click too quickly, email will seize up and refuse to let you claim for a while.
  17. If they would dump the data, suitably anonymized, we could make the graphs for them. ^_^
  18. What would be really awesome? ... Being able to click a "Claim 10" button. Or shift-click on Claim to claim 10. Or ctrl-click to claim 100.
  19. I hate the crash so much I can't play it. I've tried several times, back on live and here on Homecoming.
  20. I don't think it would take a radical change in supply. If, apart from the out of range high offers to sell and low bids to buy, the amount of yellows being posted to sell is under the number on average being bought, it would dry up the reasonable offers in the middle, and then the "buy it now" price would start edging up into the buffer of existing high offers to sell, and thus we have come to the point where, on occasion, one has to spike up well above 50K to get one immediately. I would be very curious to see how many old offers to sell are still sitting there, just under the 100K seed price. (But not enough to buy everything below 90K out at 4am to do this myself :D )
  21. The #1 thing I try to do is answer questions in /help accurately and promptly. #2 I sometimes give them money -IF- I think they would appreciate it based on how I see them talking. Not everyone wants any sort of free-ride help at all, and I want to respect that. #3 I've been leading radio teams open to all levels. I also join lower level teams when I think they could use the help. #4 I sometimes drop superpacks on lowbies, especially if they have decently written bios or costumes, and then answer the tells from them like "What is this thing? How do I use it? Where do the items from them go? Where do I get more packs?"
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