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Everything posted by RikOz
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Personal Issue with AE and the slower slog of normal content.
RikOz replied to eldriyth's topic in General Discussion
And there are far too few of them. There were a handful of AE story arcs I really enjoyed back on live, but unfortunately they have not returned the way some of the "top" arcs came back. Those arcs I especially liked were more lighthearted and humorous. I remember one where you teamed up with an alternate-universe Albert Einstein, and another pretty hilarious arc where you had to stop Arachnos' efforts to smuggle dihydrogen monoxide into Paragon City (it was based upon the real-world dihydrogen monoxide hoax). I seem to recall playing some of the arcs that did get resurrected, back on live, but while I thought they were very well done, they were a bit too grim for my taste. I've also encountered a few that looked interesting, but they were marked for "levels 45-53" or some other high-level range, meaning I can't really enjoy them on a lowbie toon. I do still recall the time back on live when I stumbled into my first fire farm, not realizing what it was. Zoned in, immediately died, chose a different mission. -
From what I've seen, they'll flee if you drain their Endurance so much that they can't attack, or you slow their Recharge so much that all their attacks are on cooldown at the same time. On the other hand, I've seen mobs, the same level as me, haul ass immediately after I punch their buddies, and I don't see any logic in that (other than "doesn't want to get punched" logic).
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Flaminatrix's new level 50 costume, making use of the "Spectrum" pieces (sorry she's translucent - she's got the IO set that gives her stealth while flying).
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Your certificate has apparently expired
RikOz replied to RikOz's topic in Website Suggestions & Feedback
Seems to be fixed 🙂 -
Hey all - For the last couple days Firefox is warning me about this site:
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Simple costume, but I think it's pretty cool-looking. Had some fun with the bio 😛 Bio in English: Dark Scorpion was created in a laboratory in the dark deserts of the underworld, to punish transgressors who do not respect the rule of law! Scorpion's native language is Google-translated Esperanto.
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Cool - I noticed that garden while flying, but I didn't check for stairs. Stairs get you inside it?
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The Trial of Stan the Man vs Copyright Law
RikOz replied to Stan The Man's topic in General Discussion
For what it's worth, World of Warcraft added a Stan Lee tribute NPC to Stormwind City after he died. His name is "Stanley", and he's clearly modeled to resemble Stan Lee. He wanders around the city and says, "Excelsior!" -
I don't know exactly how "hidden" this is, but a few skyscrapers in Atlas Park (at least) have ground-level doors marked with a stair sign. Clicking on those will take you to the building's roof.
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It was extremely annoying that time I was doing a Malta mission on my fire/fire blaster, and my Aimed/Built-Up opening snipe missed on six consecutive Hercules-Class Titans (or whatever the big Malta mechs are called).
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Yes, because we all just love not being able to enjoy the colors of our carefully-crafted costumes! I especially love the way the night lighting strips all of the yellow out of any metallic costume pieces, turning one of my character's orange-and-yellow costume into red and white!
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I kind of unintentionally established a pattern for myself when I created a Super Group called "The Extracurriculars", which is just a group of ten of my own alts sharing a particular backstory. It's a group of former students of the Galaxy City International School for Superpowered Girls. Their school was destroyed in the Shivan meteor event, and they had to escape in a hurry, and so their initial "costumes" were more or less just whatever they happened to be wearing at the time, or threw on in a hurry. the backstory then has a number of these students officially forming a team, and once they had the resources (mechanics-wise, at level 10) they each designed a "proper" costume. These were simple out of necessity, so were just your basic spandex costumes. As they gained more experience and acquired more resources (level 20) they improved their costumes to make them more suitable/protective. That has ended up being the pattern I follow more or less closely with most of my alts, where those who weren't already part of some related organization start out in mostly improvised, homemade costumes, and then those costumes evolve and improve over time. Those who were part of some relevant organization (the military, a security firm, a government agency, etc.) often start out in a costume that is modeled after their former "official" uniform/clothing, and then evolve from there.
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That would require having fingers first!
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In the Battle Axe power set, the "Chop" power is consistently performing the "draw weapon" animation every time, even when the weapon is already drawn. Checking more closely, this is only happening when "No Redraw" is selected in the power customization.
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I've lately been running my low-level alts through a particular AE XP farm to quickly get them to level 12. The "mission" itself exemplars you down to level 1, and you get a room full of level 1, "orange" bosses to beat down. Today I did this on another alt, and these bosses were all "yellow" to her. I discovered that I had apparently set her Notoriety to -1 at some point and had forgotten. In any case, she finished that farm with 372 tickets, and then I reset her notoriety back to the default +0. But then I wondered what would happen if I set her "Solo Bosses" to "Yes". I changed that setting and ran the mission again. Okay, it turned all those "orange" bosses into "red" elite bosses. Cool. Finished the mission, only to realize that the mission awarded me no tickets at all. Zip. Zilch. Nada. I got XP and Inf, but no tickets. Also no drops of any kind, so I'm pretty sure that I didn't inadvertently click "Standard Rewards" instead of "Architect Rewards" when starting the mission. Anyway, I'm not sure if what happened was a bug, or if that was actually what was supposed to happen, but I'm throwing it out there.
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Say what? Does this only apply to TFs? Because when I go to my SG base after dying in a mission, I emerge in the zone beacon location. I was moaning about the distance from the Faultline hospital after dying in one of those missions at the south end of the zone behind the dam, but then somebody informed me that, in the old days, there was no hospital in Faultline and you had to travel from the one in Skyway.
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LOL - You've reminded me of "Sprint" animations in WoW. As we all know, a person's posture/stride when jogging isn't the same as when sprinting. So since WoW's "rogue" class is the only class with a "sprint" power (in normal form anyway - I'm not counting druid animal forms), and some races cannot be rogues, Blizzard did not bother with creating separate sprint animations for those non-rogue races. The result is that, if those races somehow benefit from some kind of temporary speed buff, past a certain point it just looks stupid because the character just uses a speeded-up jog animation. I specifically noticed this during the Warlords of Draenor expansion. You had a mine in your base, and while in the mine you could get a speed boost by drinking "Miner's Coffee". Each cup granted a +10% boost, and you could stack this by drinking more coffee. I think +30% was the point where the models would switch from "run" animation to "sprint" animation, except for races that had no "sprint" animation.
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Yeah, the war walls seem to do nothing to stop the Rikti's bombing runs, or stop them congregating in Founder's Falls, Crey's Folly, etc. To actually be effective against Rikti, there would need to be an energy dome, not walls. I mean, even in the real world, city walls were rendered mostly obsolete by gunpowder artillery, and airplanes just sealed the deal. The real explanation, of course, is a gameplay explanation: gotta have some way to physically separate the zones, but then there of course needs to be an in-world lore explanation, and here we are.
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As I discovered after some experimentation across multiple alts, the initial Shining Stars missions are actually much easier if you start them at level 5, when you're introduced to Twinshot, than if you wait a couple levels. Due to the XP buffs, I had been hitting at least level 8 before talking to Twinshot (I like to play the Matthew Habashy stuff to completion, all the way up through the end of Aaron Thiery's missions, before talking to Twinshot). Somebody in another thread where I mentioned this pointed out that there are different "tiers" of enemies, so perhaps the "tier" incremented somewhere between levels 5 and 8. There's also the point of the "beginner's luck" buff, which is going to be lower at 8 than at 5.
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I read somewhere, back during live, that the members of Shining Stars were supposed to represent different player types: Grym: The player who basically just recreates his character from a different game. In the case of Grym, WoW's "Cataclysm" expansion had just introduced the worgen (basically werewolves) as a playable race not long before the Shining Stars arc was added to CoH. (I totally get this - my first CoH character, Flaminatrix, is a fire/fire blaster who physically resembles my WoW main - who is a paladin - while having the powerset of my then-#2 WoW character, a fire mage.) Dillo: The hardcore roleplayer who never, ever breaks character, right down to constantly speaking in an incomprehensible dialect. Flambeaux: The female player (or male player playing a female character) who always tries to be the center of attention, and uses being a female to score benefits from other, male, players: I don't recall what player archetypes Proton and Twinshot were meant to represent.
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The problem is that, when the missions were first implemented, they were meant to introduce new players to the game's mechanics and features, and a new player did not have access to all of those extra attacks. You can get them all now from the P2W vendor, but that was not the case on live.
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Let My Invention Sets G(r)o(w ... to Level 30)!
RikOz replied to Redlynne's topic in Suggestions & Feedback
This level capping on IO sets, combined with a lack of obvious in-game information, led to me mistakenly downgrading one of my characters yesterday. I can't remember the "yellow" set name offhand, but my character was level 45, and I wanted to start replacing that "yellow" set with an "orange" set. I had found a recipe for one part of what appeared to be a suitable "orange" replacement: the Damage/Recharge piece of Decimation. I crafted the IO as a level 40, and slotted it in place of the Damage/Recharge piece of the the "yellow" set already slotted. That yellow IO was level 41. I then applied a catalyst to the new piece to attune it, expecting that now it would scale to level 45. Oh, no it didn't. Only now did I find out, in the Attunement text that only appeared after applying the catalyst, "This IO scales to level 40". Well that's just great. I spent 500k on the rare salvage I needed, then spent 20 Merit Rewards to buy the catalyst, to downgrade an IO. -
The other big problem with those missions is the fact that those orange Arachnos lieutenants immediately hit you with Web Grenade every single time. The problem with this is that WG doesn't just immobilize you - it also slows your recharge. And slowed recharge is bad for a character that has, if starting these missions at the "expected" level (i.e. Twinshot is introduced at level 5), at most, three attacks. So you can't run away because you're immobilized, your attacks are slowed to the point that you can barely fight back, and you're being shot at and pummeled by a mob that is +2 to you, who your own debuffs, if you have any, won't stick. Also, and this has nothing to do with difficulty/challenge, but Twinshot keeps committing the RPG faux pas of making RP assumptions on behalf of your character. Some of my characters are middle-aged, and really don't like being called "Kiddo". Outside of the Shining Stars arcs, I've actually started setting my lower-level blasters Notoriety to -1 enemies simply to deal with the weird way so many maps spawn front-loaded with +1 enemies. It's always bizarre to me that the first room or two of almost every map is full of mobs that are harder to beat than the named "boss" at the end of the mission - I've noted that the named mob at the end of the map virtually always matches your notoriety setting, so with the default +0 setting, if you're level 13, the named guy at the end will be level 13. But he's hiding behind a bunch of level 14 guys at the front door, for some reason, which means your character immediately walks into a crowd of yellow and orange mobs.