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Everything posted by justicebeliever
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Requesting a non-AE server #TBL on July 1st
justicebeliever replied to pattycake's topic in Suggestions & Feedback
I'm not saying that you are saying this, but this will sound like you are trying to punish people who use AE for farming. Which seems unnecessary. And it also punishes all the people who use AE and don't farm. Feels kind of like throwing out the baby with the bathwater, and regardless, extreme to solve for a single person. -
XP boosts/XP curve playing without
justicebeliever replied to Ghost49X's topic in General Discussion
I remember reading in a post recently (maybe that one?) that the Dev's had tried something like that and it didn't work well. The current "XP Boost" for an hour was the workaround... -
Incentivize playing a villian
justicebeliever replied to krishmero's topic in Suggestions & Feedback
Everyone can have double xp these days so I would say make it quad xp but toons that accept quad xp can never side switch at most being Rogues. Yes, it would be double whatever your current XP gain is, if you already boost to double XP, it would be quad. Imposing restrictions on this (like you can't change alignment) means a.) it won't have a lot of takers, b.) those takers will be PISSED when they find out later (rightfully so) they can't switch because no matter how it is communicated people will miss the fine print, and c.) Now we have moved from simpler solutions - temporary boost to redside XP, to more heavy duty coding solutions (restricting alignment) without even knowing that there would be benefit. /Jranger to that... How would it hurt if for a week/month, redside (and to be clear, we need to include Praetoria in this as well) got double XP? I don't see how it would hurt me on the blueside at all. And it seems like it would definitely help on the red... -
The Philotic Knight's Buff Force Fields 1.0!
justicebeliever replied to _NOPE_'s topic in Suggestions & Feedback
Are you talking about Force Bolt here? Because that power does NOT really count as a damage dealing power. I'm pretty sure it does less damage than the Origin Temp Powers.... which suck. I am...It's minor smashing which is about as good damage as most (not all) tier 1 attack powers. I'm just saying that it does any damage at all, and given it's recharge time (Fast), it's in the top 2 of DPS of any support set (strictly speaking from a damage produced POV, not damage enabled). -
New to CoH:H, but long time CoH player returns!
justicebeliever replied to biostem's topic in General Discussion
Welcome back to Paragon City, TripAdvisor winner of "Survived most alien invasions" city award 10 years running. -
The Philotic Knight's Buff Force Fields 1.0!
justicebeliever replied to _NOPE_'s topic in Suggestions & Feedback
Let's be fair, if your goal is to solo only using a support set, and not take secondaries (or primaries for Controller/MM), then good luck. But if I had to, I will say that FF would be near the top of my list, because it's the one set that gives you the damage power with the fastest recharge, and you can start using it at lvl 2, and a second power, Repulsion that does damage as well. Cold doesn't do any damage until lvl 26 (long recharge); Dark, lvl 6 (Very long recharge); Storm Summoning has 2 but both still have longer recharge and less control over the direction of the KB; Thermal has Phoenix, pretty specialized, and Knockback; Traps actually has DMG left and right on it's powers; and Trick Arrow has damage at lvl 12, slow recharge; NONE of the rest of the support sets off ANY damage, just buffs/debuffs... So gauging FF's niche, I would say that it excels in it's niche of damage dealing and knockback. I think PK's suggestions only enhance this by adding more damage to Force Bolt, and redoing how Detention works into more of a classic "hold". -
Requesting a non-AE server #TBL on July 1st
justicebeliever replied to pattycake's topic in Suggestions & Feedback
If it was as simple as locking the doors, I would agree. But you have story arcs that intentionally send you to AE (Twinshot, IIRC - though that might just be exterior), and you have badges in AE needed to complete the zone exploration badges. And there is of course to 2 to 3 to 100 other interactions with AE buildings or NPC's that we might be unaware of in the code base. So maybe it's a config setting, maybe it's a whole different build...IDK... Still doesn't seem worth the coding change even to add a configuration setting -
Bad time to be a Force Field bubbler... :) *counts the secs for PK to post..1...2...3...4...*
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The Buffing vet pets, and their lack of HP
justicebeliever replied to Llewellyn Blackwell's topic in Suggestions & Feedback
I get that, but just because that's why it is was launched is no reason for it to have to stay that way...Otherwise, we might as well push for an i24 server instead of i25, because there have been a lot of changes since Live. -
The Philotic Knight's Buff Force Fields 1.0!
justicebeliever replied to _NOPE_'s topic in Suggestions & Feedback
One of the cardinal rules of CoX is that all powersets can solo...how well, different question. Detention Field and KB are key to soloing with this set - being able to hold back a boss or his minion while you finish the other one off? Critical... Knockback buying you 10 extra seconds to finish one guy while dealing with another attacker? Critical... Doing the content in a duo or trio - they are still exceptional powers...Allowing the team to prioritize targets (especially if you lack a tank/brute), and protecting the squishier among your friends... And for the record, I love KB, and I have several characters with it, and never once had a team complaint...It's awesome when used to push enemies into a corner, or when paired with hover, or when the tanker or another team mate is about to bite it... -
The Buffing vet pets, and their lack of HP
justicebeliever replied to Llewellyn Blackwell's topic in Suggestions & Feedback
Well then why give them a buff aura or make them target-able at all, other than to taunt players? I'm not asking to make them truly useful...just not completely useless. The buff is already really small, but I will never see even that tiny value at all, because my wisp will die in 2 seconds... -
It’s not a perfect solution, but you can create a bank for enhancements, salvage, and inspirations in a supergroup base by using the salvage racks and enhancement tables. You crest the SG, create a base with one room and add a bunch of storage. And it is free, but not without limitations: 1.) can’t be in another SG 2.) time to create SG and Base 3.) need to have each alt added to base by an existing character 4.) won’t help with Inf or recipes EDIT: Seems #3 isn't an issue, read below...
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Add Sort Options to Character Selection Screen?
justicebeliever replied to Sailboat's topic in Suggestions & Feedback
This suggestion has come up a few times. I’m not a dev and I don’t speak for them, but if you could only get one or two ways to sort, which would you pick? For me, I would want to get “Last Played” to avoid running afoul of the Naming Policy, and maybe by Level. I’m hoping if we narrow the solution for the Dev’s the solution request goes from really big (and unlikely), to pretty narrow (and more doable). -
Both the jump pack and steam pack stop “jumping” after a full 30 sec of continuous use. After that they will not work again unless you move to a new zone. If you turn them off before 30 sec, then it will fully recharge after 30 sec and continue to work in the same zone. I believe it’s an inherited bug from Live.
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There is another thread on this already. Check it out and add your thoughts - https://forums.homecomingservers.com/index.php/topic,5306.0.html
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It's interesting but do we run into too many powers? I mean, if we make Sorcery inherent to Magic origins, and I have Tech, I'm assuming I can still get Sorcery when the time comes for me to pick a pool, right? But then I also have my inherent Tech powers (whatever those end up being). But I do like the idea. What if we kept the pools as-is but gave a character some kind of bonus based on origin? So when a Magic origin character uses a power from the Sorcery pool, they're more effective at it? +1 for this as well
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Incentivize playing a villian
justicebeliever replied to krishmero's topic in Suggestions & Feedback
I think we know that there is a sizable amount of player base that will go anywhere they can get more inf, merits, and/or xp. There are some (me) who won’t go regardless of the offer, and there are some to whom those 3 specific rewards won’t motivate them. But let’s not kid ourselves that XP/Merit/Inf gain is not a motivating factor for most of the player base. If the problem is that redside needs more people team, why not test a double XP week for redside? Who does it hurt? No one. Will it be a magic bullet? Probably not, but if the stories and lore are so good, then no doubt many will stay once the XP disappears and the problem becomes smaller. And smaller problems are better than bigger ones. -
Have you followed these steps? https://forums.homecomingservers.com/index.php/topic,5099.msg40730/topicseen.html#msg40730
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The Buffing vet pets, and their lack of HP
justicebeliever replied to Llewellyn Blackwell's topic in Suggestions & Feedback
+1 to this...I gave up on the free pets because they would die instantly. -
Requesting a non-AE server #TBL on July 1st
justicebeliever replied to pattycake's topic in Suggestions & Feedback
QFT - I remember people doing blind invites to get to PI to PL and the constant begging in some zones...that was the worst...DFB spam in LFG is nothing compared to that... And you are right, players who want to level quickly, are always going to find the shortest path (and more power to them), and for many of them it will never include grinding through missions with me. But I have been surprised often in this game (positively and negatively) by all kinds of players, so it's always a bad idea to "paint" a type of player with a broad brush. Something OEM61 did not do...+1 Inf -
XP boosts/XP curve playing without
justicebeliever replied to Ghost49X's topic in General Discussion
As Pax said there is a way. But it would be nice to have the option to not have to micromanage turning on/off XP, but rather be able to earn it at a slower pace. Much like the XP Boosters aren't double XP only, but provide various tiers. And unlike the XP boosts, turning off XP doesn't boost your inf gain. -
Expanding Account Bound Unlocks (As a player option)
justicebeliever replied to Marstead's topic in Suggestions & Feedback
ToZ, I wasn't able to clearly follow everything in your post, but I pulled these 2 out, because I agree with you 100%. The beauty of a MMORPG is that there isn't 1 right way to do things. And people who think that there is only 1 right way are limiting the joy they could otherwise find in the game. Why put a burden on yourself like anger when playing a game if you need not do so. To maintain a healthly playerbase there need to be game mechanics, and those mechanics need to be followed and have meaning. I know that any Lvl 50 character, followed game mechanics to earn some large amount of XP to get to level 50. The exact nature of those mechanics are broad enough to include AE, Sidekicking, grinding through content, moving quickly through content, and what not. But regardless of how, the XP was earned by the character. If I see a character with Task Force Commander, I know that character has had to complete the required 7 TF's to get there. How they completed them - Ouroboros, solo'ed, group of 8, sat at the back of the map and did nothing, isn't concerning to me. What's concerning is that they did the 7 TF's. Why do I care in either case? Well let's paint both pictures - a player gets his first character to lvl 50 and can now automatically boost any character to lvl 50. That player will now skip the entire 1-50 content, and there are now significantly fewer choices for me to team with. Now my own choices become limited - significantly fewer people to team with. Those 50+ players start leaving because the game is boring...And the lower lvl players start leaving because their options are more finite. And we begin a downward spiral The same is true, but on a smaller scale with Accolades. "Hey, hey - I don't every have to run Synapse's TF again" - well now we have a smaller population to do the TF with. And those players who remain have fewer veterans to team with to help shepherd through the TF. So more and more TF's start falling apart, and eventually it's only a few lonely people in the wilderness asking to desperately get at least 3 people together to run a TF... So for me, it's about the health of the playerbase and the game. The grind can be shortened or lengthened, but there needs to be a grind so that we have sufficient players to make the MM part of MMORPG continue. -
XP boosts/XP curve playing without
justicebeliever replied to Ghost49X's topic in General Discussion
Sorry Pax, my wording was poor...but there are not negative XP boosters...Agree it should be implemented... :) -
Have you followed these steps? https://forums.homecomingservers.com/index.php/topic,5099.msg40730/topicseen.html#msg40730
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XP boosts/XP curve playing without
justicebeliever replied to Ghost49X's topic in General Discussion
I appreciate the effort on this - it's a decent workaround to slowing XP, but it's not a real solution to the imbalance... For example, let's say hypothetically, that an end of mission reward is 1000 XP and 1000 Inf, or to put another way, it's 2000 units of Reward With a 25% XP booster, it's 1250 XP and 750 Inf = 2000 units Reward With a 50% XP booster, it's 1500 XP and 500 Inf = 2000 Reward And with 100% XP boost, it's 2000XP and no Inf = 2000 Reward On the other hand if I turn off XP, it's no XP and 1000 Inf = 1000 Reward, or half the reward for the same effort... PixelPower, your solution, if we assume random chance of where everything rolls at the end of a mission would look like: XP is turned on for 1 mission = 1000 XP + 1000 Inf = 2000 Reward XP is turned off for 1 mission = 1000 Inf = 1000 Reward And if we average that together, we get 1500 Reward on average, so still not on par with everyone else Additionally, your solution is an extreme workaround at best, because it assumes that people will be randomly pushing there powers and there you end your attack chain typically on "5", which result in still getting full XP most of time. And, as you mentioned, it assumes button mashing, not clicking. And it requires people to do a more advanced function in the game which most will be unaware of and fewer still can execute properly. I'd love to see a "XP suppressor" that gives a 50% cut in XP and a 50% boost in Inf. Mostly want it for the XP suppression, because while the Inf boost is "fair", it hasn't really been an issue for me, because I play a little of the Auction House so I have not really been wanting for XP since my first character hit 20.