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GM Sijin

Retired Game Master
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Everything posted by GM Sijin

  1. Every tailor icon has at least one surgeon tailor NPC. Just look for the one named appropriately. You're looking for Tailor icons on the map for locations. The earliest zones with tailors are Atlas Park, Mercy Island and Imperial City (single named NPC who is a surgeon). You can also find one in the tiki bar of Pocket D, up the ramp from the entrance to the bar.
  2. This. Much like how it's difficult to get protection to holds and to a greater degree sleep, stun and even greater degree fear and confuse if your powersets don't provide those protections, the original dev team did not want all ATs to simply be able to completely negate control effects. If your argument is that tankers of any armor type should be able to ignore ALL knockbacks that weren't intended to be unresistable, the solution you suggest should not involve making it possible for all ATs to do that. This requires either changing the tanker inherent power, or modifying the armors for tankers, not modifying pool powers. Frankly the most elegant "level playing field" solution I can think of is to have gauntlet give tankers anywhere from 50-75% KB resistance, possibly that suppresses if they're held/stunned. This amplifies the value of protection by 2x-4x. It leaves the holes in the sets that have them thematically and allows them to much easier prevent high mag knockbacks than non-tankers. The protection provided to tanker sets without resistance on their powers could be reduced somewhat to compensate, if deemed necessary. I say this while admitting that I, personally, don't feel a change is needed. You're talking about The Baddest of The Bad enemies or nuke style powers that can punch through ~20 mag protection. I don't see a problem with sets that have knockback vulnerability basically only being affected by these big hits. Sure, it doesn't feel great as a player having that happen, but it also doesn't feel great being stunlocked to death on a blaster. We shouldn't just make them immune to it, though. Gonna be fighting recluse on a fire tanker? Stock up on break frees and hope your team can take him down before you run out. But don't worry, even if you do, you're still doing your job: Tanking the hits. Your looking at a different big picture than others. Let me paint a slightly different picture using this logic: Just give acrobatics 1000 protection to all status effects. That also "doesn't hurt anyone" (except, you know, every controller/dominator in PvP). It does, however, completely trivialize mechanics, which does hurt the gameplay effect of those mechanics. This has a lot of names but the main one floating about right now is 'power creep.' Making acrobatics a 100 mag protection for KB means literally anyone with it can get punched in the face by one of primal earth's strongest supers' enhanced attacks and ignore the control mechanic of it. I'm not okay with this. A lot of other people wouldn't be okay with this. And I'm 99.99999% sure you're not going to convince the powers dev to be okay with this. As I stated above, if your issue lies with tankers, proposed solutions should be limited to those that effect tankers or you're going to wade into an ocean of /jrangers, for good reason (maintaining gameplay balance).
  3. If by center your camera you mean place the camera directly behind your character facing straight forward, no that is not something that exists for an automatic alignment. The reason for this is because your character would partially obscure your view for what's in front of you, so the 'default' camera position is somewhat downward facing above your character.
  4. The reason for this is that long, flowing garments are incredibly difficult to make look good and not destroy PC performance. My understanding is that Paragon Studios couldn't make them look good enough for their liking without impacting performance, so opted not to implement them at all. Not sure if anyone else will have better luck these days, we have stronger computers but the game engine might be the limiting factor.
  5. Not necessarily. Couple hours nets a 50 if you really want it to. Maybe even less than a couple hours. That combined with a whole lotta character slots means it's pretty easy for people who powerlevel to get a number of 50s they don't really play much. How common this practice is I can't fathom a guess. It is. Just noting that alternate animations don't actually change the activation time of a power. If the animation is faster than the cast/activation time of a power I believe you end up just standing there unable to do anything for the difference. And there's the issue of aesthetics to consider. A fair number of people build what they think is cool, or looks good. Is ice armor as bad as it looks in the popularity chart? Or is it just that people think it doesn't look good? Popularity of a power does not necessarily dictate its performance relative to other sets on the same popularity chart. Although, perhaps it warrants a different form of discussion if aesthetics is the primary reason a power is unpopular. Finally there is the phenomenon of a bad reputation. Outside of PvP stalkers were considered generally fairly underperforming for the majority of their time on live. I would say that they are no longer underperforming much, if any in team content. Yet they're still the least picked AT after EATs by a notable margin. Is this due to them underperforming? Or is the AT play style just undesirable to the majority? Or is it the reputation that they were just bad nudging people's choice away? Some combination of the last two more than the first, I'd wager. Long story short, numbers aren't everything when it comes to popularity. Better to examine why something is unpopular before jumping to the conclusion that it's purely performance.
  6. Old link, old CoC, the support system has changed and /petition works in-game now. Though !help on the Homecoming discord will still get you a link to the current support system. Izuela's description is often what happens regarding this mission in particular. You probably should. We don't always have someone available to help and a GM may respond to the ticket but close it if they weren't able to find you in-game, with instructions to file a new one or reopen it if you're still having the issue. You can check the status of your ticket in the Support section (link under the header) and if it's set to resolved, abandoned or no action, reopen it (by responding) or file a new one.
  7. If the concern is more what you're introduced to it might be easier to just have the new contacts be the default contacts. AFAIK the restrictions for origins and being introduced has been removed from contacts in general, so if experienced players want to do the old contacts they still can. I'd say it's probably possible, but my understanding is that even changing something that seems as simple as the level range of a single mission can be incredibly tedious, let alone an entire arc.
  8. Inspirations are supposed to have a noticeable immediate effect, and having to micromanage them to get one that offers a worthwhile effect is not going to feel great. Just reduce the drop rate another 66% for the same overall effect without wasting space in people's trays.
  9. Working on ideas to improve them is always welcome! So what you're suggesting would put out something like this: [GM Sijin] - The leader's goons moved to block the path forward. Are there any variations that would be preferable?
  10. I think you misunderstood my meaning. Your examples are mostly the way the player interacts with the game (typically interface), not the way the character interacts with the game environment. There is a sort of exception in there: /ah. It replaces your character going to WW/BM/Whatever Praetoria's is called and I'd personally like to see the command start a unique animation to signify the character is checking the AH, similar to the way using the police radio/newspaper/invention workbench plays animations to signify what the character is doing.
  11. The interface offering the choice could definitely be made better. Galaxy is little more than a pseudotutorial that teaches a player very little, which is what the Shining Stars/Hearts of Darkness arcs are meant to touch on, but they typically wait too long and people end up not knowing how to get around the city/isles before they need to, how enhancements work and other things that are covered in the other tutorials. They are also optional contacts that don't really announce themselves as 'we'll teach you how to play'. You do get a pop-up for them but a player has to opt to go talk to them, which is a little counter-intuitive for a tutorial system. Also, how many characters someone has isn't a good basis to judge how familiar they are with the game, or how familiar they are to the kinds of mechanics CoH has in general. I'd rather see it kept a player choice, not an arbitrary one.
  12. I believe this is unlikely purely for the reason that they do not want you to have an actual invisible character in any form, even ignoring PvP concerns. I love the idea, but I think a better implementation would be a "hollow" set that doesn't have the body there (or has options for the body including 'none') but forces an additional layer on top of it so the invisible character problem is bypassed.
  13. This opens the door for harassment and trolling. Thirty people in a small area, which one is the one being completely obnoxious (or worse) that you want to report/ignore? Hard to tell without that name attached. Not a bad idea for what it would be used for, but accountability must remain or it will be abused.
  14. I heard you were looking for a challenge. Try soloing that ITF at +4x8 with this setup. Hint: You can't. These settings would destroy most PuGs even in easier arcs at +4. (And yes I know the ask is to bring the challenge up to the level of the player power not the other way around, I'm just feeling snarkastic.)
  15. Yea it's certainly more work for the devs than just letting players deal with entering their growing list of passcodes themselves. As for the question it depends on the context. If you meant a power that accepts an input, it could be used for Long Range Teleport or any other teleport power that has multiple destinations. It could maybe also be used for something like Mastermind customization where you tell the henchmen power which version of the NPCs you want it to summon. Nothing else comes to mind in that regard at the moment, and these still require power bar... cluttering. If you meant a brand new system specific for base passcodes? I doubt it. Sometimes you just need a specialized solution to a unique situation. I'd 'ish' this. It's a solution, but an inelegant one that requires players to clutter their bars with macros (which are limited in number) or use something like a popmenu which is unfriendly to the uninitiated and requires restarting the game to update. Would it be better than losing the macroability entirely? Certainly. Is it the best option, all things considered? Not really up for me to say, but I'd like to think there's something better that can be done for a long-term solution, even if it takes longer to get here.
  16. Without knowing the actual ins and outs of the command system, this is somewhat conjecture: Is it possible? I'd say probably. But given you want a command to play an animation, presumably root a character in place for its duration (which emotes don't do), possibly be interruptable, and then execute an effect on the character it's going to be much easier to use the system that already exists to do exactly that: Powers. As for the second suggestion, that has problems as well. $$ couldn't be used as its simply issuing another command. So either you'd have to "set" your passcode before executing the power and it picks up that passcode and uses it if you select the passcode option, or change powexecname to accept an optional variable explicitly for base_teleport, and probably add a whole new tech to the powers system to accept a player variable. At which point it might just be almost as easy/definitely cleaner to just make a new system designed to manage this unique function.
  17. Pretty sure the other teleports you're referring to have an animation and activation time. They have an effect you and others can see. They're powers. Many players use slash commands to do a lot of things, but that doesn't generally include skipping using powers to just instantly get what you want done. Outside of Justin, anyway. Slash commands don't have delays. You issue a command, the server/client does something. And adding a delay is not enough, they also need to add an effect signaling that the player is doing something interruptable. At that point what you and others are basically suggesting with this is replacing the command with a power, which already exists and probably just needs to be improved. Which was why I was trying to encourage the discussion away from the command. Access to the command is being fundamentally changed. It may still work in some situations, such as within bases or when the base dialogue box is open, but using the command from anywhere is being removed. The devs have made it pretty clear that's the route they're going as was pointed out a few times. The reasons they haven't already changed it is because they don't want to remove it from all situations, which means they have to spend time making it work differently than normal commands, and want to improve the existing base teleport power. Both of which takes dev time, which has been focused on other, more important changes. I would like to see this too. It does have some design challenges though. Specifically whether to just use commands or engage in the joy of adding to/modifying the UI, and where to store the information. This might be a better discussed in its own topic, for I'd personally recommend something else to go with a bookmarking system: Much like global channels, a server directory of passcodes, except where passcodes default to private but the SG leader can toggle it showing in the directory.
  18. As Redlynne said you likely have selected the Haymaker customization option for it. It has the same animation time as the original kick as a note.
  19. First, I'd like to raise a point that seems to be simply ignored: This is City of Heroes and City of Villains. A game based on comic books where entities have tremendous abilities and powers via whatever methods. Those methods do not include using slash commands. Use of the command absolutely detracts from the intended feel of the game: Using cool powers and abilities to do stuff and things. Sure, it's convenient, but it doesn't fit. Any further discussion about the command in particular is, frankly, wasted time. Consider instead discussing alternatives and improvements to things that DO fit into the game. Improvements to the base teleport power such as those that have already been raised, or even alternatives such as adding a base portal to Ouro. What about inter-base connection points for SG bases? This has been brought up in other places, has plenty of different possible ways to be implemented, and definitely fits in this discussion. Get crazy. The Ouro portal takes a couple seconds on a 5 minute cooldown, isn't interruptable, can be dropped in a mission and is usable by your entire team (hell it can be used by the entire zone if you enter last). Why have a long cooldown or an interrupt period on the base teleporter power? Why not have it or a separate power drop a base portal similar to Ouro's so people around you can use it? There's probably reasons for some things, but the point is to challenge the mold of Ye Olden Time's design decisions in the context of the current state.
  20. /getglobal isn't a command? All the commands that return global names are working as intended AFAIK.
  21. Additional information: The mouse is only properly bound to COH when a mouse button click is held down. Binding +mouselook to shift+lbutton works as you'd expect, but binding it to any key will let the mouse leave the window. Likewise binding ++mouselook to either mouse button will work as expected ONLY if you hold the button down (defeating the purpose of a toggle, admittedly), but as soon as you let go the mouse will move freely outside the bounds of the game window. Only the primary mouse buttons (L R & M) prevent the mouse from moving. 4 & 5 do not. Further, if the mouse does not leave the game window it snaps back to where you started the mouselook without issue. Paraphrasing: entering mouselook or camrotate doesn't properly bind the mouse to the COH window unless the left, right or middle mouse buttons are also being pressed.
  22. Additional info that may be pertinent for testing/reproduction: Resolution UI scale (looks like 100% but better to be sure!) Windowed mode or full screen Oh and what your native (desktop) resolution is.
  23. There are known issues with the AE servers. They're working on permanent fixes. The system is more stable for now but I'm not sure if it's 100% fixed, so there may be additional downtime. Thanks for the reports!
  24. Could you give a few example missions where this is an issue? That would help with testing a lot.
  25. I'd say not necessarily significantly different, if precedent is considered: Helper uses a very similar yellow to the yellow conned enemies. To a far lesser degree Help Me is somewhat close to the purple con color. There are other systems in place that help players differentiate players and NPCs. This is probably possible but is also probably far outside of the scope of the existing system they used to implement it. (In other words, would probably require a lot more work to implement)
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