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OEM61

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Everything posted by OEM61

  1. What I would say is just add a defense boost to super speed. Make it cost what it costs endurance-wise, make it go however much slower it goes in combat, but add some defense boost while it is on because faster=harder to hit. Same basic idea as hover or combat jumping, but since there is no room to add a new power to the pool, just build that little extra functionality into the basic movement power. Not that I would be opposed to a 6th power in the Speed pool for such a thing, but it would open a can of worms that the devs would be dealing with for a long time as more and more people would be suggesting things to fill in the 6th slot of every other pool set. (Or just take combat jumping and use it as the "combat speed" power as it does provide enhanced movement around the field of battle and a small defense buff) I'd also be good with a "high-speed melee" kind of set. From the rapid-fire punches to a high-speed ramming attack and whatever else. But SR is fine as near as I can tell. I have not played with it since the old days, but I don't really see many complaints, either. I am real hesitant to support big changes to existing sets. People are out there using it. The proposal seems to just give it more and more, so something, somewhere, has to be taken, and I don't think I would want to be maining an SR character when that shoe dropped, or having to explain those changes to the players that were.
  2. This is what I do. I refer to the wiki to check and see if they have any badge missions, and what story arc they offer, if any, and sometimes the only time I talk to them is after I have out leveled them just just so I'll get introduced to a new contact. So do the missions from Jim Tremblor, pick whoever from the contact selection he offers, and proceed to ignore them if you wish.
  3. But a level 15 wouldn't be sent to Talos. At least not on their own or when teaming with similarly-leveled players. You would only ever have access to mission zones that you are eligible for in my ideal. Again, maybe that makes it impossible for the game to implement, but you would be level-gated. If you were a level 24 hero then you would only get radio missions in King's Row, Steel Canyon, or Skyway City. They may have to further modify the required number of radio/paper missions to get a safeguard mission based upon character level. Use the current system as a guide for how many at what level, but disconnect them from the zones. Makes it even more complicated, makes it less likely, but that is my ideal.
  4. Too late now. I'll read it, as I thanked them for the info, but the toon was already gone. I've forgotten a lot of the old things. I'll remember them in time. And there are the new things that I will learn. I'll get there. But I never meant to sidetrack the discussion. That was why I suggested that the missions randomize the zones if they do this. I can hear about an emergency in Skyway City while sitting in Independence Port, or about something in King's Row while tuning in while on Peregrine Island. It would force radio/newspaper teams to move. If there was a flagging option for running the old missions, anyway, and that is the only way that I would do it. If someone wants to run missions in some specific zone then they would need to find a level-appropriate character, set them as the lead, and everyone SK or exemp to that level and just run missions like you do now. Nothing would change there. If you just, as an individual or team or whatever, wanted to run missions in any zone at your current level, though, then you would need to be prepared to run missions in every zone. You would have to go to the missions rather than have the missions go to you. But that's just my take on doing this. It may have all sorts of problems I am not seeing, aside from the obvious system changes they would have to make.
  5. The exploration badges within the safeguard zones. Only way I knew how to get those would be to tag along with someone doing those safeguard missions. As I said, I am not good with asking people for stuff, so I was thinking I would have to just hang out and wait for someone to offer up slots in the safeguard missions in all of the appropriate zones. The other ones (Bomb Squad, Interceptor, etc.) I thought that I could pick up after enough repetition in any safeguard, but the exploration badges I would have to be in the specific safeguards, so bye-bye 50, hello re-roll. I had a hard time seeing myself just sitting in AP waiting until someone offered up a safeguard, and then moving to KR and repeating, and SC and repeating, and... But you have provided some potentially educational links, so I will read up on those later on (about to hit the rack). Thank you for the links.
  6. Yeah. I mean, I didn't look too closely at stuff, but the core idea is fine. Masterminds started out as a villain-only AT so some of the sets leaned very heavily into that identity. Now that they can also be heroes, some more minions that can lean more into that identity are welcome by me. Now, having just taken a closer look, I am not sure about some of the other stuff. Might be a bit too much to ask for all new "other" powers. Empyreal flame could just use existing fire attacks, possibly with some exotic default coloring, but since demons already have fire I think that it would, at minimum, have to be some other flame-based powers than what the demon masters use. Or they could just go with something as yet-unused for that role. Radiation (maybe that is Empyreal Flame?) or energy feel like they might fit that role best, but I would lean towards energy. Energy blast or manipulation to pull the direct attacks from. Save radiation for a future "mutations" set and ice for some sort of snow-critter mastermind, whether that be a holiday-theme (three snowmen, two elves. and a reindeer?) or otherwise (snowmen, icemen, and a Yeti or maybe penguins fit in there somewhere... Past my bedtime).
  7. I like this one. It's all instanced anyway, it's one "city" with multiple "districts" so it's not like the radio wouldn't have range or the paper wouldn't cover the stories. I could get my missions and safeguards in any zone I am eligible for. I don't get to control that. If I am in Peregrine Island but elect to save poor old Stephen Fayte then I go to wherever Stephen Fayte is being held, whether that is KR or Steel Canyon or anywhere else. I would hope that they could just use villains of the appropriate levels, so they may be limited, but the missions and zones shouldn't have to be. I am just trying to avoid anyone getting caught up having to exemp down, so rather than forcing you to have to fight Vahzilok and exemp you down from 45 to 14 or whatever, replace the Vahzilok with a level appropriate group. Still, if the choice was to exemp down for some missions but keep all radio missions in all zones available then I would be for it. And by "all zones" I am not asking for zones that aren't otherwise eligible, even. I just mean let me get those missions in any zone that offered me those missions at any time. If they want to expand eligible zones then so be it, but it isn't necessary to me. If I happen to out-level some safeguard zone now I have to rely upon happening to hear someone offering to run radios in that zone or having to ask for the same and hoping someone agrees. I am not opposed to this sort of teaming, but I am not the most socially outgoing person in the world, so for me it would have to come down to waiting to hear someone offering. As it is? I just deleted a 50 yesterday to start over because I screwed up the radio badges. I hope I don't screw up anything else this time, or at least remember/figure it out before it's too late to do anything about it.
  8. That was what I was thinking. I am no big theory builder, but this has been touched on here by others... I can fully slot a bunch of attuned stuff for levelling, and then un-slot every bit of that and replace it with boosted set stuff. Then I have all those attuned enhancements for the next alt I want to level that can use them. Sure, there will be some stuff that won't be useable, maybe a lot of stuff depending upon the ATs involved, but if this alt can't use them then the next alt or the one after that may be able to, so just stash it somewhere. Even if you make a bank toon or two with their own private SG base loaded with enhancement tables just for you to deal out to whatever alts need them, it seems like a better plan than just dumping them for whatever change you can get only to pay a much higher price to replace them down the road. Or I can keep the attuned stuff slotted for those times I want to exemplar and slot boosted sets for when I do not. If I do exemplar then I have the best of both worlds. If I never exemplar (though there could be a cause for anyone in the future, no matter how much they may think otherwise) I have sets for alts and benefit by being able to sell a whole lot of the recipes I find (I only need what I am going to slot at 50 or so, or whatever the max level is for some specialty enhancement I may want to drop in somewhere. ============= Now, interface improvements I am all for. I have only played around with converters so much, but if there are some improvements to be made then make them. Needless extra steps won't be missed.
  9. Yes, and my F3 Blaster loves it. Not sure why the OP felt that ancillary rezzes should not be part of the deal. I mean, I have to pick the pool and then pick the power. It's the same basic investment as a Fiery Aura Tanker or Brute or whatever. And if pool rezzes don't count, why should pool toggles get a benefit? All in all it just seems like too big a mess, though. Too many powers would need to be redesigned, and then some of those powers would need to have two forms to prevent the ancillary versions from working like the primary or secondary versions. It sounds like a massive project just waiting to not work right.
  10. Yeah. I miss Galaxy City. If memory serves, I started one of my two "mains" there, and at least one of my other heroes back in the old days. I do understand them wanting to push all of the new characters together, though, especially as new character creation slowed down. Galaxy City always lagged behind Atlas Park in popularity so using AP as the one starting zone made sense in that regard. Maybe one day we can drive the Shivans off and restore Galaxy City to its former glory. Or maybe just turn it into a real zone with contacts and missions and let us at least pretend that we are trying to restore it to its former glory much more fully than the tutorial zone can do. Make it an endgame zone. Fill it with some really challenging stuff.
  11. I too am old, but it's not about age. SOs are fine. They offer a good boost. But Set IOs offer many other benefits beyond just the boosts to whatever numbers of the powers they are slotted in. When I came back I made a personal SG for my toons and added 8 enhancement tables. At first it was a table for every SO and then three tables to hold some different DOs, As I played my first hero and started crafting, I sold off all of the DOs and even the magic SOs that I wasn't using (that first toon was magic, so I sold what I wasn't going to use) to make room for IOs. As of yesterday, starting on my second "main" after hitting 50 with that first toon*, I sold off the rest of the SOs and converted four tables into hold basic SOs and the other four tables into holding set IOs. Simple IOs save me a lot of money. Still "new" to the game in that sense, so it helps. Eventually I'll get to a point where I have "money to spare" but I am not there yet. Slotting an enhancement that I can get some benefit from for as long as I wish, even if the benefit is lesser than an SO, is a good thing for me. I'll slot in a higher level enhancement at some point, or maybe switch out for a different set when it becomes available when I can slot those, but I don't need to rush it. SOs and DOs don't give me that luxury and the cost of staying up-to-date adds up fast. ============= * Off-topic, but I may end up deleting and re-rolling that one anyway (reasons), but I have basically remade my old toons. Two blasters that I spent the vast majority of my time with, a couple of tankers (one now rolled as a blue-side brute) a defender (now rolled as a blue-side corruptor) and a controller that I dabbled with once in a while. Now that all ATs are open for all sides, I have a few other toons rolled that I plan on at least trying out, though I may not keep them.
  12. 1 - I didn't literally mean that someone would grab Positron or Lord Recluse this way. Any old enemy will do. Being able to kidnap an Lt. while the numerous guards have to find their way to some stairs can give someone plenty of quality alone time with the more dangerous enemy. 2 - No, but it's half of it and I knew plenty of people that used teleport foe to the team's advantage once upon a time. But as I said in the first place it comes down to cost and charges. Since characters of all levels, and that means wealth levels, too, may encounter stuck enemies, I think only a single charge at low cost is more appropriate. You only need it for mission-necessary enemies or possibly an enemy that is stuck in a wall but close enough to a mission clicky that they shoot you to prevent activation. There shouldn't be more than one of those in a mission unless you have incredibly bad luck, and even then it would only matter if you were alone (more players, more charges for the team to use, and on a team the enemy stopping you from clicking the glowy would be shooting at other targets so you wouldn't even need to use it then). In the end, though, one big question remains. What if the necessary stuck enemy is a Boss or higher? Then the power is either going to be a high-power version to make sure that it works to unstick everyone (and thus very much work to pull the biggest and baddest) or it is still going to leave people needing to exit and re-enter and hope or wait for support.
  13. It is and it isn't. It is a QoL improvement as long as its one and only use is to pull enemies out of geometry. But it's more than that. This same thing could be used to pull that bigbad from that clear spot over there to this clear spot over here. How many people dip into the teleport pool just for teleport target? I suspect that it is not an insignificant number. Every stuck enemy that I have noticed (and it hasn't been many) was fixed by exiting and re-entering. People can submit a ticket and go on about clearing out the rest of the "defeat all" map while they wait. If it is not a defeat all map then it only matters if it affects the specific target of the mission and that has to be an exceedingly tiny percentage of instances. And while they wait the enemy may free themselves by the time they come back anyway. So how much does it cost, either to buy or to make? How many charges/how long does it last? That's what it comes to. Because no matter what limited QoL issue it can be used for, it will be an end-around to getting a much more useful power without spending a pick.
  14. What they said. Just make a new tab with everything that you want and nothing you don't. One of the first things I do when I get into the game is customize all the various tabs to put things where I want them and this includes making a couple of new tabs. So just add a tab, call it "RP" or whatever, and put in just those things that you want for that.
  15. I think it is just a matter of whether the endurance is there when its needed. When a power is ready to charge you its endurance cost it goes to get it. If the endurance is there then it stays on for another cycle, if not then it drops. Higher cost powers will drop more often because as your endurance approaches zero you will be ever less likely to have enough to feed them. The real low-cost powers will have to time out just right, but it can still happen. Maybe I am wrong here, but that is what makes sense to me. EDIT: If multiple toggles all 'hit' at the same time I do not know if there is some specific order to 'feeding' them.
  16. I am not at a state where I am prepared to spend the money I need to create the pets I have recipes for, but I will make them. Oh yes. They will be mine. And some people will know what it took, in general terms, to make them. And others might see the pet, want one for themselves, and then discover what you put into getting it. But ultimately it's about you. Do you want the pet? For any reason? If so, then go for it. Doesn't matter if you fancy it some part of your character concept, a conversation starter, or just a thing you have for personal satisfaction. If you want it, and are willing to pay the price involved in getting it, then go for it. Hopefully when the job is done and after some time has passed you will still think the cost well worth it.
  17. Yeah, that's my take as well. Whatever arranging of powers and/or which animations they choose for the abilities is whatever, but the core idea seems good.
  18. Makes sense. I mean, not sure what all powers/animations might be the 'best' choices for Katana or Broad Sword, but I agree with the base concept. I'd even add Staff to the list. One set at a time, but it feels like it could be a Dominator kind of weapon. It could certainly be used to enhance some wizard concepts.
  19. But I never said that we don't need any more of anything. I specifically said "If there is some set that would offer a unique take on defense then great.". I even mentioned how adding some alternate animations to some powers would allow for some more concepts. It should be clear that I am not against new things. I'm all for new things as long as they are interesting. This is not. Adding a bunch of stuff just because it's stuff is not a good use of anyone's time. And speaking of good uses of time, I am going to go find something more interesting to read around here.
  20. If it takes new hats then it takes new hats. I think that the "no hair" option would be the most useful. If they could add longer-hair options as well then even better. And this is for every bit of headwear that works that way. If putting on a Viking helmet means automatic short hair then they need a second Viking helmet, too.
  21. Because you want those specific things. Because you envision your character as a gunslinger or a character that is covered in stone or that uses a sword or axe or whatever. And since I can make a character that uses power armor just by using the costume creator there is no need for a "power armor" set. I can not make a character that uses pistols without a power set that lets them use pistols. The first part of this response is why we do not need this sort of power armor set. I see, and have made, characters that used power armor without ever having a "power armor" set, and this includes ATs that do not have access to a defense set at all. But there is a difference between fire and radiation* in that each offers unique bonuses that play into a broader theme. Fire has a DoT effect and Radiation applies a defense debuff to those targets, just as Energy Blast has knockback and Dark Blast has a to-hit debuff and so on. There was a small discussion in the game a week or two ago about "solar-inspired" characters and what sort of powers each character used, with a few different answers forthcoming. One uses fire, another uses energy, a third uses radiation, whatever. That's all fair. Someone can make a character that wears armor, powered or otherwise, and use different defenses, too. That's also fair. My "power armor" character might use Invulnerability while someone else's might use Energy Aura and a third might have some magical armor that has Dark Armor powers and so on. If there is some set that would offer a unique take on defense then great. If it has an item-based theme for clicks and toggles then whatever. Some sort of "Gadgeteering" set where the character uses a variety of short-term buffs, for example. As long as it makes sense and they can make alternate animations for "tech" and "arcane" themes (and best yet, if they can make some "no-item" animations as well). But this set? It ain't it. Name the characters that use some sort of "power armor". Iron Man, War Machine, Steel, Booster Gold, Master Chief, Darth Vader, Lex Luthor, whoever. I'm guessing that the vast majority can be covered, in a broad sense, by some existing power sets. These are characters that are not limited to some specific set of abilities so there may be no "perfect" match (War Machine would have to carry an Assault Rifle, for example), but the general idea can be matched up**. I can make a "City of Heroes" version of those characters using existing powers and more-or-less do what that character does. When you find one that can't, that's what should be looked at. How can I make that character's powers into a set***? Whether offense or defense. Of course, these are just my opinions. ============= * Existing powers don't matter here, though. Any argument that "we didn't need a radiation set because we could just use fire or energy blast" is long gone. We have those sets. Getting rid of them now would make no sense. The OP and any defenders of the idea need to justify this set at this time. The fact that a fully-funded dev team created a power set 18 years ago doesn't justify anything that would happen right now. That the current team put a set into the game in the past doesn't even matter. Whatever justification they had for whatever set applied to that set and that time. ** If they wanted to add some sort of non-weapon animation to the weapon powers I would generally be in favor of it. Let my character fire bullets from their hand. Let them launch grenades and missiles from their chest. Let them swing their fist with the same effect as a weapon. But optional, of course. Similarly, I wouldn't mind a weapon option for non-weapon powers. Let someone have a flamethrower through which they generate their fire blast powers, or an ice cannon for their ice blast powers, and so on. But as I said before, I can make a power armor character without a power armor set. I can not make a sword-wielding character without a sword set. *** Of course, the game's limitations may not allow for that, or there may be undesirable side-effects. We know that Atlas existed in the game's mythology. We know that he could grow to immense size. We also know that allowing characters to grow to immense size would probably create problems for the players (how would they fit on some maps? How much would they obstruct other players' view?) and may not even be possible for the game to do. While Giant-Man and Colossal Boy can make for some epic comic pages and sequences, a size-increasing epic AT may not be as fun as the idea sounds at first listen.
  22. If you go to the homepage of these forums it shows the servers and how many are online. Everlasting is the unofficial RP server and Reunion is located in Europe, so if you are also located in Europe it may be the most responsive.
  23. If you want to level more slowly just turn off XP gain at various points. Since not gaining XP is the goal, not gaining XP is in no way a "punishment". It is the desired outcome. Having an influence boost in trade for a XP slowdown is not "not being punished", it is being rewarded.
  24. Players have these power sets. They have used these power sets. They may like their set the way it is. Changing these sets at this time because someone thought that pull-ins were "better" than some other options might leave some other people with some sour feelings about the changes. And this is not to ignore that a pull-in might be a real stretch for some of them. Maybe it is something they could look more closely at for some hypothetical future sets and see if they make sense, be they single target or mass pulls, but they should leave existing sets alone.
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