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dtj714

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  1. I was actually referring to the Lights Hope server, which had 10,000 concurrent players at a point. Accounts? Something like 100k+. This project has what, 1000 players across all servers at any point in time? Live's peaks was ???. I'm sure the math still works out to something "insignificant". That's not the point - the point is some level of authenticity. I think Homecoming has lost it. Others don't, or don't care. And that's fine. We make choices accordingly.
  2. Yea, and look how popular Vanilla WoW was on private servers. Tens of thousands of players at its height. Actiblizz made sure to kill that re-legitimizing it and then cannibalizing it.
  3. Interesting responses, although about what I expected. Should clarify, I don't know if it's possible or desirable to really recreate the live game. Some things (e.g., the Paragon Market) just aren't feasible. However, I think a balance should be struck between (trying) to be faithful to the original, and sliding down the slippery slope of change. Personally, I would have preferred if they just took the SCORE version (I25?) and focused on adding new content, instead of continuously changing core systems or elements of the game (e.g., major changes to the pre-existing power sets and pools, totally revamping the enhancement system, etc.). The first thing that made me think things were getting "out of hand" was when they removed the base port "bug" that had existed for almost a year, but gave everybody LRTP as an "accolade" (with some other related changes to follow). Things continued downhill until the most recent changes, where you can get your top tier nuke barely half what through your leveling. Again, just my opinion.
  4. I lost all interest in this project after the last major patch (I27, pg 5). The continued power creep was just too, too much. But my replacement project is down atm, so I figured I would come post a comment I wanted to make back then, but didn't bother to. IMHO, Homecoming has departed so far from its genesis (the live game), that it's just a "fun" server, and no longer any valid facsimile of the original. You might as well let people create insta-50s with 100 million inf. That's only a few steps removed from its current state. But obviously, for those who continue to play, that's fine. Or at least acceptable. I know there are other more "purist" or "vanilla" projects out there, but unfortunately none of them has nearly the population as Homecoming. And when it comes to private servers, population is king. Anywho, just my .02 inf. Curious to know what others think. If there was a "vanilla" CoH private server with Homecoming's population, would you rather play that, or this?
  5. This is funny considering it's in the context of a project that is one giant copyright infringement...
  6. Been away for a while so just saw this, but how did y’all miss it? I went through all 10 pages of the focused feedback thread, and found one reference to Shadow Slip, none to Quantum Maneuvers. These changes are completely back-a**wards. HEATs don’t get access to the top power for their inherent travel mode until almost twice the level of the equivalent in the pools, and now at the same level as their top tier nuke? Makes no sense, especially since, generally speaking, every other change has made travel easier and faster. I made a post about it in the General section. For the sake of current and future kheldian generations, go find it and pitch a fit, please 🥺
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  7. Been away for a bit so yeah I’m a little late on the topic (otherwise would have put in focused feedback), but why in the Kheldian galaxy did you move Quantum Maneuvers/Shadow Slip even higher? It was already bad enough having to wait 10 more levels than when non-HEATs could get the equivalent pool powers, now it’s 12 and the same level as the top tier nuke? Sure HEATs get a couple of travel powers for “free”, but that’s part of the HEAT gig, and certainly doesn’t seem like appropriate justification for putting the top-tier power that far off (IMHO). Generally speaking you’ve made travel in the game easy to the point of triviality, and in the context of the other level availability changes, these make no sense (the only 2 that went up). Want to make a QoL improvement for HEAT travel? Grant Combat Flight/Shadow Recall at 4 instead of 10 (to mirror the pools) and make QM/SS available at or close to 14.
  8. I found a way to do it using the “macroslot” command. Basically I created rotating macros instead of bind files, and since the macroslot command assigns them to a particular tray slot (0 to 89, not sure why they are numbered that way), the correct macros stays loaded in my “human” tray (1), while my nova/dwarf trays (4 and 5 respectively) have the respective attacks. Not quite as “pretty” since macroslot and macro_image appear to be mutually exclusive, so the macros are the plain grey buttons, but I’ll take function over form given the overall benefit. 😁 (N.B. - In response to the question about why, fly/em more so than the shields is very situational so I don’t have or want that on all the time, and since I play with a controller it’s more convenient than reaching for the keyboard or mouse clicking buttons.)
  9. As a general matter the toggle suspension changes are great, especially for things that you want on pretty much all the time (e.g., sprint, or hover/em if you're a flyer). But, it's had some unintended consequences for my WS and I want to see if anyone here can help me figure out a way around it, if there even is one. Basically, on my WS I have a system of rotating binds that, when in human form, make the 1 and 3 keys activate Fly/Evasive Maneuvers/toggle both off and Gravity Shield/Shadow Cloak/toggle both off, respectively, and when in Nova/Dwarf, activate the attacks loaded in the respective slots. Without toggle suspension, this was convenient and easy, because the toggles would always be off when coming out of form, so I could just incorporate loading the bind file that would start the chain over. Now, however, if I shift into form with the toggles on, then they will be on when I shift out, and vice versa if they were off. So, I can't just "restart" the chain, because the "starting point" (off versus on) will vary. To preserve the functionality, it seems I would need a "conditional bind" that would toggle or de-toggle depending on the situation, and I don't believe that's possible. Rotating regular powexec commands instead of toggleon/off seems like maybe it would be the closest thing, but then the "one press for off" is gone, and it could get messy if things somehow got out of sequence. Any ideas/suggestions appreciated!
  10. And if a dev said that was the intent and expectation, then so be it. But that hasn’t happened…
  11. No, it doesn’t. I love khelds so much they are all I play, but I understand one ATs buff /= justify another ATs nerf. Look, nobody has a problem with the suspension change, because there is no downside. The suppression change, on the other hand, has a downside. Some people with certain builds, limited though they may be, lose both time and agency in terms of getting back up what they believe are critical toggles. These two things are not intrinsically bound together. There’s no reason suspension can’t be implemented unless suppression is too. We still have no dev feedback indicating 5s turns out to play like they wanted, or even explaining why they chose 5s as the adjustment from 8. They just did it without providing any rationale. Because there is a downside it’s a balance issue, and that’s not how a balance discussion should work.
  12. Thanks again for your opinion. Now, can we get some actual rationale from the devs?
  13. Thanks for the invitation, but I’m starting to suspect that, even on Excelsior, there isn’t enough of a population to sustain such a thing 😒. I think what I’m going to do is just play that way solo, and try to organize group activities advertised with that basic rule set, but buy all the stuff anyway so that, if I just can’t make it happen, I can do it the easy way. I much prefer grouping to soloing, so eh, majority wins 😏.
  14. Uh, the reason they chose 5s? We know why they originally chose 8s (because it supposedly corresponded to 4 toggles, which was a ridiculous baseline). But we don’t know if 5s was an arbitrary reduction, or if it relates to a new “baseline” of 2 toggles, or if it’s something else. Luminaria made an extensive analysis that seems to fit, but that’s still just a guess. If they truly want productive discussion and feedback, then they should say why 5s so we can know what factors they are considering. Otherwise, people are just spewing their opinions.
  15. And still no dev response explaining the change from 8 to 5. Suspension is a major QoL change and a no-brainer. Can we just get that for now while you continue to wrestle with Suppression?
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