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dtj714

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Posts posted by dtj714

  1. This game never catered to those seeking a “challenge”, so it’s logical that the “ez mode” server is the most popular. People who play(ed) early EQ, Vanilla WoW, etc. are an entirely different breed - hence the presence and success of the more “authentic” private servers for those games. 

  2. A week late and $10 short - not that it would have (or did) matter anyway. COH was already the easiest/least grindy of the “old school” MMOs. Challenge was never its appeal - concept and customization was. 

     

    The passage of time means that both the dev team and player base are even more tilted towards the “instant gratification” mindset. As someone else alluded to earlier, no “status quo” argument will ever find traction here. If a change = easier/faster/“better”/more, then it’s a done deal. 

  3. 6 hours ago, Orivon said:

    Also, giving PBs an additional tohit buff would be on par with the WS changes to Starless Step.


    From a standpoint of the ATs, the “mirrors” aren’t always of the same function and/or exact tier. Twilight Shield is obviously the mirror of Quantum Shield, they just happen to be 1 tier different. What’s the PB mirror to Starless Step?  Arguably it’s Proton scatter, even though they have nothing in common except tier.
     

    Anyway, more to the point, right now each AT has 2 inherent and 2 picks in their respective “travel pools”. Give each the team version as an inherent, and now PB’s can have all the utility with 1 pick, while WS’s still need 2.

     

    And, what are the other ATs going to get in exchange for the HEATs now having FOUR INHERENTS compared to their one. Remember, the reason HEATs have the two extra inherents is because they were locked out of the respective regular pools (or vice versa). 

  4. 18 hours ago, Wavicle said:

    Teleport and Recall Friend are the only ones that were made shorter, I believe. That's why it's no longer the same.


    Recall Friend (now consolidated into Teleport Other) has the same FX as before. Fold Space uses the same theme. Somebody with Combat Teleport can speak to that - I’m not going to blow a respec just to test it. All the accolade/prestige powers use the same theme.

     

    Again, Teleport is the only power with FX that don’t match. If the activation was made shorter, couldn’t they just speed up the animation?  Did they really have to change the FX completely, including the colors?  It was unique, in the game since its inception, and the new one is completely out of line with everything else. Sometimes people don’t know when to leave well enough alone…

  5. 1 hour ago, Wavicle said:

    The teleport pool had it's animations shortened so that it's faster.


    There were many changes to the pool, yet they seemed to be able to keep the old FX style for everything BUT Teleport, even the new pool powers (not sure about combat port, but fold space definitely does) and the accolade/prestige powers, despite those having varying activation/animation times. Teleport is now out of sync with every else.

  6. All the other teleport powers (base port, mish port, monitor duty, LRTP) use the FX (animation and color scheme) of the “original” Teleport (standing to arms in a “W” w/ bright flash and purplish background), but the “original” FX of the actual Teleport pool power are now completely different (jump up, arms to W, flash of pure white).

     

    Is this a bug?  If not, then it makes no sense. Even the other powers in the pool use the old animations and/or color scheme.  Can we please get the OG version back?  You know, the one that’s been in the game since Issue 1?

     

    Edit: And before anybody says it, no you can’t even get the colors close w/ a customized scheme. 

  7. 6 hours ago, gamingglen said:

     

    You owe me a dollar.

    In what manner or context, pray tell, do you use the tram?  The other person who said they did did so in the context of a situation where it was actually the simplest way of getting around for that story arc (which just further makes the point that people will use the path of least effort) and was obviously solo.

     

    By the way, they added Pocket D to Atlas because people need/want to go there in the very early levels to turn off the pop-up trays, etc. (especially Afterburner). 

  8. 9 minutes ago, Glacier Peak said:

    You missed the point of my post it seems. It's about options. 


    Pointless options. He’s right - nobody is gonna do in 3 steps what they can do in 1, if it’s just a QoL thing. I’d bet dollars to donuts virtually NO ONE uses the tram anymore, except for those few missions that actually require it. But again that ship has long since sailed...(pun intended?)

    • Like 1
  9. 1 hour ago, ForeverLaxx said:

    Not really the point. It's inconsistent with stated past grievances regarding a centralized zone "hub" that I'm noticing.

     

    Being able to teleport to any zone through LRT first requires you to have actually visited the zone at least once. Bases used to be limited on power and connections so you couldn't use a base to go to every zone in the game at once (this was obviously removed for our version of the game and I'm not sad to see it go as a creative person), the dev command was let out of the box and players got so used to being able to just jump into a hub base that the removal of said command demanded a compromise that didn't need to be made. Trams used to be restricted so you had to travel to a zone with both sometimes and TUNNEL is just another tram system. PvP helicopters used to be limited so you had to go to the appropriate linked zone first. "Quick Travel" restrictions have been lifted across the board already.

     

    And now, travel powers have increased in speed, cutting travel time even further.

     

    I'm not inherently against making it easier for players to get from Point A to Point B. I'm just against changes that run contrary to previously stated issues of turning a single zone into a "everything you need is right here" affair. With how quick players can get around, even before this change, the city felt more like a small town. Now it's just going to be the size of a city block. You've got AE, the Tram System, TUNNEL System, Base Hub access, Pocket D Access. and the auction house (via another command) all without ever leaving Atlas Park. The "best of both worlds" line is cute, though. When faced with 3 loading screens vs 1 loading screen, players are going to take the 1 loading screen. Expecting players to intentionally avoid quick travel as a counterpoint to adding even more quick travel is silly. It's the same as saying you can use as much hate speech as you want because people can use /ignore or turn on their profanity filter if they don't like it. It's really a non-argument.

     

    Again, I'm not against methods to get around the city quicker. I'm just perplexed with changes that turn a zone into a catch-all hub when the major criticism against adding connections to Talos was to avoid enforcing the view that it's a catch-all hub.


    There is already a catch-all zone.  It’s called your SG base. Make a base and you can have ports to virtually every zone in the game without ever having been there. You don’t even need to bother getting one exploration badge for LRT - you just use it as another way to get to your base. 
     

    I say this with a negative connotation. Point being, they’ve already gutted inter-zone travel in the game, such that any further changes or restrictions are pretty much arbitrary.  Nobody uses the tram, TUNNEL, ships, choppers, etc. etc. Hell, at this point they might as well just make all the base portals into direct portals to every zone, and stop all the work-arounds.

     

    ”You don’t have to if you don’t want to” is a straw argument. It’s not like skipping content. It’s a QoL thing, and everybody is going to use it if they can. Does it make the game world feel smaller and less immersive?  Absolutely, but the devs clearly feel convenience trumps that. 

  10. Since you went through the trouble of giving Stealth an “invisibility” appearance option (obviously to appease those who liked the old invis), could you go the extra step and give that option the old animation too?  The current “squeeze” animation is pretty much the opposite of what it used to be. 

  11. 14 minutes ago, Ohsirus said:

    Well the buffs all carry through the forms, It's mainly the shields/defensive powers that are a pain. Not saying the powers have to reactivate in forms, just eliminate the mad scramble from shifting forms and having to re-toggle everything.


    Upon further consideration, I realize your proposal is inherently contrary to the button-mashing SM mentality required of a tri-form kheld. You, sir, are a cad and a scoundrel! 🤣

    • Haha 2
  12. 12 minutes ago, Bopper said:

    I see what you mean. I can only speak to my experience of having to copy the descriptions from the game into Mids and seeing inconsistencies. Like a sniper (or was it a nuke?) being called superior damage and another attack doing the same damage being called extreme damage. That's what I meant by broken, where whatever rules that were supposed to be followed were not being followed.

     

    As for the descriptions, it might be worth incorporating the AT modifer into it. But that should be made into a formal suggestion. For now, I'm fine with it being power scale only just so that it's consistent across ATs. So a Light attack from a defender's fire blast power will still be called a light attack on the Blaster version. 


    I suspect that’s exactly the way it was (incorporating the AT mod) because khelds have the unique qualities of having multiple scales/modifiers, and their sets are exclusive to them. No Defender or Blaster with different scales/mods can have those powers - they are what they are with a kheld and that’s it.

     

    Anyway, I’m just a traditionalist and don’t care for the fact that the devs keep toying with things that existed in the live game (some adjustments and tweaks are understandable, sure) instead of focusing on new stuff like Echo Island (now that’s cool!) or a new earth power set.  Add stuff and let people enjoy it if they want. But don’t keep chipping away at the game that this whole thing is based on. 

  13. 1 minute ago, Bopper said:

    At no point did I give an opinion on how something should be done. I'm just explaining how it works.


    I’m not trying to pick a fight (clearly you’d win 😀) but earlier you said the description was broken. Was that not an opinion on what was done?  In any event, please tell me your express opinion on a tooltip using a damage description that does not include an inherent modifier, but a damage value that does. Because that is the result, isn’t it?  

  14. 1 hour ago, Bopper said:

    Bright Nova Blast is a 4s recharge power. Design formula would suggest the damage scale to be 0.2 x (4 x 0.8 + 1.8) = 1.0

     

    Base Damage = Damage Scale x Damage Modifier.

     

    For a PB in Nova form, the modifier is 66.7323. So the base damage for Bright Nova Blast would be 1.0 x 66.7323 = 66.7323.

     

    As for the fixing what isn't broke, it actually was broke. There were a lot of powers that had wrong descriptions or were inconsistent. 


    So you’re saying the damage “categories” should reflect what the damage is without the inclusion of any inherent modifiers, while the damage value in the tooltip does?  So now we have actual Nova powers where the numbers and descriptions don’t match up, and a non-Nova power (Ebon/Glinting Eye) that always shows the Nova value, even if you don’t have the form. Yeah, I guess that’s consistent. 

  15. On 4/25/2021 at 7:50 PM, Bopper said:

    I don't think the damage changed, just the descriptions of the attacks. All of those attacks have a 1.0 or less damage scale which is why it's described as Light. However the damage modifier for Nova form is significant and your damage should still be good and unchanged.


    But Nova damage scale is (supposed to be) 1.2. I got into a discussion about this with someone when bringing up the Ebon Eye “tooltip discrepancy”, which resulted in a big brouhaha when someone changed the Nova scale on the wiki without anything to back it up (at least I think that was how it got started). 
     

    That said, I’m still confused about the relationship between “base damage”, damage scale, and “damage modifier”. In any event, the descriptions where what they were for 17 years, idk why they would change them now (more “fixing what ain’t broke” and causing confusion, as illustrated by this post), assuming the damage is still the same. 

  16. Yes it would be OP, even just to make the toggles auto-reactivate, let alone have carry-through effects. It’s the trade-off of forms. You go from human to something else then back to human and want to use your human powers, you have to activate them. Since you’ve been playing khelds since they were introduced, you know how far they’ve come already.

     

    Just my .02 inf.

  17. Look, let’s call a spade a spade - Invisibility was one of the classic, hallmark pool powers in the game, and it’s been screwed up and made confusing in a an attempt to be “creative” and “tweak” more things that, frankly, don’t need any tweaking.

     

    You want to make it the first power in the pool?  Ok. You want to let it retain some stealth and defensive bonus?  Ok. But don’t take away it’s core functionality (which is the case currently), and don’t call it something it’s not.  If anything, it should be “Invisibility +” since it’s supposed to be like the old invis with added benefits.

     

    Edit: I see now there is a patch making it “invis+” on the Beta server...

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  18. Here’s another consideration - “stealth” is one of the effects granted by the power, and several other powers grant the same effect, in greater or lesser amounts. The amount granted determines the effectiveness of the power. So “stealth” should be reserved for discussions of the variable effect granted by various powers, while this particular power should be called Invisibility, because that’s what the amount of stealth in the power does - makes you (usually) undetectable at point-blank range (i.e., invisible) without the aid of any other power.

    • Like 1
  19. Can PB’s please get a “minimal fx” option for their flight powers like, you know, the regular flight powers?  Don’t care for the “uber jets” of energy flight and combat flight stacked, nor the new one for quantum maneuvers. 

  20. 8 hours ago, UberGuy said:

    Yeah, reverting the changes would mean turning EvMa back into Afterburner, which would mean reworking the entire Flight pool to near its original state. That's an unreasonable amount of change when the events that trigger suppression can be modified.


    I didn’t mean the entire patch, or even all the “travel” changes, just Concealment. But if it’s as simple as changing some of the settings, then I expect it should be fixed in short order.  In fact, I’m kinda surprised that it hasn’t been already, which makes me wonder if there is some internal debate about what it’s really supposed to do, given the apparent disparity between what was “intended” and what was implemented.

     

    Edit: It hasn’t even been added to the”known issues” list yet. 

  21. 3 minutes ago, Bopper said:


    Sorry, I meant for what it’s “supposed” to do (once fixed), not the currently bugged implementation. We’ve seen dev posts indicating certain things are not WAI or are going to be changed, but with multiple layers of both stealth and defense being impacted by different things, it would be nice to have something showing their intentions comprehensively. 

  22. 20 minutes ago, Bopper said:

    In fairness, toggles didn't work when the power made you OAS. 


    Was the OAS component some sort of big problem?  So you could only use self-affecting powers (or they became only self-affecting, like for Leadership) in exchange for basically being undetectable. Seems like a fair trade. It’s not like the OAS status on Afterburner, where you had to actually de-activate to do anything outside yourself. 
     

    Edit: It seems sort of silly to have to ask, but given all the variables, could we get some sort of table or graph indicating what, if any, portion(s) of both the stealth and defense components will be suppressed or cancelled altogether under various conditions? 

  23. 4 minutes ago, Spectre7878 said:

    So I am confused. 
     

    Some of my characters use the leadership pool and had stealth, invisible. When I use my ow. leadership power toggles or with friends that have leadership pool, will it suppress my stealth all the time. I don’t want to take stealth if leadership cancels it out. 😞


    Since the power is no longer OAS, affecting a teammate with a Leadership toggle will trigger the “help other” condition and suppress it. So yes, if you want to ensure you stay invis, you now need to turn off all your Leadership or other toggles that may affect others. 

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