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Sunsette

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Everything posted by Sunsette

  1. I'm actually not sure what difficulties these ideas would present! As @Lunar Ronin said, we have NPCs that have a motorcycle animation -- that would need to be adapted to other body types, but it exists. We have car and motorcycle models in the game. We have travel powers that exchange the character model for a different model (coyote run), and we have travel powers that summon additional models to use (rocket board and void skiff).
  2. My favorite's already been said (the Shadow Shard). Next is probably Nova Praetoria. Going Rogue was when I actually began to care about the game, so Nova Praetoria feels like home for me in a way comparable to Atlas and Mercy for others. Could you elaborate?
  3. My speculation is that Beam Rifle as an update to energy blast probably would not have been possible without either allowing for weird jank that devs don't like to implement because it looks unpolished (like letting people use rifle animations but set no rifle costume part) or a significant overhaul to the art systems. The current costume system and animation system are really not designed for that kind of freedom. But I personally think it's a good thing that Beam Rifle, like Bio, was added. New sets, new ways to play now that we have most of the more generic things handled. I think a Sorcery or Chaos powerset would be best done as a Control powerset, something like... T1: Bind: Ranged, Light DMG (Psionic), Immobilize. Creates force chains that hold the target at bay and chain them to the ground. Prevents them from being knocked. T2: Transmute: Ranged, Moderate DMG (Toxic), Foe Hold. Partially turns the target's skin to gold, paralyzing and poisoning them. Prevents them from being knocked. T3: Flock of Feathers: Ranged AoE, Light DMG (Lethal), Knockup. Summons a flock of doves that swarm the target and carry them upwards briefly while slashing at their face. Deals increased damage to targets that resist being knocked. T4: Horrifying Light: Ranged AoE, Target Fear. Uses illusionary images and bizarre flashing patterns of light to overwhelm the target. Uses Energy as a defense. T5: Mark of Chaos: Location AoE, Major DoT (Energy), Immobilize. Burns chaos energy into the ground at the targeted location such that the enemy does not even notice. Several seconds later, the trap is primed and will activate as soon as any enemies are within range. Chaos traps can be placed quickly and you may have up to (number) active at once; using this ability an additional time when you are already at the maximum removes your oldest trap. T6: Dark Bargain: Melee, Special. Uses Dark as a defense. Increases the magnitude and duration of any existing controls you have on the target at the cost of hit points. T7: Mass Transmutation: Ranged AoE, Moderate DMG (Toxic), Foe Hold. See: Transmute. T8: Ytivarg-Modnar Field: Location AoE, Foe Slow Movement, Recharge Slow, Ally +Speed. Uses Psionic as a defense. Distorts the gravity in a location to be shifting, with bubbles of stability for your allies. T9: Stochastic Gate: Summon Ally. Uses the body of a defeated enemy to summon assistance. The pet called depends on the faction of the targeted enemy, summoning an enemy that hates them. Using a Longbow to summon would get a Fortunata, using a Rularuu would get a Midnighter, etc. I have not theorycrafted a new set ever before now and I'm not very versed in control sets so this is probably wildly imbalanced, just some general ideas. Honestly, for all I know, it's terrible -- the point is just to illustrate what a thematically coherent but distinct set might look like that isn't easily encompassed by primary/secondary combos we have now, with a mind towards reuse of existing art assets as much as feasible.
  4. It's a combination of Enable Free Camera (Menu -> Options -> Controls) and the Modern profile (Menu -> Options -> Keymapping). No screenshots right now, sorry, away from computer. Be advised that activating the modern profile will change the binds associated with left mouse click, middle mouse click, right mouse click (I think), left+right mouse click (I think), as well as Alt2Tray (the topmost button bar when the main button bar has been fully expanded). Possssibly? I haven't used back as a powexec location. I will test later. EDIT: @tidge while the options update may have been responsible due to the camera rework (and seems like the obvious culprit!) I can't verify it at this time -- when I revert controls to pre-Page 7 settings, I still get the behavior where the character changes facing after using a back powexec_location teleport. I was hoping that maybe I could fiddle with it by changing the direction to forward and expressing the distance in negative units, but negative units seem to just confuse the macro. Worth making a suggestion about, maybe?
  5. that is really going to depend on your AT, powerset, build, skill, and even the enemy you're fighting. I would recommend just trying it out for yourself. set notoriety to -1/x4 grab a radio mish try it halfway leave the mission log off for 30 seconds (or any other method to reset a mission without abandoning it) repeat at notoriety +0/x1 but yes, it can conceivably be faster experience.
  6. It's unfortunate and I sympathize with the unease at the feature rollout for existing characters -- I had to redo my binds significantly in order to get the transition to take because I use very unusual bindings due to some hand conditions (you may notice my default tray is very strange -- as an aside, being able to SEE the keys I have bound to things really does help, it's nice). I've given directions on how to reset control options to how they used to be for many people at this point, so clearly there was a gap in execution there. I don't have any specific suggestions as to how it might have been done better because I don't understand any of the mechanics involved and I'm sure it was an undertaking. But for new players, I think it's the right choice; CoH's legacy camera controls are archaic and pretty unintuitive against the rest of the genre.
  7. If you save your options to file / save your options to default file, they become the default for all of your new characters going forward. Save Options to File covers General and Controls This covers keybinds Graphics and Audio are always cross-character This covers your channels and chat tabs and dialogue color This covers your window placement I can therefore use my same settings on every character without need for further adjustment aside from those characters which need custom binds. It should ideally be explained and organized a bit better than it is.
  8. While new customization effects for existing powersets would be nice, "magic", at least in the forms of wizardry or sorcery, often conjure up conceptions of powers which have a large variety of effects rather than a few generic and tightly-grouped effects. A great example of this in action is the Bio Armor powerset, which does a variety of things that don't really have any link aside from the high concept of "mutation", compared to older sets which are largely high mechanical concept. Bio is largely considered to be one of the best sets for every single AT that gets it as a result of adhering tightly to theme, not just mechanically but conceptually. If we want to step to something slightly more generic (as Bio Armor itself does not outright call itself Mutation Armor, for example) we could call it a "Chaos" or "Improbable" set. While this could potentially be a work-prohibitive set, depending on how existing powers from both NPCs and player sets are recycled, it could even end up lighter on art requirements than the alternative suggestions presented which would entirely require new art assets.
  9. I might agree if I'd seen any angel characters that comport with what I've heard about that show's depiction of angels. Seen a good number of devil characters that match that, but also the devils in Hazbin Hotel sound like bogstandard nerd "normal person with vague demon flavor" that I've seen for 2 decades.
  10. One of my long-standing dissatisfactions with the Speed power pool is that it doesn't really lend itself to a speedy fighting style so much as a more explosive one; I don't really think of the Flash or Quicksilver as being fast to recover from exertion so much as their attacks literally moving faster. Whenever I try to make a speedster in this game, I don't really feel it without using Flurry, and: 1) For whatever reason, Flurry has stayed bad 2) Using Flurry conceptually limits you to only having Super Speed as a power, since otherwise your electrical punches and whatnot suddenly lose their zap-zing when they're going fast. Not sure how difficult it would be to add auras, particle effects, and other 'power graphics' to the basic flurry animation, but having these as alternates for a number of melee powers would be nice, imo.
  11. I like to move around a lot in fights, kiting, etc. HC travel powers have been a huge help on this, so have powexec_location macros for teleports, but the camera not fighting me every time I use an ability is really transformative for my battlefield awareness when using those abilities. So is the fact that I don't need to spend a bind to reset my camera position when I start moving in a hectic situation -- I generally need the camera to be behind me while I'm moving so I can see where I'm going. I know there's been some understandable grief over some glitches and things with people who hadn't gotten used to saving profiles to keep the controls as they were, but this change has been huge for me and I'm really glad it was put in.
  12. Fly: "Unbound" -- Long cooldown click power that breaks immob and -fly Teleport: "Recall Portal" -- Create a stationary point with a long duration that you can use a click power to return to, very fast animation.
  13. Theoretically, but not practically, to a point where the amount of effort required would be immense. Purchased random generation sets are *extremely* large, it's not a small lookup table.
  14. My perception is that I actually level faster on red and blue than gold, even when both aren't using the Exp Buffs. I don't go for leveling speed in any way as a goal, however. So that could be for any number of confounding reasons. Anyway, the call for a gold-side DFB is pretty simple: Praetorian content hasn't had an update since live and it is the game at some of its best points in many ways Gold-side has low population It matters to a lot of us where our characters start and what their badges say about them even if we don't necessarily want to do those story plotlines again. It isn't something I really want myself for a variety of reasons: DFB just doesn't interest me that much and I don't do it very often. I'd rather prioritize other things about Praetoria, like expanding the levels bands for the first three regions' missions to reduce skippability and putting in more content in the Wards so that you don't have to rely on randoms so much. As much as I prefer Praetoria to the other sides, it's not really a full side and the more support it gets as a full side, the more it risks further partitioning the player base or requiring a complete rewrite of the alignment system, and two factions was, in my view, already a mistake (at least as implemented). But I'm not against the idea in and of itself.
  15. I'm reasonably sure it's that gold-side rewards more XP per mission completion and has more missions that are not defeat-alls. Increasing XP per kill would have been going backwards in game design.
  16. @Greycat the poster is a group fly user who is tired of getting yelled at, not someone complaining about group fly users. for the record, group fly doesn't bother me, but I've seen other group fly users express these frustrations.
  17. I don't think a table would fully address the issues with CoH's randomness, as the issue is confounded by the fact that the game makes a lot of secret to-hit checks which streakbreaker can get broken on as well as the fact that it struggles to update quickly enough in fast-paced scenarios and will sometimes pull the same seed multiple times in a short period of time. But I do think a table, if it wouldn't somehow break the game, would be a great idea. To be honest, I just think the forced 95% hit cap is a bad gameplay experience that would be best eliminated, but I'm sure that would catch someone's ire.
  18. I've played in MMOs with similar systems back in the day. While it was an interesting social experience that I miss in some regards, I don't think it's the right feel for this game. I do feel that pricing issues need some answer, as has been addressed in a few topics now.
  19. I wouldn't say I'm against this idea, but I don't see a lot of need for it either in the present state of gold-side -- I just feel like there's a lot of things I would prioritize first for improving its leveling experience.
  20. Brawl is actually one of the most complex powers in the game, with a number of various effects that conditionally occur based on your AT and whether or not you've taken powers from the fighting pool, on top of a few other things I don't understand from glancing at its city of data entry. My guess is that the over large number is the result of the game incorrectly adding together all of these possible conditions which cannot actually occur at the same time.
  21. A level 16 reported this earlier. After about an hour of running around on my level 11-12, I found the same issue. Is this a bigger problem, or two people just rolling the dice and getting low results?
  22. Just FYI, I don't farm. At all. Last time I was inside of a farm map was 2019 and I've never built a farming character in live or HC. All of my salvage drops are from just doing normal content. And by all means, I like the idea. 🙂 Just want to make sure you're forewarned.
  23. Yeah, I've gotten about 80 vet levels and 120 regular levels since I stopped selling rare salvage instead of putting it into storage I'd say the highest any individual piece of rare salvage has stacked across all those characters is like. five. and I only craft what I get recipe drops for, no flipping, so I'm not burning them.
  24. let's not, cos that'd be a sin
  25. it's a neat idea. thought: what if taking one power in the pool granted additional powers similar to the travel power pop-ups -- these additional powers as toggles that change all of the powers to all become one element of your choice? It'd only be cosmetic for all but fire, but it would allow this pool to work for both Avatar concepts and more traditional mono-element users.
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