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plainguy

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Posts posted by plainguy

  1. 2 minutes ago, Rudra said:

    You also need to add in that the MM still has 3 (maybe 4 depending on secondary) additional pets. And the MM still has his/her/its own attacks to add in to the mix if desired as well. (Edit: Especially now since the MM's attacks have been adjusted to bring added benefits into play.)

    Wait

    You are the one who did the math.. 
    You are the one who posted those numbers.. 
    I just relooked and they didn't seem right.. 

    So I went to city of data and I went to mids and looked at the database. Which pretty much is city of data. 

    Again I "think" I know basic math. Not saying I understand it all. 

    But as you copied and I read and I even pulled out my calculator to make sure .9 / .3 = 3 and that .7 / .3 = 2.33333 

    So unless MY math is wrong.. Which I don't think it is .. Mastermind mind merc burst combined does less dps then blaster and not more.. 
    Which makes your numbers incorrect. If I am wrong I am more than willing to that the L here.. 

  2. 4 minutes ago, Rudra said:

    You asked for numbers comparing the T1 pets base attack against a Blaster's T1 attack. So I grabbed those numbers for you from City of Data. You are moving the goal posts. The MM's T1 pets using their basic attack compared to a Blaster's T1 attack at level 50 do 1.337x more damage. As level 48 pets. Where do I say those T1 pets will outdamage a Blaster in normal play? A Blaster gets access to 9 different powers in their primary pool, 8 of which are guaranteed attacks. Pets get up to 3 if they are fully upgraded. A Blaster can fit in nukes and other burst damage attacks as part of their attack chain. The T1 pets cannot. All that is a given and had nothing to do with your request for numbers. If you want to compare a Blaster going full bore against a boss as compared to a MM going full bore against a boss, that brings up the question of how well the MM can support the pets against the boss' attacks and whether or not the boss has any subordinates left to pull pets away from smacking him down. It also brings up the question of how the Blaster is slotted as compared to the MM. If they are both slotted for damage as their focus and the boss is the only target? I'll bet on the MM taking his/her/its target down faster than the Blaster. If the boss has any support and the MM is in BodyGuard Mode for survival? I'll bet on the Blaster. If the boss has lots of AoEs or high damage AoEs? I'll bet on the Blaster.

     

    Then you get into what are the Blaster's powers. I'll bet on a damage focused Fire Blaster to drop anything not resistant to fire faster than any MM.

     

    However, your request was for a straight comparison between the T1 pets of a MM and the T1 power of a Blaster. And I chose the powers that were most alike for usable comparison.

     

    There is your post asking for the numbers. You said that the MM's T1 pets are underperforming compared to a Blaster's level 1 attack. And using comparable powers, they are not. The MM's T1 pets are keeping pace with the Blaster's T1 attack. Doing better damage even. That is mitigated by the lower levels, but you can boost your pets accuracy just like you can boost the Blaster's attacks' accuracy.


    No not moving the goal post.

    No slotted powers.. 
    Blaster Burst against Merc pet burst

     

    I didn't pick the blaster power, you did..  

    My comment at this simplest is saying Tier 1 pets should be looked at and improved, but first look at what advantage the Mastermind would have if the pets were already summoned with the upgrades in place.  

    Maybe with the pets already upgraded, that might allow for a smoother game play and an overall reduction in DPS for the mastermind. 

    Again I am sure they have some numbers where they want each AT to be DPS wise.

  3. 1 minute ago, Rudra said:

    The pets are already level 48 in the comparison. The MM is level 50. So that makes the T1 pets level 48.

    Still now showing me where my math is incorrect. 

    But if you go to city of data and pick the pets they have them at level 50. You have to move the slider to make them 48.. But again the dps changes to fractions less.

  4. On 1/17/2023 at 2:09 PM, Rudra said:

    Apologies. I used the wrong Burst. Updated numbers as follows:

     

    Blaster: Assault Rifle: Burst:

    1.05 accuracy, 4.0 s recharge, 5.2 END, 90' range.

    16.8916 points of Lethal damage (all affected targets) every 0.3s for 0.91s (100% chance) (target = critter)

    -7.0% Base Defense (all affected targets) for 8s

    31.9883 points of Lethal damage (all affected targets) every 0.3s for 0.61s (100% chance) after 0.3s (target = player)

    [MagExpr]% Damage (All) Strength (self only) for [DurExpr]

              Duration Expression: power.base>activatetime + 7.5 Magnitude Expression: 0.066 * power.base>activatetime / power.base>areafactor

     

    MM: Merceneries: Tier 1 pet Quick Burst:

    1.05 accuracy, 3.0 s recharge, 4.368 END, 80' range.

    -3.75% Base Defense (all affected targets) for 5s

    [MagExpr] points of Lethal damage (all affected targets) every 0.3s for 0.7s (100% chance)

             Magnitude Expression: 5.644 * (0.033 * target.mode?(kFocusFire_Burst) + 0.033 * target.mode?(kFocusFire_M30) + 0.033 * target.mode?(kFocusFire_Slug) + 1)

    if target.mode?(kFocusFire_Burst) || target.mode?(kFocusFire_M30) || target.mode?(kFocusFire_Slug)

    -3.75% Base Defense (all affected targets) for 5s

    5.6444 points of Lethal damage (all affected targets) every 0.3s for 0.7s (100% chance)

     

    So for the pets to be doing equal damage as the Blaster using their Quick Burst, each one would need to do 4.2229 damage ([16.8916 * 3] / 4= 12.6687 damage / 3 pets = 4.2229 damage per pet)) with their 3 second recharge to the Blaster's 4 second recharge. So the 3 pets combined are doing 1.337x as much damage as the Blaster.

     

    (Edit: If you prefer simpler math: Blaster does 16.8916 every 4 seconds. So 50.6748 damage every 12 seconds. Mercenary tier 1 pets do 5.6444 damage every 3 seconds. So 22.5776 every 12 seconds each. For a total of 67.7328 damage every 12 seconds combined.)

     

    Both ATs still at level 50. Both powers still unenhanced. All data still pulled from City of Data, except this time I am referencing the pet power instead of the MM power. My apologies.

     

    PLAYER
    16.8916 points of Lethal damage (all affected targets) every 0.3s for 0.91s (100% chance) (target = critter)

    .9 / .3  = 3
    16.89 every .3 seconds for .9 seconds = 16.89 x 3 = 50.67

     

    PETS ( PER PET )

    5.6444 points of Lethal damage (all affected targets) every 0.3s for 0.7s (100% chance)

    .7 / .3 = 2

    5.6 every .3 seconds for .7 seconds = 5.6 x 2 = 11.2 

    3 Pets 

    3 x 11.2 = 33.6

     

    I am sure you will show me where my math might be wrong.
    Mind you if make the pets level 48 its even less damage.

     

     

  5. On 1/17/2023 at 2:09 PM, Rudra said:

    Apologies. I used the wrong Burst. Updated numbers as follows:

     

    Blaster: Assault Rifle: Burst:

    1.05 accuracy, 4.0 s recharge, 5.2 END, 90' range.

    16.8916 points of Lethal damage (all affected targets) every 0.3s for 0.91s (100% chance) (target = critter)

    -7.0% Base Defense (all affected targets) for 8s

    31.9883 points of Lethal damage (all affected targets) every 0.3s for 0.61s (100% chance) after 0.3s (target = player)

    [MagExpr]% Damage (All) Strength (self only) for [DurExpr]

              Duration Expression: power.base>activatetime + 7.5 Magnitude Expression: 0.066 * power.base>activatetime / power.base>areafactor

     

    MM: Merceneries: Tier 1 pet Quick Burst:

    1.05 accuracy, 3.0 s recharge, 4.368 END, 80' range.

    -3.75% Base Defense (all affected targets) for 5s

    [MagExpr] points of Lethal damage (all affected targets) every 0.3s for 0.7s (100% chance)

             Magnitude Expression: 5.644 * (0.033 * target.mode?(kFocusFire_Burst) + 0.033 * target.mode?(kFocusFire_M30) + 0.033 * target.mode?(kFocusFire_Slug) + 1)

    if target.mode?(kFocusFire_Burst) || target.mode?(kFocusFire_M30) || target.mode?(kFocusFire_Slug)

    -3.75% Base Defense (all affected targets) for 5s

    5.6444 points of Lethal damage (all affected targets) every 0.3s for 0.7s (100% chance)

     

    So for the pets to be doing equal damage as the Blaster using their Quick Burst, each one would need to do 4.2229 damage ([16.8916 * 3] / 4= 12.6687 damage / 3 pets = 4.2229 damage per pet)) with their 3 second recharge to the Blaster's 4 second recharge. So the 3 pets combined are doing 1.337x as much damage as the Blaster.

     

    (Edit: If you prefer simpler math: Blaster does 16.8916 every 4 seconds. So 50.6748 damage every 12 seconds. Mercenary tier 1 pets do 5.6444 damage every 3 seconds. So 22.5776 every 12 seconds each. For a total of 67.7328 damage every 12 seconds combined.)

     

    Both ATs still at level 50. Both powers still unenhanced. All data still pulled from City of Data, except this time I am referencing the pet power instead of the MM power. My apologies.

    I get what you are saying.

    They are 48 not 50 in all content other than incarnate. But even lowering to 48 the DPS drops by fractions in city of data,. So I won't squabble over fractions.
    But as I said there are other factors. There is a to hit factor.. ETC..

    Simply mentioned you need all 3 pets alive to do this DPS..  
    As I further mentioned add in more game play scenarios. 
    Against a minion I am sure 3 Tier 1 pets can take them out without any pet loss. 

    As I already did this test and posted data in another thread using Robots vs AR. the Tier 1 pets were not doing well against Boss demons in P.I. 

    If you are trying to imply that 3 tier 1 pets can out dps a 50 blaster I will say no. 

    I "MIGHT" go to test and see if I can make a 50 Merc and Blaster and just record dps damage against target dummy in Rikti zone as that is the best you can do. Fighting against NPC mobs, depending on the mob they (the pets) will get destroyed.  

     

  6. On 1/15/2023 at 4:34 PM, Wavicle said:

    My guess is the devs don’t want us to be able to have a continuous stream of cheap fully buffed pets. They want resummoning in combat to be risky.

     

    On 1/15/2023 at 7:25 PM, Rudra said:

    What @Wavicle said. The struggle of managing pets, including keeping them alive, is a core part of the MM AT. Otherwise, the AT would basically never be at risk of defeat. Especially with the new pet summon recharge rates. With the near instant recharge, already fully upgraded pets would be an infinite army to just swamp the opposition with. (Edit: Especially since you can just order the expensive T3 pet to Stay at or Go To a distance behind the fight so you always have an upgraded pet 'safe' from the mayhem unless an ambush hits it from behind.)

     

    Edit again: I definitely like the window of immunity for the pets when summoned though. Even if it also applied to rezzing Freakshow and spawning mobs during raids.


    I don't know the numbers or how to accurately get the numbers. Further the Devs don't need to prove SH!T to me. 

    But I would like to see the the DPS numbers of the Tier 1 pets vs a level 50 mob based on the Mastermind DPS rating which includes resummoning as needed to complete the fight.  Then if the numbers add up, then I wouldn't keep pushing the issue.

    My personal belief is that between the level difference and the resummoning that the total DPS for the Tier 1 pet is under performing compared to whatever is expected for a similar power for that level. 

    If I am still not making sense I will try to explain it this way.

    For the sake of clarity. If a Mastermind can only do 80% of the max damage a Blaster can, then it will take that much longer to kill a mob. 
    So a 1000 HP mob would take 10 hits from a Blaster level 1 attack power doing 100dps over X amount of time, whereas a Mastermind Tier 1 pet would should take 12.5 attacks doing 80dps over X amount of time. 

    So in theory if both attacks used 3 endurance with a recharge rate of 3 seconds it would take a Blaster 30 seconds and 30 endurance to kill the mob off, whereas the Tier 1 pet would take 37.5 second and 37.5 endurance to kill the mob off. 

    But that is assuming the Tier 1 pet were equal in level to the Blaster level 1 attack which they are not. The Tier 1 pet is 2 levels lower at level 50. So in essence it is a level 48 attacking a level 50. So there are not to hit mechanics and lower DPS values that come into play because they are level 48. 

    The next issue is are we saying that 3 Tier 1 pets are at 80% value in DPS output to a level 1 Blaster attack?
    If so, then if one pet is lost the DPS output would decrease and the kill time would increase even more. 

    I understand the quick notion that comes up is the pets are fire and forget. In this simple scenario the pets and the mob keep slugging it out until the Mastermind, Pets or Mob dies. 
    But we do need to account for resummoning time. We need to account for defenses and resistances. Basically actual game play. 

    Again I also know there can be a rebuttal of yea, but that is just your Tier 1 pet.. You have other pets as well attacking that mob. 
    My response is do you? Is it a requirement to have ALL your pets attack one mob at a time?
    Mind you this is what do. I go top down in strength and let the AOE damage kill off the minions. 
    But I don't know what others do or dare say what they are required to do in their own gameplay.  There is a reason why you can control 3 sets of pets independently.

    Simply put, without doing all the number crunching and testing and statistics.. I will say Tier 1 pets suck and are lacking. 

    As has been stated numerous times Masterminds clearly show their weaknesses during TF and are useless at higher TF settings. 

    The Devs should look at the Tier 1 pet output. 
    There has to be some numbers or based rating that say .1 endurance equals .50 DPS per second then modified by AT value. Followed by some kill ratio factor. Meaning players should be able to smash buttons to kill X amount of mobs per hour to feel entertained and not feel bored or have a feeling of a sluggish slow paced Archtype. 

    If Tier 1 pets are not meeting these basic needs or values then something is wrong with them.    
     

     

  7. Said this before,  I will say it again.

    The pets should come automatically summoned with upgrades once you pick the power. 

    So at level 50 when summoning pets you pay the 6, 19 and 13 endurance then 23 endurance for the 2 pet upgrades. You pay no more for pet upgrades as long as you have a pet out. 
    So only on a full wipe do you pay full boat again.

    This would allow for more of a fluid game play for masterminds. 

    I would like to also say that pet summoning should come with an immunity timer. Meaning the pets cannot be harmed for X amount of seconds after summoning.  Personally I notice that Mobs can attack pets and pets cannot fight back or will not fight as they are being summoned. So basically mobs are getting in free hits on the pets whom are defenseless. 
    But again I am mentioning it but should be a different topic.  Just address the pet upgrade gripe. 

    • Like 1
  8. On 1/13/2023 at 5:37 PM, Rudra said:

    That we can agree on. Especially if the MM is forced to constantly re-summon and re-upgrade their pets like they do on some very MM unfriendly missions. (Mostly TFs and SFs or trials, but some maps in regular missions are basically nightmare fuel for MMs.) However, from what I understand, the cost of the MM's personal attacks are based on the MM using his/her/its support abilities to keep the pets alive and murdering things rather than the MM himself/herself/itself using their own attacks. (The personal attacks were granted their new abilities, even if stolen from their pets, because players were clamoring for MM personal attacks to be more effective so they are more worth taking.)

     

    So, the MM's ability to keep said pets alive should also factor into the cost of the pet summons and the personal attacks. After the pets are summoned and upgraded, the expectation is the MM will devote a not insignificant amount of effort in protecting those pets. So while frustrating, the fragility is decidedly intentional. And not really a factor for the cost of the MM's personal attacks. (Edit: And as long as the MM can keep those pets alive, they are attacking at no END cost to the MM.)



    Assuming the Mastermind can keep the pets alive..

    What should be determined is the DPS of the pets vs similar attacks for that tier based on other AT against the DPS factor. 
    I am sure there is a DPS value each AT is expected to put out or not put out. 

    I am guessing each tier power has a max and min dps rating so they ( the devs ) know where a powers stands. 

    That being said.. 
    Mastermind Tier 1 powers I am sure will be lacking in the sense they cap out a max of lvl 48 and the Tier 2 pet will be capped out at level 49. 
    Where at everyone's attacks including the masterminds personal attacks do not cap out. 

    So that being said.
    Mastermind Tier 1 Minions should be hitting and putting out the same DPS as every other AT of course minus the AT DPS Factor. 

    To be clear again, I am sure that they ( the devs) have some thing in place that says this attack from this archtype should be doing this much damage and not more than this much damage to balance it out against other archtypes. 

    It would be ridiculous that a Mastermind specific ranged attack for example based on solely the attack would be out DPS'ing a Blaster or Corruptor for example.

    So my question is, have the Devs looked into this? 

    Then add in some real life variance into this like resummoning. Let them equate what a is expected or would be expected in game play. 

    Maybe look at live in game data from masterminds and the actual amount of resummoning per pet type.  
    Maybe they look back and see a Robot mastermind on average is resummoning 5 times an hour, whereas a Ninja might be resummoning 8 times an hour. 
    Which would mean Ninja on average have a less dps per hour rating then robots.. Because re-summoning and upgrading is down time. 
     

  9. On 12/23/2022 at 3:04 AM, biostem said:

    My issue with AR has more to do with it trying to do too many things at once, (AKA being a "Frankengun"), instead of being a really good assault rifle.  For instance, you could have a series of short controlled bursts for cone attacks, instead of a shoehorned-in shotgun blast and magic flamethrower.  Have it ablate the target's armor, thereby imparting small but stacking -DEF and -RES with every attack.  You could include W.P. or explosive ammo if you wanted to add a bit of a different damage type and some more AoEs.  Maybe give the set a unique mechanic where all attacks start with a few charges, and it requires no end to use powers with charges, but you have to expend end to reload your weapon.  In short, it's not, (at least IMHO), that AR is a bad set that causes me to not play it, it's that it doesn't really feel like an AR at all to me...



    I like what biostem mentioned. 

    Or something along these lines
     

    Mercenaries

    Burst, Slug, and M30 Grenade

    • Each of these attacks applies a Focused Fire tag on the target for 30s.
    • Each power's tag will increase Mercenary ranged damage by 3.33%, up to a maximum of 10%.
    • Thanks 1
  10. On 5/16/2019 at 3:33 PM, Adeon Hawkwood said:

    Basically it means they get 5% defense plus an additional 1% defense for each stack of Pack Mentality you have. Similarly the regeneration buff appears to be 100% base plus 20% for each stack of Pack Mentality.

     

    It looks like behind the scenes Pack Mentality is actually treated as a meter rather than a stacked buff. Each instance of the buff gives you 10% meter charge. So with (for example) 5 stacks the defense would be 0.5 * 0.1 + 0.05 = 0.1 or 10% defense.

     

    Regarding the other part of OPs question Pines says that the damage bonus from PM is 2% per stack but I haven't checked that in game.

    Ahh..
    The man who taught me about Defense Cap all those years ago.. 
    Love to see you posting..  Nothing but respect and love here.. 

  11.  

    Quote

    And a recent thread the HC team said they have ONE animator.

     

    So we need animators that are looking to volunteer and do free work.

    • Would students looking to do an internship under the one Lead Animator help?
    • Could Homecoming team accept a service/donation from someone at no cost to them?
      • Meaning someone hires an animator to create a few sets. Again at no cost to Homecoming? Again under the supervision of the Lead Animator
      • What would this cost? Ball Park number?

     


     

  12. 23 minutes ago, Rudra said:

    I'm rather against this. One of the things I hated about crafting in games like FFXI and CO was the need to make lower tier items/gear in order to make higher tier items/gear. CoX lets you go straight to whatever enhancement you want with recipes for every generic IO and set IO. And those recipes include listed salvage that is easily procured either by playing, farming, or the market. Using a progression system, even if you start at yellow instead of white, means you need 9 enhancements to get a purple (3 yellows to make an orange and then 3 oranges to make a purple) as opposed to just getting the purple.

    Option.. 

    No one said requirement.. 

    Similar to how  you use converters now to some degree. 

    Would require some new user interfaces. 

    As further example in my fantasy of this.

    You put 3 yellow defense IOs to make an orange Defense IO.  
    No converter gives you a random orange defense IO. 
    1 converter gives you the choice of getting an orange from the current yellow sets you are using to convert. 
    2 converters gives you the choice of which orange IO you want. 

    Again this 2 converter just an example.. It could be 10.. Whatever sort of balance is required I leave to the Devs and overall beta testers to decide. 

    I am looking at this from a player that does NOT play the market.. For the players that play the market resources is not an issue. 
    I have limited resources. I save my stuff over time.. I do TF to get merits.. 
    If you put a gun to my head I would zero clue what the trick is to get anything from the market.. 
    I am that buy it now creeper guy.. I don't place bids and wait a week to see what happens.. 

  13. Personally I believe we have some decent amount of powers sets per Archtype.

    What I would like to see is OPTIONS for current Power sets.
    It doesn't have to be a million options, one or two at a time for testing would be nice. 

    As an example
    Dual Pistols have the options for Dual laser pistols with sounds to with them. 
    Maybe some different animations for Dual Pistols. 

    Again just using Dual pistols as an example. 

    Everyone talks about different Mastermind pets.. 
    Maybe try different Robot options for Robot Mastermind set. 
    I understand the fear of creating specific human customization for pets.. So just do Robots for now.. See how it sits..

    Add in a Staff animation for Fire Blast or Energy Blast.. 
    Again make it all or nothing for now.. So either it is all Staff or all Classic. 
    Later on you can work out the mechanics for mixing Staff and classic animations. 

    I just believe that new animations would give some life to some power sets. Again it's just a new fresh look on a power set. 

    As another example I believe certain power sets such as Plant Control would look great as different animations all together. 
    For example from Plant Control, I could see more of an Earth type affect with them. 
    Carrion Creeper would be thin stalks of earth. 
    Spore burst would be stone spikes shooting out. 
    So instead of the blocky earth holds we have now it would be more thin and vine type. 
    Then it would be nice to have the options that earth has. Like Crystal, or Lava.. ETC.. 

    Nature Affinity Entangling Aura have an option for something that is less flowery 

    Again making this clear I am not saying do 100.. 
    I am saying pick one.. Pick an easy win.. 
    Test it out. See what players think.. 

    Dual uzi for full auto attack in AR
    https://youtube.com/clip/UgkxV4thWO_Ifkefy5QJjxY47_MjLYpw4hON

    I think as you do enough of these, that this will be the catalyst for newer power sets down the line.
    Where you will be pulling one animation from here with a power set and then another and call it elementalist for example where you will have earth, water, air and fire combined into one set.

    Right now what we have is just many cookie cutter builds animation wise.. Meaning 3 Robot Masterminds in the same room have EXACTLY the same Robots.. How could that be? 3 Blasters having Fire Blast or even 3 Blasters and 3 Corruptors having Fire Blast all have the same attacks appearance wise? 

    Super Heroes/Villain's usually manifest the same powers but in different ways in the movies.. We both have laser beam eyes but yours is more of a laser where someone else might be more of a fire type of attack.  But we are doing the same damage game mechanic wise.. 

    Maybe down the line Plant Control becomes something called Element Control where you have so many options that simulate what plant control does but in a different format or appearance and Plant is just one of those animation options within this power set choice. 

    Assault Rifle might become Assault Weapon one day due to the many different animation options available. 
    Dual Pistol becomes Dual ranged weapons. 

    At the end this probably more for the person who is into roleplaying or big into costume and thematic builds. 
    Between costumes and build changes there is only so many Fire Fire Blasters you can build. 

     

    • Like 2
    • Thumbs Up 1
  14. Why not just get rid of salvage all together and incorporate those cost into the price of the IO or crafting the IO.
    It would be less data to store all around.. 

    Then rework the system around IO set crafting and combinations.

    Example off the top of my head.
    3 yellow con IOs from a specific IO Type can be crafted into an Orange Con IO of that same IO Type. So you would need 3 yellow IOs from Defense to make an Orange Defense IO. Then add Merits or other IOs to get a specific IO you might want or take a chance at a random Orange IO from that Type. 

    The average player will not give a Sh*t enough to play the market game.. I don't and wouldn't.. 
    No one is making money on salvage.
    Different conned IOs would be of more value and I am sure those working the market would figure out the market angle on that..

     

     

    • Thumbs Down 2
  15. On 12/4/2022 at 12:53 PM, lemming said:

    Have you seen how often they've updated those statistics?

     

    You're not accounting for the coding weirdness that is CoX.   There are a lot of items out there that are keyed off the character name, but not as much on account.  Makes stuff more messy and probably has lovecraftian effects on the dev's sanity when they have to deal with it.

    Not going to arm chair the coding.

    The game works.. I personally never had any crazy issue I can account for playing the game. 
    It worked back then with thousands of players.
    It works now..
    They created new power sets.
    They modified power within Masterminds which I keep hearing is difficult to work with because the powers and pets are baked in. But suffice to say they made changes.
    They added salvage to the game. 
    They added NPC to collect this salvage.
    They created new story arches. Yes I recall seeing the post on how they were testing and things they learned along the way. The crazy shaped legs on NPC and such.. 

    I just think it is reaching when people speaking on behalf of other people, which includes the devs. Pretty much strawman. 

     

  16. On 11/26/2022 at 5:45 PM, MHertz said:

    If we're talking about added animations for other sets, I'd go with

    • staff
    • magic wand
    • ray gun
    • casting with runes
    • pushing buttons on techno-gauntlet
    • eye beams
    • breath weapon
    • sword that shoots stuff

    But then I realized that most of those just turn City of Heroes into City of World of Warcraft.

     

    If there's going to be a staff set, it should be a powerset, not an animation.

    I disagree in the following sense.

    I would suggest that current powers would originate from a staff or a wand or both based on character customization. 
    So your Fireball might come from a Staff but your Flares attack comes from a wand. 

    Personally I think this is the direction that Homecoming should go. 
    Work on different animations for the current power sets. 
    EG dual pistols could be dual laser pistols, Assault Rifle attacks originating from different animations, Full auto is off a shoulder mounted weapon predator style, Or 2 Uzi being fired. 

  17. 6 hours ago, Lich said:

    I want to make a mastermind that only has wolves - I don't like that 4/6 of my pets get to be wolves but 2 have to be stuck as Lions. I think thematically it would be a lot more fun to have a wolf-only version. Furthermore, the attacks themselves could be replaced with alternates that better fit the wolf theme - such as maybe Sonic attacks for Howls. Or maybe even melee attacks using Savage Melee for a melee-focused mastermind primary.

    I like some of the ideas. 

    But as mentioned there should always be an choice to make a change. 
    Again the first draft isn't always the final draft. 

    So I think the savage attack options would be nice. 
    I think all one pet type would be nice. 
    I think different types of animals would be nice.  

  18. On 11/28/2022 at 8:48 PM, TheZag said:

    I dont think all of your characters are loaded all the time.  Yes they exist on the server but they arent active when they arent logged in.  The server would take a dump if it had to load hundreds of characters for people to fiddle with account wide inventory.  Remember the email problems on excel a few months ago?  Take that and multiply it by everyones alts on the server.

     


    I have to disagree in the sense that the AH exist and it much more massive in keeping record of all the transactions across all the servers. 

    Each IO, salvage is a unique identifier. Your just adding up the total IDs on an account. 
    Just like they can see how many characters are created around Primary and Secondary builds I am sure they have tools to review other items like Influence, Infamy and Merits. 

     

  19. On 11/29/2022 at 6:43 AM, srmalloy said:

    This has been explained before as why you don't have access to the AH in your base or inside missions. To have the AH available, the entire AH database has to be loaded. In regular zones, it's loaded once, and everyone in the zone references the same database. In your base, every base would have to have its own copy of the AH database; it would require a complete rewrite of the way the AH system worked with the rest of the game to make it possible to have AH access inside bases without turning an entire server into a slideshow.

    No

    Not Access to AH.. 

    Access to other characters inventory within your own account or those allowing access within the supergroup. 

  20. 21 hours ago, srmalloy said:

    Change the AH so that each account pointed to a single 200-slot-max auction list? I don't think it would be that difficult. Combining all the AH slots for each character in an account to be accessible by any character in the account, though, would be much more complex. Consider what happens when you delete a character; which AH slots disappear, and if you have more slots occupied than would be left when the deleted character's allocation is removed, which occupied slots would have their contents lost? All told, the programming effort would, in my opinion, outweigh the benefits.


    What if they created a super computer in the SG base. Just like you can spend 10 million for a IO invention table.
    This is similar.

    Placing this Super Computer gives you access to all the inventory on your characters on YOUR account.. 


    Maybe the Super Computer could have access to the SG base Storage as well with a tic box in the SG settings.. 

    This way if you have a solo SG base you can access everything between the SG and account. 

     

  21. On 11/21/2022 at 6:55 PM, Galamane said:

    I tested trip mine with a jetpack and as long as I was low to the ground it allowed me to place it. When I get a chance I'll see how well it works with assault versus tactics. I was thinking about the new hard modes is all. Thx Btw for the info. 

    Maybe its a Hover thing.. 
    Or they changed it.. 
    But the Jetpack is a great simple find

     

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