
aethereal
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Everything posted by aethereal
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Parry is useful for a electric armor, with no native defense, in a way it won't be for energy aura, which can softcap all non-psi defenses without using parry. Tough/Weave are useful powers for almost every build out there; it is normal to take them; please don't listen to people who have an inexplicable distaste for them.
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Is there a way to set up a series of short backwards jumps?
aethereal replied to aethereal's topic in General Discussion
Thanks for playing with it! -
We've got very credible Carnival of Light costume pieces, but the Carnival of Shadows is different in a number of ways, not just colors. It'd be great to be able to get the multicolored boots that they wear, or the bandeau-like chestpiece. I don't know if the two-sticks backpack or the collars are possible, but they'd be nice. And of course a Carnival of Shadows mask would be great, they're significantly different from the Carnival of Light/War/Vengeance masks.
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I would like to make a macro that would execute a series of, I don't know, three or so short backwards jumps -- minimal height, like you just tapped the spacebar with s held down a few times. Is this at all possible? /up 1 appears to give a big old jump, and it doesn't seem to accept less-than-1 parameters.
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It's certainly easy enough to make it irrelevant solo, especially if your difficulty settings are anything less than x7 or x8. But there are potentially ambushes, and there are places where it's genuinely difficult not to aggro two different spawns. You could make it more of a strict increase in difficulty if you said, "enemies beyond 17 will aggro you if they have literally no other options, but you are the very last priority on their threat table once you have 17 main opponents." That would mean you could attract more hate, but could not keep it, so it would presumably prevent it from being usefully possible for a tank to gather up several spawns. That would still increase the efficiency of farming, though.
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Increased aggro caps are by and large a difficulty increase for solo play and a difficulty decrease for group play. They would also increase the efficiency of farming.
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Brain Storm salvage drops no longer available?
aethereal replied to Teikiatsu's topic in Suggestions & Feedback
How do Brain Storms even work? Is there a source for them in the modern game besides this day job? How many Brain Storm Ideas to you get per mission completion? -
At least originally, it was impossible to have chest/pants patterns that weren't symmetric around the vertical bisection of the character, because literally they just had one half the pattern and then mirrored it. That was initially true of a lot of things, and they eventually broke them, so it may now be possible for shirts/pants. Certainly, with enough work, it could be done -- but just be aware that despite it seeming like a simple pattern, it may need new code.
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Yep! It still fires on them, they just resist it. Like hitting a boss with a hypothetical damageless mag 2 hold -- it works on them, it just gets eaten up by their resistance to no effect that you can immediately see.
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Since you mentioned you were having trouble with the slash commands for those, they are: /e stancehero1 /e stancehero2 /e stancevillain1 /e stancevillain2 So if you want to create a bind to make the h key put you in villain stance 2, it's: /bind h "e stancevillain2" Or a macro: /macro idle "e stancevillain2"
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There is nothing you aren't seeing, and I thought it was weird to introduce sonic manipulation when its most obvious pairing is perhaps the most underperforming blaster primary. Seems like a recipe for convincing players to try something they won't like.
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Time to enforce the name holding expiration rules
aethereal replied to Kazuuk's topic in Suggestions & Feedback
Good thing I didn't suggest complex categorizations or formula to address a problem! I suggested that categorizing the names in this way would help people understand a few things: 1. Why you might find that the name stuff is relevant to HC even if HC has 1/20th the population of live. 2. Why finding an example or two of "good" names does not mean that "good" names are not mostly mined out. Everyone who cares has read your proposal, dude. If there are people who are persuadable but not yet persuaded, repeating it ten more times is not going to persuade them. But helping them conceptualize what's going on with names, you know, might. -
Time to enforce the name holding expiration rules
aethereal replied to Kazuuk's topic in Suggestions & Feedback
You really need to let go of your assumption that everyone is commenting on the fairness of taking names from people. I'm not (and I wasn't the last time you replied to me, either). And repeating your point for the fiftieth time on this thread probably isn't changing a lot of people's minds. (For whatever it's worth (nothing), I'm fine with essentially any of the definitions of inactivity proposed in this thread and also agree that taking names from people who are inactive is fine). -
Time to enforce the name holding expiration rules
aethereal replied to Kazuuk's topic in Suggestions & Feedback
Nobody's asking you to rate someone's name. But if anyone suggests that the overwhelming majority of CoH players would be just as happy with HawtIce7631 as they are with Hot Ice (or whatever), that person is flat out lying. -
Time to enforce the name holding expiration rules
aethereal replied to Kazuuk's topic in Suggestions & Feedback
So I think this is important and while probably most people have the general idea in their heads already, we should maybe make it explicit. Let's categorize names into three buckets, with the acknowledgement that this is a simplification and tastes will vary. Good names are pithy, well-themed, do not substitute letters for numbers or l's for I's unless that's part of the theme, and generall "cool." Okay names are a little long-winded or esoteric (not in a well-themed way), obviously a bit of a stand-in for a simpler name, or smack of trying too hard, or use various hacks to try to duplicate good names Bad names are just stupid, not well themed, incomprehensible, or just straight up dumb like CoolGuy4723 So insight one: There are many fewer good names than okay names -- for example, a small minority of English words are well-themed to superhero stuff, while a much larger number of English words are sort of "meh, fine." Hacker symbols allow a single good name to be duplicated into several different okay names, etc. So there are probably something like 10x-100x as many okay names as good names. And there are effectively infinite numbers of Bad names -- you can generate billions of versions easily. As the Good names pool gets more taken, more and more players will switch to okay names -- before the good names pool is entirely mined out! For example, Unlawful (which I would agree is a good name) won't be taken by some players whose characters aren't, you know, unlawful, or who want ice-themed names or whatever. And of course even someone who might be perfectly fine with the name Unlawful simply won't think of it. In general, when a pool is relatively filled, it will be slower and slower for people to stumble upon the last few names in it. Similarly, though much more slowly, people will get shunted from okay names to bad names before the pool is mined out. One upshot of this is that the comparison between HC and Live in terms of good names may be much less lopsided than you might imagine, even if live had 20x or 30x as many characters made as HC. For example, you might've found that on live 98% of the pool of good names was mined out (or 99%, or 99.9%), while on HC 95% of it is mined out. Where you see the difference might be much more in okay names, where in live it might've been 80% mined out and in HC it's only 10% mined out (because it's much much larger than the good name spool). WoW, I'm given to understand, basically only has bad names left, I don't think that HC is realistically ever in much danger of coming close to mining out okay names. -
Time to enforce the name holding expiration rules
aethereal replied to Kazuuk's topic in Suggestions & Feedback
Building new powersets is primarily about: Conceptual work about what the powerset is even supposed to be, man. Finding animations for the powers. Inputting data into the binaries. Balancing them. With #2 being a huge blocker to any really new powersets, and #4 being extremely slow and costly of time. None of those things are writing code. The coders on the HC team are not needed for any of those tasks. If a powerset involves an entirely new mechanic, it is possible that some coding will be involved in the creation of the powerset. However, almost certainly, writing code is the smallest component of creating a new powerset (and similarly, it is not a large component to creating new story arcs). The people who could write up a small check for name creation are not likely to be the long pole in the tent of content creation, and thus it is a mostly false dilemma to ask whether we would prioritize a slightly nicer renaming system vs adding new content. -
Time to enforce the name holding expiration rules
aethereal replied to Kazuuk's topic in Suggestions & Feedback
It's extremely unlikely that those two things meaningfully compete for resources. -
Time to enforce the name holding expiration rules
aethereal replied to Kazuuk's topic in Suggestions & Feedback
This isn't about "fairness" to the people who are losing names. It's about "fairness" to the people who are getting them. I'd like it if there was a bit less of a temptation for whoever follows the forums most obsessively to login and try a hundred names and grab all the ones which free up. -
Time to enforce the name holding expiration rules
aethereal replied to Kazuuk's topic in Suggestions & Feedback
Here is a serious suggestion: I think there should be some currency involved in taking a name that has been "freed." Each account gets two tokens or something, where if you choose a name that duplicates an existing, but "freed" name, you get a prompt asking you if this is something you want to spend a token on. Try to prevent a rush to find and seize "good" names after the script is run. -
Time to enforce the name holding expiration rules
aethereal replied to Kazuuk's topic in Suggestions & Feedback
For villains, you can take the name of any other villain but if you do you're permanently flagged for PVP from them in all zones. 😛 (This is not a serious suggestion. Though it would be hilarious.) -
Time to enforce the name holding expiration rules
aethereal replied to Kazuuk's topic in Suggestions & Feedback
I think what I'd really like is some allowance for name duplications, only if a character is retired. Like, where you could "take" a name that someone else has, only if they meet some metric for inactivity (and I think that all the various metrics for inactivity that people are proposing are all basically fine, and splitting hairs), but when you "take" their name, they don't lose it, you both have it. How exactly that would look, I don't know, and it doesn't seem super important because this would almost certainly be a total nightmare to implement and not worth the effort. But it would be a nice nod, I think, to how it typically has worked in the comics. -
No, they come to you. There is no targeting.
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Fold space is a pbaoe, isn't it? I thought it worked on everyone in a radius, within los, until it hits its target cap. EDIT: I looked it up in the patch notes, and that's certainly what the patch notes say it does, quite explicitly.
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They did it for the other two buffs in Energy Manipulation.