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Everything posted by Player2
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Allow mixing of the magical and the technological at bases
Player2 replied to temnix's topic in Suggestions & Feedback
I think the only limitation I've stumbled across for this is the teleporters and teleport beacons. If you put up a tech teleport beacon, which looks like a television monitor with a scene from the zone you would teleport into, you must use one of the teleporter options in the Tech category. Likewise, if you put up one of the Arcane beacons which look like open scrolls, then you must use one of the Arcane teleporter options. -
I'm playing with naming stuff all the time, and often leaving my leftovers in the server specific Name Release threads when I'm done. What name were you trying to get? Maybe I can help, because it's never too late to use the rename feature.
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I didn't use the Creative Upscale, I used this one:
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I signed up with an email to get the 50 free credits. Drag picture to the upload window on the left, then click the blue button that says Create. Under the button, there's a time estimate for how long it should take and some green text indicating that you'll be charged 2 credits for the generation.
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Dupe the Helm Details into other costume pools
Player2 replied to ThatGuyCDude's topic in Suggestions & Feedback
Time to split Details 1 and 2 like they did for asymmetrical gloves, boots, and shoulders. I want sunglasses AND earmuffs. I'm guessing some people might want a beard/mustache AND a cigar. The head details are entirely too limited now for all of the options that are available. Also, can we get the halos moved from Auras to one of the Detail options? Why can't I have an angel with halo and a glowing eyes aura or the Feathers aura? Maybe not move Halos but just copy them to the head details because I'm sure some people enjoy the option of a combat Halo aura appearing when they start fighting. But we have the floating Retro SciFi (3 and 4) style halos that float above our head as a Detail 1 option, so why can't we have the traditional Halo there?- 1 reply
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No, you get 50 free credits and can earn 100 more by joining their Discord... but you can use that feature for 2 credits each use.
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Not quite the same, but I found OpenArt.ai which has an app to transform art (or game images) into more realistic photo quality images. Here's my favorite defender, Windy Skye... the base image I used from the game and how OpenArt interpreted it:
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New MM powersets I think would be fun!
Player2 replied to Sharpshade's topic in Suggestions & Feedback
Some MM powerset ideas that I would like to see: Halloween Monsters: summons 2 zombies and witch, a pair of werewolves, and a vampire. Player attacks are flaming pumpkins like the Firbolg of Croatoa throw. Redcaps: standard array of minions, lieutenants, and a boss. At least one of your attacks should be the ability to hurl one at an enemy the ways bosses can. Coralax: standard array of minions, lieutenants, and a boss. Player attacks are water blast. Spirit Summoner: ghosts like the glowing green civilians in Croatoa... but maybe ghost pirate lieutenants, and a new unique one for the boss... or the giant spectre from Circle of Thorns. Maybe give the player sonic attacks so you could screech like a banshee. Coven: standard array of minions, lieutenants, and boss witches. Player attacks are storm blast attacks. Hydra: spawn, proteans, and man o' war... throw in a power similar to Thugs -> Gang War but with tentacles instead of thugs. Give players toxic blast attacks. Crime Circus: basically just use Carnies as pets and rename them. Player attacks would be the fire and those various rings that the Carnies toss at us. -
Something I've asked for since back in the old days is that belt that has chain or barbed wire over tattered cloth... but just the cloth, no chain or barbed wire.
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Now that we have mummies that show up at Halloween, I would love to show up in a cave mission only to find out that it leads to some hidden burial chamber area with a sarcophagus that was brought here from Egypt for some arcane purpose or whatever. Arise, mummy! Arise!!
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NPCs raiding my base? Sounds like fun... but how to do it? Even a small base could work. Just make it smaller raid with number of enemies a factor of the number of rooms. So if someone has a one room base, they'll only get a trickle of foes coming in. And the more things you add in your base for defense (turrets and such), the more it increases the number of foes coming at you. One of the problems I could foresee is what is the goal? Bases cost nothing these days, so destroying an object (or objects) just makes more work for players when they want to rebuild a base and if something was placed "just so" to achieve a specific effect in base design, it might be very difficult to get it back into place. I think a better idea would be something akin to the arson side mission in Safeguard missions where the enemies come in to attack in waves while somewhere in your base a small dedicated group are setting up bombs to burn your place to the ground. Another objective would be to defend specific objects from being destroyed/stolen; create a new class of base items specifically for these kind of base missions which you can place in your base like any other. The item defines what kind of raid(s) can occur. For example, you could set a Mystical Object that your enemies see as a prize and they're coming to take it. Who? Circle of Thorns, obviously. Tech Object? Here comes Crey! Stolen Money? Longbow is coming to reclaim it. Stolen Rikti Tech? The Rikti are coming to take it back. Maybe make a specific object for each NPC group that can be set as base attackers. When the raid is trigger, the object becomes a destroyable item that players must defend; and when it is "destroyed" it means that the enemies have broken through any force field or other safeguards protecting it and will then head for the door to escape with it... so you technically can still win the mission even if they destroy the item. But how do NPC base raids trigger? My gut instinct tells me the best way to do this would be to have it something that can be initiated by someone with proper SG permission(s). However, if it could be randomly triggered at anytime anyone is in the base, that would be pretty cool. Number of enemies would be determined by the number of people in the base at the time the raid starts, or perhaps it could be dynamic and adjust if numbers changed... like numbers wane if people started rushing to leave, but NPC numbers could surge if more people suddenly show up in the base. Imagine using the base password thing to enter someone else's base and while you're there, NPCs attack and you could try to intervene. Of course, there's also the problem of foe levels. For best results, NPCs should be the level-less kind that are a threat to any level players... especially with the possibility of high level threats being set as a possibility and overwhelming low level players passing through. But I could also see a possible solution for regular leveled foe groups. When a base raid starts, give an alarm and text warning of impending attack, including what level range is appropriate for the threat. A short advance warning will give people time to decide if they want to stick around or make a hasty retreat before enemies too powerful to handle start arriving.
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I thought the new threat was an old one... with Nemesis raiding zones and a chance to take on Nemesis --the real one (or is it?)-- himself. Still, I wouldn't be adverse to a new threat or two running around. But the thing about Rikti is that they're a unifying threat. Heroes and villains alike can put aside their differences and fight together to defend the world from invasion because aliens are going to spoil things whether you live your life by heroic or villainous ideals. Another villain group could be a threat for both heroes and villains alike, but I think it would take more imagination to make up something that unifies as much as an alien invasion.
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That's just a different kind of fighting.
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I feel like knives should be it's own pool. Something like... Stab - Basic melee Lethal damage attack, on par with the Punch/Kick damage in the Fighting pool. Injure - Minor Lethal damage, target is slowed for a short duration. Cunning Defense - Toggle, +DEF (Lethal) - Your training with sharp weapons has made you very wary of them, and you gain a bonus to your Defense against Lethal damage. Throw Blade - Basic ranged Lethal damage attack, low end of Moderate damage and range the same as other Throwing attacks. Blade Master - Applies a minor DOT effect to Stab, Injure, and Throw Blade. Could also apply the same to Primary/Secondary powersets like Broadsword, Dual Blades, and Katana. The effect could be a 30 to 60 second boost with a very long recharge time to keep it from being used constantly.
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I think we need the hypodermic injection animation for Medicine pool powers... the one's in the Experimentation pool.
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I feel the same way about the fire breathing attacks (in both ranged and melee sets). It's like hey, I can set my hands on fire and throw the fire and create flaming swords... Hey, just to be different, every now and again I'll spit it out of my mouth when there's a few enemies in front of me. I wish we had alternate animations for the fire blast set to make more/all of the attacks from the mouth so I could make a true fire-breathing fiend.
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Time for a spreadsheet to keep track of things... Also, you love the Dark Dark Corr, that's why.
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Paragon Dance Party Villain Connection
Player2 replied to Mathew322's topic in Suggestions & Feedback
PDP was replaced by Pocket D when villains side was added. I think for awhile, PDP went away but was later made available for people to go back into. -
Extended color palette / RGB color picker for costume colors
Player2 replied to Torielle's topic in Suggestions & Feedback
I wish we could choose palettes for powers, too. When it comes to ice powers, I hate the faded out colors that are available. Maybe I want to do black ice or a vibrant red as frozen blood or bright green similar to the force field colors just because. -
Can we PLEASE never get this?
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Paragon Dance Party Villain Connection
Player2 replied to Mathew322's topic in Suggestions & Feedback
If you're as much a badge hunter as you appear to be, then I'd be surprised if you haven't completely gone through the 4 alignments and back to pure villain again for all the badges associated with it. If that is the case, then simply switch to Rogue and come to Paragon City and find the Paragon Dance Party for your badge. If this is not the case... ...then no badge for you. It's PARAGON Dance Party, not CoX Dance Party. But I'm pretty much anti badge culture, so I refuse to support anything that creates new badges, or encourages / facilitates getting more badges. -
Origins should be renamed and redefined as something unimportant that has little impact on the game and a new origin feature added that is just additional tags on your character data. This would let players have more creative freedom in what origin means to their characters. For example, existing Origin data could be renamed as "Starting Contact" and it could still fit with your desired origin... or not. Each "starting contact" would correspond with one of the five existing origins we have now, so in game mechanics nothing actually changes but the flavor text. So your character could start play with the "Magic" contact, but nothing else in the gaming experience has to be tied to that... you don't have to be Magic origin to know Magic people. New Origin system could be as simple as what we have now with the five origins, but could also have additional options added to include Dual- and Mutli-Origin options. You choose what you like or maybe even choose options "Unknown." When you select Dual-Origin or Mutli-Origin, let that open an additional options that enable you to select which origins you want. These can be purely for show... but the best use of this system would be the origin tags attached to your character could trigger specific dialogue in NPCs. For example, characters labeled with a Magic origin tag might have different text spoken to them by magic-oriented NPCs. This would, of course, require dialogues to be written (or re-written) to include these options.
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Raise the water level everywhere. FLOOD!!
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Brawler should be moved back to Galaxy City. Have I mentioned that I think Galaxy City needs to be rebuilt already?