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Giant Monsters should have their own map marker.
Starhammer replied to Mystoc's topic in Suggestions & Feedback
When you suggest that something that isn't hard for you is "challenging" to others, yeah, it's being condescending, especially if you need to brag afterwards about how you're so good at it in order to imply you're more qualified to have an opinion on this than anyone else. Oh yay, you're so much better than all of us, we should all just leave and let you be the sole voice on the forums... -
"but those options need to exist in a world that makes sense" Just because it doesn't make sense to you doesn't mean it doesn't make sense. "because Arachnos is literally fascist, and even if I play it as infiltrating them" The only reason many of my SoA characters start as a villain is because I have no other option for that "Leadership with a machinegun" powerset that I like much better than any other AT taking a gun set and the Leadership pool. "The patron unlocks being bizarre is why we can't just let people do whatever" Why can't we just let people do whatever? You play this game for your enjoyment, not for mine. If your costume or powers don't make sense to me, that doesn't affect my enjoyment of the game. Why must your enjoyment of the game depend on my costume and power choices making sense to you? If you see a clown at the grocery store buying lunchmeat, do you need to call 911 because it's so bizarre you can't handle it in your existence? Or can you just think to yourself that it's weird and go about buying the hot dogs you went there for in the first place? "But the issue is still keeping things in line with what you're representing" Given the universal disconnect between "behind the scenes numbers" and the visual cues between costuming and power effect that I would prefer, the visual effects are the representation of what I want to represent. Even if my Dual Pistols are doing Psi damage or my Knockout Blow triggers a fireball effect. All that should be important to anyone else is that the invisible math remains relatively balanced for the purpose of game performance. "More of us should consider becoming devs" I agree more should consider it, or at least try to consider what it is to be a "Developer." That said, most of us are unsuited to it. I know I am. I don't have the programming or 3D art skills they would need me to have. Sure, I could pitch story ideas or game design from the player perspective (as long as I don't have to manage the math, by brain doesn't do that well any more), but players like me are a dime a dozen, and if we had what it takes to be a dev we could just set up our own private server (something else I've "considered" and that consideration led me to the expected realization that I don't have the requisite skillset, nor the aptitude to develop it. But hey, if someone needed me to build them a deck or a shed in real life...) "some of the issues I see like treating literal Nazis as just a campy bad guy the same as all the other campy bad guys you could fight. Honestly superheroes and pulp stuff do not have to be camp" This stuff doesn't HAVE to be campy, but it doesn't have to not be either. I think our "game nazis" manage to strike a chord storywise that makes defeating them no more questionable than incinerating purse snatchers by the bus stop, without turning their existence into mandatory political commentary. if you want realistic, gritty, prejudiced hate-mongering and canceling or assassinating people because they don't hate everyone you hate enough, that's for real-life antisocial media, something I'm here to escape. I just want the tools to make the characters I want to make and play the game the way I want to play it, and for those tools to allow all the other players to do the same, even when what they want isn't what I want.
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completely agreed. On some fiery melee characters, I would like all my attacks to be some variation of the fire sword. On others, none of them. Either way, it's frustrating to be pigeonholed into one for some powers, and the other for other powers. Honestly I wish we just had the option to pick from a wide variety of attack animations, VFX, sounds, and colors for each power like building out more aspects of the costume... along with placing weapons/shields as a costume piece instead of tying to the power. We'll never see that in this game though.
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Turn “Disable Earning XP” into “Bank XP”
Starhammer replied to GeorgieTank's topic in Suggestions & Feedback
Personally, I would like if "disabling" XP would convert incoming XP into Patrol XP. You still get something for your efforts, but it doesn't get in the way of your ability to stay in level range for desired content. Of course, none of that would be an issue if content wasn't gated by level range, and you could just go do the content you want when you want (or when it's convenient at least). -
Tweak 'police drone' target priority
Starhammer replied to srmalloy's topic in Suggestions & Feedback
There are many things that get said online that should obviously be a joke, but we're living in a world where people are much more comfortable being hateful and cruel on the internet than we were back in 2012 and before 😞 -
Giant Monsters should have their own map marker.
Starhammer replied to Mystoc's topic in Suggestions & Feedback
There's no need to be condescending. It isn't going to help anything. Unless your goal is just to bully people off the forums so as to increase the weight of your own voice by comparison. ----------------- I'd like to see a marker on the maps for giant monsters, purely for convenience. I would consider it perfectly reasonable if that were unlocked per monster by earning the badge for defeating it. Furthermore, I would love to see a new TF/SF that is solely a curated version of the popular GM hunt teams that sends you out to them in a set order, and guarantees the monsters spawn when a TF member enters the zone, if they haven't already. (of course, I want it to culminate in a fight against a "new" giant monster(s) in an instanced version of Talos or IP or maybe Kallisti Wharf, but the zone is shrunk down to represent your TF having gotten supersized to face the GM on more even terms) -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Starhammer replied to The Curator's topic in [Open Beta] Patch Notes
Oh well, I guess I've gotten by without most of those T9s so far anyway 😞 -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Starhammer replied to The Curator's topic in [Open Beta] Patch Notes
So I can't speak with any detail on most of these changes except that I generally like most of them. Part of the reason I can't speak with any detail is a lot of these changes are affecting powers I had a tendency to skip or take and ignore (just putting a set in them or something), and I may now start using more of them. A bit of irony on the Master Brawler change: I was never confused about how it made other powers gain status protection. That's actually all I ever cared about with it. I tended to take it as a passive and never use it. While I don't need Super Reflexes gaining more end cost (Never got why it felt so end heavy, it doesn't seem to have that many toggles), I don't mind just having a toggle for status protection like most other armor sets. -
Get rid of minimum level on most (non 50) IO requirements
Starhammer replied to Starhammer's topic in Suggestions & Feedback
The significance of inconvenience is not necessarily proportional to how unpleasant an aspect of any activity can be. If you have nothing of value to add, maybe next time just keep it to yourself. -
Listen to Feedback: Sonic Melee Not Ready
Starhammer replied to Wravis's topic in Suggestions & Feedback
FWIW, (and I know this isn't directly related to this specific thread)... I think when we get enough interaction/response to at least know we have been heard, that is sufficiently validating, regardless of where it goes after. It's just a nice reminder that we haven't wasted our time (I know most folks have much less than me to invest) trying to add our 2 bits in a vain hope of making things a little better here or there. So for all the devs & mods that keep the interaction going, thank you. "If you don't like it, don't play it" To be fair, that's pretty much how it will go when it hits live. But in a feedback thread, it's not helpful. When we just shut up and accept what we're given, even/especially when it isn't fully cooked, it implies acceptance of a new standard or precedent. Any of us putting any effort into these updates, even us mere players, content consumers, should be doing everything within our power to strive for whatever improvements we can inspire or coerce. We can't let the strive for Perfection undermine "Good Enough" to release, but neither should we allow Good Enough to sidetrack the continued journey toward Perfection. It's not a binary issue. May everyone's holidays be joyous, and may you experience what you celebrate for others 🙂 -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
So, a little thematic feedback: First off there's a lot of focus on "Migraines" in the power descriptions. It just feels a little too close to real life, and maybe a less specific term could be found to dial that back? "Disorienting Pain" would be nice, if it weren't for "disorient" being an in-game synonym for "stun" It also feels like [Sandman's Whisper] being described as whispering in your target's ear, yet causing Smashing, Energy, and potentially Fire damage seems to create a bit of cognitive dissonance. It just feels like it either shouldn't do damage, or if it must, it should do Psionic. Maybe instead of damage, it could do -res, which would get us the that damage from other attacks. I get it, smashing/energy makes sense if you're screeching some sonic cannon vocals in their ear, but not a "whisper." -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
Wouldn't it be amazing if these attacks generated little Biff/Pow bubbles in the style of ye olde Batman TV show, but instead containing quotes from popular drill sergeants (Such as Hartman and Hulka) and other famous yelly characters? -
even -if- the selected badge were shown on character select, it would still necessitate applying that patron badge on every character that has completed it, and I just don't want "Stinger" as my badge of choice on hundreds of characters... even if it did make it faster to see who still needs it. Also, I already have a fairly comprehensive sorting setup for my characters based on various themes and factions. On my primary server, there's just not room to separate them even further by accolade 😕
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you're not wrong. I just don't think there's a "good" way to make them obviously different. "Hulk is strongest one there is!" can be interpreted in a myriad of ways.
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page 3 [FOCUSED FEEDBACK] Supergroup Base Adjustments
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
There's some problem with binding most of those commands. As if being in the base editor changes how keybinding works, or what keys can be bound/rebound, or something to that effect. I know keybinding pretty well, but that shallow puddle represents the depth of my understanding of most coding, so I don't know where the issue comes from specifically. We've discussed it it the past. -
Get rid of minimum level on most (non 50) IO requirements
Starhammer replied to Starhammer's topic in Suggestions & Feedback
Probably lower level versions. I sometimes forget that many of them don't get used as attuned. Though frankly, I would not be disappointed by everything just being attuned from the get-go. I hate upgrading gear I level out of, or having to wait for higher level to get the right gear. Ultimately, I hate inventory management. -
I wouldn't mind the differentiation, but I'd still want to avoid turning it into a damaging power. I'd suggest something a little more subtle. Give one a -to hit debuff, and the other a -damage debuff.
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The thing I've always wanted is from level 41-50 on level up, allow each character to choose whether to get a new power or 3 new enhancement slots. Some of my characters at 50 have powers they don't need and just took because you gotta take something, but are vastly low on enh slots. Others are fine on slots, but could really use another power, or two, or three. Most are somewhere in the middle. But the choice would be great. Obviously, I doubt the coding for this would be feasible.
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It's only a mild inconvenience, but often an annoying one. Character is 23, buying IOs for everything, pick up a couple Numina's to put in... crap, it doesn't fit? Oh yeah, level 30 minimum. Ok, it'll sit there until I level him up. Maybe tomorrow, maybe next week, maybe in 3 months. If we focus, we certainly can level up fast enough that it doesn't need to sit long, but honestly at this point, how much would it affect game balance if we could just put our IOs on whenever we want?
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At the very least, I wish we could get some visual marker on the Character Select screen to show certain accolades, like whether they've completed a Patron mission and unlocked the pools, or other stat enhancers, so when someone says "Running such-and-such" those of us with hundreds of alts could tell faster at a glance if a particular character still needs to do a particular thing. Of course, on that note, seeing how much Inf a character has shown on the Character Select screen would be great too. I've spent hours before trying to find that character that's holding hundreds of millions and forgot to email it back. Obviously the solution is to give us a means by which we can unlock access to earning those badges 😛
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I wish the "Dark" option on most powers were a little more customizable. In most cases it seems to be black/dark grey with a hint of dark red... no matter what color choices you select. I suspect that's a problem with how the game reads colors though, with darker colors being merely less vibrant or more translucent 😞 at least in power effects
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page 3 [FOCUSED FEEDBACK] Supergroup Base Adjustments
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
I think how I would like to see it done is to have some new Beacon items that function as a Beacon Package. For instance, a Rogue Isles Beacon Package that allows a teleport device to service all Rogue Isles zones (perhaps including Striga Isle). Another for Hazard Zone Beacon Package. Shadow Shard Beacon Package (including Echo Plaza). Cooperative Zones Beacon Package (Including gold zones). These all reflect how I and seemingly many others already organize our base teleporters... but with no need to place as many beacon objects which can be beneficial not only for sorting, but also cosmetics. The foremost hiccup I see here is that for standard blueside non-hazard zones, there are more than 10, which would (preferably) require increasing the limit on how many zones a teleporter can connect to. I would make them so if you connect a Beacon Package to a teleporter item, you can only connect 1, and cannot connect any additional beacons. I don't mind scrolling a list a little bit (for all blue zones for instance) but wouldn't want it to get out of hand. So this isn't focused so much on changes that were made, but on something I find notably missing. Keybinds for Base commands. For context, I use a lot of extensive keybind overhauls for general gameplay to accommodate playing mostly with a gamepad (and trackball). I almost never use the keyboard for anything but communication or rarely used utility binds. Unfortunately, the combination of keybinds I use has some overlap with default base keybinds. If I use my bind that relaods my binds and UI (something I made to reset things in case an error was made, something disappeared that shouldn't, or a string of binds just got hung up on a bad ping... and have years of using by habit now), gameplay binds end up overwriting base command default binds. So this wouldn't be so bad except there seems to be an inability to simply rebind base commands. Once that default bind is lost, it's gone for good, barring a complete deletion of some bind files and hard reset of all keybinds (sometimes that isn't sufficient. Had to do a full reinstall a couple times to get base default binds restored). I can still build a base with all the services and teleporters I need to use as a Utility Hub, but a lot of more decorative effects work much better, sometimes only work, when using the default binds for object manipulation. And my only access to those without a lot of file manipulation and maybe a complete reinstall, is a level 1 character I made specifically before installing any custom binds into the game. Even that doesn't work great because movement is a pain, no fight, etc (y'know, unrelated to keybinds, but having access to a unlimited Fly temp power when editing a base would be handy... I'll try to remember to jot that down in standard suggestions) But ultimately, basebuilding/decorating would be a lot more accessible to me if base commands were just naturally bindable. Instead of "You can access these binds some times, and other binds other times, and you can't really control which or when" just make basebinds always accessible to bind and those of us who use complex keybinds can figure out when and where to utilize them best. I know it's unlikely for any headway to be made on this during this page, but I've posted on this subject before, and it just doesn't effect enough people, and gets lost in the scroll before anyone relevant can get eyes on it. I like the idea of having all functional base services objects in the Base Services tab, I don't care so much what order they're in, alphabetical, theme, function, etc. Even though it makes for duplicate locations, I think functional Arcane items should also remain listed in Arcane, same with Tech. And then it's just a further advantage if you can search #Arcane, #Tech, #Services, etc (non functional objects should probably not get a #Services tag). Having multiple ways to find the same things is good. Moving some out of categories they've been in for a long time might confuse returning players who used to play a lot but have been away for a few years or longer. The idea of a #New tag is useful, but probably best if there's a way to tie it to a variable date (this issue, this page, the last year, something to that effect) so that someone doesn't need to go in and manually remove the #New tag from items as newer items come in later. -
Young Justice Clamulons represent, yo! I kinda wish we could get access to these and other tags... Robot/Electronic Life Form, Alien, some other stuff that always crosses my mind when I'm not replying on forums... Kinda like origins, but not exactly, kinda like "race" in other games but not exactly. Maybe as power pools, where having 1-2+ of the powers gives you a special tag that alters how certain themed powers interact with you.
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In over 800 alts, I have exactly 1 character where I like the skinny legs under a chain skirt better, and not so much that I wouldn't trade it for having standard legs on probably a couple dozen others.