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Everything posted by Starhammer
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Is changing the power levels power creep?
Starhammer replied to _NOPE_'s topic in Suggestions & Feedback
A defensive set and a buff set on the same character? Sounds cool. Lacks a little offense, but that can be picked up in pool powers. Honestly, if you're going to aggressively and intentionally misunderstand the point, just block me and be done with it. Nobody needs that detracting from the conversation. -
Costume based Opportunities - Shapeshifting
Starhammer replied to Tath99's topic in General Discussion
I think the Benevolabs permatemp costumes are a great new tool in our costuming box, but nothing about "shapeshifting" really necessitates new ATs or powersets. Not saying there couldn't be a powerset, just that it doesn't seem like a great focus for development resources for what is essentially a mix of aesthetics and placate 😕 -
Is changing the power levels power creep?
Starhammer replied to _NOPE_'s topic in Suggestions & Feedback
So for me, I'd love to be able to pick whatever powers at whatever level (frankly I'd like to mix and match from different sets at that... 3-4 different melee sets, or combine dual pistols and assault rifle... etc), but in my case it's because I value form over function in this game. Obviously, function matters. Doesn't matter how cool I look if I faceplant at the start of every mob. That's just not fun for me. But as long as I have a smooth attack sequence, and I can win most of the combats I involve myself in if I pay attention and don't do anything too stupid, it's gonna be the choreography that turns my crank. To that end, I'd much rather have more options, and the scale the invisible math for "balance." I'd also rather not have to take "throw away powers" in order to select later ones. Kick is pretty cool for most characters... but not all, and those characters may want/need Tough or Weave, and then they have to have Boxing or Kick to qualify, even if they'll just get removed from the power tray and forgotten. The issue with primary and secondary pools is at least a little less obnoxious, since higher level powers aren't locked out until you get certain lower level ones (at least now that Secondaries can skip T1), but still, more options is always better, in my view. Obviously, development resources are limited, and only so much can be done... But I can see and agree with many aspects of both sides of this issue. I think, if the necessary resources were available, the optimal way of progressing power selection would be to alter a power's base functionality depending on at what level you select it... (essentially, that would mean making a slightly different version of each power for each selection level... lots of work). So if you take your "Nuke" at T1, that's fine, but it will always be a small time power, even if it scales when you level, it won't scale as advantageously as a power selected at a higher level... on the other hand, taking Flares at level 48, once enhanced, would incinerate the Devil himself. But this way, powers selected earlier would be less apt to upset game balance at those early levels, and at the same time, a character could have the sequence of powers best suited to them, whether that be for form, function, or both. Progression and inventory management are not "roleplay," at least not inherently, even if you choose for them to be represented as such in your narrative. P&IM can certainly coexist with RP, but are no substitute for it. Also, as supers go, some characters really do start out by exploding and eventually learn to suppress their full power and use it more precisely with practice and experience, and that's just as valid a playstyle as any other. Do what you do. -
Focused Feedback: Power Level Availability Changes
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
Thank you so much. There have been so many characters for which the Tier 1 secondary was a bad fit, and just had to be a wasted power selection. (Though to be fair, if Ki Push repel was affected by KBtKD, and/or had a kick animation, I would use it a lot more instead of just setting it aside) -
Yeah, as I said up front, "probably beyond the capacity of the game" And of course I can build the same character on multiple servers. Quite aware of that. That's really, really not the point though. Otherwise, I appreciate the discussion of what can and can't work and how, as long as it doesn't get condescending.
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And ToT Werewolves will be hurling coffins this year 🙂
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I'm sure it's beyond the ambition of the dev team, if not the technical capabilities of the game, but given the opportunity, I would love to be able to queue up for teams/TFs/Trials/etc across server boundaries. Sure, I could transfer, try to find a team, transfer back, then have to rejoin SGs, and burn two transfer tokens for the week in doing so, but it'd be nice if I didn't have to, just to take advantage of higher server population elsewhere when most of my server is in bed or at work 😞
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I would really like if Radio/Paper missions gave three consistent options instead of just pure random. One "Defeat" mission One "Click Glowie" mission One "Escort" mission Personally, I hate escort missions. nothing kills my momentum like opening the paper or radio and seeing three of them when I'm not in the mood for that, and having to zone and come back to reset the options 😕 But at the same time, I'm sure there's others who would love to be able to do more escort missions whenever they want.
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How hard would it be to give Super Strength > Hurl Boulder a graphical option to throw random junk (forklifts, pool tables, etc) like Gravity Controllers?
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CityBinder for Homecoming v0.1 is out!
Starhammer replied to Tailcoat's topic in Tools, Utilities & Downloads
Unfortunately, that's really no different than what I do with keybind files already, with the added step of using the app to do so. Thanks for responding though 🙂- 26 replies
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I was having the same problem. I had already installed the newest VidiotMaps (v2), and after getting rid of the old one that was causing problems (just cut/paste to an unrelated folder), everything worked perfectly. Thank you very much. Simple fix with good directions 🙂
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One of my characters was using Ninja Run before the latest patch introducing Parkour. I revoked Ninja Run, gave Athletic Run (I use it on more characters, so it's beneficial in keybinds), and changed her stance to Parkour (I like the flip, but not the "ninja stance"). However, while everything works correctly with any travel powers on, when I turn them all off, I revert to "ninja stance." Obviously this isn't game breaking and is easy enough to work around merely by activating Sprint, or any other run/jump power, but it shows there's something happening that shouldn't be.
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The split second of draw animation is insufficient to justify how improbable it looks to be carrying a long sword on the right hip. I don't care if draw animation is changed or not. It's the continuous presence of an improperly carried weapon. It's fine if you like how it looks. I have no problem with that. I don't. It breaks immersion just enough to be an ongoing annoyance that impairs my enjoyment of the game on a character that looks "wrong."
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I'm sorry I didn't spend more time looking at this in Beta. Upon going through a few dozen alts today that this applies to, I'm recognizing it is more aesthetically disappointing than I realized. Katanas look wrong on the right hip. It's hard to imagine every katana wielder must be left-handed. This is probably the most glaring issue. Though some weapons just look terrible on the back as well, things that should clearly be worn on the hip, like Rapiers or Maces. This system really needs to present an option for each weapon to be worn on hip/back, and right/left. Obviously the easiest workaround is "just don't use it" but I don't feel like you folks put in the work to make this system just to have it look bad or not used. Of course it's not something that could be fixed quickly, but it really should be fixed. Lastly, the "Ninja Blade" category of weapons seems to leave too much space between the back and the weapon.
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So one annoyance I'd love to see modified... When looking at detailed power info, for instance on the Enhancement Management screen, for characters whose AT has access to Firey Embrace, many, sometimes most of the power effects show "only when using Firey Embrace." Sometimes the descriptor is even on damage/effects that are inherent to the power without FE. But most of the annoyance comes from the fact that it's on everyone whose AT has access, whether or not the character actually took Fire Armor. It's worse than useless info, it gets in the way of looking at real info. Could we do something about it please?
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issue 27 Focused Feedback: Custom Weapon Expansion
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
Thank you. It's a great looking weapon. Heck, I'd use it as a back/hip decoration on characters that don't have a sword attack. I appreciate you looking into it even it if does take awhile. -
issue 27 Focused Feedback: Custom Weapon Expansion
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
I'm really curious. Is there some technical problem with the custom weapon model "Arabian Scimitar" from Broadsword that prevents it from being viable for Dual Blades? Personally I think it would work nicely with all the other sword sets too, even Titan Weapons... the grip may be long enough if it's placed right... and frankly even if it is a smidge short, it's not like you could see faults at that level during combat anyway. It's bugged me since live that this wasn't an option, I'd have thought, given the nature of this section of Page 4 that this would be the time to correct it 😞 -
Sky Raider jetpack costume piece?
Starhammer replied to TheMoncrief's topic in Suggestions & Feedback
Hopefully, having given us the Goldbricker jet pack as a colorable costume piece, this one will be next on the list, since the Longbow one is already in backpacks. I suppose the LKT_1700 would be nice too, but it's pretty much just the Goldbricker without the additional upper fans. -
I'm not suggesting gifting from a distance, and the difficulty of looking for a tiny name among 48 others is what I'm seeking a solution to. Is that not clear in my original post? I'm asking to be able to Target the player by clicking their name in the chat. Or are you just yanking my chain and I'm not getting it?
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I do love the idea of a Bud Counter, or at the very least, something to indicate there are still Buds on the map. I think that would be the least intrusive way of mitigating grief.
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Yes. The difficulty is finding them to target in the first place, among potentially 48 names that are too small to read unless the league window is large enough to be taking up inappropriate screen space. By being able to target them simply by clicking their name in chat (which already allows other functions), it's faster and easier to target an ally seeking assistance.
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There's a couple jawline pieces... Cyborg and Enforcer I believe, that have round, chunky ear caps as one of their options. There's another one in the eye coverings that fits well too, but I can't remember what at the moment (EDIT: It's Vanguard. But Ear Muffs, Receivers, and Earpiece would also be nice to have in the Ears category so they can be used without limiting eyewear options). I would love to see these ear caps added to Ear options. Just the caps, not the rest of the jaw/eye piece. It seems like it would be minimal work to extract that section of the costume piece, since it's only an add-on for one of its variant pieces. But adding the cap to the ear category would also allow it to be used without taking up that ear/eye slot for other uses, and improve options on anyone with a wholly or partially mechanical head.
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So in the chaos of a Hami raid, when someone needs an EOE, it's a pain to try and find their name in the league window, at least quickly. Same can be said for other situations. To that end, I would like to (or at least have the option to) target someone when I click their name in chat. That way I can quickly and easily hit my follow button to get to them and give them whatever they need.
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issue 27 Focused Feedback: Symphony Control
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
I would like to echo the chorus of voices about having alternate animations without notes, as well as having notes made available to other sonic powers as an option. Both sound wonderful. I would also love to see some alternate animations made available. The palm-thrust and cast animations in many other sets... as well as the "fling" that gets used with Throwing Knives (which would also make a nice "backhand slap" as a Boxing alternative). Not saying I want to replicate that fight scene in that strange wizard movie, but that did look really good, and having access to some of that choreography would be nice. -
So with the new work being done on Stances, could we get Prestige Power Slide (and its variants) removed as powers and turned into stances/power effects for Sprint? If not, could we get Prestige Power Slide turned into one of P2W's free Prestige travel powers, and revokable?
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