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Starhammer

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Everything posted by Starhammer

  1. First, I'd say round it up to 200 inf for simplicity and call it a convenience fee. Otherwise, what are the numbers in practice? Let's say you make [Revolver] a part of your standard attack sequence using macros/binds... how many times are you likely to activate it per enemy, and how many enemies per mission on average (obviously those numbers vary by mission size and difficulty settings). How much would that end up costing to go through a mission? Maybe scale it down to per enemy for better relevance, would you spend more than you earn (just inf loot, not random loot you can sell)? How many activations if you use it exclusively? Remember, the foremost point is about adding power variety to characters for theme, rather than raw performance, so if it gets too expensive, it stops being a good idea... and if it actually has too significant an effect on performance, the P2W vendor gets a little too on the nose. Optimally, none of these powers should be more optimal, even in high numbers, than your standard attack chain... except in limited circumstances.
  2. Yes, this is mostly about 5000 inf equivalent temp power attacks, most importantly more variety for the sake of theme, maybe some more jet pack equivalents, preferably including something less tech themed. Permanent versions would just be a convenience thing, so like 1 or 10 million inf. The buffs, envenomed dagger, and summons are definitely unsuitable for this idea... some of the other grenade options? maybe. I really don't get much use from the 50k ones anyway. Once something is that expensive it has to offer a significant costume/theme benefit, which they really don't. I really just want to see more existing assets made useful on a cosmetic level in a more convenient manner. Farming bank jobs for shotgun charges isn't worth the time.
  3. I'd love to see more powers (mostly attacks) added to the P2W menu, especially some of the mundane guns, like the Shotgun or Minigun. They're just wonderful for rounding out a character that conceptually should have access to something like that but isn't built around it (not that those are weapon costume options for AR anyway). I'd also like to see some of the existing temps get a "permanent" (unlimited charges) purchase option for probably 10 mil inf. Weapons, Buffs, or Jetpacks, they can't be enhanced, so they're rarely game breaking, and you're usually better off tactically for using powers from your build, but for the ones you include because they fit the concept better, it's annoying to have to go buy refills.
  4. There is some merit to the idea of having a second option in P2W, say for 10 mil inf, that unlocks all the locations as well as giving you the power. Unfortunately, to work optimally that would necessitate adding a 9th exploration badge (that you can't find normally) to each zone exclusively for association with this unlock, since you wouldn't want to gain an exploration badge you haven't found on the character. On the other hand, I wouldn't be opposed to a character specific unlock in P2W that gives that character the exploration badges found by other characters on the account. Of course the downside to that is they should probably come without associated XP. That might be difficult to manage.
  5. I think a lot of these options could be improved with minimal effort by making more of the choices available in different detail slots. While it creates the possibility of redundant choices... say for instance if you have horns in detail 1 & 2, you might use the same one and get nothing added, at would also allow for two different sets of horns at the same time. There's a lot of others where there's 2 detail 1 choices that are mutually exclusive but would work together quite well, like horns/goggles, goggles/headset, and so on. It'd be lovely if we had detail options on Monstrous heads as well, and more details on Full Helmets. Ultimately, I would love if someone had the skill/time to rebuild much of the system. It'd be nice for instance, to vary what hair you have under a hat or helmet. CO does this neat thing where you can mix & match 2 hairstyles to create a custom one. I think the half helmet setup with Detail 1&2, and Helmet Detail 1&2, shows that we have enough attachment points for a better set of options without rebuilding the skeleton. But there's probably a lot of work that would have to go into building a new head set to exploit it.
  6. I would not be opposed to having an option that allowed me to have a claw power costume active at all times without limiting my choice of hands/gloves.
  7. Got a mapserver disconnect while playing. Can't log back in. Server status looks fine. Everything that isn't City of Heroes is working fine, can log in to other games and such. Internet connection working fine. I did get a message that my device needed to be reauthorized to log in to the forums. Could this have affected my game login? Might something else be going on? EDIT/Disregard: A hard reset on the modem seems to have fixed the issue. Still, strange that only CoH was affected.
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  8. So I ran into this little bug today. Building a Arachnos soldier, huge body. Left boot is invisible, but only when using custom boots. Everything's fine on Hopalong's normal costumes. Been a while since I built a new spider, so I can't say for certain it's new as of the latest patch, but I didn't notice it before.
  9. Yup. So a bulk converter like Hero/Villain merits.
  10. yeah, that's what I use now. Unfortunately not all my alts are in the same SG, so it sometimes means swapping SGs to accomplish. Be nice if SG permissions just had an option to give a member @Global permissions. Be nice if Salvage Racks held 100 stacks of an item too, not just one stack of 100 items.
  11. Any chance we could get a bulk conversion for Prismatic Aethers? Like 10 or 50?
  12. I really just wish Tiki Men and Masks were available among Banished Pantheon lore pets.
  13. So I have seizures, with photosensitivity triggers. I am completely aware that there is an inherent risk in playing video games with my condition. This is just to bring awareness that the combination of power effects in the new Storm Blast sets can be visually overwhelming (especially, as I found out last night, when fighting Freakshow... ). It's not so bad when I can zoom out from the action, but turn the wrong way next to a wall and you're practically in first person perspective with no way out. I understand there's likely no easy fix for this. Each of the powers look wonderful on its own, and I wouldn't want anyone else's game experience limited because of my health issues. However, if such things could be kept in mind during future development, it would be appreciated. I can think of two optimal solutions, though I don't imagine either would be easy to implement. First would be to implement a Power Effects Customization to allow for Minimal Effects on such powers, but to do so in a way that alters everyone's powers, not just your own, but only does so client side, like a mod. That way, nobody else's game experience would have to be impaired, but folks like me could shut down problematic visuals, reducing them to the bare minimum to know what's happening. Second, would be an option to disable most power effect of other players (again, client side, so it doesn't mess with anyone else). This is a little more "scorched earth" but might be simpler for end users to implement than dealing with individual power effect customizations. Maybe a Null the Gull type of option. Again, I get it. There's no easy or perfect fix. And I'm not going to set aside a game that's been a part of my life for almost two decades just because I can't safely play alongside some characters. But you folks managed to improve the situation with that Archery Support power that was similar. Maybe it's not impossible to improve this as well.
  14. I never cared about it as a procbox. An attack power shouldn't require a second power (Swap Ammo) to not be garbage. Oh well. If this is intended, I guess I'll have to buy lots of Revolvers or something 😕 Or just get used to using other attack sets that weren't nerfed.
  15. Not sure how difficult it would be to make prestige powers customizable, or if it would just be easier to add mutually exclusive variants to the P2W vendor, but it would be really neat to have Stheno Staff and Stheno Mace versions of the Nemesis Staff and Blackwand, respectively.
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  16. Yeah, this has got to be unintended. This problem doesn't seem to be affecting any other Sentinel attack sets. Also, when changing damage types with [Swap Ammo] the damage returns to useful amounts.
  17. So since the patch, Suppressive Fire on pistol wielding Sentinels is doing almost no damage, on par with Blasters, Defenders, etc. Alt damage types for Swap Ammo are showing normal numbers, but lethal is reduced to token damage. I'm really hoping this is unintended, since Sentinels are the only AT worth using this power on, at least in my experience. If it's intended, it ruins attack sequence for my DP Sents 😞 EDIT: The recharge has significantly increased (again, to Blaster levels) as well.
  18. I'd really enjoy that switch. I have a lot of characters that don't need yet another weak melee attack, but would love a Tough that's more like a Res based Combat Jumping (Setting aside that Leaping is a mess, and CJ is too good while Acrobatics isn't good enough). And then the characters that do need another melee attack could have a more significant Kick, Which on some, I use all the way past 50 just because I like the animation and knock, but regret the poor performance if I haven't taken Boxing & Cross Punch.
  19. Could we get the skin version of the Barbarian Loincloth fur underoos added to the Skirts/Shorts section? It would give us more options for what to do with the legs besides one version of tinted tights.
  20. I too was really hoping the "Mini Costume" would simply make certain characters equally scaled but smaller. I'm not even that upset about the Funko look, just that I was looking forward to an option that is now clearly not what you had in mind. It would be nice if the Devs had managed expectations a little better by being more accurate in their early descriptions of what the power would do. Frankly, I just wish we could get a wider scale range on our customization sliders... 2 ft-10 ft maybe. Heck, I even have a character that would benefit greatly from the larger head, though not with a mini-body 😞
  21. So One of this years Trick or Treat builds was simply a set of kids out trick or treating. The costumes have gotten an overwhelmingly positive response so I figured I'd share them here. Feel free to use them yourselves, or use them as a starting point. Nothing wrong with having hundreds of these wee ones running about in game. ToT Devil Mask.costume ToT Fairy Princess.costume ToT Frank.costume ToT Ghost.costume ToT Mummy.costume ToT Robot Cowboy.costume ToT Skeleton.costume ToT Vampire.costume ToT Witch.costume ToT Wolfman.costume ToT Football Zombie.costume
  22. 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.
  23. 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 😕
  24. 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.
  25. 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)
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