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Mystoc

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Posts posted by Mystoc

  1. 16 hours ago, Snarky said:

    create this:  /macro AH AH   now you have a power button AH on your tray that opens the Auction House.  when you get a lot of salvage, dump it on the market.  (there are badges for sales...)  

     

    yes, you can sell anything on AH or to an NPC vendor, but salvage exists to also craft IOs too which it can't do for your 50 character if the salvage is dropping is from low level mobs.

     

    here is an example Boresight is used to craft level 10-25 IOs

    when it drops not a single IO that is 50 uses it so it's only use is selling it for less than amount of inf you get for defeating a single mob.

     

    When something drops the choice should be do I use it for what its intended purpose or sell it but for higher level characters lower level salvage only use is to sell that is the issue. the amount you can sell it for is so minimal your time would be better spent never even getting the drop in the first place and getting level 50 salvage filling up your inventory instead

     

    hence my request for a feature like this, to be clear it would be an option opt into and not something forced on anyone.

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  2. 30 minutes ago, FrauleinMental said:

    The lower-level recipes (which require those salvage) are cheaper to craft, then you can attune them and/or sell them on the AH.  I don't necessarily object to the suggestion as an option, but you'll find use for those drops if you care to.

    personally, for me I disable all recipes besides purples and pvp IOs from dropping cause managing recipes is annoying so those won't drop at any level besides 50 me so lower level salvage can never be useful for me.

     

    what you describe would save inf and your welcome to do that I'm not trying to take options away from anyone just add more.

  3. As a 50 who loves teaming up and doing low level content getting salvage drops that are not useable for IOs in my characters level range is annoying. It would be better just get no salvage at all as to not have manage it later and pick out which salvage has no use for me because it dropped from a level 14 clockwork during a positron TF

     

    although I think this change would be universally useful thing to have allowing it to be an option at START to opt into allows people who still like getting low level salvage drops to stay happy.

     

     

     

     

     

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  4. 2 minutes ago, Rudra said:

    In game or on the forums? Either way, I don't even need to look. My in game list is empty. I tune out the chats I don't want to see. My forum list is a single person. And I know full well why that person is on my list.

    in game and that's impressive I have maybe 12-15 people ignored over 5 years of playing on homecoming. but if you have never ignored anyone you won't see why a feature like would be useful,

     

    I think ignoring someone permanently is a very extreme measure reserved for trolls whose only goal is to be a disturbance which is why I want a middle ground I hope that makes sense.

     

     

  5. 47 minutes ago, Rudra said:

    Ignore is only as permanent as you choose it to be. You can remove players from your ignore list at any time. That lets you temporarily or permanently ignore a player as you see fit.

    if someone is annoying you enough that you don't want to hear them anymore for the rest of the day you aren't going to be thinking about wanting to unignore them a day or week later that's not realistic at all you're going to forget not constantly be thinking "better unignore this person a day or week later!"

     

    look at your ignore list right now Rudra and look at each name and try to remember why you ignored each name, I'm sure some people you ignored were much more annoying and disruptive than others and deserve to stay there but there are also some who could be removed.

     

    lastly global ignore UI shows global names and not the name of character name you saw in chat too that was causing the annoyance so remembering who is who will be even more of challenge.

     

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  6. sometimes people are just annoying and spammy in chat but in a community this small I feel like perma ignoring is a very drastic measure only saved for true spammers in chat who are intentionally being disruptive.

     

    I wish there was a middle ground like ignore for a day or week and afterwards they get auto removed from the list, people can be annoying but not to the point I usually want them ignored forever. The chances I remember their global name as only mildly annoying and then remember to remove them manually later on from global ignore is basically zero.

     

    so, I'm actually almost never using ignore because I feel most people don't warrant such an extreme response, for these reasons a temp ignore would be great!

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  7. I'm partly against this because asking for help doing a mission would become much more complicated when it's not just server chat. You would feel even more punished playing on these low pop servers when you find out 60-70% of the player base can't team up with you even if they wanted to help. this would just cause people to leave those servers and worsen the problem even more.

     

    help is not just how does this work or how do I do this? a lot of it can be someone asking for help to find this mob or glowie or defeat this AV/EB which requires you both to be on the same server.

     

     

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  8. 6 hours ago, PoptartsNinja said:

    Maybe just a 'closest defeat to completion' that only shows progress on the defeat X badges?

     

    that is a very different suggestion then mine, to the point it could be its own suggestion.

     

    why exclude other badge types from the fitter? We already have a closest to completion filter making it just defeat badges is helpful but not a very big difference from what we already have and would have lots of overlap.

     

    A recently progressed badges filter would display badges you want to see the progress of at the top of a list with no scrolling or uncertainty where to look, the main issue with closest to completion is the badge you want to see could not be there yet and when it does finally appear its position is constantly changing as your progress increases.

  9. 8 hours ago, Doc_Scorpion said:


    I'm not sure I follow the logic here...  Because the "Closest to Completion" filter doesn't have any badges you already have in it.

    That being said, I agree wholeheartedly with this suggestion.  My "Closest to Completion" tab is filled with badges I'm never going to get ("spend a zillion inf at the tailor"), badges I'm waiting for the next even to work on, and tons of zone accolades that I'll get to... someday.  This makes finding defeat badges that I am working on an absolute PITA to find.

     

    closest to completion could show the badge you want to see depending on how many badges you have progressed, but if you are progressing more then 50 badges you won't find the badge you want though until its progressed enough, and when it does show it certainly would not be at the top of the list but somewhere towards the bottom and its position would constantly be changing as you earn more progress which is not ideal

     

    A filter like recently progressed would instantly update to show the badges you are looking for and be right at the top of the list with zero uncertainty about the badge's location in the list.

  10. Right now, we have 2 Badge Filter options.

    • Most Recent
    • Closest to Completion

     

    I Propose a third filter option "Recently Progressed"

    • This would show badges recently progressed with the most recent badge progressed being at the top of the list, this would display up to 50 badges (like most recent does) with 50th most recent badge progressed at the bottom of the list.

     

    The application of the filter would be easy tracking of badges you want to earn like defeat or accolade badges without any of the annoying scrolling through long lists of badges you already have in search that one unearned badge you want to know the progress of.

     

    Additionally badges that weren't expected to be there could appear in this list giving clear outlines of which badge(s) to go for next.

     

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  11. 10 hours ago, Captain Fabulous said:

    There is an entire section for this in the options. Setting "Villain Name" to "show always" will put a name plate above friendly NPCs and hostages.

     

    that does work for ally NPCs who have health bars but if they do not no name is visible at all.

     

    in the screenshot I provided that is with villain name set to "show always" already and as you can see the researchers name is not visible, but council enemies are visible I have none of them selected.

  12. I can get villain names to show always with this command /OptionSet ShowVillainName 1

     

    but can't find a way to do it for allies or NPC hostages does show always option or command exist? Right the game sets it to show ally names when selected or on mouse mouseover, what I want is always.

     

    this is the documentation I could find on the wiki but couldn't find a mention of allies only villain names.

    Option Names List - Unofficial Homecoming Wiki

     

    it would make finding hostages way easier if an option like this existed, thanks

     

    image.thumb.png.28cf7bbd13d83ca0d925ee57558f1c50.png

  13. MM's are just to slow for current day teams who often advertise speed TFs in LFG and clunky they are the master of solo play where they set their own pace though.

     

    in maps with tight one door entrances like offices or sewers the henchmen just run into walls and don't path correctly, and you are just babysitting them constantly, MMs issue is the not survivability at all, its the pets being too slow for teams with awful AI, and the power pool options to make them faster make teamates mad at you.

     

    MM henchmen do not have a survival problem at all with inspcombine for respites and heal MM isnpexecpet commands my pets almost never die here is an example, take out aid other if you don't use it

     

    Spoiler

    /bind Q "petcom follow$$petcom Passive$$powexecname Aid Other$$inspexecpettarget Respite$$inspexecpettarget Dramatic_Improvement$$inspexecpettarget Resurgence"

     

    this puts the targeted pet on passive and forces them to run to away from combat to where you are while also using a health inspiration on them right away and once they get closer you use aid other on them too, this will heal any henchmen to full.

     

     

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  14. maybe add an off-topic reaction emoji it would be a way of the poster saying I see what you said but it has nothing to do with suggestion/feedback so I'm not engaging, if you don't respond people think it's a dead post that was abandoned so reacting in other ways that don't involve commenting is the best comprise.

     

    off topic comments often derail the original post so much that it often gets closed when it turns into 2-3 people arguing which turns into them verbally attacking each other, if you look at all locked threads this is usually the cause. my main feedback is I wish off topic comments were caught sooner and didn't turn into the post getting locked so much.

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  15. 2 hours ago, merrypessimist said:

     

    You can just set it to monitor both event messages, then it won't drop one if you alignment swap.  That's what I do on new characters.

     

    I have never had any success with what you are describing it always drop for me.

     

    for example when I change from hero to villain, hero events are no longer monitored in the events tab for me, care to explain what you mean in more detail?

  16. what I do is have all the toggles that would get turned off from lower content bound as powexec_toggleon to my movement keys like A and D for example.

     

    this will auto toggle them back on for me the second I try to move and I'm level 50 again this way there is zero chance I forget, I have nothing against your idea just thought I would give a decent work around to this issue.

     

    here is an example

     

    Quote

    /bind A "+left$$powexec_toggleon Tactical Training: Assault$$powexec_toggleon Tactical Training: Leadership$$powexec_toggleon Tactical Training: Maneuvers"

     

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  17. 6 hours ago, AboveTheChemist said:

     

    This is theoretically possible, as far as I know, but it would be a rather tedious undertaking. One would have to document the name and location for every sound in the game (although most of that work has been done, see the Rosetta Stone in the link below), and then create a mod that replaces them all (aside from the glowie sound) with silence. Some of that work could probably be automated with a script, but it would still be a significant undertaking. And likely something that perhaps only a handful of folks would ever want to use.

     

    Sound modding itself is not terribly hard, though, especially replacing sounds with silence. I recommend this thread for some specifics on that:

     

    https://forums.homecomingservers.com/topic/3155-silencingmodifying-specific-game-sounds/

     

    Don't be afraid to read up and try and tackle it yourself, because you might be the only person around with the motivation to do so.

    that is great to know thanks for the advice.

  18. are there any current guides on best story arcs to pick for speed/easy combat for each level range for these badge tiers? I read somewhere they need to award at least 5 merits to count so that might matter to?

     

    I'm wondering if someone has already figured out the best story arcs to do get each badge? thanks!

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