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agentx5

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Everything posted by agentx5

  1. Already done that, it's hilarious with a league and pretty decent XP as long as people stick together and don't split up
  2. This is a much MUCH better response than what I was going to write. Well said! As the saying goes "Sharing is caring!"
  3. Holy Carp! That's a lot of names that could be freed up! Good grief!
  4. Addressing the enemies looking stupid while their allies a short distance away are getting attacked. That's GREAT! All good except one thing: RAISE THE AGGRO CAP A LITTLE BIT PLEASE!!! Just 24 or 36 would do it. This give Tankers help in being able to protect the squishies on the team better from accidental flank aggro or even ambushes. All we've been asking for is just enough to be able to absorb the aggro of one more enemy group.
  5. I don't know if it's been discussed or not here, but I have video proof that the same map by @brigg with both characters completely cleared on salvage, influence, and recipes that there's not just a XP removal on Brainstorm (Beta) versus Indomitable (Live) Salvage : about the same (51 Beta vs 52 Live) Recipes : about the same (20 Beta vs 25 Live) Influence : significantly less (a reduction of 30.14% less influence, or in this test it was a difference of exactly 3,329,611) Risk vs Reward : increased damage incoming due to enemies above aggro cap targeting at range, build will have to be stronger Here's a video clip: https://clips.twitch.tv/ResilientJollyWebAMPEnergy-2xzOq5YdQjtIKiBw To quote Mollymauk -- "fire farming is like Zen for some people, they just go an nuke all the things" Again though for me personally, to repeat what I said earlier, it's just means I can't reward people for my challenging incarnate-grade story arc AE mission. And in general I love my main (which is a blaster) because I love being a bit overpowered and taking on impossibly large swarms of enemies. That's a very SUPER aspect to a SUPERHERO game... Or SUPERVILLAIN....
  6. Can we please have the global friends list limit increase? What would it take to increase the max size of the global friends list? Because for myself and a sizable number of people I know, we have to frequently look for somebody we have to remove -- not because we dislike them or anything -- but because we simply don't have any room to add new people we meet. Often times for me, this means removing people who I've not seen in-game in awhile on Everlasting, which means when I visit Excelsior or Torchbearer or something I won't have those people to connect with and team up. With so accounts and my knowledge of the server-side code being limited, I'm wondering how feasible this is. Sadly this was not added to Page4, but I would still like to have this added in a future patch... It's something I have to do almost everytime somebody sends me a global friends list invite. I know I can't be the only one...
  7. I thought about this thinking it a good idea at first, but after awhile I realized it's maybe not such a good idea. My reasoning being that I can think of a number of player characters where the player has died, in real life. Out of respect and honoring them, unless they wished the name to be passed on, I'd kind of like to see it retired and not expired as long as it's a level 50 character they loved But looks like there's a technical reason this can't happen easily, so I guess my point is a moot one regardless
  8. This is a long-overdue wish-list change I've been looking forward to ever since it was first announced. I know I'm not the only one either, for example: And then there's voluntary name release threads like these: So yeah this has been a thing that's been asked for the past couple years, but because it would have to been done manually (according to @Jimmy back 2020) it wasn't really possible. Looks like they've gotten something to automate that process now, and I thank all the HC Dev team for doing so, it probably wasn't easy to code. Thank you! PS: might want to make the time-spans on low-levels a bit shorter, just so it frees thing up just a bit quicker
  9. That's because I'm also confused and trying to figure this out as I go... Apparently it's even more complicated than that: for that specific .dll there's a 64-bit version in System32 and a 32-bit version in SysWOW64 , which is where I was getting confused because at first it doesn't seem to make any sense. What this .dll essentially does is act as a translator of sorts between 64-bit and 32-bit. Basically I was using a 32-bit version of the program on a 64-bit OS and for whatever reason it wasn't able to translate automatically using that .dll it was calling for, probably because it was an old version compiled in 32-bit with an older Windows OS and I'm using Window 8.1MC x64 with Classic Shell. This is one of the thinks that irks me about .Net framework stuff. Fortunately with some help I was able to recompile and I've got it working to where I can view all the internal directories: yay! However it does NOT seem to let me extract the entire thing all at once, and not because I'm low on SSD storage or RAM -- apparently the program itself has an upper cap to the amount of memory t can request to allocate. Yeah right @ System.OutOfMemoryException 😄 LOL! (when I killed the executable, RAM only dropped about 1 GB) I'll continue tinkering with it, and sorry for the confusion @AboveTheChemist and @PsiBug >_< The gest of it is I did get it working for the most important part (which was seeing how HomeComing has the file directory structure laid out so I know what to name things and where to place into the data override folder for client-side customization (which I'll then get up on the CoH Modder for everyone to enjoy once I'm done).
  10. Related but could be off-topic, but I bet it would help if there was a Hami-O version of the D-sync Threat/Accuracy/Recharge , because due to very low supply and high demand the price on those are astronomically high! As long as the source from non-AE game content balances it out versus time-spent, I guess it doesn't matter overmuch. There will always be something people grind or farm. My concern is the precedent this sets: a slippery slope of removal of alternative ways people can play the game. PS: While I was looking at the i27 page3 patch notes, I am reminded of some of the really GOOD game-changing things that don't get as much praise as they should, such as the Shocked mechanic that turned my Electric/Electric Sentinel from a character I gave up on playing, into one of my favorites because of the combo between **[Power Sink]** and other -END powers in those sets combined with that Shocked mechanic's damage proc's. Praise where it's due! 😃
  11. Speaking of I love it that Arachnos freaking blew up and leveled the AE building in Mercy. That is HILARIOUS!!! (and in-character for them, after Aeon's recent shenanigans) For those that don't know, if you got to the old coordinates of the AE building on Mercy on Pineapple/Beta you'll see a pile of burning rubble. The fires don't do fire DoT though, they should fix that. There. Feedback! 😄
  12. I'm not a fan of this, it's the lazy-coder's solution. That's not an insult by the way, coding takes time and sometimes it's wise to use a simple solution because it's faster to implement. But this specific solution is the same kind of lazy-coding as by trying to making things harder just by adding insta-death gimmick mechanics or giving bosses stupid extreme amounts of HP to prologue the fight into slow boredom equivalent to punching a tree until it finally breaks from fatigue stress. Cryptic is notorious for doing that, I saw it all the time in Champions Online, please don't be like Cryptic. Full disclosure, I hadn't played CoH until 2019 but I had played Champions Online since FFA started. Once they were bought by Perfect World Entertainment, it all changed. Not right away of course, but the "On Alert" patch ran off a lot of the population, for understandable reasons. Their developer staffing was severely cut in favor of Star Trek Online and then later Neverwinter Online. And along with that, the quality of the updates and patches has suffered. With absolutely NO ability to create custom missions like AE in that game, the content dried out and the skeleton crew of developers tried what they could do... And things got really lazy with vehicles and coming up with new missions that always had to add some "you have to have this to win" gimmick that shut out diversity on solutions to those missions. The worst one, IMHO was the Eidolon in the newer QWZ that was added. After the population of the game dropped enough, we simply couldn't get enough of the right maxed-out builds and players to fight it except in rare circumstances. Most zones remained empty, and the grind increased (or you could always spend money gambling) HomeComing's brand of CoH has been a breath a fresh air for me. A game funded by donors, not gambling addictions. A game with an amazingly helpful and active community, so many wonderful people here. The GM's and dev's here deserve high praise, especially as this is a non-profit. So please don't misunderstand me, I'm soooo much happier here than on Champions Online. But I do see concerning parallels with suggestions like this one on. Maybe it's the right call, but it's... I dunno.... for me it's kind of yuck?
  13. @GM Impervium any chance we can finally get an update on that data? I've been asking every 6 months. It's information we could all benefit from knowing (even if we want to know which are the least used powers, power set combinations, or archetypes; so we can try to understand why).
  14. For myself I have an end-game-type AE Story Arc ("That Which Should Be Dead") made for teams of incarnates that I really REALLY wish could give Reward and Empyrean merits to people who actually finish it. It takes approx 2 to 3 hours, and it would be good to reward people for that time. With this change I kind of fear nobody will ever play it now... I already lost the 6 Reward Merits people got for taking the time for fighting the Undead Abomination (Jack in Irons with custom description info stuff), and had to make that into an "optional" instead of "required" mission goal. And I mean on the 5th mission the players actually fight a deity-level BBEG... I mean that has to account for something right? It's a story arc that is a lore-hook link between my Xzianthia characters and CoH HomeComing (specifically). I put a lot of work into custom character appearances, descriptions, and balancing of the enemy powers (to make them quite challenging, but not at all impossible with a decent team of incarnates) This is the same arc (#47111) VividMuse streamed Live on Twitch the day I first published it, but it's had balancing improvements and typo corrections since then. But I plan to have it fully complete soon, it's almost ready to be changed from Work-in-Progress to Completed. So no @EmperorSteele, for some of us AE is the only means we have of actually adding new story mission content into the game that we can share with others. And yes I have a couple "active farm" too, because if you don't nobody will take you seriously as an AE mission creator and they serve a functional purpose. If I had more than 3 mission creation "slots" I could actually get more, not sure how you get more. But why play an AE story mission when it doesn't grant Reward or Empyrean merits? For some, it will be because they want to do something they've not done before for the novelty of it. For some it's because they are just looking for any other challenges for their maxed out character. And for some they'll only spend the limited time taken away from IRL stuff that they have time to play, if what they play gives them progress on rewards such as Experience, Threads, Influence, Reward Merits, Empyrean Merits, rare salvage, and/or rare recipe drops. There's a reason Hamidon is so popular, it's good rewards versus time spent in return for some good teamwork and a bit of risk it could all fail catastrophically -- but nobody is forced to bring particular power sets or archetypes. With regard to the conversation here in this thread: Pardon? I know several people (in fact I'd say it's the far majority) who "farm" occasionally who also join weekly missions, iTrials, etc. It's an important supplemental thing for alt-itis players. And I know a few people who, believe it or not, actually enjoy just active farming to music after they get off work IRL and don't really like teamplay outside of AE. Now that's more rare, but I promise you it's not a one-off either. It is a dangerous precedent to say that there is only one "true" way to level up, which is the message you are hearing from people in-game that this beta patch announcement has unfortunately stirred up. The "danger" is because there are people who play this game in all sorts of niche ways, such as people almost exclusively play this game to be in the roleplaying clubs (customized SG bases) just to have fun chatting. Or people who make those bases, saying that their passive farming on another account while building is invalid. I personally love the teamplay combat, and don't personally fully understand why you'd want to solo missions or only-RP or whatever; but I respect others in that they can do their own thing as long as it doesn't infringe on others enjoyment of the game. For example, a player griefing a raid with Incandescence, or the league leader stalling an entire raid for everyone for >15 minutes on purpose just because they went on a power trip and want to "discipline" a single "leecher" on a not full zone. But again, as long as we're being mature adults and showing respect for one another's time & effort and personal character, I don't really care what others do. Pardon if my examples are weak, but hopefully I'm communicating effectively what I'm trying to say here. HAHA! This is comedy gold! The real kind, not the Fool's Gold kind. There is certainly a lot more stuff even just in the domain of AE that needs attention! From basic things like the contact NPC not turning into a generic hologram (that was a bug introduced with Page3 as I recall), To medium things like actually being able to better chose the spawn locations and having more glowie & destructable object model types; or adding in missing power sets like stalker assassination attacks and hide, or water blast, or enemy actually using their healing abilities (like check out how terrible an empathy NPC is in AE). Colorable NPC powers too. To more advanced things like allowing SG base custom maps to be imported for use in AE missions and a GUI redesign that would allow all players to make missions just the the real TFs ones with custom trigger entities and such (Wouldn't that be amazing! Your favorite customized supergroup base is under attack from zombies! Let's see if those turrets actually work!) Aww, you got put on PR Damage Control duty? 😜 (just kidding lol) But joking aside, it should be relative common-sense that anything that gets perceived (directly or indirectly) as forcing people to play a particular way on a game -- especially one that that follows a donor-funded financial model, rather than a game funded by micro-transactions and abusing gambling addiction (i.e.: Champions Online with the lockboxes & keys) -- it should be pretty Captain Obvious that it would be "controversial", to put it mildly. The 16+ pages of replies (at the time of me writing this) should be testament to that. Thus, good & transparent communication is absolutely critical, and it would not be wise (IMHO) to take a wait & see approach with an after-action debriefing-style dev diary. This is one of those thing it's better to get out ahead of, for the good of the community as a whole, before the conversation gets poisoned with toxicity or misinformation. I can do my part to help spread the correct information in an unbiased way, but as a team y'all gotta get a clear message to share. Right now the best answer I have for the "why?" your team decided to go this path is this response you made later: So a few things from this: 1. That explains a lot, and good find actually! I just though it was because you could pack a lot of mobs in AE, and that using all the XP buff things was just what you did when you were short on time and needed to level up. 2. How about buffing the rewards for TFs / SFs / iTrials / zone "street-sweeping" / etc instead of nerfing AE? ( We all know Veracor will still hit 20000 Vet Levels sooner or later 😄 ) 3. The last sentence of this reply has a passive-aggressive subtext/tone to it. I didn't pick up on it, as I usually don't b/c of my A.S.; but after a friend pointed it out to me I can see how it can come off as something like "well I knew a few of you all must have known about this and kept it to yourselves, so now we're going to teach all you farmers a lesson about not reporting exploitable loopholes" (not a quote, just how it can come off as sounding). Probably not what you intended, and again with out transparent reasoning it leads to some speculation this was just wanting to hate on people who enjoyed causal active farming while they chat on voice comms with friends (one of many ways to play the game). I want to be clear though, I think this change actually has it's benefits but needs to be review.
  15. I checked into that thread and two problems. 1. Orodev site isn't working for email validation. 2. The file direct from @The Philotic Knight is calling for a missing .dll that doesn't exist in System32 (but there's 3 others ones, just nothing such as ...l1-2-1)
  16. @AboveTheChemist, I had the same issues that @Kismet Cowboy emails from Orodev not flowing through, and glad I'm not the only one. I saw the one from @The Philotic Knight's server that is compiled, but when I went to run it I'm getting this error: The interesting thing is that exact DLL is already located in System32 in Windows. Anyone have any ideas on how to get Piglet to work?
  17. I was trying to find a current one that could tell me how things are structured, but I keep getting this error if I use Pigg Viewer Pro on any of the current i27 pg4 pigg directories: Sounds like this "Pigglet" is the way to go, but alas the Orodev website URL provided in this topic doesn't seem to work anymore... So do anyone have a valid and working .pigg viewer that works with being able to see the structure of .pigg files (i.e. so I can change certain .ogg sound files or textures on client-side, but I have to know how the file folder structure is laid out in order to properly place into the data override folder) Also have been looking for information about how the .texture files work (I suspect they are actually bitmaps), so I can replace things like the billboards with my own texture choices of the exact same pixel dimensions, but that can be another topic. It's hard to find good information on any of this stuff...
  18. Any chance we could get something like this? For dragons (like my tanker character Gorothok) or really big Kobolds (i.e. Veracor, also a tanker) it would be pretty freaking awesome to have animations like this in CoH HomeComing. I assume animations are client-side, but I'm not sure how the Cryptic engine CoH is based on handles it and I can't find much documentation on it unfortuantely (or I'd try to make adapt something like this for the CoH Modder tool)
  19. I was looking around to see if somebody else had reported this bug on the forums, and I'm not finding a topic already. So if this has been said already, I do apologize. If you stop moving next to a group of enemies they will aggro onto you. (and not talking Rikti drones either or enemies with +Perception, this happens with any enemies) Please note that this does NOT happen in the same player-vs-enemy positioning with other powers such as Stealth, Stalkers' Hide powers, Grant Invisibility, or Superior Invisibility. It's only Infiltration that has this issue, and it's only when you hold still within aggro "visual" range of the enemies. If you keep moving, then you won't be detected. And before you thing that's easy to just keep moving bear in mind that stopping even for a faction of a second say to switch directions from strafing right to strafing left actually counts as "stopping", yeah it's odd. This is very easy to test on an AE fire farm btw, if anyone else wants to corroborate (although I'll add that's usually +4 level enemies).
  20. Have you tried to contact a GM about this per chance? I can promise you and prove that I just did two server transfers just recently with my main character (Alyssa Q'Uzixola): https://www.twitch.tv/videos/1491274683 Bear in mind before I did the transfer, I made sure I had renamed my name "placeholder" character on Excelsior just before transferring. Then did the character transfer of the actual main character, this was around 5:30 PM EDT on Sunday. And made sure to lock it down behind me by renaming a second name placeholder on Everlasting. I did the exact opposite to revert the change around 3 EDT on what was technically Monday at that point. Please be specific as possible, as this is a potentially serious issue that OVH should not be having happen. But before one of the HC devs like @Telephone goes on a wild goose chase after ghost issues and raising a complaint ticket with the server hosting service, it's VERY important to be as specific as possible to as to zero in on the issue. Who, What, Where, When, How? Heck even knowing your latency to the server would help. Also, if others are having the same issue, then that helps to troubleshoot as gives a comparison point for process of elimination. Again, the more specific the better, same questions. I might even ask if you're still having the issue, or if it's a one-off, maybe it's resolved now? My technical experience tells me the name you are trying to transfer from Everlasting was already taken on Excelsior (so think of it as like a typical operating system "conflict" where your are trying to move a file into a directory where there's already another file with the same name, and your operating system is like wait... do you want me to overwrite the same file or not proceed with this or rename the file you're bringing in slightly?). That said it should have been prompting you with some kind of error message and not wasting/eating a server transfer token.
  21. I agree as well, and also to purple. Or Red. 😜
  22. As a Blaster main here (Alyssa Q'Uzixola, for those of you who frequent the Everlasting server), and a player who was NOT here on "Live" so therefore I have nothing for or against the "Old Defiance" mechanics (because I started with HomeComing in 2019)... Could I please get some precise clarification as to what exactly the "old" Defiance Inherent power for Blasters did? I'd be happy to share my perspective, but I'd need to know how it worked in theory and in practice... From what I gather from what y'all have said, especially the amusing response from @Outrider_01 , you'd basically have to be nearly dead to use it?
  23. QFT! AE as a whole has all kind of issues (including the contact turning back into a generic hologram when it shouldn't). But yes, this would be ideal; and would hopefully be included in an AE revamp.
  24. I love all of your OP suggestions @The Philotic Knight . I especially like [Force Bubble] being reduced radius and increased magnitude, and [Repulsion Field] being reduced cost. Those two alone would greatly improve things for everyone. I also can get behind @ironjoe's idea of foe debuffs, depending on the numbers involved. One of the strengths of a Defender over a Corruptor or Mastermind is that Defender buffs and debuffs are stronger, and this would help encourage things like FF/Electric Defenders.
  25. @The Philotic Knight There's also some a few Mac users in the community use something called Wine which is incompatible with the CoH Modder tool for code library reasons. Is there any chance you'd be willing to make it accessible to Mac OSX users too? Currently they have to do it all the old school manual directory placement method, file by file, folder by folder. That's if the overwrite mod files are available elsewhere for download.
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