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Posts
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Joined
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1. I would be bored of that playstyle
2. To me, PL is only an option if I have run the same combination of archetype and powerset before, I prefer to have time to learn to get the best out of every power. And if so, I usually prefer to try some of the other powersets instead. I have nothing against people who PL, it's just not my cup of tea.
3. Not every archetype and powerset are good to cope with the high flow of enemies in PL. -
/unsigned
I'm fine with lowering the frequency of the vomiting if it really disturb people though.
I use to imagine he had a date with Arsenique, my plant/thorns aka "poison control" dominator. -
I personally think new powersets should be implemented in AE as soon they are available for players. Use the same rule of thumb as with costume pieces: if you can wear it, your critters can too.
I am however aware of two reasons for delays: lack of ranged powers in melee sets and uncertainty regarding the xp and ticket rewards.
But I have a radical solution for that reward balance issue: reduce rewards to something like 25% of standard critters for new powersets until a decent reward formula is calculated. I play AE for stories, and care little about rewards. I am more than willing to sacrifice a lot of my AE rewards for being able to play and write content with the latest powersets.
The missing ranged power can be solved by having a pool of ranged powers that authors can use if they want full xp for their Street Justice critters. -
I like the studded leather belt from the Pocket D pack. How about a studded leather costume set? Maybe something like this one: http://home-of-amazons.tumblr.com/po...o-toxic-vision
If possible, pants should be full length, preferable in the "tight pants" category. If it has to be in the "bottoms" category, the boots (shin) part should have an option with full length pants and low or medium boot. -
I don't think it is broken.
Getting a mayhem badge that you out-leveled just require you to make a team. I don't see anything wrong with that, certain challenges in most multi-player game require players to collaborate. This hurdle also make the badges more desirable. Firebug = respect
I'm fine with making badges easier to obtain if they are difficult due to bugs or unintended effects of game play mechanics. But increased popularity in a certain playstyle choice (as PL) is not a valid reason for it. -
My CoH twitters are @leninacrowne and @intussusceptor
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Sounds interesting, I'll plan to run it around 6pm GMT tonight with a friend on Union. Drop me a tell if you wanna join us.
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Quote:/signed!Personally, I'd like them to just expand the Robotic Arm options to have bare human arms available. Possibly with an extra-muscular version thrown in (even on the asymmetrical selections).
Would be lovely, including the extra-muscular version for true amazons. -
As a programmer myself, I agree with you that fixing potential exploits is easier to do during the development/testing phase.
Without inside information, I have no clue if increment counts for enemy defeats will put a notable stress on servers.
However, the reason I came up with the idea is not because I want to punish farmers. It's because of missing powersets, and that I assume that reward balancing problems might be the cause. I know its extremely hard to predict how much reward is appropriate for newer powersets, in particular with custom power selections. The problem is not farmers, but the sheer amount of parameters, including unpredictable ones like player choices.
I think the devs need data mining in order to enable new powersets in a reasonable time. Maybe my solution, or maybe something different.
Another issue with new powersets might be finding a thematically ranged power for melee powersets. Here I suggest a pool of ranged powers. Not every martial artist master shurikens. But there might be another ranged power in the pool that fit the critter concept, without the 60% penalty for critters w/o ranged attacks. -
Quote:Good point there. Yes, my original suggestion would yield a gross advantage to popular sets, regardless if they are popular for PL reasons, or just because they are on top of the selection list or appeal to a current trend. Worse indeed would be that rarely played powersets would yield far too little.You are not thinking like a Min-Maxer and this is leading you to the same problem the Devs face. Add a rule to stop an exploit and the Min Maxer finds a new exploit. Add a rule to stop the new exploit and the min maxer may well find a way to use your new rule to add an even bigger exploit.
In this case you have decided to limit it to 1 defeat per 24 hours.
The Farmers will thank you since The Power Level Set will have almost constant deaths and reward more while the Non PL sets which are played less and when played have fewer deaths will reward even less. The reason for this is as follows.
The farmers simply do their war cry of "AE PL FARM!!!" to assemble thousands of players and has them all die at the start of the first run every day. Now the PLPowerset is ranked +8 in difficulty for every team of Power Levelers and quickly becomes the most difficult set in the game with Max rewards.
Meanwhile the Non-PL sets outnumber the PL Powersets and so will not be played as often resulting in a low difficulty score.
Even worse when they are run the NonPLpowersets will be run by normal players fighting to live and so on most runs the Power Sets will score no difficulty points since most people who play them won't die resulting in an even lower number of points.
End result is that the tougher power sets will reward less then they do now, and the PL power sets reward more.
But this might be solved by having the challenge score divided by the cumulated number of defeated enemies, aka a case fatality rate. It's like how doctors estimate how "challenging" a disease if for an individual.
Note: the number of defeated enemies can't be lower than an arbitrary number (relatively low) in order to prevent divisions by zero. -
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To begin with, I do not claim that my suggestion will address PL farms, and if it does so partially, it's an unintended side effect.
Several powersets are missing from AE, probably for a good reason. I'm certain that it is because it's very hard to predict a proper reward/challenge ratio. Changed power preferences among players can also alter which powers are hard to fight against.
So here is my suggestion: Every time a player is defeated in an AE mission, the powers used by the enemies in the battle that contributed to the defeat is given a challenge score. A lesser challenge score is also issued if a player get in non-defeat trouble such as >50% life drop, long duration mezz etc. The cumulative challenge score determine how much rewards every single power should yield on critters. With this way, new powersets like Street Justice and Staff Fighting can be added straight away, and cumulative player statistics determine rewards.
The challenge score is then put into existing balancing functions like the penalties for groups with less than three ranks and critters without ranged powers. -
Great idea, i'll join and do my best to increase the supply on luck charms and other lvl10-25 arcane salvage which are out of range for the low level players who need them.
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Great idea, would easily spend 400pts on it. Would make a villain with Fatal Attraction style hair to begin with.
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At first, I thought it was redundant because that it's probably better to include any cosmetic option in the current power customization.
But at second thought, I found a possibility: what if the CO is made to alter the animation of the foe? There would be categories that at first glance look like the categories of ordinary set IOs, like "hold" and "sleep". But what they actually do is to change the animation of the enemy if it is held or slept by the power. Say you want to replace your ordinary hold with a vomit hold. Or turn your sleep into the "electric melee dance".
I think you should be able to slot any CO in any power, but there will obviously be no effect if you for example put a vomit hold in [brawl]. But you can achieve a desirable effect if you put the vomit hold CO in [Crippling Axe Kick] if you have slotted it with a Gravitational Anchor: Chance for Hold. -
Good idea, taking down a dropship is very tough, so a badge is absolutely appropriate.
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I would rather see a third melee strike power in the fifth place, since it is actually called fighting.
Regarding boxing and kick, I suggest a slight damage buff, shorter execution time for kick, and power customization. I did earlier use kick in some attack chains to trigger a slotted recharge proc, but the long execution time made me doubt the effectiveness. -
/signed
It have happened to me too, that I wanted to change the proportions (body sliders and face), skin tone or face texture.
One particular annoying bug is that face texture is sometimes reset to #1, and all face sliders are reset. I use to work around it by making screenshots of slider settings. -
Quote:I fully agree with you. Have two arc that lack Street Justice, and one that lack Time Manipulation.I wouldn't get my hopes up, they usually wait a bit before adding new in-game maps to the AE.
Speaking of waiting a bit, isn't it about time for Time Manipulation (hehe, time) and Beam Rifle, maybe even Street Justice, to go in?
If the lack of a ranged power cause balance issues for Street Justice, just turn down xp rewards a bit or something. -
Quote:Thanks, that's an excellent point. I got in idea about an algorithm for calculating the volume of organic objects. It's basically using a bone rigging system, with attached spheres. Then, I'll fill the space with thousands of points, and calculate the percentage that are inside at least one sphere. Visual feedback for setting up the bones and spheres are achieved by html5 canvas. If and when I get it working, and if I can calibrate the bone and sphere setup to match arbitrary input values of CoH characters, I'll make it an web application, that can take a .costume or .cohdemo file as input.OP, why not team up with a programming buddy and develop a 3rd party application like Mids' that does this outside of the game. Use costume codes to upload data linked to individual costume pieces, weight, density and so forth that then adds it all up based on character height/size. Then, at the end, you can determine if the character's base mass is based off of another element.
I'm sure a lot of people would find it a fun little app to play with. I know, when I created my main character, his costume is taken into mind with respect to his abilities. Since he's Super Reflexes, he needs clothes that give complete freedom of movement and are extremely light. Basically, a short sleeve gi with regular material for pants and tabi shoes. Later, he incorporates a puncture resistant skin-flex shirt to help guard against swords/knives and grazing bullets. Since he's only of moderate height and rather slim, I'd probably put his entire outfit at no more than 180lbs (his sword is wood too, not metal).
I can't say I specifically seek out a character's weight for customization but I do consider it. I think it'd help visualize the impact of a character's actions by adding another facet to look through, but again, only as a 3rd party program. If the devs can't even set the time to get better respec UI, I don't want them spending it on extra fluff like this. -
Lothic, your first assumption was correct, that I just want the number to look at for RP purposes.
Ad Astra, thanks for your links, I'll have a look to see if I can use them to calculate accurate weights.
I don't want the weight (neither calculated or user specified) affect the game mechanics, since it would mess up a lot of balancing, where the devs have made an excellent work, and restrict high performing characters to a certain body type. Knockback IOs etc serve all my needs for making my character behavior feel realistic. -
All three fit the animal cruelty concept fine, but I would pick thermal because fire is said to be the most painful way to die.
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Well, I am in no way suggesting that character size should affect in-game mechanics. Nor I suggest that calculated body mass should be automatically visible when you view someones bio.
What I suggest is a numeric feedback that is only visible for you when you create or modify a character, which you can use in you bio if you want. For me, building character storylines is an important aspect of the gaming experience. And I prefer calculations before guesses. It can be something simple as displaying the vital stats of a character, or to calculate the impact energy when a robot made by hafnium (density 13.31) charge into something at his running speed (which is not hidden for me).
PS: While I'm used to metrics, I have no problems with feet/inches and pounds. I rather expect it, since height is described in feet, and so are the coordinates saved in demo files. -
Sure, exact height is fine. But height AND weight is better
Good idea, as some character concepts might require that your character size is comparable to a certain NPC, as in NPC height * x. But I would prefer to have a drop down list for selecting an NPC to compare it with yours, of course with accurate height. That way, current NPC's can keep their actual size. -
Quote:The point is that you get a reference value. Something you can easily multiply with the density of any known material. And regarding your 800 lbs toon, you can just divide that mass with the estimated mass to see if you are in the sub-iron range (< 7.8), heavy metal range (8-23) or need exotic matter (23 or greater).But if I have to make assumptions like that, then what's the point of having the number there in the first place? Why not just make the assumption up front of how much my character weighs?
If I want to roleplay the character as a 4-foot tall girl who weighs 800 pounds because she's made of some superdense material, there's nothing stopping me from saying that in the bio.
Basically, right now you can make a character weigh whatever you want, and the game doesn't disagree. If this suggestion were implemented, I could make the character weigh whatever I want, but it might be in direct contrast to what the game is telling me. Why would that system be better?