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Posts
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Quote:Well let's just say I'm happy that our Devs "borrowed" Champions Online's Acrobatics travel power. We call it Ninja Run here. We also got the Walk power about a month after Champions Online launched with its Walk feature. Coincidence much?City of Heroes should play to its strengths and not try to emulate features of Champions-Online that the engine or gameplay would struggle to accomodate. That said it shouldn't be so proud as to snub features which could potentially explore an evolution of our gameplay.

Anyway like I said earlier I don't really think this "charge up mechanic" should be imported and forced into existing powers here. But I'm not against the idea of our Devs experimenting with a new powerset that might make use of this concept. -
I think you mentioned several suggestions people have been asking for (in more or less general ways) for years now. I wish the Devs would do a major update to bases to cover many of these things but, well, I think you know how that goes. *shrugs*
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Quote:Yeah it's possible that along with the little "micro-brawl" power they considered giving them a little "micro-heal" power as well. Maybe if that power existed and was left in the code that somehow a bug could have happened that allowed it to function again.You know i should say i think this was in beta and like i said it was second hand so i don't know the circumstances so who knows might not be true. He said it to me so i figured i would through it out there as a possibility.
I realize that sounds semi-impossible but you have the remember the Devs hardly ever completely "delete" anything from the code. If they develop something that they decide they don't want to use they'll usually just let it lie dormant in the code rather than totally remove it. This could just be a case of a bit of "zombie code" that was allowed to work again as a bug. Who knows?
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Quote:Wow, I guess you learn/hear something new everyday...I don't know i don't have one myself but my friend had the little fairy one and it was earning him credit toward heal badges. This was back around when they lowered the amount needed for the badges and i was wondering if they where going to nix the gladiator credit so he was messing around with what would get credit and when his pet was in use he was getting credit.
I'm not denying what you're saying is true - just never heard of it before. *shrugs*
I would not have noticed that regardless because I managed to get Empath on my main about a month before they lowered the original requirement. In fact I half-jokingly think the Devs lowered it when they did because they knew I was finally done with it.
Anyway that'd be a pretty cool "side effect" considering these vet pets supposedly only provide little buffs, not heals. I assume whatever was causing that was quickly fixed because that'd be a pretty nice trick for people wanting heal badges. -
Quote:Vet pets that heal? I know back when they were testing the 48 month vet pets they experimented with giving them a little "micro-brawl" attack power but never heard of them having a heal power bugged or otherwise.Do you have the little vet pets that heal? There was a bug where they where earning credit towards the heal badges.
You sure you weren't thinking about Gladiators? -
Quote:Yeah I must agree it's pretty silly that it's not obvious what each serial code is for in that account listing.Thank you for the sugestions. I was fully hoping there was a way to simply list the packs.
To make a suggestions to the game developers, please add more details to the game account screen. Thank you.
It's almost like they want us to "double-buy" things by accident.
Good luck figuring it out. -
Quote:I highlighted the problem with this process right here. Why does the game give us TWO methods to change our names? If the game provides the relatively safe "clicking the green Rename Character button on the character selection screen" method why on Earth would we need the "by logging the character in" method as well which apparently, in Vitality's case, allowed a problem to happen which should have never occurred.Not sure what your unique story is, but if you click to purchase a rename token the following text pops up prior to purchase:
CHARACTER RENAME WARNING!
Character rename tokens are only good for one character and cannot be refunded once purchased.
They are used by clicking the green Rename Character button on the character selection screen or by logging the character in, at which time a rename dialog will pop up and REQUIRE you to choose the new name for your character.
It is NOT guaranteed that the name you want will be available. Please have the new name in mind before logging in, along with an alternative in case that name is taken.
I blame the software on this. Allowing players to inadvertently follow a path that potentially forces them to waste a rename token is a bad design decision. I see no reason why the game could not simply stick to the "clicking the green Rename Character button on the character selection screen" method as the ONLY way to do it. It would eliminate the scenario Vitality fell victim to. -
Quote:It'd be a good and simple solution if the game could actually tell the difference between a critter "inside" or "outside" of a map.I love Penny's idea, it seem simple to do as well,if its outside the map, its defeated. The only reason I placed this post was to deal with mobs defectively placed, and Penny's idea is a rather elegant solution to the problem.
Part of the reason things ever spawn outside a map to begin with is that the game gets confused as to exactly where the limits of the map are in a particular mission. I suspect if the Devs could figure out how to implement an "auto-kill" feature for spawns that appear outside a map they would have (as part of that effort) already found a way to prevent them from happening in the first place.
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I played Champions Online for a few months (before I essentially gave up on it) but I must admit the "variable charge up" mechanic was an interesting feature.
As far as trying to introduce that concept to this game I agree the likely way it would be feasible would be for it to be part of new powersets. I think the idea of trying to force this into existing powersets would cause a backlash from long-time players who ultimately might not like it. If there were some way to make it optional for pre-existing sets that'd be fine, but I imagine making it an option on old sets would be far harder to do than just making it an inherent part of new sets. -
I tend to be far more interested in badging than PvP.
When I go to a "PvP" zone I'm usually there with the intention of doing something other than PvP.
But at this point I've lost count of the number of PvPers I've crushed whenever they try to pick a fight with me. Sure they get me every once in a while, but the vast majority of the time if I decide to actually engage them in PvP I kill them quickly and decisively. I particularly find it funny when a Stalker tries to backstab me and can't manage to finish me off. I sometimes wonder how good at PvP I'd be if my main alt's powerset build was actually geared for it and I took it seriously.
Anyway I realize the typical deal is that PvPers think badge collectors are whiny carebears and badgers think PvPers are annoying bullies and I know that my one particular set of experiences aren't going to change that general perception. All I can do is say that not everyone handles the situation the same. I never "cry" about PvP - I just deal with it, get my badges, and move on. I wish more badge collectors shared my attitude on this. -
Quote:The part that worries me about these nukes being considered "an exploit" by the Devs (if that is indeed what happened here) is that it leads us towards the "any legitimate usage of a power can be considered an exploit in any given situation" death-spiral.
My guess is that if any group of players spams several dozen copies of -any- power at -any- AV it's going to be a major overkill regardless. Is that necessarily the players' or power's fault? Does that mean any power could be banned if it's used enough times in one place? I just wish (for once) the Devs would fix a problem with the finesse of a scalpel instead of the hamfistedness of a sledgehammer. This power ban has all the hallmark smells of the Devs effectively telling us, "There's something going on we don't like but we don't really know how to fix the specific problem so let's just randomly nerf/ban stuff until it all goes away."Quote:Show me some proof that we are even talking about an exploit in the first place before you rudely insult people who question your point of view by presenting you with a valid point.
I don't like Devs "making things up as they go" just because they can. Obviously they can label anything they want to be an exploit because they wield god-like power in this game. But simply being reactionary via calling something they didn't foresee to be an exploit is, like your response to me, an immature way to react to serious problem.And you are in a deluded state of mind if you believed I thought there was actually an exploit being dealt with here in the first place. Did you even read my posts you were responding to? I attached them to this post and highlighted the portions that should have made it clear to everyone my position on this.Quote:You are in a sad state of mind if you think that the devs removed the nukes becuase the nukes /themselves/ were an exploit that made it easier to beat thier so called "pet" (which is absurd thinking in it's self, CoP was clearly never a priority for them and they only put it back due to people wanting it back and then removed the most vital part of it, IoP theft >.>)
But please tell us your theory about WHY this banning was done. If there is no exploit being dealt with (and again to be perfectly clear I, like you, never saw an exploit here myself) then what possible legitimate excuse can the Devs be using to justify this ban other than "we want it to take players 15 minutes to finish this trial instead of 10 minutes"? If THAT'S the only reason then I'd have to say that's a pretty moronic rationale. Obviously the Devs can do whatever they want to supposedly "balance" the game. But micromanaging our play choices to this level of making something just a "tiny bit" harder is laughably absurd. Don't the Devs have anything better to do?
Had the Devs found a REAL exploit to justify their actions with this I'm sure they would have been overjoyed with themselves. As it is I think they just decided to meddle with something just for the sake of meddling. And THAT's what I'm upset with. I think this kind of foolish tinkering establishes the precedent that the Devs simply won't bother to adequately consider the consequences the next time something like this comes up and it DOES make a real difference to players. -
I know this is a fairly defeatist thing to say but I knew the Devs effectively gave up on significantly caring about the Architect system after they gutted roughly 80 badges from the game related to it. Basically it appears that the Architect system has gone the way of SG base building and raiding.

I'm glad there are still some people out there who care about the Architect system and keep the hope alive. Obviously the Hall of Fame requirements need to change to reflect the current realities of the situation. But at this point I'll be fairly surprised if that ever happens. *shrugs* -
Quote:Yeah it was, as I recall, a reaction to having a huge chunk of her latest unfinished Twilight novel leaked on the Internet. Apparently instead of being mad about it she just gave up on trying to finish it because she got tired of the whole situation. In retrospect it makes you wonder if she didn't leak it herself just to give herself an excuse to get out of it.Didn't I read somewhere that the author of the Twilight series regretted writing it?
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Quote:Either it's a bug that it let you log into a character with a rename token ready to go to begin with or that it forced you to use it once you logged in. Either way it sounds like it let you get into a state that players should not be allowed to get into. I'm surprised after so many years a "gotcha" like that could still exist but I guess anything's possible.The renaming usually does take place at the character select screen.
However, I needed to log in and check something real quick before I renamed the character. When I logged in, they forced me to rename the character on the spot.
I did send in a petition.
I figured, since I purchased it, I could change it whenever I felt the need to.
Once again good luck to you on this. -
I renamed a character a few years ago so my memory's a little fuzzy on it worked but I don't remember having a problem with it. I didn't have a preexisting character that had the same name I was going to use already so that was a complication I didn't have to deal with.
I actually don't remember being logged in while I did my rename. I thought it handled it at the login screen without any character fully logged in. Not really sure how you got into that situation to begin with but there certainly could be some kind of bug involved with what happened to you.
I'd petition to the GMs regardless. You might get lucky and have one of your rename purchases refunded to you.
Good luck. -
Quote:Well I'll be honest in saying that I don't specifically remember reading anything official about what types/classes of critters are supposed to have better/worse chances of dropping Tips.Mmm
Now that may be a very important revelation, I was lead to believe that the class of mob killed had no significance in the cnace of getting a tip. Am I interpreting the above posts correctly, in that they are saying that LTs have better chance to drop a tip than minions, and bosses over Lts, etc?
Logically that would make a lot of sense, but as I said before, I thought the coding was set to a fixed percentage change regardless of the nature of the mob.
Stormy
But in the absence of that kind of specific info and all things being equal I made the basic assumption that "bosses = better" as far as this thing goes. They have a better chance of dropping better recipes and salvage so the logic seemed pretty sound to me that they'd be better for Tips too. It even makes sense from a RP point of view - a boss is more likely to know something useful than a minion.
All I can say is that my experience with this seems to support the assumption in this case. YMMV. -
Yeah this idea might technically "solve" the bad spawn issue. But since I've only seen it happen in like 3 or 4 missions out of thousands I'd say it's effectively a solution in search of a problem at this point. I'm just not sure the Devs would see the justification. *shrugs*
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Yeah sometimes I find "kill alls" to be annoying. Much less so now that we have the map "hint" that let's us find any leftovers. But sometimes I actually don't mind kill alls if I'm working on a badge and/or need the kills for whatever reason.
I'd agree that for any new content kill alls ought to be kept to a reasonable minimum. But I doubt it's worth the Devs effort to try to change any of the existing content for that at this point. As Forbin_Project implies you're never going to make everyone happy with it regardless.
P.S. As far as the "mis-spawn" concern goes in my 6+ years of playing this game I've only seen that problem happen a few times. Hardly anything that needs extra special effort from the Devs to deal with. -
Quote:You're right, it's not a new thing.This isn't really a new thing.Quote:I don't like Devs "making things up as they go" just because they can. Obviously they can label anything they want to be an exploit because they wield god-like power in this game. But simply being reactionary via calling something they didn't foresee to be an exploit is, like your response to me, an immature way to react to serious problem.
It's just that the Devs usually manage to do a better job pretending they don't approach things this way. *shrugs* -
Quote:OMG I didn't even think of that possibility. I'd probably quit this game and/or stake myself (whichever is quicker to accomplish) if they ever tried to pull some kind of Twilight crossover.Given that Zombies are soooo 2008 dahling I assume we are going to have sudden, random and never unexplained Sparkle Vampire attacks this year?
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Yeah based on how they've been running the last few years I would suspect this year's Halloween event will run from October 19th to November 2nd (from a Tuesday to another Tuesday). But like Master-Blade said they oftentimes don't announce it until the beginning of October regardless.
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Quote:Really? You're taking that kind of childish tack with this?Learn what an exploit is before posting BS
Show me some proof that we are even talking about an exploit in the first place before you rudely insult people who question your point of view by presenting you with a valid point.
I don't like Devs "making things up as they go" just because they can. Obviously they can label anything they want to be an exploit because they wield god-like power in this game. But simply being reactionary via calling something they didn't foresee to be an exploit is, like your response to me, an immature way to react to serious problem. -
These are all good but I've always liked adapting the classic one from Dark Helmet:
"So, [insert hero's name here], now you see that evil will always triumph because good is dumb."
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Quote:Yeah you might be right that the fact that they are bosses is more important than what level they are.Has more to do with rank and less to do with level. From my experiences, I only ever run into dry spots when I can't find many bosses to kill, and I reliably hunt things that are >10 levels below me. Even then, my longest dry run was 20minutes.
I'm just going to continue to do what seems to be working for me regardless.
I wish others better luck with this. *shrugs* -
To begin with once I have gotten my first Tip of the day I have never had any problem getting 4 more Tips as I run through the daily 5 so from that point of view being able to store up more Tips seems unnecessary.
But to step back I will offer my experience with finding those "first Tips of the day" to begin with. It has never taken me more than about 5 minutes from the time I start looking for Tips until the time I get one. I have "hunted" for new tips like this at least 20 times that I can think of so far. The key for getting them quickly seems to be street sweeping the highest level bosses you can handle. Based on my experience it never takes more than maybe 2 or 3 +1/+2 bosses to drop a Tip for me.
Perhaps instead of this suggestion people should just be made aware that the easiest way to get 5 Tips for the day is to start off fighting the biggest guys you can find.
