Lothic

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  1. Lothic

    Merge ouroborus

    Quote:
    Originally Posted by Steampunkette View Post
    Two of the contacts already tell you "Buzz Off Incorrectalignmenttype!" in Oroborous. I'd, personally, love to see another crystal tossed in for the Hero or Villain aligned missions. Just Ctrl+C all the Villain stuff from one crystal and Ctrl+V on the second one.

    Alternatively, have the Crystal offer missions based on the alignment of the person talking to it.

    But among other things it would make it easier for Rogues and Vigilantes to start getting badges they skipped over by being level 20. And if the Mayhem/Safeguards are put in, it would be a MARVEL for people who missed out on the 1-20 content.

    -Rachel-
    Heh I wish merging two zones into one in a game like this were as simple "just cut-n-paste one into the other". Sadly I have too much real world software engineering experience to assume it'd be that simple. Besides if it -were- that simple don't you think they would've done that in I18 already.

    Don't get me wrong I'd love to see this merge happen. I'd DEFINITELY love to see Safeguards/Mayhems added to the Flashback system somehow. But I just suspect that the amount of time and effort involved will keep something like this pushed pretty far down on the Devs' overall "To Do" list.
  2. Quote:
    Originally Posted by Lemur Lad View Post
    I think that the existence of a written NDA isn't conclusive (or crcumstantial) evidence of anything except the fact they're getting tired of people taking the unwritten NDA as seriously.

    Basically, the closed beta system has been an evolving process. Consider this another step in the evolution and wait to speculate on content when we have some facts.
    I think the only tangible reason why the I20 beta NDA is a "more serious" written one this time is because of one thing: DCUO.

    I assume that our Devs consider the impending release of DCUO as a credible and serious threat to the playerbase of this game. More than any other time our Devs don't want the "competition" to know what they are doing. I hope the Devs are planning for big things in order to counter the threat DCUO represents. I figure whatever speculation we have for the future of CoH must take the impact of DCUO into account.
  3. Lothic

    Merge ouroborus

    I always thought it was a little weird for there to be two identical copies of Ouroboros, one "red" and one "blue". They probably should have figured out some way to make it a single co-op zone from the beginning.

    But on the other hand there is so much about that zone that is "side dependant" that I'm not sure how easy it'd be to merge them at this point. You'd have to include a bunch of conditional "if villain/rogue do A, elsif hero/vigilante do B" code to all the contacts and missions. You'd also have to put those checks on the portal crystals for the flashback system too.

    Sadly I think there's too much unique side content in each Ouroboros now to merge them easily. I'm sure it could be done, but the effort it would take may never be justifiable by the Devs.
  4. Quote:
    Originally Posted by The_Coming_Storm View Post
    =/ Are you sure the AVs' bubbles are bugged? They could just be Untouchable bubbles, not OAS bubbles. I like it that way.
    IIRC Castle already confirmed that there was a problem with this they were looking into.
    Obviously that might not in fact be the case. *shrugs*

    At this point with all the problems (perceived or otherwise) with this I think it would be nice if the Devs could tell us what kind of shield the AV is supposed to have so that there is no longer any confusion about it.
  5. Quote:
    Originally Posted by Beef_Cake View Post
    How about another badge title correction!

    The Exploration badge Justice Avenger (Hero name) has the (Villain name) Socialite, which is also an Accolade badge.

    It would be nice to have this corrected as well please. That way people will stop sending me thousands of emails asking why it's not verifying for them on the badge tracking sites.


    Thanks
    Surely at least you (if not many others) must have reported the problem with BOTH of these badges for many weeks if not months by now. Why the Devs would bother to only fix one of these badges and not both at the same time boggles my mind.

    Frankly it still amazes me this problem of badge names being "reused" for currently existing badges even happens in the first place. Sure maybe once or twice would be understandable throughout the entire history of the game. But these two latest badges are like the ninth and tenth badges this has happened to! I mean is it really -that- hard for the Devs to compare a newly named badge to the current list to see if it's been used already? That kind of check can be made in a few seconds with any badge list in a text editor much less whatever database system they are using for this.

    This recurring silly annoyance has definitely reached laughable levels at this point. *sigh*
  6. Quote:
    Originally Posted by Mattwo7 View Post
    The fact that there's an outcry of a single mcguffin being disabled when you have like 5 others saddens me.
    Yes but consider this: If there are in fact like 5 other secret weapons out there then what makes Warburg nukes so much more horrible that they deserved the ban stick but not the others? Following your logic Warburg nukes are just one of many temp power tools for this trial. Either the Devs should ban them all or ban none of them. Baning just "one of several" in this case has no justifiable rationale.

    So this "outcry" does serve at least one useful purpose: It demonstrates to the Devs that a policy of piecemeal power restrictions for trials is ultimately flawed and illogical.
  7. Yeah I'll have to agree that the "no Warburg nukes in the CoP Trial" change seems, when considered by itself, like a very random and nonsensical reaction from the Devs.

    The main problems with the CoP trial right now are that:
    A) The AVs can shoot through their "affect only self" shields. This is an obvious bug that needs to be fixed.
    B) The AVs Regen rate is quite likely set way too high, especially on the "stormy" AV.

    How does the restriction of an unrelated temp power affect those two things?

    As long as these two problems exist Warburg nukes are almost REQUIRED to have a successful CoP trial. Now if the Devs plan to have the two actual problems fixed very soon after this "no Warburg nuke" patch goes in then maybe it'll work together as a multi-part solution to the balancing problem. With those two problems fixed Warburg nukes would (in all fairness) probably be overkill on the AV.

    But that still raises the bigger question others have mentioned here: How can the Devs arbitrarily decide that a certain temp power will not be allowed in a given trial? That's almost like the first step towards forcing everyone to have to play the CoP Trial as if it were a "Master of CoP" Trial. I think this is a slippery slope the Devs are going to ultimately regret: having the OPTION to run a Master of CoP is one thing, FORCING people to run it that way is a very bad precedent to set.
  8. Lothic

    Veteran rewards

    Quote:
    Originally Posted by droidsinc View Post
    I am kinda hoping it is not number 3 because my conscience is killing me.
    Actually it's probably #3 for the reasons DumpleBerry said. Many people reported getting "bumped up" that way. I doubt it would hurt you to keep more Vet awards than you're entitled to, but obviously it's up to you if you want to get Customer Service involved with it.
  9. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    Both Glycerine and HeroStats are refusing to validate about 100ish of my badges on the City Info Tracker site. At first I thought I had gone through the settitle binds too fast, but even manually setting them won't get them to be validated even after the program reportedly sends the info to the tracker site.

    Anyone else had this issue lately?
    Yeah I did the /settitle sequence 3 times and couldn't get it to verify more than 910 of my current 961 total on my main badger.

    The changes associated with GR/I18 were pretty extreme when it comes to badges so it doesn't really bother me that it's going to take time for the badge tracking sites to catch up with that. Hopefully it won't be too much longer before it's all sorted out.
  10. The arc listing in Ouroboros can be a little hard to sort through. Some of the arcs are in different level ranges than you'd expect. But as far as I know as long as you are high enough level all the arcs needed for badges will be available there without having to "unlock" anything. Case in point: I just went through getting all the redside badges on a level 50 hero-turned-villain and I didn't (as far as I could tell) have to unlock any arcs first to get to what I needed.

    It's possible you have to be like 5 or 10 levels higher than you'd think you'd need to be to get a given arc. But because most of my experience with Ouroboros is with level 50 characters I don't have much knowledge about what Ouroboros displays to characters lower leveled than that. *shrugs*
  11. Quote:
    Originally Posted by HelinCarnate View Post
    Just saying before they start improving things, they should make the system work the way it is supposed to. Personally I don't want to see the warning pop up every time I try to sell something so I put my setting to hide the warning. Yet the first time I try and sell something after I zone it popps up again.

    Edit to add:that being said I do like the idea.
    This. I like Vanden's idea, but until something like that is in place I'd like to be able to permanently stop the current pop-up from ever popping up again.
  12. This seems like a simple enough suggestion. They'd probably have to limit the length of the new base name field to something relatively small (30 characters?) to make sure it could fit into any existing GUIs but otherwise as you say it'd probably be easy to "shoehorn" this into existing code.

    I think many people would rank being able to rename their SGs at a higher priority than this, but beyond that it's a reasonable suggestion.
  13. Quote:
    Originally Posted by Vox Populi View Post
    I realize this change would take some work, particularly moving the Patron arcs down to level 34, and there's probably other problems that haven't occured to me, but I thought I'd throw it out there and see if anyone agrees with the general idea.
    With Fitness becoming inherent I could almost see a case for suggesting opening the APP/PPPs earlier. But while that might be relatively easy for the APPs it'd be harder for the PPPs because of things like the Patron mission arcs related to those. They'd have to be level adjusted and that'd probably cause a ripple of unintended difficulty and consequences for the Devs to iron out. Do those missions get moved out of Grandville because of it? Probably would end up being more trouble than it's worth.

    As far as opening primary/secondary powers earlier I'd have to agree with others in thinking that would cause far too much disruption in game balance for all the ATs for it to be worthwhile. Again I understand the reason for suggesting it (because Inherent Fitness is going to free up power choices) but again I think this would be far more problematic for the Devs than they could justify.

    The Devs didn't bother to change anything level-wise when Vets started being able to get Travel Powers at level 6.
    Likewise there's ultimately no game-breaking need to shift things around because of Inherent Fitness either.
  14. There's nothing wrong with suggesting QoL improvements. But you have to look at the same "Bigger Picture" the Devs are going to be using to judge these things. They consider all sorts of factors when balancing their game.

    While I can sympathize that herding a bunch of henchies around can have its annoying aspects you have to think that after five years the Devs have reviewed how the MM AT plays in countless scenarios. One has to assume that if they thought the amount of time/effort it takes a MM player to set up all their henchies in ANY given situation was unreasonable compared to their strengths they would have changed it a long time ago.

    I suppose if you could somehow prove to the Devs that MMs are virtually unplayable because of this then you might have a case. Problem is the tactics of thousands of players over many years are likely going to stand against you on this. There are several ATs/Powersets I don't typically play simply because the tactics required to play them well don't really appeal to me. Maybe MMs will prove to be that kind of thing for you. Who knows, but good luck regardless.
  15. Quote:
    Originally Posted by DMystic View Post
    Don't forget that said other game uses a different engine.

    While i'm not personally interested by this I wish you well in your pursuit of more costumes.
    Uh yeah, CO uses a "different engine" than CoH.
    That's like telling me the sky is blue. Tell me something we don't know.

    As I said before it probably would not be trivial to emulate CO's costume slot system in CoH. But all the Devs kept telling us how hard it was going to be to give us Power Customization until that finally happened. I'm a software engineer IRL. Obviously I've never seen the code involved and (once again) realize that it would probably take some serious effort to accomplish in CoH. But I realize the mere fact that such a feature exists -anywhere- in the world in a software app shows us that it could exist here as well.

    Sure it might be hard to accomplish, but it's hardly as impossible as you're making it out to be. Besides if we find out that DCUO follows in CO's footsteps in this area the chances our Devs will follow suit will increase many-fold.
  16. Quote:
    Originally Posted by Kiwi View Post
    @Sharker_Quint I've often found that it takes a while for them to run to me unless they have teleported shortly before I get to where I want to be.

    @Lothic It's not getting rid of all the drawbacks of MM's just getting rid of the ones that cause street sweeping certain enemies and open missions to be irritating.

    It doesn't effect the lack of control over which attacks are used, the limited control over who attacks what, limited control over where pets stand, limited control over the AoE attacks (Where, when and who they are used on), the limited control over pets running into other things when chasing an enemy and having to deal with 3/6 of your pets are easily killed if they are focused or hit with a large attack (No other AT suffers from as much of a damage loss from unlucky hits, only MM's, Trollers and Doms, MM's also lose alot of their mitigation aswell.)
    Yes I can see why trying to use a MM to street sweep certain enemies and in open missions could be irritating. But guess what: That "disadvantage" is part of what balances out a MM relative to other ATs.

    Every AT has strengths and weaknesses. You find what you're trying to do "irritating" precisely because you are attempting to do things MMs are not very good at doing. Stop trying to pound a square peg into a round hole with this.

    You need to accept that playing a MM requires certain kinds of tactics that are fairly different from most other ATs. If you aren't willing to adapt to that you will either continue to have a bad time with it or eventually realize that you don't really prefer that playstyle. The Devs are certainly never going to change the core characteristics of an AT this many years after its introduction without major evidence that there's actually anything wrong with it. Which there isn't... *shrugs*
  17. Quote:
    Originally Posted by Kiwi View Post
    It's not a "Lets get all my pets out quickly" thing but rather "My pets are out and I want to be able to use them at my destination when there is alot of things in the way I'd rather not deal with"

    I'm not bothered if it takes 10-20 seconds to dismiss them but as long as I could get them out to fight without needing to spend that time and endurance just before/during a fight it would be nice.

    All other AT's can go across a zone and start a fight without needing to do much beyond using an opener or in a controllers/dominators case use a pet summon then an opener, MMs need to either wait for their pets to get there or spend alot of time and most of their endurance summoning their pets and buffing them and then use their opener (If they are using a secondary that doesn't need alot of endurace)
    And that was my point: Other ATs can go across a zone and start a fight without needing to do much beyond using an opener BECAUSE they don't have an army of henchies to help them. Your disadvantage of being an "Army of One" means you can't turn on a virtual dime the way most other people can.

    Basically you're asking to have all the bonuses of being a MM without the drawbacks.
    I can pretty much guarantee that will never happen.
  18. Quote:
    Originally Posted by DMystic View Post
    I think there might be a technical limitation on that.

    However a good work around is to save your costumes(With the lovely feature they added for that.)

    This way you can keep more than the 5 costumes we have now, you'd just have to change them at the tailor every so often.
    There might be a technical limitation on the number of costume slots a character can have in this game right now, but there certainly isn't one from a software possibility point of view. As I mentioned Champions Online was able to code their characters to allow for effectively limitless costume slots. Obviously there probably is -some- upward limit to it, but that number was never made public and I never heard of anyone hitting it.

    Yes we do (after years of waiting) have the save/load costume workaround here in CoH, but clearly that's a "workaround" in the most "doable but undesirable" connotation. Because I have experienced a superior solution to this in another game I can't really accept that workaround as a final solution for this here.
  19. Quote:
    Originally Posted by DMystic View Post
    Group Fly and Team Teleport

    both powers available at level 20, both let you bring your pets with you wherever you go.

    EDIT: Also pets will always say yes to a Recall Friend when prompted by their owner.
    While those powers are technically "solutions" to the problem at hand they are not very practical.

    I have used Group Fly with Fire Imps and while it's fun on a short distance/tactical level it's hardly a solution for carrying them around from one end of a zone to another. I suspect MM henchies would suffer the same annoyance with that. And while TPing your henchies around might be doable the extra time it'd take to do that probably wouldn't be much different than the extra time it'd take to recast henchies right where you'd need them to cover the situation the OP wants to deal with.

    Bottomline maneuvering MM henchies like that aren't easy and I doubt it was ever supposed to be.
  20. Quote:
    Originally Posted by Kiwi View Post
    MM's should get a power when they get a pet that despawns all of them and another one that respawns them all quickly with all their buffs.
    The main advantage of a MM is that they have all those cool henchmen which do all kinds of cool things. The disadvantage to balance them out is that MMs need their henchmen to accomplish all that and it takes time/effort to set that up.

    I suspect the Devs will never give MMs a "quick" way to have all their henchies ready to go without nerfing them down at the same time. My Fire Controller can have her Fire Imps "ready to go" in about 3 seconds, but I pay for that quickness with my relative lack of control over them.

    It's all about AT balance.
  21. While the hypothetical idea of trading "character slots for costume slots" has an interesting appeal it's far from being a practical idea. As others have said if the Devs could actually provide us a way to gain more costume slots for existing characters why exactly would we have to lose character slots for that? That's definitely an "apples and oranges" situation there.

    I'd much prefer a system we know already exists, at least in another game at this point. Champions Online provides a way for players to buy additional costume slots for their characters via its microtransaction store system. That way people who would want effectively unlimited costume slots on their characters can get them there if they want them. Back when I toyed around with that game I had one level 5 character with a dozen costume slots.

    I propose that this game simply copy that feature from CO. I realize that might not be a trivial thing to do, but ultimately it'd be the most reasonable and flexible solution for this game.
  22. This is going to motivate movie theaters to replace their relatively comfortable cushion seats with like hard plastic or somesuch. *sigh*
  23. Quote:
    Originally Posted by Dalantia View Post
    How much nerfing are you willing to take for the ability to control them?
    Quote:
    Originally Posted by EvilGeko View Post
    Why do you believe that any would be required?

    Personally, I don't think Controllers/Doms need full control, but only the three basic controls given to Masterminds on character creation. The ability to tell the pet to attack, to back off, and to protect themselves and me first.
    Quote:
    Originally Posted by Obsidius View Post
    MMs also get Bodyguard and Supremacy. As long as Controllers didn't get these, I could see Controllers getting some command options for pets, and maybe even a renaming option.
    I know people have been asking for full MM-like control over Controller/Dominator pets for years. But we all know the Devs have already told us that'll never happen. So much for lost causes.

    But I could see where they might eventually give them some additional ways to manage their pets that might improve their QoL without approaching the micro-management levels of control a MM deals with. As long as Controllers/Dominators NEVER get the ability to specifically move pets around to specific locations I could see where getting the ability to set global attack/defend stances might not be too unbalanced for them to have. Still I'm not going to assume that'll happen anytime soon at this point and ironically enough I probably wouldn't bother using that new capability even if it were provided regardless. I've been herding Fire Imps for over 6 years now - I really don't need anything new to help me with that.
  24. Lothic

    Sands of Mu

    Quote:
    Originally Posted by eviella View Post
    I was idly asking in one of my channels a few days ago if anybody ever took Sands of Mu anymore as one of their 3 free powers. I was thinking the two ranged were clearly better choices, and the Ghost Slaying Axe is useful in specific situations all the way through. Even if the Axe is limited, it helps relieve frustration when faced with ghosts.

    So, or course, the very next character I create picks Sands instead of Nemesis Staff for RP reasons. Go figure.
    I think your point about picking the "most useful" Vet powers highlights a more general problem with these Vet powers than whether or not Sand of Mu is specifically worth taking or not. That problem is the relative lack of choice of powers to begin with.

    I've always wished that instead of just two melee powers and two ranged powers that the system would let us pick from a larger pool of choices. For instance I have a tech based electric blaster for whom basically NONE of the 4 current choices really makes any sense for her. She's the science-geek type who'd use a hi-tech taser or tricorder-type device, not a "mystical axe/magic wand/whiffy punches/steampunk staff" we're currently limited to.

    If we had more choices there'd be less need to have to focus in on whether Sands of Mu by itself is good or not. People would be more free to take the choices that are appropriate for their characters not only from a RP point of view but from a AT/powerset point of view. A larger number of choices would provide a larger number of damage types or side effects from these powers that would integrate better with more ATs/powersets.
  25. Quote:
    Originally Posted by Ghost Vision View Post
    They want to achieve making low level characters bearable to play for people like me who constantly groan due to running out of endurance every fight.
    Quote:
    Originally Posted by MrHassenpheffer View Post
    It is the perfect way to make low levels fun again.

    Putting fun in the game = Longer life.
    Quote:
    Originally Posted by Techbot Alpha View Post
    The possabilities are endless.
    I understand the age-old complaint about this so learning that they're finally making the fitness pool inherent didn't completely surprise me. Many people have been crying about it for years so it became the "squeaky wheel" that couldn't be left alone any longer.

    But now that it's happened I actually have no serious idea what I'm going to do with those newly freed slots on most of my established characters. I'm sure I'll figure out something workable eventually but I think I can honestly say after so many years I really don't believe any of my long time characters absolutely NEEDED this change. Go figure. I'll probably take advantage of this on any new characters I create from now on, but I'm almost doubting I'll bother to respec many of my older characters for this in the long run.

    I hope the people who really wanted this are going to enjoy it.
    I guess I just wasn't one of those people to begin with.