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Posts
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Joined
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As a note on AE, keep in mind that every AE building has a section designed exactly for the purpose of working in peace and quiet.
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I don't see mezzing mobs as a problem, including my squishies. A quick swing by a contact/hospital/AE for a tray full of breakfrees will solve any mezzing issues that could crop up.
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Quote:I think they need that perception to keep track of you - remember how you need to turn off stealth powers or they'll keep getting lost? I'm guessing it's an all-or-nothing kind of deal.I'd be happy if they just cut down on their perception.. I don't know how many times I have seen General Aarons, from Serpant Drummer, just blow past me and start attacking anything that moves.. and I have yet to get into range with characters that have RANGED attacks.
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Quote:Well, yeah, there's a lot of conceptually better ways of dealing with escorts - I'm partial to MM-type control over them. But I'm trying to KISS it, rather than relying on new mechanics elements.It's a nice option to have, but it still means not being able to see Lady Jane's health when she charges headfirst into a dozen CoT at a time, because it'll all be obscured by their health bars... I just don't understand why escorted NPCs don't get added to your team automatically. It should have happened years ago, and if there's some inherent coding limitation preventing a team of more than eight that simply can't be gotten past, the introduction of leagues presented another option. Or they could at least give us a "Pets" window for them.
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{dear log-out bug,
DIE.
Sincerely,
Quinch}
Quote:I doubt it would be that much of an issue - blueside, I don't think there's more than a dozen or two combat escort missions, and once the template is written, I don't think the process would go far beyond a simple search/replace.The mechanics that you're talking about aren't (as far as I know) part of the NPCs nor the "escort a vaptive" mechanic, but rather, part of the missions. Whiich means that every mission using combat hostages would need to be re-written. I doubt that they'd do that.
{and if you're asking why bother at all then, making escorts less prone to AI-induced failure reduces the risk of them being ill-received in future content}
Quote:Personally, I don't have a problem with any combat hostages, except General Z. Strategic play (and not scrapperlocking) allows you to get these enemies to their destinations relatively unscathed.
It's something of an all-or-nothing prospect, but you can use /optionset showvillainhealth 1 {throw in showvillainname for good measure} to force the game to display health bars for all combat NPCs, whether they're selected or not. -
Lady Deathwish.
Fusionette.
General Z.
That Nemesis Defector Guy In RWZ Arc Who Gets Blasted Away The Moment You Rescue Him.
Combat escort missions in CoH have a bad rap and, let's be honest, it's entirely well-deserved. Considering that most of the combat NPCs tend to be glass cannons, combined with their utter lack of self-preservation and {usually} instant mission failure from their sudden yet inevitable faceplanting gives a lot of players a "dead man walking, fission mailed" attitude toward them.
So, if the problem stems from the fact that they die so easily, the question becomes, why let them die at all?
Here's a proposition for their revised behavior -
1} NPC is "released", from their "captors", or whatever they're set to put them into...
2} Combat mode. They fight according to their general combat AI.
3} If their HP hits 0, they don't "die" - they go back into passive mode, kneeling on the ground. See Proton's behavior at the end of Twinshot's arc. They remain that way as long as there are hostile NPCs in the vicinity.
4} Once there are no more hostiles, they get back up and pop an insta-full-heal power.
5} Goto 2}
This would, in theory, remove the inherent issues around their penchant for being defeated. They would still get defeated as easily as they are now, but it would not become an inconvenience. Putting them into a non-combat mode after being defeated {as opposed to straight-out unkillability} would prevent them from doing too much of the player's work for them.
Any thoughts? -
Quote:A pair of return questions - if the kicked players started summarily boycotting kicking team leaders {thank you, note system} on all their characters, don't you think that sentiment would quickly be blunted? Finding and waiting for a player who would say "oh hey, you're that guy who kicked me for not good reason" would waste the kicker's time and effort as well, and that sort of appeal to self-interest tends to get a person's attention quickly.And I think you are naive if you honestly think there aren't a lot of build nazi's in this game.
And on the more principle-oriented side, does that mean that the influence of build nazis, however many there may be, should dictate game development? -
I think you're overestimating the peer pressure - if people aren't routinely kicked from teams for using powers with knockback, I very much doubt that they'd be kicked later either. Furthermore, knockback is a tool, and it can be used well or poorly - energy torrent can give a pressed defender some breathing space, but it will also split a group of enemies. This applies especially to powers with a "chance-to" approach to knockback, including the ones bundled with damage. They can also interfere with their users as well, because a group scattered by knockback is that much harder to AoE for them as well as their teammates, which is the core issue of nearly all complaints about KB to begin with. It has its time, and its place, but not all of them all the time.
I can deal with a bit of chaos on the battlefield. Hell, most of the time I cause it. But just because we can doesn't mean we should have to, especially if we can invest the attention to prevent it. -
Quote:Honestly, I think CoH is both casual enough and has a playerbase considerate enough to avoid this pitfall. If I have yet to kick a Lv40+ tank for never taking Taunt or a melee hurricaner, I'm not going to kick anyone for using knockback either.I used to play another MMO. It has built-in voice chat. Sounds great, right?
It is -- right up until you see someone kicked from a group for not using it.
Would you like to rephrase that before I start insulting your intelligence? -
Quote:Side-switching for one thing. Keep in mind that Praetoria is basically two sides rolled into one, with the amount of content to match, at least for the 1-20 range, so it would be equivalent to starting out with a roguelante, only with less travel involved. Praetoria is a starting area - at Lv20 you get booted into the game proper anyway, so rolling a Praetorian is more of a summer job than a career.What do Praets have access to that non-Praets don't? To me, Praetoria is way more restricted. No AE, no Supergroups, no taskforces, no trials, no co-op zones except Pocket D and First Ward, restricted to 4 zones (one of which requires purchase to do content in), and lacking a -ton- of day jobs.
To each his own, I suppose - personally, I loved it. Now I don't go there because I like to team and getting one together is harder than running radios in Galaxy. -
No restrictions: That means that freems starting in Praetoria would get access to a bunch of stuff non-Praetorians don't. I don't mind it, but it doesn't make much business sense, so I don't see it happening.
Outleveling: That pretty much applies to the whole game. Keep in mind, though, that not-so-recently the devs added radio missions to Praetoria in addition to arcs, so I don't think that outleveling is viewed as an issue. As a warning, though, they could add a message at Lv10 warning about possible outleveling, a pointer/option to turn your XP off and a short information blurb about arc ranges. -
Keep in mind that Null the Gull is a workaround because... I don't know, Paragon can't afford a UI programmer? But anyway, I'm trying to keep it as simple as possible - the solution in this case would use readily available tools rather than trying to add new features into the old code. Basically, trying to KISS.
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Well, if it would {or looks like it would} bring in more money to PS, I'm pretty sure they'd make the effort.
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Quick suggestion;
Premise:
Praetoria is visually beautiful and magnificently written.
Problem:
It's also a ghost town due to VIP-locks.
Solution proposal:
Open Praetoria to Freems and Preems. Limitation: The alignment choice is limited to the one chosen at first. Morality missions railroad the decision. Can only play arcs from their alignment - no Responsibility/Wardens overlap.
Expected result:
More players in Praetoria, giving VIPs a wider pool of teammates. Good writing provides a draw to experience more of it - with only two character slots, the only option to do so for Freems/Preems is to buy said stuff, resulting in money influx.
Thoughts? -
Just to throw this out;
"Restrained"; an inherent power at Lv2.
Toggle, no endurance cost, recharge or animation time.
Said power debuffs the player's knockback through the floor.
Thus, player has control whether he wants his attacks to KB/KD/KU or not.
If said player wants some attacks to KB but not others, they will need to turn it on and off on the fly. No handholding.
Thoughts? -
Boo. There go my plans for an upside-down base too.
Ahwell, thanks anyway. -
Quick question - with the new base item placement options, is it possible to rotate them along more than one axis? Specifically, to turn them upside down, since flooring and other thin items appear to be invisible from below.
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Quote:Rate of shiny. They've been cranking out new costume pieces and powersets much faster than before - making those takes resources, which need to be funded out of somewhere, presumably the micropayments.Question: Besides the game not keeling over, what makes you think Freedom was a financial success?
Quote:How would you upgrade the existing flashback system? The way it stands at the moment, it seems fine to me.
Add an AE-style TF mode for flashbacks. Use the big crystal to start a flashback in the challenge mode, and the smaller ones to start it with a malleable team. {on review, a simple two-tab window for "start in normal mode" and "start in task force mode" system might be simpler}
Rework the Ouroboros list by contacts, rather than by arcs. Then, list all the missions the contact has, branched by a} Arcs b} Badge missions c} One-off indoor missions and d} Street hunts and multi-part missions that start with street hunts. Furthermore, for C and D, once a mission has been completed, calling the contact would give you another random mission in that branch, favoring missions the player hasn't completed yet. This, combined with an AE-style TF mode and target zone bias, would likely provide a much higher level of exposure to non-arc missions that would otherwise be overlooked in favor of more convenient repeatable missions.
Quote:So... like Stalker and Gravity changes, an expanded LFG queue, the much-requested non-league Incarnate path, and a Settings button at login, not to mention several new power sets? Just to name the features currently in the i22 beta, for example.
Quote:Well, we just had a UI upgrade for the tailor/character creation together with Freedom, so that probably will have to last a while. The base builder got Shift-dragging and Ctrl-dragging not long ago. I22 has the LFG tool expanded to include all the TFs/SFs in the game. So there is some stuff happening. -
Is any of that money going to go into non-cosmetic improvements? Things like an improved search interface, Praetorian flashbacks or upgrade of existing flashback system maybe, maybe some base lovin'? I'm all for more shiny and more stories, don't get me wrong, but I don't hear anything about eventually bringing anything else up to date?
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A while ago I tossed out an idea of tradeoff enhancements - the kind that has exceptional benefit in one aspect, but decreases another; for example, an SO-grade enhancement that gives out 66% to damage, but -33% to accuracy. Or {and I foresee these getting sold out within minutes, nevermind the fact that NPC supply is infinite} 66% to recharge and -33% to knockback, hold duration versus damage, and so on. That way you'd get much more versatility in slotting without getting more in terms of enhancement values.
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Just to check, does using /renderscale have any actual benefit? Cranking it way down doesn't seem to give me any increase in framerate.
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Did that, didn't help much. Is there a functional difference between applying the paste on the heatsink or the chip itself? I'm guessing not, but I've reached the "no stupid questions" point.
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Something that just occurred to me - the heatsink clips in to place rather easily, without much pressure needed. Could that be the problem? There are little "rungs" on each side of the clip, should I try to move each side by a step so as to put more pressure with the clipped sink, or would that risk punching the CPU through the motherboard?
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It easily hits the seventies when the CPU usage gets intensive, but I'm asking more from the damage prevention aspect.