Shadow State

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  1. Quote:
    Originally Posted by Dark_Respite View Post
    The one thing I can gloat about - I *HAVE* the facepalm emote. Granted, I can only do it via demofile, but I CAN STILL USE IT!

    For such great shots as these...



    Michelle
    aka
    Samuraiko/Dark_Respite
    But the real question is have you found e doublefacepalm yet. Also I can't see the image either.
  2. Quote:
    Originally Posted by TrueGentleman View Post
    I was surprised at how comparatively unpopular Rogues and Vigilantes are:

    Switching my main Stalker to a rogue was the first thing on my "to do" list for Going Rogue and Vigilante for my DP Blaster is next (now that I've taken my main MM ). Are Alignment Merits the deciding factor, or is it down to general player preference?
    Part of that might be that Hero and Villain alignment includes characters that aren't being played and the players either haven't gotten to, or simply don't care to get around to switching.
  3. Shadow State

    Swinglines!

    Quote:
    Originally Posted by Thunder Knight View Post
    For magic types, a variation of the old Indian Rope Trick immediately comes to mind. You literally anchor the line to nothing, and then swing (instead of climb).

    And since highly-advanced technology is indistinguishable from Magic, just technobabble up an explanation as to why you can do the same without magic. ("Well you see, Timmy, I've anchored the end of the rope to a specific point in the space-time continuum, which is even better than anchoring it to a solid surface!" "Gee whiz, Mr. Lizard!")
    The problem I see with these explanations is that they would largely destroy the main purpose, at least as I see it, for a grapple travel power to exist. Most people seem to ask for grapple for characters who conceptually can't justify the other travel powers on the grounds that they shouldn't have access to magic or supertech.
  4. Quote:
    Originally Posted by LegionAlpha View Post
    The first thing I know will be nip picking is "We've got seven years of content, lore, " my first words were so. The competition has what? 60 plus years of content/lore they can delve into, plus books,games, animated series etc.
    I think you've missed what she meant by that statement. CoH has had 7 years to add to what they had at launch. DCUO wont be able to have as much content coded at launch even if they can draw inspiration from a larger source.
  5. Quote:
    Originally Posted by EU_Damz View Post
    Pst, might want to edit your post . . . . . . . . not supposed to know stuff that hasnt been released to the public
    My entire sig is proof I go places I'm not suppose to.
  6. Quote:
    Originally Posted by Scene_EU View Post
    As Resistance and Defence get capped so easily, having a purple set would be kind of pointless imo. For example there would be no need to 5 slot defence for the 10% rech when 1 LOTG can do just as well, and there are quite a few decent set bonuses on both def & res sets that are close to what a purple set would offer.
    I'm sure some of the players that picked up Concealment to mule LotG's global when fitness went inherent would love to have the option to 5 slot a defense power for another 10% recharge. Also, don't forget Purple's set bonuses don't turn off due to exemping like less rare set's do.
  7. Quote:
    Originally Posted by Bionic_Flea View Post
    Hmmm . . . either a beast run power that runs on all fours or a new shapeshifting AT like kheldians, but with an animal theme. And this beast is being chased by an alien ship -- perhaps Rikti or the Coming Storm.
    I'm willing to bet it's a Super booster with furred and feathered pieces, if you want I'll PM why.
    Quote:
    Primal Earth launches a counter attack against Praetoria that knocks down the sonic walls and Loyalists and Resistance team up against the now freed Praetorian Hamidon!
    Honestly that bit sounds more like the fall of Ouroboros, which has a sea below, a Pillar of Ice and Flame, and we know it gets attacked by a creature with tentacles. And the groups of 8 are probably standard teams, maybe the Master at the helm means an actual raid team mechanics.
  8. Quote:
    Originally Posted by Utopia View Post
    What if Shalice's birthday is the earlier date of 1920 and her later Bday is her current host?
    I suppose it's a possibility but her bio doesn't really leave enough room to interpret it that way.
  9. Some of that might be a hint to a Steam Punk pack David seems to be hinting at over here. And I'd guess the paragraph with the fur bits is hints to an Animal booster pack.
  10. Quote:
    Originally Posted by BlueBattler View Post
    Eh. I'm just assuming that Praetorian Shalice has been stealing bodies a lot longer than Primal Shalice did.
    How would that explain a difference in birthdays?

    There are 2 pieces of conflicting data on how old Sister Psyche is. First we have the Freedom Phalanx novel which puts her as 16 during Nemesis's VE Day invasion and then we have the Calender Wallpapers on the CoH webs site which list Shalice's birth day as July 13, 1920.

    Mother Mayhem was born during the Hamidon Wars,and since the Korean War is mentioned in Tyrant's Bio as predating that, presumably sometime after 1950.

    Also Tyrant's bio seems to place the 2010 as 25 years after the end of the war (1985) at which point Mother Mayhem is 22 or less so it would seem she couldn't have been born any earlier the 1963.
  11. Quote:
    Originally Posted by BlueBattler View Post
    Primal Earth Steve is not a super scientific genius, Praetorian Steve is. That's the dichotomy.
    Not that Praetorian Steve is evil, but that he's smarter than his Primal counterpart.
    As I recall, Primal Steven was a high paid corporate accountant which means he may have been just as smart as Praetorian Steven, he just didn't study the same field, or perhaps the imminent threat of extinction caused Praetorian Steven to apply himself more. However, it seems mildly odd to get hung up on possible disparities in Steven Barry's I.Q. given that Shalice's birthday differs by decades between the 2 universes.
  12. I looked at Energy Blasts snipe in Mids with the IOs set to 50, Executioners Contract gets 345.12 damage while Sting of the Maticore gets 336.33 not including the damage from the Proc which has a 20% chance to do 71.75 making it, on average, 350.68. Also if you are only interested in how hard it hits and ignore interrupt, you can get 347.87 from Thunderstrike or 355.46 (average 390.8 with Proc) from Apocalypse.
  13. There's actually a relatively easy way to tell which packs you have, up through at least the Mutant pack, if you're willing to use custom pop menus.

    Edit: if you extract this into the data folder in the main directory for City of Heroes and then start up the client and type /popmenu packtest, it will bring up a menu that lists the CoH collectors edition, wedding, cyborg, magic, science, Martial arts , mutant and alpha omega packs (those are the only ones I have the Authbits for). Those that you have bought should show in blue while those you don't should be grey.
    Edit2: Added party and GvE packs, and I have to say, if the quickmenu is any indication, we may have some interesting boosters coming.
  14. Quote:
    Originally Posted by Pedro Schwartz View Post
    Say WHAAT?
    Thats th name on the art assets in the place we're not suppose to go, don't know if its a character or upcoming costume set, though I recall hints of the later from one of the convention info thread.
  15. Arcana had a recent post that I think might be pertinent to this topic:

    Quote:
    Originally Posted by Arcanaville View Post
    Its really the stacking mechanics, not the complexity of the mitigation system, that makes it challenging to balance mitigation across the entire game. With proportional multiplicative stacking, it would be almost trivial (regeneration would still need to be qualitatively balanced).

    The system is actually too *simple* for its own good. Its easy for number crunchers to calculate what's going on, but its non-intuitive. I would have made it intuitive, even at the expense of making life more difficult for the number crunchers.


    From a mathematical point of view, the mitigation balance issue in CoH can be summarized as being inevitable consequences of three things: attack rate, pace of combat, and linear defense/resistance stacking. You can play games working around the issue, but to actually solve it you would need to break one of those three elements of the current game design: make combat last longer, make attacks shoot faster, or change stacking.

    The combination basically means bosses need a level of mitigation guaranteed to reach stacking problem levels, because they have to hit harder than the minions that are already designed to hit pretty hard per attack, because the minions must be able to generate a reasonable amount of damage per attack, because they are not intended to last very long because of the pace of combat. Thus, critters do enough damage to force the players to build enough protection to last against them, which forces the devs to provide those levels of protection, which then allows players to stack to unreasonable levels of protection.

    By the way, people comment a lot about why there's so much defense in the game in terms of optional powers and features (power pools, inspirations, etc) and so little resistance, when oddly powersets are almost opposite: there's so much more resistance than defense in primary and secondary mitigation sets.

    That's actually a reflection of the problem with stacking. Resistance is so much easier to control and balance for, because its less "bursty." That, combined with healing or regeneration (or a little defense) tends to make a stable, easy to balance powerset. Defensive sets are harder to balance for, because their bursty nature means they don't always behave as the average calculations suggest, and the devs had an initial reluctance to couple defense with healing or regeneration. So there's more resistance sets than defensive ones: they are easier to make.

    But if that's the case, why lucks but not (originally) sturdies? Why are lucks stronger? Why so much defense in the invention sets? Answer: because defense has active counters, while resistance doesn't. Defense can be debuffed in a way resistance cannot, unless you make the debuffs unresistable (which the devs do not want to do). Defense can be neutralized by the attacker with tohit buffs that do not need to affect the target to work. Defense can be neutralized by giving the critters higher intrinsic base tohit. The devs can give away defense in the power pools and the invention system because defense is the easiest thing to take away if they need to. And the devs have to be able to counter those buffs, because the stacking rules mean that whenever they add a tiny resistance buff somewhere, they have to assume someone is going to stacking it up and head for the resistance cap, and the value of that tiny amount of resistance can be very high stacked on a high resistance character. Basically, they can let us soft cap, because they can knock us off of the cap easily. They cannot let us easily res cap, because its very hard to knock someone off the res cap without resorting to exotic mechanics.

    Summary: defense sets are hard to balance for, because there are so many counters to defense and defense is bursty. So more sets rely on resistance than defense. But for the exact same reason, they don't mind optional powers having more defense than resistance, because those don't need to be explicitly balanced for, they need to be able to be neutralized when needed. This is oversimplifying, but its the main cause of the situation we're in.

    People often ask the devs to add more resistance buffs to the invention system, because its "unfair" to "resistance sets." The great irony of that request is that if the devs ever acceded to it, it would probably be at the cost of adding unresistable resistance debuffs to the game to compensate, or worse unresistable damage, in much the same way the defense in the invention system is counterbalanced by the current level of defense counters. And not even that, since we now have the DE in tip missions with 64% base tohit. I don't think players want to start seeing DE in tip missions packing unresistable damage just yet.
  16. Shadow State

    Swinglines!

    Quote:
    Originally Posted by Techbot Alpha View Post
    And don't try to prevent me pointing out the obvious, like the fact the Devs have specifically said that there are Engine Limitations involved. Y'know, the thing the game runs on?

    I'm pretty sure no ones actually addressed that point and instead skirted around it so far
    1) At no point did I say you couldn't participate.
    2)How are we suppose to address possible engine limitation when we don't know what those limitations might be and even if we did, none of us are qualified to put forward any solutions to those limitations? All we can do is acknowledge that yes there may in fact be limitations in the engine that could prevent the suggestion from being implemented. If every suggestion had to address every possible coding problem before any other aspect of the topic could be discussed, we'd have next to no suggestions we could actually discuss.
  17. Quote:
    Originally Posted by Toony View Post
    It isn't a badge for PVP. Reinforcement is a badge for PVP. Rocket Man and others are badges for doing PVE content the devs short sightedly put in PVP zones because they thought that would somehow spur on PVP.
    So if it doesn't require you yo kill another player it isn't PvP? By that logic capture the flag or conquest aren't really PvP content.
  18. Quote:
    Originally Posted by Megajoule View Post
    This would all be solved if the (current) Devs would accept that no amount of carrot is going to make non-PvPers want or enjoy PvP, and make it possible to get the PvE temp powers they put in those zones available by other means.
    Or players could accept that if they don't participate in all aspects of the game they wont have access to all the rewards. The temp powers aren't required for anything, no one's forcing you to go into PvP to get them so what reason is there to move them other then "play styles other then my own shouldn't have unique rewards?"
  19. Shadow State

    Swinglines!

    Quote:
    Originally Posted by McBoo View Post
    Just for the sake of clarification when folks say anchor points are they talking about creating "physical" anchor points that have to be targeted while using the travel power or just having available anchor points in the vicinity that would explain where the terminating swing line is actually anchored?

    Obviously having to target your anchor points would make for alot of fun as you would really have to learn "how to drive" but the terminating line version used by Champions Online is sufficiently fun and it also takes a bit of finesse for landings.


    ^
    I believe the anchor points would be a point for the line to attach to and a center point for the swings arc. I don't think I've ever heard any clear idea of how the anchor point would be picked, whether manual or automatic.
  20. Shadow State

    Swinglines!

    Quote:
    Originally Posted by Forbin_Project View Post
    I recall the word "and" being used. In fact I remember when BABs shot down the Underwater Zone Suggestion thinking it was so close to what was said about the Swinging travel power.
    And I recall one of the devs saying that doing the swing motion would be non-trivial but relatively simple. The hard part would be overhauling every map in the game to include anchor points, and the stupid looking would have been doing it with out anchor points. But then I may be remembering a different time that the devs talked about Grappling travel powers.
  21. Shadow State

    Swinglines!

    Quote:
    Originally Posted by Techbot Alpha View Post
    Ok, this can be simplified very easily;

    -The Devs already know some people want swinglines.
    -If we get them, we get them.
    -If we don't get them, we don't get them.
    -Until we DO get them, there's little point bringing it back up and people kvetching over it, because it's a know request.

    Simples, eh?
    So because you don't want to discuss it no one can? If you don't want to participate, then don't, but don't try to prevent others who are interested from doing so.

    Quote:
    Originally Posted by Forbin_Project View Post
    "No. It would take to long and look stupid."
    It would take a lot of work or look stupid, not and. And I don't recall them ruling it out as a non starter, just stating that it would be very hard to prioritize due to the above logic.
  22. Patch notes for build 1900.201011102104.23.
    Quote:
    Miscellaneous
    The Praetorian IDF are now sporting their new armors.
  23. Quote:
    Originally Posted by Thirty-Seven View Post
    Not like it ever was in the first place! If you read the original bios in question, it never states anything explicitly... it's just that dirty sex-deprived gamers read into it and it became the way things were since the bios were never changed.

    At least that is how I saw it.
    As far as I understand, they were originally intended to have a sexual relationship but Megan hadn't been intended to be Marcus's granddaughter. It wasn't until a not entirely well thought out retcon of who Maiden Justice was that the relationship became questionable. Also, Tyrant's background makes a bit more sense if he hadn't married Monica and Dominatrix wasn't his granddaughter.
  24. Quote:
    Originally Posted by Schismatrix View Post
    You're wasting your breath. It's GG.
    I've seen enough of GG's "debates" to know not to get sucked in.
  25. Quote:
    Originally Posted by Golden Girl View Post
    The comcis are still cannon
    The comics are secondary canon superseded by official dev posts and the comic only goes as far as establishing that Neuron thinks they have an odd relationship and nothing more. It hinted at a relationship that no longer ever existed.