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Posts
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There's just as much reason to think that it has those alternates as to think it doesn't, the lore hasn't said whether CoH multiverse has finite or infinite variations.
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Actually it isn't. Outside of the missions the menders themselves give us, we don't change history, that's why our relationships with contacts aren't effected by what we do in Ouroboros. And even if we did change history, that has absolutely no baring on whether or not the events are themselves canon, it only effects which characters can be said to have participate in the events.
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Don't blame us, science fiction has been confusing the use of dimensions for years.
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Quote:1)According to the rules of canon laid out by Manticore in his lore thread official Dev posts carry the same weight as in game information.Devs say lots of things. Until it's down in the game, I wouldn't consider it canon. Especially since we're dealing with a comic book universe, where canon is pretty flimsy to begin with.
2)Until you can find anything, in game or out, which even hints at an arc ceasing to be canon when it's moved to Ouroboros, you haven't got a leg to stand on.
Don't get me wrong, I think its stupid to treat the new arcs as sequels rather then retcons, but we don't get to decide what is or isn't canon. -
Except that according to one of the Devs (Positron I think) the new Praetorian arcs are squeals to, rather then retcons of, the old arcs which are still considered canon.
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Not really since as each returned the dimension would split into one where he returned and one where he hadn't, until each had there own separate home dimension plus one where he still hasn't returned.
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Quote:It does get questioned, this isn't the first time the question has come up.I guess my real problem is that the event of Infernal coming to Praetoria seems to be unquestioned and inevitable, but the Rikti invasion doesn't.
Quote:If you're going to say "when Infernal came to Preatorian Earth...." it should also be assumed that "When the Rikti invaded praetorian earth.......".
I just don't like that fact that they assume an interdimensional event that happened on Primal Earth also had to happen on Praetorian Earth. -
There doesn't seem to be a official answer but I've seen players put forth 4 solutions.
1) Dimension vs. Plane: The game is incorrect in calling Infernal Earth a separate dimension and should be calling it a plane of existence with in the dimension (like the Spiritual plane, Croatoa, etc.) and there by both Priamal and Praetoria would have their own version.
2) Multiple Infernal Earth's: As has already been said, there could be 2 Earths which differ by no more than which Earth they sent their K'Varr to.
3)K'Varr vs T'Keron: They aren't the same individual from different universes, they're different individuals from the same universe who took the same name when they arrived in different dimensions.
4)Split K'Varr: It was a magic ritual, who knows what could have gone wrong, maybe he was split and ended up in 2 realities. -
If I had to guess, it's due to the fact that when Ouroborus was added (i11) they couldn't make contact diologue change based on context (added i12) nor could they prevent a mixed teams from taking missions that occured outside co-op zones (added i13). Remaining hurdles to a merged Ouroborus might include whether or not a singal contact can give out different missions based on faction (for Aspects and Silos), And tech to limit taskforces to teams of one faction (would be needed for the Aspects and possible Silos, Tesseract and Twilightson).
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Quote:There's always the option of going with something similar to the Roman armor chest details.The only way to handle clothes over non-smooth, non-human skins that I can think of is to use Jackets and Skirts/Shorts approach of putting independent geometry over the base model. The problem is that in order for this geometry to not clip and meld with the body, it has to be offset by quite a bit, making skintight clothes impossible to make with it, and producing items which end up making the body VERY bulky.
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Since we seem to have the tech to limit which faction a contact will talk to and to prevent missions from being selected by mixed teams I'd rather they just merge the 2 Ouroboroses.
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Quote:Only Alpha effected stats and it effected you power's states, not your base stats. The other one I mentioned added, If I recall correctly, a choice of Mez or Debuff effect to almost all attacks. For the other 3, one was a choice of AoE Allie Buff, one was a choice of AoE attack, and one was a choice of Praetorian themed pet summons. Each slot had a choice of around 4 "enhancement branches" which had effects that ramped up based on the rarity of the "Incarnate enhancement" you slotted. Of course that's all subject to change and who knows what slots 6-10 might be.Really? No new powers at all or enhancements to powers just a series of global upgrades? That seems...less epic then one would hope. That makes Incarnate content just sound like "super deep purple IO slots".
I was kind of hoping we would see something more akin to EQ's alternate advancement where it added and enhanced existing power in new and interesting ways rather then just more buffs to your stats. Of course this is the only way I would want CoH to be like EQ. -
Quote:Unless something changes from what was leaked on test, only 2 of the first 5 Incarnate slots modify powers (alpha worked as a global enhancement and one of the others added a proc effect to most attacks) and none of them exemp down at all. They aren't going to effect much of the existing content so I really can't see them as a solution to "under slotted" level 47/49 powers.And again I don't think anyone was technically claiming that Incarnate slots = regular slots.
But because Incarnate slots are going to affect all powers globally anything slotted into them will improve all powers, even the 47/49 ones. This is why even though I'm not against the idea of getting more regular slots I ultimate don't think A) were going to need them or B) the game would be balanced for them regardless.
People have been wanting more regular slots for our highest level powers for years.
Clearly the Incarnate system is going to be the answer for that.
It might not quite be the "answer" we were looking for, but it's the "answer" the Devs are giving us for that. -
Quote:But the pieces wouldn't be gone, they'd still be in the game and taking up the same space, they just wouldn't be selectable in the Costume Creator anymore.while i sympathize with option 2, ers, i have to throw my lot in with option 1 as a realist. less database space and retaining parts that are just flat out dated...the argument against that persuades me.
Quote:Quote:Chances are you're going to get complains whichever option you choose. That said, though, the 'clutter' is /already/ getting out of hand with the dozens and dozens of different pattern options on various items of clothing.
I'd personally go with a modification of option 1 - remove old versions of patters from the tailor options when an updated variant is made, but don't remove them from the database yet. That way, people who sincerely prefer to keep their costumes as is can simply keep that particular costume slot unchanged while new players don't have to suffer the clutter from the legacy junk when trying out new costumes. -
Quote:Since whom ever had "Guy with Bots" can't log into the account in question (wouldn't be an old trial caracter if he could) I'm going to guess that he checked it using "Check Name." If the purge freed it up, it should come up as available. If it comes up as unavailable, /getgloble would show if its still attached to the same account or has been snagged by another player.um, says who? I don't think you understand how it works. When they run the name purge script, no one actually loses their name. They are just flagged as available. The name isn't removed unless someone else actually tries to use it.
So, if no one WANTS the name "A Guy With Bots", it can stick around forever no matter how many times they purge the names. -
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Since powers can already be flagged as teammate only and no prompt (and it may only take Castle going into his excel spread sheet and changing the flags) I highly doubt it'd be more work then getting an "always allow/disallow" option.
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I believe the way I have it you will on the down stroke activate sprint and load file 3, then on the up stroke activate ninja run and load file 1. If you put it in 2 you should activate hover and load file 2 on the down stroke then activate sprint, toggle off hover and load file 3 on the up stroke, ending with hover never staying on.
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Try
Flight 1:
numpad0 "powexec_toggleoff sprint$$powexec_toggleoff ninja run$$powexec_name hover$$bind_load_file c:\CoH_binds\flight2.txt"
Flight 2:
numpad0 "powexec_toggleon sprint$$powexec_toggleoff hover$$powexec_toggleoff fly$$bind_load_file c:\CoH_binds\flight3.txt"
Flight 3
numpad0 "+$$powexec_toggleon ninja run$$bind_load_file c:\CoH_binds\flight1.txt" -
The Nemesis Staff isn't marked as re-obtainable from Ouroboros over on this page.
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Quote:Found here for those interested.In the meantime, there's an icon pack out that changes the look of all DOs and SOs to match their TO equivalent - it's a great help when looking at the list of Enhs at the store.
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Did the Khelds actually unlock? From what I've heard it seems you have to ding 20 as a Villain/Hero to unlock the EATs, which would rule out side switching and Praetorians as a means to get them.
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If your character is above level 10 you can claim the GROs by switching to the second build and then logging out and back in if it's still at level 1.