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51
Looking for Group / Tina Macintyre contact run
« Last post by Joshex on November 27, 2023, 08:42:40 pm »
So, for those who don't know, Tina Macintyre is a contact who will give you missions with some praetorian ArchVillains in them and also a few badges all of which are important for getting accolades such as portal jockey.

now also, there's a difference between Tina Macintyre and Ouro Tina Macintyre. they will set you out against different AVs, so to get the AVs from the non-ouro Tina's arc you need to run it with someone who has her as a contact in the level 40 to 44 range. if you have not been a completionist and missed her and are in this range, you may be able to get a detective to introduce her to you.

You do not need to have her as a contact to run the arc with someone else.

https://wiki.cityofheroesrebirth.com/wiki/Tina_Macintyre

So as of the 23rd of November 2023 my character captain shock only has Tina Macintyre and Unai Kemen's first mission (warwolf world) as my only level sensitive contacts left. To be nice, for those who need the AV defeats and badges I will be offerring 7 spots to the first to claim them in this thread. I honestly wish I could offer more.

We will be handling AVs some of which are rather tough so bring your A-Game. We can probably get away with half the team being in their 20's or 30's and still get by. Any AT is fine.


This is LONG story Arc, not the longest, but we may need to negotiate several days when we can all do it.

I would like to get this done in the next 2 weeks so I can level to L45 before we do the LGTFs and rikti drop ship takedowns during the winter event (see other thread)


this is started, we missed antimatter because he spawned as an EB. so I'll have to do that part again. sigh.

other than that , I'm just doing it based on who wants to join when I'm active.

Finished for now, no more characters in this level range with this contact.
52
Patch Notes / PTS Patch Notes - November 25, 2023
« Last post by The Doctor on November 25, 2023, 07:46:31 pm »
Bug Fixes
  • Fix to booty shorts in player costume data crashing some maps
  • Fixes for teleport cursor targeting:
    • Increasing teleport cursor draw distance to reflect increased range
    • Update conditions that permit backtracking search to avoid red reticles.
  • Fixes issues with face scale sliders in character creator and tailor
    • fixes issue where randomized or preset faces never converge causing sliders to constantly return to previous location
    • fixes issue where differences incurred by rounding for scale sliders mean that faces never match presets
  • Internal fix for calloc arguments.  Should have no outwardly visible affect.
53
Again the solution is to allow players to earn progress towards the patron badge before 35, but the badge grants when their untrained level hits 35. so in example someone who ticks over Lv35 with mission complete of the last mission in the arc, should be immediately granted the badge.

this is so they don't need to respec at 35. they can just get the badge then level to 35 and select from patron pools.
54
General Suggestions and Feedback / Re: Inventive Inf Dumps
« Last post by Joshex on November 21, 2023, 08:10:11 pm »
My concern is that this could become punitive for new and casual players as well as players who play a lot of alts and therefore don't spend a lot of time at level 50.

What if there was a system to exchange Inf for merits directly, perhaps at an inflated rate, to accomplish something similar without hurting those who aren't looking to dump Inf?

It's a valid concern. perhaps the prices of these things should reflect level of the toon as well.
55
Blaster / Re: Rad/Martial Blaster build (aTomiGrrl)
« Last post by wyldhaunt on November 17, 2023, 01:01:09 pm »
This is a build which does fantastic in a team. If there's a large spawn, I'll pop in via Burst of Speed and use my PBAoEs: Atomic Blast, Irradiate, and Dragon's Tail, along with more Burst of Speed. If there's a single hard target, I'll get into melee and use Proton Volley (when Instasnipe is up*), Cosmic Burst and Eagle's Claw. When I need to stay at range, I'll hit single targets with Proton Volley, Cosmic Burst and X-Ray Beam.

*Due to how Reach for the Limit works, Instasnipe is often up, but not all the time. If there's enough team +ToHit around me, Instasnipe is up too.

Since I have Inner Will and Defiance, I don't really need Clarion. Since I have Reaction Time, as long a I stay in melee, I don't run out of End very often. So I picked up Barrier as my Destiny for more survivability - this works well.

I don't use Energy Gauntlet - it's only there to enable getting Force Barrier (a power which really helps with survivability).

Sadly, I don't use Ki Push very often, but it is there if I want the fun or need to use it.



56
Blaster / Rad/Martial Blaster build (aTomiGrrl)
« Last post by wyldhaunt on November 17, 2023, 12:53:49 pm »
We still don't have nearly enough sharing of builds on our forums, so here's a recent Blaster build I'm playing to great fun:

This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

aTomiGrrl: Level 50 Technology Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Martial Combat
Power Pool: Gadgetry
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: X-Ray Beam
  • (A) Superior Defiant Barrage - Accuracy/Damage: Level 50
  • (3) Superior Defiant Barrage - Damage/RechargeTime: Level 50
  • (7) Superior Defiant Barrage - Accuracy/Damage/RechargeTime: Level 50
  • (15) Superior Defiant Barrage - Accuracy/Damage/Endurance: Level 50
  • (15) Superior Defiant Barrage - RechargeTime/+Status: Level 50
Level 1: Ki Push
  • (A) Superior Blistering Cold - Accuracy/Damage: Level 50
  • (5) Superior Blistering Cold - Damage/Endurance: Level 50
  • (7) Superior Blistering Cold - Accuracy/Damage/Endurance: Level 50
  • (31) Superior Blistering Cold - Accuracy/Damage/Recharge: Level 50
  • (31) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 50
  • (43) Force Feedback - Chance for +Recharge: Level 50
Level 2: Irradiate
  • (A) Superior Avalanche - Accuracy/Damage: Level 50
  • (3) Superior Avalanche - Damage/Endurance: Level 50
  • (5) Superior Avalanche - Accuracy/Damage/Endurance: Level 50
  • (9) Superior Avalanche - Accuracy/Damage/Recharge: Level 50
  • (9) Superior Avalanche - Recharge/Chance for Knockdown: Level 50
  • (43) Achilles' Heel - Chance for Res Debuff: Level 20
Level 4: Jetpack
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 6: Reach for the Limit
Level 8: Aim
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 10: Burst of Speed
  • (A) Obliteration - Damage: Level 50
  • (11) Obliteration - Accuracy/Recharge: Level 50
  • (11) Obliteration - Damage/Recharge: Level 50
  • (37) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (42) Obliteration - Chance for Smashing Damage: Level 50
Level 12: Proton Volley
  • (A) Apocalypse - Damage/Recharge: Level 50
  • (13) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (13) Apocalypse - Accuracy/Recharge: Level 50
  • (34) Apocalypse - Damage/Endurance: Level 50
  • (37) Apocalypse - Chance of Damage(Negative): Level 50
  • (37) Entropic Chaos - Chance of Heal Self: Level 35
Level 14: Assault
  • (A) Endurance Reduction IO: Level 50
Level 16: Dragon's Tail
  • (A) Obliteration - Damage: Level 50
  • (17) Obliteration - Accuracy/Recharge: Level 50
  • (17) Obliteration - Damage/Recharge: Level 50
  • (45) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (46) Obliteration - Chance for Smashing Damage: Level 50
Level 18: Cosmic Burst
  • (A) Superior Blaster's Wrath - Accuracy/Damage: Level 50
  • (19) Superior Blaster's Wrath - Damage/Recharge: Level 50
  • (19) Superior Blaster's Wrath - Accuracy/Damage/Recharge: Level 50
  • (23) Superior Blaster's Wrath - Accuracy/Damage/Endurance: Level 50
  • (23) Superior Blaster's Wrath - Recharge/Chance for Fire Damage: Level 50
  • (43) Superior Witchcraft - Chance for Res Debuff: Level 50
Level 20: Reaction Time
  • (A) Endurance Modification IO: Level 50
  • (21) Numina's Convalesence - Heal: Level 50
  • (21) Numina's Convalesence - Heal/Endurance: Level 50
Level 22: Tactics
  • (A) Adjusted Targeting - To Hit Buff: Level 50
  • (25) Adjusted Targeting - To Hit Buff/Recharge: Level 50
  • (25) Adjusted Targeting - To Hit Buff/Endurance: Level 50
  • (46) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
Level 24: Kick
  • (A) Accuracy IO: Level 50
Level 26: Tough
  • (A) Aegis - Resistance: Level 50
  • (27) Aegis - Resistance/Endurance: Level 50
  • (27) Aegis - Psionic/Status Resistance: Level 50
  • (48) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (48) Gladiator's Armor - TP Protection +3% Def (All): Level 50
Level 28: Inner Will
  • (A) Recharge Reduction IO: Level 50
  • (29) Numina's Convalesence - Heal: Level 50
  • (29) Numina's Convalesence - Heal/Recharge: Level 50
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
Level 32: Atomic Blast
  • (A) Obliteration - Damage: Level 50
  • (33) Obliteration - Accuracy/Recharge: Level 50
  • (33) Obliteration - Damage/Recharge: Level 50
  • (33) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (34) Obliteration - Chance for Smashing Damage: Level 50
Level 35: Scorpion Shield
  • (A) Luck of the Gambler - Defense: Level 50
  • (36) Luck of the Gambler - Defense/Endurance: Level 50
  • (36) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (36) Kismet - Accuracy +6%: Level 30
  • (48) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50
  • (50) Reactive Defenses - Scaling Resist Damage: Level 50
Level 38: Eagles Claw
  • (A) Superior Vampire's Bite - Accuracy/Damage: Level 50
  • (39) Superior Vampire's Bite - Damage/Endurance: Level 50
  • (39) Superior Vampire's Bite - Accuracy/Damage/Recharge: Level 50
  • (39) Superior Vampire's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (40) Superior Vampire's Bite - Accuracy/Damage/Endurance: Level 50
  • (40) Superior Vampire's Bite - Recharge/Chance to Heal: Level 50
Level 41: Weave
  • (A) Luck of the Gambler - Defense: Level 50
  • (42) Luck of the Gambler - Defense/Endurance: Level 50
  • (42) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
Level 44: Maneuvers
  • (A) Luck of the Gambler - Defense: Level 50
  • (45) Luck of the Gambler - Defense/Endurance: Level 50
  • (45) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
Level 47: Energy Gauntlet
  • (A) Accuracy IO: Level 50
Level 49: Force Barrier
  • (A) Numina's Convalesence - Heal/Recharge: Level 50
  • (50) Numina's Convalesence - Heal/Endurance/Recharge: Level 50
  • (50) Numina's Convalesence - Heal: Level 50
Level 1: Defiance
Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance: Level 50
  • (9) Numina's Convalesence - +Regeneration/+Recovery: Level 50
  • (17) Preventive Medicine - Chance for +Absorb: Level 30
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (13) Performance Shifter - EndMod/Recharge: Level 50
  • (23) Performance Shifter - Chance for +End: Level 50
Level 1: Disintegrating
Level 50: Musculature Radial Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Core Flawless Interface
Level 50: Robotic Drones Partial Radial Improved Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
Level 50: Born In Battle
Level 50: High Pain Threshold
Level 50: Invader
Level 50: Marshal
Level 4: Turbo Boost
------------
------------
Set Bonus Totals:
  • 23% DamageBuff(Smashing)
  • 23% DamageBuff(Lethal)
  • 23% DamageBuff(Fire)
  • 23% DamageBuff(Cold)
  • 23% DamageBuff(Energy)
  • 23% DamageBuff(Negative)
  • 23% DamageBuff(Toxic)
  • 23% DamageBuff(Psionic)
  • 19.13% Defense(Smashing)
  • 19.13% Defense(Lethal)
  • 9.13% Defense(Fire)
  • 9.13% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 24.75% Defense(Melee)
  • 6% Defense(Ranged)
  • 7.56% Defense(AoE)
  • 7.2% Max End
  • +77.5% Enhancement(RechargeTime)
  • +10% Enhancement(Range)
  • +51% Enhancement(Accuracy)
  • 15% SpeedFlying
  • GrantPower Preventive Medicine (10% chance when PreventiveMedicine, if Scourge)
  • 194.3 HP (16.12%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 46.25% MezResist(Confused)
  • 46.25% MezResist(Held)
  • 46.25% MezResist(Immobilized)
  • 46.25% MezResist(Sleep)
  • 46.25% MezResist(Stunned)
  • 46.25% MezResist(Terrorized)
  • 100% MezResist(Teleport) (20% chance)
  • 8% (0.13 End/sec) Recovery
  • 98% (4.92 HP/sec) Regeneration
  • 30% ResEffect(SpeedFlying)
  • 30% ResEffect(RechargeTime)
  • 30% ResEffect(SpeedRunning)
  • 14.75% Resistance(Smashing)
  • 14.75% Resistance(Lethal)
  • 20% Resistance(Fire)
  • 20% Resistance(Cold)
  • 17% Resistance(Energy)
  • 17% Resistance(Negative)
  • 8% Resistance(Toxic)
  • 13% Resistance(Psionic)
  • 15% SpeedRunning
------------
Set Bonuses:
Superior Defiant Barrage
(X-Ray Beam)
  •   4% DamageBuff(All)
  •   3.6% Max End
  •   36.14 HP (3%) HitPoints
  •   +10% Enhancement(RechargeTime)
Superior Blistering Cold
(Ki Push)
  •   15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)
  •   4% (0.07 End/sec) Recovery
  •   6% Resistance(Fire,Cold), 10% Status Resistance
  •   5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
Superior Avalanche
(Irradiate)
  •   15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)
  •   6% Resistance(Fire,Cold), 10% Status Resistance
  •   4% (0.07 End/sec) Recovery
  •   5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing)
Blessing of the Zephyr
(Jetpack)
  •   Knockback Protection (Mag 4)
Obliteration
(Burst of Speed)
  •   2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance
  •   3% DamageBuff(All)
  •   +9% Enhancement(Accuracy)
  •   +5% Enhancement(RechargeTime)
  •   3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Apocalypse
(Proton Volley)
  •   16% (0.8 HP/sec) Regeneration
  •   36.14 HP (3%) HitPoints
  •   4% DamageBuff(All)
  •   +10% Enhancement(RechargeTime)
Obliteration
(Dragon's Tail)
  •   2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance
  •   3% DamageBuff(All)
  •   +9% Enhancement(Accuracy)
  •   +5% Enhancement(RechargeTime)
  •   3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Superior Blaster's Wrath
(Cosmic Burst)
  •   +15% Enhancement(Accuracy)
  •   +10% Enhancement(Range)
  •   4% DamageBuff(All)
  •   +10% Enhancement(RechargeTime)
Numina's Convalesence
(Reaction Time)
  •   12% (0.6 HP/sec) Regeneration
Adjusted Targeting
(Tactics)
  •   2% DamageBuff(All)
  •   3% Resistance(Energy,Negative), 5% Status Resistance
  •   +9% Enhancement(Accuracy)
Aegis
(Tough)
  •   7.5% Movement Speed
  •   3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  •   5% Resistance(Psionic)
Steadfast Protection
(Tough)
  •   3% Defense(All)
Gladiator's Armor
(Tough)
  •   3% Defense(All), 100% MezResist(Teleport) (20% chance)
Numina's Convalesence
(Inner Will)
  •   12% (0.6 HP/sec) Regeneration
Obliteration
(Atomic Blast)
  •   2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance
  •   3% DamageBuff(All)
  •   +9% Enhancement(Accuracy)
  •   +5% Enhancement(RechargeTime)
  •   3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Luck of the Gambler
(Scorpion Shield)
  •   10% (0.5 HP/sec) Regeneration
  •   13.55 HP (1.12%) HitPoints
  •   +7.5% Enhancement(RechargeTime)
Shield Wall
(Scorpion Shield)
  •   5%  Resistance(All)
Reactive Defenses
(Scorpion Shield)
  •   3% Resistance(All)
Superior Vampire's Bite
(Eagles Claw)
  •   6% Resistance(Energy,Negative), 10% Status Resistance
  •  
  •   36.14 HP (3%) HitPoints
  •  
  •   3.6% Max End
Luck of the Gambler
(Weave)
  •   10% (0.5 HP/sec) Regeneration
  •   13.55 HP (1.12%) HitPoints
  •   +7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  •   10% (0.5 HP/sec) Regeneration
  •   13.55 HP (1.12%) HitPoints
  •   +7.5% Enhancement(RechargeTime)
Numina's Convalesence
(Force Barrier)
  •   12% (0.6 HP/sec) Regeneration
  •   22.59 HP (1.87%) HitPoints
Preventive Medicine
(Health)
  •   GrantPower Preventive Medicine (10% chance when PreventiveMedicine), GrantPower Preventive Medicine
Performance Shifter
(Stamina)
  •   7.5% Movement Speed
  •   22.59 HP (1.87%) HitPoints



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The only enhancement I've actually boosted are the LotGs (to get slightly closer to Def softcap), Hasten's Recharge Reductions, and Force Barrier's Numina's Convalescences.
57
Roleplaying / Re: The Saga of Wyldhaunt and Amberguard
« Last post by wyldhaunt on November 16, 2023, 11:03:49 am »
The Amber Fist's origin bio:

In 2009, a scientist was performing some experiments regarding amber's electrical properties when some Circle of Thorns broke in, seeking to use his body as a host for their corrupt spirits. Unfortunately, they succeeded. However, due to the nature of their magic and the experimental equipment, some nearby amber picked up a fragment of the scientist's soul, slowly mutating and growing into a semblance of the scientist himself. This fragment has called itself "The Amber Fist" and joined the heroes of Paragon in their various quests.

Then the death of Primal Earth came.

Laster, when the long, frozen state of Paragon opened in a Rebirth, The Amber Fist woke as a fragment of his former self. It seemed there was a split in him - another became the villain Ambershock! The Amber Fist worked to quickly regain the powers he lost to prevent Ambershock from taking over the world! However, he's heard nothing from Ambershock in four years...
58
Off-topic / Project Bane
« Last post by Joshex on November 12, 2023, 02:32:14 am »
so, in 2011 I began working casually on a project called "Project Bane" in blender. I knew what I wanted to do, and what I had to do. Then in 2012 when CoH was sunset I kinda went full-in for a bit and started making what I hoped would one-day be a spiritual successor to City of Heroes.

however all I could get out was on offline demo for my master's degree project. It was hard work to essentially cram the menus and overlay and characters items and scenery into 1 year. in the end I ended up cutting the scene short and setting very small map bounds. and the character animations were awful, I didn't even auto-inverse-kinetics (Auto IK) them, they were all manual bone rotations so they looked stiff.

this thread is for discussing this project.

so, what did I actually showcase during my masters degree if not a full game?

It centered on game tutorial philosophy, specifically training the character with minimal text. essentially we're talking Super Metroid style tips, but rather than placing them over the screen, I decided to make multiple billboards in game whose image would change based on conditions being met. such things as running out of stamina, getting low on HP, getting defeated, and tasks pointing you to click your contact to get a mission, and hand-in completed missions, even teaching you how to target enemies by clicking them. It was all helpful tips as graphical billboards.

you might see where this is going. recently there was a competition for billboard design, so, I'd like to share my idea with City of Heroes: have the billboards actually help communicate tips to players. I'll try to post them tomorrow. Looking back at them now is well kinda like looking back at childhood drawings, they are a bit humiliating in their current state so bear that in mind. also the graphics and symbols are my own custom designs intended for Project Bane so they may not match city's items exactly. I might change that if I get time between now and december 30th.



lastly, what became of project bane?

well, it's really on-hold. blender has some limitations I did not know well enough to get around at the time. the major problems are:
1: dynamic text that doesn't abuse memory is kinda unstable. in blender 2.5 to 2.79 you can use a text object, but that renders the text from a vector curve, and seems to suck up processor and memory power. In 2.49b you use a .tga image font, the problem there being that when you transfer the game to a different machine all the text turns into '@'s , the fix is to go in and re-unwrap every single text field and lay it out on the @ in the image, which is not something most casual players will easily be able to do. theres another method which requires a bit more programming expertise and essentially costs 1 polygon per letter in some cases, it also requires an in game dictionary of words and phrases so as to cut down on polygons. it would be a ton of work. also word wrap is something I need to program myself, as well as text window bounds, scrolling and such, it's likely it'll have to be some crazy videotexturemodule trick to make a chat box actually scroll and hide out of box text.
2: Dynamic shadows, blender only allows buffered shadows with a spot lamp. it also gets pretty pixelated over large distances. there's a gamelogic bricks function to make an object into a 2D n64 style shadow that follows the player around at ground level and hangs over edges floating in the air, and then theres theoretical raytraced shadows using a shadow scene and the render to texture module but it's not confirmed to work.
3: Encryption. this was a real kicker. I think python has some form of data encryption module, but there doesn't seem to be a controlled method for key negotiation and exchange. I did make my own data encryption method the problem is building it lol.
4: motion textures, blender can only do motion textures with the videotexture module, it uses essentially double the graphics memory and processor power as rendering the gamescreen then converts it to the desired image resolution. there's other methods I've stumbled upon more recently that should help essentially mesh swapping.
5: updates, patches etc. while there are methods to do this automatically, you essentially need to build the updater into the game, and as far as I know it has some critical limits. real-time mesh and image creation are essentially a pipe-dream in-game. they are meant to be done out of game.

the pros of blender were:
open source; so players could literally custom model their character model and animate their own attacks with custom graphics effects. the downside is these would only show up to other players once officially added to the server by mods and after the client is updated.

the downsides were mainly:
a lot of dev work, and no one wanted to help.



This project may be picked up again in the future. it's not abandoned. But right now I think I need to start smaller and put out something to generate interest in my game dev abilities (which I am doing, nearly done with my first game). If this project does go live again, training will be available.

what can I tell you about the game? not much, it kind needs some secrecy till it's ready to launch. I'm actually glad I didn't rush it out. building a superhero universe storywise is a big job that requires alot of careful assessment as you go forwards to prevent plotholes and limits which write you into a corner.

the game premise and setting are largely known, gameplay elements are in their infancy but are already 90% planned out. numbers are the real work there, I have a spreadsheet somewhere that needs a major reworking. @_@ math.. it is not city of heroes, there are a long list of monumental changes, some of which may need more testing to determine better methods of application. I currently have no funding.

Character models will need reworking: last I checked the character model I made had working rigging, but could be a lot better with my knowledge now. the polycount with clothes was about 10,000 polygons. which is crazy for a single character. so that will need toning down. I currently only have a male base model, I'm nearly done with a basic female base model, just need to finish rigging the hands and make eyelid shapekeys, but that's in anime style, so while we could include that, I still want to make a comic book style and realistic style, most of which is just the face.

but yeah, this is on hold. if you are interested let me know.
59
In the long run, "gimmie all the good stuff for minimal effort on my part!" rarely improves Player retention rates.
The less effort it takes to accomplish something, the less value it has to start with and the less value it will retain over time.

There's a reason why "boosting" garners less respect than actually doing the work (and P2W garners even less).

You must not play redside very often. Just FYI, beating Dr Q is an entire mission villains have to do, and he can scale up from an EB to an AV with a full team! Obviously, this being a massively multiplayer game, every person who joins a team and contributes should get full rewards for their contributions. Otherwise, there's no incentive to team up at all, and we native redside players would really like to team up more. :)

As far as player retention rates go, after that problem I encountered with patron unlocks, I actually went from playing weekly to not playing for several months, as did most of my friends. Which is why I stopped looking at this thread for a while. So even if you think missions shouldn't reward your teammates for helping you and consider team rewards to be a matter of "boosting," you're advocating for something that has at least once convinced less people to play on Rebirth. But maybe that's intentional.

Realistically, people play on their own terms, or they don't play at all. If a person only has fun at level 50 but can't realistically expect to reach level 50 within a reasonable amount of time, they won't sigh and suck it up. They just won't play at all. They'll find a different game to play that they find that's more accommodating for them. For a massively multiplayer game, that's unfortunate, because a diversity of playstyles and players makes for a healthy population for long term sustainability.

But, again, that has essentially nothing to do with my OP, because as explained, we do have to work for patron unlocks. I think every redsider gets badges from mayhem missions from enabling AVs and rushing the vault, and that's a great system that makes people love doing mayhem missions. Well, besides the fact that mayhem missions are riotous fun in their own right.
60
Player Help/Guides / Re: Rotating Auto-Powers Using Bind Files
« Last post by Sky-Forge on October 30, 2023, 01:03:31 pm »
I thought it might be useful to add this too. In some cases, it might not be ideal to have these running all the time. For example, maybe you're exemplaring and powers you had on rotation that would normally be 100% uptime are things you now want to use situationally. For cases like these, I made macros that allow me to turn the auto-rotating on or off with a single click.

To do this, I created another folder named "Blank" within my Binds directory. This folder just contains one bind file, which has the default mappings for the keys set in the rotating bind files. Here is an example of that file:

B1.txt
Code: [Select]
w "+forward"
a "+left"
s "+backward"
d "+right"
0 "powexecslot 10"
1 "powexecslot 1"
2 "powexecslot 2"
3 "powexecslot 3"
4 "powexecslot 4"
5 "powexecslot 5"
6 "powexecslot 6"
7 "powexecslot 7"
8 "powexecslot 8"
9 "powexecslot 9"

So then, for the macros, I would use this one to turn on the auto-rotating function:
/macro Auto bind_load_file "D:\CoH Rebirth\data\binds\Zalenia\B1.txt"

Then for the macro to turn them off, I use this:
/macro Off bind_load_file "D:\CoH Rebirth\data\binds\Blank\B1.txt"

Now you'll have macros to turn the binds on and off at will. When you turn it off, the last power that was set to auto-cast will stay that way until you remove it or switch it to a new one.
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