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Messages - Joshex

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76
General Suggestions and Feedback / Inspiration Conversion Accolade idea
« on: September 14, 2021, 05:32:41 pm »
You know how with regular IOs if you craft so many of a certain level you can memorize the recipe (then you never need to buy it or get it as a drop again, just need salvage and meet the inf crafting cost.)?

Well, why not have some sort of similar situation with Inspirations?

Naturally because they are consumables we can't just have people able to get as many as they want. this means there would need to be some limits, maybe so many per hour.

Or better yet, back in issue 5 to 12 we had a "convert 3 to next tier of same type" ability in the normal conversion menu. I know I have already mentioned this and the mods here have thoroughly shot adding this back in down. However that was a request to add it back in as it was, that is to say any player can do it as often as they want to.

However now I am suggesting doing it as a Set of conversion badges and accolades as follows:

Respiteful (badge): Convert 3 small green to each of the other 8 types of inspirations 10 times each and convert each of the other 8 types of inspirations back to a small green 10 times to unlock this badge.

and the same for every other small inspiration that can be combined.

When you get all 8 badges: Inspiration Accolade 1:
Once per minute instead of the normal inspiration combination menu [convert to other insp, convert to the same insp (greyed out)], you will have the option to upgrade any small insp you have 3 of to 1 medium insp of the same type instead of the greyed out option to convert to the same insp. this option will return to being greyed out after use each time with one minute between usages.

Next a series of badges for combining 3 medium insps of each type to each other type 30 times each!

When you get all 8 badges: Inspiration Accolade 2:
you are now able to combine any medium inspiration you have 3 of to one Large inspiration of the same type once per minute.

Next a series of badges for combining 3 large insps of each type to each other type 90 times each!

When you get all 8 badges: Inspiration Accolade 3:
You are now able to combine any Large inspiration you have 3 of to one Super inspiration of the same type once per minute!

At these rates it'd take you more than 39 minutes to create 1 super insp from an insp vendor's small insps. It requires conscious badge earning such as converting to types of insps you might not care to way more than you'd like. Could also make them sequential, so you need to get the small insp accolade first! can't just jump to gaining credit towards the large insp accolade.

in example Most people delete extra awakens because they clog insp inventory space (usually only keeping 1 at most if they have nothing better), so they never convert them to anything else or rarely do so, thus they could never earn these badges without consciously planning to do so or taking forever.

It'd take a bit of code to apply it, but more badges and accolades to earn makes for more fun. plus it'd be nice in a pinch to be able to convert 3 to a more powerful insp.

77
General / Re: MidsReborn Guardian
« on: September 13, 2021, 07:09:52 pm »
bug, telling it to check for updates crashes it, renames the exe to exe.bak and when attempting to open it again it does nothing(even after removing the .bak extension).

78
General Suggestions and Feedback / Re: Inventive Inf Dumps
« on: September 08, 2021, 05:25:24 pm »
3 more Ideas;

Purchasable inventory space in any inventory; salvage, recipes, enhancements, Inspiration tray, WW/BM, Vault storage, AE custom story slots,  Take away lots of free character slots. leave us with 10 or less free on every account, the rest cost inf. same with renames. In addition while each slot costs a billion inf, they also require upkeep to continue to access the items in those slots on a per time basis.

Idea 2: while not a traditional Inf Sink/Dump idea, it has the same effect by different means;

Open up the pawn shops

this was an idea for Project Bane, it was meant to take drops that people dump/delete or that would have dropped but a player had no inventory space to accept it. These Items default to the pawn shop inventory, where they sell for either 3x the highest sale price in the market, or the inf cap if it would be higher than that.

Originally the idea was to sell it in the pawn shop for 3x it's shop sale price, but purple recipes back when we could sell them had fairly abysmal resale value to vendors, the goal was to provide players the chance to get a purple for cheaper by hanging out and browsing the pawn shop. but yeah it can easily be an inf sink if the prices are high enough. it also fixes the whole "there are none of this recipe on WW at this level" problem. alternatively rather than the game figuring the price, devs could set it and revise it periodically.

Benefits to players: all those missed drops and accidental deletions are available for purchase on a small server this provides a wall of recipes for sale that otherwise wouldn't be.

Benefits to inf sinking: the money is not being paid to another player. the game is just eating it in massive chunks.



Idea 3:
[Temporary Power: Over-Powered]
Toggle: self +def 50%, +res 50%, Accuracy +4.0, Tohit + 100%, Damage +1000, Status effect protection and resistance, + speed, -Rech (20 global), End x2, +recovery 1000%, +regen 1000%, + Perception 200%, HP x2. -1,666,666 inf/sec, 100 mil/minute, 6 bil/hour. no value in PVP.

Description: "Inf = Power. You were granted a power with this note on it. You have no idea where it came from but turning it on put a major hole in your bank account. better think twice about when to use it"




79
General Suggestions and Feedback / Re: Inventive Inf Dumps
« on: August 30, 2021, 06:45:22 pm »
those are some great ideas! many games already do this, but not necessarily for purchase. one I know does this based on a leaderboard situation like a statue of the last person to finish all the content in a zone, or beat some big boss on masters settings. some games have a trio of statues 1st, 2nd and 3rd for longer lasting effect.

Typically the placement is somewhere everyone must pass to really get in the zone.

Sometimes devs allow players to leave a comment with the statue on a plaque.

80
General Suggestions and Feedback / What to do with Galaxy City?
« on: August 27, 2021, 09:08:54 pm »
I know some of the inner workings of the CoH staff's minds, they would actually base new Issues on player interactions with game content. So, players not paying enough attention to Dark Astoria, led to Mot and the banished pantheon's ressurrection. Everyone startign in Atlas Park and almost no one starting in Galxy City led to "good bye galaxy city". meanwhile Sister Psyche's unpopularity led to her replacement by Penelope Yin. and so on and so forth. eventually with the way people were kinda ignoring the Deadly Apocalypse zone events, there was going to be yet another catastrophe.

But lets back-track here,

This is about Galaxy City, yeah, it died as a hero side starting zone. it paled in comparison to Atlas Park, yeah I started my first toon in Galaxy and found out quickly that that was an unpopular choice. I then had to attempt to walk to atlas, it was memorable at least.

So now it's destroyed and offlimits to any players higher than 2. What should become of it? were there any dev notes about this for future reference? I seem to remember hearing a Rumor that it was going to be reborn as a Lv50+ zone at a later date. possibly with an evil/changed/compromised Sister Psyche in some capacity.

OR

should we just say they fixed the problem and "repair" the zone for players who pass Lv #?

OR

something else entirely?
I have long thought that the name Galaxy City, should become literal, as in it becomes a hub for aliens of all sorts and a gateway to other worlds. I dropped this line with the original devs and they seemed very very interested in making a "Space" zone. meanwhile this was while we already had the shadow shard, so no doubt missions would include a lot of shivans and nictus. I think the main reason they never Space-Zoned was they needed more worlds and peoples and monsters and places to make it viable and interesting, and just never had enough time to come up with it.

So what do we do?

81
General Suggestions and Feedback / Re: Inventive Inf Dumps
« on: August 27, 2021, 08:52:15 pm »
Purple Temp Powers:

Examples:

Power Analyzer MK IV - get information about ANY taget. probably TMI (please add in jokes). makes the target blurt out revealing statements in NPC chat.

Trial Powers: non enhanceable (lower powered?) versions of just about any sort of power in any power set. limited uses on click-type, limited usage time on Toggle, and limited days of usage on Auto. no PVP effect in PVP zones. Only allowed in arenas when temp powers are allowed.


82
1: very rare attuned enhancements are any Rare or Very Rare enhancement that has been attuned with an Enhancement catalyst.

2: There is a thread here for Inf Dump ideas, that is Inf Sinks. Any one please feel free to add or discuss. Devs feel free to gain inspiration from it.

3: On live I used to mish in DA a lot and would often get a purple once every 2 hours of +4 x8 farming. For me, that is the right speed. It's a reward for making a good build and continuing to play on it. Not to say squishies are a bad build, but I.M.E. tanks, brutes and scrappers are the money makers. heck throw MM's in there and a few specific Troller and Dom builds. Blaster? maybe -1 x8 if you really know what your goal is, and if a blaster can do it then anything can.

4: On live, I can confirm PVP recipes did in fact drop from normal enemies and missions, both in PVP zones and out. heck even on rebirth I've already gotten a few low level PVP recipes and haven't even done PVP at all. sadly they were not the good ones and there were 0 bidders so I dumped them at the shop. I know I could have crafted and converted out of set. but the level was kinda odd too not super low and not decently high.


83
General Suggestions and Feedback / Undo some Power Conflicts
« on: August 24, 2021, 08:36:55 am »
So a lot of builds have click location type powers, such as TP AoE, summons, fields, Teleportation etc. and at current these abilities do not cast when flying or hovering.

This goes back to cryptic and paragon devs days where they decided that it wouldn't work if you could both fly and teleport at the same time. and they extended it to summons and fields. Their thought process was "you have to be touching the ground to do that".

No idea why they thought that, but it gets in the way of a lot of builds taking fly or hover. This makes a lot of builds relatively grounded. heck even using a jetpack disables these attacks.

I would like to request changing this, flight powers shouldn't disable you from using these attack types.

One example is the non-combat pet summons, they will not cast unless you are on the ground.

Another example is Electric Melee's Lightning Rod. which could be said to touch ground on TP to discharge. so that is to say, self: anti-fly till  the Lightning Rod animation finishes, then back to hover or fly. You know an automatic thing rather than having to turn off hover or fly to do it at all.

84
the only real problem is attack coding. From what I was told, CoX only allows 1 damage type coding for an attack's accuracy+tohit/defense calc. that means that attacks have a Primary damage type.

In example an attack with Smashing, fire, energy, though the attack has fire and energy damage types, and lets say a target has weak defense to fire or energy, it doesn't matter because it's coded as Smashing in the battle calc that determines if it hits. it wont calculate the fire and energy in the attack separately. It only calculates this separately when dealing with Res and direct damage.

So to accomplish Power Synergy, you would have to have several def calcs for each attack. in the example's case 3 different def calcs, one to check if smashing hit + one to check if fire hit + one to check if energy hit = types that hit.

Then when applying damage you'd only call the types that hit to compare against the Res, and during damage application to the HP (direct damage) you'd not include the damage from damage types that did not hit.

So lets use our example; The smashing (45) did not hit, the fire(20) hit, the energy (20) hit.  Res was 50% Smashing, 10% fire, 10% energy. the outcome would be fire(18 (90%))+energy(18 (90%)) = 36 damage.

One downside is you'd have to decide what buffs and what debuffs attack damage. Heat+cold in example would probably directly lower eachother's damage output.

then theres team implications, a fire team wont want an Ice guy because it'll lower damage they can deal though it provides steam effects. where ice teams wont want fire to melt their holds. then theres enemy groups that have fire for DoT - end and Ice for DoT +rech - speed, this equilibrium that made some enemy groups so tough would be broken.  So the rule has to consider friendly fire maybe omitting negative effects.

In the end it'd take lotsa extra attack coding. Extra variables for consideration, and a relook at the battle calcs, and a few extra steps in attack casting, using rays to detect for each damage type between you and the target, and also applying sensors to physically present attacks to make them able to sense eachother and apply the effects of damage types that collide.

Not saying that's bad, but this is one thing I was thinking of when I came up with Project Bane (my partly functional game idea I made years back as a spiritual successor from when CoH went down). After thinking about it, I thought it'd be fun to include it in CoX if we ever got the code, but after pondering on it for years I realized it was just a different beast entirely.

CoX, is still the best Super Powered MMO out there. But it wasn't perfect. there are things that could have been done to make it more accurate to a real comic book universe, power synergy being one of them. The question now is; Add it in? or just make a new game and build it and other things in from the start?

This was kinda because of deadlines cramping idea development when CoX was built, if they had more time to think about it they probably would have done tons of other stuff. These deadlines cause development in any company to always be imperfect, which is why Intellectual Property exists, because they are always affraid of private groups with all the time in the world 1upping them with all the things they should have had the time to think up but didn't. :troll face: butthurt much IP holders?

Now that we don't suffer from such deadline overheads it's entirely possible to make such drastic overhauls. But it will be drastic. I have been pondering starting up Project Bane again to see what it could become with more help behind it. But yeah I would support this being added into CoX.

85
Looking for Group / Re: Steel Canyon Firefighters
« on: July 28, 2021, 12:47:32 pm »
a couple thoughts:
1) Sadly there is no badge or other reward for saving the building, the only badges are the ones that you already listed
2) Any player can schedule an event with herald, so I would pick a time that works well for you (and doesn't conflict with itrials for best turnout): https://forum.cityofheroesrebirth.com/index.php/topic,81.0.html

Good advice!

hmm, maybe there should be some small reward choice window. that kind of thinking really belongs in suggestions and feedback though. it'd have to make it worthwhile without being too good. maybe one choice could be ## of random +3 SOs, or ## rare salvage, or ## uncommon salvage, or a more powerful ranged cone or aoe fire extinguisher temp power with a large number of uses or some other fire fighting aura that only really effects fires.

86
Boss: "make like 10 different rigid-body books players can kick around the libraries"
Employee: "Ok, history, some art thing, some tech looking thing, ahh.. what other book names can I make I've run out of ideas!"


Boss: "good work so far keep it up"

Employee: "he.. didn't notice! no one will ever find out.. well Ok then, it is that time. what should I make a book about, I really need a break to use the toilet but the boss wants these done with no breaks.. wait thats perfect!"



"they wont find that one for years. think he'll get the message? wait who am I psionically asking?"



"I'll just throw one here too."



"and here."



"can't forget to sink one into the bookshelf"



"here have another"



"can't forget to drop one right near you sunshine"

"Poop everywhere! best part is because they are rigid body players can knock them on the floor then it's POOP time on the floor! get it? ah i am easily amused.."

"Next I'm gonna make a monkey enemy and make it throw poop."

Boss: "good job on the books, I need you to work on the rikti"

employee: "can I make an alien monkey that throws poop?"

Boss: "umm.. no."

employee: "please? pretty please with sugar on?"

Boss: "mm it's goign against my best judgement.. but.. lets call it a rikti monkey fart and make it toxic"

employee: "AHAHAHAH thats a good one man! brilliant!"

a great read for when you're down in the sewers. or at least when your mouth is.

87
Looking for Group / Steel Canyon Firefighters
« on: July 21, 2021, 09:36:41 am »
So, there are a variety of badges to be earned in this zone event. It spawns randomly usually once or twice an hour. the event only lasts a short time, not exactly sure how long. 20 minutes? half an hour?

The thing is, people are rarely interested in doing this. So far I've had 2 other players help out, but it needs at least 1 full team. I would like to eventually actually completely put out one of those fires (I imagine there is a badge for successful completion, or some other reward). So if you are interested in joining this event please post what times (and from what timezone) you are available during. It will really need everyone to be on at the same time, and we'll just have to mess around in radio or tip missions and be ready to TP to steel canyon.

You can TP to steel canyon WW using the Wentworths transporter, you can buy this temp power from wentworths. I think it's 10,000 inf? if you need help affording this I can help.

More about the event:
Enemy group: Hellions
Goal: put out all the fires.
Equipment/Powers needed: If your toon has Cold powers those should be super effective. If not, there will be a fireman nearby that will supply you with a free temp power! fire extinguisher.  You can keep getting this temp power when it runs out infinitely as long as the fire is going.

Strategy: if you try to put out the fires eventually the hellions around the building will chuck molotov cocktails at the windows and heal and restart fires you put out faster that you can put them out. For this reason we will need several players to distract the hellion mobs and keep them out of range of the building, while the rest work to put out the fires.

That may sound like a job for a tank, but in fact at Level 19 the hellions are all grey-con, so even the weakest of blasters should do just fine.

Badges:
in order to get the badges you need to defeat equal quantities of fires and hellion arsonists. There are meters to see your progress on the Navigation window under Collect>Defeats
the first badge Volunteer firefighter is very easy to get.
the second badge Fire Fighter requires 25 hellions and 25 fires. (and grants an Advanced Fire Extinguisher temp power when getting a new one from the fire fighter)
The third badge requires 100 hellions and 100 fires. (doing this as a team will make it much faster! otherwise you'll be lucky to get 10 fires a go (usually it's more like 5 to 7))

Dangers: If we have failed to keep the arsonists out of range and they keep lighting fires; after the event time is up (there is no visible timer... that really should change, there kinda needs to be a visible timer) there will be a fire flare around the base of the building, when you see that: RUN!!!

The building will explode and KO all players in range of the explosion.

This danger should be averted if we can keep the hellion mobs busy and put out all the fires..


Finally at current until the start of August 2021, I am available 5pm to 8pm and 10PM to 12AM UTC+0, during August and onwards I should be available 9PM to 12 PM UTC+0.


Additional, rather than do this as a player organized event all the time, it would be nice to have an official event to tackle fires in the event herald overseen by a mod.

88
Player Help/Guides / Re: Set Enhancement pricing list
« on: July 21, 2021, 07:16:45 am »
Make one? maybe Muon could come up with a yellow set with a proc, just to say we have one, should be something universal so we only have to make one.

also this list is so much nicer than on live:

I.E.:

PU = Purple and PVPIO
Merit Cost = 0
Alignment Merit = 30
Astral Merit = 0
Empyrean Merit = 30

89
General Suggestions and Feedback / Pet Costumes
« on: July 19, 2021, 08:17:10 am »
Largely for masterminds, for primary or secondary pets, it would be cool to be able to adjust Pet Costumes.

The idea is to always have the default pet looks as it's own selection, but be able to click "custom" to open a character designer screen to make a pet out of existing costume parts like you would a player.

there could be limits to prevent graphics overloading if necessary.

90
General Suggestions and Feedback / Re: SuperSports/SuperBall
« on: July 10, 2021, 07:11:12 pm »
Quote
I still think it'd be worth a laugh to import enemies as the ball

That's the Rogue Isles version... (c;

now I'm thinking enemies inside the ball like this:



Also the summer block buster colleseum could be a great arena map for these games.

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