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June 24, 2008

CoX - Roots

Current rules on what sort of powers will root (keep you from doing other things during activation) and which ones won't:

Toggle Powers:

Toggle powers that root should all only root for 45 frames (1.5 seconds), after which the animation should be interruptible by movement or other power animations.

Click Powers:

There can be exceptions to any of the above rules as deemed necessary.


Posted by Dave at 5:42 PM | Comments (0) | TrackBack | Edit
Filed under: Resources & Rules

June 16, 2008

CoX - No, really!

Have been playing -- not scads, but a decent amount. Over the weekend focused on Kitsune-chan and Ex-Terra -- got them up to 26 over the course days. I figured they'd be good -- as an Ill/Rad Controller and Spine Scrapper -- doing the Rikti raids over the weekend, and they were indeed (and, in the meantime, managed to finish off getting the Wedding Band and the Talos safeguard mission, too). Good times.

Next up ... hmmm ... Margie mentioned there's some Midnight Club content at our level. I'm interested in giving it a try.


Posted by Dave at 11:30 AM | Comments (0) | TrackBack | Edit
Filed under: Gameplay

June 5, 2008

State of the Gameplay

A few notes about this and that in my online gaming life:

  1. Health check: left elbow (and compensating for it) make it painful for me to use the standard QWE movement keys and power numbers for any great length of time -- meaning that Margie and I don't play more than an hour or two tops at any given sitting. Which should be helping our sleep, but not our gaming. It's annoying.
  2. CoX: We've spent most of our time playing a Fire/Fire scrapper (fun, but a bit squishy) and a Mind/Mind blaster. The latter is a delicate trick -- I'm still trying to get a good set of attacks and tactics to use with her. At 15 or so, of course, things are limited, and I also foresee a lot of secondary pool setups for her. But at the moment, balancing a bit of attack, a bit of knockback, a sleep and an immobilize is proving challenging. 
    I'm seriously looking at shifting to a couple of other alts for a bit. We did do a bit of play with a new scrapper duo, a couple of Jaegermonsters, but I didn't feel any buzz.
  3. LotRO: Haven't touched it in a couple. Not feeling any great desire to. Not sure what's going on there with me.

Posted by Dave at 7:29 AM | Comments (0) | TrackBack | Edit
Filed under: Gameplay , LotRO

June 3, 2008

CoX: Speedy auras

Noticed a Forum entry (now no longer up) complaining about the Hasten effect (and, peripherally) the Superspeed effect. Hasten wreathes your hands (up to the elbows in a burning yellow glow. Superspeed gives you a bright flashy area all around your feet -- and, of course, as a trail when you run.

The Superspeed effect can be a little irksome -- but Hasten is one of those that's bugged me practically since I started the game. If it would have any good I would have added the following:


 

I'll toss in my vote to significantly tone down the Hasten effect (hey, if you want flaming hands, take an Energy power, a Fire power, or an Aura). Superspeed is a bit annoying, too, but while it makes no sense that your feet/running would be glowing at only 90mph, it's at least a canonical sign of, well, superspeed.

The problems/differences are:

1. Superspeed is a toggle. If I want to appear without Superspeed's aura, I turn it off. If I want to appear without Hasten obscuring my hands and arms, I have to wait a minute or two (and be sure I turn off the auto-fire).

2. Superspeed is a power. Hasten is a character mechanic enhancement, like Focus and Build-Up, only with less justification for the effect. People take it, mostly, not because they think glowing hands fit their concept, but because their build will be helped by faster recovery. So obtrusive an effect for an enhancement used by people of all Origins and ATs and Builds makes little sense.

(Of course, I find the dust kickup from Sprint and the trailing dustfall from Combat Jump to be mildly annoying, esp. when flying or standing still, so I may be oversensitive.)

(I'll also note that it makes more sense for Hasten to be a whole-body thing, since the recharge effect works on kicks, mental powers, pretty much everything, not just swiftness of hands.)

I am not a Dev, nor do I want to be one on TV, but it seems to me that this effect could be toned down quite a bit without a lot of development effort. Ironically, its ubitiquity means it much less likely that's going to happen, since it would affect the appearance of so many players.

That said, if we could get a toned-down "Custom Hasten" similar to the "Custom Sprints," I would be very happy.


 

The impression given from the replies form BAB and his forum supporters was (a) it's not broke, so it ain't gonna be fixed; (b) if it ever does get fixed, it will be with powers customization; so (c) it's not likely to get fixed any time soon.

Which may all be true, but it's still an annoyingly bad choice of effect for most characters, and I wish it was different.

 

 


Posted by Dave at 8:30 PM | Comments (0) | TrackBack | Edit
Filed under: Gameplay