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Unreal Engine 4 Upgrade, What Does It Entail?

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To my knowledge, MH runs on unreal 3. The new visual upgrades (textures specifically) look really impressive, but my thirst for improvement probably won't ever cease. I can see moving to a newer engine being beneficial in terms of visual upgrade potential, and efficiency in terms of how well the game can run.

That being said, would everything have to be recoded? Or is it a fairly simple switch assuming some level of compatibility between unreal 3 and 4? I know many other changes could/should come first, but specifically for this, I'm curious if it's a viable long term possibility.


Beach Party XP boost

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I realize both the RIF and SIF boosts are getting vaulted, but will the XP boost be vaulted after this weekend? Not sure which dev to tag.

Also what's the deal with boons? Over Christmas I managed to get XP and SIF "boon" items (give +25% boost to XP/SIF respectively to yu and all surrounding allies for 1 hour). Don't even know how I picked them up. Is this something new happening on top of BIF or are they also getting vaulted? If they are getting vaulted any way to pick them up before the vaulting as I imagine there's a RIF one too, and maybe a credit find?

Randomly Kicked From One-Shot Terminal?

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This was very odd and I'm wondering if this has happened to anyone else, but I was doing the Man-Ape one shot and in the middle of running to the next area to defend the villagers, I got kicked from the instance, just sent back to hub for seemingly no reason. I thought maybe there was a queue that popped somehow and I accidentally clicked it's pop up because it seemed to happen after I clicked roughly in the center of the screen. But I wasn't in queue for anything as I was just soloing some terminals at the time. It's not a huge deal, but what if something like this happened in the middle of a raid or something, that could be annoying if whatever caused it, affected other situations too. Anyone know why or how this could happen?

Can someone help me clean my stash?

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It has come. That time of the year when I simply decide that I can't take the mess anymore, but I have no idea of what is useful or not. Can someone give me some tips?

Friday Summary - 1/13

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Ahoy-hoy folks,

Let's jump into what everyone is wanting to know...

We have another iteration planned to go up tomorrow(1/14) afternoon PST for Test Center with the updates made by our development team. As usual, times might change but our team is going to do their best to get another iteration up sometime tomorrow. Updates to threads about hero iterations and more will be provided tomorrow as well.

We were graced by @TheArtofRawr recently regarding player concerns for heroes and Test Center Iteration. Please review his words in the spoiler button below.

@TheArtofRawr said:
Hey all, thought I'd chime in.

A primary objective of the Talents pass is to set up all Heroes on a better baseline structure that makes progressing, building, and playing a Hero more consistently satisfying across the entire roster. We think the new system achieved this. We hope you agree that talents on every hero gives the whole roster a feeling a cohesion, and offers more clear choices for every Hero.

However, as stated earlier in this thread by many, this much iteration is bound to produce fresh, new imbalances in the roster - and let's extend that term to art/animation, progression feel, and tuning issues - and we're in the business of addressing those in our iteration passes. While every hero in the roster of course enjoyed iteration after our initial passes, this iterative process will basically continue in perpetuity - always working out those imbalances more and more and more. That being said, we can't hold back a build forever, and of course we'd ship after we've applied our best efforts to get it into the best shape it can be, in the time we have. This is how this game, and really all games of this type, operate.

Once something goes live, we're not simply "done", and we don't think everything is in perfect balance (debatable if that's even a thing). We're going to continue to iterate, as we have always done. And this iterative process simply cannot function without all your input, so we're infinitely grateful that you all continue to provide your feedback so we can all make this game the best it can be.

Seriously. We really, honestly do take every piece of feedback offered here and elsewhere quite seriously - and work through great reams of it on a daily basis. It is precious and necessary for this game to continue, so sincerely, many thanks for all of it.

That being said, I want to offer some useful tools on giving feedback in general that have proved handy to me in the past. I can tell many of you feel very passionate about the Heroes you love, and I want to help make your feedback come across as effectively as possible. Many of you already know these, but hopefully it's useful to someone.

1.) Do your best to state your observations/feelings as clearly as you can. Using specific examples or comparisons can be helpful. This applies to both positive and negative feedback.

Here's an example: "When I use [Hero A]'s punch power, it feels really sluggish. [Hero B]'s feels like it has a lot of impact, but [Hero A]'s just feels wimpy. :("

2.) Explain the impact this has had on your experience. Again, avoid generalities if you can, and see if you can drill to something specific (again, comparisons help).

More examples: "When I'm playing [Hero A], that slow punch makes it so I miss enemies sometimes, and even if I manage to hit them, it takes like 3 hits to knock something out. And, dude, [Hero B] just instantly murders things with her version. As a result, I can't see a world where I use [A] instead on [B]."

3.) And if you want, give a suggestion for how to fix it. This part isn't as necessary, but it sure helps guide the discussion.

Belabored Example, I choose you!: "Just make [Hero A]'s punch hit immediately, that way something can't sneak away while I'm still winding up to punch. Or, if it's going to take that long, make it hit like a truck, maybe that'll help."

4.) Also, avoid direct attacks on people or anything else outside the scope of the thing you want addressed. It doesn't help the point you want you make, and it adds noise to your message, which can only hurt your chances of applying change to thing you want changed.

5.) Calling out things you really like can be as important as things you don't care for. Games are judged subjectively, and therefore will get widely ranging feedback from different people. It's important to make sure your voice counter-balances those folks who might not like the thing you do, and helps us know more about what people do and don't dig. It's a simple fact that any single Hero won't/can't be everything to everyone - which is why it's great that we have so many! So, it's super helpful to see the positive feedback too, so that we maintain and reinforce what's satisfying about a Hero.

Anyway, thanks for tolerating the rant. Happy feedback-ing!

Event wise, we got Mystic Mayhem going until January 18th!

We also announced the removal of RIF/SIF from the store on Tuesday(1/17) at 12:00PM PST. That doesn't mean we are removing existing BIF/SIF boosts from your inventory, we will be removing them from the store.

We are having Last Ever Boost Bonanza Sale! Grab the boosts you want before they go into the Marvel Heroes Vault!

To confirm something I stated previously, BIF will be coming soon after the removal of RIF/SIF. Keep your eyes peeled for more news!

Appreciate everyone's patience! We are working on getting scopes for you guys like concept art, sneak peeks at new costumes, heroes, etc..

To be Continued...

Finally got my Purple Eyes visual :D

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This took longer then it needed to but I finally got them. :D

MH 2017 - One Year Prize! [ Giveaway ]

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Good morning, ladies and gentlemen!

What would you like to see happen in 2017 for, Marvel Heroes? Do you feel unheard? Would it tickle your fancy, to pick a prize every month?

  1. One posting needed to enter.

  2. Explain what you would like to see in Marvel Heroes this year.

  3. Feel free to tag a dev or two, or three ... Nothing wrong in getting your suggestions heard.

  4. Keep it clean and respectful. Always follow the forum rules.

The contest will run today, Jan 13th, to Jan 20th at midnight. One winner will be announced that weekend. The winner will be able to pick one prize, every month, until Dec 31st 2017 (at midnight).

Please keep in mind, this WILL NOT affect the monthly giveaways I have planned this year.

Good luck, and may 2017 be kind!

Coolness skips a generation


Server Booted Me right after I beat Red Raid...

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I know the server may boot people out from time to time, I am okay with it since I can just re-log and problem solved. Yet, today it just finds the most critical time to boot me out... I just joined and beat the Red Raid, skipped cut scene, walked to the side, opened a holo stash for team, trying to run over to see if I am lucky with Twilight drop, and get those sweet Protector's, BAM, black screen, and it booted me to main screen, I instant re-log, and I am back in Xavier's school... and my weekly raid bonus is gone :'< Haven't been this sad for awhile...

RIP fellow friend

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Hello everyone,

yesterday, i've received the information that one of our long term guild members and friend passed away. He had a massive stroke 3 weeks before christmas and was since then in an induced coma.

We met in the closed beta of Marvel Heroes back in 2013 and had hours and hours of fun in this game. He was with us when we first killed Sutur in Muspelheim, we discovered the secrets of Wakanda together and showed Midtown Manhattan how to keep the streets clean.

Not only have we had fun in this game here, there were also other games we've played together or hours of discussions about movies or PC hardware. Sadly, there were no chance that we ever met in person even though we lived very close to each other still he will be always in my mind and heart remembered as one of the nicest pserons i've ever met.

Farewell good friend @Dodger, your guild, friends and everyone who knew you, will never forget you!

Last call for these characters

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With the whole new update in mind I figure if you haven't played these characters as they are, you should. This is for recommendations for characters that will be changed and maybe never the same after the update.

I'll start with SS, silver surfer. Absolute game changer. His movement build makes you accidentally get the "need for speed" achievement. He makes this game fun. He makes the dailies easy and wham bam thank you m'am done. If you don't have him, get him now. and feel the movement based gameplay. SS is a game changer. Just a beast. RIP.

Second I'd like to nominate Nova... so much potential. Such fun powers. Many powers, but that camera bug... ughhhh... I think Nova is for sure worth checking out before the change. Just so you can dash around and see how much the dev's care about him. But seriously he's fun. You'll never be able to lock on a target and dash around again like Nova can. (or camera bug)

Third... well maybe GG. as long as he can still move and drop bombs (I know that was/and has been a problem with builds)

Lastly, I chose to get Nightcrawler. and I'm really happy i got a chance to play him "as is" at the moment. he's fun, he can port and BAMF as much as he wants. NC was the one I thought about, didn't have him and saw this "BIG CHANGE" kinda thing, and decided, you know what? i want NC. bought him. I want movement based characters to be ... gasp... movement based.

So with all said, I have to ask this question, who/whom do you feel like need to be played before this change?

Team-ups vs Juggernaut

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Hello

Why is it that everytime Juggernaut uses his power (the one where the red arrow appears on the ground) 10 out of 10 times your team-up will just stand still waiting to be killed? Can the AI of the team-ups be improved? As far as I know, this is the only place where this happens.

@Asros

Also, don't you guys think the battle against Juggernaut boring? I mean, story mode or terminals, when he uses his shield, it's very boring to just wait until his shield vanishes. At least, against Red Skull you gotta fight the Hulkbusters...

Current top hero meta?

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Ive been trying to find posts on it but everything i can find in this game is dated..

Ive heard punisher is pulling top damage but just from my experience it seems like doom is crazy right now.
Could someone list a top 10 heroes right now? For bosses and AoE clear if possible, if not separate. Thanks!

Is Gaz Thinking About In-Game Loot For Twitch Prime?

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Hopefully! I'd like to see some new players around. For me, I'd like to see a pet that is the Twitch logo. It could have limbs and dance around, do a backflip, and then change the logo to a Kappa every once in a blue moon (once every 20 hours? for 10 seconds).

What do you want as an in-game item?!

edit: or it could be a promotional Random Hero Box?

How about a pre-Biggest Update Ever shout out to AlexBond and the good folks at MH Item Base

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@AlexBond

Thanks for all the hard work you and your crew have done and (I assume) will continue to do over at MH Item Base. I think I speak for just about the entire community when I say MHIB has become just about as important as the game itself, and we appreciate everything you guys do (when do you have time to play?).

And to the MH community - updates to MHIB aren't going to happen overnight. So relax and be patient.


Mobility: Too Much of a Good Thing

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I am TheArtofRawr, Lead Systems Designer for Marvel Heroes 2016. As you may know, the design team has been posting a series of design blogs about many upcoming systems updates, including Hero Powers, Items, and the exciting new end-game progression system called the Infinity System. Before finishing the series with a blog announcing the new difficulty slider, we need to discuss another major change that is running tandem to the suite of system changes: Character Mobility.

Since the inception of the game, mobility has maintained a binary state. If your Hero is moving at all, you are dashing. Stop and dash–that’s it. This lack of variability has crippled our ability to improve the game in some very meaningful ways. Level, enemy, and boss design hasn’t gone very far since we launched, because we gave all heroes an infinitely powerful tool to avoid anything dangerous or risky. The good news is that we’re going to do what’s right to increase the long-term fun of Marvel Heroes.

In order to move forward and generate fresh, exciting game content, we must give Heroes the opportunity to stop and enjoy that content for just a moment. The changes we are presenting here may seem contentious to some, but we do ask for constructive feedback as we get closer to testing. Keep in mind that in the long run, we know that these changes will open the way to better gameplay and more fun.

Here is an outline of the upcoming changes to mobility:

  • All Dash Powers now have a fixed distance and travel speed, uniform across all heroes.
  • “Dash” Powers (such as Combat Rolls, Lunges, Teleports, and Charges) have 3 charges and generate a charge every 4 seconds.
  • Teleports still begin their travel instantly, but move across the world at the same rate of Dashes rather than disappearing from one location and instantly reappearing at the next. They are comparable in distance per second to any other Dash Power.
  • Dash Powers now cleanse crowd control effects, and make the user completely invulnerable while travelling.
  • Travel Powers have a 1-second channel time before they start.
  • Travel Powers reduced in speed from 1000 to 700.
  • Ziggurat of Kargul will have a new ability replace its active power.

More Challenge, Decisions that Matter, and Better Gameplay

When Heroes boundlessly dash or teleport around the battlefield, limited only by their Spirit pools (and often not even by that, especially with endgame gear), there’s really no game situation that can provide a challenge. The only real threat to a player is an attack that is so damaging that it takes the Hero from 100% hp straight to zero. While one-shot attacks may have their place in extremely difficult content (as long as they are clearly telegraphed to the player and possible to dodge), as a rule, they become altogether boring and unfun unless they are implemented extremely rarely.

A far better gameplay pattern is for hits of various magnitudes to come at the player in a varying rhythm. Heroes don’t need to dodge every projectile from a Hydra mob because such minor attacks are relatively little threat unless present in overwhelming numbers. More threatening attacks such as the power brawler’s ground slam, however, should inflict noticeable damage but not instant defeat. These mobility changes will enable the player to face frequent and interesting decisions about what to dodge and when. And just as importantly, in the very rare cases when you’ve used that last charge on your dash power, it’s fitting (and fun) to feel a sense of risk as you move through the battlefield.

One important counterpoint that comes up frequently when we talk about making Marvel Heroes more challenging is how important it is for the heroes to feel true to their comic origins. This position is reflected in statements like, “a single Hydra soldier shouldn’t be a threat to The Hulk.” It’s important to understand that no one is talking about a single Hydra mob of any sort defeating a Hero. Heroes will still smash their way through hordes of enemies with little trouble. Only very large numbers of normal mobs in very difficult game modes will pose a serious threat to a Hero who is actively attacking and moving.

The tuning of endgame has become more and more of a challenge, and mobility is the primary reason for that. Those who have played the Cosmic Trial know that, for the most part, the only way to beat it is by being extremely mobile, dashing or teleporting constantly. That’s not how we want the endgame of Marvel Heroes to play out–there should be more to the game than just damage! Providing you with opportunities to make meaningful decisions and react to the challenge presented to you: that’s how we can continue to produce a variety of interesting content! To do that, we have to dial back on the speed just a bit so that we can trade it for strategy, decision-making, and better gameplay.

Let Nightcrawler be Nightcrawler

The Marvel Universe has a rich array of characters with different abilities and unique stories. One of the worst parts of limitless mobility for every Hero is that the truly mercurial Heroes such as Nightcrawler cannot stand out from the others. With these relatively minor limitations to mobility on all heroes, we now have the ability to let Nightcrawler and other very agile heroes stand out from the crowd. For instance, Nightcrawler’s Bamf power has more charges and a faster cooldown than the standard applied to most heroes.

Waffles Taste Good

Yes, Travel Powers were capped to 700 for a few weeks back in August, and we buffed the speed to 1000. That change was meant to be a correction for the fact that travel powers benefited from speed increases in prior patches. Now, we’re switching back to 700 and sticking to it. At speeds above 700, the controls became unresponsive on many Travel powers, such as vehicles with turn speed (Motorcycles), since they were never meant to be that fast. Increasing the turn speed would make them functional, but also reduce the visual quality and the feel of the powers. Many Sprint animations look wildly inaccurate running at lightning speed. These animations were authored at specific speeds, roughly twice the normal run speed. There’s no version of a Sprint animation that looks thematically correct when the user suddenly takes off a 3-4x times their former top speed. In addition, incredibly high movement speeds do not perform evenly on high- and low-end machines. One of our goals is to be accessible to as many gamers as possible, and this kind of speed provides a very uneven experience.

Honestly, we immediately regretted the change to 1000 and should not have waffled. We know that 700 is the correct speed for several reasons, and we’re owning up to the fact that we waffled and doing the right thing by switching back to the correct value.

Travel Between Combats; Dash in Combat

One last note about the one-second startup time that we’re adding to Travel powers. With the limits on dashes, being able to flick the Travel power on and off instantly is simply too powerful in combat, which is part of the reason why Travel Powers will have a 1-second channel time before they start. Ultimately, the path to good gameplay is to make it optimal for the player to use Travel powers between combats and Dash or Teleport powers in combat. This change is the least invasive way to achieve this goal.

The Road Forward

We’ve mentioned some of the gameplay improvements that these mobility changes open up, including more variance and opportunity for strategy. At a later date, the improvements that we’ve mentioned will get more detailed treatments in blogs of their own. Soon we’ll feature blogs on the improvements to enemies. In the meantime, our next blog post will continue with the series describing the biggest systems update in the history of the game! In it, we will share details about adding a personal difficulty slider that allows players to adjust the difficulty of the game. Until then, we will see you in the forums!

Zoddamn it, I quit

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Nothing left to chase...

...until the update, in like, a few days. :P

I've learned a few things, which I'm willing to share with yall from on high, because at one time I was a zodless plebe too. Ponder the following and prosper:

  1. X-23 is OP
  2. ICP is OP
  3. Ends of the Earth Spider Clone's sweet, sweet lewt table is OP.
  4. Shared Quests must be OP, otherwise I wouldn't still be doing them.
  5. Courage of Asgard is OP...I guess?

Discuss.

My List of costumes that need Visual Updates and Material Passes the most.

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This list will be done alphabetically.
Some are more in need in my opinion and will have that info near them.
There will be information near costume what it can need.
This is subjective but based on quality as well.
Costumes I'm not interested in at all aren't on this list even if they can need VU or MP

All are below with pictures, some with additional info.
27 costumes in total. Bigger need for 7 of them:

  • Black Panther - Default
  • Captain America - The Captain
  • Captain Marvel - Agent of S.W.O.R.D.
  • Scarlet Witch - Default and The Crossing.
  • Spider-Man - Default
  • Taskmaster - Default [most important]

Black Panther

Default
Bigger Need
- Visaul Update which also include it being more black/ darker.

Vibranium Armor

  • It's light gray gray-lightpurple it Needs to be much darker/ more black.

Man Without Fear

  • It's gray blue it Needs to be much darker/ more black.

He isn't a Gray-blue Panther.

Captain America

The Captain
Bigger Need
- VU in the style of his default or Hawkeye's default

Avengers

Marvel Now

Director of S.H.I.E.L.D.

  • Doesn't need it much but is one of the most different Cap costume.
  • The electronic sound of shield also could be toned down - same for Udon Taskmaster.

Captain Marvel

Agent of S.W.O.R.D.
Bigger Need

Warbird

Binary

Daredevil

Shadowland

  • VU like the default [changes aren't big between this two so I would hope it's easier]

Invisible Woman

Walk animation

Iron Man

Three Clasic Armors

Classic Armor

Silver Centurion

Stealth Armor

Mister Fantastic

Default

  • Material Pass like his wife got.

Scarlet Witch

Default
Bigger Need

The Crossing
Bigger Need

Spider-Man

Default
Bigger Need

End of the World

Scarlet Spider

Storm

Default

Taskmaster

Default - not bias at all but:
The most important
- VU in the style of default Captain or Hawkeye

Udon

  • Material Pass and tone down the electric shield sound the same for Captain Director of SHIELD
  • No Hood Variant
  • The changing shield variant based on the last picked talen. Give me! I will cry!

Wolverine

Two Classics Similar to the default

  • Vu was done for default so maybe it's easier to update those two.

Classic Brown

X-Force

X-23

Default

X-Force

@Lord if you can take a look :)

How many Login days have you had as of January 14th 2017

Is It Me?? I Bring Myself To Play.

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Since I know this big revamp is about to occur I can't bring myself to play. It's like what's the point when everything is about to completely change. You play, take the time to gear your character, select skills...then boom! Everything changes, your uniques, skills, and way you play the game. :|

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