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Greycat

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Everything posted by Greycat

  1. OK. Unfortunately the pictures don't show us everything (like *which* parts of that set you have slotted, etc.) The youtube video... yeah, shows you trying to put a second one of Hecatomb Dam/End into your build. Only one of each piece of the set can exist on the entire build. The same is true of the brute enhancements, with a twist - while the superior ones give a boost to the set bonuses, they still consider (for instance) Brute's Fury Acc/Dam and Superior Brute's Fury Acc/Dam to be "the same piece of the same set" as far as checking for unique pieces. That can be decidedly confusing to people. When you tried removing the Hecatomb and reslotting it, you just kind of moved it around. If you'd moved it to the tray, released it, then put *either one* of that set (again, the same piece, you have two of them in,) you'd probably have seen the green ring that said you could slot it. You'll note you didn't have any issues in that video with ... what is that, Crushing Impact. That doesn't have the same uniqueness rule applied to it. You'll also note you had no problems with the Superior Brute's Fury and reslotting from the tray - you'd set it down already. What you were doing when you didn't get the green ring was essentially trying to just move it from power slot to power slot, which the respec screen doesn't really understand. You need to put it down in the tray - the landing area, if you will - so it understands "oh, this ENH is unslotted now and can be put back or put somewhere else." (Once it finishes processing, this should hopefully show what I mean, if that wasn't clear.)
  2. Well, before talking about legacy anything, look at the latest patch notes. Halloween 2022 - Trick-or-Treat Elite Bosses Power availability on the Arisen Mummy and Hollow Reaper enemies has been adjusted to be better balanced when they spawn at lower levels, gaining powers at Levels 30+ and 40+ to reach their current strength, rather than having full access to all powers at all levels. See if the others need adjusting or if this handles the folks having issues pretty well already.
  3. Yeah, this is for lore folks like me. Much of the rest of the game's lore can be learned through missions, dialog, NPC bios, badges and the like. But the Kheldians have a bunch that is buried or not seen in game - and their arcs by default are Kheld-only (though IIRC they can now be ouro'd by anyone.) Well, Sunstorm's been standing in Atlas for decades now, the PPD have Awakened the public would see, and while by the end of the Kheld arcs the Nictus threat is gone from the here and now, that's also not really expressed in game (especially with new, more powerful Council enemies.) Plus, Earth is home for many Kheldians. So why not give them an embassy and cultural center / museum somewhere? Probably Kallisti, honestly, just to avoid uprooting something else. Inside, aside from plaques and such (or holographic displays, we've got the Prae terminals after all,) it would - for those interested in reading (or probably getting a badge) go through the whole "This is the Kheld homeworld, this is their history before the Nictus, this is the schism where their leaders turned into the Nictus and the Peacebringers started fighting them, here are some other races they've met" and so forth - they *did* collect artifacts, after all. Yes, some of the art and such would take dev (artist) time to create, same with any representations of other races (aside from the Novas/Dwarves) but it might be an interesting little "museum," and a nice way to present more of what Khelds are. And since it would also be an embassy, it could be a source for some new contacts and Kheld and Kheld-adjacent missions - preferably with a wide level range. These can touch on anything from something being stolen (from an artifact to a current list of Kheldians and their hosts) to investigating Nictus and Nictus-adjacent enemies - both some one-offs (like the radio and contacts like Meg Mason) and actual arcs. (And before anyone asks "why not something like that for the other epic, the Veats?" well... their lore is Arachnos lore, and that's pretty much all out in the open already. And for an embassy, I'd kind of expect all Arachnos soldiers, weapons and bases to have to be pulled from Atlas and Faultline, for starters, and Longbow removed from Mercy and Nerva... it's a lot of rewriting for not necessarily much new.)
  4. Not disagreeing that things ccan be handled better, shared among the team (and it helps if the team stays together,) but as a side note - for some of what people miss, especially talking to the contact, hit the "i" in the red burst to the left of the mission name in the nav bar. It'll show that dialog (and sometimes a bit extra.) There does need to be a nicer way to show clues and souveniers (hopefully without getting cluttered with "There's nothing in that box" when clicking on 10 glowies.) That'd be worth looking into.
  5. I don't believe the costume powers will do anything about the zombies, and there's not a minimum size - they'll spawn if you're standing around solo. And I'm pretty sure they don't care about level range, but I'm not sure on that 100%. Edit: Zombies alert came up for Crey's Folly. Took a solo character in, 42 so they'd outleveled the zone, and the zombies started spawning almost as soon as I'd exited the portal. Didn't hae a costume on though.
  6. That's why I think just putting in support for boolean searches might work better. Even if we had every person who made something in AE rush over and tag them, there are still plenty of AE missions, farm and otherwise, where the creator isn't here or otherwise able to do it. Though I think the farm arc folks would do it if we had specific farming tags ... Farm (fire,) Farm (s/l,) Farm (cold,) Farm (special / unique.) Or something. They'll already put that in descriptions.
  7. Not sure that this is doable. However... we have Spectrum that makes you overall glowy. I could think of a few characters that could use a "goo" or "translucent" effect, if it were available. Not as in concealment pool translucense - this would (of course) have no effect on stealth radius, defense, etc since it's a costume effect. But a definitive outline, features at least visible, some contour highlights like you can get in some color combinations of all-Spectrum. Much like a shivan, but with internal skeleton optional. Additional optional effects being an internal "bubbling" and/or rippling. The goo must flow... Plus one that's less "goo-ey" and more like Kheld form translucency, for those who want to be energy constructs or some such. Not sure how well (or if) the game can handle a player that way, but... *shrugs* Might be fun for some concepts.
  8. I don't know if it would technically work, since you're trying to suppress powers that aren't yours. I'd *suspect* either undoable or technically a serious mess (since I'd imagine - sort of like customizing Incarnate powers, where it lists every single tier whether you have it or not, you'd have to do that for *every single power in the game that might affect you,* even if you don't see that list - save something's power customization that has Incarnate files, then look at the power customizations listed in that list.) I'd also imagine it'd be annoying on teams, where a buffer won't be able to tell if you're buffed with a quick glance (yes, there are icons. Yes, especially late game, they get completely lost.) Also, how would it interact with things like the redside Midnighter mission, Freakshow costume mission, redside Midnighter mission, etc. where you have to take on something else's appearance? Since I can see people completely forgetting they have this and putting in support tickets reporting it as "bugged" if it's suppressed. I'm not *against* it, to be clear, though I'd never use it. I just think there are questions on what it can or can't do as well as potentially technical hurdles.
  9. There are a few combinations that are completely untouched - but could also be argued as niche. It's why I'd like to see - even if there's some build limitation in them (probably rarity and being untradeable outside the account) - some "mix your own" IOs. Let people do that and experiment some.
  10. Possibly. Though if you have friends that have a lot of alts, it's probably easier to use the global friends list. It has a lot more space and you only need to snag the account. (I RP, so I have quite a few people like this - I'll often use the friends list to specifically flag some character that's related to the one with the list - their sidekick, for instance, that they'd have an IC reason to be more aware of - and the global for most friending once I know the person.)
  11. Heh. View from the other side: I used to give one warning when I played emps/thermals/pain more. "If you run off, I'm not chasing you." Someone blames me because they died and they're the *only* little red arrow on the other side of the map? "Not my fault, I can't heal through walls, should've stayed with the team."
  12. The old system was a manually run script. Going from what @Number Six is saying, then yes, it's constantly monitored and the rename system *itself* is totally different (and honestly everything that happened to the character under the old system makes sense.) Old system: - Manual script. - Cares about if the *account* is inactive for 90 days or more (which is part of the difference with here, I suspect, as the account had an NCSoft billing component saying if it had paid for the time that we don't see or have, from my guess.) - If the *account* hits that, then the characters get (again, me guessing at the mechanics here) moved to an archive, with a little pointer to the character list saying "this is in the archive, if someone else wants to use the name consider it available." - Since the *character* got moved to an archive, it would be like a server move as far as the SG, friends list, etc. being wiped, since those were server specific. (No idea why email was affected, other than "different database," maybe.) Current system: - Fully automatic, always monitoring (which is why even now we get flags popping up as you get near a character's inactive limit.) - Does not archive the character, but does mark them inactive (or however Number Six wnats to call it 😉 ) - Doesn't lose any connections because the character itself is not archived - because HC doesn't (can't?) care about the account. I'm mildly curious how much of old vs new was because NCSoft handled the billing (after all, they'd want to track if you had a sub to - say - COH, Guild Wars, Aeon, etc. and which were active, and it'd be easier to have all those centralized in NC) and passed "permission" for the player from there to what Cryptic et al had for game servers.
  13. As long as you *communicate* (and don't rush forward if asked - though, for me, that's mostly an AE thing, because I don't want someone triggering things before the rest of the team sees what's going on) ... *shrug* sure. I've got a group that regularly ends up splitting on longer kill-all missions, I'll end up on one side (or myself and one other,) the others end up somewhere else. We can all pretty well handle ourselves, though, and rush back if we see someone having problems to give them backup.
  14. A little testing and, no, it's not just you. The regular friends list has a 25 person limit. At 26, I got "your friends list has reached its maximum size."
  15. So, as far as the naming policy (I'm doing the first run of that wiki update,) just to be clear on a few things: - Temporal warriors - are they getting the 1 year limit like level 6-49 characters are? - Since this is JUST looking at the character and NOT the account (and from @Number Six's description, a different way of handling it,) someone coming back to a character they (say) moved to page 27 and forgot about for a year isn't going to have that character hit with the effects of the live script - the loss of their description, battle cry, clearing email/friends lists/sg, etc? - How *are* they going to appear if someone gets the name of an inactive character - say I have an email I want to keep from SomeSuperDude, or I have them on friends/SG roster, but they've been gone for 16 months and suddenly someone else takes SomeSuperDude for their name - is this just appending a "1" to the end (or whatever increment it might be?) - What will the player returning to that character see in their selection list/when they first log in? (I'm sure the info's here somewhere, I'm just trying to consolidate it for the update.)
  16. Well, like I said. There may not be a tag in the *database* with that name. But it's how it was introduced and described to the playerbase, and it's what it's been called since then generally. Not the first time (see City of Data, internal vs external names, stun/disorient/immobilized/snared....) More fussing at you for calling the wiki wrong when that's the terminology presented in the whole shebang to the player base at the time. 😉 Though that will need updating when this goes live. (Or a second page? I don't know which would be less confusing if someone looked up information on it, with the obvious differences - after all, live but unplayed characters on active accounts are getting flagged in the system here.)
  17. It *shouldn't* be - unless something new is going on with it.
  18. Um. So... no, when I say "the account/name system isn't different," I wasn't referring to what you're doing. More to how the accounts and names are (or aren't) linked, which in a previous (or several previous) discussion on this same topic I'd had devs tell me flat out they couldn't see that the account itself was inactive and/or limit running this on inactive accounts. And yes, it was referred to generally as a name release, regardless of it being a script. And the page describes exactly when and why it was - and wasn't - run. Also, for your second post, no, that link is not incorrect. The *database* may not have something called "unreserved," but that is exactly how it was labeled in their announcement post - see https://web.archive.org/web/20051013070956mp_/http://www.cityofheroes.com/news/archives/2005/10/city_of_heroes_22.html for an archive of the page.
  19. I'm frankly against anything that allows turning off other peoples' powers. (Besides, I can just hear the "Add KB to that list!")
  20. The account / name system isn't different. Live had two name releases. The first one was very much like this. The second one pretty much just pertained to low level characters, as that's where most of the names freed were. It really didn't do a lot. https://homecoming.wiki/wiki/Character_Name_Policy (this'll probably need to be edited to show "legacy" versus "HC" now. )
  21. People *already* aren't supposed to be multiboxing on mothership or hami raids. And have gotten kicked for doing so.
  22. Fold space doesn't do knockback or scatter particularly, and gathers them quite nicely. Especially if used by a 50+ also using super inspirations - which grabs even higher ranked enemies. Sure you aren't thinking of Wormhole? And generally - all it takes is a warning a second or two before you use it so people know what's going on. The people I see using it generally dump mobs in th emiddle of a killing spot. (Or it's an MSR and they're dropped right in the bowl.) Just communicate. Problem solved.
  23. As far as I'm aware, they're *only* available via the market, seeded at 25m. I don't *remember* seeing them as rewards. (And they no longer go on sale for 10m over the winter event.)
  24. I have exactly 0 doms with permadom. it's not needed in the least. It's a "nice to have if you want it."
  25. Tip (which I think I mentioned earlier) to pass along if this happens. You don't need to pass lead (which can get confusing if the team's not fully formed yet and invites might still be coming in,) at least for open world stuff. Just pick one of the 50's missions - everyone will get SK'd up and you can GM hunt or whatever's going on at 49-50. Granted, it doesn't work that way for mission teams under 50, but for open world stuff I've had many, many "Wow, I didn't know that would do that" responses when I've done it.
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