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Rudra

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Everything posted by Rudra

  1. Oh please no... this was how tells worked back on CO, and it so totally sucked.... Sure, in CoX, it probably won't be as bad since we wouldn't have to include the other player's global to send our tells, but still, please no.
  2. /getglobalname charactername will give it to you. I still read that as asking for it. I admit I have a weird point of view, but I don't differentiate between asking the player and asking the system for a global name. The point @lemming is making, if I understand correctly, is that globals are not immediately available for us to see. So we have to post an inquiry (whether to the player or the system) to get it. So the question becomes, at least to me, can the various chat channels and the tell system automatically access or be made to automatically access a player's global to reference the stars a player assigned them? (Followed by, does that follow them if they change their globals?) If those two questions are "yes", then hopefully the devs can find a way to implement the OP.
  3. While both hazard zones and PvP zones did used to be level restricted and no longer are, it wasn't the level restriction that made them hazard zones. "A Trial Zone or Hazard Zone is a section of Paragon City or the Rogue Isles that has been isolated for safety reasons. Enemy groups tend to be much larger in number and closer together in these zones. Many of these zones contain Task Forces, Strike Forces, or Trials. " (https://homecoming.wiki/wiki/Trial_Zone) Note that from the linked list, only The Hive, The Abyss, and Monster Island are actually level-locked. (Edit: Well, still level locked.... However, it was the spawn sizes and closer spawn intervals/locations that made them hazard zones. The level lock was to keep unprepared characters out. Which was rather pointless since we could always go to other zones that were even more dangerous to us.) (Edit again: So basically, hazard zones didn't stop being hazard zones just because the level locks were removed. Perez Park still has extremely large spawns for instance, and that is what makes it a hazard zone.)
  4. Pretty sure the reason the Razer Naga Mouse Tray still has the same 10 spots as the other power trays is because, like you said, the game can't handle an expanded tray. (I don't remember what exactly the devs said at the time they posted the update that added the gaming mouse power tray, but I do remember something to the tune of "this is what we can do with the game". It was probably the first time I even paid attention to what was going on with the devs and the updates. It was a pretty big deal at the time.)
  5. To be fair, The Hollows is still marked as a hazard zone in the game too. So if it isn't any more, then that should be changed as well. (Edit: Though with several Igneous spawn sizes in the crater, it still feels like a hazard zone. At least in that area.)
  6. My mistake, apologies.
  7. Well, when I checked my Widow's Lunge, I walked up to a target, hit Lunge, and then immediately tried moving. The Widow's Lunge animation played and at the end of the animation, my Widow immediately started moving. However, when I did the exact same thing with my Spines Brute, there was a minor pause before my Brute started moving. So, sorry @biostem, but that doesn't actually seem to explain the situation.
  8. I did a (very) quick search and didn't see this. So I'm posting a new thread for it. My suggestion? Correct the tram data for King's Row. Right now, when you go to a tram, King's Row shows up listed as "King's Row (5-10)". The problem is, the enemies go up to level 15. (I didn't do a thorough check of the zone, but I'm pretty sure they don't go past level 15.) So it should read "King's Row (5-15)" instead. The homecoming wiki should also be updated on this point as it also says King's Row is a level 5-10 zone.
  9. Bear in mind though, the arcanatime is not the full 1.848 seconds. The listed cast arcanatime is the cast time+arcana time. (The arcanatime itself being 0.218 seconds.) So there is a good chance there is a bug showing up in Lunge's root time. Doesn't hurt to point it out and maybe have a dev take a look.
  10. A measure of the actual time it takes to fully activate one power and become ready to activate another, after adjusting for the small additional delays introduced by the game's animation system. (https://homecoming.wiki/wiki/ArcanaTime)
  11. Per City of Data, Stalker Spines Lunge has a cast time of 1.63 seconds, cast arcanatime of 1.848 seconds, an animation time of 1.633 seconds, and a root time of 1.63 seconds. (https://cod.uberguy.net/html/power.html?power=stalker_melee.spines.lunge&at=stalker) That holds true for Scrappers, Tankers, and Brutes as well. Maybe it's the arcanatime we're seeing? (Edit: That or the root time for Spines Lunge is bugged....)
  12. I just checked both. My Widow can start moving immediately at the end of the animation. My Spines Brute seems to have a minor delay at the end of the animation before being able to move. I wouldn't normally have noticed it if I wasn't checking for it.
  13. Which Lunge? Blood Widow or Spines?
  14. If you don't want non-thematic powers triggering in conjunction with your powers, then don't slot the non-thematic powers into your powers. That is what those procs are, completely different powers that you can incorporate into your own attacks. And not slotting them isn't gimping your character. You can slot more damage, more accuracy, more recharge, better END management, etc. into that power if you skip the proc. You can assign that enhancement slot to another power to make it more effective. The "gimping" part is all in your head.
  15. The only way I can think of for Confuse kills to award full anything, is if the game goes back to how it used to work at launch. Where the one that scores the final hit gets full credit (read xp and inf') for the defeated target. And if I recall correctly, that was done away with because it basically penalized teams. So to the best of my knowledge, there is no way to get full credit (read xp and inf') from targets if you have enemies confused and attacking each other unless you or your team are able to do 100% of the damage needed to defeat the targets. It is not an xp penalty thing, it is the scaling damage=reward thing.
  16. I don't think it exists as an xp penalty in the game. I think it is just the loss of xp from having something not part of the the team damaging the targets. Like how the Dream Doctor can take out targets while your ally and you still get full xp and inf' for it, but his summoned phantasms reduce the xp and inf' by the ratio of the damage they do. (Edit again: Or like how if you jump in and attack Eochai and Jack in Irons, defeating them after they've mauled each other near to death, you get pretty much nothing for doing so.) (Edit: Because I'm pretty sure the game isn't set up to make temporary "allies" count as your team members. They just stop counting as your enemies in regards to their ability to attack you, and you still get full xp and inf' for defeating your confused enemies.)
  17. Like @biostem said, they were the standard power trays at the time the game was developed and released. In fact, if I remember correctly, there wasn't even a push for different style trays until a couple years after the game launched. So not exactly a Cryptic Studios problem. (Edit: And as the Controls screen shot shows, the Live devs even went back and did their best to accommodate the new gaming mice released at the time.)
  18. Get on a team with everyone's powers colored white, (that permit it). 😶
  19. Would that even be noticed? (Seriously asking here.) Among the tar patches and the ice slicks and other ground effects? (Edit: Especially in a sea of mobs on TFs/SFs/iTrials?) I'm not sure where you're coming from with this part though. There are powers and a power set I find obnoxious as all Hell (looking at you, Electrical Affinity), but I'm not seeing the power customizations as cluttering the screen any more than the regular power animations did.
  20. More indicators other than seeing someone attacking someone is just going to severely clutter the screen, more so than the screen already gets with large teams. And if the author doesn't want everyone running around nuking everything like (s)he/they say in the OP, the only way to make that stop is to restore crashes to nukes or take away the ability to improve their recharge, and to limit Judgements to incarnate content. However, no way in hell is that every going to fly since nukes have gone crashless and have always been able to have their recharge times improved, and incarnate powers could always be used all the way down to level 45. (The incarnate availability all the way down to level 45 while exemplared/malefactored was a HUGE mistake in my book, but I seem to be in a very small minority about changing that aspect.)
  21. The dolphins took them all when the intergalactic highway was announced.
  22. (Edit: I guess a better example would have been my Blasters.... Their tray 1 is all their range attacks and their tray 2 is all their melee attacks [including from the Fighting pool which is part of their chain]. And when two or more enemies manage to get in melee range, I swap the bottom tray from 1 to 2 and use melee attacks to finish off the opposition.)
  23. What do you mean that isn't during game play? I am most definitely logged in and playing the game when I change my bottom tray. Even during combats, like I already said. The whole bit. That's me, changing my trays during combat. Not during downtime, not once at beginning of play. Edit: I also don't use key binds. (I do use macros, but that's something else entirely.) Why would I want to try and remember which key binds are applicable to which character? Or even what keys I bound in the 1st place? (Binds work great for others. Good on them. Enjoy your binds.) Especially since all I have to do is click an arrow or two to switch between the two trays I want fast button presses on.
  24. There is also the bit about the loss of texture patterns from AI upscaling. If I remember correctly, the devs posted a comparison pic of a steel floor as is and with the AI "improvement". The floor pattern that made it look like textured steel disappeared rendering the piece an almost uniform in appearance. I believe the devs said pretty much all the existing textures would have to be replaced with new textures that would be compatible with the "upgrade" to work.
  25. I actually do use the tray selection button. On my main even. My primary character, my Ninja/Dark MM, has all 9 trays open and on the screen at all times. However, I change what the bottom tray on the base 3-tray window is on a regular basis depending on what I am doing. If my current priority is fighting? I use my default set up. If my current priority is just getting around? My bottom tray becomes tray 9 and my former tray 9 becomes tray 1. So I can just press the button I want and go. And if things start attacking me while I am doing so? I change my bottom tray back to tray 1 and the former tray 9 tray back to tray 9. It all depends on what I want to be able to quick press buttons for and what I'm willing to mouse click.
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