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Everything posted by Lockely
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Thank you once more!! One thing I noticed is that Liquid Nitro for Doms (cant check on Trollers) can't actually accept Slow Movement sets, so I can't use Ice Mistral's. Not sure if intended or a bug.
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Farewell Naomi, and thanks for the great costume updates!
Lockely replied to Glacier Peak's topic in General Discussion
Thank you Naomi! Your contributions were much appreciated!! -
[OPEN BETA] Patch Notes for February 24th, 2024
Lockely replied to The Curator's topic in [Open Beta] Patch Notes
The note about it not saving appears to have been added in May of 2023, so it's at least been an issue for over half a year. -
Thank you again for playing (and reviewing!) my arc! It was a real by-the-hem-of-my-cape learning process on how to bend AE to my will, and be bent by it in turn. I've got a few of yours on my docket as soon as I have a little free time to play them!
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Detailed reply under the spoiler. Thank you for giving it a play! I'll make those text adjustments when I get home. I'm about ready to call this one 'done-done' and move onto my next project because you can only fiddle with something for so long before you just decide it's as good as it'll get for a first showing. Very much appreciate the plays!
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Heya JJ! I was wondering what your take on a Arsenal Control / Sonic Assault Dominator would look like. I'm leveling one myself and riding the strugglebus at the moment. As soon as I get up against anything more than an orange conn, it shows me what the definition of "domination" actually is.
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I would actually love some tech lines as an overlay for spectrum, similar to the Caretaker in Wildstar
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Which one of you jokers dumped a bunch of cheap LotG on the Market?
Lockely replied to sbloyd's topic in The Market
If anyone out there is feeling like a philanthropist/needs to clear space of all the LotGs in their inventory that are just burning holes in their pocket, please send them to @Lockely and I will put them to good use! Please my alts are (literally) dying! -
Could Oberst Straxt be a bit less, uh... racist?
Lockely replied to CraterLabs's topic in Suggestions & Feedback
Haven't had a chance to play it again yet, but -
All wonderful feedback, thank you! I'll get those typos cleared up after the weekend, as I'm away for a few days. In terms of level scale, I did clear it on several characters of varying levels over the last--- god two years--- as I've been developing it. My main character wasn't even 20 when I started this arc, for what it's worth. It's not a bad idea to change it so folks are exemplar'd up though. For what it's worth, I don't know about any "culture" around AE missions, I just create, iterate, test, and post. I didn't even consider that a level 1 would even access it, I just wanted the widest range possible for people to play it under. I'll take that under consideration for a future update for sure. In terms of destroyed AP, gosh I wish there was a better map to get across the ambiance I want for that specific mission. It's a horridly programmed map, and it's the main reason I've spent so long iterating on it. I took a six month break from this thing before diving back in because it was frustrating me so much, before I tried a half dozen other solutions and then started really staggering things out. One change I've been tossing around is the mandatory captive releases. I'm planning on adjusting their animation to make them stand out a bit more. It's-- not as thematic to have every major objective have bright green fire emanating from it, but AE options are limited. Very much appreciate the feedback, thank you for giving it a play!
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For Arsenal Control, Liquid Nitrogen's power details say it does DoT(Cold) damage over 30s if a target falls in it. However, the buff that's placed when the patch goes down says it does Fire damage (description error?), and the numbers on the Info Pane for the patch do not match with the numbers on the power itself:
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There is definitely some rendering weirdness going on in general this patch. Look at the balcony ahead of my character. I have everything set to max distance and it's still only rendering the shell until I take a few steps forward:
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issue 27 Patch Notes for February 20th, 2024 - Issue 27, Page 7
Lockely replied to The Curator's topic in Patch Notes Discussion
The existing quiet rooms need TLC before we even think about adding one to Pocket D. They're inconvenient to use since they don't have a mission contact / entryway. A ton of AE work is iterative. You push a small change, test it as fast as you can, drop the mission, and jump back into the editor. The quiet rooms add extra unnecessary movement and doorway phasing that you need to do on both sides. The normal AE buildings are fine and literally hurting nothing. -
Vidiotmaps for Homecoming
Lockely replied to AboveTheChemist's topic in Tools, Utilities & Downloads
@AboveTheChemist I just updated through the mod installer and am getting a crash when launching now: c:/Games/Homecoming/assets/mods/hc_vidiotmaps.pigg: Fileheader extends past end of .pigg, probably corrupt .pigg file! #6 Your data might be corrupt, please run the patcher and try again. I can launch if I uninstall the map, but re-installing causes the same error above. -
issue 27 Patch Notes for February 20th, 2024 - Issue 27, Page 7
Lockely replied to The Curator's topic in Patch Notes Discussion
Absolutely not! Do you know how difficult it is to focus on AE when you're working on it in Pocket D? It's fine as a transport location, but trying to write and focus on story-based missions with all the powers going off around you, music blaring, and local chats spiraling by is doing AE creation on masochism mode. I shouldn't have to mute my game volume and disable screen shake (that I will need to turn up to test my missions) every time I want to work on a story. -
This is an odd one, if you have the cel shader enabled, the outline doesn't persist on the Wedding Tux Sleeves w/ the Jackets upper body. I thought it was just a CC related issue, but when I loaded him into game, the same occurred. Costume File added for reference: doc T normal.costume Edit: Decided to check the other options, Short Sleeves is also missing its cel shader outline. As is Lab Coat Sleeve:
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Patrol XP isn't a unique concept to CoH, mind you. It's called Rest XP in every other MMO, and it's a reward for taking a break and checking back in on meatspace so the game doesn't consume your life.
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Rookie used to be there for years until they re-did Atlas Park. All HC did was move it back (and swap Silent Sentinel off to Echo for balance) to ensure that no matter where a new player starts, they get an exploration badge within 15ft of their first trainer.
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Remove the wings/back feature, it's not compatible with them and will appear if you de-select them.
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Was reported but not fixed on the Beta, Celestial Rifle flags as invalid on the current build if used on existing costumes. All my slots now require me to pay to fix them. What it looks like when it tries to load it as a costume file. It auto-defaults it to the Legacy rifle.
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Here's the fix I want for it, if possible. Can it be removed from its default bind settings? Right now it takes over your base 1-0 binds when enabled, which makes things awkward. Alternatively, if thats too hard can we have a way to swap the position of the numbers on our existing trays when theyre in 3x4 lineup?
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The reason I don't think I'll be playing a villain for long
Lockely replied to temnix's topic in Suggestions & Feedback
Gosh, tell me you hate Seattle, Pittsburgh, and London without telling me you hate those cities. -
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What Is The First Thing You Are Going To Do In Issue 27 Page 7?
Lockely replied to dtjunkie's topic in General Discussion
1) Update my main's costume with all the fancy new Clockwork bits. Already got it saved, can't wait to use 'em! 2) Delete my ex-Goldbricker and re-roll them as an Arsenal/Sonic Dominator. 3) Re-do my binds with the modern keymappings so I can finally set up binds I'm comfortable with instead of 1-0!