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Lockely

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Everything posted by Lockely

  1. @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.
  2. 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.
  3. 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:
  4. 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.
  5. 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.
  6. Remove the wings/back feature, it's not compatible with them and will appear if you de-select them.
  7. 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.
  8. 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?
  9. Gosh, tell me you hate Seattle, Pittsburgh, and London without telling me you hate those cities.
  10. I would love Princess Zoe's goldbricker pack as an option for my crab spiders!
  11. 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!
  12. Other servers have done this for AE specifically and the implementation is kinda janky even though it works. Homecoming seems to wish to avoid adding additional jank into the game, so our only real hope for this is for one of the devs to take this on as a pet project and spruce up the missing levels for these other enemy groups over time. Absolutely true, but that doesn't mean you should stop telling stories about them. I'm working on a Praetoria mission right now and I'm stuck with everything being 1-24 because that's when base level Praetoria content stops. It's really hard to make mechanically engaging content for places and groups when you're stuck level-locked before you even get an ancillary power pool.
  13. I find the Naga tray absolutely perfect for MMs who want a quick reference to their numpad keybinds, simply because it is reverse with the tray number below. Naga on the left, normal tray on the right with the same config. It's just so much neater.
  14. I swear those little guys have a taunt. I'll send my MM pets in guns blazing, aoe web grenade down, me dropping a big ball of energy and like three enemies will snap to my tiny clockwork and evaporate it just for existing.
  15. Flash Bang has a typo in the power description on the Powers page:
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  16. With the new Arsenal Control/Arsenal Assault sets coming, I thought it might be neat to create a Gold Bricker style character, however their weapons are Sonic based. No problem, I thought, Sonic Assault is an option, but all the current abilities for it animate/visually from the character's head. Since the Gold Brickers do have Sonic Guns, would it be possible to re-use their animations for an alternate animation set for Sonic Assault? This could also help eliminate weapon redraw for people using it with the Arsenal sets.
  17. I usually write something small out to fit with my character concepts, but this gave me an opportunity to refine them with the most recent stories I've written for them. A small handful: Lockely - Vigilante, Bots/FF MM: Clocke - Villain, War Mace/Shield Def Brute The Auric Bombardier - Hero, Arsenal Control/Sonic Dominator Belenia - Rogue, Beast/Trick Arrow MM
  18. In Sirocco's Patron Mission, Rescue Wretch Server: Everlasting Zone/Mission: V_Longbow_Seabase_60_Layout_02 Position: [205.7 36.0 -383.1] One of the ambushes (?) popped up with the following:
  19. I agree that Praetoria offers a more interesting starting experience, but the fact of the matter is that it *is* a harder experience by far, in the same way that Redside is a little bit harder than Blueside. The map spawn points in Praetoria are better thought out, so you have a more even distribution of mobs, leading to less ability to sneak around and having to directly fight them. The enemy groups are more challenging, because they were developed at a time when Paragon Studios finally knew what it was doing and wasn't throwing spaghetti at the wall. It's a wonderful starting (1-30) experience... for players who already have existing characters and know how the game works. It's painfully difficult for people who don't yet, and they don't have the context either for the decision made at Rift Enclosure to know what they're getting into when it comes to choosing between Paragon City and the Rogue Isles at mid-levels. The GR starter experience was created specifically for veterans to have something new to do, and they tacked on a decent tutorial for new players who decided to choose it anyway. The new descriptions make sense.
  20. Not exactly a typo but I don't think this deserves its own thread and it is text related. Arbiter Daos in Sirocco's Patron Missions sincerely needs a couple line breaks in this massive wall of text.
  21. It really should be an Issue, but I think they probably want a Big Story for the next Issue?
  22. This has been identified as a known bug over in the Focused Feedback thread for the New Player Experience.
  23. Server: Everlasting Zone/Mission: V_Arachnos_30_Layout_06_01p Position: [4.8 -3.8 -607.0] NPC: Dr. Hyperbaric Mission NPC is missing their description,
  24. This is definitely a UI scaling problem. I play 1920x1080 and I can click within any of the green sections on my tabs.
  25. There's nothing unique about CoH that necessitates having weirdly different movement or camera controls compared to the genre standard. The gameplay loop is what's unique, and that shouldn't change, but how you access that gameplay loop currently is a huge turn off for new players. I agree with your suggestion from the other thread, however, that a pop-up asking which style you want would be a decent option though!
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