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kyothinks

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Posts posted by kyothinks

  1. 21 minutes ago, Hyperstrike said:

    KYO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    How the hell ya been?

     

    Still running and RPing with the same crew (we're now the Protectors on Everlasting, named the SG after home sweet shard). Got married, got divorced, got married again (to one of my SGmates!), working on finishing my BA in psychology. Overall life's been good and I can't complain. 🙂 I can be found more or less in the evenings PST, running around Everlasting with the gang under either @kyothinks or @KyoOC. Always happy to connect with old friends!

  2. On 4/22/2022 at 8:46 PM, TsukiSumarasu said:

    Hello, I played on Protector.
    My global was Tsuki Sumarasu, I first played Moon Goddess Luna a bunch, but eventually my main became Yuki Miko, my tanker. But I had a lot of alts too, too many? 😛

    I have recreated some of my old characters on Everlasting. I'm happy to see some familiar names in this thread. Hope you guys are all doing well! ❤️

    Welcome back!

  3. On 10/22/2021 at 8:35 PM, Optimum_Man said:

    I haven't seen some of the people I was hoping to see here. But I have seen several faces I recognize and that's always a bonus. I used to be called Silas back in live. I have some friends that I dearly miss from Protector and if you recognize me please let me know. It's good to see you all again!

    Silas!! Welcome back!

  4. Hi all! I'm interested in trying to build a base on Everlasting that is inspired by obstacle courses! Obviously it's hard to have any moving parts, but I've come up with a few ideas already:

     

    • Platforming areas: places where you have to jump from ledge to ledge to proceed, with the ledges possibly getting progressively smaller and/or farther apart
    • Pit traps: pits which must be navigating by hopping from pillar to pillar, walking a narrow bridge, or other means of traversal
    • Wall obstacles: walls which must be climbed, jumped over, or otherwise bypassed to proceed
      • Invisible walls: I used these in the Evermaze and had a great time watching people try to figure that room out, so I'll probably use them again because...why not.
    • Tunnel/hoop obstacles: tight spaces that characters may have to walk/jump/fly/teleport through to proceed
    • Slides: areas where a character has to balance on a slide to proceed in a certain direction

     

    I'm looking for other ideas from the base-building community on neat obstacles that could be included, and if you've got a cool base feature I can take inspiration from, I'd love some screenshots and info about it and/or a base code so that I can come check it out for myself. Thanks!

    • Like 2
    • Thumbs Up 1
  5. On 10/22/2021 at 8:35 PM, Optimum_Man said:

    I haven't seen some of the people I was hoping to see here. But I have seen several faces I recognize and that's always a bonus. I used to be called Silas back in live. I have some friends that I dearly miss from Protector and if you recognize me please let me know. It's good to see you all again!

     

    Silas!! Hihi! 😁

  6. My plants/necro uses the names of toxic plants as zombie names, so the minion are Jimson, Jonquil, and Jessamine, the lieutenants are Henbane and Hemlock, and the boss is Foxglove.

  7. The Evermaze reopens tonight at 6 pm PST/9 pm EST in order to host Chaos United's Maze Runner event!

     

    What's new? Well...

    • Three new rooms have been added.
    • All teleporters have been relocated and rearranged.
    • There are now MULTIPLE entry and exit points, some more cleverly hidden than others...
    • Added Observation Deck for folks who just want to see but not necessarily run the maze
    • Added glass ceiling to prevent people from navigating the maze via flight/TP

    I hope you'll stop by tonight (or soon!) to visit the Evermaze and join in the fun!

  8. Our SG usually has one or two arcs that were "canon" to specific characters, BUT the outcome was changed to maintain the status quo. One of our arcanists DID lead a team against Mot, they were eaten, and they survived and bound Mot...but only for that time; Mot cannot be contained forever, even with the power of a goddess and a god-killing sword. And yes, one of our former-Arachnos-soldiers DID lead a team into the Rogue Isles to shut down the WEB...but that doesn't mean Recluse doesn't start building it all over again next week. Did our former Praetorian mercenary squad manage to defeat Emperor Cole? Yeah...once!

     

    Our basic rule of thumb is that whatever you do can't ruin someone else's fun later down the road, no matter how deeply it impacted your character. If I get to tell the story I wanted to tell, then it's only fair if I leave other people space to tell the stories they want to tell, too. If we can't reconcile it for some reason, it's a closed time loop and nothing we do changes the timeline but we have to complete it to get out of the loop!

    • Like 3
  9. Went through this last night with a friend and it was awesome! I had seen the screenshot of the dragon head before but seeing it up close and personally was even better. My favorite part was after I posted the code in our SG Discord, I heard my roommate scream "NO! I'M IN THE SHARK PIT AGAIN!" Well done!

  10. Is there going to be a way to remove base passcodes? Currently, having a base passcode set on a base that is accessible to teammates and coalitions doesn't really make any difference from the base game except for being able to teleport into the base from anywhere, but having a base passcode set on a base that doesn't allow teammates or coalition members may enable people who shouldn't be able to access it to access it anyway. I know that I can just change the passcode (and have done on several occasions), but being able to just remove the passcode entirely would be nice too.

  11. On 7/16/2019 at 10:39 AM, Calamity Cain said:

    Figured out how to make a grand piano from fellow user BBBadger!

     

     

    • Several Black "D"s (from Alphabet)
    • Several Black "I"s
    • Several Black Hyphens
    • One Black "7"
    • One Black "1"
    • Two "Modern Art" (for white keys)
    • Thirty-Three "Knife 1"s (for black keys)
    • Three "Small Iron Fence Poles"
    • One "Carnival Stool"

     

    screenshot_190716-12-25-48.thumb.jpg.a5d9ab91dbafe27481d9303677b326cb.jpg

    Does anyone have a more detailed explanation/pictures of how to put this together? I'd love to set one up in my base, but I am having a beast of a time figuring out how this list of items turns into a piano. Alternately, willing to hand over base editing privileges if anyone is willing to put one together for me!

     

    Update: It ain't too pretty, but between me and a friend, we did get something that at least functionally resembles a grand piano in my base. Woo!

    • Like 1
  12. 6 hours ago, Dragotect said:

    The daleth ones (those that sound like FBZ locations) are not beacons to places in the game, but places you can choose in your base. If you only have the beacon, and no corresponding waypoint set somewhere in the base, you'll have this issue.

     

    It's been a while since I messed with these, but the waypoints are a different item and are even in a different tab if I'm remembering correctly. I was using them to get to each floor of a skyscraper I was working on so I could get above the upper invisible barrier when the ceiling is set to sky while not in base edit mode.

    I have the beacon and the location set. They were actually set right next to each other, because I was testing a hidden teleporter to make sure it was clickable--which, to be fair, it is, or I wouldn't know that it's not allowing the beacon to connect.

     

    I previously had this issue in another base and it just spontaneously fixed itself after a while, so I guess I'll just have to hope that happens this time as well. Thanks anyway all.

  13. 12 hours ago, Lens Perchance said:

    Beacons and portals must be of the same origin type, namely tech with tech, and arcane with arcane.  

    Switch to an arcane beacon and see if that works.

    The Interdimensional Shard is a tech teleporter. This was the first thing I checked.

     

    Having the same issue with other teleporters when freshly placed, but not with teleporters that were already present in the base before last night's editing session.

  14. Sorry to necro a dead thread, but this issue is showing up for me as well--on a teleporter which has only the one beacon attached. When I click the (tech) beacon for Daleth Point, the Interdimensional Shard lights up yellow; when I click the Interdimensional Shard, the beacon shows up in the aux list and also lights up yellow. When I leave the base editor, clicking on the Interdimensional Shard provides a "missing beacon" message.

     

    Any ideas?

  15. 49 minutes ago, Erydanus said:

    I don't know if this is a glitch with my base or what, but I recently discovered I can use the Void Skiff to fly from the traditional base level to the outside if the ceiling is set to the open sky style and I'm in base edit mode. I don't even have anything built above I was flying up to hand position some ceiling details and I found myself outside! I was able to come back down in that room as well as 2 others that were "sky" style. I then went up and down, did a loop around the base and came back in. I toggled off the power and turned it back on and did it again.

    Yeah, this worked for me last week as well with the hoverboard. Previously, using regular old fly on a different character, I would get stuck at ceiling height and wouldn't be able to fly in or out. Now I'm not sure if that was a glitch with my base/my character or if I was just doing something wrong!

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