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Luminara

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Everything posted by Luminara

  1. This wasn't in the game when I started, but it was apparently added when Atlas Park was overhauled, and when I remember it, it is very helpful. Talking to the original contacts will unlock subsequent contacts in their origin chain. And that works at any level. For example, I just went back to AP at level 38 and hit all of the starter contacts, and the next contacts they gave me were the ones in Brickstown and FF. So when you're standing around, trying to figure out what to do next, or a contact that you know should be talking to you is giving you the cold shoulder, flit on down to City Hall and have a word with the people standing in the five rooms downstairs.
  2. https://forums.homecomingservers.com/forum/68-comic-hero-villain-culture/
  3. There are 24 +Movement Speed set bonuses (applicable to running, jumping and flying). There are 3 +Range set bonuses which are broadly applicable (Bombardment, Experienced Marksman and Warp, sets not restricted by archetype), and 10 in ATOs. There are 2 set IOs which buff Run Speed exclusively - Gift of the Ancients: Def/+7.5% Run Speed and Synapse's Shock: EndMod/+15% Run Speed (Unique). https://www.dictionary.com/browse/many
  4. No objection to the suggestion, but... It wouldn't be special because there's no way to distinguish between "played to 50" and "power-leveled to 50". As an option, it would be removable (turned on/off at P2W, or selected in the Powers menu and deleted) at will. The end result would be commensurate with using the existing NoXP option.
  5. https://cod.uberguy.net/html/power.html?power=pets.singularity.gravitational_pull&at=minion_pets It's not constant, it's just a short activation period and a slightly longer duration. There are no constant powers in the game, nothing that is, in reality, always on. Everything that appears to be perpetual is just short activations and overlapping durations. Repel has no variability in duration, nor any way to check distance and shut off. Both of those mechanics exist in different forms (status effect durations are increased when enhancements are slotted, and snipes have a distance check), but neither exist in Repel. Repel, if it were applied in the way indicated in this thread, would either drop a target short of the scrapper, or continue to pull the target (thus becoming a mez) even when it was in melee range, because the only way it can currently work is by setting the duration to a specific number. Allowing the power to measure the distance and set a duration appropriate to pull the target exactly that distance is how it could be made to work. That would require jiggering some code in, similar to the magnitude variable in Gravitational Pull (which is what makes it weak at a distance and strong up close), and adapting snipe code for the distance check, then applying the duration in an expression like... Duration=((velocity)*dist/100) seconds with velocity being the distance an entity travels in 1 second while being Repelled, and dist being the distance between the user and the target. With these adjustments, one could pull an enemy from 70' away or 12' away and in either case the duration of the Repel would be just long enough to move the target into melee range, without dropping it early or holding it in place for several seconds. That would make it an acceptable melee pull. Not too strong, not crap that only seems to work sometimes. It is still abusable, because you can Repel, or inverse Repel, an enemy into the air, which would allow someone to YOINK a target straight up and drop it... but falling damage subtracts from XP earned (the ground is an XP-stealing griefer), and to the best of my knowledge, very few of the toughest enemies are vulnerable to Repel, so it wouldn't be terribly exploitable. Especially as a single-target power. Variable mag wouldn't resolve the issue, that's already possible and it's not the applicable solution. The only approach is variable duration with a distance check.
  6. You'd still spend more time using Confront (1.848s) than you would moving to your target (1.23s). Even if the buff capped your movement speed, you couldn't make it to the target in 0.618s, not even with Confront's -Range forcing the target to move toward you. Why waste time and effort adding a movement speed buff that has no impact?
  7. Repel doesn't have a distance setting, it can't push or pull X feet, it only has a duration. If that duration were a set amount, it would either drop the target short of the user, or continue to pull the target after it reached the user. Thus, the duration would have to vary with distance in order to make it bring the target into melee range regardless of where the target was previously, but also stop pulling when melee range was reached.
  8. Then I'll give you one you can agree with. You're asking for the addition of a status effect to a power with a base recharge time of 3s, no endurance cost and no hit check. In order for that status effect to function in the way you describe, it would require a variable duration based on distance (possible, but it would require extra work), from 1s to 7s (presuming the target was moved at a rate of 10'/s), and the magnitude would have to be no lower than 3.1 in order to affect bosses. It couldn't go live without significant changes (endurance cost and hit check added, recharge time increased to 20+ seconds), and it couldn't be changed that drastically without causing problems for whomever currently has and uses it. And that's without considering the impact such a power would have on other archetypes. Last time I checked, controllers and dominators would sacrifice their own mothers for a control that unbalanced, and you're proposing it for scrappers.
  9. Didn't we do this already with the "Confront should be replaced with Combat Teleport" thread? Dig that up, find the arguments against it, apply here.
  10. Yeah, I hate it when a bunch of poseurs with eclectic interests post off-topic crap in the City of Star Wars forums. n00bs. GET WITH THE PROGRAM!
  11. If you misspelled my name, I'd torture you, too.
  12. Here are a couple of console messages I haven't noticed before. Switching from state SIMPLE to state DEAD. client said yes Switching from state DEAD to state RESURRECT. Switching from state RESURRECT to state SIMPLE. It occurred to me to check the console after I completed the Alignment Mission, An Unstable Trigger (vigilante). Something in this mission always causes buff icons to disappear at least once (right after Maelstrom is defeated the first time, and it sometimes occurs the second time you defeat him), and I wondered if the console would reflect the unusual activity. Can't say with absolute certainty that those lines were triggered by the buff icon disappearance, but... well, it might help, it might not. The next mission I started was the Morality Mission, The End Justifies the Means. And this popped up in the console. ERRORLOG FILEERROR: MAPS/MISSIONS/UNIQUE/GR_MORALITY_MISSIONS/GR_MORALITYMISSION_ROGUE_6-7_01/GR_MORALITYMISSION_ROGUE_6-7_01.TXT File: MAPS/MISSIONS/UNIQUE/GR_MORALITY_MISSIONS/GR_MORALITYMISSION_ROGUE_6-7_01/GR_MORALITYMISSION_ROGUE_6-7_01.TXT No loading screen match found! And this... Sky builder can't find 'moonglow__' in the object_libray. anim: Bad geometry request Model: 'moonglow__' which, I'm positing, is because the end of the mission map is outdoors.
  13. You don't. 50 is the cap. When you have enough experience to reach level 51, the level up sequence plays (flashy lights), your HP and endurance are refilled and the effects of several T3 inspirations are automatically granted to the character. You also receive one Veteran Level https://homecoming.wiki/wiki/Veteran_Levels. The XP bar resets, and every time you accumulate sufficient experience, the process repeats. Incarnate abilities are the next step in progression. https://homecoming.wiki/wiki/Incarnate_System
  14. The one problem I see with this is that the level 1-19 modifier tables are skewed to make player characters comparatively more powerful than they are, and critters comparatively weaker than they are, in the rest of the game. TOs, DOs, common IOs and set IOs in the 1-19 range don't need to be stronger because the game itself makes player characters better than they "should be" via those modifier tables. The largest increases in the strengths of powers occur in those levels, and critters are correspondingly weakest in those levels. It isn't until the 20+ range that player character growth and critter strength both normalize. As @Rudra noted, we don't even need enhancements in the lower levels. The game is that heavily weighted in our favor. While the change to allow SOs to drop in the starter levels has thrown a wrinkle into that, I have to wonder if adjusting the low level IO tables wouldn't create an impetus to similarly alter the modifier tables. That could have serious repercussions, as it would create a requirement to have those enhancements by removing the gradual "settling into" our power that we currently experience. Personally, I'd rather not see the game move in that direction.
  15. I've used the diagnostic client exclusively for the last four months. I have to say, I really like it. First reason is game focus. Even back on the original servers, this... irritation was present. I don't know if it's the game itself, or something I've done on my OS, but when I start the game, it's only given focus about a third of the time. What I mean by that is, I'll load the game, get to the login screen, press a key and some other window I have open responds. My browser, or the task manager, or Mids, or Notepad, something not Co*. The desktop manager just doesn't reliably switch focus to the game. It doesn't happen in any other game, not even older games like SS2, or, hell, the first System Shock. It's only ever happened with Co*. When I use the diagnostic client, it always takes me straight to the login screen. I don't have to sit here with a dumbfounded expression, trying to figure out why I'm hearing odd sounds and my password isn't entering. I don't have to Alt+Tab through windows until I get to Co*. The diagnostic client resolved the focus issue, and if I had nothing else to say about it, I'd praise it for that reason alone. Second, I'm one of those people who disassembles machines just to see what's inside and how everything works together. Programs are, as I see it, just another type of machine, made of alphanumeric characters, or, more simply, on/off states, instead of materials like plastic or metal, and the diagnostic client console window is like a tool that allowed me to look at the various bits and bobs inside the game's machine and see how it works. I haven't had an opportunity like this since in forty years and I'm enjoying it immensely. This has become one of my reasons to keep playing, just so I can load up the game, run some missions, and Alt+Tab to the console and scroll through, see the sprockets and chains and linkages all doing their things. I can't seem to trigger a crash, like I did with the contact window bug, so I have no game-breaking problems to report. I can't even say that the client itself is causing any problems, it's fine. Sorry. I have encountered some minor anomalies that I'll drop here, though. Warning: Message from server, 57 (SERVER_CONTACT_STATUS), was sent before we are receiving entity updates! Warning: Message from server, 60 (SERVER_TASK_STATUS), was sent before we are receiving entity updates! These two are always present. It doesn't prevent anything from loading, nor cause any crashes, but it does suggest that this could be optimized. Sky builder can't find 'dark_astoria_sun__' in the object_libray. anim: Bad geometry request Model: 'dark_astoria_sun__' Sky builder can't find 'dark_astoria_sunglow__' in the object_libray. anim: Bad geometry request Model: 'dark_astoria_sunglow__' Sky builder can't find 'sunOffsetforSpaceglow__' in the object_libray. anim: Bad geometry request Model: 'sunOffsetforSpaceglow__' These three are always popping up, as well. It might have something to do with the sky in my base (my first guess), but even if it is that, it'd be a good idea to track those down and get them properly sorted. Really, though, I just wanted to say how much I enjoy having the diagnostic client. I've been in nerd heaven for months.
  16. The purple patch doesn't apply to self-affecting powers.
  17. I recommend holding @Yomo Kimyata personally responsible, since he started this thread.
  18. You're confusing KB Resistance and/or Protection with -KB Strength. -KB strength uses different mechanics and equations than KB Resistance and Protection. It does work, it is fully functional in Weaken and it is subject to the purple patch.
  19. It's not going to do much on a team. As it says in the description, it hides personal GFX, but it's actually limited to primarily toggle effects. For example, on my Dark/Martial/Psi dominator, it'll shut off the bubble created by World of Confusion, and the Domination unicorn fart, but my melee kicks still display the foot glow and strike glow. And some normally muted toggle effects will persist (can't recall any off the top of my head, but i remember seeing a few on some of my characters). On a team, it's not going to obscure any teammate effects. Those Peacebringer WHANG attacks are still going to be like a camera flash going off in your face, for instance, and the PB's toggles are still going to look like a mass coronal ejection. The setting also hides auras, as I recall. Your character's, not anyone else's.
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