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Luminara

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Everything posted by Luminara

  1. Taking Adamastor camping is a terrible idea. He doesn't help set up the tent, he doesn't gather firewood, he won't fetch water, the only thing he knows how to make is pancakes, and he smells funny.
  2. There's no code, no table adjustments, nothing at all in the game that alters drop rates based on time played/not played. There's also nothing that guarantees a purple drop, except the aforementioned Market Crash. Random drops are random.
  3. I've played more characters who use no more than one or two powers from a primary or secondary than I can shake a stick at. This game is extraordinarily flexible. The only thing holding you back is you.
  4. Right-click the Homecoming launch button, select Verify.
  5. The game automatically does that. If you're targeting a player character or pet and he/she/it is targeting an enemy, any enemy-affecting power you use will go to that enemy.
  6. I think I've seen that porn. Or, at least, the face. The thumb was... not visible.
  7. They aren't mix and match things. Every power is self-contained, as opposed to the "everything's on a table and cross-referenced" theory that we all believed a long time ago. Powers are created in individual definition files, .defs (which are later compiled together, but still as separate files. like a .zip, but in a format usable by the engine and not compressed). Altering activation period or endurance cost entails opening the power's .def, so a developer wouldn't be likely to go into Combat Jumping's .def and edit it by mistake, thinking he/she was adjusting Maneuvers, for instance. In cases where names are close enough for a mis-click to cause him/her to open the wrong .def, it's highly likely that other factors would make the mistake immediately apparent when the power was tested. If Combat Jumping's activation period were set to 2.0s, the fact that you were taking fall damage every time you jumped with CJ on would make it pretty noticeable that there was a problem (the problem being that CJ's effects have a duration of 0.75s (CJ's activation period is 0.5s)). Similarly, if one were to mindlessly Ctrl+V World of Confusion's endurance cost,1.3, into Combat Jumping's .def, the massive drain on endurance when it was toggled on (2.6 endurance every second) would tell you exactly what you did wrong.
  8. @Snarky, we all know you've longed to look like a unicorn fart your entire life. Stop fronting and embrace the glow. Also, /suppressclosefx 1 and suppressclosefxdist XX (where XX is just inside your preferred camera distance) will cloak your prismatic glory. The rest of us will still see it, because you can't hide your true nature from us with nonsense about being dead and grumpy, but you won't see it, and we'll all pretend that we don't, too (while commenting, behind your back, that you look like a leprechaun's orgasm).
  9. There's a GM named @KIll Stealers?
  10. Quick examples using corruptor values: World of Confusion activates once every 4 seconds and has a cost of 1.3 endurance. 1.3/4=0.325 Steamy Mist activates once every 0.5 seconds and has a cost of 0.26 endurance. 0.26/0.5=0.52 Maneuvers activates once every 2 seconds and has a cost of 0.78 endurance. 0.78/2=0.39 Telekinesis activates once every 0.5 seconds and has a cost of 1.95 endurance. 1.95/0.5=3.9 Every toggle in the game is just a power that the engine automatically reactivates at set intervals (the activation period). So is every auto power. And the what we refer to as "endurance per second" is a simple algebraic translation of the two values, X (real endurance cost) divided by Y (activation period). There is no development rule which states, "for every X activation period, Y endurance must be paid", so there's no direct correlation between activation period and endurance cost. Both are determined by the person or people designing the power, what the power is intended to do, how the power needs to function... and, sometimes, arbitrarily imposed limitations or relaxations of rules. Most toggles are intended to be used, though, so their endurance cost is firmly within the realm of manageability. In the few cases of toggles which aren't intended to be always active, restrictions are applied. Sometimes that means "The game's going to shut this off after a set amount of time, period, end of discussion, bye-bye now", and other times it means, "Word, dawg, this joint's gonna cost ya a WHOLE FUCKIN' LOT o' juice and ya ain't gonna be able to keep the motor runnin'. Tell ya momma I said 'WASSUP!'".
  11. There's no order of execution, no "this toggle has priority Red Alpha Domino, watch it closely" code. Toggle pulse rate isn't standardized, either, some are 0.2s, some 0.5, some 2.0, World of Confusion is 4.0s... and server-client communication occurs in 0.132s intervals (Arcanatime). So when you run out of endurance, the next toggle which tries to tick over is the one that shuts off first. You could probably figure it all out, exactly, by keeping track of when you turned on each toggle, toggle activation periods, server ticks and recovery ticks, and collate the data to derive a precise timing for everything. You'd have to do it every time you zone. and you'd have to use a network monitor with an active overlay over the game screen (you're not going eyeball 0.2s and 0.132s intervals reliably), and you'd want to accumulate data for a couple of minutes to get an accurate result. It'd be more work than reward for the effort, in my opinion. Alternately, you can "rule of thumb" it by looking up the toggles on CoD and assuming that the ones with the shortest activation periods are going to shut down first.
  12. Now I'm trying to envision how big someone's pie hole has to be to facilitate a 90 degree arc... Yeah, widen the arc and superimpose that on every character that takes the power. That's a fair trade-off.
  13. It's consistent with primaries and secondaries. Powers acquired earlier are frequently rendered moot by powers acquired later, especially in regard to attacks, and doubly so in a game which allows players to adjust the cooldown times on their top tier attacks to such a degree that they can create entire attack chains without anything below T4 or T5. Is it a great design? No. There are other ways to design a powers system, ways which wouldn't obviate early choices. But that ship sailed when archetypes and power sets were created, and the design we have is the design we have, for good or ill. It can't be altered, not even for seemingly meaningless or pointless pool restrictions, without vast repercussions.
  14. Which currency you use is irrelevant, they're sinks for both currencies. There have to be things to take reward merits out of the economy just as there have to be things to take inf* out of the economy. That's one of the ways the currencies are balanced against one another, so neither become overwhelmingly better than the other. Also, for the same 5 merits you spend for a single booster, you could purchase 50 converters, sell them on the player market at 67,500-72,500 apiece and net enough to buy 3 boosters.
  15. Specifically excluded from the drop tables to make them currency sinks. https://homecoming.wiki/wiki/Hero_Zone_Event_Message https://homecoming.wiki/wiki/Villain_Zone_Event_Message
  16. DB hacked, account information for ~750,000 users stolen, Financial info handled by a different company so unlikely to be at risk. Passwords likely still secure. User names/IDs, e-mail addresses and residential info compromised.
  17. Luminara

    Forum Bug

    https://forums.homecomingservers.com/forum/63-website-suggestions-feedback/
  18. You have to wear the right apparel to understand certain thought processes.
  19. You circle the square by square dancing in a circle.
  20. All sentinel primaries have a damage-dealing single-target control. Fire didn't, so the HC team created one. The Repel is effective against a wider variety of foes due to the overall lack of Repel protection/resistance for critters, supplemented by a brief mag 4 Hold which shuts off toggles on just about anything short of an AV, and ending with a low mag KB, all of which work in concert to take an enemy out of the fight for several seconds. It's a stronger control, even if it is soft control, than would otherwise be warranted for a sentinel power. Personally, I prefer it to another bog standard Hold/Stun/Sleep.
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