-
Posts
5159 -
Joined
-
Last visited
-
Days Won
109
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Luminara
-
The animation doesn't despawn the critter, it's played in sync with the despawn. They're separate aspects of the engine. The animation system has no control over what spawns or despawns, nor can it. The engine handles that. Critter is registered as defeated by the engine, defeat animation plays, timer counts down until the animation time is reached, then the engine despawns it. If the animation were appended to character defeat and absolutely nothing else were done, the character would reappear a second or two later, exactly like what happens when you use LRTP and don't immediately select a destination. But if it bothered people, translucency could be added at the end of the defeat animation.
-
I was just thinking about my Ice/Willpower sentinel and Ghost Widow. Both spirits, but when they're defeated, they slump to the ground like corporeal beings. It occurred to me that the code for costume changes could be modified and repurposed to tie into defeats. Someone playing a robot character could have a power down or collapse into a heap animation when defeated. Someone playing a magic character could disappear in a puff of smoke when defeated. Ghost characters could do the Spectral Daemon wail and disappear animation. Et cetera. We have bunches of appropriate animations already, waiting to be tied into a customizable defeat system.
-
If you stopped referring to yourself as an old neck romancer and offering to show them your "impaler", you might have better luck.
-
Not Tsoon. I am disappoint.
-
Vigilante on the characters I play the most, but I'm not impressed by the tips. Murder, casual disregard for life... where's the actual vigilante content? Where are the manhunts for my character? Why am I blowing up a Crey lab instead of storming the place to grab evidence and a responsible party to truss up for the cops? When I wander over to the Rogue Isles, it's the same thing on the road to Villain, just more killing and destroying, but at least that makes sense for the transition, the decay of morality and integrity. There are some bugs in Vigilante tips and morality missions that annoy me. The tip that sends you to beat down Flambeaux and blow up the building can be completed without fighting Flambeaux. The morality mission with Ghost Widow has her as a targetable entity, which is exceptionally frustrating when you're trying to tab through the Arachnos to get to the second boss. In fact, the whole mission with Ghost Widow is a mess. You can dump her where you "save" her, her presence isn't required at the end. And Doc Lametum drops out of combat long, long before he's close to being defeated, so you're screwed out of the rewards for fighting the spawn he's in unless you burn everyone else down with single-target attacks. And I'm pretty damn sure the Hero and Vigilante tips for Polar Shift are mixed up. The Vigilante tip specifically states that you hear gunfire and Longbow must already be there when you enter the mission, but no Longbow spawn in that one, they spawn in the Hero tip. Messes which should have been cleaned up before the content was released on the original servers, a terribly narrow definition of "vigilante", it's just sad. I wanted Batman, I got Azrael. I stopped reading the text and just run the content, and the only reason I'm interested in the content is because more Vigilante tips stay in-zone, so I'm not traipsing all over the city for one-off missions. The Hero and Villain tips are just standard mission content, nothing exceptional or particularly interesting. Haven't done any Rogue tips yet, but I've been working on villain badges with my Ice/Willpower sentinel, so I'll get around to them. I'd like to see Vigilante and Rogue coupled, so it's possible to switch between them instead of going the circuitous route. The Hero-Vigilante-Villain and Villain-Rogue-Hero leaps never made sense to me. The behavioral transition is too abrupt, conceptually. I suppose it fits the shit-tastic writing that portrays Vigilantes as nothing more than sociopaths and murderers, but it's not very satisfying. A more gradual shift would be appealing and set things up for some better Vigilante and Rogue content in the tips and morality missions.
- 31 replies
-
- 4
-
- unsanctioned
- unapproved
-
(and 1 more)
Tagged with:
-
Super Jump doesn't buff Run Speed at all, and Super Speed doesn't buff Jump Speed/Height as much as Infiltration does. Saying that it's not a travel power is as unqualified as saying that Teleport isn't a travel power because it doesn't buff Jump Speed, or Fly isn't a travel power because it has no Run Speed increase. It's designed to be good at multiple forms of movement, not directly comparable to travel powers which specialize in one thing.
-
I thought the main issue would be the amount of time and work to fork the code base, maintain and update it on the separate server while keeping everything else running and working on new Pages for the existing servers. Not the return on the investment, but the investment itself, which would not be insignificant.
-
How, exactly, is Infiltration not a travel power?
-
Require poll for suggestion topics
Luminara replied to Sirius.Games's topic in Suggestions & Feedback
As we can't read the minds of others, we also can't create simplistic one-click options which encompass the full range of responses. Attempting to do so merely restricts the respondents to pre-defined answers, creating that "echo chamber" that people have mentioned elsewhere on the forums recently. Consequently, it restricts or denies people who don't have a response which matches the poll options, and it can be used in a manipulative manner to control discussions or game direction by preventing people from speaking on the topic. And it stifles creativity. A discussion about a suggestion can lead to interesting new thoughts and ideas, and even if that isn't always how it works out, the potential still exists, potential which would be excised by paring the responses down to a single click. Also, website suggestions and feedback belong in the Website Suggestions & Feedback forum. Which, you will note, wasn't one of the options presented in your poll. -
Can You Not Get Regular Badges In Flashback?
Luminara replied to Erratic1's topic in General Discussion
Confirmed on The Fairest for my Vigilante, too. Best guess is that the arc didn't count as completed, which would also explain why the second half wasn't immediately available. -
Can You Not Get Regular Badges In Flashback?
Luminara replied to Erratic1's topic in General Discussion
I did the same thing not terribly long ago... before Page 5, but I don't remember exactly when. I did receive the badge, though. I'll go through my characters, see who's out-leveled it and hit Ouro, find out what happens. Badge awarded. That was on a Hero alignment character. I'll check Vigilante next. Also verified that Looking Through the Glass shows up in Ouro after completing Twisted Reflections. -
-
It's not farming or farmers that people are arguing with or about. People latching onto the label of farmer and using it as an excuse to be petulant and entitled, that's the problem. People leveling accusations of discrimination when game-wide changes, which affect everyone, affect them, and claiming that they were singled out because they're farmers. People demanding apologies, explanations, roll-backs for changes, despite the changes being universal, and insisting that they were targeted because they farm. People who display hostility and unfriendly attitudes toward anyone who doesn't agree with them, and insist that the hostility and unfriendliness they receive in return is because they're farmers. Being a farmer, farming, door-sitting in farms, farm income, none of these have anything to do with the responses in threads like this. It's not farmers that people dislike. It's not farming that drives people to argue in these threads. It's drama queens. And it's not that there's an anti-farmer sentiment, we're all just tired of trying to reason with people who refuse to accept that this isn't all about them, and trying to be nice to people who slap our hands every time we extend them in friendship. You reap what you sow.
- 476 replies
-
- 11
-
Power Pool/Epic Pool/Anything to Speed Up MM Minions.
Luminara replied to Zeraphia's topic in Suggestions & Feedback
That's without AM. The T3 bot is still 0.01 mph below Group Fly's speed cap (58.64). The T1 bots are capped at 57.77, they're restricted to level 49 outside of content without Incarnate shifts. The base speeds are identical to player character base speeds, but the level reductions on the T1 and T2 henches means they'll always be slower (movement speed cap increases with level). Their speed caps need to be raised, or no amount of tinkering will ever allow them to keep up with the player character. The movement powers are also part of the problem. They're the same movement powers we use as players, but those powers were designed with the expectation that we'd be using other powers to supplement them, powers without which we couldn't hit our speed caps. Swift, Hurdle, Sprint. Henches don't have those. Take those Super Leap stats, for instance. 49.97 mph? With Hurdle, it would be over 67 mph, even for the T1s. Those are the problems. Inherently lower speed caps and movement powers which aren't balanced around the absence of Fitness/Sprint. Adding a pool to buff pet speed wouldn't help without increasing the caps, and increasing the caps wouldn't help in a vacuum, either. -
I didn't hear Uranus complaining.
-
*manipulates Uranus*
-
What is vectored knockdown versus normal knockdown?
Luminara replied to KaizenSoze's topic in General Discussion
With vectored Knock, the developers. They can set it to work like the current KB system, or randomize it (remember the Brawl wonkiness in April? that was this), or set it to down, up, up and slightly over your character's right shoulder, whatever they want. -
/bind [ "suppressclosefx 0" /bind ] "suppressclosefx 1" /suppressclosefxdist 17 Hit ] when you're playing that character, no visible particle effects from toggles, not even purple Defense shields or ToHit Buff swirling stars. Change 17 according to your need, I keep my camera at that distance. Hit [ when you're ready to log off, or bind it on your other characters and hit it when you log in.
-
Pfft. I would've made it say, "Inopportune!". And accompanied it with music "Inopportune!" in opera tunes. What a wasted opportunity.
-
What kind of horrible person attacks blankets? ... Do you think they're going after comforters, too? 😱
-
The forums are a volunteer sample group representative of the greater population, and this purported united front of farmer-loathing players and developers would show some presence in that sampling. All of the drama is here, there should also be some of those anti-farmer comments and threads here. I dug until I ran out of keywords and I couldn't find them. In-game chat channels can be logged, with time stamps. Discord conversations can be captured in screenshots. That's a remarkably short list of places where these people could be congregating to spew their hate speech, so it wouldn't be remotely difficult to assemble a mountain of damning evidence to prove that there's a group of people actively treating others badly for farming or calling for farms to be shut down.
-
What is vectored knockdown versus normal knockdown?
Luminara replied to KaizenSoze's topic in General Discussion
The base Knock mechanic can be altered by adjusting the magnitude. Below 0.75, targets don't move from their position, they're knocked off of their feet. At or above 0.75, targets are knocked away from the KB source, with the distance determined by the magnitude. This is true for both Knockback and Knockup. With vectored Knock, the target is always sent in the specified direction. Up, down, seventeen degrees to the right, toward the character, up and to the left of the character, anything. A power can be designed to knock a target in any chosen direction and it will always move in that direction. Whether the Knock magnitude is 1000 or 0.1, the target will only ever be moved in the specified direction. It means vectored KD is always KD. 0.67 is the most common KD magnitude. That number wasn't selected at random when Cryptic, they actually designed Knock to have a threshold. That threshold corresponds to a player's 0.67 KB power hitting a -1 foe (1.1 multiplier), thereby increasing the KB to mag 0.737, which rounds up to 0.74. 0.74 is the limit for KD with the non-vectored mechanic. This ensures that a player fighting -1 foes has the same experience as he/she would fighting +0 foes, +1 foes, et cetera. It also creates verisimilitude when fighting -2 or lower foes. At and below -2, the multiplier pushes the Knock mag above 0.74, and targets go flying, giving the player a dramatic example of how much more powerful the character is in comparison to the -2 or below foe. A 0.03 Knock magnitude is just as effective as a 0.74 magnitude, for the purposes of knocking a target down, even when fighting foes +4 to the player's character. As long as the final Knock effect is 0.01 or above, and the target isn't immune to Knock or under the effects of Knock protection, it's knocked down. Many rain-type powers (which are actually pseudo-pets with PBAoEs) have a mag 0.1 KD, so they can be stacked without causing KB. Stacking powers with a 0.67 magnitude, though, could cause some KB to occur, depending on timing. When more than one Knock affects a target in the same server tick, it's treated as a single effect. KB and KU are the same base mechanic, but tagged differently, so they can be mixed without turning into KB. They can also override one another, causing a knocked down target to flip, or a flipping target to be knocked down mid-flip. Standard KB always the player character's position calculating KB direction, or the pseudo-pet's position if that's what's causing the KB. Explosive Blast, for example, sends enemies flying away from the character, rather than away from the animated point of impact for the energy ball. This makes most KB in the game very predictable and easy to manipulate to the player's benefit. Pseudo-pet KB powers, on the other hand, like Nova, can send enemies flying in every direction. Bonfire, for instance, when used in the middle of a spawn, well scatter the spawn. But using Bonfire at the edge of the spawn, or pulling things into it, causes those enemies to be knocked away from the pseudo-pet, instead of scattered. This is key to effective use of pseudo-pet KB. By collecting the enemies in a tight group or making them come to the pseudo-pet, the KB is controlled. -
It was stated to be 100% per minute in the beta. According to CoD, it's 100% per 80 seconds (1.25 Rage per second, 1.25 * 80 = 100).