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Everything posted by Night
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This sounds of the basic internet argument of "[thing] works fine for me, so there's no problem with [thing]". There were 16 servers on live, I can tell you how terrible it was to be a non-empath defender on Union around the time of issue 3. Unless you played on all the servers at the same time, you gotta accept people's accounts of their experiences.
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Actually reading this mess. Back in the day as a defender, unless you were an empath, you were simply kicked from teams. Sending a tell to a team leader asking to join? A reply comes by of "empath?" and after a while you'd just stop answering since that's all people cared for. Sometimes you'd get invited to teams and hope nobody checks your powersets, because if they did, you had a 50% chance of getting kicked with or without an explanation. Only way to level was to hold onto the few people who ran teams and didn't mind non-empaths, get on Kraken-farming teams in the Abandoned Sewer Trial, and then serve as a sidekick-bridge for a farmer's friend on a Dreck farm once you crawled your way to high enough.
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There is a fence missing from Atlas Park, with a plyboard leaning against thin air at [2748.1 -31.8 988.7] Here's what it looks like in Echo Atlas Park, the same original area with physics intact at [2748.4 -32.0 988.2]
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Bind/macro engine $$ parsing issue since last patch
Night replied to Riddla's topic in Help & Support
The update few patches ago broke macros and binds that include more than one command (as well as some internal changes to power names), anything past the first command in a chain doesn't get registered or play out, even though it should. It's even been posted about by GM Impervium, but nothing happened since, really hope it gets fixed. -
A moving electric charge produces a magnetic field, it could fit for a zappy thing to produce a a magnetic force.
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I once tried to put forth my take on a Regeneration buff, but it's buried who knows where in this forum. And while I'm not great with numbers, I tried to adjust and add to the powers to not change their basic premise, but more adding bits to them to fit with how the game evolved after the live devs nerfed and forgot about the set. Mainly an inherent recharge resistance to a few powers, slows are a big hit against the set, and trying to incorporate some absorb as overheal, since it was incorporated well for Sentinels, and a change to Revive to be usable while alive just as Unrelenting from the Presence Pool.
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Hey, whose turrets are these? In Nerva Archipelago, Agincourt, in the Longbow base, there is an area where Longbow keep Devouring Earth specimens, where the Blind Eye exploration badge is located. Along the wall outside that little lab, there usually spawn two wall-mounted turrets. Those turrets are somehow tagged as hostile to Longbow and will attack and be attacked by the troops stood by them. Curiously, it's not an issue of conflicting factions (Turrets and Longbow) because the big turrets outdoors are non-hostile to the Longbow patrols. Non-hostile turrets, also in Agincourt Curiously, in the same lab, a Crey representative can spawn talking with an NPC, and they too are hostile to the Longbow whose lab they are in should the two run into each other.
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You can just set brawl on auto and there's that, all it's gonna do is animation-lock you every few seconds. Something weaker than brawl, but actually useful, that everyone has access to? Already in the game, and aside from niche situations, also less useful than any actual power in your powersets. https://archive.paragonwiki.com/wiki/Origin_Powers
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Kallisti Wharf Level Range: Everyone
Night replied to Steampunkette's topic in Suggestions & Feedback
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Kallisti Wharf Level Range: Everyone
Night replied to Steampunkette's topic in Suggestions & Feedback
You seem to have a strange understanding of the game, as well as wanting it to be something it wasn't designed to be and has no will to be. To that point, there's also the thing of villain groups, even those spanning 1-50, having different enemies for different levels. You won't find certain mobs going past lvl 15, another past lvl 25. In Council, you'll fight mainly regular-sized dudes in combat gear with assault rifles up to around lvl 20. Then afterwards you face more dangerous enemies like the vampyri and werewolves and robots. Suddenly Council get sonic weapons and tougher troops Because you're doing things that are more important to them to protect from you than a tiny base in Atlas staffed by interns. The sense of progression continues on as groups you faced before now have more powerful troops to fight against you. Some enemy groups even have separate enemy composition depending if you're facing the 1-50 version or strictly the lvl 50 ones, as I found with Family goons having a separate 50-only version with tech Resistance weapons. While Daredevil may be focusing on beating up lvl 1-15 street thugs and groups of Council MekMen are a new, challenging end-of-arc fight, Superman will be elsewhere, fighting MekMen, vampires, werewolves, Nictus-empowered troops and preventing building-sized robots from being operational, stuff that's way above Daredevil's pay grade. Nothing's stopping you from doing as you said, turn off XP at like lvl 20 and enjoy doing Daredevil stuff, but you can't expect everything to then come down to lvl 20. -
Kallisti Wharf Level Range: Everyone
Night replied to Steampunkette's topic in Suggestions & Feedback
I don't like it. It's a big no. I like being able to go to a low level zone and be at ease, explore and just hang out without being at risk of getting attacked by any random Hellion. It's super annoying in Guild Wars 2 how every zone scales to you, you can't explore, you can't go anywhere, you can't find a hangout spot for roleplay without random mobs walking in and attacking everyone. It would create a zone that sucks to be in and sucks to explore, more like a hazard zone than any hazard zone existing. Even RWZ is more peaceful than something like this would be because enemies scale in level throughout it. But hey, you can always load up a large AE map and fill it with mobs, I guess. Or sit in a PvP zone for the same effect. -
Regarding powers which require an enemy to be in a certain state in order to summon a pet. Mainly, Haunt from Darkness Manipulation and Dark Extraction from Warshades' Umbral Blast. Starting with Haunt: it requires the target to be alive at the end of the animation, otherwise it doesn't summon the two Shade pets to help you out. It's super easy for your target to die with damage flying left and right in a big team, even if your target is a boss, then the power goes on cooldown with nothing happening. For Warshades, their pet summon, Dark Extraction, requires a defeated enemy target, which unless you pay close attention to your targets in the heat of battle, the corpse can fade away during the summoning animation with no results and eating up the power's cooldown as well. I think Thugs Mastermind's Gang War works on the same mechanic, also requiring your initial target to be alive to continue summoning the set number of Posse, and if so, that power would require a fix as well. Hell on Earth from Demon Summoning could also receive a more reliable treatment, despite depending on one of your pets to remain alive through the duration of summoning the tiny pets instead of the enemy. As for fixing it, I'd suggest removing the target reliance once the power activates. Summon the pet earlier in the animation, or at the very start of it since the pets have a brief animation where they can't interact or move themselves when they're brought into being anyway. In the case of Gang War, you could even have the Possee spawn around you as they run in to help over time instead of spawning on the target. I don't know how it works in the spaghetti code, but I hope it'd be doable. Perhaps it could be solved by making them work like the Dominating Grasp's Fiery Orb pet summon proc that spawns the pet on you upon power hit regardless of enemy's state of existence.
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This is both amusing, neat and scary.
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So we can't have nice things because people wanna feel like powerful superheroes in this superhero game.
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I like feeling powerful, this is a power fantasy game
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There are so many suggestions which come down to "this is how I want to play and nobody can play in any other way! Everyone has to play how I want to!" instead of putting in any effort to forming dedicated teams or groups themselves so they and the few likeminded people can play how this one person wants. How this putting-in-effort thing works with revitalizing lower level zones? Well, a group of likeminded people with this goal in mind could make a number of characters, level them to the max level of each zone, turn off XP and then make it a thing of advertising daily for zone content. Like, "Skyway city needs your help! Come join in lowbie streetsweeping, paper missions and story arcs!". You could even make it a habit of picking one day per zone, monday being Kings Row, tuesday for Steel Canyon, etc. Don't need sweeping changes that affect everyone, especially when it would just make people avoid those zones. I still like the idea of more zone-events and even multiple events per zone to add to the liveliness, not that those aren't avoided anyway after you've done them a dozen times.
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Changes like this should be entirely opt-in if they're gonna affect everything in the zone. Perhaps you can talk to a Longbow liason near the zone's level-up person and accept the challenge for increased rewards or tokens to be exchanged at a merit vendor. Best way would be to just make it zone-events like currently existing ones, with icons on the minimap to let everyone know what's going on, even have several spawn points, not something that forces itself on players. Also, limiting access to zone TFs is a terribly harmful idea. I'll paint a word picture: MrGenericPlayer comes home after a long day, he's busy but manages to make an hour a day to play with a group of his friends, slowly going through the game content. Everyone is roughly the same level. Last night they finally finished going through Croatoa arcs and unlocked Katie Hannon as a contact. The group is excited to play through her TF, but they get to her and see a big popup reading "133/500 Red Caps Defeated". They're all around lvl 31, and don't have the time or will to kill hundreds of enemies and still fit in the TF within the hour, so they go check out Brickstown for another TF in their level range. They get to Manticore and see "0/500 Crey defeated". Defeated, they choose to turn to AE or run paper missions instead of what they wanted to. An equivalent thing was done in some of the zones in Guild Wars 2, where the dungeons would not be open unless a lengthy quest chain was completed, and that was always a pain. It resulted in a buncha people standing afk around the dungeon entrance, waiting for a few people to complete the event chain so they could do what they wanted to. It's a system that doesn't work without a really huge population that does the zone content daily.
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Spamming, sure (I'll so miss the awesome NPC emotes we had), but the bind/macro with more than one emote no longer triggers any emotes past the initial one. Flying forward on autorun, you can press the flypose macro once, wait a while, continually on autofly, press it again and all it does it replay the very first emote, as opposed to playing the second emote as it used to.
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Points were being made about making low level enemy groups more difficult, I'm saying it's not needed, they're a challenge at their intended level as is. Your original suggestions sound more like zone events, like the prison break in Brickstown or Longbow raid in St. Martial, which, sure, more zone events is cool. But you're not gonna force people into running missions in zones so they don't get attacked by tougher mobs or can fight easier mobs in their missions, or into streetsweeping grey mobs 30 levels below them. People are just gonna avoid those zones.
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Streetlight Maintenance There seems to be an issue with there existing two similar models for streetlights used throughout the zones, one of them missing the shade/lampholder part. It's present on the lighter model visible in zones like Steel Canyon, while missing from the darker model like in Independence Port, St. Martial, even Neutropolis. Skyway City uses both models and you can find both in close proximity of the Faultline entrance, the light streetlights (on highway parts) having the lampholders, and dark streetlamps (everywhere else) missing them in the same zone. Funnily, at night, the streetlamps without any lamps in them still light up as they should, even if it radiates from no lamp. I hope it's an issue with the model itself that would be easily fixed, but if it would require replacing in every single instance of the dark streetlight, it should be forgotten about. Skyway City:
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Making zones fill with tougher enemies won't make people wanna run missions in them, especially when you've done everything you can in that zone or outleveled them. It's only gonna make people avoid them altogether. Also, low level gangs are meant to be easier, they're for starting out characters. Try going solo into a +2 Vahzilok, Outcast or Skulls mission at lvl 8, with lvl 8 powers and you'll find more than enough of a challenge.
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You used to be able to create a macro or bind a button to play through a number of emotes in order by pressing it again and again. You could make a macro/bind to circle through, for example, the slap emotes and time them in an amusing way. I used a macro which circled through the various flyposes, but it no longer works and it only repeatedly plays only the first emote in a string. Seems binds and macros for whatever reason no longer read any emotes past the first one in a string. The binds/macros in example above are "em slap$$em smack" and "em flypose1$$em flypose2$$em flypose3$$em flypose4", both which used to work.
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Updating inherent descriptions to be gender neutral please?
Night replied to Zappalina's topic in Suggestions & Feedback
I thought pulling in political agendas was a no in the rules. Whatever then. From a non-native-english speaker view, the word 'they' is a confusing mess. The default reaction to hearing 'they' is 'how many?'. The language doesn't disambiguate between talking about a person or a buncha people, unlike some others. If anything, if you're begging for removing of 'he', then 'they' should also not exist in those descriptions. Make them passive, straightforward statements with no pronouns whatsoever. -