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Everything posted by Night
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During the final mission of Roy Cooling's arc, "Bad People, Good Intentions" (20-29), you'll eventually fight Captain Castillo outdoors on the Sky Raiders platform. Partway through he turns into an ally to deliver a speech, then teleports away to re-enter the fight, but he does not actually go away and he leaves behind an invisible version of himself which acts as your ally though the rest of the fight. So you have an invisible Castillo with a visible floating flamethrower helping you against his visible enemy-conning self. It's actually really handy for a low-damage character, despite it being an odd bug.
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archetype suggestion AT Concept: Deadeye - Stealth Sniper
Night replied to Alchemystic's topic in Suggestions & Feedback
Looks fun! Seems like it'd give off a feeling of a prepared and geared up sniper ready for a variety of situations when things go bad.- 33 replies
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I figured I'd put together a list of minor, low priority bugs that have been in the game for ages. They usually have easy an workaround or are not worth thinking of but nonetheless exist, so here goes. I'll try to update this as I remember more. Where's the music gone? When entering a new neighborhood in a zone, the previous neighborhood's soundtrack continues to play. Back in the day it used to change to the new soundtrack as you entered the new area, cutting off the currently playing one, allowing you to jump between parts of a zone and hear the tracks. This bug was fixed once on live, then came back, then was fixed again and came back once more, then was forgotten. Up up and aaaaah! Seemingly at random, the Jump Pack and Steam Jump powers will become greyed out and unclickable after a single use until you change zones. They'll work normally, then go on cooldown and when recharged remain greyed out and unavailable until you relog or zone, I don't know why that is. Doors doors doors! Various interactable doors become unclickable while they're open, preventing you from going through an open door. The workaround is to click the doorframe, it works on most doors. Tram doors sometimes are unclickable when they're open, sometimes they are, it's a coin flip on them and in this case it is another bug that came and went multiple times over the game's lifespan. Doors doors doors! Part 2 When approaching a door, tram or otherwise, often you'll have to click twice for the game to register you clicking it, even with good connection. It might have something to do with using flight, but happens when approaching a door and clicking it quickly even with just sprint on. It happens often but not always, and sometimes I end up relying on the fact that I'll have to click the tram door twice to get the popup, but then bug fails and I just go to a random zone my mouse was over when I double clicked the door to quickly bypass the bug and get the popup Toggle animation mismatch Various toggles, most notably AoE buff ones such as Shadow Fall, Steamy Mist, Arctic Fog, will permanently put you in the ready-to-fight passive animation on everyone's screen except your own, where you'll return to the idle animation cycle after pressing escape or waiting a while, causing a mismatch between you and how everyone else sees you. You might think you're stood with arms crossed but to everyone else you're there ready for combat, quite annoying for group photo situations or thinking you're seen in a way others don't see you in. What katana? This one's probably the biggest of the list as the Katana weapons, mainly from the Blaster secondary Ninja Training are invisible to everyone but you. So you're swinging around nothing in your hands and nobody can see the sword you hold. My origin in thus When copy-pasting a chuck of pre-written text into your bio, then trying to edit it or continue writing, you'll often end up either typing at the start of the text block, in a random spot in middle or your text will not show up at all despite typing. The bio box does not like paste-editing at all and the best way is to either write the entire bio in one go or paste the whole thing once pre-written fully and hope for the best, and even then editing it to just add line breaks can be a pain as the bio box might not display the changes you make. Ghost skeleton The ghost skeleton in the north-west corner of St. Martial, that's meant to appear (and even has an exploration badge tied to it, Dead Man's Tree), does not appear anymore at all. It's meant to show a hanged skeleton dangling off a tree, and when you get closer it disappears, but now it's just permanently gone it seems. [It seems to be tied to visscale and world detail setting, and the increasing power of modern systems. If you set your visscale to 2 or lower, the skeleton is once more visible, and disappears when you get close as it should. The lower the visscale, the closer you can get before it disappears] Landing on your back Back in the day when you got knocked back and died from it, you remained on your back, defeated, it was a second 'unconscious' animation when you fell in battle. It was removed or bugged so it no longer happens for some reason, so now when you get defeated by, say, an explosion that tosses you back, you land on your back, hop to your feet only to collapse forward. Strangely enough NPCs still retain that animation in cases where they die from a knockback power and the ragdoll effect does not trigger, it works even today. Dead on your feet Sometimes enemies you defeat instantly, usually when one-shotting lowbies as a lvl 50, the mob will not play any animation, or seem like they got hit at all, remain standing there with 0 health. Sometimes it even stands there looping through it's passive animation of looking around even though it's been defeated. Stiff signs The PPD (as well as some others?) hanging signs outside police stations used to have swinging physics on them, as some other banners still do, but they no longer swing and are solid objects, making it unfun to jump or fly into them to make them swing madly only to get stopped on the spot by their immovable might. Power color change influence scam When you change your power colors, then save them sand begin swapping between your costume slots to apply those new colors to the rest of your costumes, it will read that the change cost is 0, despite it not being 0, and if you apply the power colors, then go to the powers section, the UI will update to display the actual cost. Triple moon Sometimes in the night sky, and often in SG bases with an open sky, the moon will have a smaller moon inside of it, and an even smaller one inside of that one. It's probably just a texture overlap where the game isn't sure which moon size it should use. Dude, where's my shield? The Rikti Mothership force field will often disappear, unrender itself despite it still being very much up and very much run-into-able. I am the gang The Thugs Mastermind tier 2 pet, Call Enforcer, is named "Enforcers" each when they're summoned, instead of a single Enforcer being named "Enforcer" https://paragonwiki.com/wiki/Thugs#Call_Enforcer No enemy don't go! Pet summons which rely on an enemy are an unfinished bane. Warshade's Dark Extraction will begin the animation, go on cooldown, but fail to summon the pet if your target defeated enemy fades away due to despawning, resulting in a wasted power. Darkness Control's Haunt will trigger its animation and go on cooldown, but if your target gets defeated as you're casting it, then no pets will be summoned and it's a wasted use as well. Uncertain on if Mastermind Gang War also stops spawning pets once the target dies. When? For how much?! Often in the Auction House, when you're looking at items to buy, the 'last sold' price will often not display until after a few attempts, or worse, it will display and then disappear, the 'last sold' window clearing out, stating "No History Available". Where am I? Some of the outdoor maps, in particular the valley map from ITF, but also some others like the Nemesis Shadow Shard base, the minimap starts you off at a wrong place and sometimes off the playable area, and as you go further into the map you can watch your arrow fly off the map only to teleport to the correct spot you're at. Here's my gun and- When pulling out the Crey CBX-9 Pistol, or Heavy Pistol temp power (click power without a target) while floating in air, you get frozen in animation until you move or the weapon gets automatically put away after some time. Seems to be tied to the specific animation of pulling out a one-handed gun. Stack and float When selling inspirations to a vendor, if you only sell some and leave the others, they will remain where they were in your inspiration tray, floating with empty boxes under them until you interact with your inspirations in any way. Magical fireplace In the winter chalet, the main building, the fireplace's light seems to be coming from the bar instead of the fireplace itself, resulting in an odd visual of standing before the fire pit and the side facing the fire being dark. Lighting textures gone walksies In Ouroboros, the two Pillars of Ice and Flame at the back of the massive one seem to completely lack the lighting effect that the others have, their pedestals looking oddly unfitting. A picture of the two pillars with the textured one further back: The dot When using individual name colors in chat (and really, why wouldn't you) when it pops up in any channel, the bottom dot of the colon which follows a player name in the chatbox is the same color as the player's individual name, while the upper dot is the color of the chat text. Although I'd advise against trying to fix something so minor as the spaghetti code could cause name colors to completely stop working. Or somehow break warshades, again. A spot of grey Embalmed Cadaver from the Vahzilok maxes out at around level 11, but the enemy continues to rarely show up as a spawn throughout the various story arcs the villain group features in. The same happens to one enemy from 5th Column/Council but I can't remember which specific one. It's probably something to do with the enemy not having a higher level equivalent coded in, or a trigger to not show up as both enemies are replaced by stronger variants, Embalmed Abomination in the case of Vahzilok. One way wall In studio 55, the wall upstairs by the bar in a one way one, as in it lacks the wall textures when looking at it from the bar-side, but shows up as a solid wall when looking at it from the dancefloor-side. I'll wear it this way The Gunslinger 2 belt floats awkwardly a fair distance up and away from the body on a female character model when wearing a jacket. What event where?! When swapping alignments between hero/vigilante and villain/rogue, the Hero Zone Alerts and Villain Zone Alerts get automatically removed from your chat tabs, Hero ones disappearing when swapping to villain/rogue and vice versa. I don't wanna PvP now! If while on a TF, you're in a mixed-alignment team and you accidentally click on the wrong helicopter and end up in a PvP zone, the game automatically boots you out of the team, with no warning or a confirmation box, and you're unable to continue the TF. Less painful when it's a simple team since you can be reinvited, but it ruins the TF run. It's a savage world out there Savage Melee seems to have it's sound effects skewed oddly, in that you can hear someone's attacks hitting enemies even while you're all the way on the other end of the mission map Fences won't stop me! When using super speed, if your speed is really high, you may sometimes phase right through a chainlink fence or even a wooden fence. This may be tied to your run speed, and somehow I had more luck replicating this while running backwards. This is not a bad bug, more of a fun glitch that does NOT need fixing, it's just fun Multitasker extraordinaire When executing attacks, especially longer animation ones, you can quickly press escape and click the next power twice (first to target the enemy before you and second to actually attack) to start the animation on it early and skip the 'pulling weapon out' part of it. Very useful when playing at low levels, or an AT with low damage, to chain Sands of Mu with Nemesis Staff with Blackwand and you can pull out the weapon and attack even while the Sands of Mu animation is still playing, or fire off a Blackwand while Nemesis Staff is still swinging to fire off or vice versa. Small bug but handy. Continued in further posts
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I hope this DOESN'T get fixed, it's funny
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issue 26 Patch Notes for January 29th, 2020
Night replied to The Curator's topic in Patch Notes Discussion
Taunt auras still don't hold enemy aggro, everything keeps running off constantly x.x Also, with some of brute attacks, this icon now pops up briefly on my powers-active bar, which I guess is the replacement for PunchVoke? It seems to be activating on you instead of enemies and that might be an issue why they still keep running off, you're taunting yourself? -
I've looked through the thread and can't find the answer, so here's an important question. Where is the option to toggle damage bars visibility? In the previous Mids, when looking at a power at the bottom you had two bars alongside the damage formula, one showing base damage and the other damage after all enhancements and whatnot, and that's very helpful. I can't find the option to display them anywhere, help please? 🙄 Here's a pic of what I mean, and then of how it looks in the new one on the same build file (no idea why the numbers are so off either). Also, do colors no longer change depending on if you're making a hero or villain AT, or am I missing a tick somewhere in options too?