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Everything posted by UberGuy
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That's been bandied about for ... ever. It basically never goes anywhere because doing it right is downright tough. The settings can't be so hard that it just becomes a curiosity no matter how good the reward, but they can't be easy enough with a big enough bonus reward that they becomes the One True Way to TF. (Bearing in mind that becoming The One True Way means people actively reject players/characters who aren't up to the challenge.) Keeping it up to date as the game evolves is another layer of difficulty on the design.
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Concealment Pool Update: Stealth or Invisibility?
UberGuy replied to Jimmy's topic in Developer's Corner
What? -
Spamming remotes used to allow players to confuse the game and emit some animations never intended to be useable as player emotes, including some that were pretty obnoxious if spammed. This ability was disabled in a recent patch, which is almost certainly what you are running into.
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I've updated the data today to reflect a back-end change required to handle some power expressions that rely on implementation details of how the power expression parser in the game works. The game uses an "expression stack" that contains the accumulated expression values parsed so far, and at least one parser "verb", called "dup" directly manipulates the expression stack, duplicating the top element onto the stack again. This is used as an efficient way to reuse a parsed value derived from a potentially complex sub-expression without having to evaluate the expression multiple times. To support really displaying what dup() does, I had to rewrite part of the CoD expression parser to work more like the way the one in the game engine does. It took me a bit to both remember how what I wrote worked, then translate it from a recursive call stack to a loop using an explicit expression stack, but it didn't take very long. I did both this morning, fixed a few bugs added in the process, and regenerated the data. The site has been updated with the new data and a couple of missing power icons (OAS and Disable All) were updated from the most recent Homecoming patch. Here's how it's now displaying the new Singularity "Gravitational Pull" effects, which used to show a literal dup() call in the expressions. Edit: Note that the PvE expression could actually be simplified further. No idea why it's stopping where it did. I'm using a 3rd-party algebraic parser and that's what it decided to do. It's mostly a black box to me. 🤷♂️ The result is still more clear (IMO) than one with raw dup()references in it. Note: You may have to forcibly clear your browser's cached data (not cookies or site data) to see the updated files,
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The really more trivial ways are to extend or contract sets bottom ranges so they match. Honestly, this is the most "harmless" option in my opinion, because I doubt that, outside of the special rules for converting Attuned IOs, that anyone cares about level 10-20 Positron's Blast or the like.
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i27 page 2 Speed Phase Disabling Inaccessible due to Exemplaring
UberGuy replied to LQT's topic in Bug Reports
Not 100%, since AE does that too, but AE must be doing it a different way, I guess. -
Yes. Adding a slider would be a fix to the current behavior that wouldn't break anyone's desired conversion set ... what's a good word? Spans? It might open up some new ways to control what you get that didn't exist before for attuned stuff, but I truly doubt that's a big deal.
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There's a (harder to implement) fix that would not break any other conversions. When converting an attuned version of a standard IO, you get a slider to let you pick the level you want the conversion to happen at, with its limits defined by the valid range for the current IO's set. So if converting an Air Burst, you could choose any level from 10-50. When converting a Miracle, you'd be offered 20-40. The dropdown would only off you "category" conversions if you chose a level with valid overlap with other sets in that category. Logic to achieve this in the actual conversion function (boostset_Convert()) would not be very hard to write. The hard part would be adding the slider. UI changes in CoH are apparently the stuff of nightmare.
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A more sane implementation, IMO, would look at what sets overlap the level range of the original enhancement's set, and let any of those be possible targets. Without checking, I suspect that would make the conversion lists larger in several cases. That's great for fixing a case like the one in the OP. It's not so great though if it makes it harder (read: less likely) to get from one set to a specific other set though conversions, though. I rarely attune things. I mostly do so with globals like LotGs. I don't go playing lowbie TFs on +4 or anything, and rarely care to solo them. And while I do solo Ouro arcs for badges and such, I rarely feel the need to crank their difficulty. So I really just don't need all my set bonuses to follow me down to low levels. The point of explaining that is that I have probably never converted an attuned IO. I create or buy exactly what I want attuned and then never change it other than perhaps to move it to a different character. And even absent this problem, I don't think I would ever want to convert attuned IOs. With crafted IOs, you get only sets that exist at exactly the level you started with. That allows a lot more control of the output in at least a few really useful conversion cases. (Defense, for example.) Personally I'd like to see this fixed or improved in some way. (Having a random chance that it offers you an overlapping set sucks.) But I do think any solution is probably going to have some side effects.
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It's what I tell people because of how so many of them propose to fix Regen - the most common, most fundamental ask is to restore toggle IH. In a nutshell, that's Willpower, though you do have to go stand in a bunch of foes to get the full benefit of old IH. But people who ask for toggle IH want Regen to be much less reactive, much less clicky, and that describes Willpower quite closely. That's not I want the actual Regen powerset to play like, though. I like how it plays right now, broadly, and want any improvements to preserve it as much as feasible. While there are a bunch of tweaks we could make to the set, IMO there's no version of meaningfully moving the needle of Regen's performance relative to other sets that isn't going to involve adding either defense or more resistance (my preference for several reasons) to the set. I believe that can be done at modest levels and still preserve the set's clicky, reactive playstyle, while taking some of the sharp edge off of damage taken, giving the set a taste of that non-linear time-to-survival while still leaning heavily into the theme of needing clicks to restore lost health.
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I also posted in those other threads about how +absorb is a horrible idea as replacement for either +maxHP or +regen. It's fine, in terms of buffing the set to add it to existing +maxHP and regen (though it's maybe hard to explain lorewise), but Absorb is inferior to +maxHP and +regen for reasons mentioned already in this thread. And many people seem to fail to grasp that +absorb is still functionally HP, HP replacement/gain is a linear offset to DPS, and Regen's challenges relative to other sets are due to the fact that Defense and DR are nonlinear. The more you have, the longer you live against a given DPS in a 1/(1-mitigation) way. Absorb does not to provide that kind of survival, and no HP recovery rates the devs would ever give us ever will.
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SR isn't exciting, but it's anything but weak. There are stronger sets, mostly because some other sets can combine high mitigation with high sustain (which SR has none of), but my SR is one of the characters I can basically wade into any content except Rularuu and not break a sweat. Massed Mu can be a problem just because of the end drain and -recovery, and so can massed Psi or Toxic damage. (Even Psi and Tox which are tagged melee/ranged/AoE will hit some of the time, and SR's scaling resists don't work on those damage types.) I would want nothing to do with a port of Sentinel Regen. Non-Sentinel Regen could really use some tweaks, but it does not require wholesale rewrite of how it currently plays: click heavy. I wish more people would search for existing threads before posting. We have several of these Regen threads already, and I already posted suggestions in those threads, as did others.
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i27 page 2 Speed Phase Disabling Inaccessible due to Exemplaring
UberGuy replied to LQT's topic in Bug Reports
I was able to reproduce it with missions in arcs that change your level away from your current level. Specifically, the 2nd mission in the Intro to Ouroboros arc. If taken through the Ouro Crystal, this arc lets you be level 50 when you start it. The 2nd mission sets you to level 1. Using that, I was able to keep both Speed Phase and Afterburner running on entry to the mission,, even though I lost both Super Speed and Fly. (Yes, this character has both.) Since the Safeguard/Mayhem contacts don't put you in TF mode, it seems like there's a mechanism for changing your combat level besides exemplar, and that's what's interacting poorly with the pop-tray powers. -
i27 page 2 Speed Phase Disabling Inaccessible due to Exemplaring
UberGuy replied to LQT's topic in Bug Reports
Totally reproduced this with the Safeguard contact in Steel Canyon. Could not reproduce it with TF contacts, Ouro missions or the AE. So apparently there's something different about the Safeguard/Mayhem contacts. -
We have this as a new issue for Afterburner. Because of how Evasive Maneuvers replaced Afterburner (so that people who had AB didn't need to respec), the internal name of Evasive Maneuvers is ... "Afterburner". So binds that try to toggle Afterburner when it's not visible in the pop up tray will instead toggle Evasive Maneuvers. There are a few work-arounds for this one. You can move the new Afterburner into a regular (non-popup) tray, which will mean it is always found by that name, even if it can't be activated. You can instead toggle "fly_boost", which is the internal name of the new Afterburner. Or you can construct your binds such that Fly is always turned on before Afterburner, like so: powexec_toggleon Afterburner$$powexec_toggleon Fly. This last is my personal approach, since new Afterburner is only available when Fly is already running.
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Mostly running it from SSD will ensure that it loads faster, which can help a bit with things like zoning. It really shouldn't improve the overall in-game experience. (It's not impossible, but the things I can think of that an SSD would help with would involve your computer being under severe memory stress and having to swap in-memory things in and out to disk constantly.)
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Yep, agreed.
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I think the fact that Mass Levitate (I assume @EmergentRain meant Mass Levitate) is doing this hints that there's something more than unusual knock-up going on, since that power is straight knockup. I played around and could not especially vector foes up with my lowbie Energy/Cold Corr, but even if there is a new thing going on there, I think the real key is that stuff is getting stuck in ceilings more easily. If we can find and fix that, maybe we don't need to worry about whether KB is popping stuff more vertically than in the past - we'll have to see. But the fact that pure knockup is causing ceiling embeds reliably is a sure sign that something new is up.
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Oh this is ancient, as in original game behavior. It's done this at least as long as Malta have existed (I1), and maybe before. Any critter using the robot skeleton will do this. I want to say wolves and things that share their skeleton do it too, but maybe not as badly. A screenshot wouldn't really show the issue. You can't really "see" the blockage - your character just can't move past the defeated foe's feet. It would need a video to really make clear. I would love to see this fixed though.
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I can't reproduce this. 🙁
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non issue Movement Increase temp power not stacking?
UberGuy replied to Wavicle's topic in Bug Reports
You are entirely correct, sir. I missed that when looking at it on CoD, because the "strength" is at the end of the list of attribs buffed. (Maybe someone should change that display, huh?) So basically, this acts like an enhancement to all your movement powers, or like a tiny Power Boost that only affects movement. -
Interesting. I have a ton of SJ'ers and I've updated their travel binds to use SJ+CJ together and haven't noticed this. I'll go look for it, in case I'm just overlooking it somehow. Any other powers going on that could maybe, somehow be involved? Evasive Maneuvers? Temp powers? (I don't expect any of those to matter, but I wouldn't expect what you're seeing at all, so hey.)
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non issue Movement Increase temp power not stacking?
UberGuy replied to Wavicle's topic in Bug Reports
No clue. Even if it was suppressed (and it shouldn't be - it should stack with everything else), normally suppressed things still appear in the list of effects contributing, but don't end up added to the total. It's like it's not doing anything. -
issue 27 Patch Notes for April 27th, 2021
UberGuy replied to Jimmy's topic in Patch Notes Discussion
Good news! These are live patch notes, not beta.