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Cobalt Arachne

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Posts posted by Cobalt Arachne

  1. 21 minutes ago, EmperorSteele said:

    file-numbers have some other Easter-eggy thing going on.

    They're there mostly for flavor as they're supposed to be file numbers (since the tip mission already tells you where to go). However, you are indeed correct that they were pulled from the badge's coordinates! 😄 The periods separate the coordinates, the 0- shows where a coordinate would be negative.

    So "KR 0-1089.0-42.896" would become -1089, -42, 896.

    Fixed up the text in the spots you noted.



     

    • Like 1
  2. 45 minutes ago, Replacement said:

    We need lots and lots of eyeballs, testing in non-standard zones.

    This is a good one! Lots of zones that don't see much foot traffic received missions. Any of those 'nobody goes there normally' zones are great candidates to check, they got love even if they're rarely visited 😛 

    A single individual's eyes can only catch things they've been conditioned to notice.

  3. 18 minutes ago, EmperorSteele said:

    I think the Explore tips are only one at a time, so you have to finish it before collecting another within that zone (so if you're in Brickstown, get a tip, then go to Crey's Folly, the Brickstown tip will be hidden and allow you to get a Crey's Folly tip).

    You can have a total of three Tour Guide tips at any time maximum. They'll be visible in the tip window no matter what zone you're in. If you have three you'll be ineligible to receive additional Tour Guide tips until you dismiss or complete the ones you have.

    • Thanks 1
  4. 31 minutes ago, EmperorSteele said:

    Kinda wish you could collect a bunch first, but I'm sure it's this way for a reason.

    This would be because the tip for each zone pulls from an array of available exploration missions in that zone you are eligible for.

     

    For example, if you open a Tour Guide tip and check what exploration badge it points to, go and get that specific badge without accepting the tip, then re-open the tip, it will now be pointing to a different badge (if one is available, if not the only option will be to dismiss it).

     

    EDIT: This is so the Tour Guide system could be done in 36 new contact entries, one per zone, rather than 288 separate contacts.

    • Like 1
  5. On 3/13/2021 at 9:31 PM, huang3721 said:

    May I know the exact number?

    Minions - 3%

    Lieutenants - 10%
    Boss - 33%
    Elite Boss - 50%
    Archvillain - 100%
    Giant Monsters/Monsters - Do not drop tips
     

    Highly recommend anyone going for these tips to cherry pick lieutenants+ unless you're in a zone with large packs of minions that can be defeated with AOEs like Perez Park.

    EDIT: Updated per recent monster test/check

    • Like 1
  6. 54 minutes ago, arthurh35353 said:

    I wonder how well the Tip Missions can lead you to the really hidden badges (like ones on tree limbs, in the air on broken tram lines and that hidden Easter egg in Faultline?)

    The badges are put on your navigation and a coordinate marker placed (like a mission door) so you should have no problem locating any badge's marker.

     

    ...Except oddities like Egg Hunter in Faultline; That is a good thought actually, as the coordinate marker may not be sufficient alone. I'll update the nav text to be more explicit for that one specifically, as it quite hidden unlike the rest.

    • Like 2
    • Thanks 2
  7. 16 minutes ago, duane said:

     

    Thank you for the new content!  Are these formulaic or tied into COH / personal  lore?   I look forward to finding out!  

    I always liked COH for the big stories, side stories, personal stories the game and AE allowed. 

    Most welcome!

    As Telephone said, the system's mission structure was formula but the writing was created from scratch while referencing the original badge's text, taking their physical location in the zone into account, and written with knowledge of the game's lore and its community's culture/history.

    • Like 5
    • Thanks 6
  8. If we're throwing two cents into the wishing well, here are my two big ones:

    1. Heavily expanded weapon temp power selection from the P2W vendor: Broadswords, katanas, maces, Arachnos pistol(plz QvQ), crossbows, etc. There are a ton of RP concepts where the character utilizes a minor side-arm, but there are some things literally undoable currently either because there aren't powerset combos that can do it, aren't existing temp powers, or they're not something consistently accessible. These temp powers could be absolutely terrible for damage per activation so they don't cause any balance concerns, but it would make a ton of roleplaying concepts far more possible.

    2. PvP FFA toggle command for SG bases: I have a lot of things in my roleplaying comic project I want to convey to the participants; Things like training activities with sparring, or combat aptitude examinations for new recruits. Or other concepts like a certain character being a Nemesis-type (Resident Evil, not our local Prussian Prince of Automatons) where they're just simply a threat we run away from because they're so far out of our league.

    Ideally this PvP flag would be less managed than dedicated PvP instances since it only applies in a controlled environment so we can make things like a team exemplered down a few levels to make a 8v1 fight against the big bad more visceral and compelling, confronting them in their throne room in an SG base built to be epic, and having them monologue before throwing the PvP flag up... Would be a delight.

    I can say right now if we had PvP flags for SG bases I'd have immediate mileage from it right away in my roleplaying endeavors.

    • Like 1
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