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Cobalt Arachne

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Everything posted by Cobalt Arachne

  1. Fixed that this morning; It shouldn't work to prevent that Hoof Stomp's KB next build, be aware, it will send you flying into spikes potentially. It will work for avoiding the Sand Vortexes (mag 11 KB), but not Hoof Stomps.
  2. The stomp makes you vulnerable to the majority remainder of the Minotaur's other attacks. The Minotaur's weapon attacks (in this scenario his archery attacks) all deal 100% Negative Energy damage only. Netted Pilums deal Lethal, Unholy Plague Howl deals Toxic, and Hoof Stomp deals Smashing; These attacks won't be impacted by the debuff, but the rest of the move pool should. Edit: The stomp is also supposed to be doing unresistable KB that should send those hit flying into spikes; But might be bugged; Checking things now.
  3. Giant Monster mini pet recipes (rare quality) will be vendor-able for 100,000 Inf, starting with Issue 28, Page 1.
  4. Unsure, if I knew how to reproduce it, I wouldn't need to ask. That's what's difficult; There's no HP thresholds activation AI, it's an auto-power that fires automatically when the Minotaur goes below 75% HP at all, that governs the arena teleport and it activating at all revokes itself, so it activating at 50%/25% makes no sense because it's not possible with how any of the Minotaur works. If it happens again, let me know, maybe new details will come to light that will explain what you saw. No other reports, I can't get it to happen in my dev box, and it doesn't line up with the code I wrote, so unfortunately there's nothing I can do with this; What you're claiming happened shouldn't be possible, and I can't reproduce it. 😥
  5. Will look into this; Shouldn't be firing more than once ever. Update: I can't get this to happen locally... As soon as I accept the prompt, the power that creates it vanishes from the Minotaur's power list and doesn't fire again. If this is still happening on Brainstorm's release candidate build, I'll need more details, as I can't reproduce it to test for causes.
  6. Blarf has anti-stuck safety, if he hasn't changed position in a few minutes, it will automatically reset him, so that issue should resolve itself on it's own.
  7. Happy to hear somebody appreciate the extra map efforts haha, a large amount of preventative work was put in-place to ensure the zone's functionality remained intact and consistent as much as possible. The zone was designed to run cleanly and automatically and be able to account for things like the Minotaur trying to hunt somebody out of bounds or getting permanently stuck in the geometry. Hiccups may happen, but the zone will always correct itself in short order (between 3-15 minutes depending on what happened). It was the biggest hurdle with the Minotaur being a moving, persistent entity and the focus of the zone, with how quirky (like to lodge themselves in walls) City of Heroes NPC behavior sometimes can be with path-finding; It needed to be a zone that would never need GMs to come reset it if the Minotaur got stuck untargetable inside a wall, for example. Sounds like potential new speed-runner strats to me! 😄
  8. Not sure how I've never come across this suggestion before; It's fantastic. O: I'll look into that for next wave's costumes!
  9. It's meant to be engaging, but not difficult/challenging per se... If it's so easy it's boring that's not fun, but neither is so hard that raids can waste huge amounts of time by failing/not clearing because that's also not fun. It's not Advanced Mode content, so it's not going be inherently cut-throat about things. Reward abuse is gated by the timer, but since the Minotaur is up on an hourly rotation, they're meant to be regularly consumed by players rotating in and out of the zone throughout the day, which is why he scales, so they're doable at times that aren't raid prime times. If you can organize a whole 50 players together then this should be a very-consistent raid just like Hamidon or Mothership raids. The current idea was melee should be having to maneuver around Hoof Stomps, while range/control deals more with the Sand Vortexes that will cut through their positioning. That wasn't the original idea, but there were many colorful and lengthy posts about how much melee disliked the idea that their positioning success would have to be dependent on control locking the Vortexes down for them.
  10. Looking at the following prospective tweaks for next build:
  11. Nerf Shoes power that does the Eagle's Claw animation for no damage and a squeak on allies?
  12. Super appreciated! The HP was less about difficulty and just making sure he survives long enough to feel like he mattered; Did it accomplish that? More difficulty is like, you mentioned, probably going to be around making Hoof Stomp and the Sand Vortexes more dangerous... Will consider options. Hmmm; They originally were non-resistable KB, and had to be Mez'd in order to manage them, but we got constant complaints about it from melee players. I could revert that but I'm sure they would complain again. Not sure what to do there that makes them more threatening but not annoying. Open to thoughts and feedback here. This was added as something extra after everything else was done for explorers to find, it wasn't really a part of the raid per se, just something extra I threw in so that explorers had more meat to sink their teeth into in terms of things to find and lore to reveal. Sounding like I should start adding alternate Nerf Bat powers to everything, they're quite popular it seems. 😏
  13. Will look into this. Update: Will be fixed in the next build.
  14. I'll look into playing around more with the Goop FX later; There's some things I haven't tried, that might be worth figuring out to use here. I'll check on this too.
  15. This is a thought... Though it will mean redoing the whole setup in a different way; I'll look into this.
  16. This would be incredibly appreciated; The Minotaur's new HP scaling is about the very last thing that hasn't been stress-tested yet, and is not something I can realistically do by myself. If you make time for another run on the scaling HP Minotaur's setup, I would be extremely interested and thankful for any test data and feedback! Hmm, surprising! I wouldn't have thought 250ft was enough to grab people far enough away that weren't participating... Not really a way to opt/in out, since it's mostly just Lua doing a distance check and if you qualify moving you. I could make it zone-wide very easily, but it would mean that occasionally people might get pulled into the raid who aren't interested in participating, but at the same time, if you weren't, you can still get a couple hits in on the Minotaur and get defeat credit, so maybe making it zone-wide is the right move. Anybody else have thoughts on making the Minotaur's challenge to combat summon all players in the whole zone? (I would make it exclude the entrance lobby, core, and secrets)
  17. Not currently, there's no existing female models to use and they'd have to be created from scratch. The only reason we proliferated the other Arachnos types was due to the existence of the Villain Epic Archtypes which proliferated the costume pieces to other body types for us.
  18. They're flagged as non-persistent (for safety reason) and changing that would involve adjusting the way the whole thing is handled; Not impossible, but not sure the huge amount of work redoing them in Lua instead is worth it for the marginal gain of being able to keep them in the Midnighter Club. Retaining them in SG bases would not be possible without integrating Lua script hosts into all SG bases; I don't know how to do that, and I can't imagine that's in-scope for this feature for me to pull other devs in to figure out. This is not possible, for the same reason as Teleport Target; You can't target somebody who is on a different mapserver than you.
  19. Unfortunately, this is the answer. If the model's sequencers (that control how they animate) aren't compatible with player sequencers (that allow the model to animate everything a player can) then they are not eligible to be added as rewards. This includes things like Mu, Tarantulas, Snakes, etc, that use non-standard animation sequencers and won't work as player costumes.
  20. Not possible to spawn dynamically without redoing the entire zone's setup, possible maybe someday, but absolutely not happening this late in the Page. The color of the floors are meant to signify WHO (which enemy groups) you will be fighting on the floor, not what difficulty level they are (except Violet floors which are harder intentionally). This is probably something we can look into.
  21. The friendly gladiator has MM pet controls, he should respond and act with the full control suite. You can tell him what to attack, or to attack at all.
  22. I was feeling the same thing... Was this on the most recent July 13th Brainstorm build that includes the new scaling HP total on the Minotaur? Almost! He teleports everyone in a 250ft radius when his HP hits ~75%.
  23. Daedalus constructs the Labyrinth in response to a calamity that befell the southern islands of Greece, I believe that's specified directly in the history plaques. That happens later on in his life, long after the events happen in Cimerora during the timeline players experience. I could maybe reference it in his description as something like "In your modern age, many myths surround the creations of Deadalus. From automatons to labyrinths, it was as if there was nothing he could not create."
  24. Yes or Phantom Army becomes the defacto best tank choice over actual tank players. Only his breath attack hits through untouchable, but it makes sure Phantom Army is kept in check.
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