Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Cobalt Arachne

Developer
  • Posts

    731
  • Joined

  • Days Won

    24

Everything posted by Cobalt Arachne

  1. This is a thought... Though it will mean redoing the whole setup in a different way; I'll look into this.
  2. 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)
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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%.
  9. 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."
  10. 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.
  11. As far as I know, she's only available to be fought in a single one of Scirocco's Patron missions or randomly as the hero that spawns in Mayhem Missions if you get an AV-rank Hero. EDIT: Apparently she also appears in Mr. G (Primal)'s arc; TIL!
  12. The only change there is a patch note change, since so many people seemed to think that note meant the raid could be solo'd.
  13. This has been dropped from the patch note description since Build 2. That'd be the responsibility of the power team's devs; I'm not involved with that part of the game, I have no authority or ability to make any changes to any player powers.
  14. Most welcome! It won't be the immediate next build, because we're changing the Minotaur's HP scaling to work dynamically based on the players in the zone and I'd like testers to have the beta playtest powers to make sure everything with that is functioning correctly and as-expected first, but the build after, they'll be disabled. I'll also be announcing and leading a scheduled test raid myself open to anyone who can attend on Brainstorm once they're disabled. It would be good to get at least one large-scale raid organized for close-to-live test data while it's in open beta if we can.
  15. In an upcoming build, we're planning to disable the usage of beta playtester powers in the Labyrinth, which will help prevent people who are using them right now to insta-kill the Minotaur which is the main reason he's dead so much currently. Otherwise, the zone can be manually rebooted by a GM or myself on Brainstorm, shoot me a DM when you plan to do testing and I can try and ensure the zone is in a fresh state for you.
  16. Working as intended, that floor has a gimmick in the # shaped area where half the doors loop the hallway around.
  17. There are great ideas! The Labyrinth of Fog, like the City of Heroes game as a whole, will continue to see tweaks, adjustments, and additions, moving forward. I'll see what I can't do about adding some more flare to the zone later on! 🙂 This is a good suggestion, I'll look into adjusting the Gladiators so they're selectable and then activated by clicking on them instead of a proximity.
  18. The idea was that solo players could find Malevolent Fogs and contribute; But the Malevolent Fogs are over-tuned when I made them chunkier so that Leagues didn't make them evaporate just by looking at them. Will look into a better balance here. With solo-able Malevolent Fogs, their being worth Reward Merits, a Draught of Fog inspiration, and a zone-wide Level Shift, should allow solo players to contribute more and get rewards more reasonably for their time.
  19. I'm thinking perhaps a scaling-HP solution for the Malevolent Fogs, so they're very chunky with a huge group, and reasonably lean if solo. I want them to be doable solo, but they need to have enough thickness that they survive long enough for Leagues to get everyone in for credit. I'll look into this.
  20. This was more intended to be 'You can explore the zone by yourself and find secrets without a team.', it was not meant to be read as 'the League raid mechanics are designed to be soloed', they're not... They're designed for a League, players will find them very dangerous solo. Perhaps that patch note needs clarifying if it's being incorrectly read and people are taking it as the raid was meant to be soloed, which is entirely contradictory with it being a raid.
  21. Separate from the True Core, there are seven secret '???' areas total, which includes the Endless Colonnade. I don't expect them all to be found before we go live, they give no special rewards except the special views and the exploration for any and are, for the most part, more hidden than the motes.
  22. Check your prestige costumes... Looks like the unlock reward needs a bigger notification. Also, well done on solving the Labyrinth so quickly! Very nice! 😄
  23. Just doubled the time that the hint displays for in response to this, hopefully that should make them more useful as hints.
  24. I'd be interested in discussing elements like this, it would be a question of how and what in a way that works well with City of Heroes gameplay. At one point I debated a currency only found in the Labyrinth, that corresponds to a vendor with rewards and Labyrinth-only powers as a means of 'progress' but I don't imagine that's what you're meaning with your suggestion. Thinking now, how deep could we go with Inspirations to simulate rogue-like elements? Hmm. At this point, with how close Labyrinth is to release, most of this discussion is likely to be applied towards my next big project (Page 3 or 4 at the earliest) since it is a structured, more accessible game mode that is much more built to support rogue-like mechanics.
  25. This is pretty much the case... Here's some out of bounds shot of the zone from the map editor; It's a massive sprawling 3D assembly, it wouldn't be possible to make a singular map where all the players positions are correctly displayed in a way that would be helpful to anybody trying to locate them, especially with how the doors do not connect in any sensible manner. Also for clarification; OP's map is just showing the Endless Colonnade secret area's puzzle solution. That's not a map of the entire Labyrinth of Fog zone, that's just a single non-combat floor.
×
×
  • Create New...