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Faultline

City Council
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Everything posted by Faultline

  1. That is incorrect. Invasions were removed from Atlas and Mercy with their revamps because the Rikti that spawn don't play nice with phasing -- they end up invisible when they spawn inside one of those volumes, but they can still attack players in them.
  2. Can't really give you lots of customization options for skies since those are all hardcoded in files in data/scenes/skies (you can locally override it by changing the files there, but other players won't see it). Changing the time of day settings should be doable though, I'll add it to the list.
  3. The forums use Invision, which doesn't appear to have a dedicated print function or a print plugin. https://invisioncommunity.com/files/category/160-applications-and-plugins/ They seem pretty sure that the print function of the browser is sufficient for the job.
  4. I uploaded the new minimap to HC Wiki as soon as I finished it, you can assume that will be the case for any minimap I edit, just check the upload log. https://hcwiki.cityofheroes.dev/wiki/File:Map_city_02_04.png
  5. The graffiti texture currently there is 256x128, so while the original should be high res (or vector), be mindful it's going to end up at around that size, so a lot of detail won't really help. Graffiti is more about broad strokes anyway, see this graffiti of the statue of liberty for reference: https://www.freeimages.com/es/photo/statue-of-liberty-graffiti-1534246 I'm attaching the highest quality version of the seal I found in the texture library, but I wouldn't want to use just plain lineart or even something that is too close to the seal, since that is more a Kings Row feature (the large coin in the police station) than an Atlas one, even if the statue is featured in it. Keeping the graffiti style will work best, in my opinion.
  6. Feel free to come up with something of sufficient quality - I am certainly no artist. I've been browsing the texture library to find a useable version of the Atlas statue, but the versions that exist were built for other purposes and don't work as graffiti or wall signage.
  7. Jimmy is busy, but yes; Pocket D was updated, the Weakened Hamidon Buds spawn at level 45+ and Arcane Power won't charge with toggle powers (for real this time).
  8. Once again: different people do different things. I can edit a map, but I'm not a writer nor do I know anything about power balance. The story arc writers are focused in story arcs, the powers people are focused on power changes, the map editors are focused on map editing. Page 1 had the Freaklok and two new arcs. Page 2 had the Tour Guide missions. Page 3 will have [redacted] and [redacted]. Content is not being neglected.
  9. I spent a while redoing the lobbies and minimap to add Nova, Atlas and Mercy without removing existing exits. That will be on the next patch.
  10. I don't think that was ever the case, it's just what people assumed based on the TF being level 35 minimum back in Issue 10, even though the briefing text already said level 45 minimum. The i24 data files have the minimum level for the task force at 45, and the minimum level of the contact at 45. There's no mechanism I know of that would let you ignore the minimum level for a TF, or apply it only to the team leader.
  11. I'll add it to the bug tracker... There's lots of small things like that which we're simply not aware of until someone brings it up, a dev sees it, and it gets put on the tracker.
  12. This wasn't an intentional change. Added it to the bug tracker. It should drop a Pool B recipe. I vaguely remember the commit that caused this, it had something to do with some missions not dropping recipes on completion because the reward was In the wrong table. The Cavern trial is calling that table, which no longer has recipes on it.
  13. This. The first version of fast snipe was internally 80ft, I don't know if that ever made it to Brainstorm but it was decided to leave it at 150ft for initial release. After looking at performance metrics, it was decided it didn't need the bonus range after all. I know a lot of people scoff at power balance based on spreadsheets and logs rather than feel, which is why there's not a lot of discussion on decisions based on that; it's not something that players who "feel the nerf", even if the numbers say the effect is negligible, will ever agree with.
  14. In general I agree with removing ambushes from deliveries if the delivery target is in Atlas or Mercy. The phasing volumes in those areas don't interact well with ambushes and the mobs can easily become invisible to players while still being able to attack them. At some point we need to review and redo the arcs that use those phasing volumes; it's a neat trick but it has problems.
  15. Character name and server, please.
  16. Feel free to name specific arcs and missions for review.
  17. In this case, it really is impossible. Veteran levels are a badgestat - it's the same thing that tracks how many times you've been to the top of the Atlas statue, or how many Paragon Protectors you have defeated. There's literally two places in the code where that badgestat is referenced: The level up function, which already grants you all the inspirations when you level up, checks if you're level 50 and increases the "overleveled" badgestat by 1. The "display player's infobox" that queries it to show the number. There's simply no way that the "overleveled" badgestat could do anything at all to interfere with rewards; the rewards code is just not aware of it. Spaghetti Code only applies to systems that actually interact with each other, and these don't. I know the next question: "but veteran levels give you rewards". Well, strictly speaking, no, they don't. Those rewards are handled by badges. Every 8 seconds, every badge in the game checks its own requirements to see if it should award itself. The Veteran badges just have a requirement that the overleveled stat be >= their given number in order to award. Badges can then trigger a reward table to grant you other stuff, which is how you get the Empyreans in veteran badges, but also respecs and costume changes in level up badges and a bunch of others. The veteran badges stopping at 99 is irrelevant, it just means that there's no badge that checks if the overleveled badgestat is higher than that. If there was anything that caused badgestats to affect reward tables, we would be seeing all sorts of problems everywhere, because there's almost 3000 badgestats that track different things; overleveled is the badgestat number 2824, sandwiched between 2823 visits.Cimerora2 (for visits to the Battle Hardened badge) and 2825 kills.TheFamily.Lieutenant (for killing Lieutenants of The Family faction). There's nothing special about it.
  18. No, I'm not. This latest test was in Echo Plaza (no enemies around, easy to set up) using the same Rikti critters used in the RWZ raid. The rewards code doesn't know anything about how a critter was spawned, so the fact that I spawned them with commands rather than via script makes no difference. Correct, because the drops are based on how many enemies you kill and get credit for, not how much time you spend in-game. In a ship raid in particular, there are lots of critters, but there are also lots of players.
  19. The only data that would be useful is the character name and server so it can be copied off the database and tested to see what drop rates it gets. I did chat to the GM involved; they had their difficulty set to -1/x6 with no bosses, so going a mission without a non-common recipe drop under those circumstances is not unusual. Let's say the mission was composed of 100 minions and 30 lieutenants - that's 2.66 recipes from the minions and 1.6 from the lieutenants for a total of 4.26 recipes, each of which has a 75% of chance of being common. That doesn't mean you're guaranteed 1 in 4, it means you have 4 separate 25% chances for a non-common; the probability of getting one non-common is 68%, the probability of getting all commons is 32%. So running a mission with no bosses and getting zero non-common recipes is perfectly within bounds. I copied the GM's level 126 Mind/Kin that was used for that mission to a dev instance, repeated my 10K critter test, and these are the results: Minions: 104c 24u 5r 2vr; total 135/5000 = 2.7% Lieutenants: 139c 34u 8r; total 181/3000 = 6.0% Bosses: 126c 32u 9r 1vr; total 168/2000 = 8.4% Everything is within bounds. Rarity distribution: 76.2% common, 18.6% uncommon, 4.5% rare, 0.6% very rare. If you want to provide your character I'll repeat the 10K critter test with it, but after running this test three times, I am not seeing anything to indicate a problem with the drop rates.
  20. No, I am keener to find the real cause of an issue instead of validating a rumor that could spread out of control and turn into a case of "everybody knows recipes drop less after veteran level 99". The issue of "drop rates seem to have an issue" is being investigated; so far, I killed 10,000 critters twice (all recipes enabled starting at vet level 6, no generics starting at vet level 108) and found no drop rate deviation in minions, lieutenants or bosses. The four hour video would be nearly useless, the only information of value in it would be the character name and server, so I can copy the character off the server, run the above test with it, and compare its drop rates.
  21. A challenge to what? The issue as described is impossible. Veteran levels are purely cosmetic and don't interact with the rewards code at all; it's like saying the color of your character's hair affected the recipe drop rates. If a GM is validating that report, I need to know what they saw to track what the real issue is.
  22. What GM took your report? The issue as described is impossible. Veteran Levels are a single integer field (meaning it goes up to 4 billion) and there's absolutely nothing special about it going over 99. The rewards code is not aware of veteran levels at all. If this is really happening, there's another cause.
  23. Because their Idle animation status can't transition into combat animations without all sorts of animation breakage.
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