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Everything posted by TheZag
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You can also pewpew the mobs to get a tip mission that points to the badge. The map mod is great, but if you dont want to use it, killing mobs for explore badge tip missions works.
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Triple post actually. You can hide the 2 extras yourself using the moderation options as the original poster. A GM will probably take care of them otherwise.
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The way im reading it sounds the same as altinvite except you have the alt logged in instead of your character that is in the SG. So i make a toon (my toon B) that i want in a SG where i already have invite privileges (my toon A) and use '/altjoin my toon A' to join the SG. It saves the hassle of logging out twice to switch characters and back. You arent forcing your way into someone else's SG, its just the same as altinvite with less relogging. I dont have a solo SG so i wouldnt need this but there is no power creep, it would be useful to those who wish to use it, and completely ignore able for those who dont. If the devs feel it is worth their time, go for it.
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My first AE mission arc - Board the Mothership
TheZag replied to TheZag's topic in Mission Architect
I checked and they are still set to aggressive in mission 3. AE just hates me. In mission 4 the ally is set to defensive on purpose. -
My point was that the green and yellow line trams used to be entirely seperate. It didnt use to be possible to select what one you wanted. From atlas you could go to kings row, skyway, galaxy city, and steel canyon. In the zones with both tram lines you had to run across to use the other tram to get to IP, talos, brickstown and wherever else the yellow line went. I would be more inclined to have it drop you at whatever tram that matched the original destination for the line you were coming from. But im also satisfied with the current joined travel system. I dont think door coordinate location is shared cross zone, just what zone the mission is in. So the tram wouldnt know if north or south is closer. The most likely improvement would be having the tram work like the ferry with the menu popup when you get close to the door. Nothing stops a hero from fighting crime in this city except for an open door.
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Ive found a good portion of enemies from itrials arent available in AE or if they are, they are only available as bosses and not elite bosses. AVs with scripted abilities are off the menu but if they have a 'normal' version in the game then that is usually available. Maria Jenkins AVs are available but itrial ones arent.
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I edited the top chatbox to include hero villain and praetorian all the time and did the same on a numbered tab so i wouldnt have to scroll through chat messages. Not that my solution is for everyone, but it works for me. A little spammy though when seed of hamidon respawns and i get 3 notifications. A reward of some sort for all the GMs would be ok too i think. Would help fill those teams out since 6 merits is only so persuasive at getting people to join.
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I think this isnt needed. We already had the green line and yellow line combined and all of the ferries combined and tunnel connection. To get from Atlas Park to Peregrine Island, we used to have to go to the train in atlas, take it to steel canyon, run from south steel to north steel, take the train to talos, run across talos to the ferry and take it to PI. Now we tunnel connection from atlas straight to PI. Seems fast enough for me.
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My first AE mission arc - Board the Mothership
TheZag replied to TheZag's topic in Mission Architect
I originally had the allies in the 3rd mission set to defensive and it sucked in testing so i put them on agressive and it was alot better. I havent touched them since and they seem to have went back to defensive the last time i ran a group through. Ill check if the AE ghost has messed with my mission when i get home. There is 1 ally and 2 enemy ambushes associated with the U'kon fight but they seem to get hung up on uncleared spawns so ill probably have to adjust it since the vanguard and rikti clash elsewhere and not at U'kon. There is alot of objectives in the last mission but ive gone with a full team each time and the objectives arent much for a team. It is intended to feel more like a task force mission and the description recommends a fairly large group. If i were to make that change then i would probably just make a team version and a solo friendly version. Take the timer off the 3rd mission for the team version and make the optional stuff into required and then reduce the number of stuff in the last mission for a solo friendly version. It wont be terribly soon if i decide to go that route though. If i had even more control in AE i would make the AV in the second mission and U'kon have a level range of 40-54 so the missions dont keep bouncing around as to what level they are. Mission 2 is locked at 41 and mission 3 is locked at 54 regardless of settings because those enemies dont exist at any other levels. -
If you have hero event messages turned on then what you are looking for is Unusual monster activity detected in Croatoa. Head all the way north in Croatoa to The Grim Vale area of the map and you will see Cabal and Fir Bolg teamed up against Red Caps and Tuatha. The Grim Vale only spawns Cabal and Red Caps naturally so if there are any pumpkins or antlered sasquaches then you can be sure a monster war is active. Toss them a good beatdown and another wave of the 4 factions will spawn and duke it out. I believe there are 4 waves in total with Jack in Irons and Eochai being included in the last wave. The main problems people run into and cause them to think this event isnt meant for players or is just a few monsters attacking each other: 1. If enemies from the event spawn get mixed in with the naturally spawning enemies and are not defeated, the next wave wont spawn. 2. If the entire spawn of enemies is killed, the next wave has a fair amount of time before spawning. 3. Both of the GMs were already defeated but one of the enemies from the event spawn was left alive, the event wont start again if an enemy is left. Generally for #3 it means there is a surviving Cabal or Fir Bolg since the fighting is on the Cabal side of the grim vale and naturally spawning Cabal will assist with the battle. If there is more than 7 Cabal standing in a circle then one if them is an event spawn that needs to be killed to reset the event. Any Fir Bolg need to be defeated as all of them are event spawns. I have found a single Cabal that ran for low HP reasons as far away as in the lake and up to the top of the hill at the zone boundary. Until the message 'Monster activity in Croatoa has returned to normal levels' is displayed, there is still an event enemy somewhere that wasnt defeated and is preventing the event from starting again. When all the enemies are cleared its a fairly regular event on a 3ish hour timer from what ive seen. But the event almost never clears itself, a player has to go find and finish off the last mob or 2 that is standing around. Its also possible to have the natural spawn of Jack and Eochai in the zone and have the event spawn of Jack and Eochai fighting each other at the same time. Ive brought my monster hunt league in there for 4 GM kills a few times and usually everyone is amazed that they can have 4 in the zone at the same time.
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Only story i have is some inf sellers tried to get established with some stupid prices. Like $50 for 10 million. I guess they didnt know how to generate inf and the players laughed them off the server. I never saw another inf seller.
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Is the enhancement converter RNG Fair? or Does RNGesus exist?
TheZag replied to Ridiculous Girl's topic in General Discussion
You probably need to do 50 to 100 thousand conversions to eliminate the majority of anomalies and determine if there was an actual deviation from random. But even a random number generator is only as good as it was programmed and will repeat itself eventually. One of the zelda games has its random numbers tracked and it turns out they repeat every 45 ish minutes after a few million random number calls. Missing by 4% after 1178 conversions would be within the margin of error. Even if it was showing the RNG is skewed, having to convert nearly 1200 times to come out ahead by 8 is hardly exploitable. This is great work though even if it took me a few minutes to figure out how your data tables were being presented. Since there were no names i was wondering what the tables were intending us to see, but i figured it out.- 25 replies
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You can foot stomp while flying if you are near the ground. It has a slightly different animation that looks like you are stomping while flying (seems obvious). I singled out Arc of Destruction in a different suggestion by asking for it to work while flying close to the ground like foot stomp but it didnt generate much community backing. I'll have to get a longer list of powers that are affected and try again sometime.
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One other thing on some of the large targets. If i place the drop ship on follow with my dark melee, single target melee attacks will fire off, but the cone shadow maul wont because follow isnt close enough. but all of those powers have a 7 foot range so they should all work from the same spot. my broadsword also with head splitter 10 feet cone wont fire off from following the drop ship but disembowel is a 7 foot single target and follow is close enough to make it work. All of those cone powers work if i manually move closer to the drop ship, usually along its side.
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Also savage leap never works on destructible objects like vault doors and all the stuff in mayhem missions. It says target is blocked while my other melee attacks work just fine. I assume that other teleporting attacks have the same issue (shield charge, lightning rod, ect.) But i havent specifically tested them.
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Some NPCs have attack abilities and will engage mobs if someone drags them over. Ms Liberty will chase them quite far but on her return to her pedestal will often get stuck in the water. My best guess is that since mobs were never really meant to be there, there are very few pathing beacons. Combat NPCs have trouble getting around when there are very few pathing beacons.
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Back in the day i put them in my powers in the same order they showed for the set. Couldnt have those words light up in the incorrect order. Now i care alot less about that but the proc still ends up in the last slot most of the time.
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Help finding the internal names of some temp powers
TheZag replied to SecretCisco's topic in Help & Support
If you lookup a power on city of data and scroll down to look at the code, the very first line 'name' is the powers internal name. The second line 'full name' is the one that doesnt work. In the case of envenomed dagger- "name": "Alt_LP_Envenomed_Dagger", "full_name": "Temporary_Powers.Temporary_Powers.Alt_LP_Envenomed_Dagger" Alt_LP_Envenomed_Dagger is the internal name and should work. Its less important to have the shorter name on a popmenu, but for a bind or macro it could save the space you need for all that fanciness. -
While i obviously believe a dev about a bug, its still interesting that he was only enemy to one player.
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Ridiculous Girl's COH costume and emote wish list...
TheZag replied to Ridiculous Girl's topic in Suggestions & Feedback
My best guess is basically the same. You dont have to worry about ownership if you only use things you added. Only having to deal with 1 entity (NC) or potentially many if you start to use their stuff. -
Ridiculous Girl's COH costume and emote wish list...
TheZag replied to Ridiculous Girl's topic in Suggestions & Feedback
Some others have made custom costume pieces and offered them for use in the past but the team didnt implement them. You could still make something but it might not get used. -
I Have To Do WHAT? Fix Mission Text!
TheZag replied to Aurora_Girl's topic in Suggestions & Feedback
Its not a bug but a sticky in bug reports for reporting wonky mission objectives could do it. Similar to the typos thread but for keeping inconsistent mission objective reports in 1 place. If the devs fix any would be great but they could at least be grouped up until then. Would need that sticky thread for it though. -
Flying laser sharks can go in robots customization.