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TheZag

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Posts posted by TheZag

  1. Some trains i can click the side of the door while it is open and select a destination.  Most of them i cant click while the door is open.

     

    Would be nice if my hero wasnt stopped in his tracks by an open door.

     

    "Don't hold the train,  I can't walk through an open door anyway."

  2. On 2/8/2022 at 3:15 PM, lemming said:

    Awesome. Scouting it out now.

     

    Feedback:

    First Mission: Captain Dietrich got stuck on the first door and wouldn't go further. I managed to get her into the first elevator by just barely staying in her range and clicking on a elevator.  (Don't know what you'd have to do to fix that)

    Minor typo: "... the processor core from from the facility leader."

    Safe clue didn't come up, just pointed toward bookshelf

     

    Second Mission:   Why Down at level 41?  I'd have them all set at the same level.  44 if you want no incarnates involved.

    Voot! Fuzionette doesn't follow you!

     

    Third Mission:

    Faultline doesn't attack until after I grabbed a Vangaurd HVAS as well. (Another, probably not your settings?)

    Ha! "Soloed" U'Kon Gr'al!  My tank led him over to eight Vanguard who chewed him up

     

    Final Mission:

    Will need to finish later

     

    So far, looks good.

     

    Ya Dietrich isnt that smart and gets stuck on the rubble by the elevator sometimes.  However,  she got stuck once for me and made it through 3 times.  At least she isnt required to finish anything.  I looked into other maps for that mission and they really dont have a good layout for the enemy spawns - they are completely avoidable.

     

    Those clues need to be added still.  I only had the message go to the chatbox for most of them.

     

    Fusionette is supposed to head back to base.  I added to her chat that she is headed back to HQ but its tight with a 100 character limit.

     

    The second mission is 41 because the invincible rikti AV only exists at lvl 41.   I wanted 'avoid the invincible boss' to be part of the mission and sadly it had to lock the mission at 41.

     

    Faultline and the HVAS were set to defensive but it made them pretty useless so i switched them to agressive.  Not sure if it makes them any more helpful though.

     

    And more issues came up when i ran through it today.  Stuff i never changed and was working correctly in previous runs.  Like the HVAS turned into a second faultline and spawns had their trigger turned off.  Its hard to work with when i go to fix something and then other things that i didnt touch have their settings change.  Ill keep trying to get it all fixed at the same time but it seems almost impossible.

     

    I think i have it working from a combat standpoint and just a few clues and typos to clean up currently.

     

     

  3. The internal name for evasive maneuvers was left as afterburner so every player with the power wouldnt be forced to respec when the flight pool was changed.  When the power is in your tray the game checks the display name first and uses that power.  If the power isnt in your tray then the game checks the internal name and then uses that power.  That is why commands using afterburner when it isnt in your tray are messing with evasive maneuvers instead.

     

    Try using flyboost or fly_boost to activate afterburner instead.  I 'think'  thats the internal name for afterburner now.

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  4. Ill admit that i thought interrupt time reduction enhancements were a reduction of the interrupt time not a reduction of the interruptable time.  But i only play 1 character with a blast powerset with any regularity and its ice blast so i dont even have a snipe.

     

    Id rather see interrupt time reduced from the enhancement.  Yes the enhancement would mean your damage per activation time would increase but damage enhancements make your damage per activation time increase as well.  The difference here would be that after the first cast you are in combat and the interrupt time enhancement does absolutely nothing until you exit combat again.  Seems fair enough for interrupt time enhancements to increase DPA once per combat cycle.  And if they reduce proc rates on that initial snipe then i think players should feel completely free to not use them.  But i was unaware of cast times affecting proc rates,  i thought it was just the recharge time of a power that changed it.

  5. <br> is short for line break.  when you are typing in your contacts dialogue and hit enter twice for a new paragraph,  these are inserted into the format.  When u first type it out it shows with the actual space made from hitting enter but after you save and come back later you will see the text with that formatting.  when you fire up the mission,  the contacts text should properly show that you hit enter twice and not actually display <br><br>.

     

    if you use enter for in mission speech bubbles,  its my experience that the NPC will actually speak <br> and not start a new line.  so i avoid hitting enter for line breaks on in mission spoken dialogue.

     

    for my wierd AE story,  i made a mission and tested it just fine.  went back in to the editor and filled in some more of the dialogue and go to save but an error popped up that i had too many boss details.  i literally just tested the mission and didnt add anything and then i had to go from 11 copies of a boss down to 3 to fit in the map.  Im fine with being within the limits of the map but i went with 11 to finish filling it out and i was able to play it so ive no idea what happened.

  6. 13 minutes ago, KC4800 said:

    I do understand the logistics of this and don't need it to be explained. I still don't like that I have to take a spot in the zone, when I have no desire to participate. Sometimes the zone limit is reached, and a person who wants in, can't get in, and gives up trying. Just so I can get that badge when the shield goes down. Do I feel guilty? No. But it is pretty poorly thought out where that badge is located. Perhaps move it out from under the shield, to the top of a building that overlooks the ship?

     

    A little birdie told me that the shield isnt as solid as one would think and a properly aimed teleport or incan could allow a player to collect a certain unnamed badge at a certain unknown location without first dropping previously mentioned shield.

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  7. Im the instanced version all players will earn slightly more vanguard merits but the people pulling rikti to the bowl will notice the most improvement.  When pulling rikti to the bowl i could get as little as 500 merits.  The average was 700ish and a 'good' run for my tank was a little over 900.  And all those numbers when dps in the bowl would report that they got 1100 to 1600 merits.  Being out of range of the kills really causes your pullers totals to suffer on the zone MSR.

     

    Lets ensure that our pullers never have to suffer lower rewards while helping everyone else get increased rewards by only running the instanced version of the MSR.  Everyone gets a vanguard merit for every kill without regard to distance or damage dealt to an enemy.  Your local pullers support you,  now lets remember to support them.  Vote yes on instanced MSR runs.

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  8. Vendors paying for them is why they wont be fungible.  You can create a money loop.

     

    Buy lvl 5 SOs at the vendor,  put them on the AH for your alt to buy as lvl 50 and then sell them to a vendor for a profit.  2 accounts and an auto clicker program and you can lag the AH while making a profit.

     

    The devs could make the above example not possible but its also not as easy a decision as it initially looks on the surface.

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  9. Minor clipping and the huge body type has kind of a hunchback thing going on where long hair would stab into the upper shoulders and reemerge somewhere in the middle of the back are 2 different things.  Some hair might move over no problem but others will take alot of work to fit properly on that frame.

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  10. i had a few requests for an AE mission covering my request here (looking at you @Jiro Ito)  so i went ahead and made one.

     

    its what i would consider the task force version,  finding a way on the ship and then finally attacking.  4 missions long.

     

    its meant to be hard,  probably a team of 6 or more to be able to kill the giant monster in mission 3 (i did add a timer to that mission so players can advance by running out of time)  All the missions and story are done,  i'll probably polish up the story some but there shouldnt be anything major.  it is available to play

     

    it is Board the Mothership  arc id: 47119

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  11. 5 minutes ago, Mezmera said:

     

    Mostly with you on signature pieces.  These shoulders for sure along with his helmet and extra arms are his most identifiable features.  A few lesser distinguishing pieces though I would like to see available from characters, especially hair and footwear.  I don't think its beyond hair stylists and bootmakers capabilities to be able to recreate some aspects of a characters appearance if you were to hand them a picture and say make it look like that.  

     

    i should have mentioned this very thing in my post since i was thinking it after i posted.  'some of his stuff isnt really signature though.  i dont see why people couldnt use his leg armor'

     

    and some signature heroes used player available costume pieces from the beginning.  you can pretty much make a sister psyche clone already

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  12. If its coming from the swarm then the place you are picking it up from is the ambrosia room.  It takes longer than 5 minutes to clear the pond around the crystal titan anyway.  So you should only still have that debuff if you are skipping the pond.  Given the fight lasts quite a bit longer on a Mo run and the danger posed by foot stomp,  skipping the mobs is asking for someone to die.  80+ mobs come running in,  everyone gets the agro cap worth of mobs attacking them.  I even free the heroes before the titan.  Dont need something to go wrong after a successful titan kill when the mission could have been completed right when it died.

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