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GM Lines

Retired Game Master
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Posts posted by GM Lines

  1. Sorry that you had a bad experience in the game. The advice given above is good: putting users on ignore and sending us a petition with screenshot evidence is a good response to these sorts of situations. This goes for everyone, we're happy to help as best as we can.

     

    However this thread in itself does amount to political discussion, which we have a rule against in our code of conduct very much for the reason the OP suggests and more. I'll lock this thread for that reason, but this doesn't constitute a warning or penalty - just a deterrent.

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  2. 11 minutes ago, Glacier Peak said:

    Objects Speed Phase allows travel through:

    Enemy targets

    NPC targets

    Friendly targets

    Moving vehicles

    Atlas Park Blimp

    Paragon City Tram/Rail Car

     

    Objects Speed Phase does not allow travel through:

    Traffic Lights, Benches, Newspaper Stands, Light Poles, Bus Stops, cars, trees, fences (wooden and metal), ladders, dumpsters, fountains, information kiosks, rocks, bushes/shrubs, 

     

     

    Edit: Created list for reference from testing.

     

    Phase will allow you to pass through entities. Broadly speaking, that's anything technically capable of moving, often targetable stuff (plus a whole bunch of other things thrown in - it's hard to categorise what is meant by an entity). You should be able to move through cars - at least, I was able to.

    Static, world geometry can't be passed through.

     

    Both lists are enormous, as between them they contain more or less everything in the game world.

     

    It would be good to have testers keep hurling themselves at odd objects to see if anything behaves strangely.

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    • Haha 3
  3. 4 minutes ago, chi1701 said:

     

    I play triform, meaning im mainly in either nova or dwarf form only

     

    The utility of Quantum Acceleration to Quantum Maneuvers hasn't really changed for a form-focused build.

     

    Suggestions for this would be welcome in the suggestions forum, though - I think it's a slightly different issue than what has been addressed here. This update ensures that there is parity between the flight pool and Peacebringer's variation of flight.

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  4. 15 minutes ago, Tigraine said:

     

    No, it really can't.  Not without completely reworking what I have from the ground up, and that means changing 15 bind files that took significant time and effort to get to work in the first place.

     

     

    Have you given them a try on beta?

    If so - and they haven't worked - are you happy to share the bind files? Myself and others would be happy to try to get them working. (This might be best in a separate thread to keep this one on track)

     

    8 minutes ago, QuiJon said:

    But these chagnes boost SS to 120 mph ALL THE TIME, if i read it correctly.

     

    I don't think you did. On my superspeed character right now on beta, I'm at 72.6 mph. I haven't tested what would be needed to get to the new cap of 120mph.

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  5. 2 hours ago, Cidri said:
      • Does the fly cap of Fly + Afterburner differ from that of Hover + Afterburner? From the patch notes I think it does.

     

    Hover + Afterburner (without Fly) isn't an option. Afterburner is only clickable while Fly is active.

    Hover + EM does have a different fly speed cap, though. Bopper shows the figures here: https://forums.homecomingservers.com/topic/27130-illustrating-the-travel-power-changes-in-page-2/

     

    2 hours ago, Cidri said:
      • On live I have a travel bind that first turns on Fly and then Afterburner with repeated applications.
        • That should still work, but Afterburner will soon wind down.
        • When it does, I still have the speed of the live version of Fly + Afterburner.

     

    I just tested /bind T "powexec_toggleon Fly$$powexec_name Afterburner" and got this result. You hit T to reapply afterburner when it becomes available. Trying to work out if I can get Evasive Maneuvers into the mix as well. (Though in actuality, I'll probably just end up switching it on and leaving it on.)

     

    Incidentally, my existing bind to toggle between Hover and Fly /bind T "powexec_name fly$$powexec_name hover" still switches between the two as it did in live (rather than toggling and detoggling both).

     

    Quote
    • I could use a bind that switched between Fly and Evasive Maneuvers (keeping Hover on constantly)

     

    /bind T "Powexec_name fly$$powexec_name Evasive Maneuvers" does this. Keep in mind EM has a cooldown, so it doesn't quite work rapidly.

    • Like 2
  6. 7 minutes ago, Terminal said:

    Just checking in before I actually start discussing something like this seriously, is it ok to discuss changes to the travel pools here that do not have anything to do with the actual movement/travel aspects? 

     

    Please do, as long as it relates to the changes noted in the OP of this thread.

    Otherwise, suggestions may be better off in the relevant forum.

  7. 36 minutes ago, Shaman Coyote said:

    Not that I'm complaining but according to my combat attributes, the +def for Evasive Maneuvers does not suppress when in combat. It makes my Energy Aura brute seriously tough. Possibly OP tough.

     

    Edit: The reason I mention this is that the power description says it should not be available during combat.

     

    The combat attributes has a habit of showing the addition of bonuses even if they're suppressed. Keep an eye on the total and see if it varies in and out of combat. My experience is that it's worked correctly for its current iteration.

     

    But yes, place a bug report if it's not behaving.

  8. 10 minutes ago, Troo said:

    I'll move along. Seems like some of the concerns and questions were heard. Thanks for that.

     

    • Invisibility_Stealth.png.104f33f2f11bf3378ee0ba5b0fa04d5a.png Stealth
      • Stealth radius increased to match the numbers Invisibility had before this patch
        • PvE radius has increased from 36ft to 55ft
        • PvP radius has increased from 389ft to 611ft
      • Out of combat defence increased from 3.5% to 7%

    In combat numbers? Even if no change might help anyone not using mids.

     

     

    In testing, I'm getting 2.50% in combat unenhanced.

  9. 4 minutes ago, Tigraine said:

    (boldface added for emphasis)

     

     

    Color me confused.

     

     

    Not sure if this clarifies the confusion:

    The power itself won't detoggle if a player uses an attack, but the defence buff (and only the defence buff) will be supressed. This is the same as how it currently works on beta, except that currently it also suppresses if an enemy hits the player.

     

    Components of the power like -fly and immob resist and the flight control will remain active whether in combat or not.

     

    • Like 3
  10. 6 minutes ago, Spectre7878 said:

    So what’s enhancement and IO sets does fly, hover, afterburner, and evasive maneuvers take if I may ask. 

     

    As well as stealth, invisible, and concealments new travel ability?

     

    Set slotting is practically the same as it was, with some additions in Infiltration:

     

    Fly will take Flight Speed and Universal Travel, as before. The afterburner component can't be slotted independently.

    Hover will take Defense, Flight Speed and Universal Travel as before.

    Evasive Maneuvers will take Defense, Flight Speed and Universal Travel, allowing for the same slotting as Afterburner had to be transferred across.

     

    Stealth will take Defense.

    Infiltration will take Defense, Leaping, Running and Universal Travel.

     

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  11. 1 minute ago, Spectre7878 said:

    So I am still confused on travel powers update. 
     

    If I take Fly. Do I automatically get Hover? Does each power still take their own slots. 

     

    I thought I would be saving power and slots but know I really don’t know.

     

     

    No, hover and fly are still two different powers.

     

    Afterburner has been replaced with Evasive Maneuvers, which provides a lot of the buffs that Afterburner did and more, and can be used in combat.

     

    Fly now has its own Afterburner built in, which gives a temporary speed buff.

     

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  12. It's very important to us that everyone does have a chance to be heard and we want this to be a good avenue for people to discuss their findings about the game. Though obviously the dev team won't always act on it, we do welcome blue-sky thinking even where they may appear to be fundamental changes to the game.

     

    Naturally, with a community this size, folks will have different opinions. And that's great! Just be sure that you're giving others the space to share theirs.

    Keep it civil and chill, keep the discussion coming. It's always great to see.

     

    ❤️

    • Like 3
  13. 1 minute ago, the_visviva said:

    Hmm. I have a lvl 43 Natural Scrapper (Street Fighting/Ninjutsu) alt I've been putting off getting to 50 because I wanted to wait for "Utility Belt" He actually doesn't HAVE a travel power. He just has Ninja Run (Ninjutsu run/jump stuff) and a hoverboard. This was to go along with being a "normal" human. With these relative improvement to travel powers (vs Ninja Run and hoverboard) though, and it sounding like Utility Belt is still WAY off, I guess I should consider getting him a travel power. What travel power do you guys get for normal humans. A few of mine have various costume "jet backs" so I got them fly. this guy has a cape though. I suppose he might have a "borrowed" teleport device like Manticore.

     

    Have you given the new Infiltration power in concealment a try on beta? It's in line with what Freerunning was envisioned to be.

  14. 22 minutes ago, MsSmart said:

    for the badges section, question:

     

    New Badge "Complicated"

     

    Good that it is grandfathered, but no description was given, on how you earn it, if not grand fathered. Could you all tell more about the how?

     

    Sue

     

    You earn it from finishing the Frostfire mission (Flux's arc in the Hollows)

     

    If you have already completed Flux's arc and have the souvenir, then you'll get the badge retroactively awarded. But I believe this will mean that if you did the mission on someone else's arc, you'll need to run the mission again. (Untested claim there, need to try that out myself).

     

  15. 4 minutes ago, MsSmart said:

     

    I have many alts using Afterburner, and it usually has two slots with blessings of the Zephyr, which I need for the enhanced range defense, which is critical for their survival.

     

    My guess that evasive flying, would be given the 2 slots? and my 2 blessings of the zephyr appear in my enhancement tray?

     

     

    The slots you had in afterburner get shifted into Evasive Maneuvers, which can take the universal travel enhancements - so they'll stay in your build.

  16. 5 minutes ago, Ohsirus said:

    What is the purpose of out of combat defence? 

     

     

    • Invisibility_Stealth.png.104f33f2f11bf3378ee0ba5b0fa04d5a.png Stealth
      • Stealth radius increased to match the numbers Invisibility had before this patch
        • PvE radius has increased from 36ft to 55ft
        • PvP radius has increased from 389ft to 611ft
      • Out of combat defence increased from 3.5% to 7%

     

    Combat only starts once you've got hit or have hit an enemy, so if enemies are missing you, you'll remain out of combat.

     

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  17. Just now, Miltonaut said:

     

    Super Leap and Combat Jumping are currently mutually exclusive not just with each other, but also the Prestige Run powers. Not a big thing, but it is annoying to have to toggle Combat Jumping and a Prestige Run between fights.

     

    Since it wasn't explicitly mentioned in the post... Will those be stackable now as well, or will they remain exclusive?

     

    They're all stackable! You can have a whole lot of them running at once - the strongest of each buff is the only one that applies.

     

     

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