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thunderforce

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Everything posted by thunderforce

  1. Why not import the whole thing, history and all?
  2. Dream Doctor, "Find David Hazen's Missing Journal": "[NPC] Ancient of Frost: You attacked many of us, Scirocco. But you can not defeat us all. We will thrive on your pain before you're taken by Mot." "can not" should be "cannot". Dream Doctor, "Stop Mot from Devouring the World": "[Caption] People of the world, today we make the choice of hope, and that is something Mot can NOT take away, that Mot CAN NOT DEFEAT!" Same "can not" / "cannot" confusion (twice). Michael Binocolo, final debrief: "The Midnighters say that they cannot consider the Luddites offer at the moment, given the blow that was struck to them. Perhaps in the future, they may work together with us." Apostrophe after "Luddites". The blow was struck "against" them. Comma after "Perhaps". X-Ray Spectator Badge: The soldiers of Point X-Ray like to call themselves the "X-Raiders." They are an elite squad specializing in sniper rifles and counter-insurgency and though they find themselves in a completely unfamiliar environment they still employ their military discipline and peerless training to the effort. They don't generally welcome super-powered individuals but seeing as you've come as far, you've clearly proven yourself against the "hostiles" and so they offer you a grudging respect. Though they are not ready to give you the title of fellow X-Raider... yet. "to the effort" is gibberish; not even sure what was meant here. "you've come as far", maybe "so far" or "this far". "Though they ..." is a hanging sentence fragment. Maybe a comma after "respect"?
  3. I'd like to have a discussion about "Connecting Zones" in zone infoboxes. Blueside, this is a list of zones connected _other_ than via the monorail, which makes sense because the monorail goes to all the same places. (I don't promise you that every single blueside zone follows the same scheme.) Redside, you have a list of every connected zone, usually assuming that the ferries and black helicopters are in something like their issue 18 divided state. I think this was a pragmatic way to go about it in issue 18. Mercy would otherwise tell you it had no connecting zones, for example. Now it's a bit unsatisfactory because every villain city zone should list every other villain city zone. I suggest we continue to pragmatically recognise we don't want to describe redside zones in the same way as blueside ones, because blueside zones do have doors between them and redside ones don't, but do something like the infobox on https://hcwiki.cityofheroes.dev/index.php?title=Mercy_Island&oldid=281946 to avoid the redside infoboxes bloating with the list of the same seven zones.
  4. No, it made no sense at all, and obviously I know the backstory for Ouroboros. You might as well suggest that all the Echo: Galaxy City badges should say "This is a blasted wasteland of rubble".
  5. No, those are not the original descriptions. See, for example, https://hcwiki.cityofheroes.dev/wiki/Cairn_Warder_Badge
  6. Several trees on the small island in the south-east of the Cutlass Isles neighbourhood of Peregrine are hovering above the ground. I'm at /loc -2949.9 0 -5519.6, and the dirt around a tree is up to my waist (and I can see under it if I back up a bit).
  7. Many of the Echo: DA explore badges have descriptions that talk about Mot and later events in DA. In some cases, their descriptions changed when DA changed. I submit it would be better if the Echo, which shows DA as it was before Mot, had the older descriptions on these badges.
  8. As a general observation, if I were fixing these, I would find it much easier to do so with even a relatively small verbatim text quote from the game than a large image. I'm not particularly singling out the previous poster, just using it as an example: even the string "up seizing investigations" as text would be more useful than that entire image.
  9. Done, but please let me encourage you to edit yourself - to make the Homecoming changes is a huge task and it would be useful to have as many people on it as possible.
  10. I think it is desirable to clean it up, but more desirable still to add the missing emotes. I don't feel any particular need to preserve the history - the Paragon Wiki isn't going away - and I have to admit I have already made a considerable number of edits which don't do that; but if you want to move the old page off and wikilink it, be my guest. I only really think the history is important in pages like (say) https://hcwiki.cityofheroes.dev/wiki/Echo:_Galaxy_City where it's necessary to know the old Galaxy City was removed to make any sense of why it exists at all.
  11. I think you misunderstand me; I'm not looking for errors in Badger - I'm using Badger as a list of badges on Homecoming to look for Wiki pages to edit (eg the very first page on Badger lists some PvP zone badges and I know they got changed, so I went to edit those). I see you're right that some names have changed. How curious.
  12. I think it's worth mentioning that I am working through the Badger site... slowly. I'm not aware of any badges whose _names_ have changed, though, as opposed to badges being moved between zones or badge names used for paid content repurposed (but perhaps it's that you mean?).
  13. Fireball (Night Ward), "Whoa", "Talk to Cee Baller"; Cee Baller repeatedly refers to another plane of "existance". "Existence". "I can discern what plane of existance it occurred on, if you which to take a portal to that plane we can learn exactly what happened, and if it can happen again." - "wish", not "which", and semicolon after "occurred on". Fireball, "True Colors"; much dialogue with the Zygote is missing full stops. Debrief says "I can guarentee that" - "guarantee". Silver Mantis SF, end of mission 1: "You defeated both sides leaders and captured the tattoo artists!" - "sides' leaders". "Shut down Freaks and stop Sky Raiders", briefing: "The Freaks have set up shop in an un-used office building" - "unused". "Black Scorpions orders are to make sure that doesn't happen, and I want to see those orders carried out by shutting down everything and leaving it in ruin" - "Black Scorpion's".
  14. Trilogy (Night Ward), Book the First, Chapter 1: "They knew nothing outside the valley they grew up in, occasionally a salesman would come to town with stories of the big cities and their super powered beings saving the day or causing havoc." Semi-colon, not a comma. Fireball (Night Ward), "Hermit Spells". All the clues in this story lack a trailing full stop, as does the debrief message "Great job, Character. We can begin the process of moving the spells into these items immediately". Fireball (Night Ward), "Take down Dispel Magic": compass clue refers to "Dispell Magic". Fireball (Twignapping): "Oh man oh man! Those low down Black Knights. I knew we couldn't trust them! One of our Embodiments, spells that live inside magic objects has been taken by them. I need you to get him back!" - comma after "objects".
  15. Trilogy (Night Ward), book 3, Chapter 16, briefing: "'If this is right, the warehouse in town should have the information you need to see,' Mercenary muttered. Something you need to see. Let's go before the robots destroy the evidence you need.'" Missing speech mark before "Something". The clue reads "Character uncovered family photos of Epoch as a child growing up. There seemed to be another person in the photos, a sibiling from the looks of it. Mercenary looked Character straight in the eyes and told him / her what he read in Epoch's journal." "Sibling".
  16. Trilogy (Night Ward), "The Final Book: Chapter 7", the compass clue says "Determine the robot's Plan". "robots' plan" (ie, bogus apostrophe, bogus capital letter). The clue at the end says "Either the book was well read of the robots were not very careful" - should be "or the robots". Book the First: Chapter 22: "They knew that the leader of the robots was overseeing the last part-of this operation personally and they could strike a great blow if they could take him out." Bogus hyphen. "Their investigation had told them there were four computers that needed to be shut down in order to prevent catastrophy from befalling the valley. Using equal parts force and stealth, Epoch and Character make their way into the labs where the controls lie." - sudden switch to present tense.
  17. This is what Abysmalaxia actually thinks of the game. Please don't be dragged in.
  18. This is what Abysmalaxia actually thinks of the game. Please don't be dragged in.
  19. I'm afraid I'm basically trying to palm the job of verifying the formulae / collecting the data off on you, since you've written a guide about it anyway and fixing up the Wiki is a semi-infinite task. I might get around to it at some point, though.
  20. I removed the Wiki's existing table, which was wrong in a number of respects. I suppose what I think would be most useful is if someone were to experiment and confirm the cap formulae posted upthread.
  21. Trilogy (Night Ward), final mission (in their nominal order) debrief: "He / She knew that Epoch was smiling down upon them from wherever he was though, and that was a comforting thought." - comma before "though". Second book, chapter 2, briefing: "What happened here? Where did the people go." Question mark.
  22. You say that, but you've yet to really explain what people get out of it. Is there really anyone for whom steamrollering -1s with incarnate abilities isn't enough, so they have to be allowed to steamroller -4s? (Also, the proposed optional incarnate level shift for mobs... wouldn't stop them doing it.)
  23. Levels are, yes, a game system. Not part of the lore. That's my point. Nothing to do with levels can contradict lore. The second part of this isn't saying more than that you personally want to steamroll stuff. Fine: with a full set of T4s and the Notoriety at -1, you can steamroll stuff whether or not you get a level shift. Other people would like a challenge; don't deny them it. (It seems pretty clear, in fact, that the DA story arcs were designed to challenge incarnates, given the selection of mobs with nasty ability combinations; it didn't work, but that was the design.)
  24. On reflection I think it may always have been this way. I can't remember a time when, say, Super Jump wasn't much better at high level than low (to a greater degree than slotting a single SO would explain).
  25. I've just made a discovery. At first I thought I was losing my mind, but I've tested it on both live and beta. Speed caps change with level. It didn't use to be this way (see https://paragonwiki.com/wiki/Travel_Powers which quite blithely tells you it's 58.63 mph at level 1) but it's super easy to demonstrate - be a character who's not level 50 and turn on Fly. (If on the beta server, you can use /levelupxp to put your level up and down and watch your flight speed change in Combat Attributes. At low levels, Super Jump hits a (lower) cap unaugmented - 55.27 mph at level 4. It's harder to demonstrate with Super Speed, but take it and be a level 22 character with one +3 SO in it - capped at 76.46. It seems like this might be worth mentioning.
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