Jump to content

srmalloy

Members
  • Posts

    3291
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by srmalloy

  1. One of the reasons for clauses like this is so that NCsoft/Cryptic/Paragon Studios can use screenshots of the game in advertising without having to seek out and negotiate the rights to the likeness of any player characters shown in the screenshot -- you're giving them a perpetual license in advance, so they can use whatever images from the game they want without concern.
  2. It appears that greeblies on a character model may not get included in the visual effects of stealth. My Fire/Rad Sentinel, with a Celerity:+Stealth IO in Sprint, while the PPD Assault Suit prismatic costume is active, shows the stealth effect (partially transparent figure) for the suit, but not for the back-mounted cannon:
  3. Something I've been noticing while running the first mission of Heather Townsend's arc is that your character is smart enough to automatically lift their feet to go up the rises of the rock formations on the floor, just as they can automatically lift their feet to go up stairs... but the bodies of the Hands of Artemis around the one who gets eaten by Mot will snag them up, stopping their movement and forcing them to jump to get over them. Is there some way to make characters smart enough that when they run into 'non-structural' (i.e., not part of the map) low obstacles like these, they know how to step over them, instead of having their movement stopped because they're not smart enough to know how to lift their feet in this situation?
  4. As I understand it, the costume pieces for each option are listed in the order in which they appear in the database for that costume slot. You would need to apply an additional code layer to re-sort the costume piece names but retain the database slot position, or have a flag day where the database is updated to alphabetize the pieces -- and update every single characters' costume data to match, including all saved costume files. And then do this again every time you add new costume pieces to the database.
  5. And, judging from the 'Instant Snowstorm' power, it's an effect applied to the characters in the zone individually, not something that takes effect zone-wide.
  6. Something I have been noticing with my Elec/TW Tanker is that Crushing Blow appears to either have an accelerated animation without updating the power timing, or there is a delay after the end of the animation. What I've been seeing is that the animation for the attack plays out, then there is a noticeable pause before the 'boom' hit sound plays and the target takes damage. It jerks gameplay around a bit because you can queue up another attack after firing off Crushing Blow when you see nothing happening to your target, then after you've hit the key for your next attack, the damage from Crushing Blow gets applied and your target goes down... and your 'final' attack goes off on a 'corpse'.
  7. In at least one case -- I've only seen it once, but there may have been more -- the Kronos managed to get inside the tram station. It looked ridiculous in there with everyone fighting it.
  8. The turrets in the covered walkway leading to the exploration badge by the captured Devoured in Agincourt in Nerva are still hostile to the Longbow stationed there; when you go down to get the badge, they'll attack the Longbow until the Longbow, fighting back, destroy them. This bug has been present for a long time.
  9. Pfft. Go to Ouroboros, go to the pedestal where the base of the gnomon running up to the pylon at the top of the building is, jump up on top of the gnomon, run to the top, and jump up onto the pylon; you'll get the exploration badge, and can either run back down the gnomon or jump down the back in stages so you don't take damage. No powers or temporary powers needed.
  10. As an example of how even huge coincidences can happen, some years ago when I was donating blood, I was asked if I'd ever used another social security number. I told them 'no', and asked why. Apparently there was someone with the same first and last name as mine, as well as my birthdate -- not just month and day, but year -- who was working at the same place I was. I confirmed that when I went back to work the next day, but never got a chance to meet him before he transferred out.
  11. I ran into something odd while doing Harvey Maylor's "Upon the Psychic Plane" story arc; he'd given me a mission to get clues to Vanessa de Vore's location by defeating 20 Carnies; as a Vigilante, I took the easy route of going to St. Martial to find them. Upon defeating the 20th, I immediately received the follow-on mission "Defeat Vanessa de Vore and her servants"... in Sharkhead. I thought this was odd, but assumed that the game picked a zone in the same set as the one I was in when I completed the mission, and flew to the ferry, picking Sharkhead as my destination. Upon exiting the ferry in Sharkhead, the mission changed to "Defeat Vanessa de Vore and her servants"... in Talos. Once I was in Talos, the mission didn't change again.
  12. Can the length of time that a defeated mob ragdolls be reduced some? I've been noticing what seems like excessively long ragdolling on defeated mobs, most recently with my Ice/Ice Tanker running Heather Townsend's arc through Ouro; in the second mission, she had gathered and defeated a spawn of the Knives of Vengeance, and was able to step away from them and watch the pile of bodies sticking random limbs into the air for more than five seconds (in some cases, ten seconds after the mob had been defeated). It reminded me of Amilyn's death scene and appearance in the end credits of the 1992 Buffy the Vampire Slayer movie.
  13. You need to change your buffsettings values -- you can change what icons get displayed for the status and group windows. See the forum thread: For myself, I have a little spreadsheet that allows me to tag the buffsettings value to customize my buff icons display; I normally use the command /optionset buffsettings 1316112 This value sets the following flags: Status bar numeric stacking, group window hide autopowers, group window no blinking, group window numeric stacking, pet window no blinking, and pet window numeric stacking. This cleans up the buff icon rows for teams significantly -- I used to see some characters whose buff icon row ran halfway across my screen from all of the stacked P2W and augmentation station buffs they were running, and with the '1316112' buffsettings value, the vast majority of them went away. Of course, with the 'no blinking' flag for the group window, if you're relying on the icons blinking to know when to reapply buffs, you'll want to use '1315068' instead of '1316112' to retain blinking icons in the group window.
  14. It was back on Live, I believe, when it was discovered that the location of the Kronos spawn was tied to the location of the team leader when the team exited the mission that has the ambush after mission completion. If the team leader exits the mission early (via supergroup portal, Ouro portal, or some other method), they can go to virtually any other zone (I think AP and Mercy are immune to player-spawned GM invasions) and have the Kronos spawn there; this was, I believe, how a pair of Kronos titans were spawned into the middle of a Hamidon raid (to the severe annoyance of the raid participants).
  15. And you run into oddities like in the second mission of Heather Townsend's arc, where you enter an office building with several dozen stories, and take the elevators up several floors. It bothered me for a bit that the final floor of the mission had standing water in it; I would have thought that, with the elevator shaft doors not being watertight, that the water would have drained down the shafts into the basement. But I decided to ignore it in the interests of immersion. So to speak.
  16. If I did, all I would do is send them a single private message thanking them for their work as part of the team that created a game that I enjoyed for years and have been lucky enough to continue to enjoy even after its official shutdown. Maybe; I don't know how many messages they would get, and I wouldn't want to be part of flooding their in-basket.
  17. Народная Армия had some care for the public perception of its members, but Красный Угроза would likely welcome them with open arms...
  18. I can see in my mind how it might be done, but it's hugely dependent on the internal architecture of the game as to how it would need to be implemented. Now that I'm retired, though, I have the time to be able to download the game sources and go digging into them to see where they could be changed for various additions, and once I'm more familiar with them, look at volunteering as a programmer for the Homecoming team.
  19. I have the same experience with my Elec/Elec sentinel; I was taking her around one of the office buildings in Kallisti Wharf during the last Halloween event, and getting the odd EB popping out of a door wasn't any more difficult than the other mobs -- they went to zero end just as readily, it just took longer to bring them down. And she's been able to take some GMs to zero End -- Babbage and Adamastor are the best examples; she can get a Kronos to zero End, but they're usually close enough to going down by then it's not much different -- so the concept is viable, it just requires a different approach to building out a character.
  20. I know what you are going through, and I sympathize completely; I was hospitalized from early January to mid March for surgery to drain a subdural hematoma, then opened back up to drain an infection at the surgical site. Being able to access the forums from my tablet was no substitute for being able to play.
  21. You could make the argument -- although I'm not sure how this would be implemented -- that Fly should apply to a Mastermind's henchmen as well; that would make Group Fly an equal choice for all ATs, removing the need to spend an extra power. I don't know whether it should apply to Mystic Flight as well; it seems to me that giving MMs henchmen flight is a way to further distinguish Fly from Mystic Flight, with Mystic Flight getting another minor advantage in a different direction.
  22. Something that I've wanted to see since back on Live was another skin type for the mission maps that would fit better to the style of the Nemesis villain group -- polished wood, leather, and brass, with a variant set of more 'steampunk' hardware, larger and full of pipework, so that Nemesis bases could look more like something that would fit Nemesis' style. Now, I'm not suggesting something like the Crossness Pumping Station: However, massive brass and iron machinery with piping and handwheels, jets of steam, and other 'archaic' visuals would create an ambience quite different from just another sterile modern lab with widely scattered high-tech equipment in it, and one more in keeping with the 'Nemesis esthetic'. Then, once all of the textures and objects have been created and debugged, they could be translated into a new set of styles and objects for base building, and we could have bases with items looking more like this:
  23. It seems a bit odd that, once fast snipes were put into the game, that we have the Experienced Marksman: Rng/Fast Snipe IO to make all snipes fast, and but there's no set with, say, Rng/Slow Snipe to force snipes to always have the 'out of combat' range and damage. It seems reasonable that giving players more options would be a good thing. I remember, back before quick snipes were a thing, doing the "don't pay attention to me" dance with my AR/EM Blaster to get enough time to get off a snipe in the middle of combat against a target at the far side of a fight.
  24. I was part of a group to take down the Goliath War Walker in Boomtown today: And I was struck by the thought "The Council still needs some work on the GWW; it has to wear an electric diaper."
  25. In Harvey Maylor's "Upon the Psychic Plane" arc, you retrieve the Bands of Shu, then do two missions to prepare them before he sends you to Penelope Yin to charge them. When you talk to her, she has this dialog: Shu is, unfortunately, male, the brother and spouse of the goddess Tefnut, although he did have the duty of holding the sky and earth apart -- the Egyptians believed that if Shu did not hold Nut (sky) and Geb (Earth) apart there would be no way for physically-manifest life to exist (Nut was the daughter of Shu and Tefnut; the Greek pantheon had nothing on the Egyptian one for... close... relations between deities). The dialog text should properly be updated to reference Shu's correct gender.
×
×
  • Create New...