-
Posts
3974 -
Joined
-
Last visited
-
Days Won
9
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by srmalloy
-
It's an artifact from when the Paragon Studios devs tried to add the 'chewbubblegum' emote to the game, and it glitched out badly if the character had Walk running; the carnage was horrible to see -- pink goo everywhere, heroes stuck to the side of the globe above Atlas...
-
Super strength: interacting with environment, i.e, lifting
srmalloy replied to Rhale's topic in Suggestions & Feedback
There is an odd target interaction that I've run into that sort of parallels this. With the Freakshow, a rezzing mob can't be targeted for an attack until they complete the rez animation, although they can be damaged by PBAoE attacks and AoE attacks targeted at a nearby mob or location. However, there is an odd corner case where you can be firing off an attack that defeats a Freakshow, then have another attack -- a regular single-target or cone attack that requires a targeted mob -- queued up while the first attack is still animating, and if you hit the timing just right, the queued attack will persist and go off while the Freakshow is rezzing, damaging them. I've had this happen to me three times while getting the Tank Buster (and part of Assault and Battery) badge, but I haven't been able to get it to happen deliberately; it seems to require a really squirrely timing between the animation of the attack that defeats the mob and the subsequent attack. -
Infiltration is clearly very badly broken
srmalloy replied to Scarlet Shocker's topic in General Discussion
It's a poorly-known fact that all the civilians in Paragon City are retired heroes -- that's why they're able to hold onto their purse forever, jump down from 100' high walkways without harm, and do other things that would normally be possible even for level 50 active heroes. -
Super strength: interacting with environment, i.e, lifting
srmalloy replied to Rhale's topic in Suggestions & Feedback
There's also a periodic bug in the 'knockback into a surface' computation where, if you knock back a mob when they're standing in front of a closed sliding door (the ones partitioning off map sections to keep mobs from wandering out of a particular part of the map, or flagged to require a key to open), you can glitch their impact against the door, and they'll wind up on the other side of the door where they can't do anything to you... until you open the door, at which point they'll get an attack off the moment the server sees that the door is no longer a line-of-fire block (and before you can get an attack of your own off). -
Weird thing just happened in a radio mission
srmalloy replied to Yomo Kimyata's topic in General Discussion
There is a very low-probability synchronization error in the game where an instance (mission or zone) fails to load properly; this manifests itself as your being entirely alone on the map -- no hostile mobs or friendly/neutral NPCs. Usually, exiting and reentering the instance will rectify the problem, although I can see how, with a 'get glowie' mission where you don't have to interact with any of the mobs in the mission, the temptation is there just to skate in and out. After all, if [group] left it unguarded, that's their lookout. -
Which Roles/Archetypes are most needed for endgame?
srmalloy replied to Beansicus's topic in General Discussion
This was my understanding as well -- that it only affected ATOs and Winter IOs. -
Super strength: interacting with environment, i.e, lifting
srmalloy replied to Rhale's topic in Suggestions & Feedback
I would be happy for immersion enhancement to take the existing 'Seismic' path aura spray (the ground cracking under your feet) and have it applied once (and, like the path aura, fade away after a short time) whenever something (you, an NPC mob, something thrown) hit a wall. There should already be a check to stop 'flung' objects that hit walls, so adding a 'draw a temporary seismic crackle at the impact point' visual doesn't seem too difficult. -
Not being familiar with the code, I don't know if Mark & Recall would work if the Recall entity was a pseudo-pet, and I would have to try fiddling with my Arch/TA Blaster to see whether Oil Slick and its secondary pseudo-pet, the Flaming Oil Slick, disappear on level change (which would make fiddling with the Mark & Recall power pointless).
-
I had taken a level 50 character with Mark and Recall to Boomtown to help take down the Council Goliath War Walker, and tagged a spot right next to the SG base portal to jump back to after it went down. After my character was added to the team, enough additional heroes showed up that the team expanded to a league, and shortly after that my character was moved to the second team in the league... at which point, the activated Mark and Recall reset, porting me back to the SG portal, putting it on cooldown and forcing me to fly back to the Council base. I did not see whether the leader of the second team was a 50 at the time I was moved, not checking until I'd returned to the Council base, so I can't say for sure if the power reset was an artifact of being autoexemped when moved to the second team, or directly from being moved. The power icon was on an 'extra' power bar, so there was no key command that I could have used to accidentally click the power off.
-
They're not ice themed, but the Banished Pantheon lore pets throw ice/cold attacks, so there's at least that.
-
When I'm on teams and the mission takes us through sewers, I have to restrain the urge to have my character bitch about it, with comments like "Do you have any idea how hard it's going to be to get all this out of my costume?", or for the characters whose concept is being a robot/android or having a sealed breathing system "I can only imagine what it must be for the rest of you having to smell all of this." (And the obligatory theft from The Empire Strikes Back: "And I thought they smelled bad on the outside.")
-
I can't say for sure, but I have a sneaky suspicion that, when the original developers added side-switching for the Going Rogue update, they still wanted to see the game populated with just heroes and villains, with Vigilante and Rogue being alignments that a character passed through on their journey from Hero to Villain and vice versa, and not destinations in their own right that a character would remain in for extended periods of time to get access to both sides in order to take advantage of things that are more accessible on one side or the other (i.e., the CoT bosses around the island in Sharkhead for the Weed Whacker badge). As bits of encouragement, they put various speed bumps into the game play for these fence sitters, like the zone travel confirmation and the "Maybe if you were more like me" dialogs forcing them to team with a full villain/hero to do regular missions on the 'other' side.
-
I imagine that using Mark & Recall for this mission would start the same way -- flying in, freeing Katie, and clearing mobs to get her to fly up with you where she's out of range to aggro on anyone, then using Recall. It would just save the nastiness of trying to get her to follow you all the way back without falling off on her own and stopping.
-
And out of the blue, that sparked the mental image of the Kronos titan as a hard-light hologram costume, and the nightmare of trying to manage a GM-sized character in standard corridors in door missions.
-
And the decision by the Cryptic devs to perpetuate the popular misperception that the color of radiation is green, which came from the green color of radium-illuminated dials and indicators. The radium paint used for this is a combination of a radium salt and a phosphor that glows when stimulated by the radiation from the radium; it's the phosphor that glows green, not the radium. But because the gamma effect is coded with the same incorrect radiation color, and is buried in the code where it's not accessible via power customization, we're stuck with the wrong color for it even if we've recolored all of a character's radiation powers.
-
Sort stored auction house items by name
srmalloy replied to Moebius80's topic in Suggestions & Feedback
It's not that new items get added to the end of the list that's annoying, but that the listings don't jump down to show the newly-added item. If the AH listing automatically scrolled down to show an item when you added it, it would be much more convenient. -
Or you can install the Winter Event Gift maps mod using the City Mod Installer tool; the time capsules spawn in the same locations that the Winter Event gifts do.
-
How can Radiation heroes justify using their powers?
srmalloy replied to Zombra's topic in General Discussion
Look at the OP -- "it just seems completely insane to go around shooting dangerous radiation everywhere". They're fixated on how radiation works... in the real world. And you see this down through the thread -- "Citizens know what to do when their house is on fire, but if their neighborhood is contaminated with harmful radiation they might not even know it." "What you're ignoring is the popular understanding that radiation can have lasting effects that are not visible." "Again - even in comic books, it's not insane to wonder if weaponized radiation has harmful side effects." "Because radiation is the unique power type that is popularly understood to leave behind invisible death" -- that people keep harping on radiation effects in the real world and talking about how this makes radiation powers bad in the game world. -
How can Radiation heroes justify using their powers?
srmalloy replied to Zombra's topic in General Discussion
Or, more importantly for people who are deathly fixated on 'realism' to whine about things like this, throwing Fireball into a group of Council and slightly damaging them... while killing every single one of the hostages they're holding. We've already got alignment-centric power effects, where you can pop off Nova or Psychic Scream in the middle of a fight, and only damage the villains, and not the five other heroes in the AoE, but people are complaining that the effects of the powers aren't realistic? -
And certainly not the 'Duct Tape Gerbil'; that just raises too many ugly associations.
-
Is Infiltration (Stealth Pool) & Celerity +Stealth IO enough?
srmalloy replied to Story Archer's topic in General Discussion
Unfortunately, the AoE stealth powers are buried in primary or secondary powersets, like Shadow Fall, Steamy Mist, or Group Invisibility. -
I've had a lot of fun with my Elec/Elec Sentinel, particulary during the Halloween event; it's entertaining to watch the EBs spawn and be almost instantly reduced to punching because they're at zero End and kept there. The EB spawns are annoying solely because it takes more time to run them out of HP.
-
"Don't like her? What's wrong with her? She's beautiful, she's rich, she's got huge... tracts of land!"
-
And you basically have two options with this. One, make the transformation work the same way as the other noncombat travel powers like the hoverboard, that disable all of your powers while they're active, or Two, in addition to making the 3D model for the raven transformation and animations for it when flying, come up with animations for every single power in the game that a player can have so that they animate correctly while a player is in raven form, as well as all the animations for player reactions to powers used on them (i.e., the shaking from receiving Electric buffs, being knocked back or down, etc.).
-
Since the game first went live, as you go around Talos Island, whenever you see a mixed spawn of Freakshow and Warriors, it's always the Warriors on their knees getting threatened/pounded by the Freakshow. With the revamp of the Warriors, can these mixed spawns be tweaked so that some fraction of them have Warriors threatening Freakshow on their knees, or is this buried too deep in the code to change? It's got to be a source of endless shame to Odysseus that his Warriors perpetually come out second best to the Freakshow.
- 1 reply
-
- 1
-