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srmalloy

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Posts posted by srmalloy

  1. 18 hours ago, Forager said:

    The cake room just suffers from a terrible aesthetic.

    The cake room is the pool room, just with different dressing. The blue caves and Council/5th bases share the same general tunnel geometry, just with different modifications added to them to make them visually distinct. 

  2. 7 hours ago, Snarky said:

    i think there should be a pvp gold server.  That is where the crowds are!

    Given some of the things that are described in the lore for Praetoria, it makes me wonder whether making the entirety of Praetoria open-world PvP wouldn't be more accurate to represent the 'everyone for yourself' attitude of a lot of the residents. Watching the Responsibility Loyalists and Resistance Wardens trying to hold the moral high ground while the Power Loyalists and Resistance Crusaders are pushing their own agendas to the limit of what they can get away with. Unfortunately, that would likely depopulate Goldside even more than it already is.

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  3. 3 hours ago, mistagoat said:

    Doing a Yin with a couple MMs can be rough, good luck getting out the choppah!

    It would be easier if the HC staff could figure out how to make everyone turn around when a helicopter is the mission 'door', so that when you enter the mission, you're running out of the back of the helicopter, not into it so that everyone behind you blocks you from leaving the helicopter.

     

    And the MM pets have been intangible for a while; it's the rest of your team jamming you up, not MM pets; they're just visual noise at that point.

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  4. 18 hours ago, shortguy on indom said:

    BEFORE THAT HAMI WAS ZAPPING FOLKS WHEN GROUPED UP ON THE ROCKS IF YOU WERE IN A CLEAR LINE OF SIGHT.  THEN IT CHANGED.

    What changed is that people learned to break LoS before coming back to the formation area, so that Hami would stop firing at them; his blasts have the range to reach out to the sides of the pit in any direction. Similarly, there have been times when someone's been stupid and grabbed aggro on Hami in the Hive, then flown back to the 'assembly rock', where Hami demonstrates that he can hit people at the rear of the rock area, and the only way to stop his fire is to break LoS by hiding behind a rock pillar.

  5. At least it knows that it changed your weapon(so) when you set it back you don't get charged for it, but you're still stuck with the base tailor fee unless you back out of the screen completely. And it's annoying to miss that the change was made and commit the changes. 

  6. 7 hours ago, Andreah said:

    3. Council Pool Room -- usually have to  systematically re-search it for some mob or other whom I missed the first time. And the second time. And maybe the third time, too.

    Something I discovered on a 'defeat all' mission that included that room is that there is an additional 'floor' at the bottom of the room very few people ever notice. When you enter the room, go to the left side and take the ramp down to the 'lower' level, then out onto the ramp leading down into that area with its four pools. Now step to the left off the ramp, turn around, and move under the ramp. There is a cross-shaped passageway between the pools under the walkway of the 'lower' levels, and I've had two missions where there has been a Council mob hiding down there that prevented mission completion until I dug them out and defeated them.

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  7. 15 hours ago, Captain Fabulous said:

    OK, here is a screenshot I just made. You can see the character in the air is well above the Dispersion Bubble VFX, BUT I'm within 25' and I am getting the defense buff.

    You also get the buff if you're standing outside the Dispersion Bubble VFX horizontally, too -- the range for the buff is larger than the VFX limit -- and the same occurs with the Destiny powers, so just "I'm above the bubble and get buffed, too, so that proves that it's a sphere" is an insufficient argument.

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  8. 10 minutes ago, MTeague said:

    ... is it not possible to create a Hive 2 instance by getting 50 people for a second simultaneous raid?

    I haven't seen it happen recently, but I've participated in Hami raids in The Abyss 2 while another Hami raid was running in The Abyss 1, so it's definitely possible. More often, though, it's been done artificially after a "Hamikaze" style raid goes wrong, and the raid leader decides that they don't want to try powering Hami down after reforming everything, and opens The Abyss 2 to move the raid there and let the first instance of the zone reset itself -- which isn't the same thing.

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  9. 45 minutes ago, Captain Fabulous said:

    Correct. There is nothing in the game code that alters the shape of the sphere. There would need to be another entry in a power's index for a height radius, but there isn't.

    If there's nothing to 'alter the shape of the sphere', then where do the values come from that cause some PBAoE power displays to show up as oblate sphereoids, like Dispersion Bubble:

    screenshot_250705-14-06-06.thumb.jpg.a179476ebfa9c73f9fb027171447a023.jpg

    ...while others appear as true spheres?

    screenshot_250705-14-48-30.thumb.jpg.8ae4815c7fcad46b144a0af2e41004a3.jpg

    Clearly, there is data in the database to define different PBAoE effect shapes, and not all PBAoE effects are spheres.

  10. On 7/3/2025 at 6:16 AM, Oklahoman said:

    I hear this complaint from time to time, and in fact sometimes there is someone in Ouro shouting for people to move away from the portal. I always LRT or use a base portal to leave Ouro so I've never had a problem with it.

    There's another option. Adapted from a macro someone posted to get around the issue of people piling up around the portal for the wedding missions, I created this:

     

    /macroimage "WheelofFortuneFortune" "LvOro" "enterdoor 259 670 -764 P"

     

    This creates an icon you can drag into whatever power bar slot you want, and like the use of the 'enterbasefrompasscode' command, only requires that you be near the departure portal to bring up the destination window; you don't have to actually click on the proper part of the portal.

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  11. 3 hours ago, Glacier Peak said:

    I'm not familiar enough to say this is accurate, but my understanding is the radius is really a sphere, where at the point of casting either on the player or on the target, it uses that #ft. So for a 10ft radius AoE, it would go up 5ft and down 5ft essentially.

    Look at the way AoE effects are rendered when used by flying characters, so you can see the full limit of the effect. Some of them are spheres, and some are oblate sphereoids that look to be half as tall top-to-bottom as they are edge-to-edge horizontally. Barrier, for example, is a sphere, but Dispersion Bubble from the Force Field powerset is oblate. One of the perennial annoyances I encounter is in the runup to spanking Adamastor, where I'll often see someone with a flying character fire off their Destiny power, and you can see that it never reaches the ground, so it doesn't benefit anyone there but themselves.

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  12. 2 hours ago, BjorJlen said:

    If that is the one I am thinking of... the room with the giant robot is in, then no. 

    You're thinking of the room at the end of the Moonfire TF, which was rethemed by stripping out the mech and gantry to use for the Trapdoor mission in Mender Ramiel's arc. The Arachnos reactor room is an enormous hollow space where you enter about halfway up one wall on a walkway along the wall; it has some (railing-free, so falling risk) ramps going to higher levels, and (IIRC) elevator shafts that take you do the bottom, where there are a number of reactor pods in a pool of some disgusting liquid, and it's big enough to hit the render distance limit from top to bottom, and exceeds the limit of range-boosted attacks from one side to the other. It's huge, mostly empty, and if you're unlucky enough to get it in a 'defeat all' map, you'll spend more time running around trying to find everything there than you would in the Arachnos training facility room cluster.

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  13. 4 hours ago, Oubliette_Red said:

    If I recall correctly (and I may not because 15 years or so have passed) but I believe the maps comprise of cubes of map pieces that are fitted together to make the completed map. During one of the last Meet'n'Greets I believe one of the Legacy Devs mention that they were trying to figure out how to make those pieces come together on generation to make for truly random maps (I think for AE anyway) but because of glowie/mob spawn locations it was proving to not be so simple.

    I had a similar conversation with Positron at one of the Meet'n'Greets at the San Diego Comic-Con, where I mentioned Re-Volt, a 3rd-person RC toy car racing game that had a 'user track generation' mode where you could place predefined track blocks to create a race track, and wondered if it would be possible to do the same sort of thing with the map blocks in CoH for designing custom maps for AE. He said that the map creation interface wasn't robust enough for that, and that it would take a really large amount of work to make an editor bulletproof enough to give to the users for making maps. Aligning adjacent blocks was a big issue -- on the yellow office maps released with CoV, you would (and, rarely, still do) run into cases where a corridor ends in a black wall, which you can pass through and find yourself in the continuation of the corridor, and turn around to look back and see the corridor you came from; this is caused by a tiny misalignment of the map blocks causing the rendering engine to not see the blocks as joined, so it draws a black wall instead of rendering the next block. 

     

    However, doing a uniform scaling (and translation) of the pieces making up the existing tunnel maps should keep the relative positions of all the joints the same, so it shouldn't break something. It would still be a significant amount of work, but less than throwing them out and reconstructing everything.

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  14. 43 minutes ago, Triumphant said:

    I could wish that they would go back and revise these to make them a bit more open and traversable. 

    Even something as simple as going back and upscaling all of the tunnel geometry by 25% in each dimension would make a significant improvement in the navigability of the caves. The concern I have is how it would spill over elsewhere, since the Council/5th Column base maps use the same geometry dressed differently -- I don't know if they actually use the same internal tileset with different colors and greeblies, or have their own tileset; if they use the same tileset, it would break all the Council/5th maps or generate scaling issues with the greeblies.

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  15. 3 minutes ago, Skyhawke said:

    Bonus hate points for trying to stealth the one in the Trapdoor mission with anything other than Superior Invis. 

    I always craft a Grant Invisibility buff at an empowerment station before running that, and I don't seem to have a problem with drawing unwanted aggro. Are you remembering to turn off any aggro auras before you make the run? I made that mistake once. Well, twice... 

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  16. 1 hour ago, Skyhawke said:

    Came in hoping for this, leaving disappointed.

    Particularly since, while the signature weapon of the musketeers was the musket, its long reload time (and the easy interruptibility of the reloading process, an aspect not noted anywhere in the original suggestion) and increasing inaccuracy as range increased made its use impractical for more than setpiece battles, with their primary weapon being the rapier or epee. As such, the addition of another mixed ranged/melee MM set that requires a completely new set of animations that occurs, unlike other powers, during the power recharge time, doesn't seem to me to add much to the diversity of MM primaries.

  17. 2 hours ago, Ridiculous Girl said:

    in all my years of playing, i never noticed. 😅

    There's another 'too obscure for the devs to take notice of' geometry bug that goes back to Live. This one is in the last room of the mission to defeat Frostfire. If you go into the room to your right, if you move around carefully, you can see phantom building structure -- a beam and pillar, both of which are insubstantial and fade out before reaching the wall/floor. Since it doesn't affect game play at all, and is invisible unless you're at the right angle in the room, they probably decided it wasn't worth the time to fix.

    screenshot_210606-07-21-31.thumb.jpg.a4adbf74d7ab784601d40c054825c3b9.jpg

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  18. 2 hours ago, Ridiculous Girl said:

    there is a square in Kings Row that becomes transparent when far enough away from it. maybe my settings are too low, but you need to be 156+ yards away from it for it to be visible. you can see whatever is underneath the geomety.

    This has existed since back on Live; apparently, it was too low a priority for the Paragon Studios staff to address. Although the screenshots I used to have of it were taken from the west of the anomaly, while flying over the empty lot there.

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  19. Something I noticed with a new character in Outbreak is that the prestige attack Blackwand appears to have a 'dead time' at the end of the visible animation. What is happening is that your character seems to freeze before the next power triggers. If I activate Apprentice Charm, and hit the key for Blackwand while Apprentice Charm is animating (queueing up the power), as soon as Apprentice Charm goes off, my character pulls out the Blackwand and starts its animation. If I reverse the order, queueing up Apprentice Charm while Blackwand is animating, the animation completes, Blackwand fires, and then my character just stands there holding the Blackwand until they realize that they have an attack queued and start the animation for it. I get the same thing when following Blackwand with other powers; there is a 'dead spot' when the animation finishes before the next power can activate. This could be fixed by either changing the animation speed so it matches the root time, or adjusting the root time to match the animation speed

  20. 10 hours ago, Ultimo said:

    There's an interesting thing, and I know we're drifting off topic here, but is it an appeal to the bandwagon?  I mean, if there's a lot of people playing it, doesn't that suggest there is some quality in it?

    The point is that pointing to numbers alone is the bandwagon appeal. @baster responded better by citing areas where they believe WoW works well, those features drawing people in. Of course, we can also point out that WoW and its various imitations contributed to the 'AE baby' syndrome on Live, where people coming to CoH from WoW and WoW-imitating MMOs would seek out the most effective way to rush to level cap, because WoW taught them that the leveling was just makework until you got to level cap and the end game, and then complained that CoH had no content, without understanding that in CoH the leveling that they had just skipped past was the 'end game'.

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  21. 1 hour ago, baster said:

    I mean dont take my ward for it. Even now decades after its release still between 100 milion and 130milion people activly play WoW.  And many hundreds of mions did over the decades since its release. Thst should give you an idea of how good and addictive thst game was and still is.

    Ahh. The "jump on the bandwagon appeal" fallacy. For which I keep the following Bloom County strip:

    sillything.thumb.jpg.327cc7a6a375f0a1cb55442a1b74e371.jpg

    Just because something is popular does not make it better, or even good. WoW is the MMO that fossilized the "holy trinity" of archetypes and "you are what you wear" gear structure that so many other MMOs have slavishly repeated in the hope of becoming the "WoW killer", along with other dubious decisions that have been repeated again and again by other MMOs trying to steal some of WoW's customer base.

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