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srmalloy

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Everything posted by srmalloy

  1. And you hate it so much that you not only have to comment on it here, but create another thread just so you can say it again? Repetition doesn't increase the weight of your argument; please refrain from creating unnecessary and redundant message threads.
  2. Just now, while waiting for the Lusca team to assemble: [NPC] Capo Gunner: It's like I always say, 'if you can't dazzle them with brilliance, riddle them with bullets'!
  3. Or if you could put macros there -- for example, with Mystic Flight, put things like /macro Zoom "powexeclocation up:max Translocation" into the tray with Translocation, so it would only be visible when you could use it, rather than taking up space all the time.
  4. Given that, aside from the brief halo effect around my character when I use the new 'Stealth', and get neither the somewhat-transparent effect that the old Stealth had nor the mostly-transparent effect that the old Invisibility had, I'd have to say that neither was really appropriate. With other toggles running, it's hard to tell it's on.
  5. That comparison is denigrating to empty wastelands.
  6. Okay, let's turn it around the other way, and change all -- let's say just yellows and reds -- so that when you use the inspiration, you have to pick the one power that the inspiration will be applied to, and none of your other powers are affected. Because that's what MMs have to do when they use inspirations on their pets.
  7. That's not what I'm finding in ESO, which is clearly based around game controllers and their limited buttonspace -- having only twelve abilities available to use, split between 'front' and 'back' bars, and any toggle power that isn't in both bars switches off when you swap bars -- feels a bit stifling when I play it instead of CoH, where I have trays for the up to thirty powers I use regularly, a fourth tray for common powers used irregularly (Fast Travel, Reveal, Ouro Portal), and a fifth where I put temp powers and non-MM pets (Knight Errant, Sing, Fluffy, the Lore pet(s), etc.).
  8. You'll want to do whatever opens the extra tray and drag the power in it out of the tray first, or it becomes much harder to get it into a tray afterward.
  9. I think the idea is to define a class of objects that will be destroyed if fully drained of End, not that this be a general mechanic. For example, the force field prison doors in Arachnos bases -- drain them of power and they shut down. Ghosts drained of End might lose their ability to manifest on this plane. But it shouldn't be a sweeping 'drain to zero End, and it's defeated' rule.
  10. There is code that checks, when a sidekicked player dings a new level, whether the sidekick status should be terminated. The sidekick termination code automatically reaps the character's pets, to prevent the exploit of sidekicking to a 50, summoning your pets, quitting, and then running around with level 49 pets. What needs to be done is to have the sidekick termination code look at the before and after levels of the character, and if they're the same, not reap the pets.
  11. In every other case when a MM goes up a level, their pets remain summoned and at the level determined by the MM's prior level -- i.e., they ding 13, their two tier-1 pets remain at 11 and their tier-2 pet remains at 12. This happens whether the MM is sidekicked or not -- except for the single case where the MM is naturally -2 to the leader/mission holder, and dings to become -1 to them, which causes all the MM's pets to die, because only in this specific case of leveling does the code that handles sidekick/exemplar level changes terminate the sidekick status, which triggers a second function that reaps all of a character's pets when they drop sidekick to prevent them from having pets that are higher level than the character should have. This is a bug; it is code working in an unforseen way that actively harms the character.
  12. And with Atomic Manipulation -- I routinely recolor all my characters with a Radiation powerset to make them colored like Cherenkov radiation, not the toxic-green color that has become the stereotypical color for radiation (and which is actually the color of the phosphor stimulated by the radiation in radium illumination, not of the radiation itself, which is invisible) -- see this image for an example of Cherenkov radiation from a water-pool reactor -- and the combined-effect DoT is still the stock toxic green.
  13. If you're supposed to be getting Incarnate XP for your incarnate slots when you defeat mobs that are 50+, shouldn't you be getting incarnate XP for defeating GMs and mobs that are affected by the autolevel code (i.e., Rikti raids, zombie invasions, et. al), since they'll be effectively the same level as the incarnate? I noticed earlier today when I had a level-50 Controller on a team working to take down the Council Goliath War Walker in Boomtown that, when we finally got it down, she received XP and influence, but no incarnate XP, despite having been purple to her.
  14. Different timers for the /cc and /cce commands? I can see why that could be necessary.
  15. That would make for a hell of an April Fool's surprise.
  16. The function is working as designed -- when you drop sidekick, your pets despawn. Is it working as intended? Without the original devs to ask, that's going to be harder to answer, but since your combat level isn't changing when you drop sidekick as the result of leveling to [leader's level-1], then I believe the exhibited behavior of killing your pets is an unintended consequence of the code's function, and is therefore a bug.
  17. Perhaps attach a check for 'safe' status, already used for the logout timer, so that if you're out in a 'combat' area you have the normal counter, but if you're in a safe area you get a much-reduced counter. This would prevent people from standing in the bowl during an MSR spamming costume changes, but allow them to switch quickly back inside the Vanguard base (i.e., at the tailor where you make a change to your power colors, save it, then quickly cycle through your other costumes loading the new .powercust file to update them).
  18. You can also look in this thread for using the 'optionset' command for fine control of the buff/debuff display icons.
  19. I wonder if just making them neutral -- like the yellow-frame Crey in Brickstown -- would be enough to deal with that.
  20. Ding during the first of the mid-day MSRs, then swap to another character for the second. It's faster to hit the shield with the first character to log them out in Point du Hoc and swap than take them back to the Vanguard base and train first. If you get distracted, the character left at Point du Hoc might sit there for a day or more before you get back to them.
  21. Also, as a similar 'nice to have' bit of information, a display of combat/security levels if the character is not fully trained -- i.e., "38/40" for a character who is level 40, but only trained to 38 -- so you can see who you need to train to bring up to full status.
  22. Wasn't there a recent update that was supposed to make the visuals for Wild Fortress constant, instead of only showing on activation (zone Changes, etc.)? Sounds as if that change isn't working properly.
  23. It would be a nice QoL upgrade if pet powers were made 'smart' using a derivative of the code that handles sidekick/exemplar status -- you rise in level, either by dinging or a change in leader, and your pets' level goes up in parallel. Go down in level, and your pets decrease with you -- although this is complicated by the need to desummon pets you no longer have the power for (i.e., below 21 for the tier-3 pet), and the number of tier-1 and tier-2 pets may need to be reduced. But I don't know if the code would support making a change like that without serious unwinding of the spaghetti code behind the façade.
  24. In the same way that the Ouroboros portal power was altered so that you no longer have to be on the ground to summon the portal, can the P2W powers for the various buff pets be altered so that you can summon your pet while just off the ground?
  25. With pets using groups that already exist in game, the problem becomes one of a) establishing visual differences for the base, first upgrade, and second upgrade versions of each tier of pet, and which abilities the pets get (and at what strength) foe each level of upgrade. This may or may not run out of existing art assets with the group, and may or may not require additional animations -- all of which would be more complicated than simply subbing in the models from the group for the base pets.
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