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srmalloy

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Everything posted by srmalloy

  1. One of the things that would need to be done is to eliminate the binary effect of the controls in the game, where you either get full effect or nothing; that resulted in all sorts of specialized PvP-only modifiers to prevent situations like pera-hold. It would have taken a considerable amount of work to properly implement an incremental control system — for example, holds could increase your target's animation time as well as recharge, slowing their actions until they were frozen, making it useful even if you didn't get a full lock down of your target. But that is considerably more work to set up and implement, which the original developers didn't have — and once the current framework was in place, it made it much harder to change, because of how widespread the changes would be, snaking through virtually all of the combat mechanics.
  2. With the changes that Paragon Studios made to PvP, the mechanics are different enough that builds and habits that work for PvE can fail horribly in PvP, and it's unlikely that this is going to change in the future. Even back on Live, beyond exploration badge and Shivan runs, the sole time I've spent any significant amount of time in a PvP zone was shortly after the release of CoV, when a couple of friends and I decided to sunbathe on the roof of the hero base in Bloody Bay, just hanging out, and only engaging in any sort of PvP when someone came up (generally solo) to try to throw us off. After an hour or so, we packed up and went home. But overall, my attitude toward PvP has been cast in duracrete by my experience from other MMOs that PvP is a magnet for the sort of gamer whose sole measure of their "leet skillz" is how fast their level-capped combat monster in BiS gear can gank lowbies fresh out of the tutorial zone.
  3. The Mids subforum is no longer actively monitored; there is a pinned post at the top of the subforum, For Support & Bug Reports Use Our Discord or GitHub, with the first post on the next pinned post stating "For further assistance/bug reports please use our Discord/Github as all forum reports here are no longer monitored." The post gives the following links: Official Discord: Click Here to Join! - This is the best place to get up-to-date information and ask questions. Official GitHub Repo: View our Repo Official Twitter: Tweet to us!
  4. There is a 'murder motel' in Echo: Dark Astoria at [4227.6 -41.8 2941.0], but it would be vulnerable to the same problem that pushes people to Peregrine Island and Kallisti Wharf -- once you pass the zone level cap, you stop being able to knock on the doors, a problem not experienced in any zone where the mob level cap is 50. Since the mobs in the zone cap at 29, once someone dings 30, they'd need to move to another zone -- and the 20-29 level range is already 'filled' with both Talos Island and Independence Port, without having to deal with the persistent fog hampering visibility and the inconvenience of having to go through Ouroboros to get to the zone. Edit: I do concede that the fog makes the zone more visually appropriate for the whole trick-or-treating experience, but I expect that the ability to outlevel the zone for ToTing would leave it a... "ghost town" in favor of the level-50 zones.
  5. A secret Nemesis infiltraton of the RWZ, yes.
  6. As a gedanken-experiment, I'd like to throw out a suggestion that the functionality of the Halloween event be expanded to Dark Astoria, with trick-or-treat spawns either locked at 50, or scaling from 50-54 for more challenge. However, a more significant aspect of opening Dark Astoria up to ToT is the fact that there is a 'murder motel' in zone at [4247.6 -41.9 2937.3] -- which could draw some of the population away from the similar location in Peregrine Island, reducing the lag in the zone.
  7. Which ignores the "without upsetting existing builds" phrase in the text I quoted; changing the pools to make the resist/defense toggle selectable from the start means that the people who did take the T1 solely to get to the toggle either have to retain a now 'wasted' power pick or burn a respec per build to remove it and replace it with something more desirable.
  8. ...at least, if you ignore the people who took the T1 power in a pool to be able to choose the T2 defense/resist toggle, and as a result have this possibly unwanted power taking up space in their build that they would have been able to use elsewhere if the described proposal had been available.
  9. There are times when I've thought that the original version of Faultline was created by the Cryptic devs to demonstrate how screwed you could be with just Super Speed as a travel power; either Fly or Super Jump made that zone enormously easier to get around. Edit: Or at least less painful.
  10. A pleasure to meet you, Count Wulfenbach.
  11. I've personally seen Nemesis runs derailed, forcing the team to exit and restart, because the team leader didn't select the mission in advance and someone else entered the mission first, with their instance of the wedding mission becoming the active one instead of the team leader's.
  12. In the blueside vigilante tip mission "Malta Gunslinger Action Figure, there is a bit of NPC dialog that seems out of place. Running the mission with my Fire/Energy Sentinel Feuerkraft, the optional mission goal being to rescue Blast Furnace, I see the following bit of dialog: [NPC] Sapper: Copy that Charlie team, confirm reports of Frostfire on the premises, over. Frostfire is a known hero at this point, but is not in the mission in any way. It seems to me that this dialog should have the character name, not Frostfire's.
  13. The problem can start happening with as few as 22 items claimed at once. It appears to be a problem with the interface between the game client and the database module that manages the AH. The problem existed back on Live, so I suspect that it's not a simple fix, or it would have already been corrected.
  14. The power 'Depression' as used by the Banished Pantheon has a power description that is an inadequately edited version of the description for the Radiation Emission 'Radiation Infection' power: The last sentence of the description implies that it's a power under your control, not that of the BP mob using it.
  15. At least they got forced to be a bit more subtle about it after the Marvel suit; I got tired of seeing what felt like half the characters you pass by being Claws/Regen Scrappers named "xXxWolverinexXx" or some minor variation thereof.
  16. Rather than simply forcing these to be dismissable, a hero (villain) Valentine tip that sends you to the Rogue Isles (Paragon City) should be forced into the "board transit" type of mission that takes you to a small instanced map where the recipient happens to be located, like the "From Mynx" tip that has you board transit to go to Arbiter Sands' other hidden base. And similarly for still-Praetorian characters getting Valentine tips that send them to a recipient on Primal Earth.
  17. Amusingly, it was the Romans themselves who created that etymology. Pliny suggested that the word salarium (salary) came from salarius (salt), and said this was because in the old days soldiers were paid in salt. But he, writing in the middle first century, was referring to a nonspecific and hazily remembered distant past, not to a documentable practice ("Even in the very honours, too, that are bestowed upon successful warfare, salt plays its part, and from it, our word "salarium" is derived." -- Pliny the Elder, The Natural History, Book 31, Chapter 41 ). The Roman writer Suetonius also wrote about soldiers being paid in salt in his "Lives of the Caesars".
  18. And wars over salt -- the earliest recorded war over access to a supply of salt was over a salt lake in China in 3000 BC. There were others, in 1304, 1482, 1540, 1556, 1680, and 1877, among others.
  19. Give the MM pets the same movement power the MM has, so they can keep up with the MM. Full SJ, SS, or Fly. As a side effect, that would return Group Fly to the niche power it was originally, since MMs would no longer have to take it to make their pets (and everyone else who didn't preemptively go to Null to disable it) to fly with them.
  20. The 'troughs' on the top of the Rikti mothership have low domed 'lights' that would have a surface step running through them, except that there is a semicircular cutout in the step to pass around the light. During an MSR, the Rikti on the hull of the mothership are too stupid to jump, and can hang up on these cutouts, unable to figure out how to jump up onto the higher side to continue following a taunter: If there is an easy solution to the problem, please update the movement logic for the Rikti in an MSR so that they'll at least try to jump over an obstacle the way other mobs will; it's annoying to get taunted mobs stripped away from you because they're too stupid to jump over a knee-high obstacle.
  21. And I can confirm that experimentally:
  22. This was addressed once pottery was developed (appropriately-shaped stone containers were difficult to make until much later) with the invention of "potted meat", where cooked meat is tightly packed into a jar to remove air pockets, then has melted fat poured over the top to solidify and make an airtight seal. Mold on sausage was an accidental discovery from the practice of hanging meat/sausage to dry-cure (often after being smoked for additional preservation), and required careful choice of the environment to store the meat in to encourage the 'right' strains of mold to grow on the meat.
  23. And virtually every time I've gotten one of those missions -- preventing some Family boss from escaping -- the map seems to be like the last mission of the Synapse TF, with two routes to the back room, and the boss always picks the other one to the one I'm in -- or, in some cases, spawned behind me (where I've seen the boss just appear out of thin air). What I've taken to doing when I get these maps is to fight my way in far enough to get the distant dialog from the boss about having to get out of there, and then immediately back up to 'upstream' of where the two paths to the back room join and wait for him to arrive to be beaten down. And even then, on rare occasions, he'll spawn between where I've set up and the exit, escaping before I notice he's spawned behind me.
  24. With every character I've done Stacy's missions on, I've always gotten "They call me the Doctor" as the first mission from him. Pro Tip: I've done this with Stacy and the three contacts (Trevor Seaborn, Haley Phillips, and Hugo Redding) that give out the "Rescue the mystic from the Circle of Thorns" mission for the Spelunker badge -- take whatever mission they give you, abandon it, ask for another, and repeat until they give you the mission you want. With the latter three, there are no prerequisite missions, so this will work the first time you talk to them, but Stacy has the "Doctor's Ally" badge mission you have to do before he'll give you any others. Once you complete that, you can cycle through his mission offerings until you get the start of the Revenant Hero arc.
  25. The Crey Narcotic, though, displays as the same swirling ring of balls around your character that an Endurance Discount power does, except the balls are a darker blue and the ring moves down instead of up.
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