Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
4262 -
Joined
-
Last visited
-
Days Won
9
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by srmalloy
-
To be fair, it's not just the people who are forming teams for a TF and announcing it as 'speed', but the players in the team deciding to rush the objectives to get it over with and get the rewards quickly, so their perspective may be influenced as much by the rest of the team pushing for faster completion as it is from the people soliciting for 'speed' TFs.
-
START vendor option to disable lower-level salvage drops.
srmalloy replied to Mystoc's topic in Suggestions & Feedback
It's a particularly special case, but getting a Grant Invisibility buff from the empowerment station is quite useful for Mender Ramiel's arc to unlock your Alpha slot -- skating through the Council down to the chamber where you find Trapdoor, then on the final mission skating past all the mobs in the tunnel to get to the Minotaur. If you're not concerned about the XP for the arc, just the completion, it contributes to shortcutting the process significantly, particularly on a 'support' AT. -
Oh, yes, the Vanguard MDC -- the "drop it in situations like mothership raids where it can draw the 'next target' logic of everyone else's pets, in effect removing those pets from combat" accolade... At least when it's the character invoking the 'next target' logic as they continue attacks, they can see 'Vanguard MDC' appearing in their target window, so they can tab to the next target, so it's much less effective at griefing non-pet classes. At least with the changes on open beta, controllers get pet controls, so they will -- when it goes live -- be able to pull their pets away from being locked onto the MDC someone else dropped for a lark, instead of having them locked onto the MDC forever.
-
They can create that badge, but all they need to do is create three more -- automatically awarded badges for a character being created as a hero, villain, or Praetorian, and it can remain the eternal goal for all the badge completionists, since you'll always be at least two short of completion...
-
Is it possible to set a rotation limit on the joints for the ragdolling animation? I had a mission against the Council to rescue hostages where I defeated a minion whose body got hung up by his elbow in a doorway: The body was suspended by its elbow being attached to something invisible, and it hung there, obstructing movement because it was in the doorway, while its torso made six full rotations at the waist -- you can see in the screenshot how the body's waist has become twisted like you would twist up a bread bag before attaching the clip to hold it closed. It was a bit disturbing to watch the torso make a full rotation, pause, then make another over and over until the body despawned. If the rotation limit for joints were set to, say, 180°, that would make the convulsions of a defeated mob less visually intrusive (the 'best' one I've seen so far was a Freakshow that bent forward, touching his toes with his forehead, and continued the forward rotation of his torso for two full rotations, as if he had rotor cuffs for hip joints) while not significantly reducing the flailing as they get knocked away. Or at least reduce the time limit for how long a defeated mob's ragdoll animation will last, so that they don't lie there on the ground performing physically-improbable twists until they despawn.
-
For some reason the phrase "like sh*t through a goose" sprang into my mind when I read that...
-
Never happen. Not only will GW have raised the prices on the Blood Angel sets, they will have discontinued the sets he needs to complete his army.
-
Wood, Fire, Earth, Metal, and Water are the five Chinese elements. Plant would certainly fall under the 'wood' category. Not sure what you could pick to be the 'metal' element, though.
-
That's the British English spelling. American English drops the 'o'. You can find all sorts of minor spelling differences between the two sides of the pond, like 'encyclopaedia' or 'paediatrics'.
-
While I have no concerns about it being functional, I'm not sure Adaptive Recharge is going to be a good mechanic to apply to all of the powers it's being swaged onto. Take Cinders, for example; you're whirling cinders around your body; that shouldn't care how many people are standing around you to be hit by them; you're applying the same effort regardless of how many people get hit. It's like throwing a grenade, then realizing because the grenade blast hit an extra four targets this time, it's going to take you longer to pull another grenade off your belt and pull the pin -- it's fabricating a mechanic that feels more as if it's dependent on how the player defines the way their character's powers work. For example, the notes on Ground Zero -- the power has the character releasing radiation into the environment around them; at the point where it's released, the number of affected targets is indeterminate, and not affected by anything the character does -- once they release the radiation, they've expended the effort, and whether it affects one target or ten is irrelevant to the effort they expended. Other powers, like Mass Confusion, where the character is actively working to confuse targets in an area, is different; there the character is having to focus on each additional target affected, so increasing the recharge based on the number of targets affected can be justifiable.
-
What I've seen is that, on any mission against the Council in a TF, the rest of the team is virtually always going to be too fixated on completing the mission and getting out to rush to the next one to even consider taking the additional time to clear the doors in a gaol in the base.
-
Open beta is here, copy your characters over and start testing!
srmalloy replied to KaizenSoze's topic in General Discussion
Well, that suggests that he's definitely not Skippy... From the 213 Things Skippy is No Longer Allowed to do in the US Army: 7. Not allowed to add ‘In accordance with the prophesy’ to the end of answers I give to a question an officer asks me. -
No, they just need a physic... 😉
-
The room that has the upper level to the left where you've got a bunch of random civvies, an Arachnos boss, and Matthew Habashy on the ground? It's got six force-field doors on each of the left and right sides, and I believe three on the back on the wall behind the civvies (and one of the doors explodes through the civvies when you destroy it; isn't plot armor wonderful?). Yes, all of them count toward Doorbuster; I routinely go through Matthew Habashy's, Sondra Costel's, and Aaron Thierry's arcs with new heroes to get the 'Saviour of Atlas Park' badge at the end.
-
The final mission of the 10-15 Clockwork Captive arc, "Check out Lou's shop", sends you to rescue Lou's wife and daughter. There is a secondary mission goal, "Unlock back room", that is currently pointless. Somewhere in the evolution of the game, the map that this mission was set on was changed; it used to have a single back room, the door to which you had to unlock to get to the hostages, but it's now a map with two back rooms -- and the locked room has no hostages inside, just hostile Clockwork; you can rescue both hostages without needing to unlock the door. Can the mission configuration be changed, either to make the door you open to get to the hostages the locked door, or to move one of the hostages to the room behind the locked door, so that it's not possible to rescue both hostages without ever unlocking the door? It seems pointless to run around to find the key, then unlock the door, and immediately turn around, ignoring the room behind it, and enter the other room to actually complete the mission.
-
- 2
-
-
You're missing the point of my comment. They suggested that people just stop walking into the torches. I replied that they should start with a goal of something (comparatively) easier, like halting farming, implying that getting people to control their movement better was a Sisyphean task.
-
Neither do the Council, at least back in the cell area; the room that the cells are hung off of have six locations where mobs can spawn, although running solo you generally see spawns at only four of them.
-
Looking for a coauthor of a mission or small base
srmalloy replied to temnix's topic in General Discussion
не мой цирк, не мои обезьяны. 😁 -
On my Rad/Rad Sentinel, when I mouse over the highlighted power "Proton Stream", the information text in the text box at the bottom is "Hurls a volley of alpha particles at your target. Proton Volley is highly accurate and will reduce the target's Defense." (emphasis mine). It looks as if the 'Proton Volley' snipe power from Radiation Blast, when the powerset was reworked for Sentinels, had the power name changed to 'Proton Stream' and its damage, range, and associated characteristics changed from the snipe power it was, but the power description was left unaltered. I think the word 'volley' should be changed to 'stream' in the two places it appears there to bring it back in line with the power name.
-
No... Start with something easy, like making people not run AE farms or spam the LFG channel asking to join one.
-
This is for the 'Gather Intelligence' mission from Montague Castaneda, where you have to rescue Lady Jane and take her to a chest in one of the back rooms of the mission map. Now, I'm not asking for any change in her combat/follow logic; what I'm asking for is to make her intelligent enough so that she can walk and talk at the same time, so that when you rescue her she doesn't just stand in place monologuing until she's finished telling you her life's history before her feet come unglued and she can move, following you as you lead her to the chest.
-
This seems to be endemic to MMOs; I've noticed with all of the MMOs that I've played that you have no issues with jumping unless you are in contact with a vertical surface like a fence or wall, which acts like it's covered in contact cement, reducing your jump height to 10% or less of what it would be if you're not in contact with the wall. I have to wonder whether it's something low-level, like a change in your collision box when your character performs the jump animation, and it momentarily pushes the collision box into the collision box for the wall/fence, so it keeps you from jumping normally.
-
It's not properly a geometry error with a zone, and doesn't actually affect play in any way, but one of the whiteboard objects that are placed as glowies in door missions has the whiteboard proper misaligned relative to the frame and the text on the whiteboard: This is a long-standing problem, having been in the game since fairly early on Live, but was never addressed because it had no affect on gameplay.
-
If it's happening to you on the same character, who presumably is level 50 with their Alpha unlocked, then this 'feature' wouldn't apply, but there is a known quirk in the way you get rewards from the WST, where there appears to be a single check that controls getting the WST bonus rewards for a week. Basically, it appears that there is a flag in the character data on the server that is set when you complete a WST; this flag gets reset when the WST does. When you complete a WST, the server awards you the normal TF reward, then checks for the WST flag. If it's set, it exits there. If it's not set, you haven't received the rewards that week, so it sets the flag, awards the bonus merits, then checks the character for meeting the eligibility requirements to receive a Notice. If you are eligible, it awards a Notice. However, because the "Done the WST already?" check is performed before the "can receive a Notice?" check, you can run a WST on, say, Tuesday, finishing at level 49, and get the double merits, then ding 50 and unlock your Alpha, then run another WST on Thursday, because the check for "done the WST already?" happens first, the rewards code kicks out at that point, and you don't get the Notice, even though you didn't get one on the earlier WST, so haven't received one for the week.
-
Quantum enemy mixed in with dead, untargetable NPCs, all stand up
srmalloy replied to Ridiculous Girl's topic in Bug Reports
Sounds as if the dead mobs are being spawned in the mission as ordinary 'mission spawn' entities, automatically flagged as dead and non-despawning, and then a function for the Kheldian spawn-modifier kicks in that changes some of the individual spawn mobs to Quantums, but that code doesn't get pushed through the same 'make them dead' function, so when they replace a dead body, they are put in as a live Quantum. It seems to me that the best way to address this would be to make the initial dead-mob population unaffected by any of the team-size, difficulty, or archetype special modifiers, applying those only to the ambushes that occur after you interact with the councilman's body. That way, you'd get two- and three-body spawns of regular dead Family even if you took in a team of eight Kheldians, but once the ambushes started, you'd get quantums mixed in with them the way you would in any other mission.