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srmalloy

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Everything posted by srmalloy

  1. I don't believe so, but I'll have to check after I get home.
  2. My Ice/Cold Corruptor was given power choices while training that included Freeze Ray, and I noticed that the icon showed a translucent cylinder around the figure, while the power is a Hold. Checking the power icons legend to be certain, the icon for the power is using the Sleep iconography; the cylinder around the figure should be solid for a Hold.
  3. If I remember it correctly, the old MoG was "heal to full, drop to 10% health, and take 10% damage from everything but Psi", which I read as "Keep everything the same except take 10x damage from Psi"; this makes my Psi/EM Blaster quite happy. (she also enjoys the minotaurs in the ITF when she keeps doing normal damage while the rest of the team tries to nickle-and-dime them to death)
  4. I think it was more of a case of 'what can be done within the limits of the game engine?' -- Praetoria went live far enough ahead of the closure of Paragon Studios that the devs were able to make a start on rolling the new features seen in Praetoria back to the rest of the game. The rework of Atlas Park shows what they had been able to get done -- all of the building changes with the new reflective windows, and the open-world instanced missions from Matthew Habashy and Aaron Thierry (Twinshot's extended tutorial arcs were basically just tweaked versions of existing mission types). Unfortunately, with the exception of the partial development of the unreleased issue that was polished and released by SCORE, we don't really know what the devs had planned with regard to further changes to the story and missions of the game.
  5. Appearing embedded in the floor is also something that happens rarely when using an elevator in a door mission; it was a problem back on Live until the devs implemented a check that identified players who'd exited the elevator into the floor and repositioned them to yank them out of the floor.
  6. One of the things I remember from live was, when running a Blaster, targeting the team's tank to attack their target, which putatively made it less likely for you to pull aggro. The problem was that, in the hail of special effects, you often had no idea what target you were focusing on.
  7. Radeon RX 5600 XT. The video drivers I was using were installed more than three months ago, and it was only after I started getting the crashes that I updated them, but it made no difference.
  8. You don't stay in a base when you log out; you're deposited at the base portal of the zone you entered the base from. This is one reason why the Monitor Duty day job icon appears when you are close to a base portal, not when you are in a base, despite the description "log out in your base to earn progress towards this badge"; you just have to be near a base portal.
  9. They're not affected by Fear powers?
  10. This was an ongoing issue with the Positron TF; it seemed like every time I ran it, the team was made up of four exemplar/anchor pairs, and the client was still unstable enough that it was a crapshoot whether we'd make it past the middle of the TF without having someone crash or disconnect, with a 50% chance that it would be an anchor, causing their paired exemplar to be ejected from the TF. If it happened in the first two missions, we'd generally restart, but later in the TF we'd just bull through.
  11. Recently, I have been experiencing occasional -- sometimes almost back-to-back -- crash issues. Not just the client falling on its face, but the whole computer -- black screen and reboot. The crashes occur when finishing a transition; I've had it happen when entering a mission, leaving a mission, zoning into my base, zoning from my base to another zone, zoning with the tram, zoning with TUNNEL, and once when accepting an Assemble the Team during a Manticore TF. What makes it odd is that I have only been able to make it occur with my Demon Summoning Masterminds; when trying to replicate it with a Robotics Mastermind, or a character of any other AT, I can't get a crash. With further experimentation, simply summoning all my pets and running around zoning repeatedly failed to cause a crash; when I used Enchant Demon to buff my pets, I was able to get a crash four zone changes later. Testing using only Abyssal Empowerment did not cause a crash; the problem appears to be related to the use of Enchant Demon. I have not yet done tests summoning only one grade of pet (i.e., demonlings, demons, demon prince), applying Enchant Demon, and zoning repeatedly. Curiously, when a crash occurs, the Homecoming launcher shows the regular Homecoming client as 'not installed' when first started after the reboot, but clicking on the 'download' arrow appears to refresh something, because it shows 'Ready' within a second after clicking. Thinking that the issue might be something on my end, I upgraded my video drivers, and also wiped and completely reinstalled the game, although I did retain the mods I have installed: Vidiotmaps, the 'MoreMaps4U' i24 map update, and BernardTheBeast's sound mod to make the Demons less annoying. I will have to test removing each one in turn to see if one of them is the issue, but the problem does not occur anywhere else in the game except for loading into a new zone, and only with my Demons MMs. If I dismiss my pets before zoning, the problem does not occur, but taking the time to resummon and buff them all for every door mission in a TF gets tedious.
  12. As long as you don't care about the inevitable shitstorm from people who see their pet feature not getting the priority they feel that it deserves, regardless of how much work it entails or how many other things break in the process, etc.
  13. Which immediately reminds me of:
  14. This is probably not going to be an issue for non-pet characters, but is it possible to change the way mouse targeting works -- the change to a red pointer to indicate that your pointer is over a targetable mob -- to exclude mobs that are between your character and the camera, but not displayed on screen? With my Masterminds, it's become tedious to have to perform camera gymnastics at mission doors and glowies to get the blue hand allowing you to click on the door/glowies, because my pets always run up behind me, and their target boxes for clicking on them extend up into my field of view even if they're hidden off the bottom of the screen.
  15. IIRC, it's a condition imposed by NCsoft as part of the negotiations the Homecoming group is engaged in. With video hosting sites monetizing the uploaded video, this is making money off of NCsoft's IP, with Homecoming being complicit in enabling it by operating the rogue servers -- grounds for NCsoft to drop a C&D order on the negotiating table and go home. So Homecoming is aggressive in shutting it down when they find it, the same way they're careful to only accept donations to cover their operating costs.
  16. Virtually all of my characters get customized. The most necessary being any character with a Radiation powerset -- radiation is not toxic green; that's a misperception from radium illumination, which is actually the color given off by the phosphor in the paint, not the radium. Any glow from radiation comes from Cherenkov radiation, which is a different color entirely. For Fire Blast, one of the things I do is scale the color of the blasts up as their damage rises -- the tier-1 is red, scaling up through orange, yellow, pale blue, and white to show more energy in the blast. The floating runes in Mystic Flight go unless there's a thematic reason for the character to have them, though. For most characters, though, it's tying the powers together with my concept for the character.
  17. Every time one of my characters gets that mission, I get so conflicted. Which should you be rescuing -- the lawyers or the Devouring Earth?
  18. That was something I hadn't considered; compensating for that would be a pain, unless as part of the change there was a revision to how pets work so that they sidekick and exemplar along with their summoner -- which I have to admit would be a very nice QoL improvement for any powerset with pets, but which I expect would be a stone cold bitch to change in the code.
  19. Alternatively, how about a hybrid approach? Retain the sidekick as -1 level, and add back the range limit from the original version of sidekicking, except that instead of 'falling out' of the sidekick if you got too far away, change it so that as long as you were within some moderately generous radius of someone at the leader's level, you got a +1 boost to your combat level? This would give a nod back to the original concept of the sidekick fighting alongside their mentor, not running off to do their own thing, and address the increased divide at higher difficulty settings.
  20. I'm pretty sure we don't have the art assets that would be needed to do it, but Cruella de Vil's costume change (seen in the latest trailer for Cruella, and the top image in the linked article) would be awesome to see implemented in game.
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  21. Praetoria Police can't dance, because they have two left feet?
  22. Actually, many RNGs take a simple approach that introduces bias, but the bias is at the low end of the range. The RNG algorithm computes a number, generally 32, 64, or 128 bits, and that number is distributed uniformly, but when converted to a result range, it introduces bias. Say you want to generate a 1-10 result; this is commonly done by generating a random number modulo 10 (getting 0-9) and adding 1. For this, only the low four bits of the number is relevant, but there are sixteen values -- 0:0, 1:1, 2:2, 3:3, 4:4, 5:5, 6:6, 7:7, 8:8, 9:9, 10:0, 11:1, 12:2, 13:3, 14:4, and 15:5. So the returned values have 1-6 appearing twice as often as 7-10. The bigger the range, and the closer that range is to a power of 2, the less effect this has -- a 1-1000 range is very close to 1024, for example. From the graph above, though, that isn't what is being seen here, so the original devs were careful to avoid the easy pitfalls of random number generation.
  23. Ahh, but it lets you joke about the stage ninjas who sweep in behind you as you leave and change the entry chamber so it points to the other Council base that was built there.
  24. What makes Citadel such an annoying slog is the endless "Clear out this base in IP. Now clear out this base in Talos Island. Now clear out this base in IP." back and forth over and over again. If you were clearing Council bases in IP, then moved to Talos to clear more, it would be less oppressive.
  25. It's not a game-shattering issue, but the ship docked on the N side of Mercy Island at (-3488.3 12.3 -3786.5) has sails set that disappear when you get close.
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