-
Posts
4542 -
Joined
-
Last visited
-
Days Won
14
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by srmalloy
-
This is one of the issues I have with fast snipe ranges being cut; having snipers -- or any other long-ranged mob (I haven't tested it on HC, but back on Live, Malta Gunslingers could hit my AR/EM Blaster at the range limit for Snipe+Boost Range) attack, even if they don't hit, and cut a significant chunk out of my range gnaws at me -- particularly since snipes, fast or slow, still give the temporary range boost, so where I could hang at range with a fast snipe in the rotation to use the range increase on other attacks while the snipe recharged, now I have to get into the same base range as my other attacks to use the fast snipe, making the range boost from snipes functionally useless unless I can get the snipe back up inside the window of the range increase. And even then, to take advantage of it means that I have to be shifting in and out, wasting some of the up time on the range increase on moving.
-
That, I think, is going too far; you're learning how to use your powers in 'live fire' exercises. However, since influence / infamy / information is rationalized in game as being other people willing to do things for you because of your reputation (for good or ill), I don't see how you get inf by essentially crawling into your holographic navel. Level from 1 to 50 in AE, and you'll come out having fully learned how to use your powers, but the people on the street won't know you from Adam's off ox; you've got no reputation at all. And since you're not getting inf, the P2W powers to trade off inf for more XP should be suppressed in AE missions, too. You'd still get the ticket rewards, and maybe drops handwaved as AE rewarding performance (otherwise, how do you get physical salvage in a holographic simulation?).
-
I noticed that you get a "You need to go out and interact with the denizens of the zone to learn more" text if you open up an exploration tip after finding all the exploration badges in that zone; perhaps it's just not updating to that if you have the tip open.
-
What's the story with the Shadow Shard, in-game?
srmalloy replied to Vanden's topic in General Discussion
Go through the door behind Tina McIntyre, take an elevator down, turn right when you exit the elevator, and follow it around to the portal room on that side; it will take you to the portal in Firebase Zulu, with General Hammond, your first contact there, down the walkway in front of you. -
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.
-
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'!
-
Is there an alternative to travel powers creating a popup tray?
srmalloy replied to Jeneki's topic in Suggestions & Feedback
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. -
Concealment Pool Update: Stealth or Invisibility?
srmalloy replied to Jimmy's topic in Developer's Corner
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. -
What's the story with the Shadow Shard, in-game?
srmalloy replied to Vanden's topic in General Discussion
That comparison is denigrating to empty wastelands. -
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.
-
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.).
-
Is there an alternative to travel powers creating a popup tray?
srmalloy replied to Jeneki's topic in Suggestions & Feedback
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. -
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.
-
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.
-
MM pets unspawn upon char level from sidekicked 49 to true 49
srmalloy replied to cohRock's topic in Bug Reports
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. -
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.
-
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.
-
Decrease cooldown between outfit changes?
srmalloy replied to blitz's topic in Suggestions & Feedback
Different timers for the /cc and /cce commands? I can see why that could be necessary. -
That would make for a hell of an April Fool's surprise.
-
MM pets unspawn upon char level from sidekicked 49 to true 49
srmalloy replied to cohRock's topic in Bug Reports
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. -
Decrease cooldown between outfit changes?
srmalloy replied to blitz's topic in Suggestions & Feedback
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). -
You can also look in this thread for using the 'optionset' command for fine control of the buff/debuff display icons.
-
NPC Pets need to stop hating doors so much
srmalloy replied to RogueWolf's topic in Suggestions & Feedback
I wonder if just making them neutral -- like the yellow-frame Crey in Brickstown -- would be enough to deal with that.- 1 reply
-
- 6
-
-
Include leveling status in Character Select
srmalloy replied to Shenanigunner's topic in Suggestions & Feedback
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. -
Include leveling status in Character Select
srmalloy replied to Shenanigunner's topic in Suggestions & Feedback
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.