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Everything posted by srmalloy
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Sometimes the Game is Just Really Generous
srmalloy replied to ImpousVileTerror's topic in General Discussion
It's the kuroko rushing in as the team exits the mission to redress the map for the next one. Just remember, if you actually see one, you're supposed to ignore them; they embarrass so easily, then they cover the floor with caltrops, and then things get ugly. -
I only bothered memorizing pi to 3.14159265358979323846264338327950288, and e to 2.71828182845904523536...
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I don't have OCD; I have CDO. It's just like OCD, except the letters are in alphabetical order. AS THEY SHOULD BE.
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From a conversation with Matt Miller, all of the interior maps are built from pre-made 'blocks' that are linked together to make up a cavern or lab/office floor. Unfortunately, the tools that the devs used to do this weren't very sophisticated, and they required considerable hand tweaking to get the pieces in the right positions. It was more a problem with the yellow office maps added in CoV, but if you remember running across maps that had a black wall across a corridor obstructing view but not movement, this was what happened when the devs didn't get the map sections aligned properly -- the game 'saw' that the current map section didn't connect to the next, and just stopped rendering at the gap. Without recreating tools to manipulate the map sections, the devs aren't going to be able to modify existing maps or create new ones.
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Random street NPC dialog grammar failure: "[NPC] Mel: Toksichiy Podlesok saved the city from a some secret society within the Council!" This refers to the character's completion of, I believe, the Path of the Dark story arc, but either "a" or "some" needs to come out of that line.
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It seems to be a stock problem with Council missions where the game automatically prefixes 'Archon' to the name of the mission boss, but also generates the name of the boss as 'Archon [name]' or 'Adjutant [name]', so you get bosses named 'Archon Archon Leery' or 'Archon Adjutant Walker'.
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In the Path of the Dark story arc, when you leave the mission after recovering documents, you get sent to Marisel Valenzuela to decrypt them. The mission text says "You'll need to have them decrypted. You immediately thought of Marisel Valenzuela, the freelance investigator." The mission is a FedEx; she says it's easy and sends you off to another Council base. My question here is why you would think of her, when you might not even have her as a contact, when in an earlier storyline, Citadel decrypted data for you, so you would know that he can do it. If it's just a FedEx mission, why wouldn't Citadel's decryption skills occur to you first, and you go there? The only thing I can think of for using Marisel is that she's loosely in the same level range as a contact, even though it doesn't make any difference.
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"A criss-cross of multi-colored beams, at the center of which nothing living could exist." I believe the point he's making is that the Gun Drone grabs more aggro than a lone Sapper in a spawn of Malta, and gets destroyed before it can do anything but be two seconds of ablative armor.
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An open letter to the Paragon City office architect
srmalloy replied to Lunchmoney's topic in General Discussion
You can do the same thing with warehouse maps; I don't know of any warehouse map that would fit in the building the door is set in. Not to mention all dead space in the building not connected to anything. We should have a lot of (cosmetic) doors in the warehouse corridors to at least suggest that warehouses in Paragon City aren't just logistical nightmares unable to actually be used as warehouses. -
Depending on the hat, it will either have no hair, or will have a fixed style of hair baked into the hat piece -- I think the military caps, for example, force a crewcut for the back of your head.
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An open letter to the Paragon City office architect
srmalloy replied to Lunchmoney's topic in General Discussion
No... Maurits Cornelis Escher. -
All of these. For all that they're annoying to deal with, they make missions more than just a repeated "which mob do I pound first?" drag.
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One minor detail here, in that an angle is relative to your current facing, so a set of binds like powexec_location 300:5 "battle drones" powexec_location 60:5 "protector bots" powexec_location 0:5 "assault bot" will not summon them to your left, your right, and in front of you; the first will turn you left 60° and summon your drones, the second will turn you right 60° from where you were and summon your protector bots, and the last will summon your assault bot without changing where you are facing -- so if you use them in that order, you'll summon your assault bot on top of your protector bots.
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And 'up', 'down', and 'camera'. The latter is the direction you're looking when you activate the macro; I have some teleport binds that use it. Also 'max' for the distance, which puts it out at the max range of the ability. "forward:max", "camera:max", and "up:max" are useful for teleport.
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There's one that regularly spawns on the high tension tower on the east side of Kings Row where the exploration badge is who named his Embalmed, too.
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It's not relevant on Homecoming, but I used to set up new characters on Live by feeding them about 100k, then hitting the AH to bid on high-end SOS -- 45+, which were often listed for minimums under 1000 inf; when my enhancement tray was full, I would run them to the store at the south end of Steel Canyon and sell them, where I would get about 150k-200k per SO. Doing this easily paid for a new character's early slotting.
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Knockback Attack! What cool stuff could KB do?
srmalloy replied to Galaxy Brain's topic in Suggestions & Feedback
As a minor visual enhancement, when someone is knocked into a wall, stamp the 'broken ground' visual effect (I think you see it with Foot Stomp, and one of the path auras does it) where they hit, with the same fade time as its other appearances; you're just stamping it on a wall instead of the ground. -
Teleport Pool now that /enterbasefrompasscode exists
srmalloy replied to zenblack's topic in Suggestions & Feedback
Putting in a check that makes it unavailable when you are in combat, using the same mechanism that disables travel powers in combat, does the same thing, and doesn't require creating new power animations and visuals. -
It was something I noticed when I was looking through the forum thread on custom menus this morning; it seemed to be an odd requirement, and stuck in my mind for that reason. And from decades as a programmer, I have gotten used to checking the stupid mistakes first, because those are the ones I overlook most often.
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I think there are a couple of powers with that animation, 'slam the ground PBAoE' effects.
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Just out of curiosity, you do have the required blank line at the start of the 'ntoon' menu file, right?
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Parasitic Leech, in Bio Armour on my Sentinel, has an icon border that is an arc across the top of the icon; this is the indicator for a cone attack. The power brief description says that it is a PBAoE, the longer 'info' says "you release a wave of parasites around you'. If it actually is a PBAoE, the icon should have a solid ring border. Because it cannot take damage enhancements, there is no clue there as to the power's effect type.
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The Council redress of the layer-cake room is the pool room. For a little bit of extra annoyance, I discovered on Homecoming, having never found it back on Live, that there's an accessible area under the lower level of the pool room, where the -- of course -- last mob in that room was hiding.
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Even if it's just being able to pick from the 'costumes' that are in the Halloween drops, it will be huge.
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When you're doing a respec, you have to drag enhancements to the slot you want them in, all visible on the management screen, but if you're putting them in your inventory, you have to switch tabs in your inventory if one fills up. It would be convenient to have a quick option -- perhaps a right-click to get a context menu like at an enhancement storage unit -- that gave you the opportunity to just throw an enhancement into your inventory without worrying about what slot it will go into. Admittedly, it's a minor thing, and I don't think it would get a huge amount of use (how often do you respec any given character, after all?), but it's a convenience. Perhaps a second choice 'put all unslotted enhancements in inventory' to further speed up the process after you've slotted all the powers you can and just want the rest to go into inventory, as well.