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Everything posted by srmalloy
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If you're arguing for the removal/rework of the blue caves, then you should be advocating for the same thing to be done for the brown caves and the Council base maps, too -- the brown caves are just a recolor of the blue caves, and the Council bases are redressed versions of the blue caves. This is a huge rework of the maps.
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I verified this again on a new character; I went to him at 10, and he sent me off to defeat Council in Steel Canyon. During this, the character dinged 11, and when I went back to turn in the mission, he wouldn't give me any more, even though the message in the dialog window when you click on him says "I've got some things I want you to look into", implying that he should be giving you more missions.
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Well, to be fair, my first thought was imagining a character with this set crying "Be healed!" and flinging a rock at their target, knocking them on their ass. And the AoE heal being a spray of rocks. Something to make people think "you know, the spasming from Electric's heal isn't that bad..."
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I was doing Tobias Hansen's mission (level 30) to 'defeat all zombies in mausoleum', where you're in the wide grey caverns and have three victims to rescue. I had badly outleveled the mission, and was running it at +4, so it was a level 34 mission. I'm not sure how it happened -- I think I ran into a quirk in the makeup of the Banished Pantheon faction -- but instead of the 'lieutenant Shaman and zombie' spawns around the mission level, I was getting level 40 spawns (+6 to the mission level) with a Shaman downgraded to minion and one of the newer lieutenant mobs ('sealed of Joule' or the like) that summon BP masks as underlings. Because I was severely overleveled for the mission, taking them wasn't impossible, but it was a surprise. The spawns that were just minions, and the one spawn with a Totem, were normal level for the mission. I think what happened was that I'd hit a gap in the mob types for the Banished Pantheon, where there weren't any lieutenants for that level, and the game picked the closest it could find, but they don't spawn at lower than level 40, so they spawned at their minimum level. If this is true, it might be worth looking at the level ranges for the BP and tweaking them so you don't get gaps that result in surprise spawns like this.
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And, depending on the colors you choose for your boots, you'll find out why they were nicknamed 'poot boots' back on Live...
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Cosmic Soldier is correct; the +2 Mag effect has its own visuals. The electric sphere tells you that the proc triggered. Unfortunately, there's no way to customize it, but it's still an easy to see indicator.
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I didn't know about the teleport hack; the way I was shown to get there was to fly to the southeastern corner of the PI zone and move up the east barrier wall until you found the gap there that would let you out of the zone limits, then fly out to where the water stopped and duck under the map, then fly back to the arena. I know that method still worked at shutdown, because I parked a character in the Matrix room on the last day.
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Is anyone else a total slave to the thematic?
srmalloy replied to DrInfernus's topic in General Discussion
Just a completely out-of-the-blue bit, but this comment reminded me of a Crowning Moment of Awesome in SWTOR, where my Smuggler character Dirty Kicked a Sith warrior and dropped him, immediately spawning the line "Ancient weapons and hokey religions are no match for a durasteel-toed boot in the nards." -
I can't say for certain, but I seem to remember that if your character is low-level enough, they won't get Rikti spawns in an invasion unless they're near or teamed with higher-level characters. And when you're down around level 6 or 7, it generally takes a brute, scrapper, or blaster to have a chance of taking down a bomb solo, and even then you're going to be grinding on it for a while.
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Along with watermelons, pumpkins, bananas, grapes, and eggplant, yes.
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If the mobs in the trial were fixed at level 19, then at 17 you'd be fighting +2s, which is a bigger handicap with DOs than IOs or scaled SOs.
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It's botanically a fruit, but legally a vegetable, so ruled by SCOTUS in Nix v. Hedden, 149 U.S. 304 (1893), which concerned the tomato's classification under US customs regulation.
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Fly's Acc debuff got removed somewhere around when City of Villains was released, IIRC. Maybe earlier.
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Have the mission owner go to base before mission completion, then take the porter to Eden, then go to the Hive and position themselves for a good Kronos spawn. Then port back to base. After all that setup, complete the mission. The mission owner exits the base via the base portal, and is returned to the Hive, because that was the last zone he was in. And the Kronos spawns in the Hive.
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The "Circle of Thorns 3" shoulder piece has a flappy, cape-like part hanging in the back. It appears to use the cape code for coloring, as the outside takes the colors you select, but the inside remains in black and white, and is uncolorable. You can work around the issue by making costume colors linked, which spreads the shoulder colors to the inside of the capelet, but if you're making that change after working on the rest of your costume, it can screw things up.
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Back on live, the devs adjusted the mission reset function so that you could only reset a mission, IIRC, six times before the reset did nothing, leaving the mission as you exited it last. This was done to address the perpetual resets of the wolf farm missions before the addition of AE to the game, at which point some of the focus turned toward trying to police the AE missions to catch 'no risk' XP farms, and never changed after the aggro and target limits were put in that prevented the 'herd the whole map' process that the wolf farms relied on.
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Mission waypoint when entering zone should remain
srmalloy replied to Ukase's topic in Suggestions & Feedback
The waypoint being reset to the your assigned detective in the zone happens only when you enter a zone for the first time; on subsequent entries it doesn't happen. Still, I agree that it's annoying, and unnecessary if you already have your police radio. -
All of the Outcasts' summoned fire imps, whether Frostfire or the Lead Scorchers, properly 'die' when the summoner is defeated. I think the reasoning behind why some pets do and some pets don't is that for the various controller/dominator pets, they're summoned and empowered by the will of the summoner; when the summoner goes down, the force holding the pet(s) together dissipates. For the critters summoned by the CoT or Rikti portals, they're self-contained entities; once they appear, they're there until defeated. For the husks summoned by the BP Death Shamans, you can make an argument both ways -- they could be fully empowered when summoned, and independent from that point, or maintained by the shaman, and should go down when he does.
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For mobs that get stuck in the geometry, I don't think that there's anything that can be done. For mobs that fall through the geometry, there's a 'floor' beneath the map geometry that these mobs fall down to; if there were some way for this floor to be designated as a continual-damage area, so that any mob that fell through to the floor would take enough damage to kill it immediately or over a few seconds, that could address most of the problem. It would still leave flying mobs, who could be knocked through the geometry but not land on the 'floor', though.
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Actually, I've seen two examples that suggest that it happens, although offscreen. One was a conversation among a group of Hellions where one says "No, I'm telling you -- he got the purse!", and the other one was a 'pass by and come back later' situation in Kings Row over on the east side; I was over there to talk to the contact there, and there was a Skull playing tug-of-war with a civilian. When I'd finished with the contact and headed back out, the civilian was gone and the Skull was rifling a handbag. So there is at least the suggestion that purse snatchings can be successful.
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The name of Infinite Corona (Excelsior) was reset
srmalloy replied to czis's topic in General Discussion
Quidquid Latine dictum sit, altum videtur. Unless you're trying for "sounds snooty". -
I sometimes wish the ragdoll code was a little more sophisticated, with limits on the movement of body parts; it can be disturbing to defeat, say, a Council Marksman and have the body lying there on the ground doing an imitation of Linda Blair in The Exorcist, except that they're spinning at the waist and making five or six turns.
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Turn down your graphics settings. I was having continual CTD problems with MSRs, where I would get down in the bowl and have my client blow up within two minutes. Reducing my graphics settings to 'Recommended' solved the problem, and I haven't had it recur since.
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The name of Infinite Corona (Excelsior) was reset
srmalloy replied to czis's topic in General Discussion
Vah! Denuone Latine loquebar? Me ineptum. Interdum modo elabitur. -
When the team clicks, it can be awesome. And sometimes the setup makes all the difference; I remember being part of an all-Kinetics ITF that Kay ran on Guardian; it was a steamroll mostly because everyone was hopped up on boosts, with pets zipping around like hummingbirds on crack.