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Everything posted by srmalloy
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Or, when encountering one of the swinging gates (like just S of Penny Yin) or one of the red phone booths, pushing up against the door to vandalize it, breaking it off.
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I don't know a good way to implement it, and it's not a really serious suggestion anyway, but I think having a badge series for making the wrong choice would be funny. The badges would be something like 'Confused', 'Misguided', 'Clueless', 'Lost', and 'No Sense of Direction' for increasing numbers of times you entered a zone for a mission, where the zone has multiple transport locations, and you pick one that isn't the closest to the the mission. It would need to have protections against gaming the count -- only the first time you enter the zone after receiving the mission, etc. -- but it would be a silly goal for people to go after.
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Acc/Dam, Dam/End, Dam/Rech, Acc/Dam/End, Acc/Dam/Rech (Dam/End/Rech generally only gets slotted - last - if there isn't anything needed more for a sixth slot). And I use the 'will go in this slot' highlight on other powers slotted with the same set to make sure I put them in the same order.
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Allow special characters to be used on naming
srmalloy replied to Darkneblade's topic in Suggestions & Feedback
It would be interesting to see people dealing with names like 'Лучевой Мираж', 'Стальная Дева', 'Лучник', or 'Разрастание' -- all characters in my roster... -
Do both -- have a TF/SF or trial that revolves around an even more ambitious plan. For example, the Oranbegans work out a ritual to go back into trackless prehistory and set up a failsafe that would be under the location where the Mu set up their tap into the portal in the Tower and short-circuit their attempt to hijack it (it being camouflaged as a confluence of ley lines to make its location attractive for siting the Mu's attempts). The heros/villains have to follow the Oranbegans into the past and stop the creation of this failsafe or pervert it to become a power tap for Arachnos. The TF/SF succeeds, sort of, and the failsafe detonates, creating a wave in time that swaps a section of the modern world with a part of the world from millions of years in the past, resulting in the appearance of new land from the distant past. Now, with fragmented Oranbegan artifacts scattered across the land, there are expeditions from both heros and villains to recover the artifacts, find out more about what they are supposed to do, investigate the wild life, etc., with the trail of exploration for Oranbegan artifacts leading up to another TF/SF to find and recover the damaged but still powered relic the Oranbegans intended to use to sabotage the Mu. The zone could then have dinosaurs, Oranbegan structures in the open air and underground, with both Oranbega and Mu fighting to take/retake artifacts, and with careful enough design, the final TF/SF could be built to allow for siding with the Oranbegans, the Mu, or denying them both their goal.
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It's not a reversed knee; it's the equivalent of the ankle joint in humans, between the tibiotarsus and tarsometatarsus bones. Birds and other digitigrade animals have knees like plantigrade animals, but many have disproportionately shortened femurs relative to the tibiotarsus, so that the thigh remains close to the body and is not immediately recognizable. But you're correct that the rigging for the digitigrade legs pays no attention to an actual digitigrade gait, being plantigrade walking for all leg types.
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1. Exit the mission. 2. Hit base teleport 3. See "Map Loading" message on screen. 4. Teammate announces "TT". 5. Arrive in base, muttering imprecations under your breath at the teammate who couldn't be arsed to announce "TT to next" or some such before the previous mission completed and they exited the instance. We don't "insist" on taking the long way around, and waiting until after you exit the mission to announce that you intend to use Team Teleport is dragging things out, particularly with some specific mission pairs -- for example, during a Synapse TF, after defeating Bertha, you can hit your base directly from inside the mission, exit to Steel Canyon, and it's a straight shot down the E side of the zone to the door where you have to defeat Long Tom. Or Posi 2, after the first mission, when someone has to go talk to the Hero Corps representative to get the flight packs; everyone else can hit a base, jump to Faultline, and be at the next mission faster than waiting for the run to the Hero Corps contact to finish to set off TT.
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I think the 'no debt' only applies to being defeated by the various Rikti mobs that teleport in; you're SoL if you let yourself get whacked by a dropship. But I agree that it shouldn't work that way; 'no debt' should apply to being defeated by any Rikti agent. Makes me wonder if the dropships aren't classified as belonging to the 'Rikti' group somewhere deep inside the database.
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One of them is an early Carnies mission -- I think it's one of the two "Check out the Carnival of Shadows" instanced outdoor missions from Madeleine Casey.
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That makes a big difference; I got jerked over repeatedly in that regard back on live during open Hamidon raids with my Fire/Rad Controller as the Fire/xxx blasters spammed AoEs to get the kill shot on the buds. Most of the Controllers and Defenders bitched about it too, but were commonly laughed off.
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I feel it necessary to point out here that this was an extremely dickish (albeit hugely common) practice; back then, when Hami was defeated, he spawned one Hamidon Bud for each character in the zone, so for every 'extra' Hami-O you got this way. someone else got shafted and got nothing. This is the primary reason why it was changed to drop HOs directly to each participant.
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That's what the game gave me; I didn't even go into the power customization for Sonic Attack, just set up the colors for Radiation Armor and clicked the 'same colors across entire character' toggle.
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You volunteering to rig models for it and then make new animations for each power in the game just for long robes?
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Only thing I did was recolor the blasts.
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I haven't gotten the character high enough to check other powers, but the first two powers in Sonic Attack -- Shriek and Scream -- feel like their animation time is out of synch with the actual animation. With both of them, I get stuck standing there with my hand outstretched, frozen in place, after the attack fires. I don't have a decisive determination, but it feels as if the character is locked into the attack pose for about a half second to a second after the power effect displays (i.e., the rings traveling to the target), during which the character can't move, can't activate a power, and queued powers may or may not fire.
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Knock down/back a Tsoo Sorceror or Carnie illusionist. You'll see they don't have feet. For the models of all mobs that have robes/skirts that go all the way to the ground, the robe/skirt is the lower half of the model. This interferes horribly with the animations for powers, and was the reason why player characters never got full-length robes back on live.
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Respec midway through level-up of Second Build Fails, erases Enhancements
srmalloy replied to roleki's topic in Bug Reports
It's a known bug that respecs will fail if you are not fully trained up; it may feel like a waste of time, but you need to go through all the training before using the respec if you don't want it to blow up in your face. -
If a contact has both storyline (i.e., progresses the story that the little book icon under the contact shows) and random missions, if they only offer you one mission at a time, whether you get a storyline or random mission is up to the RNG. If they offer you a choice of two missions, and you have a storyline open with them, one will always be the storyline, the other one will be random (and between two characters, you may not get the same random mission).
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In the mission 'Defeat Freak leader, his crew' that awards the Pwnz badge (map FREAKSHOW_ABANDONED_OFFICE), in the last room, there is a small meeting room on the lower level of the room (loc 1602.4 0.0 427.3). If you move into the SW corner of the office, and look back to the center of the office, there is a phantom pillar: It's also possible to get odd visual cutouts appearing on your character: The pillar does not obstruct movement, but despite not being solid to view, it blocks visibility of characters as if it were solid.
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ATO procs: Bring non Scrapper/Stalkers up to par
srmalloy replied to Indystruck's topic in Suggestions & Feedback
I should point out here that Vigilance gives Defenders an end discount based on how hard their team is taking it in the shorts -- if the team isn't badly beat up, Vigilance doesn't do squat. -
Restrict Judgment powers during regular play.
srmalloy replied to Darkneblade's topic in Suggestions & Feedback
The "pessimal playstyle" finger-pointing can go in lots of directions. One of my peeves is the team rushing up to a new spawn, and someone slaps down an AoE immobilize or hold as soon as they're in range, while the spawn is still scattered, so that the AoEs the rest of the team has can only get three or four mobs at a time, dragging out the process of clearing the spawn. -
The Mickey Mouse Perpetual Protection Act Sonny Bono Copyright Extension Act was a piece of hot garbage. I can see extending the term of copyright for new works going forward, but it should never have applied to copyright terms already in force.
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Enhancement order "flipping" retrieving from base storage
srmalloy replied to Greycat's topic in Bug Reports
I also get background noise changes when I add/remove items; I always assumed that it was the client dropping some ambient playback while it talked to the server to update the storage object, and ignored it. -
If I had to guess, I'd say that it would require copying all of the relevant mobs into new entries in the database, then tweak the entries to make them autoscale -- the same thing had to be done for the Rikti mobs for Rikti invasions, and unless the Nemesis assaults were already coded and just waiting to be turned on, the HC staff did it for them. So it's certainly theoretically and technically feasible.