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Everything posted by srmalloy
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Enhancement order "flipping" retrieving from base storage
srmalloy replied to Greycat's topic in Bug Reports
It’s not just enhancements -- all base storage that shows its contents as a vertical list does this. I can't say for sure without looking at the code, but it feels like the storage is recorded internally as a simple array of single items in the order in which they were deposited, and the contents view builds the stacks for display dynamically -- if the storage had, say, level 25 common Acc IOs as the 1st, 12th, and 15th items put in, and five other random enhancements as the second through sixth stored, you'd initially see the three Acc IOs at top of the list, but as soon as you took one, thellist would be recomputed, and the UI wouldn't start the stack of Acc IOs until it got to the 11th item in the storage, so they would drop way down in the displayed list. -
A sincere request to take a look at the sentinel AT.
srmalloy replied to Vulgaris's topic in Suggestions & Feedback
I noticed the range vs. aggro distance around level 6 with my Fire/Rad Sentinel Termoyaderniy ('Thermonuclear' in Russian), long before getting Build Up or her tier-9 nuke. And the Celerity global just patches over the problem; it doesn't stop mobs from spotting you at close range. And, like the statement that you can fix their range problems with the ATO sets, just tries to hide the fact that the casual player is still getting jerked around, just because they don't have 100M+ inf to throw into the ATO sets that they won't have the slots to use until at least mid- to late-game. -
A sincere request to take a look at the sentinel AT.
srmalloy replied to Vulgaris's topic in Suggestions & Feedback
Not to mention the fact that with the range reduction, Sentinels generally have to go inside a spawn's aggro range to use their AoEs, which means that the spawn aggros and gets their first shot off before the sentinel can, where a Blaster can sail up, drop an AoE, and be on their second attack by the time the spawn's response comes back. And even with the defenses to take the incoming, it's still annoying to have to give up control of the fight right at the start. -
No, I just see it as another case of "I don't like that this is possible, so make everyone unable to do it". If the OP doesn't want to buy purples on the AH, that's their prerogative. They can get all their purples from drops and share them out with their alts for their account. But that's not good enough; everyone else has to be made to play the same way, because that's the One True PlaystyleTM.
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In the build.txt file saved out with /buildsave for my Electric Affinity/Electrical Blast Defender, the Electric Affinity powerset is still named "Shock Therapy", and the tier 3 Galvanic Sentinel power appears in the build as "Discharge".
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I used the Sentinel+ tool from the Titan Network to archive all my characters from Guardian, and kept them along with a set of character selection screen captures so that I would have references to recreate the ones I wanted most when CoH came back; I was certain that someone at Paragon Studios would have had an under-the-table set of all the code for the server and client. It took years for them to be willing to go public with it, but I was immensely gratified to have been proven right. And I have to salute the person or people who kept it safe and gave it back to us.
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From the bits of conversation I've picked up on in The Hive while waiting for the nightly Hami raid to start, the reason why they're not being run in The Abyss is that the DE monsters are more scattered around the zone, making the initial grind to defeat them to get EoEs and get Hami to spawn is more drawn out and tedious. So the players go where the payoff is better/faster.
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The End cost is assessed when you trigger the power; the power goes on cooldown once it fires off at the end of the animation. If it is interrupted before the animation completes, the power doesn't fire, so it doesn't go into cooldown.
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Nemesis event in Skyway preventing Synape's Babbage from spawning?
srmalloy replied to kelika2's topic in Bug Reports
Babbage will also not spawn if there is any other zone-wide event ongoing -- Rikti invasion, zombie invasion, or the Halloween Deadly Apocalypse. This has been around for some time. -
Note that having an NPC walk/run into you and push you around, or another player coming through a door and pushing you, counts as you moving for purposes of interrupting your snipe.
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Surface textures are baked into the individual costume pieces, so adding glass or jewel effects would involve reworking each costume piece that is to get the effect. It isn't just patterns that are mirrored vertically down the character -- in the original database for characters, everything was mirrored; the internal data for both the character, the costume, and the patterns on the costume pieces only had definitions for one side of the character, and it was mirrored on the other. Only belts, hairdos, and some chest details (for some chests) could be asymmetrical. The addition of 'mixed' hands and feet, driven by a need with costume sets like Pirate, expanded the options, but the left and right glove/boot pairs had to be hardcoded as a costume piece. The Homecoming staff figured out how to break that out and let us pick gloves and boots separately for left/right, but asymmetric patterns is more deeply embedded into the character models and will be enormously more difficult to implement. Adding limbs adds the problem of animation -- how does the character walk, jog, run, jump, etc., and how are those animations affected by the power animations? Make it possible to create a character that is a quadruped, and you have to make a completely new set of animations for the whole game to support that. And do it again for different types -- the animations for a spider/insect on four legs will be different from those for a centaur, which will be different from those for a felitaur. Hell, in the entire live run of the game, the devs never put in the work to give a proper digitigrade gait to characters with the Monstrous leg type, which would still have required two full sets of animation replacements, because hooved and padded digitigrade gaits are different.
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I've done this in a much looser manner. Way back in the first couple of months of live, I saw a line in chat that was in Cyrillic. Testing, I found that CoH supported Unicode, so I started making characters with origins outside the US and Paragon City. Many of them came from the old Soviet Union, cut free with its collapse, and I used real Soviet research institutions for background material, making up state-sponsored hero groups, individual heroes and villains, and villain groups that got referenced in the origins of different characters. So, while they didn't all have backstories that were part of a bigger story, they all tied into a common set of background entities, like the hero group Народная армия (People's Army) or the I. M. Sechenov Institute of Evolutionary and Physical Biochemistry.
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It’s a minor annoyance, and you don't do it often, but could the enhancement combination screen be tweaked to allow you to pull down multiple enhancement boosts when you're using them so you can boost an enhancement to +5 in one go, rather than having to go through the process five times?
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And that was why he was asking if an option setting could be added; there are all kinds of notifications that throw themselves into the dead center of the screen; there's never been a way to turn them off, and when you get a bunch at once, the obscuration can interfere with your targeting.
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You're missing the point. It's not in a chat window; it's the message that flashes across the middle of your screen, unconnected to anything that appears in a chat tab.
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Starts a chat message in the Local channel. Whatever the rest of the macro is will be the text said in Local.
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feedback Feedback on Electrical Affinity
srmalloy replied to gchpaco's topic in Suggestions & Feedback
I have to agree that making it perma would increase the distinctiveness of the set, and I don't think that doing so would upset balance noticeably. It's already functionally perma from the start at the cost of resummoning it when the power recharges, it still dies fairly easily if you use it as an aggro magnet, and its attacks don't actually damage its target, requiring assistance from other End-drain abilities to floor a mob's End. -
As I'm sure most people have noticed, the office and cave maps look like they're assembled out of premade map blocks in different layouts. In a discussion with Matt Miller during one of the meet&greet events at SDCC, he confirmed that this actually was how the office and cave maps were created. My question was whether this could be opened up to allow people, say, creating AE missions to have a map editor where they could create new map layouts. Unfortunately, as he described, the interface for doing this was still primitive enough that it takes a significant amount of skill to get the map pieces positioned correctly. Longtime CoH players will no doubt remember the 'black wall' bug in office maps, where there is a black wall across a corridor that you can walk through to find the corridor continues on the other side, and you can look back and see the corridor you came from, but couldn't see where you're standing from the other side. This is the result of a minor misalignment between adjacent map sections, and fixing it requires moving an indeterminate number of map sections to get everything lined up. With the cave map sections having varying amounts of vertical change between endpoints, this makes creating these maps even more fiddly. Matt said that it was something he would like to be able to do, but that they didn't have the programmer/art resources to clean up the map builder to make it a snap-fit process.
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Back on live, I think I saw five different groups of characters that deliberately made identical/similar costumes (such as a knock-off of the Crest Team), and one group that deliberately exploited the way that uppercase "I" and lowercase "l" looked the same to make a group that not only looked the same as each other, but looked like they all had the same name. But in every case, this was done deliberately; I don't know of any characters that had more than grossly similar costumes (barring the ones recreating comic characters -- all the green-skinned Huge males with torn purple pants, for example, or the Wolverine claws/regen scrapper clones).
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Having just had a character hit 50 and do Mender Ramiel's arc, I can confirm that you get Lieutenant Nolan as a contact with the unlock of your Alpha slot, not when you hit 50.
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Ok, what's with the University growing books?
srmalloy replied to Replacement's topic in Bug Reports
And power corrupts... And corruption is a crime... And crime doesn't pay... So if you keep learning, you'll go broke! -
It’s been in the game since the introduction of Incarnates and isn't a typo per se, but Lady Grey's line "granted unimaginable power in a large amount" feels strained; flipping the second clause -- 'a tiny amount of unimaginable power' -- doesn't work at all. Something like "granted a wide range of unimaginable powers" would fit better.
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I'm certain it will be less of an issue later, but my character was level 6 when this happened, and she'd just summoned Galvanic Sentinel for the spawn right before the elevators, so it took time for the power to recharge so I could pull another one out. It's useful for dropping into a spawn to soak an alpha, though. I do think I'm going to be keeping Shield Drone for quite a long time, though; having it hovering nearby makes it possible to use a quick macro to get around the "targeted ally" limitation of Rejuvenating Circuit. It's kind of funny, though, to see a 200+ heal on the drone, when all she had was one Healing TO in the power.
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Well... Isn't that... ironic?
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If I'm remembering correctly from the 'tests' done back on live, it spawns in whatever zone the mission owner is in when people begin to exit from the mission after completion, so if the mission owner doesn't enter the mission, or exits the mission prior to completion, and travels to a zone -- any zone but Atlas, which appears to have a blanket override preventing things like GM spawns, Rikti/Nemesis/zombie invasions, etc. -- then when people begin exiting the mission, the Kronos will spawn in the zone with the mission owner.