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srmalloy

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Everything posted by srmalloy

  1. You might also want to have 'thumbtack' take the same parameters that 'pow_exec_location' does, so you could thumbtack your position with "/thumbtack me" and the like. And have it work the other way, too -- being able to use a command like "powexeclocation tack Rain of Fire".
  2. It was a thematic choice for Pakfront, the AR/EM Blaster that was the first character I created back on May 8, 2004, and that I recreated as my first character on Homecoming. Once weapon customization was rolled out, both her regular weapon and the LRM were the custom Redding rifle.
  3. I’m Sushi K and I’m here to say I like to rap in a different way Look out Number One in every city Sushi K rap has all most pretty My special talking of remarkable words Is not the stereotyped bucktooth nerd My hair is big as a galaxy Cause I attain greater technology I like to rap about sweetened romance My fond ambition is of your pants So here is of special remarkable way Of this fellow raps named Sushi K The Nipponese talking phenomenon Like samurai sword his sharpened tongue Who raps the East Asia and the Pacific Prosperity Sphere, to be specific Sarariman on subway listen For Sushi K like nuclear fission Fire-breathing lizard Gojiro He my always big-time hero His mutant rap burn down whole block Start investing now Sushi K stock It on Nikkei stock exchange Waxes; other rappers wane Best investment, make my day Corporation Sushi K
  4. And the 'fun' of having to run down four floors of an office or lab map to get out of a mission, and the controllers not bothering to resummon their pets on each floor (because they used to die at the elevators when you went up and had to be resummoned), then running into a spawn you missed on the way up and faceplanting because your pets weren't out...
  5. I don't know how easy these would be to implement, but I think it would be a QoL improvement to have 'bulk' operations on the AH. 1. An extra digit in the 'quantity' entry when you drag a stack of items into the AH window, so you could drag the entire stack at once. They would still parcel out into the ten-item stacks in the AH, so as not to disrupt the existing slots-vs-items tradeoffs, but you wouldn't have to drag each stack of ten individually. 2. Being able to select multiple slots of stored items and post them all for the same price. Say you just emptied your common salvage into the AH and wanted to sell them all at a reserve of 250; right now you can do it by entering '250' for one item and just clicking on 'post' twice for each item as the previous one disappears to the 'sale' tab, but that gets tedious with many items to post. Being able to select them all, right-click, select 'post all', enter a single price, then click on a 'confirm post' button to post them all at once would be much more convenient.
  6. Without looking at the code, I can't say for sure, but I'd bet it's related to the position jumping when taking items out of base storage -- the recipes are stored internally in a straight list in the order you got them, and the display groups them, and it's the display handler that's getting confused about where you are in the list. For example, if you got recipes A, A, B, C, A, C, B, A, you'd see 4xA, 2xB, and 2xC; if you sold two As, the list display wants to move the other two As to the end (2xB, 2xC, 2xA), but it can't, so it loses track of where you are in the list.
  7. Now I've got the image stuck in my head of a Titan Weapons character swinging a Fake Nemesis, gripping it's feet and thighs, the Fake's arms flailing madly as it's getting whipped around.
  8. When I created the bind, that pool hadn't been released yet; I should go back and update it.
  9. This was on the top platform of the high-tension tower over toward the east side that has the badge there? There's normally the Mortificator and an Abomination on the platform, but the Abomination is stupid, and will sometimes walk off the platform and fall to the ground; the Mortificator seems to be oblivious when this happens, and will call for him even if he's no longer there.
  10. I have a bind similar to this in my 'generic keybinds for all characters' file: /bind lctrl+lbutton "powexecname Translocation$$powexecname Teleport" This will try to fire off both Translocation (from Mystic Flight) and Teleport, whichever one the character has; since I don't have characters with both, it will fire off whichever one the character has.
  11. This caused me to flash on Peter Schickele's monologue about his "Unbegun Symphony" (it only has a third and fourth movement, because he was born too late to write the first two movements): 'Now, it used to be called the “Pathetic” Symphony. Now these names, as you may know—like the “Jupiter” Symphony, and the “Eroica” Symphony—are usually not given by the composers, they’re given by friends, or the musicians, and stuff… and this name, “The Pathetic Symphony”, was given to my piece by some of my old friends. Well, I have a new set of friends now, and we’re calling it “The Unbegun Symphony”.'
  12. (thick Russian accent) "People think they can outsmart me. Maybe... Maybe..." (leans forward, brandishing cartridge at camera) "I have yet to meet one that can outsmart bullet." -- Heavy
  13. From what I've gathered here, there is a separate input-validation issue that made fixing the problem critical; the 'escape defeat' functionality could have been addressed simply by making the command unusable while in combat, so it was a concern that needed to be resolved, but it wasn't the driver pushing the fix now -- the input-validation issue was. I don't know the specifics of the issue, so I don't know why the HC devs chose to go with such a baroque multi-power solution that appears to retain the enterbasefrompasscode command that presumably has the critical vulnerability fixed instead of just cleaning up the issues with the command directly, and we won't know until it pushes to live and we get more information.
  14. In fact, the devs had to dial back the original respec trial because players were running them in order to be able to fix a screwed up build, sotthey were gimped going in and had extreme problems completing the trial. Years on, the "I screwed up bad" population is much lower, so between more knowledge going in and the free respecs, it's much less likely that a character will be running the trial because they have a badly-pessimal build.
  15. While responding to another post elsewhere in the forums, I had a thought -- is this justification going to be applied consistently across all base teleportation? If the Base Teleporter network can't reach across time, then the "rez in base" option needs to be disabled in the defeat window for being defeated in Cimerora, the Echo zones, and Flashback missions in Ouroboros, since the teleport to rez you in your base is yanking you across time, and exiting your base at the base portal afterwards sends you back across time. Similarly, all of the powers that summon a base portal would need to be disabled under the same conditions -- if the Base Teleporter network can't reach to send you there, it shouldn't be able to reach to allow you to come back.
  16. But unless they disable base rezzing (the 'go to hospital/go to base' option when defeated) in those zones, your base teleport system reaches across time to retrieve you (and send you back after rezzing), which makes the "these beacons send you across time or dimensions, so they had to be removed" argument for their disappearance seem a little contrived, we wind up with gross inconsistencies with the various ways to reach your base. Disabling 'rez in your base' -- and, logically, the various base teleport powers -- in Cimerora, the Echo zones, the Shadow Shard, and any mission through Portal Corp or Ouroboros to make the claim about the base beacons consistent would likely raise a storm of protest.
  17. I think Stunned needs to be moved down, because stunning a mob doesn't immediately put them into the 'wandering around randomly in a daze' animation -- I've stunned mobs that immediately ran off, leaped onto the roof of a building, and disappeared, all in the 'stunned' pose. If Stunning a mob was fixed so that it aborted any movement that they had queued up (powers being animated should still go off unless interruptible), then it would rank where it is.
  18. You're missing the point; it wasn't something that needed to be done; it was something that we could do by working together, and all enjoy being able to do something silly that the game wasn't really set up to allow you to do.
  19. Even something as simple as what I refer to as "Door Diversification" would go a ways toward expanding the feel of the game. Everyone's been trick-or-treating, either in this event, the previous one, or back on live; you know how many functional doors there are in the zones. But, somehow, you only ever get sent to a small fraction of them for door missions. If there were some way to add more of the doors in the zones to the 'valid mission doors' list, it would contribute to the feel of variety. Not a final solution, but a step.
  20. Usage shift over time; comprise is an acceptable use here. But another term like 'constitute' or 'make up' might be better, to avoid the disagreements over the usage.
  21. Remembering when I was part of one of these, building a bridge from the edge of the ski slope in Pocket D out to the floating truck so people without Fly could get the Trucker badge easily, I have to remove my hat.
  22. Or, equally, if the hospital teleporter in your base can yank you out of the Shadow Shard, Cimerora, Ouroboros, or any of the Echo zones, and your base portal will drop you back where you came from -- across dimensions and time -- why it suddenly becomes a problem for there to be base beacons that will let you go there directly. Which raises a second question -- do all the various new base teleport powers become useless in these zones? If the teleport beacons go away for zones in other dimensions or across time, then it stands to reason that the use of the same teleport functionality to enter and leave your base via the base portal would be unavailable, too.
  23. So the critical issue with enterbasefrompasscode is an "exploits of a mom" problem? Given some of the shortcuts the devs took to address problems, I'm not surprised that there is no input validation on the command, although it doesn't seem on its own to make it 'unfixable' as others have alluded to (and leads to wondering what bad input actually does). Still, we're not going to get details on it until after the closed loophole gets pushed to live, so speculation is sort of pointless.
  24. It does seem odd, though, that if enterbasefrompasscode had an 'unfixable' exploit incorporated in it, the 'fix' incorporating all of these new base teleport powers still has an enterbasefrompasscode command, presumably rewritten to prevent this gross exploit, albeit limited to within 45 feet of a base portal. Without knowing what this exploit is/was, though, it's difficult to see how it was fixable by shackling it to a base portal, but not by simply disabling it in combat/PvP without having to have a new constellation of base teleport powers. It will be interesting to see what information gets released after the revised beta (betas rarely if ever make it through entirely unchanged) pushes to the live servers.
  25. Giving us an inch and our wanting a mile? Now: Level 1, go to base, go to Echo: Galaxy City, then to Ouroboros. Bang, Ouro portal. Beta: All the Echo zone beacons are gone. But if you still want an Ouro portal at level 1, you can: Take your level 1 to an area with a zero-time logout, switch to an alt with the Ouro portal, go to where you parked your level 1, drop an Ouro portal, log out, switch back to your level 1, click on the Ouro portal you left behind, then to Ouroboros and up the gnomon to get the exploration badge. Bang, Ouro portal. Or, Take your level 1 to the Atlas tram, enter the TUNNEL portal to Night Ward, go up the path to the Midnighter mansion, enter the door to get the badge, exit the building, run back down to the TUNNEL portal, return to Atlas Park, take the tram to Steel Canyon (south), run the width of the zone with its +9 mobs to get to the Midnighter Club, enter the club, go back to the back to the Pillar of Ice and Fire, use it to enter Cimerora, go to the exploration badge in front of Marcus Valerius, you're exposed to time travel. Bang, Ouro portal. Or, Stand around in some well-populated zone spamming local/broadcast with requests for someone to drop an Ouro portal so you can use it to travel to Ouroboros and up the gnomon to get the exploration badge. Bang, Ouro portal. But since the portals only last 90 seconds now, you're less likely to find one already up to relieve you of having to ask for it. What it feels like is, if that's giving us an inch, they've grabbed back the mile we had before to do it. "You can still do it if you really want to, but you'll have to jump through a bunch of pointless hoops to do it." Ouroboros' primary function as a tool to go back and do content you missed has, over time, taken a secondary position to its use as a travel hub. As a boost to travel, players are going to want to get it as quickly as possible, regardless of what the original intent of the zone was. Since the easiest way of the three is to beg in AP (Mercy, etc.) for someone to drop a portal, then I suspect that portal request spam is likely to drown out DFB spam.
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