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Everything posted by srmalloy
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Exploit Weakness Sniper category IOs unable to convert within category.
srmalloy replied to LQT's topic in Bug Reports
Are you doing this with a character that's under 20? The conversion code may be looking at the 'effective' level of the enhancement to see what it can be converted into, and not finding any other sets in the sub-20 range. -
When I've gotten access to the Midnighter Club via the exploration badge in Night Ward, I immediately get a pop-up window with her announcing herself as a new contact, and the 'go here' arrow leads me to her. If I get access by doing Montague Castaneda's arc, when I enter the Midnighter Club, I immediately get the same 'go here' arrow pointing to her. I think acquiring her as a contact is stomping on the directions to the man behind the counter by establishing a new target.
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When using Dehydrate (Water Blast) against the String Field Generators in the "Get Proton to Help You!" mission from Twinshot, you perform the activation animation, and you can see the damage numbers and healing numbers from a successful attack, but the game never draws the actual visuals of the attack. It's not a particularly severe bug, because the effects still occur, but the missing attack visual is also an indicator that you missed with the power, which can cause confusion, particularly in a busy environment (like combat during a TF).
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It's not a major functionality issue, more of an easily-repeatable annoyance, but I thought I'd throw it out for comment as a possible QoL change. When you're crafting, as at an invention table, and you open an IO category (i.e., Damage), then scroll down until the level of IO you want to make is visible, then click on that, the recipe box opens up -- but if you didn't scroll down enough to have the entry fairly high in the window, when the recipe box opens up, the 'Create' button, and sometimes the 'Buy' buttom as well, are below the bottom edge of the window, so you have to go back to the scroll bar and scroll up some to make them visible so you can click on them. If clicking on a closed entry (i.e., level 25 Damage) forced a scroll of the recipe list to make the entirety of the expanded recipe box visible if it wasn't when it expanded, it would make crafting a little more convenient.
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More uses for the temporary power bar
srmalloy replied to Replacement's topic in Suggestions & Feedback
Oh, I've got the mousebutton teleport bind already, and I've been binding Fly to 'y' since early May 2004 (my current default bind for 'y' toggles both Fly and Mystic Flight, since I never take both on one character, so it activates whichever one they have). I just see all those empty power slots when the Translocation temporary bar opens up, and think of how having predefined 'bug out' macros for Translocation on that bar would be useful, since they'd only be usable when the bar was open, and when you didn't have Mystic Flight active the bar disappears, taking the Translocation-specific macros with it, so they don't take up power tray space when you can't use them. -
Mid's Reborn: Hero Designer
srmalloy replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
I appear to have found a database issue with regard to enhancements. Beta Decay in Radiation armor shows on the enhancement screen in game as taking End Rdx, Rech Red, Taunt, To-Hit debuff, and Defense debuff enhancements, and regular and accurate To-Hit debuff and Defense Debuff sets. In Hero Designer, if you try to slot common IOs, you are limited to EndRdx, Rech Red, and Taunt IOs, and only Defense Debuff sets. It's missing the Defense and To-Hit debuff common IOs, and the two categories of To-Hit debuff sets as well as Accurate Defense Debuff. -
More uses for the temporary power bar
srmalloy replied to Replacement's topic in Suggestions & Feedback
You can macro teleport binds using the powexec_location command: /macro Fwd powexec_location forward:max Translocation /macro Cam powexec_location camera:max Translocation /macro Up powexec_location up:max Translocation /macro Bck powexec_location back:max Translocation Being able to put these in the temporary power bar that pops up when you activate Mystic Flight so they're only visible when you have Mystic Flight (and therefore Translocation) active would be useful. -
For those of you with zoning/loading/crash issues, please read!!!
srmalloy replied to Korbian's topic in Help & Support
I've been getting client lockups when zoning on an intermittent basis for several weeks now. My system is a desktop from IBUYPOWER, core i7-4790, Radeon R9 200 series video card, 16Gb memory running Win7 64-bit, with a hardwired connection through a Cisco router to my cable modem. Normally, when I zone, I see the progress bar start with a short segment, staying there for about a half second, then the progress bar disappears, and then reappears, moving fairly quickly and taking about five seconds to complete before the zone loads. When it locks, I get the initial short progress bar segment, and it stays there, suggesting that the client is wedging before starting the task that restarts the loading progress bar. -
I was entertained to see that the game rolled over smoothly into scientific notation when it exceeded the integer limit.
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You also have to detoggle Hover, Fly, or Mystic Flight to summon a buff pet.
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I got yelled at during a MSR on the test server when IOs were being tested; I had a Katana/Regen Scrapper (before the Regen rework making it click), and I got a Touch of Lady Grey: Chance for Negative Energy Damage recipe that I crafted and slotted. It showed up on mouse over as 'Touch of Lady Grey: Chance for Negative... and was bugged to have the abbreviated description be more accurate -- when the proc went off, it did a negative amount of damage to the target, healing it. Not being really concerned about a minor reduction in damage during the beta test, I left it in, and it proc'ed against a tower during the raid. The devs fixed that bug, but slapped in another, making it Touch of Lady Grey: Chance to One-Shot -- when it went off, it would do an outrageous amount of damage. So I went hunting, and found Jurassik. On my first attack, it proc'ed, and I did "6.043E+13" points of damage, dropping him in one hit. As it turned out, I didn't even have the best one-shot damage with it; other players had done much better.
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Several days ago, I was running a character past the exploration badge at the N end of Steel Canyon E of the tram as part of grabbing all the zone's badges for the accolade, and I heard two of the NPC civilians talking about how great it was to have a job on a construction project where they didn't actually have to build anything.
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If I remember correctly, Mercedes Sheldon, being a contact inside the Midnighter Club, is technically out of range for you while you're in the 10-14 range for Trevor Seaborn, Haley Phillips, or Hugo Redding (and, I think, one other) if you haven't completed Montague Castaneda's arc to get access to the Midnighter Club (or got the badge from Night Ward), so the may not be picking up the description for her. She's still a better choice than any of the Science contacts.
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What Vanden said. What you are describing is true for set bonuses, not the enhancement values themselves. If you had slotted two Numina's Convalescence -- say, a level-50 Healing and a level 50 Healing/Endurance -- the two-piece set bonus is +12% Regeneration. If you exemplar down below level 47, you lose that set bonus, but the direct effect of the enhancements themselves -- +42.4% Healing from the former and 26.5% Healing and 26.5% End reduction from the latter -- simply scale down according to the exemplar computation that Vanden linked to. And the enhancements themselves never stop giving you an improvement to your ability once they're slotted, no matter how low you exemplar -- if you exemplar down to level 5, for example, that level-50 Heal gets scaled down from 42.4% to about 4.8%, but it's still improving that power.
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Sort of; it appears that the boots are more of a pneumatic-ram sort of thing, creating a visual effect supporting why your jumping so far. This is supported by the animation, which not only compresses and expands the pistons, but creates a little cloud that you leave behind when you jump, leading to the costume piece having been widely referred to as "poot boots".
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Rather than having two binds, I chose to set mine up as lctrl+lbutton "powexecname Translocation$$powexecname Teleport" This way, I have one bind that can go into my file of default binds, and it doesn't matter whether the character has Mystic Flight or Teleport, the ctrl-mousebutton combo works (since I don't expect to be taking both on any character, although the bind is set up to prefer Teleport over Translocation if you have both, so it won't require you to be flying to teleport).
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Origin Stores Inventory remains blank after mission complete
srmalloy replied to Shadowsleuth's topic in Bug Reports
Unless they have changed for Homecoming, the unlockable stores in Brickstown and Founder's Falls only stock their origin's enhancements, so your supposition is a good one, Honorbridge. -
I don't think that, say, Nemesis scattering snipers around a residential zone with instructions to harass heroes is unreasonable, given the fact that you have groups of Council, Rikti, Circle of Thorns, and Crey standing around on the street, and Devouring Earth and more Circle of Thorns in the peripheral parkland. Expecting to be able to zip around the zone unmolested is about as reasonable as expecting to start at the tunnel from Talos Island, turn Walk on, and mosey down to the Icon tailor without getting in a fight.
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It's only a bug in the same sense that the NPCs running loops over the sewer entrance just W of the tram in Kings Row was a bug (and which got a history plaque when it was fixed), since it doesn't affect gameplay, but in Skyway City, in the grassy area west of the Left Behind badge, there is a parade of NPCs walking continuously around the border of an invisible square. It's entertaining to watch for a bit, and may qualify for another history plaque if it can be retconned into a set when it's fixed, but
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This is something that will, I believe, require some coding to change the way things work, but I just wanted to throw it out to get awareness. For Atomic Manipulation, the powers in the powerset are all colorable. The Gamma Rays effect, however, appears to be hardcoded to use the stereotyped (and wrong) bright-green default radiation color (minor rant: the green color popularly associated with radiation is actually the color of the phosphor in radium-glow displays, not from the radiation itself. The glow from radiation, Cherenkov Radiation, is blue). I would like to see the Gamma Ray secondary effect in Atomic Radiation be made colorable as part of the powerset (perhaps taking the color of the tier 1 power, so it doesn't have to be shoehorned into the power customization window).
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Lower the population cap of Atlas Park
srmalloy replied to Jaguaratron's topic in Suggestions & Feedback
Back Alley Brawler is over in Argosy Industrial on the W side. Removing the costume change functionality from Ms. Liberty addresses the likely crux of the problem -- once you log in the first time, you've got five additional costume slots to tweak out, and with all of the choices available to you, that can easily take a half hour or more... and Ms. Liberty is right there for you to do it with. I don't see that making people cross Atlas Plaza to go to Icon for their costume updates is particularly onerous (for level 1/2 characters, the run to BAB and back can be chancy, particularly with a new player unsure of how to jump up the retaining wall to BAB's east to get back to the center of AP). And it means that new players who learn that Ms. Liberty is where you change your costume(s) -- and don't learn about the Icon tailors and the other trainers who can, too -- will learn about them. Particularly if they can add "how do I alter my costume?" to the list of "what other things can I do" questions, with Ms. Liberty pointing players to the Icon tailor across the street from the hospital. -
Paragon Studios (formerly NCSoft West) was wholly owned by NCSoft...I mean the revenue model might still be the same, but it’s not like they are undercutting Paragon Studios The cash shop driven by NCcoin is something NCsoft was doing with all their other games; the intent was to have the cash shop income going directly to NCsoft, who would then decide how much or even whether the production company would receive from the purchases. Another example of the carrot-and-stick management style NCsoft had.
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Based on NCsoft's track record with Asian-style MMOs, I would also expect: Powerset unlocks for single characters (i.e., buy access to a powerset, you can create one character with that powerset) Costume piece unlocks specific to the character they're purchased on Character-specific content unlocks All unlocks paid for with the NCcoin currency purchased directly from NCsoft, with no revenue going to Paragon Studios Group-dependent content in the primary advancement line required for character progression, shifting from solo-friendly content in the starter zone(s) to group-mandated content by the middle levels. All of the above are based off of the dependency of most Asian MMOs on a microtransaction-based cash shop that produces the vast majority of the revenue from the MMO.
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Fixing Pines Hero Designer to be accurate for Homecoming/i25.
srmalloy replied to khy's topic in Tools, Utilities & Downloads
Slotted enhancements were always scaled when you ex'ed down for low-level missions, but as I understand it, the game only recorded the level at which you picked powers; the slots were the same no matter what level you'd exemp'ed down to. I believe one of the reasons for this was to make it consistent no matter how you'd slotted your enhancements -- consider a six-slotted power where three of the slots got inactivated due to exemping, and the difference in effectiveness for someone who'd put an Acc/End, an Acc/End/Rech, and an Acc/Rng in the first three slots vs. someone who'd put a Dam/Acc, a Dam/End, and a Dam/Acc/End in those slots. It would make exemping down a crapshoot before the introduction of unslotters, because the randomness with which people acquired set IOs could mean that powers were slotted in essentially random order unless you burned a respec for nothing more than ordering your enhancements. -
It's the same constraints; what makes them different is that they despawn immediately upon defeat, whereas most 'animate' mobs lie around as a body for a bit before the police teleporters lock onto them and drag them off to the Zig.