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srmalloy

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Everything posted by srmalloy

  1. And Torchbearer, Excelsior, and Indomitable just faceplanted again. ...and it came up; I resumed what I was doing, and found that I'd lost more than half of my progress on the badge I was working on (Banished Pantheon masks); I was at 150 before the crash, and 70 on return. Defeated about five more, and Excelsior folded again, with the same three above all showing down again.
  2. The Sleep in Psi Blast for Blasters does a significant amount of damage.
  3. [NPC] Outcast Initiate: Whatever happened to simple mugging. You know? Where's the finesse gone?
  4. This was in fact how Samuraiko (IIRC) collected the data for her video showing the attendees of the Unity rally -- she flew a character through each of the instances of AP that had attendees (all 33 on the main server and the overflow instances on other servers) with demorecord on, then took the character data from all of the demorecord files to make the mass assembly in front of Atlas that the servers wouldn't allow us to do, and recorded a video of a pullback on the assembly.
  5. Flopped hard, actually. Asian MMOs are highly group-focused, an artifact of the early days of MMOs. In Asia, the average home computer didn't have the graphics power to run the games, so publishers cut deals with the 'bangs' (internet cafés) to supply computers in exchange for them offering their games. Where Western MMO players go home, fire up their computers, go online, and meet their friends to play together or run solo, in Asia they typically get together with their friends, go to the internet cafe, sit down at adjacent systems and play together. Over time this resulted in MMOs where virtually all the content beyond the starting areas required a team, and the activities you could do solo (gathering, crafting) were hugely grindy and provided little play advancement. So when City of Hero was released in Korea, it didn't play the way the MMO community had come to expect from MMOs, and it never attracted enough players to keep the Korean version alive.
  6. Not all of the low-level thugs are fully literate...
  7. There is already a second set of textures for these map tiles -- the brown caverns, which don't see a lot of play; if the brown cavern textures can be swapped in for the blue textures, then we can see if that improves things.
  8. I don't know if it would work, but targeting Vanessa and attacking her target through her might be a workaround.
  9. It's the kuroko rushing in as the team exits the mission to redress the map for the next one. Just remember, if you actually see one, you're supposed to ignore them; they embarrass so easily, then they cover the floor with caltrops, and then things get ugly.
  10. I only bothered memorizing pi to 3.14159265358979323846264338327950288, and e to 2.71828182845904523536...
  11. I don't have OCD; I have CDO. It's just like OCD, except the letters are in alphabetical order. AS THEY SHOULD BE.
  12. From a conversation with Matt Miller, all of the interior maps are built from pre-made 'blocks' that are linked together to make up a cavern or lab/office floor. Unfortunately, the tools that the devs used to do this weren't very sophisticated, and they required considerable hand tweaking to get the pieces in the right positions. It was more a problem with the yellow office maps added in CoV, but if you remember running across maps that had a black wall across a corridor obstructing view but not movement, this was what happened when the devs didn't get the map sections aligned properly -- the game 'saw' that the current map section didn't connect to the next, and just stopped rendering at the gap. Without recreating tools to manipulate the map sections, the devs aren't going to be able to modify existing maps or create new ones.
  13. Random street NPC dialog grammar failure: "[NPC] Mel: Toksichiy Podlesok saved the city from a some secret society within the Council!" This refers to the character's completion of, I believe, the Path of the Dark story arc, but either "a" or "some" needs to come out of that line.
  14. It seems to be a stock problem with Council missions where the game automatically prefixes 'Archon' to the name of the mission boss, but also generates the name of the boss as 'Archon [name]' or 'Adjutant [name]', so you get bosses named 'Archon Archon Leery' or 'Archon Adjutant Walker'.
  15. In the Path of the Dark story arc, when you leave the mission after recovering documents, you get sent to Marisel Valenzuela to decrypt them. The mission text says "You'll need to have them decrypted. You immediately thought of Marisel Valenzuela, the freelance investigator." The mission is a FedEx; she says it's easy and sends you off to another Council base. My question here is why you would think of her, when you might not even have her as a contact, when in an earlier storyline, Citadel decrypted data for you, so you would know that he can do it. If it's just a FedEx mission, why wouldn't Citadel's decryption skills occur to you first, and you go there? The only thing I can think of for using Marisel is that she's loosely in the same level range as a contact, even though it doesn't make any difference.
  16. "A criss-cross of multi-colored beams, at the center of which nothing living could exist." I believe the point he's making is that the Gun Drone grabs more aggro than a lone Sapper in a spawn of Malta, and gets destroyed before it can do anything but be two seconds of ablative armor.
  17. You can do the same thing with warehouse maps; I don't know of any warehouse map that would fit in the building the door is set in. Not to mention all dead space in the building not connected to anything. We should have a lot of (cosmetic) doors in the warehouse corridors to at least suggest that warehouses in Paragon City aren't just logistical nightmares unable to actually be used as warehouses.
  18. Depending on the hat, it will either have no hair, or will have a fixed style of hair baked into the hat piece -- I think the military caps, for example, force a crewcut for the back of your head.
  19. No... Maurits Cornelis Escher.
  20. All of these. For all that they're annoying to deal with, they make missions more than just a repeated "which mob do I pound first?" drag.
  21. One minor detail here, in that an angle is relative to your current facing, so a set of binds like powexec_location 300:5 "battle drones" powexec_location 60:5 "protector bots" powexec_location 0:5 "assault bot" will not summon them to your left, your right, and in front of you; the first will turn you left 60° and summon your drones, the second will turn you right 60° from where you were and summon your protector bots, and the last will summon your assault bot without changing where you are facing -- so if you use them in that order, you'll summon your assault bot on top of your protector bots.
  22. And 'up', 'down', and 'camera'. The latter is the direction you're looking when you activate the macro; I have some teleport binds that use it. Also 'max' for the distance, which puts it out at the max range of the ability. "forward:max", "camera:max", and "up:max" are useful for teleport.
  23. There's one that regularly spawns on the high tension tower on the east side of Kings Row where the exploration badge is who named his Embalmed, too.
  24. It's not relevant on Homecoming, but I used to set up new characters on Live by feeding them about 100k, then hitting the AH to bid on high-end SOS -- 45+, which were often listed for minimums under 1000 inf; when my enhancement tray was full, I would run them to the store at the south end of Steel Canyon and sell them, where I would get about 150k-200k per SO. Doing this easily paid for a new character's early slotting.
  25. As a minor visual enhancement, when someone is knocked into a wall, stamp the 'broken ground' visual effect (I think you see it with Foot Stomp, and one of the path auras does it) where they hit, with the same fade time as its other appearances; you're just stamping it on a wall instead of the ground.
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