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Everything posted by srmalloy
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Working from memory, the monuments, lost people, and Kora fruit missions are all just time sinks once you're capped out. The Kora fruit missions originally gave out big inspirations for each fruit cluster, but the devs decided that was too disruptive and downgraded the reward to medium inspirations.
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Can we get merge Bosses for the other factions?
srmalloy replied to Oubliette_Red's topic in Suggestions & Feedback
While they're about it, they need to make the mergeable GM for the Malta Group. Look at the Kronos Titan, and compare it to a Zeus Titan. You can see that they're both the merged form of a smaller Titan -- the Hercules Titan for the Zeus, and something like an Ouranos Titan for the Kronos. It would make things interesting to be fighting a pair of Ouranos Titans and have them merge into a Kronos when you damage one too far. -
It is 2019: How would you update the city?
srmalloy replied to Techwright's topic in General Discussion
No; it's apparently something that I, and I alone, complained to Positron about during the entire life of CoH -- the second time I asked him about it, not too long before the announcement of the shutdown, he mentioned that someone else had commented on the same thing, and that made it something they might have to look into (since I knew I'd been the 'other one', that makes me the only one to complain). The International Association of Marine Aids to Navigation and Lighthouse Authorities maintains the Maritime Buoyage System, an international standard for the navigation marks used in ports. This specifies things like the colors and shapes used for the buoys that mark ship channels, hazards, etc.; if you travel to Independence Port and go up to the big doors in the War Wall at the NE of the zone, then turn and look west, you'll see two lines of buoys, one along the left side of the channel, and one on the right. These are called 'lateral marks', and indicate the left and right sides of a deep-water channel. In Region B, where the US is, as you're sailing into a port, the buoys on the right side of the channel are red and the buoys on the left side of the channel are green (the origin of the mnemonic 'Red Right Returning'). The red-and-white vertically-striped buoy, which is the only type of buoy seen in and around Paragon City, means "clear water, deep-draft vessels may pass on any side", and generally are used to indicate the middle of a channel when the channel is very wide. If you look at the docks around the N end of Founder's Falls, you'll see several of these buoys parked ten feet away from docks. Southeast of the ferry in Talos Island, there's another buoy parked about ten feet from the corner of a concrete pier. All told, there are only four or five buoys that are appropriately positioned to be center-channel markers. -
East? I always remembered flying south from PI until you zoned back into Talos; going east, you hit the force wall.
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And if you look at the Kronos Titan, it's got the same design as the Zeus Titan, just bigger and recolored; I always wondered if there were Ouranos Titans that merged to make Kronos Titans; it would make for more flavor in Malta missions if players could run into Ouranos titans, and then get faced with a pair of them merging into a Kronos...
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The devs never took the PDP out of the game; it was still there if you went through any of the old doors.
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It is 2019: How would you update the city?
srmalloy replied to Techwright's topic in General Discussion
If you're going to add moving ships, then you need to fix the damn buoys. -
Yes; There are, IIRC, two marked roof-access doors on the building, one on the N side, one on the S. I think they're the NW and SE corners. I parked a character under the dome prior to the shutdown of the live servers.
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Also, just as a niggling detail, if Metal Beads are scattered "around you", it's a PBAoE, not a Targeted AoE.
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One thing that I think is part of the 'who will run' determination is that the person doing the active crime -- the mob pulling on the handbag, or directly threatening another mob -- is more likely to be the one that bugs out first, and if you attack them first, it stops them from running. It doesn't always work that way, but it's more common than one of the others in the spawn.
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I'm certain that someone developed a tool to take a Sentinel+ character archive and load it into a server's database. I also expect that this is something the Homecoming management will likely not implement. Because it requires connecting into the server database, I would expect that such a tool would be limited to vanity or personal server setups. Importing from the character databases on the live servers, assuming that those databases even exist, is theoretically possible, although it would require both access to the old character databases and the intention of the server management to do the import, either or both of which I expect we'll find lacking for the 'regular' servers, although again it might be something done for a private or vanity server.
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The problem that I've found with my Rad/Rad Brute is that while the attacks are powerful, they're also slower than other powersets, which means that you're more heavily dependent on keeping yourself surrounded with attackers in order to efficiently raise/maintain your Fury. On TFs, it's great -- run into the pileup around the tank and go to town -- but I've found that Fury fades quicker with Rad Melee as you do yourself out of attackers than it does with other powersets. It makes Scrappers, with their fixed-rate Critical chance, come up a little more to the good in comparison
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Power Boost doesn't affect knockback any more. Back on live, before ED and that change, one of the pasttimes for the easily amused was to take a level-50 /EM blaster, six-slot Power Push for knockback, then go to Atlas and find a Hellion, line up so that the Hellion was between you and the long axis of the zone, hit Power Boost, then Power Push the Hellion. Because you were 50 and the Hellion was under 5, you'd get a huge boost to your knockback effect, and with a good shot (i.e., missing the buildings), you could punt the Hellion diagonally across most of the zone. Even with a more rational slotting of Power Push, you could easily get a couple of hundred yards.
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2nd OoT Backstory Competition -- 80mil prize
srmalloy replied to Nexros's topic in General Discussion
Well, хуй. And I just noticed the announcement, too. -
She's been alone for years; she's got needs.
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Or wonder why the exit from Echo: Galaxy City to Perez Park is blocked off.
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New Players - Enhancements (DOs & SOs - use em)
srmalloy replied to Troo's topic in General Discussion
When you hit 12, go do the Invention tutorial for a free IO, and then fit yourself out with 15 IOs, making and slotting additional 15s up until you hit 22. Use your level 20 respec to unslot all your enhancements and save them in your SG storage; after you run a few characters to 22, you'll have enough reserve to cover 90+% of the level 12 slotting for alts. Then make and slot level 25 IOs, and you're on your way. -
I really don't understand this fuss over enterbasefrompasscode
srmalloy replied to Kigo's topic in Suggestions & Feedback
The physics I took in high school and college makes me point out that a kilogram of helium will rise only so long as it is at a pressure that makes it less dense than the air surrounding it; the reference to a helium balloon establishes that for common usage, while 'a kilo of helium' does not. Two identical containers, one with a kilo of lead, the other with a kilo of helium, will fall at the same rate in a vacuum, after all. -
Cain Royce (and presumably the other 20-24 contacts that send you up against the Banished Pantheon, like Andrea Mitchell) are apparently unaware of the events occurring in Paragon City. One of the early missions he gives you is to go off and defeat 20 Banished Pantheon, advising you that Dark Astoria is positively overrun with them. Even though the closure of the hazard gate into DA should have been a big red flag that things have changed, he doesn't seem to realize that he shouldn't be pointing level-20 characters at DA any more.
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I really don't understand this fuss over enterbasefrompasscode
srmalloy replied to Kigo's topic in Suggestions & Feedback
Making something difficult is no substitute for making it impossible. If it's possible to enable a function for all users, then you can easily make the argument that the long-term goal in creating the function was for all users to be able to use it. Having been a software developer for the government for more than 35 years and been through Security+ certification, I think I can say from experience that if you want to prevent the general users from being able to use certain functions of a piece of software, you design those functions so that they require the account of the person attempting to use those functions to have identifiers that it is not possible for a general user account to possess. -
New Players - Enhancements (DOs & SOs - use em)
srmalloy replied to Troo's topic in General Discussion
Do the exploration badge run for AP and KR, then make yourself an SG base with a teleporter linked to Echo: Galaxy City, run Galaxy's exploration badges, then go to the tram in Echo: Galaxy City and go to Echo: Atlas Park, and run the exploration badges there. That will double your merit accumulation to 20, and you go back to the Echo: AP tram, take the Ouroboros portal to Ouroboros, run up the spire to get the exploration badge, which gives you an Ouro portal you can drop (but not use until 14), then go back to AP. -
That's subject to the 'fade time' for the language. You can write a BASIC program, leave it alone for a few years, then pick it up and still be able to figure out what it's doing without too much trouble. Well-written C code, you leave it for 6-9 months and you'll have to spend some time working through the code to puzzle it back out, but it's doable. FORTH, you go off to get a cup of coffee, and when you get back, you have no idea what the code is doing.
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Back when the other nukes killed your End, having Full Auto be a narrower cone made sense. My AR/EM Blaster back on live could rush up to a spawn of Nemesis minions in PI while stealthed, pop Boost Range and one of either Aim/Build Up and unleash Full Auto with the expectation that she would survive the return fire while taking out the entire spawn, and then rush off to find another spawn, being healed up by then and Full Auto recharged for the next spray. The other Blaster nukes would leave the user exhausted, forcing them to wait while they recovered their End, and their nuke was typically on a base (IIRC) three-minute recharge, making them wait still longer to be able to do it again. Now, with the T9 nukes no longer crashing the user's End, there is no reason not to give Full Auto a wider cone; it no longer has the advantage of not crashing the user's End to justify restricting its cone width.
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I really don't understand this fuss over enterbasefrompasscode
srmalloy replied to Kigo's topic in Suggestions & Feedback
And applying a minor adjustment to disable it when the user is in combat -- and there's at least one check for that built into the code, because there are a number of things that don't work in combat -- addresses that complaint. The contention that this was intended to be a GM-only command is valid, but it invites the question "if it was only intended for use by GMs, why didn't it have a check to make it usable only by GMs?" Having the command usable by anyone, but just not telling anyone that the command existed, is a classic example of why "security through obscurity" is doomed to fail; all it takes is one person discovering a hidden function that's useful, and the entire playerbase will know about it in short order. I will point out here, though, that there have been an ongoing series of changes to the game that have, individually and collectively, served to make it easier and faster for players to move around and between the zones; this is just one more. It's got a flaw that it is usable in combat as a 'get out of death free' card, but other than the objection that this is was supposed to be a GM-only function, that flaw is the only problem with it; make it unusable when the game thinks you're in combat, and the flaw disappears. -
We're all aware that the load on the servers from having to load the AH database with each instance of an SG base is the obstacle for being able to access the AH from bases. But what about giving access to specific tabs? The 'Sold' and 'Bought' tabs shouldn't require more than a small fraction of the AH data, particularly if all you get is the ability to collect either the purchased items or the inf from sold items. Just the item, the bought/sold price, and a 'get inf/claim purchase' button