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Everything posted by srmalloy
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Worst arcs that assume your character is an idiot?
srmalloy replied to Zhym's topic in General Discussion
Assuming that you haven't already delivered a Rikti monkey to her during the Valentine's event... -
Give knock powers a chance to detoggle debuffs
srmalloy replied to Uun's topic in Suggestions & Feedback
Or, carrying it back to the original way things worked, KB along with mezzes detoggle everything -- not just your enemy-affecting toggles, but your friendly-affecting ones like Tactics and Maneuvers... and all your toggle defenses, too, so you can watch your character get mezzed or knocked back and all their defenses drop. Not that I'm seriously suggesting this; the change that made mezzes no longer automatically drop all your toggles was a big step forward. But if you seriously want to be able to turn off toggles with KB, then not only should you be prepared to have that used against you, but mezzes should drop toggles as well. -
I think just using a character separator would be fine; the first color is the icon color, second is the text color, so you could have: /macro_color Boop "Red#White" "powexecname Boop" Or, taking advantage of the existing hex color parsing: /macro_color Boop "009900#FFFF00" "powexecname Boop" And have the colors default if missing, so /macro_color Boop "Red" "powexecname Boop" produces a red icon with white text, while /macro_color Boop "#Red" "powexecname Boop" produces a grey icon with red text.
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I was thinking more of minimizing the work to implement it, but that rework of the command seems good -- except that I think 'color_macro' or 'macro_color' would be better than trying to complicate parsing of the existing 'macro' command (after all, 'macroimage' requires an icon name), and for the people content with the existing macros, making 'color_macro' or 'macro_color' a separate command that requires a color definition lets everyone keep using all their existing macro files.
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I see that there are gender-identity issues even in Paragon City. Mission completion text from radio mission in Peregrine: You have defeated Alicia and his Carnival of Shadows crew. Mission Accomplished Still, it's no skin off my nose if Alicia wants to identify as male...
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Right now, unless you use macro_image, you get a grey button with white text. What I would like to propose is a small set of macro color options -- red, blue, green, etc. -- that you could use when you set up a macro to color-code macros in your tray: make all attack macros red, all pet macros blue, etc. I don't want to open things up to picking from the color palette, though; that way lies madness, and would be more annoying to code, because it would be a UI change with the updated macro command. Thoughts?
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Not just Disintegrate, but Disintegrate Spread...
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I didn't think to screenshot it, but in one of Madeleine Casey's post-mission texts, she refers to the police as the "PCPD" — everywhere else it appears in the game, it's "PPD". Not particularly game-breaking, and you can handwave it as a quirk specific to her, but it's odd.
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Oh, no... If you want to see the horrors of AI transcription, look up some of the 'HFY' and related narrated stories on YouTube. From the appearance, they use an AI-driven text-to-speech program to read the script, butchering the normal flow of speech in the process, then apply an AI-driven speech-recognition program to generate the on-screen subtitling. Ignoring structural problems like being unable to bracket words properly (when you have "we'd" at the end of a line, for example, it is not acceptable to break the line with "we' " ending the line and 'd' by itself at the start of the next line, or breaking "800" into "80“ ending a line and "0" starting the next), the speech recognition still breaks on homonyms, mangles words where the text-to-speech crams words together, can't seem to recognize names the same way twice in a row, and has problems identifying where sentences break.
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At least with some of the origins, the SOs are essentially invisible on the character. Take a look at the DOs, and imagine what a hero would look like staggering down the street with multiple urns, bracelets, earrings, amulets, and other Magic-related gewgaws hanging off their body. Or a Technology hero sporting a dozen Benedict Tech Telescoping Eyes.
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Incarnate Ability Auto Configure in Power Tray
srmalloy replied to DrRocket's topic in Suggestions & Feedback
The bind I have for the flight powers in my keybinds.txt file is: Y "powexecname Fly$$powexecname Mystic Flight$$powexecname Energy Flight" Since I won't have more than one of these on a character, whichever one the character does have will be the one that activates. Similarly, I have a bind for teleportation that is set up the same way: CTRL+LBUTTON "powexecname Translocation$$powexecname Teleport$$powexecname White Dwarf Step" So I can hold down the control key and left-click where I want to go, and whichever teleport power the character has will trigger. Alternatively, if you put the slotted Judgement power in the same slot every time, you can use powexec_tray slot# tray# This fires the power in a specific slot in a specific tray, while the bind for the powexecname should work even if you don't have the Judgement power in your trays (but then you can't see if it's recharged). -
Incarnate Ability Auto Configure in Power Tray
srmalloy replied to DrRocket's topic in Suggestions & Feedback
I have binds in my default binds file that toggle all four of Fly, Mystic Flight, and the two Kheldian flight powers, and whichever one you have (since you're unlikely to have more than one) will toggle. So, yes, you can make it work. -
In the "Find Evidence in Lab" mission from Maxwell Christopher (where you're looking for information on Tyrone Lockhart), an immediate follow-on to a 'find evidence in warehouse" mission, the top floor minimap is missing an entire room: The 'whereami' information is: Server: Excelsior Zone/Mission: Tech_45_Layout_07_01 Position: [-2892.8 0.7 117.4]
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Vigilante/Rogue TF (spawn GM) Idea
srmalloy replied to Canadian Anvil's topic in Suggestions & Feedback
And the 'Going Rouge' badge is in Imperial City, so... this must all be a Praetorian plot. -
Re-Examine Spawn Makeup in Anton Sampson's arcs
srmalloy replied to srmalloy's topic in Suggestions & Feedback
I was getting the Lance Sergeants in the spawns in the first couple of missions in the arc (the "check out Nemesis base" stealth defeat all missions that seems to be Anton Sampson's stock-in-trade), then when the missions began being "defeat all soldiers in lab" missions, they turned to Tirrailleur-exclusive. -
I'm currently running through Anton Sampson's "Mass Duplicity" arc (34-39), and once more running into the situation I refer to as "Tirailleurs and targets" missions -- in the entirety of the later missions (the ones that actually say "defeat all" rather than having it as a hidden mission objective), every single lieutenant-rank mob that appears in a spawn with a minion is a Tirailleur -- including two missions that had a Tirailleur in aggro range of the door. The spawn makeup issue appears to be exclusively with the "lieutenant and minion" spawns, because I did find two standalone Sgt. Majors across three missions. Can the spawn makeup code be looked at for this arc? There are enough lieutenant-rank mobs in the Nemesis group that having three missions where every single lieutenant-and-minion spawn (more than 40 and counting, including one room with six) has a Tirailleur for the lieutenant seems to strain any concept of the RNG being functional. If, however, the missions are supposed to be spawning nothing but Tirailleurs for the lieutenants, that's different, but if they're supposed to be random lieutenant-and-minion spawns, the spawn code should be looked at.
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...with the corrolary that your "expressing yourself freely" will get judged according to how slavishly you adhere to the common standard that the particular counterculture has determined to be the 'proper' expression of that counterculture. I ran into exactly this in the '70s, where everyone talked about how you should "do your own thing", but if your thing wasn't everyone else's thing, you were kicked to the curb and ignored or denigrated for it.
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And it has been reported that AI-driven code development carries significant additional costs to verify that the AI-generated code is actually doing what it was supposed to do.
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When escorting an NPC, let the NPC follow you while Stealthed
srmalloy replied to DrRocket's topic in Suggestions & Feedback
The NPCs are brain dead already; you can see this in office maps, where rescued NPCs appear to be hardcoded to run to the nearest point where they can leave the floor — even when this means that they're running deeper into the mission, to a floor still populated with hostile mobs. Or when there's an invasion event going on, where the NPCs will panic and run around madly — including into fights — rather than running to the nearest door to hide. -
Debuff auras placeable on both allies and enemies
srmalloy replied to WindDemon21's topic in Suggestions & Feedback
You're looking at it wrong. Keep the range limit. If the distance between the caster and the anchor exceeds the range limit for more than, say, two seconds, then drop the toggle. If you put a rad debuff on a mob and it runs out of range, it's not likely to be turning around to come back within the time limit, but the two seconds gives a pet used as an anchor time to get run up/down the elevator by the server, after which it's back in range. -
Debuff auras placeable on both allies and enemies
srmalloy replied to WindDemon21's topic in Suggestions & Feedback
This is already annoyingly in the game. With a character with the Marine powerset, put Shifting Tides on a pet. On an office map, you will find that virtually every time you transit between floors via an elevator, the sections of the map for each floor are far enough apart that the elevator transfer briefly puts you far enough from the pet you put Shifting Tides on that the toggle drops, forcing you to wait for it to recharge before you can reapply it.