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srmalloy

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Everything posted by srmalloy

  1. I will point out that where something appears in the UI can have nothing to do with how it is implemented in the code.
  2. It has absolutely no effect on gameplay, and therefore should be way down on the list of things to fix, but the planes for the War Wall force field graphics don't line up with the pylons at the tops: The reason why I say it has no effect on gameplay is that it's only a visual quirk -- not only are these featureless planes above the tops of the War Walls themselves, they're also above the max height you can reach in a zone (which is below the tops of the War Walls), so you're never going to be able to reach them -- they just show up this way when you're close enough. They do stick out a bit from the pillars of the War Walls, but they're only visible there when you have an 'inside' corner, like on the east side of Skyway City or Talos Island.
  3. And I have to wonder how many people are just moving their existing characters across and testing the changes with their existing build, then perhaps respeccing to change the balance of their slotting, or pick different powers to work with the powerset changes -- but in every case, retaining their heavily set-ridden builds to test with -- and how many people are turning to the second or third build on their character and loading them up with SOs and common IOs, and testing what the effects of the patch are on characters that aren't tricked out so tightly that they scream.
  4. Multil-floor mission maps. Unless you go up the elevators to each floor before you exit and re-enter, you won't see what floors 2-4 look like, and will be going in blind.
  5. I believe you can still right-click on the power icon in your buff bar and select 'cancel' to get rid of it. But that is a pain in the ass for drive-by buffing. Unless this is a back-door attempt to make people more accepting of the 'disable drive-by buffing' suggestion that was posted a few weeks ago, in which case I want to add my NWIFH to the sentiments about it.
  6. It's one TF, but you can see how widespread the 'rush the goals' attitude is if you suggest that the team take the time to clear the doors in the detention area if one appears on a Council base map during a Citadel TF. In all of my time on Homecoming, I have not once had the team agree that it was worth the time to take out the doors for progress on the Doorbuster badge, with a 'genteel' rejection being "You can get those on your own, don't hold up the TF".
  7. To be fair, it's not just the people who are forming teams for a TF and announcing it as 'speed', but the players in the team deciding to rush the objectives to get it over with and get the rewards quickly, so their perspective may be influenced as much by the rest of the team pushing for faster completion as it is from the people soliciting for 'speed' TFs.
  8. It's a particularly special case, but getting a Grant Invisibility buff from the empowerment station is quite useful for Mender Ramiel's arc to unlock your Alpha slot -- skating through the Council down to the chamber where you find Trapdoor, then on the final mission skating past all the mobs in the tunnel to get to the Minotaur. If you're not concerned about the XP for the arc, just the completion, it contributes to shortcutting the process significantly, particularly on a 'support' AT.
  9. Oh, yes, the Vanguard MDC -- the "drop it in situations like mothership raids where it can draw the 'next target' logic of everyone else's pets, in effect removing those pets from combat" accolade... At least when it's the character invoking the 'next target' logic as they continue attacks, they can see 'Vanguard MDC' appearing in their target window, so they can tab to the next target, so it's much less effective at griefing non-pet classes. At least with the changes on open beta, controllers get pet controls, so they will -- when it goes live -- be able to pull their pets away from being locked onto the MDC someone else dropped for a lark, instead of having them locked onto the MDC forever.
  10. They can create that badge, but all they need to do is create three more -- automatically awarded badges for a character being created as a hero, villain, or Praetorian, and it can remain the eternal goal for all the badge completionists, since you'll always be at least two short of completion...
  11. Is it possible to set a rotation limit on the joints for the ragdolling animation? I had a mission against the Council to rescue hostages where I defeated a minion whose body got hung up by his elbow in a doorway: The body was suspended by its elbow being attached to something invisible, and it hung there, obstructing movement because it was in the doorway, while its torso made six full rotations at the waist -- you can see in the screenshot how the body's waist has become twisted like you would twist up a bread bag before attaching the clip to hold it closed. It was a bit disturbing to watch the torso make a full rotation, pause, then make another over and over until the body despawned. If the rotation limit for joints were set to, say, 180°, that would make the convulsions of a defeated mob less visually intrusive (the 'best' one I've seen so far was a Freakshow that bent forward, touching his toes with his forehead, and continued the forward rotation of his torso for two full rotations, as if he had rotor cuffs for hip joints) while not significantly reducing the flailing as they get knocked away. Or at least reduce the time limit for how long a defeated mob's ragdoll animation will last, so that they don't lie there on the ground performing physically-improbable twists until they despawn.
  12. For some reason the phrase "like sh*t through a goose" sprang into my mind when I read that...
  13. Never happen. Not only will GW have raised the prices on the Blood Angel sets, they will have discontinued the sets he needs to complete his army.
  14. Wood, Fire, Earth, Metal, and Water are the five Chinese elements. Plant would certainly fall under the 'wood' category. Not sure what you could pick to be the 'metal' element, though.
  15. That's the British English spelling. American English drops the 'o'. You can find all sorts of minor spelling differences between the two sides of the pond, like 'encyclopaedia' or 'paediatrics'.
  16. While I have no concerns about it being functional, I'm not sure Adaptive Recharge is going to be a good mechanic to apply to all of the powers it's being swaged onto. Take Cinders, for example; you're whirling cinders around your body; that shouldn't care how many people are standing around you to be hit by them; you're applying the same effort regardless of how many people get hit. It's like throwing a grenade, then realizing because the grenade blast hit an extra four targets this time, it's going to take you longer to pull another grenade off your belt and pull the pin -- it's fabricating a mechanic that feels more as if it's dependent on how the player defines the way their character's powers work. For example, the notes on Ground Zero -- the power has the character releasing radiation into the environment around them; at the point where it's released, the number of affected targets is indeterminate, and not affected by anything the character does -- once they release the radiation, they've expended the effort, and whether it affects one target or ten is irrelevant to the effort they expended. Other powers, like Mass Confusion, where the character is actively working to confuse targets in an area, is different; there the character is having to focus on each additional target affected, so increasing the recharge based on the number of targets affected can be justifiable.
  17. What I've seen is that, on any mission against the Council in a TF, the rest of the team is virtually always going to be too fixated on completing the mission and getting out to rush to the next one to even consider taking the additional time to clear the doors in a gaol in the base.
  18. Well, that suggests that he's definitely not Skippy... From the 213 Things Skippy is No Longer Allowed to do in the US Army: 7. Not allowed to add ‘In accordance with the prophesy’ to the end of answers I give to a question an officer asks me.
  19. No, they just need a physic... 😉
  20. The room that has the upper level to the left where you've got a bunch of random civvies, an Arachnos boss, and Matthew Habashy on the ground? It's got six force-field doors on each of the left and right sides, and I believe three on the back on the wall behind the civvies (and one of the doors explodes through the civvies when you destroy it; isn't plot armor wonderful?). Yes, all of them count toward Doorbuster; I routinely go through Matthew Habashy's, Sondra Costel's, and Aaron Thierry's arcs with new heroes to get the 'Saviour of Atlas Park' badge at the end.
  21. The final mission of the 10-15 Clockwork Captive arc, "Check out Lou's shop", sends you to rescue Lou's wife and daughter. There is a secondary mission goal, "Unlock back room", that is currently pointless. Somewhere in the evolution of the game, the map that this mission was set on was changed; it used to have a single back room, the door to which you had to unlock to get to the hostages, but it's now a map with two back rooms -- and the locked room has no hostages inside, just hostile Clockwork; you can rescue both hostages without needing to unlock the door. Can the mission configuration be changed, either to make the door you open to get to the hostages the locked door, or to move one of the hostages to the room behind the locked door, so that it's not possible to rescue both hostages without ever unlocking the door? It seems pointless to run around to find the key, then unlock the door, and immediately turn around, ignoring the room behind it, and enter the other room to actually complete the mission.
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  22. You're missing the point of my comment. They suggested that people just stop walking into the torches. I replied that they should start with a goal of something (comparatively) easier, like halting farming, implying that getting people to control their movement better was a Sisyphean task.
  23. Neither do the Council, at least back in the cell area; the room that the cells are hung off of have six locations where mobs can spawn, although running solo you generally see spawns at only four of them.
  24. не мой цирк, не мои обезьяны. 😁
  25. On my Rad/Rad Sentinel, when I mouse over the highlighted power "Proton Stream", the information text in the text box at the bottom is "Hurls a volley of alpha particles at your target. Proton Volley is highly accurate and will reduce the target's Defense." (emphasis mine). It looks as if the 'Proton Volley' snipe power from Radiation Blast, when the powerset was reworked for Sentinels, had the power name changed to 'Proton Stream' and its damage, range, and associated characteristics changed from the snipe power it was, but the power description was left unaltered. I think the word 'volley' should be changed to 'stream' in the two places it appears there to bring it back in line with the power name.
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