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Everything posted by srmalloy
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I have no idea what caused it, and going back this evening, I was unable to get the effect to reproduce -- I would either get 'Treat' and a costume or salvage piece, or 'Trick' and a spawn. If I hadn't gotten that effect from several different doors, I would have said that it was a one-off quirk and not thought anything more of it. I will say that' it's enormously more convenient to be able to run up near a door and knock instead of trying to snake my mouse pointer past the click boxes of the mobs that are in front of the door, and I will be using the macros on other characters.
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Mathilda May. While it's been literally decades since I read the novel it was adapted from, Colin Wilson's The Space Vampires, what I remember is that she and her two male companions were the only humanoid occupants among the thousands of creatures in the hibernation cells in the alien ship that was discovered, and they had been made human-like in order to be taken back to Earth to drain energy from the lifeforms of the planet and channel it back to the ship to awaken the other occupants.
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I don't care if whatever I'm dragging into the AH window gets parceled out into stacks of 10 per auction slot, as long as I can drag the entirety of a big stack into the AH in one move, rather than doing it ten at a time. Being able to check a box for "Post all identical items at this price" and have them all go up with one selection would just be lagniappe.
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Prismatic Aether: Items and Prices
srmalloy replied to DarionLeonidas's topic in Suggestions & Feedback
From what I've seen of them, and the related 'shrunk' Monstrous Aether pets, I'm not sure that they're worth the cost, with the achondroplastic proportions of the 'mini-character' model; they just look wrong. -
I had an interesting situation when I tested the macros. PI1 was full, so I went to PI2, which was abandoned except for a Nemesis Cuirassier and two Jaegers; I'd apparently caught the opening of the second zone instance before it could generate a ToT league. I moved my character near the right-side door on the ground floor and fired off the macro -- and was treated to five minutes of the door opening and remaining open while a succession of mobs came out of the door and immediately despawned. Moving around, I verified that it does in fact only check one door of the pair in a corner due to the ordering of the enterdoor commands in the macro, and was eventually able to get three separate doors to spawn 1) a single minion, 2) another single minion, and 3) a Crone Matriarch. I got another instance of the repeated 'come out the door and despawn' cycle, two salvage treats, and a costume power treet from the doors that didn't return 'Trick'.
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'Quintus' is one of the limited number of praenomen used by the Romans, 'Elerius' is his cognomen, and denotes membership in one of the known gens of the period, Eleria. If he was the fifth born, he would likely have a different praenomen, and his name would be something like "M. Elerius Quintus", or even "M. Elerius Alaricus Quintus" -- 'Marcus, of the gens Eleria, son of Alaric, the fifth'. This last would generally only be used in written records.
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I didn't start having to work at it until I got my first 9600 baud modem, but then I've always had a high reading speed. I remember finding the cardstock-and-spring tachitoscope (sort of like the one in this patent) my parents had, working up through the settings until the fastest one was still too slow, and trying to get it to work faster.
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City of Heroes... change one letter... City of Herpes... Coincidence?
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Ghu, I'm an old fart... I remember sticking phone headsets into 110 baud modems in the computer lab in college to connect to the timesharing system... and submitting card decks to run jobs on an IBM 1130. And the little pranks, like putting program cards with an 80-column-wide 'duplicate' field onto the program cylinders of the 029 keypunch machines and flip the 'program' switch up to catch the unobservant...
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They reproduce by fission... like all bacteria. 😁
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I've been part of five-character groups that have swatted Adamastor just in the last week. If he's a more challenging opponent, then that is a good thing, rather than him being just another roadbump in leveling. Could it be that your five-man PUG doesn't have the tactical sense to back away from Adamastor before he pulls his soul drain to heal himself?
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Citadel is among the worst in this regard; you would think that an AI would be able to assign missions more optimally -- instead of the continual "IP, Talos, IP, Talos, IP, Talos", have the TF run all of the missions in IP, then move to Talos to run all of the missions there.
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I lost the screenshot due to a hard drive crash on an old computer, but I had a screenshot from the very first Winter Event back on Live where my En/En Blaster was in Perez Park, and defeated one of the snowmen that spawned from a present that someone had clicked and run off from, and got the message "You receive 1337 experience."; I reposted the system message in general, laughing about it. In both names and dialog, you can see 133t and StUdLyCaPs. There are also some occurrences of hakspek in the dialog, as well. Hakspek had largely disappeared with the spread of the internet, although it survived in the original character limit for SMS, & the nd 4 abbrvs n msgs 4 char cnt.
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Anchored Toggles dropping during character transport
srmalloy replied to srmalloy's topic in Bug Reports
It depends on the map. I've taken to putting Shifting Tides on my Barrier Reef while soloing, and when going up an elevator, it doesn't always drop the toggle; it's kind of a crapshoot, because you have no idea how the map is laid out internally -- the indoor maps are made up of pre-built modules that are linked together to form a level of the map (if you ever come across a 'black wall' across a hallway in an indoor map, that's an indication that the adjacent modules are not properly aligned, and the game engine misidentifies how to render looking down the hallway), with each floor of the map being disjoint and placed somewhere else in the coordinate space of the map (target a teammate on another floor, and you'll see the pointer off in the distance pointing outside of the floor you're on), with the elevators being teleporters to take you from a designated point on one floor to a designated point on another. If the floors are physically located close enough to each other, you'll stay close enough to your anchor if you go into the elevator together, and the toggle won't drop. Most of the time, though, either the floors are more widely separated, or you don't go into the elevator at the same time, and the toggle will drop. -
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Control Hybrid Suggestion - Notify Mobs?
srmalloy replied to Madvillain's topic in Suggestions & Feedback
This. I had a loosely similar situation with my Grav/Traps Controller; using parts of a build I'd gotten off the forums, I had a damage proc in Wormhole, and I was aggroing my target spawn whether or not the wormhole hit. Removing the proc reset the power to leave my targets clueless that they'd been transported. The Control Hybrid powers all have a chance for either fear or damage, some of them have a chance for +1 Mag to controls; the damage/fear is the primary effect, +1 Mag is secondary. You're asking for the Control Hybrid powers to be redefined for everyone in the game because you don't like how they're built. -
This is a known bug, which also occurs with DP/TA characters, or DP/Munitions -- basically, the issue is that you have a weapon in each hand in your primary/secondary powerset, but only one weapon in your other powerset or ancillary pool, and the game gets confused about how to render your weapons, resulting in you either have an empty left hand (in the case of DP/TA) when you're firing your pistols, or the assault rifle (with Munitions/Arsenal) doesn't render.
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Sentinel+; I have a folder with saved character data and costumes from Guardian on live, but so far with the characters I've recreated, I've chosen to relevel them from scratch so I can do a better job with their builds.
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It's not the level 50 characters that are only 3 days old that are the ones to poke fun at, it's the level 50 characters that are only 3 days old who are posting "How do I get to [city zone]?" questions in chat that are the proper targets of denigration. Some of those questions are reasonable -- you can easily get to 50 without ever going to the Hive, or the Abyss, or one of the Shadow Shard zones, but a level 50 character asking how to get to Kings Row or Steel Canyon is just sad and laughable. At least with the removal of the AE buildings in Atlas Park and Mercy Island they have to become acquainted with the concept of changing zones, even if it's only to get to Pocket D, and they've never been anywhere else.
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The mechanism appears to be working as designed -- if you put an anchored toggle on a target, and you move further away from your target than a maximum range that's not clearly defined, the toggle will drop. However, there are a number of instances where your character and the anchor are both transported, but not at the same time, and the effect is to separate your character and the anchor by enough distance to drop the toggle, even though you may start adjacent to each other and end adjacent to each other. The 'offenders' are group teleports like Incandescence Destiny, Team Teleport, Assemble the Team, and the more prosaic action of taking an elevator in an instanced map. In all of these cases, because you and your anchor do not get transported at exactly the same time, there occurs a point where you and your anchor are far enough apart to drop the toggle, putting it on cooldown when you arrive, forcing you to wait for recharge to reapply it. Teleport Other, while it will drop the toggle, does it appropriately, because it's a single-target teleport, pulling you away from your anchor. I'm not sure how this would be addressed internally; turning off the anchor toggle range check for the duration of the transport would solve the problem, but making it work only for those types of transport would be problematic.
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It has been an ongoing issue all the way back to Live; is there some way to prevent a targetable object that is behind your character and outside the view of your camera from being made the default interaction object? What is happening is that, for example, with a character that has a pet of some kind comes up to one of the sliding doors in a mission and brings their mouse pointer up to click on the door with their pet behind them and not drawn in the camera view because it's outside of the field of view, the mouse pointer will turn red so that clicking the mouse targets the pet; you have to play camera angle games to get a view that doesn't have the pet's targeting box occlude the object you're trying to click on. And it doesn't have to be a pet; I've had occasions where I've tried to click on a hostile mob in front of me, but the mob that clicking targets is one standing behind me that I can't even see. The 'targeting box' for objects appears to be larger than the drawing size for the objects, so that even if they aren't big enough to be visible behind you, their targeting box is still in the camera field of view, and preempt more distant objects.
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I would be strongly in favor of the holiday 'Present' inspirations, and all other event inspirations that have a concealed effect, be rewritten internally in this manner, so that the effect is determined at the time of use, rather than just all having the same visual appearance, but sort themselves out into groups in an inspiration storage base item, where they can be categorized.
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You haven't run the "Revenant Hero Project" arc from Gordon Stacey in Brickstown much, have you? The second-to-last mission of the arc is, with the exception of a single spawn on the first floor (at least in my experience) entirely populated with Paragon Protectors, minion to boss, all of whom have Moment of Glory or an equivalent power. I say 'equivalent power' because they're not all the same; the Energy Blast types have the 'classic' unhittable MoG, while the others just become mildly annoying and are not much more difficult to take down than they are before they pop MoG. The mission, though, is the best one to use to get the badge for 200 Paragon Protectors, lest you be stuck trying to street-sweep them.
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In the catalog of weird history, "Hawaiian pizza" was invented in the 1960s by a Greek restaurant owner, Sam Panopoulos, in Chatham, Ontario, and it was given its name because that was the brand name of the canned pineapple he used. It was an attempt to get his customers to diversify their choice of toppings, which consisted almost entirely of mushrooms, bacon, and pepperoni; pizza was still a novelty -- an ethnic food that Canadians would eat when they went across the border into the US. While pineapple can be decent on pizza if grilled first, rather than just being dumped on the pie, those nasty little fishies are anathema.