-
Posts
4114 -
Joined
-
Last visited
-
Days Won
9
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by srmalloy
-
They reproduce by fission... like all bacteria. 😁
-
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?
-
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.
-
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.
-
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. -
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
Zombie Apocalypse - zombies not spawning
srmalloy replied to legendaryjman's topic in General Discussion
IIRC, it was the ongoing "turn off your AoE stealth powers" complaints/demands by the people who, lacking an accurate understanding of how aggro worked, believed that running into an AoE stealth area while having already-established aggro would cause tanks to lose aggro, reducing their ability to pull mobs down into the bowl during MSRs. -
And, in fact, Dr. Boyd's repeatable missions ('harvest Kora fruit in a small/medium/large cave') were farmed so hard that the devs back on Live decided that it was necessary to downgrade the inspiration drop from harvesting Kora Fruit to a medium inspiration, rather than the large inspiration it was when the Shadow Shard was rolled out.
-
Thoughts on Fold Space Etiquette on Leagues and Teams
srmalloy replied to Excraft's topic in General Discussion
I wonder whether this is the same issue that the HC staff fixed with the invasion events, where the spawns used to migrate to the northeast as the event continued. I've noticed the same thing with my Grav/Traps controller, where I'll put down a spread of mines, then Wormhole a nearby spawn onto the mine field, only to have the Wormholed spawn trail off in a line to the northeast with the mobs at the end out of the blast radius of the mine field. -
Except for the badges for 10, 25, and 50 costume drops from trick-or-treating. I've gotten more costumes after getting the 50-costume badge, but there's no badge progress for a higher badge, like there was after passing 10 and 25, so I'm guessing that 50 is the highest. I was curious, and when going to Annah for a costume slot counted the halloween costumes she had available, and there were 144 of the regular 'door drop' costumes, not counting the Fir Bolg, Ancient Vampire, and Arisen Mummy costumes.
-
I was participating in the PI murder motel this morning, and had a thought about a potential power for a future powerset -- an anchored AoE DoT power. We already have anchored AoE debuffs, like you see in Radiation Emission -- Radiation Infection, Enervating Field, and Lingering Radiation -- where the debuff is tied to its target and stays with them if they run off (potentially aggroing lots of other mobs), but when you drop an AoE DoT, it stays at the ground position that you designate. My suggestion for consideration for a future powerset is an anchored DoT AoE power like, say, Ice Storm or Blizzard, except that like the Radiation Emission anchored debuffs, they stay centered on your target regardless of its movement until the power expires. It would require some balancing -- the advantage of your target not being able to run out of the area of effect, contrasted against the disadvantage of them being able to run off and aggro other mobs (depending on whether they can reach another spawn before the DoT runs out). So I'm throwing this out as a hypothetical idea for a new type of AoE attack, so that other people can comment on it.
-
For a while, my DP/EM Blaster, Mobile Suit Gun Dame (created when I noticed how you could get Gundam-like costumes with the right costume pieces) had a bind for LRM that had her yelling "Gun Dame BEAM!" when she fired it.
-
The best commentary about the community was something I remember from an ITF back on live, when we had a woman and her five-year-old son on the team. She said that CoH was the only online game she felt comfortable about letting her son play without supervision, because of the quality of the community. And when I tried playing other MMOs -- Aion, Tabula Rasa (both before NCsoft killed CoH), and SWTOR -- I was severely depressed by how rude, vindictive, and foul-mouthed the chat channels were. Yes, there were still courteous and helpful players, but they were far and away the minority. And I have to wonder if it's the setting itself that brings out the good behavior of the community. Well, that and the complete absence of adversarial loot, which inherently fosters jerk behavior.
-
It's far too late to do anything about it this year, and it only seems to be an issue when ToTing in a league and knocking on a door when another part of the league is already fighting, but is it possible to tighten up where "trick" mobs spawn? When your're solo, or in a group small enough that you're only knocking at one door at a time, any "trick" mobs will come out that door, or a door immediately adjacent to it (i.e., double, or occasional quad doors). If you have a league that's hitting several doors at once, and already fighting a spawn at another door, that's no longer the case. If you get a "trick" response from knocking, the spawn will almost always come out a door where there are already "trick" mobs present, and that door can be several doors over, or even on a different floor of the building where you're ToTing. For example, if you're at the 'murder motel', and you knock at the door on the ground floor closest to the bottom of the stairs to the upper level, get a "Trick" result, and there are other characters already fighting a spawn in the adjacent corner of the upper level, the mobs spawning from the 'trick' will spawn on the upper floor where the fight is going on, even though it's more than fifty feet away and up one floor. Once you have mobs spawning out a given door, other characters clicking on the door they came out of will get mobs spawning out that door as you would expect, but knocking on a door and getting the resulting mobs spawning somewhere else significantly dilutes the perception and effect of a "trick" result.
-
You are door-knocking in a level-appropriate zone, aren't you?
-
And it depends a lot on the character. I have an Elec/Elec/Elec Sentinel that I just took out on a round of the doors on an office building in NW Kallisti Wharf, and got three EB Vampires to verify what I remembered from last year; the only thing that makes the EBs different from the other mobs is that they're a sack of HP that takes longer to drop. They come out the door, and as soon as I see Lightning Field doing damage, they get their End taken away from them, and then it's just spanking them while I watch to see if any of them try to run. The Ancient Vampires spent virtually all of their time shaking from the shocks, and at 0 End the rest of their abilities are neutered.