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Everything posted by srmalloy
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I don't have a character with the temporary power version of the Nemesis Staff power, so I don't know whether it occurs with it as well, but with the prestige power Nemesis Staff, after you fire the attack, you continue to be rooted for around a half second to a second after the animation completes; enough time for the other mobs in a spawn to target you and fire back while you're standing there in the open like an idiot. I can't tell from outside whether this is a timing issue -- the animation speed was changed but the root duration was not -- or just the animation time and root time durations not being properly synched up.
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Avoiding Sloppy Writing in Alignment Tip Missions
srmalloy replied to mechahamham's topic in General Discussion
That's like the justifications that have been fabricated to 'explain' why split infinitives ("to boldly go") are bad. One of the more ridiculous was "Latin doesn't split infinitives, so English shouldn't either" -- ignoring the fact that they're different languages and don't have to obey the same rules, Latin infinitives are all single words -- you can't split a Latin infinitive, so the 'prohibition' is meaningless. "This is the type of arrant pedantry up with which I will not put!" -- apocryphally attributed to Winston Churchill -
Note also that if you're really close to dinging 50, starting a WST pre-50, then dinging 50, you have burned your level-50 rewards for the week -- if you run another WST the same week after dinging 50, training, and unlocking your alpha, you will not get the Notice of the Well. It's a bit of a corner case, but I got bit by it a few months back, assuming that I'd get a Notice for the first time I ran a WST as a 50, where instead I was running a WST a second time that week, and the code never got to the 'award a Notice' check.
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You should also add that the imps had a lifespan and would die off when it expired, forcing you to resummon, and all your imps died when you a) went through a door, or b) went up/down an elevator, which made recharge-heavy slotting mandatory if you didn't want your controller to be petless for half the mission, and made rushing the mission goal problematic unless the controller could stealth the mobs in the mission. The same issue applied to masterminds to a lesser extent; they had to be resummoned and individually rebuffed every time the MM entered a mission door, which hung up teams at the start of missions while the MM recovered End from doing the summon-and-buff routine on six henchmen.
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This is an indicator that the tiles from which an instanced map is assembled are not quite aligned correctly where they meet up; this was a regular occurrence with the yellow office maps that were added with the release of City of Villains, and it requires someone to go back in with the level editor and tweak the positions of the two sections (and everything they're attached to) until they line up correctly.
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I don't think that there's a way to do it with the existing map system without making the Vanguard Base its own zone, where it would get its own map. The problem is that the zone and instance maps are a strict top-down view of the terrain, and you get no sense of the vertical position of a character in the map -- a classic example is the layer-cake room in the cave tileset, or the multi-layer rooms in some of the Oranbega maps. The RWZ map shows the exterior map of the zone, and when you're in the base, you're somewhere under the main level of the terrain, and there's no way for the map to show this.
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Elegant solution to buff Regen.
srmalloy replied to ClawsandEffect's topic in Suggestions & Feedback
That's going to be difficult to work into the game engine. Back before the HC staff made the change to have simultaneous sound effects not stack linearly, there was an occasional problem I ran into running the "Cure Lost" mission; I'd go into Perez Park and look for big spawns of Lost, whacking the boss (if present) with the cure-stick first; when he changed back, all the other Lost would pull out weapons and shoot at him. Sometimes, the entire rest of the spawn would pull out shotguns and fire at once, and the stacked sound of eight or nine shotguns going off at once would be physically painful. -
I'd have to go back and verify it as to which one of the powers it is, but one of the Radiation powers is an aura that applies a debuff to mobs around the character; you can recolor the power itself (I recolor all my characters' Rad powers to a proper cyan blue), but the debuff on the mobs remains the original toxic green (adhering to the mistaken premise that radiation glow is green, a misconception fueled by the yellow-green glow emitted by the zinc sulfide phospor used in the first radioluminescent paint).
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In the customization screen for incarnate powers, the Pyronic Judgement powers can be colored; this changes the color of the blast effect of the powers, but in the animation, where the character straightens up, pulls an arm back, the fires off the power, the energy collecting around the character's hand remains in the powers' base yellow color, regardless of the customization.
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And not being able to just jump off the side of the island and fall until the teleport kicks in and takes you back to the start of the zone, the way you can in the Shadow Shard.
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The ol' shard vs thread debate - resolved
srmalloy replied to Ukase's topic in Suggestions & Feedback
What do you do with the "G'rai Matter" incarnate component option from the Vanguard crafting tables? Do you just drop shard, shard-based components, and shard-based recipes from the game, thereby reducing the rewards obtained from doing incarnate content, or will shard drops be replaced by thread drops? And given that it only requires four shards to make a common incarnate component, while it requires twenty threads, what changes would be made to the drop rate? And what happens to the Notice of the Well you get from the WST? It's all well and good to say "remove shards from the game; they're no longer needed", but it's more than a handwave; there are all sorts of hooks through the game code that will need to be changed, and quite a few decisions about the scope of the change that you don't address. -
Add a customizable projectile option to firearms
srmalloy replied to srmalloy's topic in Suggestions & Feedback
It vanishes among the effectspam if you're on a team, but when you're solo, with Dual Pistols you can see a trail of 'disturbed air' behind standard shots, but there's no real visible projectile: With one of the Swap Ammo options active -- Fire, Ice, or Corrosive -- there is a more visible effect with a projectile, but the projectile is understated for Corrosive; all you get is the toxic trail: With the other gun powersets, you don't have the extra visibility of the Swap Ammo options, so you're left with the barely visible bullet trail. But depending on your character concept, it may be more fitting to have your weapons fire, say, a bright green 'magic bullet', or an extended bolt like you see with the blasters in Star Wars -- a bright shot that extends for a few feet as it flies to your target, but not a line drawn all the way from you to your target like Laser Beam Eyes. -
"It's the code of the West, son. If it moves, shoot it. If it's too fast to shoot, steal it. If it's too big to move, foreclose the mortgage."
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Continuing issues with full-body replacement costumes in missions
srmalloy replied to srmalloy's topic in Bug Reports
Well, since sheathed/holstered weapons is an addition made in Homecoming, and both of the missions I spotted this in were from Live, the full-body replacement costumes wouldn't have the costume locations to override the character's, and would need to have the replacement costume updated to 'cover' the new costume locations. A thought occurred to me while I was typing this -- would the same issue affect characters with asymmetrical gloves/boots? I don't know; something to test. -
There are a wide variety of options for customizing the weapon you carry for Assault Rifle, Dual Pistols, etc., but the actual shot doesn't have anything -- and some of the weapons just cry out to have some sort of easily-visible projectile being fired. It would be nice if powersets like Assault Rifle and Dual Pistols had light/dark options for power customization where your shot would send a small colorable projectile downrange at your target, instead of or in addition to the existing vortex trail.
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The Sands of Mu temporary power and its prestige attack version still have the old width and target limit; this may or may not be intentional, to keep the non-powerset attacks less effective.
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Matthew Habashy's "Learn what the Hellions are planning" mission, where you get a Hellions costume, and Sandra Costel's mission "Confront the Skull Leader", where you assume the role of Deborah Rosenfeld, are still failing to completely replace the character costume. In the former, characters with tails will retain them when disguised, and in both, holstered weapons will still be visible on the replaced costume. I assume for the latter that it is due to holstered weapons not being available when these missions were created, so the costume replacement doesn't account for them.
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In Matthew Habashy's mission where he sends you into a Hellions hideout to learn what they're planning (and you get a full-body replacement costume of either a generic Hellion or a Girlfriend from Hell, depending on your character's gender, when you click on the crate glowie, you get a popup window with a mis-centered image: It looks as if the image of the crate has been given incorrect offset coordinates in the window.
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Defender Inherent - Both against theme and often useless.
srmalloy replied to Shin Magmus's topic in Suggestions & Feedback
Add a sliding scale augmenting the buffs/debuffs that a Defender applies to that -- enough to be noticeable but not more than, say, an SO's worth at the extreme end -- and I could get behind all of it. -
Defender Inherent - Both against theme and often useless.
srmalloy replied to Shin Magmus's topic in Suggestions & Feedback
Not only that, if your team is getting pasted badly enough that your inherent is kicking in strongly, your damage output and defenses are unlikely to allow you to stand there and tank the situation long enough for the rest of your team to get back on their feet -- particularly when every teammate that does is chipping away at the benefit you're getting from your inherent. -
Defender Inherent - Both against theme and often useless.
srmalloy replied to Shin Magmus's topic in Suggestions & Feedback
I would much rather see the different ATs contributing uniquely to the team, rather than a "We need a Defender for the badge" choice. -
Curie, even if that doesn't scan as well.
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Why do enemy lairs/bases omit toilets?
srmalloy replied to Scarlet Shocker's topic in General Discussion
My mind keeps flashing back to F.M. Busby's "Rissa Kerguelen" novels, and the characters singing the unofficial cadets' underground fight song, with its line "And that is the reason, you can plainly see, why there's only one latrine in all of U! E! T!" -
Aim has color customization; it's just buried under the yellow of the actual to-hit flare. If you pick colors carefully, you can see it, but it's usually too minimal to notice amid the other effectspam in combat.
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This is one of the reasons why I never understood why Movement Suppression was propagated from PvP to PvE -- jousting has an incredibly minimal effect on PvE, because if you set up to, say, Superspeed past your target, with a melee attack triggering when you get in melee range, then Movement Suppression stopping your Superspeed when you're thirty feet past your target and the attack actually animates, your target and the nearby mobs, because the range and aggro determination is all happening on the server, instantly aggro and get to attack back. There's no 'movement sent to the server and down to your target's client, then they have to react and send their action to the server' delay, which was what made jousting work in PvP. Only if the mob logic directs the freshly-aggro'd mobs to close before attacking will jousting let you get away from some of the return fire from a spawn.