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Everything posted by srmalloy
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How far away from you was your Singularity when you went through the door? After having mine get stuck beating itself against the portal from the FBZ base to the rest of the zone, I did some testing, and there appears to be a maximum distance your pet can be to 'see' that you've gone through a door and activate the door to follow you through. Beyond that, it 'knows' that you've gone into the door, but can't figure out how to use it, and will just batter itself endlessly against the door, even if you come back out. It only happens if the door takes you to another spot within the current zone (hospitals, stores, etc.); loading into a different map (zoning, entering a mission or base) repositions your pets to you, so it doesn't occur.
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I'm not concerned about increasing the stack size per slot, because that would change the dynamics of dumping stuff into the AH. What I would like to see is simply being able to drag, say, a stack of convertors into the AH, select the number I want to put on the AH, and have them go in, even if they shuffle out into ten-item stacks, and then be able to check a box "sell all similar at same price", so that when I post one stack of convertors at a price, I can have the rest automatically post for the same price.
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A collapse in the market also lowers the game playability
srmalloy replied to Diantane's topic in General Discussion
It's simple. When you're on the enhancement screen, you can drag any enhancement out of the power slot it's in. Normally, when you do this, you can only drag it to the trash can in the lower-left corner of the screen; this destroys the enhancement, just like slotting another enhancement on top of one that's slotted. If you have unslotters in your salvage inventory, however, you can drag the enhancement to your enhancement tray. -
The Opposite of Universal Damage: Typed Damage (8 New IO Sets)
srmalloy replied to Biff Pow's topic in Suggestions & Feedback
It would be a nightmare to code, but sets that would change the damage type of an attack -- for each enhancement (except the proc) slotted in a power, 20% of the damage done by the power is changed to the type defined for the set. -
Vahz are a bad choice for Lore pets because the Cadavers and Abominations move much more slowly than other options.
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Shall we start a betting pool on how many more times the bug gets a new thread before the patch gets rolled out?
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There was originally a 'cone range' enhancement that was separate from the 'range' enhancement; cone powers required it to extend their range — which, because the cone angle stayed the same, made the 'base' of the cone wider. There was no enhancement that would widen the angle of a cone power. One of the simplifications that was instituted was to fold 'cone range' enhancements into 'range' enhancements, so you didn't need a different enhancement depending on the shape of your powers' area of effect.
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Not necessarily; it depends on how it's currently implemented. If it's currently set up as 'volume = base * count', then you can change it to 'volume = base * (1 + log(count))', with a check for count=1 to skip the log function if you want to be clever.
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It works the other way, too. Something I found, when I was playing with headphones on to block out outside noise, that when I was running the "Cure Lost" mission to close out Montague Castaneda's arc to gain access to the Midnighter's Club, is that when you cured the first Lost in a spawn, the other mobs in the spawn would attack the retransformed civilian — about half the time, these attacks would be simultaneous, with the mobs all pulling out their weapons and shooting as one — and when the game decided to give all the minions in a spawn shotguns, the stacked simultaneous blasts of eight or nine shotguns going off was physically painful. And I started noticing that other stacking sounds could cause the same problem — the individual sounds were fine but some of them have a sharp enough start that, when stacked, were painful to hear. That's why I argued for a change to the stacking — not to eliminate it completely, but to scale the effect so that each additional stack of a single sound increased the volume by less than the previous one, to keep them from becoming painful.
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This is the soloing routine for my Grav/Traps Controller — Trip Mine, Poison Gas Trap, Trip Mine, refresh the FFG if it's close to expiring, Trip Mine, move away, Wormhole the spawn onto the mines. If I've got a red lieutenant in the spawn, add a fourth mine before using Wormhole. This alters for a large spawn; I've noticed that the mobs stretch out in a line to the ENE when wormholed if there are lots of them, so adjust the mine placement accordingly. And it's fun running the 'Destroy the Cask of Djer' mission from Efraim Sha to lay down a sizeable mine patch at a chokepoint after defeating the Cask's defenders, then take out the Cask and let the ambush defeat itself stumbling over the mine field.
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A collapse in the market also lowers the game playability
srmalloy replied to Diantane's topic in General Discussion
I've accumulated a random mix from unslotting commons when I replace them with sets; normally, the only commons I buy any more are for the corner cases — slow, confuse, to-hit debuff — the power aspects I don't have enough characters using to have built up a reserve. -
A collapse in the market also lowers the game playability
srmalloy replied to Diantane's topic in General Discussion
I swap earlier, running SOs until 22, when I swap them for 25 IOs, accepting the small reduction, and using higher IOs as I level for new slots. Then, when replacing them with sets, I use unslotters to pull them out, dumping them in base storage for the next character, so besides the incremental cost of the unslotters, there's essentially no cost involved in switching to IOs at 22. And at 50, I go back and replace any leftover 25s with 50s. -
A collapse in the market also lowers the game playability
srmalloy replied to Diantane's topic in General Discussion
"There has grown up in the minds of certain groups in this country the notion that because a man or corporation has made a profit out of the public for a number of years, the government and the courts are charged with the duty of guaranteeing such profit in the future, even in the face of changing circumstances and contrary to the public interest. This strange doctrine is not supported by statute or common law. Neither individuals nor corporations have any right to come into court and ask that the clock of history be stopped, or turned back." — Robert A. Heinlein, "Life-Line", 1937- 117 replies
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I noticed this evening while (for lack of anything better to do while my dinner cooked) getting the exploration accolades for the four Shadow Shard zones that FBZ seems to be the most damnably finicky about landing intermediate hops with the gravity geysers — the Chantry and Storm Palace have more well-thought-out jump targets, instead of the twitch-gaming platformer that the devs made FBZ and, to a lesser extent, the Cascade Archipelago into.
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Assault Rifle revamp (Theory Crafting)
srmalloy replied to EmperorSteele's topic in Suggestions & Feedback
The 1973 SPI boardgame "Sniper!" had rules for a 'Super soldier', representing the heroic character from books and movies; they were equipped with a submachine gun that never became unloaded, combat effects against them were reduced one step, they never panicked, they didn't have to ready their weapon after using a grenade, and they started the game with a satchel charge. I remember that it made for a fair representation of the 'plot armor' that the hero got. -
Assault Rifle revamp (Theory Crafting)
srmalloy replied to EmperorSteele's topic in Suggestions & Feedback
Now go back to every other powerset to introduce a mechanic — separate from endurance usage — that also functions for those powersets to disable the ability to use certain powers in that powerset until they do something time-consuming. The 'reload' mechanic you propose functions like a second endurance cost for each power. Assault Rifle is already gamed to make it comparable to the other powersets. If you're going to start tracking ammunition usage, make it work like a firearm — you have a full magazine of 30 rounds, and you fire a six-round burst, you just pull the trigger again to fire another burst; there's no 'recharge' before the weapon is capable of firing again. The game mechanic of 'recharge time' folds reloading the weapon into something that doesn't require the player to micromanage their ammo load. Basically, there should be either End costs and recharge times OR tracking ammunition usage, but not both. If you're going to impose a second accounting system only for Assault Rifle, then its power needs to be significantly cranked up to balance the additional disadvantage you slapped onto it. -
Existing Costume option request
srmalloy replied to Communistpenguin's topic in Suggestions & Feedback
Trying to recreate Dr. Ghoti from Supermegatopia? -
I couldn't fit the teleport pool into the build for my Grav/Traps Controller, so I had no way to test whether it would do the same thing if teleported (if it could be teleported), but I figured that it was such a corner case that it wasn't worth poking at -- between its recharge and its lifespan, it's easier just to drop a new one. If it stayed up longer, then whether it could be teleported might be worth knowing (or discussing as a possible mod to the powerset).
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It's not worth addressing as a bug that needs fixing, because I expect that it's a bug that it actually leaves missions at all, but if you have an Acid Mortar out when you exit a mission, between 50% and 75% of the time it will appear outside the mission with the base and turret sections side by side, rather than stacked. I have yet to exit a mission with an Acid Mortar to encounter mobs close enough for the Acid Mortar to target, so I don't know if it's still functional at that point. All told, I'd be happier with the Acid Mortar despawning on mission exit rather than pulling it out with me; that seems more appropriate to the power's visuals.
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Sometimes the citizens get a little... disjointed... about their conversations. [NPC] Lino: Well look at this... 'The Paragon Transit Authority has re-opened the Kallisti Wharf station.' It's about time. [NPC] Antonietta: Really? I wonder what DJ Zero will think of next.
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I remember participating in the all-Kin ITF that Kay ran back on Live; the pets buzzing around like hummingbirds on crack was hilarious. The all-MM ITF was less so, as this was back when MM pets still obstructed movement, and the cave maps were painful with eight sets of pets out.
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Anyone who has played a character with the Gravity Control powerset long enough to get Singularity should know that it picks up loose items to produce a little 'gravity fountain' effect — loose leaves, spent shells, the debris from FFG exploding, etc.; I was curious — and bored while waiting for a timer to run out — and looked at the various emotes that tossed stuff out to see if you could 'populate' your Singularity with stuff for it to toss. Both 'Throw Confetti' and 'Throw Rose Petals' produce objects that Singularity will capture and toss. 'Throw Rice' doesn't; it appears to be a purely visual effect with no actual particles. Similarly, the spray of confetti from 'Open Present' does not get caught up; it likewise seems to be a purely visual effect. So if you think your Singularity needs some glitz, you can toss in some confetti or rose petals to give it something to do when you don't have convenient debris for it to grab.
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_I_ think it's a typo. Lacking insight into the reasoning behind the dialectical peculiar to the Freakshow, I reported it with the acknowledgement that it is a common error in usage, leaving it to the HC staff to make a final decision; I have seen both excruciatingly precise and grossly loose grammar from different Freakshow, so I don't have a basis to determine whether this particular instance was intended that way.
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But you have fixated on only the first part of my post, utterly ignoring my acknowledgement that the error, despite being wrong, is still common usage (much like the people who would say "I literally died laughing" despite obviously still being alive to recount their reaction), particularly being spoken by a Freakshow, who as a group are not known for grammatical rigor.
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I think that it might have been just 'Paragon', a name in line with the aspirational names of other communities across the Colonies, and later the US.