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srmalloy

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Everything posted by srmalloy

  1. I still remember going up to the 'back door' of City Hall during a Posi 1 run back on Live and trying to click on it, in the vain hope that, either because of a bug, or a deliberate decision by the devs, the same ability to 'go in the back way' to City Hall would work during the TF. It never did, but there would be enormous hilarity if it had.
  2. Picking at a nit here, it's every six levels -- you can buy and slot level 30 SOs at 27, and they don't die until 33. They just degrade with each level, but while a level-30 IO slotted at 27 won't have quite as much 'oomph' as a level-30 SO slotted at 27, they'll stay at the same value regardless of the character level.
  3. There's also the two sides of their interactions with the Family on Striga, where you can find them both working with the Family on smuggling items in or out of Striga, and engaging in knock-down drag-out fistfights for dominance. Add a small chance for a Warriors/Family fight spawn in IP, and add a couple of missions to the radio mission list for IP and Talos on a warehouse map where the Warriors and Family are fighting over who should be managing smuggling operations, and you give some more depth to the Warriors. Adding a story arc dealing with the 'disagreement' between the two groups over smuggling would be better, but that would take more development and would need a contact to offer it.
  4. As one option to increase interest, make each type of seedling award one merit for defeat on a 7-day timer. Yes, people would be able to farm the seedlings, but at a max of four merits a week, it's going to be overshadowed by going after other GMs.
  5. I have quite a number of menus defined for my install, both long pick-lists of predefined chat messages in the appropriate language for characters with foreign backgrounds and short power-option menus for location AoE powers (letting me use the power normally, target it straight down — below me if I'm flying, or at my feet if I'm on the ground — or centered under my current target). I'm not experiencing any problem with any of them. My first question is, do you have the game client open when you save your new .mnu file? The client loads the .mnu files when it starts up; any changes or new files will not be usable until you restart your client. Second question, are you saving the files with a .mnu extension and in the 'data\texts\english\menus\' folder of your client install? One common mistake is to forget that Windows, by default, hides file extensions in the File Explorer and in file open/save dialog windows, so if you think you're saving a file as 'newmenu.mnu', you may actually be saving it as 'newmenu.mnu.txt', which the game client won't recognize as a menu file. In a File Explorer window open to the menus folder, select the 'View' tab of the ribbon, and check 'File name extensions' if it is not already checked, and make sure your files have the correct extension.
  6. Synapse has Clockwork ambushes, too; I've been hit at the NW phone check-in during the second patrol mission. And I'm pretty sure that Citadel has an ambush in the 'Defeat 40 Council' mission, but the players are generally moving fast enough that the ambush never catches up. But, no, this was another of his unrealistic expectations that the team for a TF would proceed to a mission as a group, street sweeping as the opportunity presented itself — an expectation that I'm sure died the real death within a month of launch.
  7. I've noticed a style bug in the Homecoming wiki pages. All the pages have tabs at the top — 'Page', 'Discussion', a language drop-down, then 'Read', 'View Source', and a 'More' drop-down, with a search box at the right. Pages that have been edited, however, have a 'View History' tab to the right of 'View Source', and here is where the bug lies. On my Galaxy Tab S6, using Firefox mobile, the 'read', 'view source', and 'view history' tabs are continuously sliding left and right, with the 'more' drop-down tab sliding left into view from under the search box to cover the 'view history' tab as it slides right, then sliding right out of view under the search box as the three tabs reverse and slide left, uncovering the 'view history' tab. This constant motion both makes it hard to tap on the tab you want and the motion is distracting, causing the top of the page to flicker (which may be a rendering issue on mobile devices). It doesn't prevent using the pages (at least, not unless you object to having to play whack-a-mole trying to tap on the 'more' drop-down), but it does pull the eye away from the page content.
  8. And I'm confused by your statement; a level 30+5 IO is a level 35 IO; it should still be inferior to a level 50 IO. The only difference is that if you slot a set of 30s and boost them all to +5, their set bonuses stay live until you exemp below 27, whereas if you'd slotted a set of 35s, their set bonuses stop if you exemp below 32.
  9. Citadel is a prime example of this; you would think that with an AI's efficiency, he would have you take out the Council bases in IP, then move to Talos and finish things, but instead he has you jumping back and forth between IP and Talos, and before the ready availability of Team Teleport and Mission Teleporter (and the south tram station in IP), having missions in the extreme NW corner of IP, or on the west edge SW of Power Island, served only to drag out the time you spent getting to and from missions, rather than completing them. My memory is a bit vague on the details, but I seem to remember Jack making a comment about how TF teams would defeat open-world mobs as they traveled between missions to increase their experience... something that I don't remember ever seeing in practice.
  10. It had a very large endurance cost, and people were still willing to 6-slot it (either 4 End/2 Heal or 3 End/3 Heal) to bring the End cost down to be kept up all the time, with Conserve Power being a popular epic pool pick. The original devs thought that the ruinous End cost would keep players from running it except when needed, but it was treated as an expensive but necessary toggle to keep running.
  11. Rather than play with set bonuses and redesign of the IOs in sets, what is the net effect overall if we simply remove the 'knuckle' at level 25 and continue the same scaling of the post-25 IOs down to their minimum? They will continue to be inferior to SOs in enhancement value, and the set bonuses would remain as they are; however, they would be less lame being scaled against SOs rather than DOs.
  12. Actually, mobs in a mission will spawn at the mission owner's level, plus the difficulty modifier, with a randomized modifier of ±1 on top of that, so a +0 mission for a level 25 character can spawn mobs of level 24, 25, or 26. There are a few bugs that will see the occasional deep gray mob (the female Crey agent bug is one), but that's the way it's supposed to work.
  13. It had a brief claim to fame when the secret underground developer dungeon was discovered along that route:
  14. Same issue as Stone Armor's Granite; it's not a costume, it's a full-model replacement. It might be possible to do something along the same lines as the permatemp costume powers you get for PAPs, but regular costume slots? No.
  15. The same 'ground level view' effect sometimes occurs when exiting an elevator in office maps, but in that case, it corrects itself when you move.
  16. The rocket boots, or the 'poot boots'?
  17. ...for the people who just have to run a pimp MM....
  18. This feels a bit like someone asking for alternate power choices in their primary because their petless MM is gimped too much.
  19. If you want to raise the bar for pedantry, then I point you to https://homecoming.wiki/wiki/Enhancement_Set_Bonuses, where you can fix all of its errors and make it a better resource for the community... including the text I copied from that page.
  20. And you cite "5 5% global +Rchg", while I provide a counterexample of 1.88% Fire/Cold defense, which nevertheless comes from two different "categories", allowing you to have ten 1.88% Fire/Cold Def bonuses by value, contradicting your making a 'limit by bonus value' declaration, airily talking about unspecified 'categories' while only ever talking about numbers.
  21. Sigh. Again with the misinformation. You can receive up to five of each named bonus. "Luck of the Gambler:Recharge Speed" is a different name from the "Huge Recharge Bonus" in Sudden Acceleration, Kinetic Crash, or Mocking Beratement (and the six-slot PvP-only bonus for the PvP sets), even though they all give 7.5% to global recharge, so you can theoretically have five LotG bonuses and five of the others. Blood Mandate has amongst its set bonuses both a "Small Increased Fire/Cold/AoE Def Bonus" and a "Huge Increased AoE/Fire/Cold Def Bonus". Both of these provide 1.88% to Fire and Cold defense; however, since they have different names, they are separately subject to the Law of Fives, and a character can slot this set up to five times and get both copies of the 1.88% bonus up to five times each (assuming no other sets with the same bonuses).
  22. I normally get Athletic Run on all new characters for the additional speed at low levels. However, I stop using it once I get a travel power. I don't have numbers, but it feels as if Athletic Run and Ninja Run are affected by movement suppression more and for longer than the regular movement powers, to the point that a character with Athletic Run and Sprint active is slower when leaving combat than a character with only Sprint active -- and the speed suppression from exiting combat with Athletic Run active affects Fly and Mystic Flight, too.
  23. There are keyboard and mouse splitters, allowing you to pass the same keyboard and mouse functions to several computers at once. I would think that it wouldn't work well for interior missions because of movement slop, but for street-sweeping and instanced outdoor missions, it would probably work okay. Why someone would put that kind of investment into farming CoH, however, is beyond me.
  24. Perhaps, when you use the summoning ritual, it teleports (with a confirmation dialog) everyone on the top of the platform to an instanced map where you have Adamastor and raid-grade (i.e., levelless) BP, after the manner of the Lord Winter mission. Any AFK characters would have the prompt time out and not be transported to the instance. It would also let the Adamastor encounter be tweaked to make it more complex than just a massive five-second beat down.
  25. I think one per arm and two for the head would work best; that makes ten for a full clear. One per arm and the current six for the head would be fourteen, more than even both Jack in Irons and Eochai, and the War in the Vale event has you clearing several waves of mobs, too.
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