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Everything posted by srmalloy
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I've had occasions where my character only shows as having enhancement tray 1, but either zoning or logging out then back in restores the other six.
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I have gone through all of the base codes listed in the Excelsior Base Tour hub and added them to my popmenu if they weren't already there. The seasonal bases -- three Halloween and one Winter -- are listed at the bottom under 'Seasonal Bases'. I have also added a separate entry for the Base Tour Hub base at the top of the popmenu to make it easier for people to find it (it's still down with the rest of the 'B's, just has a copy where it's easier to find). The file should be placed in the "menus" folder of your game folder; from the "homecoming" folder, it's /data/texts/[language]/menus Replace "[language]" with the installed language for your client -- for most of us it will be 'English', so the path would be: /data/texts/English/menus A suggested macro for the popmenu is: /macro_image "Apparitions_Dissipate" "Bases" "popmenu ExcelBaseCodes" When I was going through the base codes from the tour base, I had two failures. The 'CODEWORD-24503' passcode identified as being invalid for the 'Agents of HERO' supergroup, and the 'CRIMSONRED-35184' passcode returned an error that implies something more serious: Unable to load the supergroup container 35184 I hope that this does not indicate that the database entry -- and all of the base itself -- is garbaged on the database server; from my admittedly brief look at the bases as I zoomed through getting the SG names, they all represent an impressive amount of work, and losing even one would be a shame. Excel Base Popmenu.mnu
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Don't forget that you have to micromanage your pets -- which is annoying enough when you can order your pets away, but infuriating when you don't have any control over them -- to keep them from running into the chambers with the lab equipment, pounding it until it explodes, then getting half (or more) killed by the explosion on top of the random buff/debuff the explosion inflicts.
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And the Arachnos bases are just as bad, with rooms that have high walkways with no railings -- OSHA violations all the way. Of course, they get a pass, since the Rogue Isles are an independent polity and not subject to OSHA regulations.
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I'm not suggesting a general removal, only for the Advanced Mode content which currently has the Mag 10 confuse resistance neutering the power. I would have to go through the code to determine whether the 'enemies will not notice' effect is something that could be easily disabled only for that content, or whether it would take something like having Advanced Mode cause the powers to drop a pseudopet at the target that aggros mobs around it. But the current arrangement, no matter how much it impedes characters built around Confuse powers, is at least functioning as coded, which has to be considered before looking at changes; is it worth the effort to address the issue for a small number of powersets?
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I think removing the 'enemies will not notice' flag would be simpler to code than adding an entirely new combat logic coding specifically for confused mobs and only in Advanced mode. Remember that confusion works both ways, so they'd have to change the target designation for confused players — randomly changing who gets blue and orange target markers instead of just flipping colors or randomly applying damage to nearby targets. Much simpler to just remove the flag.
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Just defining Advanced mode as removing the "enemies will not notice this attack" aspect of the Confuse powers leaves them as a tool to use against opponents while preventing the 'set up with impunity' aspect that is being addressed by making them useless. And this could be propagated to regular factions as an additional degree of difficulty for high-rank mobs — so an AV might notice that one or more of their guards has been Confused and aggros on the attacker, while the rest of the spawn remains clueless until they start attacking the AV.
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The Nemesis GM is triggered by the performance of the characters fighting the invasion forces; if there are only a few people fighting, they won't be causing enough mayhem to spawn the GM. So presumably if you're putting out enough damage to spawn the GM, you've got enough damage to drop it.
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Keep innocuous mission text until mission entry
srmalloy replied to srmalloy's topic in Suggestions & Feedback
There aren't many like this, but I concede that going through the mission briefings to identify the ones that are like "Run over to [destination] and pick up [McGuffin] from [holder]" may be an extended process. Although, while doing that, they could also fix Anton Sampson's stock "check out Nemesis base" missions to add "and defeat all soldiers inside". -
Fake it by rolling it into an existing bind. For example, I have the following bind in my 'keybinds.txt' file, so it loads for every character unless I specifically unbind it: W "+forward$$powexec_name hasten" This tries to fire Hasten every time you move forward, so unless you're stationary for an extended period (and all it takes to trigger is a quick tap of the 'w' key that doesn't actually move you anywhere), it should fire off when it comes off recharge. Also, Power Thrust isn't really useful as a damaging power (and even less so for jollies, what with Power Boost no longer affecting KB, and ED keeping you from six-slotting it for KB, then going to AP and punting Hellions across the zone with a Power Boosted Power Thrust shot -- "Hellion Golf"); it's more useful as a "get away from me" power that knocks an overly-insistent mob back out of melee range.
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Not to mention the current fad of "You're using [insert program name] and it doesn't have AI functionality? We'll have to fix that! Here, have a bunch of AI features you don't want that bloat your software, can't be disabled, hoover up your information, and send it to our servers so we can sell it!"
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There are quite a few missions where the mission briefing from your contact is distinctly different from the actual conditions of the mission. Take the "appear at a science fiction convention" mission from Stephen Sheridan -- you know when you take the mission that's not how it's going to go down, and the moment you accept the mission, the mission header turns into "defeat all villains in building". Or in the Wheel of Destruction arc from Dr. Cheng, when you're sent to collect a piece of the Wheel of Destruction from the CEO of Vorhight Industries; when you accept the mission, the mission text becomes "defeat cult leader, his men". It would be nice for a touch of suspension of disbelief if missions that had innocuous briefings from your contact stayed as the innocuous text until you actually entered the mission, and found that things were not as they had been presented to you, when the mission text in your nav window would change to the actual mission goals. Thoughts?
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With this year's reduction in the zone instance population limits to improve lag, an AFK MM not part of the league at the 'murder motel' is also chewing up zone population and could be preventing the league from filling.
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Yes, and? Some of the defeat badges you generally go out and street-sweep to get done and over with -- the Skulls, Skull bosses, and Hellion bosses are examples. Others are 'incidental' acquisitions, that you pick up in the process of getting other badges, where you're clearing spawns while you're getting badges, like the one for CoT mages, and you get the one for Hordelings as a side benefit.
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That's an argument for having the league rewards code looked at to change it so that, instead of XP and rewards being shared out within your team, they're shared out evenly among the entire league. This would likely need to have the reward rate reduced a bit to keep the Vmerit and other drops close to where they are now, but it would be a more equitable arrangement. Of course, this would allow leechers to benefit more from being in a league in a wide-area fight, but that's one of the tasks of the league and team leaders.
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Unfortunately, Cipher's post on the Discord states "We've also enabled Double XP on all shards until at least Tuesday (duration TBD)." so the actual duration may be longer.
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They're annoying, and they're randomly scattered across a number of zones -- Crey's Folly, Founder's Falls, Peregrine Island, Echo: Rikti Crash Site, and Rikti War Zone -- a sniper can just take exception to your continued existence and light you up for the temerity of daring to share the same neighborhood as them. I'd like to throw out for comment a proposal to create a new defeat badge, perhaps titled "Counter-Sniper" or "Spotter" or the like, for defeating 100 or 200 of the mobs tagged as snipers -- the thirteen different Comet and Tirailleur mobs belonging to Nemesis, Crey Special Agent Sharpshooters, Council Penumbra Elite Sharpshooters, 5th Column Nacht Elite Sharpshooters, and Freakshow Juicer Snipers.
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I routinely set the teleport prompt on all of my characters, because I take exception to someone else being granted the unrestricted ability to yank my character off to some random part of a map without warning. And I'm still bent out of shape over the fact that the game makes that decision for you with regard to your pets -- except for the 'untouchable' Tier 4 Radial Lore pets, every single pet a character has is unchangeably flagged as "accept all teleports" (the T4 Radial pets, presumably as part of the 'untouchable' status, can't be teleported). For most ATs this isn't too severe a problem, but for MMs, getting all your henchmen yanked away at the whim of a team/league member with Incandescence is highly irritating. A significant part of my attitude was formed during the first few months of the game's live run, where some некультурный сволочи discovered that the game as released incorporated a limited form of non-consensual PvP -- a character who was too low-level to take the power, or who had not taken Hover, was vulnerable to being teleported to appear next to the roof of a tall building, where they would fall helplessly to the ground, which, if they had even 1 point of unhealed damage, would kill them.
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Supposed to run until Tuesday, from what I understand. Probably turn off with the Tuesday maintenance.
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Both the Masters of Olympus and Monument bases were flogged in gen chat as generally accessible; the player pushing Masters of Olympus seemed particularly proud of their base, and having visited it I can see why.
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Matching it against the popmenu, which I'd originally made from that list, I find that your list is missing 'Masters of Olympus' (OLYMPUS-30352, a well-done classical-themed outdoor base) and 'Monument' (MONUMENT-33650, an indoor base heavy on the statuary), both of which I found in general chat on Wednesday. Otherwise, the spreadsheet and my popmenu agree completely.
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It was an entertaining juxtaposition -- I was in Kings Row with a Rikti raid beginning, and the warning sirens going off: [Vanguard] DANGER!: Rikti invasion forces have been spotted in Kings Row. Non-combatants are advised to seek cover. [NPC] Gravedigger Slicer: I think I hear sirens. I had the momentary thought "Your first Rikti raid, slick?"
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There is also the issue that at least one attack only uses one pistol, so it immediately raises the additional overhead of deciding whether that pistol gets ammo type A or ammo type B. It doesn't seem to me as if it would add enough to the game to be worth the significant coding work it would involve.
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Knocking down the pylons drops the shield; as far as I know, breaking the grates and setting bombs just summons U'kon G'rai — I think summoning and defeating him is peripheral to the raid proper, and you can carry on with the raid without setting any bombs; you miss out on the merits and badge progress, but it won't affect the rest of the raid.