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srmalloy

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Everything posted by srmalloy

  1. At least with some of the origins, the SOs are essentially invisible on the character. Take a look at the DOs, and imagine what a hero would look like staggering down the street with multiple urns, bracelets, earrings, amulets, and other Magic-related gewgaws hanging off their body. Or a Technology hero sporting a dozen Benedict Tech Telescoping Eyes.
  2. The bind I have for the flight powers in my keybinds.txt file is: Y "powexecname Fly$$powexecname Mystic Flight$$powexecname Energy Flight" Since I won't have more than one of these on a character, whichever one the character does have will be the one that activates. Similarly, I have a bind for teleportation that is set up the same way: CTRL+LBUTTON "powexecname Translocation$$powexecname Teleport$$powexecname White Dwarf Step" So I can hold down the control key and left-click where I want to go, and whichever teleport power the character has will trigger. Alternatively, if you put the slotted Judgement power in the same slot every time, you can use powexec_tray slot# tray# This fires the power in a specific slot in a specific tray, while the bind for the powexecname should work even if you don't have the Judgement power in your trays (but then you can't see if it's recharged).
  3. I have binds in my default binds file that toggle all four of Fly, Mystic Flight, and the two Kheldian flight powers, and whichever one you have (since you're unlikely to have more than one) will toggle. So, yes, you can make it work.
  4. In the "Find Evidence in Lab" mission from Maxwell Christopher (where you're looking for information on Tyrone Lockhart), an immediate follow-on to a 'find evidence in warehouse" mission, the top floor minimap is missing an entire room: The 'whereami' information is: Server: Excelsior Zone/Mission: Tech_45_Layout_07_01 Position: [-2892.8 0.7 117.4]
  5. And the 'Going Rouge' badge is in Imperial City, so... this must all be a Praetorian plot.
  6. And if you have them out in the blue caves, you'll find that, despite being flyers with no legs, they still produce a splash going 'through' puddles on the ground.
  7. I was getting the Lance Sergeants in the spawns in the first couple of missions in the arc (the "check out Nemesis base" stealth defeat all missions that seems to be Anton Sampson's stock-in-trade), then when the missions began being "defeat all soldiers in lab" missions, they turned to Tirrailleur-exclusive.
  8. I'm currently running through Anton Sampson's "Mass Duplicity" arc (34-39), and once more running into the situation I refer to as "Tirailleurs and targets" missions -- in the entirety of the later missions (the ones that actually say "defeat all" rather than having it as a hidden mission objective), every single lieutenant-rank mob that appears in a spawn with a minion is a Tirailleur -- including two missions that had a Tirailleur in aggro range of the door. The spawn makeup issue appears to be exclusively with the "lieutenant and minion" spawns, because I did find two standalone Sgt. Majors across three missions. Can the spawn makeup code be looked at for this arc? There are enough lieutenant-rank mobs in the Nemesis group that having three missions where every single lieutenant-and-minion spawn (more than 40 and counting, including one room with six) has a Tirailleur for the lieutenant seems to strain any concept of the RNG being functional. If, however, the missions are supposed to be spawning nothing but Tirailleurs for the lieutenants, that's different, but if they're supposed to be random lieutenant-and-minion spawns, the spawn code should be looked at.
  9. ...with the corrolary that your "expressing yourself freely" will get judged according to how slavishly you adhere to the common standard that the particular counterculture has determined to be the 'proper' expression of that counterculture. I ran into exactly this in the '70s, where everyone talked about how you should "do your own thing", but if your thing wasn't everyone else's thing, you were kicked to the curb and ignored or denigrated for it.
  10. And it has been reported that AI-driven code development carries significant additional costs to verify that the AI-generated code is actually doing what it was supposed to do.
  11. Heaven forfend that you might have to think and do something like /macro Reef "powexeclocation 0:5 Barrier Reef" instead of having everything done for you.
  12. The NPCs are brain dead already; you can see this in office maps, where rescued NPCs appear to be hardcoded to run to the nearest point where they can leave the floor — even when this means that they're running deeper into the mission, to a floor still populated with hostile mobs. Or when there's an invasion event going on, where the NPCs will panic and run around madly — including into fights — rather than running to the nearest door to hide.
  13. You're looking at it wrong. Keep the range limit. If the distance between the caster and the anchor exceeds the range limit for more than, say, two seconds, then drop the toggle. If you put a rad debuff on a mob and it runs out of range, it's not likely to be turning around to come back within the time limit, but the two seconds gives a pet used as an anchor time to get run up/down the elevator by the server, after which it's back in range.
  14. This is already annoyingly in the game. With a character with the Marine powerset, put Shifting Tides on a pet. On an office map, you will find that virtually every time you transit between floors via an elevator, the sections of the map for each floor are far enough apart that the elevator transfer briefly puts you far enough from the pet you put Shifting Tides on that the toggle drops, forcing you to wait for it to recharge before you can reapply it.
  15. It's like how we know the world is round, and not flat -- if it were flat, the cats would have pushed everything off the edge by now.
  16. The rule of thumb seems to be that if the escorted NPC participates in combat while they're being led out, they can see you through stealth; if not, then they're too stupid to take the canvas sack off their head, and will lose track of you at any hint of your getting outside their perception range.
  17. Redside was designed around each of the ATs being more self-reliant; in the early issues of CoH, both Controllers and Defenders had issues where they became much more dependent on teaming -- as I remember, at around level 12, my Controllers' solo leveling slowed to an absolute crawl; while they were largely safe due to the amount of control they could put on hostile mobs, their ability to take them down degraded horribly. On teams, the problem didn't exist, and once a Controller got to 32 and got their pet(s) the problem went away; it wasn't until Containment was added that the low-mid-level soloing experience was improved. Defenders... well, I've never really understood how the Defender inherent was supposed to work -- you get an End discount if the rest of your team is sucking more? It's supposed to show the Defender stepping up and being able to keep attacking in the face of adversity, but it doesn't make your attacks any faster or stronger, so you're still standing around waiting for your abilities to recharge so you can do the limited damage your AT modifier gives you while the mobs that are wiping the floor with your more combat-capable teammates decide you're a better target. If the Defender inherent gave you a boost to End cost, recharge, and damage as your team's overall health declined, it would fit the concept better, but an inherent that only comes into play when you're not doing your job as a part of the team feels misapplied.
  18. And with the current setup, color choices are just indexes into the system-wide table of 'allowed' colors, which among other things included allowances for the game engine to render highlights and shadows. Changing this in the database to an RRGGBB value means that every character record in the database across every server needs to be changed, which at a bare minimum requires that a separate table for the character data be created and all the existing character data be mirrored to the new table, then the old one archived (against the chance of needing to revert the changes), then deleted, and the new table renamed to match the old one (if that's sufficient to get the existing queries to point to the right table; if not, every single query in the server and client that queries the character data table will need to be updated). Your suggestion is simple enough in concept, but is enormously more complex behind the face of the game; you can't just handwave a data change and expect it all to happen magically.
  19. Having an account-wide 'bank' that is just an inf repository is a much simpler thing to implement; you have a database with one record per game account, and the database has two fields -- the game account the record belongs to, and the amount of inf in the bank. The game doesn't need to look at all the characters on the server and grovel through their badge records, then sort the data it gets back to produce an ordered list. And when you close the bank interface, the server can discard any temporary data it allocated for your transactions; there shouldn't be any way for it to run out of memory the way the badge tracker does.
  20. It's also worth noting that the roles are not equivalent -- in the original intent of the CoV design, Masterminds were the Tanker analogue, and Brutes were the Scrapper analogue. That the original intent fell on its face rather badly -- Masterminds having to resummon and indivually buff all their henchmen at every door, for example (still better than Controllers having to resummon their pets every time they went up or down an elevator, which shows some progress), which caused Brutes to largely assume the tank role while the MMs were back at the door fiddling with their pets, and the lines blurring further when side-switching was added -- shows that the original design intent lacked a real coherent plan for the future.
  21. It's not waiting for the tram to arrive and open up that's annoying, it's the animation synch offset — where you get to the tram, and the doors are open, but you can't click on them, and have to wait until they close before you can click and pick a destination, coupled with the tram arrival offset, where you've selected your destination and are waiting for the tram, then when it shows up, you can't wait for it to stop and open its doors, but just jump in front of the tram before it fully reaches the station, getting run over by the tram in the process.
  22. It's a highly unpopular position, what with the perception of inf as just a currency (and has functionally zero chance of ever being implemented -- maybe when AE was originally rolled out, but certainly not now), but if you go back to the original definition of what inf was -- blueside, influence was your reputation as a hero making people willing to support you, redside infamy was your reputation as a villain making people want to give you what you want so you'll leave them alone, and goldside information was having dirt on people to coerce them into doing things for you -- then changing AE missions to provide no rewards except experience and tickets would put a damper on farming. No inf dropping, because going to an AE building at level 1, crawling into your electronic navel, and coming out at level 50 would leave you with no reputation in Paragon City or elsewhere; no one would know you from Adam's off ox, no matter how skilled you'd become at using your abilities. Similarly for mobs in AE missions dropping enhancements, salvage, and recipes -- you're inside a virtual world; nothing there carries back to the real world but the experience of using your abilities you get from completing the missions. Tickets are AE's reward for performance in AE missions; they would remain, and would probably need to be bumped up to partially counteract the loss of 'tangible' rewards, and you would still be able to use tickets to buy salvage, recipes, and enhancements to use or sell. But that ship has long since sailed, and there's no chance of the AE rewards being axed that hard, just to make the lore of what AE is and does link up with how the game lore defined its 'currency'.
  23. Or even run the TF at 50 and get the full effect of having had the time to slot out all of your accessible powers. Admittedly, even if you've got ATOs, purples, PvP IOs, and Winter sets, virtually all of the rest of your enhancements won't be giving you any set bonuses, and the enhancement values are going to be worse than if you'd been slotting ordinary SOs, but you'll still have more overall slots than someone who was level 21 running the TF.
  24. You run an endgame TF (i.e., one where you're not capped in level, the way Numina caps you so that you just barely don't get access to the incarnate abilities) at -1, then most of the enemies are going to be 49, with a scattering of 48 and 50 -- and none of the level 49 or 48 mobs will drop incarnate salvage, because that's the way the game is built
  25. I think they're referring to a common practice in programming when you have a block of code that you may need later, but don't want to be actively run in the current iteration of the program, to comment out the whole block so that it gets skipped when the program runs.
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