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srmalloy

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Everything posted by srmalloy

  1. And sometimes for badging; having one or more sets of a bridger and a lowbie sitting on the ferry in PI while an Inv/SS Tanker was up at the north end of the zone taunting Rikti Monkeys into a heap and Foot Stomping them down, back when the monkeys didn't have their psi blast, and the badge requirement was 10,000... I suspect that things like that are why there's a range limit on getting badge credit for defeats (and it's not too hard for a Blaster to get attacks extended past that limit).
  2. And no one was thinking about the pimp mastermind when people were campaigning for female Thugs back on Live... 😉
  3. You're looking at it from the wrong direction. Make it a toggle, and change its mechanics from just a big boost to healing to an effect like how Spectral Wounds works, but reversed — when you get hit, you take whatever damage gets past any resistance you have, and it queues a delayed effect that 'instantly' heals you for an enhanceable fraction of that damage. So, for example, you might get hit for 250 points of damage, and a second or two later, heal 100 points from that. But because it only affects each incoming hit once, it becomes comparable to resistance and defense, each of which only affect an incoming attack once.
  4. Positioning problems are endemic; since launch, I've been unable to get a character to sit in a booth, and the alignment of a character after a 'sit' command is only loosely determined by the position of their feet.
  5. I'm unclear as to what you're asking for. Logging out to the character selection screen already doesn't log you out from the game. Or are you asking for the ability to double-box with a single account using a client designed entirely around your playing a single character at a time? Or being able to double-box with two instances of the client by logging into a single account twice, so you can run two different characters without having to create a second account?
  6. The problem with that is that the SG portal is right outside that gate; it would need to be moved if you don't want to either leave the police drones there (at which point, Shivans coming through that gate is a non-problem) or force characters to run a gauntlet of Shivans to get to the rest of the zone. A better location would be the big lock gate in the west wall in the southwest of Perez, which matches to the similar gate in the east wall of (echo) Galaxy City where the Land Locked badge is. This does have the drawback of requiring more zone geometry changes to show the breached gate. I think a better alternative would be to set up a 'command center' near that gate, with a contact that either hands out repeatable missions or a TF (or both), with a teleporter that takes you to instanced maps where you're fighting against Shivans that are trying to/have broken through the gate in GC, and you're working to push them back so the gate can be resealed. Repeatable missions could be configured to use the GM code so minions are even-level regardless of character level, letting characters of any level run them for XP. The missions can be described as taking place in the (nebulous in game terms) space between the war walls of GC and Perez.
  7. It takes a bit of work, but any blaster primary can be tricked out with EM; the three-piece bonus for Blaster's Wrath is a range bonus (7.5%\10%for Superior), the two-piece bonus for Bombardment is 5%, and tier 3/4 Cardiac gives you another 20%. That gives you 35% to range before Boost Range, which is perma with a Recharge in it's default slot. Ice, which doesn't get a snipe, doesn't benefit as much, though.
  8. I built my first character back on Live, an AR/EM Blaster, as an attempt to validate Jack Emmert's claim that "range was a Blaster's defense". It mostly worked, up until the devs went back and handed every mob in the game that didn't already have one a ranged attack and tweaked the ones that did, and now there are dozens of mob types whose 'secondary' ranged attack outranges Sniper Rifle with Boost Range active -- many of them shooting pistols. Between that character and my Psi/EM Blaster, both of whom I recreated from Live, I discovered that there is an annoying knuckle in the game statistics. Past a certain distance -- I think it's 212 feet, but I'd have to refer back to my post here about it to get the correct distance -- you still get XP and drops for defeating mobs, but they don't count toward defeats for badges. I discovered this when I noticed my defeat count for Council Walkers wasn't increasing in Boomtown.
  9. Faultline. Worse by far. At least you can get to the important parts of Terra Volta with SS; a wrong move in Faultline and you can be saddled with playing /stuck roulette.
  10. And before the 'kinder, gentler' rework of The Hollows, hunting green Madness Mages in the south end was a good way to farm Luck Charms.
  11. So... Yesterday?
  12. That was why I couldn't take Paragon Chat for more than a few minutes at a time; it had all the structure of the game, but it was dead; none of the life that the NPCs brought to the zones. It felt like the poorly-reanimated corpse of the game.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. It had a brief claim to fame when the secret underground developer dungeon was discovered along that route:
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