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Everything posted by srmalloy
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Ghost Ship: Introduce a little chaos
srmalloy replied to Techwright's topic in Suggestions & Feedback
No, because it looks like this: See the difference in the deck arrangement? -
Ghost Ship: Introduce a little chaos
srmalloy replied to Techwright's topic in Suggestions & Feedback
Despite its description in the paragonwiki page, the actual ship model is a Great Lakes bulk freighter, not a tanker, as are all of the large merchant vessels in the game; tankers wouldn't have the row of hatch covers over the cargo bays, and would have piping on the main deck to allow for loading and unloading their tanks. As a side note, the ship maps are inaccurate; bulk freighters have separate cargo compartments under each deck hatch to minimize how much shifting cargo can affect the trim of the ship, not the enormous empty bays that we see, and they're all separate watertight spaces to limit flooding. -
Resistance is negative Damage, and they use different enhancements, too. There was a bug -- I forget the specific details -- where you could use HOs to boost otherwise unenhanceable aspects of a power, and one of these was boosting both damage and damage resistance. During the beta for Inventions, the 'Touch of Lady Grey: Chance for Negative Damage' proc was a little too literal -- when it went off, it did a negative amount of damage to your target, healing it. This was quickly fixed, but pushed too hard the other way, becoming 'Touch of Lady Grey: Chance to One-Shot', doing an utterly absurd amount of damage when it went off-- my Katana/Regen Scrapper with it literally one-shotted Jurassik, doing 6.184e+13 points of damage; I was amused to see that the game smoothly rolled over into scientific notation if needed.
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The confusion between the game-programming usage of 'mob' from 'Mobile OBject' and the common usage 'a large crowd of people, especially one that is disorderly and intent on causing trouble or violence.' drives me up the wall sometimes.
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I have a few characters where there has been a decent choice. My Ice/Ice Blaster Господин Заморозить (Gospodin Zamorozit') picked up the Hellfrost costume, my Plant/Nature Controller Разрастание (Razrastaniye) got the Infested Devoured costume, my Robotics/Dark MM БРИГАДИР (BRIGADYR) got the IDF BCU costume, and my AR/EM Blaster Pakfront got the PPD Hard Shell costume. The rest of my characters I haven't really seen one of the prismatic costumes that really calls out for them.
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The level minimum is the minimum level to slot the enhancements. Regular winter sets can be slotted at 10; Superior sets can only be slotted at 50 (or catalyzed at that level to become Superior). The enhancement bonuses scale down to level 1, but regular winter sets only grant set bonuses down to 10 (the minimum you can slot them); Superior winter sets grant their set bonuses all the way to 1, like purple sets.
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Extra long root on P2W Nemesis Staff and Blackwand
srmalloy replied to Captain Fabulous's topic in Bug Reports
There is also a long-standing draw animation bug, where your character will have the Nemesis Staff appear in their hand with the head pointed down and act like they're pulling up hard on the staff before the head comes up and the attack animation starts. The draw animation appears to be the same as the idle animation you see on some 'angry' NPCs, where they reach down to the ground and strain to pull an automobile exhaust pipe with muffler out of the ground to wave it around threateningly. -
IIRC, there's a known bug that can lock your game if you edit a base while you have the Cel Shading option active. Is this the case for you?
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The only downside that I'm seeing is that I'm not getting the visual devastation I used to. I was fiddling with my AR/EM Blaster, and worked out that, with Boost Range running, she has a 170-foot, 90° cone for FA. Instead of a nice, tight group of bodies jerking in the spray of bullets, I'm seeing 'bullet dance' spread out everywhere. She's pulling aggro from places she never had before; I'm going to have to relearn how to place that cone.
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And, at least in my opinion, it's better to roll out a new powerset knowing that it will probably be performing a little below where you want it to be than one that overperforms your goal; you get enormously less hate and discontent from boosting the effectiveness of a powerset than from reducing it — too many people get overly invested in their absolute DPS numbers and treat any reduction as world-ending.
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Better animation for Claws powers....
srmalloy replied to captainstar's topic in Suggestions & Feedback
Sure; I'm all for improving the animations for powersets. How many months of no updates or bug fixes to the game are you willing to put up with — and saddle the rest of the players with — to have the HC staff drop what they're doing to 'fix' the animations you're unhappy with? Not animations that are broken, but animations that you don't like. You could always go off and work on making replacement animations yourself, then submit them to the HC staff for consideration. Remember, the HC staff isn't getting paid for all the work they put into the game, so they have work and a life outside of maintaining CoH to balance against the time they put in here. -
A collapse in the market also lowers the game playability
srmalloy replied to Diantane's topic in General Discussion
Since you'll be spending enough time acquiring the components for two tier-3 alpha boosts, it should be easy to have accumulated the 38 shards and two Notices to make the tier-4 boost, rather than relying on getting a VR component. -
Nor do you get the PAP for doing the WST as a 50; all you get is the Assistant badge ("You helped a team complete a Weekly Strike Target even though you already received the bonus for the week.") or progress toward the Backup and Partner badges (for higher counts of repeating the WST).
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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.