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srmalloy

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Everything posted by srmalloy

  1. Atlas Park was revamped in Issue 21 by the OG dev team. Not by the Homecoming team. ...with the exception of, as on Mercy Island, removing the AE building from the zone (and moving Fort Liberty into a building occupying the same footprint, instead of just destroying it, as on Mercy Island). But that hardly constitutes a 'revamp'.
  2. You can also use it to enter an Ouroboros portal, although the necessity of having coordinates renders that less than useful for dropped Ouro portals. I created a macro for the main return portal in Ouroboros, removing the problem of clicking on the portal through a six-deep morass of characters, lore pets, and archetype pets stacked up around the portal for five, ten, or even fifteen minutes while their players get drinks, use the head, or wait for their request for an iTrial invite to be responded to and for the trial to kick off: /macroimage "WheelofFortuneFortune" "LvOro" "enterdoor 259 670 -764 P" As long as you're within range of the portal when you activate the macro, you'll get the pop-up destination list.
  3. Simultaneous mapserver invasions in every zone, and the HC staff won't have to take the servers down for maintenance, because they'll all crash from the load.
  4. I accumulated five sets, with a few extra of the Dmg/chance for confuse as sixth-slot options, but wasn't particularly dedicated in getting all the badges for all of my characters, just because it became tiresome after a while. Fortunately, most of the people I ran the Nemesis version had coherent plans for the tactics, as opposed to the one "pull the world and pray" run I was on. I did go back and do 'duck in, be annoying, get out and abandon' runs on several characters I hadn't got the 'Down in Front' badge on, though.
  5. It's an issue with any sort of projectile weapon, in that if you're firing a single projectile, a miss doesn't magically stop at your target, but will continue until it hits something else or the ground, so to model it correctly you'd need to treat a pistol/rifle shot like Piercing Rounds with a max target limit of 1, checked in order of increasing range. And all firearms have an inherent accuracy, usually measured in minutes of arc, that specifies how big a circle of random dispersion a weapon has around the point where the shooter is aiming, but that's already baked into the game as the power's accuracy. The same thing is true for other types of attack -- 'realistically' if they missed the intended target the effect would continue in a line until it hit something, but like your ability to, say, throw a Fireball into a mixed group of Outcasts and NPCs and hit only the Outcasts, a single-target attack only being able to hit the one target you're aiming at is a game design decision. A multi-shot burst should act like Piercing Rounds does, with all targets in the line of fire checked. Barring the extensive use of Handwavium in their construction, both Gun Drone and Tri-Cannon should, by the fact that they're not (at least visibly) anchored to resist the effect of recoil on dispersion, have looser effective accuracy over the length of a burst, with the rounds more affected by recoil dispersion flying past the target to potentially hit something else. But, again, it's a game design decision to restrict their fire to a single target, however improbable this would be in a 'real life' situation with a weapon of that design.
  6. It does not affect game play in any way, so it's going to be low on the priority list for a fix (unless it's a particularly easy one), but there is a graphical issue with Temporal Bomb from the Traps powerset. After you detonate the temporal bomb you placed, the bomb is still there on the ground, completely unimpressed by the fact that it was supposed to have blown up.
  7. And, unfortunately, Paragon City's building standards prevent them from constructing a home out of the stack of toasters they received as wedding gifts...
  8. One of the things that would need to be done is to eliminate the binary effect of the controls in the game, where you either get full effect or nothing; that resulted in all sorts of specialized PvP-only modifiers to prevent situations like pera-hold. It would have taken a considerable amount of work to properly implement an incremental control system — for example, holds could increase your target's animation time as well as recharge, slowing their actions until they were frozen, making it useful even if you didn't get a full lock down of your target. But that is considerably more work to set up and implement, which the original developers didn't have — and once the current framework was in place, it made it much harder to change, because of how widespread the changes would be, snaking through virtually all of the combat mechanics.
  9. With the changes that Paragon Studios made to PvP, the mechanics are different enough that builds and habits that work for PvE can fail horribly in PvP, and it's unlikely that this is going to change in the future. Even back on Live, beyond exploration badge and Shivan runs, the sole time I've spent any significant amount of time in a PvP zone was shortly after the release of CoV, when a couple of friends and I decided to sunbathe on the roof of the hero base in Bloody Bay, just hanging out, and only engaging in any sort of PvP when someone came up (generally solo) to try to throw us off. After an hour or so, we packed up and went home. But overall, my attitude toward PvP has been cast in duracrete by my experience from other MMOs that PvP is a magnet for the sort of gamer whose sole measure of their "leet skillz" is how fast their level-capped combat monster in BiS gear can gank lowbies fresh out of the tutorial zone.
  10. The Mids subforum is no longer actively monitored; there is a pinned post at the top of the subforum, For Support & Bug Reports Use Our Discord or GitHub, with the first post on the next pinned post stating "For further assistance/bug reports please use our Discord/Github as all forum reports here are no longer monitored." The post gives the following links: Official Discord: Click Here to Join! - This is the best place to get up-to-date information and ask questions. Official GitHub Repo: View our Repo Official Twitter: Tweet to us!
  11. There is a 'murder motel' in Echo: Dark Astoria at [4227.6 -41.8 2941.0], but it would be vulnerable to the same problem that pushes people to Peregrine Island and Kallisti Wharf -- once you pass the zone level cap, you stop being able to knock on the doors, a problem not experienced in any zone where the mob level cap is 50. Since the mobs in the zone cap at 29, once someone dings 30, they'd need to move to another zone -- and the 20-29 level range is already 'filled' with both Talos Island and Independence Port, without having to deal with the persistent fog hampering visibility and the inconvenience of having to go through Ouroboros to get to the zone. Edit: I do concede that the fog makes the zone more visually appropriate for the whole trick-or-treating experience, but I expect that the ability to outlevel the zone for ToTing would leave it a... "ghost town" in favor of the level-50 zones.
  12. A secret Nemesis infiltraton of the RWZ, yes.
  13. As a gedanken-experiment, I'd like to throw out a suggestion that the functionality of the Halloween event be expanded to Dark Astoria, with trick-or-treat spawns either locked at 50, or scaling from 50-54 for more challenge. However, a more significant aspect of opening Dark Astoria up to ToT is the fact that there is a 'murder motel' in zone at [4247.6 -41.9 2937.3] -- which could draw some of the population away from the similar location in Peregrine Island, reducing the lag in the zone.
  14. Which ignores the "without upsetting existing builds" phrase in the text I quoted; changing the pools to make the resist/defense toggle selectable from the start means that the people who did take the T1 solely to get to the toggle either have to retain a now 'wasted' power pick or burn a respec per build to remove it and replace it with something more desirable.
  15. ...at least, if you ignore the people who took the T1 power in a pool to be able to choose the T2 defense/resist toggle, and as a result have this possibly unwanted power taking up space in their build that they would have been able to use elsewhere if the described proposal had been available.
  16. There are times when I've thought that the original version of Faultline was created by the Cryptic devs to demonstrate how screwed you could be with just Super Speed as a travel power; either Fly or Super Jump made that zone enormously easier to get around. Edit: Or at least less painful.
  17. A pleasure to meet you, Count Wulfenbach.
  18. I've personally seen Nemesis runs derailed, forcing the team to exit and restart, because the team leader didn't select the mission in advance and someone else entered the mission first, with their instance of the wedding mission becoming the active one instead of the team leader's.
  19. In the blueside vigilante tip mission "Malta Gunslinger Action Figure, there is a bit of NPC dialog that seems out of place. Running the mission with my Fire/Energy Sentinel Feuerkraft, the optional mission goal being to rescue Blast Furnace, I see the following bit of dialog: [NPC] Sapper: Copy that Charlie team, confirm reports of Frostfire on the premises, over. Frostfire is a known hero at this point, but is not in the mission in any way. It seems to me that this dialog should have the character name, not Frostfire's.
  20. The problem can start happening with as few as 22 items claimed at once. It appears to be a problem with the interface between the game client and the database module that manages the AH. The problem existed back on Live, so I suspect that it's not a simple fix, or it would have already been corrected.
  21. The power 'Depression' as used by the Banished Pantheon has a power description that is an inadequately edited version of the description for the Radiation Emission 'Radiation Infection' power: The last sentence of the description implies that it's a power under your control, not that of the BP mob using it.
  22. At least they got forced to be a bit more subtle about it after the Marvel suit; I got tired of seeing what felt like half the characters you pass by being Claws/Regen Scrappers named "xXxWolverinexXx" or some minor variation thereof.
  23. Rather than simply forcing these to be dismissable, a hero (villain) Valentine tip that sends you to the Rogue Isles (Paragon City) should be forced into the "board transit" type of mission that takes you to a small instanced map where the recipient happens to be located, like the "From Mynx" tip that has you board transit to go to Arbiter Sands' other hidden base. And similarly for still-Praetorian characters getting Valentine tips that send them to a recipient on Primal Earth.
  24. Amusingly, it was the Romans themselves who created that etymology. Pliny suggested that the word salarium (salary) came from salarius (salt), and said this was because in the old days soldiers were paid in salt. But he, writing in the middle first century, was referring to a nonspecific and hazily remembered distant past, not to a documentable practice ("Even in the very honours, too, that are bestowed upon successful warfare, salt plays its part, and from it, our word "salarium" is derived." -- Pliny the Elder, The Natural History, Book 31, Chapter 41 ). The Roman writer Suetonius also wrote about soldiers being paid in salt in his "Lives of the Caesars".
  25. And wars over salt -- the earliest recorded war over access to a supply of salt was over a salt lake in China in 3000 BC. There were others, in 1304, 1482, 1540, 1556, 1680, and 1877, among others.
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