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Everything posted by srmalloy
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Another useful trick with this is to keep the auction house window open during the monster phase of a Hami raid. Keep your EoEs, drag the large inspirations to the AH window, and consume everything else. When the raid is done, you can pull out the stored inspirations and dump them into base storage for your other characters.
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This isn't just a pathing problem; if a pet is unable to traverse the portal in the FBZ base — and there's no other way to get from the base out into the zone proper without taking a circuitous route through the Cascade Archipelago — and, once a character has traversed the portal, the pet is unable to identify the return of the character and resume following, then it forces a resummon of the pet, which can require waiting several minutes for the power to recharge. I believe that MM pets will be immune to this problem, since they already respawn closer if the MM gets too far away, but I will need to test other pets to see if they suffer from the same problem, and whether the problem exists at other teleports separating parts of a single zone, such as inside and outside the Vanguard base in the RWZ; if it's specific to that one portal in FBZ, it reduces the scope of the problem.
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Backwards -- heroes got only Ancillary power pools, and villains got only Patron power pools. But you have the general idea; each side only got the high-end pools for the side they belonged to.
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The Singularity pet from Gravity Control appears to be unable to traverse the portal from the base in Firebase Zulu to the main area of the zone. When this happens, it will lose all pathing logic and continue to fruitlessly batter itself against the portal. I noticed this when returning to turn in Dr. Boyd's first mission; the Singularity remained in FBZ itself, trying to go through the portal, even when I returned to FBZ to find out what had kept it from following me. Despite no longer being on the 'far side' of the portal, the Singularity continues to try to get through the portal: Update: If I zone, the Singularity is transported to the zone with me, but if I leave FBZ through the portal to the rest of the zone, then use the 'fall over the edge' teleport back to FBZ, I will find the Singularity beating against the portal, convinced that I'm still on the other side of the portal and it needs to find a way through, not recognizing that I'm behind it.
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So imagine our Devs decided to go for CoH 2...
srmalloy replied to Scarlet Shocker's topic in General Discussion
The only thing I can think of to improve the ragdolling easily is to have limits on the amount of twist you can have at the waist, so you don't have defeated mobs having whole-body Linda Blair moments with their upper bodies rotating two or three full turns, or folding backwards like a jacknife. -
The powerset you'd love, but you know will never be implemented
srmalloy replied to SteelR4t's topic in General Discussion
Then we'd start seeing calls for powers like this: -
What's the smallest change to CoX that you really want?
srmalloy replied to DougGraves's topic in General Discussion
One tiny thing I'd like to see changed is to have rubber pads put on the feet of the Robotics henchmen; listening to them clanging around advertising their presence to anything with ears gets annoying (not to mention the lack of traction they would have on wet or icy surfaces, and the treads required to correct that would chew up floors and roads — not good for a hero character). Unfortunately, since — like all the other footsteps in the game — there are different footfall audio files for different ground surfaces, I a) don't have good replacement files for all of them, and b) don't know the full set of which files I would need to replace. -
Animation Walk Quadrupedalism is a form of ...
srmalloy replied to Chi's topic in Suggestions & Feedback
Not in the sense of 'a gait of a four-footed animal in which all four feet are off the ground once in each stride', but in the colloquial usage of 'going at a run or fast pace', yes. And for the latter, have you paid attention to the animation for females using the 'Walk' power? -
It's like the spewing pipes in the sewer maps — I'm sure virtually everyone has characters that, when they have to go into the sewers, think "Why am I doing this? I'm never going to get this out of my costume/hair/fur..."
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As an entity that should appreciate efficiency, Citadel certainly fails to show it in his TF, jumping back and forth between IP and Talos just to force travel time. A minimal rework would be to take all the missions, divide them into a first and second half, and put all the first half in IP and all the second half in Talos. Or even, if the travel is so gorram important, share the mission locations out among IP, Talos, Steel, and Boomtown so that it's not just alternating zones.
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Animation Walk Quadrupedalism is a form of ...
srmalloy replied to Chi's topic in Suggestions & Feedback
No. The limb structure is the same, but the proportions are different, so what you're looking at aren't the same joints. What you are describing are the equivalent of the wrist and ankle joints on a human; the equivalent joints to the elbow and knee bend the same way in both humans and horses: -
Better post that in eight or nine other threads to make sure the HC staff sees it... 😁
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Oh, my new ray-gun tries to put out both your eyes, It's a Moe-ray... If your vitamins be mostly C, D, or E, Take some more A... A New Zealander man with a permanent tan, He's a Maori... When two patterns combine in a way serpentine, That's a moiré... If 'King Kong' has gone flat, why not rent 'Vampire Bat'? That's some more Wray... He's a clown, he's a ham, and his name's Amsterdam, Dat's-a Morey... (with apologies to Spider Robinson for any of these I've misremembered)
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Since the nightmares are chosen randomly, there's nothing you can do to focus your character to go after the ones they're missing, so having a tracker doesn't give you anything to use, except perhaps for a reminder of the ones you've defeated, so you can tell if the ones you get during a run are ones you're missing.
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Scale Exemplar Enhancements Values better
srmalloy replied to Arbegla's topic in Suggestions & Feedback
So, taking for purposes of argument that an MM exemping to 13 gets three T1 pets, compared to the level 13 getting two, the exemped MM gets those pets one level lower than the level 13, and exemp scaling means that their six-slotted set with 95% damage bonus is now a 32% damage bonus, while the level 13 likely has put two slots in the power, level 15 SOs are +2, so 75% damage bonus, and an Acc in the third slot. Attacking with a level disadvantage and doing 75% of the damage, does the extra minion bring the effectiveness back up to parity, given the reduced to-hit from attacking relatively higher-level mobs? -
It's pretty clear from the OP — they want to be able to level a character to 50, then do a 'super respec' that lets them junk their current powersets and pick new ones as part of the respec. Level a Fire/Fire blaster to 50, then use a super respec to switch them to being an Ice/Martial blaster.
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Scale Exemplar Enhancements Values better
srmalloy replied to Arbegla's topic in Suggestions & Feedback
Not to match, just raise the bottom end so that a fully slotted power will have its ED-capped values scaled better against what a low-level character is getting from slotting SOs, rather than the TOs the exemplar scaling was designed around. Increasing the scaling factor for level 9 from 0.219 to, say, 0.4 would increase the damage for a power slotted to 95% damage increase when exemplared to 80% of the damage increase of a level 9 character that had put one slot in the same attack and slotted two damage SOs in it. -
What's the smallest change to CoX that you really want?
srmalloy replied to DougGraves's topic in General Discussion
Remember that it's "City of Heroes" -- there are other heroes in the city who would benefit more from the experience of defeating those lower-level opponents. And you have to remember the secret agenta -- Paragon City is a secret training site for producing powerful, skilled superpowered agents who will be employed in a much larger, as-yet-undisclosed plan; letting you mop the floor with a bunch of opponents who are no challenge doesn't improve your skills the way that a lower-level hero would use the experience, so the goal is to keep you moving to higher and higher levels of difficulty. You don't think all of these superpowered and supernatural gangs and organizations came here on their own to be beaten up and foiled again and again, did you? Just remember, this is *whrrr* *click* definitely not a Nemesis plot. We hope. -
What's the smallest change to CoX that you really want?
srmalloy replied to DougGraves's topic in General Discussion
Not to mention that if you outlevel him before talking to him, he'll just stay in your 'active' contacts forever -- but if you've hit 27 before talking to him, you have to run the entire length of Faultline, because he'll say he doesn't have anything for you and introduce you to Penelope Yin... who will say she doesn't have anything for you and introduce you to Doc Delilah... who will say she doesn't have anything for you and introduce you to Agent G... who will say that you're too powerful, and it would be too dangerous for him to give you any of his missions. And stopping partway through the list just leaves the last contact you were sent to in your active list forever. If a contact line ends before 50 (i.e., contact A introduces you to contact B, but contact B doesn't introduce you to anyone), then if you outlevel contact B before talking to contact A, they should just say something like "I don't know anyone whose problems are difficult enough to be worth your time" and become inactive, rather than passing you down a line of contacts that you have to talk to and get the same brushoff. It may not be possible for some contact lines, because of the way they merge at the higher levels (A —> B —> C —> D, but you may have been introduced to D by another contact before talking to A, so if you have outleveled C before talking to A, C is now a dead end). Still, it would be nice if the contacts were more aware of who they know and their level ranges. -
Scale Exemplar Enhancements Values better
srmalloy replied to Arbegla's topic in Suggestions & Feedback
...which is also scaled by exemplar to be doing less damage than a comparable attack by the lowbie. Straw man fallacy. Attributing an extreme position and then attacking it. "Let's panic and scream that everyone asking for the developers to look at how examplar scaling works because the floor was raised for low-level characters without considering that this change scales exemplared characters below that floor, because they have the absolute fucking temerity to ask that it be put into consideration for a future change, instead of blindly accepting that what is is the One True Fucking Way and cannot be questioned." See, I can do it, too. It's clear at this point that there is no further ability for rational discourse on this topic, and it needs to be closed. Both sides have presented their arguments, and the HC staff can look at everything that was presented and decide whether the issue warrants examination for a possible change. -
Scale Exemplar Enhancements Values better
srmalloy replied to Arbegla's topic in Suggestions & Feedback
Or, on the other hand, you can argue that, since the exemplar enhancement scaling was designed to scale high-level characters to a reasonable approximation of low-level characters slotting TOs, while leaving the exemplared characters somewhat more powerful than the low-level characters, giving the low-level characters a 4x increase in the effectiveness of the enhancements they can slot without looking at what effect this has on the intended advantage exemplared characters would have over low-level characters, the scaling factors when exemplared should be looked at to preserve the relative position of an exemplared character as something that the low-level character can aspire to, rather than being able to look at them and laugh at how their damage is gimped compared to themselves. -
And how is this not "I want to be able to level a character with powersets that make it easy for me to get them to 50, then 'super respec' into powersets that don't develop until late in the game, so I don't have to play through the hard part of leveling them"?
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You can document the progression of fried potatoes in French cooking; the earliest recipes describe the potatoes cut in disks and pan-fried, through dipping the disks in a batter made with potato flour, but it was seen as a lower-class food, and would not have been served at a formal function. It took potatoes becoming a food acceptable to the upper classes for the French fry as we know it to be created; the lower classes would not have been able to afford to have that amount of lard just sitting around to be used for deep-frying.
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Would it be possible to get two checkboxes in Options -- probably under General/Miscellaneous -- that enable/disable whether the First Ward and Night Ward contacts are shown when using "Find Contact"? If you aren't interested in running those contacts, having to step through them each time you look for contacts can become tedious.
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Actually, they are French. Thomas Jefferson had "potatoes served in the French manner" at a White House dinner in 1802, and the expression "French fried potatoes" first appeared in print in English in an 1856 cookbook, while the first recipe for what is clearly modern French fries is in the 1795 French cookbook La Cuisinière Républicaine.