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srmalloy

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Everything posted by srmalloy

  1. This can simply be an artifact of where you are in the league, since a league is functionally a social construct to allow up to six teams to work together to complete content -- each member of a team in a league receives XP and other rewards only for the mobs damaged by the members of that team, so if your friends got invited to a ToT league, and one got put on a team that they filled out to eight, while the other was in a team of four, the one on the short team wouldn't be getting as much XP, even if they were individually dealing out the same amount of damage.
  2. PvP players got their game back; the rogue servers got reinstantiated from the SCORE code as it was, including all of the PvP zones and content. What they didn't get back was enough other PVPers to make PvP worthwhile spending the time to build and level characters for PvP -- the vast majority of the people returning to Homecoming were the PvE players, of whom only a tiny fraction had any interest in PvP, and generally entered PvP zones only for grabbing the exploration badges (for the 5 merits per zone for grabbing them all) and the PvE-useful content like getting Shivans.
  3. There are other parts of the Paragon City urban area and environs that we don't normally see -- the instanced outdoor maps like the Janissary Heights map, and presumably other areas we never see, because they've got better access screening and aren't overrun with criminal organizations the way the city zones are. The 'missing' locations may be in these 'offscreen' areas. I remember an observation I made about how every place you get sent to in SWTOR as a Jedi is a crapsack world/location -- well, of course they're crapsack worlds; if they weren't crapsack worlds, they wouldn't need Jedi intervention.
  4. Yes, a few updates back. Now, rather than the spawns continually being to the NE of the character(s) fighting the invasion, resulting in the fight drifting NE as the players move to where the mobs are spawning in, then more mobs spawn to the NE of them, etc., the invasion mobs spawn randomly all around the character(s) fighting the invasion. Among other things, it stopped the Rikti and Nemesis invasions in PI where the heroes would group up in the Portal Corp parking lot from drifting back up toward the police drones and getting autozapped.
  5. And it gets even uglier should you choose to venture outside of the basic ASCII character set -- City of Heroes understands Unicode (a necessity for localization for Korea, where the Hangul alphabet is entirely in a Unicode page), but the copy-and-paste functions don't work right. I don't know if it's a conflict between recognizing Unicode's UTF-8, UTF-16, and UTF-32 encoding when pasting, but copying uses, say, UTF-16 while programs like Notepad expect UTF-8, so what gets pasted into another editor looks like line noise (oh, and doesn't that date me for knowing what line noise across an audio coupler was like on your screen). The other consideration is that Unicode -- at least the code pages CoH supports -- are two-byte characters, so each character in, say, "Институт эволюционной физиологии и биохимии имени И.М. Сеченова" ('I. M. Sechenov Institute for Evolutionary Physiology and Biochemistry', which I reference in a number of my characters' backgrounds) takes up two characters out of the 1023 allowed in the background text. Sometimes, getting a bio incorporating Unicode involves quite a bit of back-and-forth editing to get the text to fit in the allowed space, so I always, as Rudra describes, write the background up in a text editor, paste it into the game, then go back and edit the text in the editor if/when it doesn't fit, for as many times as necessary.
  6. It may be a case of the visuals not being correctly tagged for customization. There are powers that have secondary effects that don't recolor properly, too -- when I make a character with a Radiation powerset, I always change the power colors away from the incorrect green color to a correct light blue, but in the case of Radiation Melee, the immediate visuals of the attacks are correctly colored, but the Contaminated secondary effect that can apply to the targets is still the ugly green color.
  7. Pfft. I remember some of the original Hami raids in the Hive back on Live (when everyone would cluster under the 'healing umbrella' to take out the mitos while the taunt tank and healer held Hami's attention -- if you didn't have Illusion controllers to drop PA on him); during the 'blast phase' after the nucleus was held, you could see tier-1 powers taking 3-5 minutes to recharge. An artifact of having a zone limit of 250, with everyone whaling on Hami at once.
  8. I noticed that this morning after taking my Fire/Dark Brute out to wait for Adamastor to be summoned; there was a zombie invasion going on, with the first scattered zombies appearing, and I noticed that zombies were spawning off the edge of the top platform, falling to the next platform down, and attacking the BP there. (I kind of miss the old spawn style where the mobs would spawn to the NE of your position, making invasion events migrate NE over time -- if I parked a character against the parapet on the SE corner of the DA hospital, the zombies would spawn east of the roof and fall to the ground where I could ignore them)
  9. While running around a building in south Kallisti Wharf with my Fire/Dark Brute hitting up the doors for ToT mobs to beat down, I discovered what I think is going to be an unfixable synchronization issue between the server and the client. I'm sure everyone who's participated in ToT at one of the 'murder motels' has seen mobs coming out a door getting hit with an AoE right as they emerge and popping "UNAFFECTED" above their heads, taking no damage (synchronization appears to let them make attacks while still being invulnerable, which is an entirely different issue, and also likely unfixable). When I'm running a character around solo for ToT, I always wait a second after they emerge before attacking, so ensure they're vulnerable to attack, and I don't waste End. With a character that has a PBAoE damage aura, the damage from the aura is an indicator of vulnerability, making it easier to judge. What I found was that I could get a 'TRICK' spawn from a door, have them pop out of the door, see damage numbers from the character's damage auras float up from them, and unleash Fire Sword Circle... and get 'UNAFFECTED' from the entire spawn -- doing damage from the character's PBAoE auras, but unable to damage them with an attack after seeing the aura damage. I'm pretty sure this is a synchronization issue, and not something that's fixable with a code change, and it's a particularly odd corner case that I don't think is worth digging for -- there is a similar effect in the various invasions (Rikti, Nemesis, zombie), although in that case it's the mobs sometimes being targetable even before they become visible while not being attackable until after they've made their first attack (while targeting through a pet will let you attack mobs that haven't even spawned in yet, another synchronization quirk).
  10. Similarly, you get 10 Vanguard merits when you participate in a Rikti mothership raid, even if you don't have the 'Member of Vanguard' badge to receive the 'normal' Vmerit rewards for defeating Rikti.
  11. I didn't say it was a good solution to the problem, just that it was a common one. It's often an indication that the development team is running out of ideas, or has to produce something quickly using existing resources because the art team isn't available to create new visuals.
  12. That's the status window you get when you're close enough to the Seed of Hamidon to fall inside its loosely-defined 'engagement zone', which is more-or-less within about 100m of any of the seedlings. Where you are when it pops up depends a lot on where the Seed is in its path around the zone.
  13. This is a common feature of MMOs; it's hard to make NPC combat logic more 'intelligent', but it's easy just to give a mob a bigger sack of hit points to make them harder to take down. More HP, more resistant to controls, a moderately bumped damage, and you've got a harder fight without having to come up with better combat logic.
  14. I would routinely joust the Sky Skiffs in Terra Volta back on Live with my Katana/Regen Scrapper, who had Super Leap; he'd leap toward his target with an attack queued, and as he passed by the skiff, the attack would trigger, and animate once he'd landed, where he'd jump back for another attack. Because the skiffs all had ranged attacks, he wasn't avoiding return fire; it was just the practical way for him to get at flying targets back before there were readily-accessible temp flight powers. Movement suppression just meant that he had to wait a bit to be able to jump back, eating a second round of fire during the wait.
  15. The pathology of the condition is not well understood, but prolonged or aggressive masturbation or sexual intercourse is believed to be one of the causes of Penile Mondor's Disease. And that's likely TMI, but in this case, too much may not be a good thing.
  16. After all, why should 'Poo Tankers' be restricted to one archetype? Just slap down some Mud Shields, and you can have an entire Poo team!
  17. The 'green fluid' is a visual indicator of the Toxic DoT that the powerset does (except for Quills)... but I agree that it should be an option for power customization.
  18. Or at least not level-outrageous -- i.e., if your character is doing level-appropriate missions in Talos Island, a tip mission wouldn't send you to Dark Astoria, which is a zone way over your level. But I've had level-50 characters having tip missions send them to Atlas Park, so it's not always 'level-appropriate'; if I had to guess, I'd say that it filters zones using something similar to the code that hides LFG listings if your current character is too low-level to be eligible to join them. Some tips have other constraints -- the one where you defeat the leaders of the Arachnos strike force before they can hit Paragon City requires a ship, so you'll generally get sent to IP to the ship south of the one you can take to Striga, but it could use either of the ships at the south docks in PI, and could send you to one of the ships in Striga (if making the zone co-op hasn't disabled it as a valid tip zone).
  19. And when it screws up and you exit the elevator waist-deep in the floor, and have to move (not just turn) to get popped up out of the floor.
  20. I had a tip, opened in Talos Island ('Elegant Party Favor'), send me to Dark Astoria -- which is a co-op zone -- for the mission. After completing the mission, I got the same 'wait until you're back in Paragon City' message with another tip. Either tips should not send you to co-op zones, or the tips themselves should be openable in co-op zones. EIther way is a viable resolution, although given the nature of Kallisti Wharf, if it doesn't generate tips, would feel somewhat odd.
  21. That's why I don't think it's possible to do within the limits of how the game engine works. We already see the limits of it in the "Cure Lost" mission ending Montague Castaneda's arc, where the Lost you target freezes, then vanishes, while a civilian spawns and runs to where the Lost was standing. But it's entertaining, and when I got that tip mission again, I was able to get Dr. Henzinger to take out two of his Crey buddies after I beat him up.
  22. In the villain tip mission "Doctor's Orders", where you have to find two Paragon Protector NPCs and beat them down until they turn friendly, interrogate them, and then find Dr. Henziger and repeat the process, he also turns 'friendly' (reticle turns from orange to blue) when you get him down far enough. When this happens, he will turn on and attack any nearby Crey NPCs that are still standing. I don't know if this is intended behavior (i.e., 'no witnesses'), but it was entertaining to see him turning on what should have been his own men. Given the way friendly/neutral/hostile status works, though, I'm not sure there's a way to correct this if it's not the right behavior.
  23. When I opened the "You Can't Keep Your Balance!" tip while my character was in Kallisti Wharf, I got the message "Now is not a good time to investigate this tip. Wait until you are within the streets of Paragon City before you attempt any investigation." If Kallisti Wharf is part of Paragon City, then it should be possible to activate regular tip missions there -- since they're always door missions, there shouldn't be a problem with just designating a door and spawning the mission instance normally; the tip itself already determines whether it's a hero/vig or villain/rogue tip, so that wouldn't be an issue with the zone being co-op.
  24. And I seem to have verified this experimentally, as I was running a Brute solo around one of the buildings in KW to get the tips for the event. He was running at +0x1 until he got his tier-3 Alpha, when I bumped him to +1 — but the ToT spawn levels didn't change. When he ran the 'whispered rumor' tip missions, though, the mobs spawned at +1 as his notoriety setting indicated,
  25. No, I think that's correct, as one of the other BP minion mobs is a 'Husk'.
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