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Everything posted by srmalloy
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No, they just need a physic... 😉
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The room that has the upper level to the left where you've got a bunch of random civvies, an Arachnos boss, and Matthew Habashy on the ground? It's got six force-field doors on each of the left and right sides, and I believe three on the back on the wall behind the civvies (and one of the doors explodes through the civvies when you destroy it; isn't plot armor wonderful?). Yes, all of them count toward Doorbuster; I routinely go through Matthew Habashy's, Sondra Costel's, and Aaron Thierry's arcs with new heroes to get the 'Saviour of Atlas Park' badge at the end.
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The final mission of the 10-15 Clockwork Captive arc, "Check out Lou's shop", sends you to rescue Lou's wife and daughter. There is a secondary mission goal, "Unlock back room", that is currently pointless. Somewhere in the evolution of the game, the map that this mission was set on was changed; it used to have a single back room, the door to which you had to unlock to get to the hostages, but it's now a map with two back rooms -- and the locked room has no hostages inside, just hostile Clockwork; you can rescue both hostages without needing to unlock the door. Can the mission configuration be changed, either to make the door you open to get to the hostages the locked door, or to move one of the hostages to the room behind the locked door, so that it's not possible to rescue both hostages without ever unlocking the door? It seems pointless to run around to find the key, then unlock the door, and immediately turn around, ignoring the room behind it, and enter the other room to actually complete the mission.
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You're missing the point of my comment. They suggested that people just stop walking into the torches. I replied that they should start with a goal of something (comparatively) easier, like halting farming, implying that getting people to control their movement better was a Sisyphean task.
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Neither do the Council, at least back in the cell area; the room that the cells are hung off of have six locations where mobs can spawn, although running solo you generally see spawns at only four of them.
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Looking for a coauthor of a mission or small base
srmalloy replied to temnix's topic in General Discussion
не мой цирк, не мои обезьяны. 😁 -
On my Rad/Rad Sentinel, when I mouse over the highlighted power "Proton Stream", the information text in the text box at the bottom is "Hurls a volley of alpha particles at your target. Proton Volley is highly accurate and will reduce the target's Defense." (emphasis mine). It looks as if the 'Proton Volley' snipe power from Radiation Blast, when the powerset was reworked for Sentinels, had the power name changed to 'Proton Stream' and its damage, range, and associated characteristics changed from the snipe power it was, but the power description was left unaltered. I think the word 'volley' should be changed to 'stream' in the two places it appears there to bring it back in line with the power name.
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No... Start with something easy, like making people not run AE farms or spam the LFG channel asking to join one.
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This is for the 'Gather Intelligence' mission from Montague Castaneda, where you have to rescue Lady Jane and take her to a chest in one of the back rooms of the mission map. Now, I'm not asking for any change in her combat/follow logic; what I'm asking for is to make her intelligent enough so that she can walk and talk at the same time, so that when you rescue her she doesn't just stand in place monologuing until she's finished telling you her life's history before her feet come unglued and she can move, following you as you lead her to the chest.
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This seems to be endemic to MMOs; I've noticed with all of the MMOs that I've played that you have no issues with jumping unless you are in contact with a vertical surface like a fence or wall, which acts like it's covered in contact cement, reducing your jump height to 10% or less of what it would be if you're not in contact with the wall. I have to wonder whether it's something low-level, like a change in your collision box when your character performs the jump animation, and it momentarily pushes the collision box into the collision box for the wall/fence, so it keeps you from jumping normally.
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It's not properly a geometry error with a zone, and doesn't actually affect play in any way, but one of the whiteboard objects that are placed as glowies in door missions has the whiteboard proper misaligned relative to the frame and the text on the whiteboard: This is a long-standing problem, having been in the game since fairly early on Live, but was never addressed because it had no affect on gameplay.
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If it's happening to you on the same character, who presumably is level 50 with their Alpha unlocked, then this 'feature' wouldn't apply, but there is a known quirk in the way you get rewards from the WST, where there appears to be a single check that controls getting the WST bonus rewards for a week. Basically, it appears that there is a flag in the character data on the server that is set when you complete a WST; this flag gets reset when the WST does. When you complete a WST, the server awards you the normal TF reward, then checks for the WST flag. If it's set, it exits there. If it's not set, you haven't received the rewards that week, so it sets the flag, awards the bonus merits, then checks the character for meeting the eligibility requirements to receive a Notice. If you are eligible, it awards a Notice. However, because the "Done the WST already?" check is performed before the "can receive a Notice?" check, you can run a WST on, say, Tuesday, finishing at level 49, and get the double merits, then ding 50 and unlock your Alpha, then run another WST on Thursday, because the check for "done the WST already?" happens first, the rewards code kicks out at that point, and you don't get the Notice, even though you didn't get one on the earlier WST, so haven't received one for the week.
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Quantum enemy mixed in with dead, untargetable NPCs, all stand up
srmalloy replied to Ridiculous Girl's topic in Bug Reports
Sounds as if the dead mobs are being spawned in the mission as ordinary 'mission spawn' entities, automatically flagged as dead and non-despawning, and then a function for the Kheldian spawn-modifier kicks in that changes some of the individual spawn mobs to Quantums, but that code doesn't get pushed through the same 'make them dead' function, so when they replace a dead body, they are put in as a live Quantum. It seems to me that the best way to address this would be to make the initial dead-mob population unaffected by any of the team-size, difficulty, or archetype special modifiers, applying those only to the ambushes that occur after you interact with the councilman's body. That way, you'd get two- and three-body spawns of regular dead Family even if you took in a team of eight Kheldians, but once the ambushes started, you'd get quantums mixed in with them the way you would in any other mission. -
Eliminate "sided" day job badges
srmalloy replied to BasiliskXVIII's topic in Suggestions & Feedback
There's a building on the east side of Kings Row with the Crey logo near the corner as well, but none of its doors are accessible other than for missions. -
Or if they made some other QoL improvements to the character 'intelligence', where your character is smart enough to raise your feet to go up stairs, but too dumb to raise your feet to walk over a 6" high rock, or a body lying on the ground.
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How many Masterminds are too many Masterminds?
srmalloy replied to Yomo Kimyata's topic in General Discussion
Count yourself lucky. Back on Live, I joined an all-Mastermind ITF that Kay was running -- and this was before the collision boxes for MM pets were turned off, so the cave missions were practically un-navigable from all the pets filling the tunnels. -
And there you run into deep UI decisions, because the colors you pick have to be distinctive even to a viewer with a color deficiency, so you're not gimping a subset of the players.
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Dogbert: "You know what they say -- when life gives you lemons, make lemonade." Dilbert: "But I'm allergic to citrus." Dogbert: "You know what they say -- when life gives you lemons, swell up and die."
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Where are Bind and Options and Wdw files located?
srmalloy replied to Scarlet Shocker's topic in General Discussion
Let's see... Builds and maps -- [game_root]\accounts\[name] in addition to the 'builds' (holds output from /buildsave) and 'maps' (holds 'fog of war' map exploration record) folders, this folder also holds the 'playerslot.txt' file listing your characters (gets rebuilt from the server if deleted) and the 'playernotes.txt' file holding any notes you've made about other players. Popmenus -- [game_root\data\texts\[language]\menus Costumes -- [game_root]\costumes Power customization -- [game_root]\powercust Bind files -- [game_root]\settings\live [game_root] is the root of the game folders -- generally "Homecoming" in either 'C:\Program Files' or 'C:'Program Files (x86)' for a 32-bit install, or you could have put it elsewhere; mine is E:\Games\Homecoming [name] is your account name -
Infiltration is clearly very badly broken
srmalloy replied to Scarlet Shocker's topic in General Discussion
They're also virtually blind, in that they will walk blithely up to a villain that is actively being pounded on by a hero, and only when they're within a couple of feet of the villain will they realize the 'danger' that they're in, cower, and run away. -
There are people in the Praetorian zones? More to the point, though, I think that "people in the Praetorian areas" is an improper distinction to draw; it should be just 'Praetorians' -- goldsiders -- since "people in the Praetorian areas" would include bluesiders and redsiders who've gone to Praetoria after badges, so you would be double-counting some characters -- as heroes/villains and as someone in a Praetorian zone.
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It's not properly a typographic error, because it doesn't actually have any misspellings or bad text, but the mission "Defeat [boss name] and his helpers" in the 10-14 range against the Lost from any of the contacts that offer that mission (like Alphonse Rubel) (Lost go into a warehouse, come out looking stronger) continues to have a disconnect between the boss named in the mission briefing and the boss named in the mission title. For example, with my current character, the briefing has the text '...under the control of a homeless man named Unlucky Pete.' The mission header in the mission list labels the mission as 'Defeat Zeb and his helpers', and the boss mob in the mission is Unlucky Pete (as the briefing describes).
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It's an artifact from when the Paragon Studios devs tried to add the 'chewbubblegum' emote to the game, and it glitched out badly if the character had Walk running; the carnage was horrible to see -- pink goo everywhere, heroes stuck to the side of the globe above Atlas...
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Super strength: interacting with environment, i.e, lifting
srmalloy replied to Rhale's topic in Suggestions & Feedback
There is an odd target interaction that I've run into that sort of parallels this. With the Freakshow, a rezzing mob can't be targeted for an attack until they complete the rez animation, although they can be damaged by PBAoE attacks and AoE attacks targeted at a nearby mob or location. However, there is an odd corner case where you can be firing off an attack that defeats a Freakshow, then have another attack -- a regular single-target or cone attack that requires a targeted mob -- queued up while the first attack is still animating, and if you hit the timing just right, the queued attack will persist and go off while the Freakshow is rezzing, damaging them. I've had this happen to me three times while getting the Tank Buster (and part of Assault and Battery) badge, but I haven't been able to get it to happen deliberately; it seems to require a really squirrely timing between the animation of the attack that defeats the mob and the subsequent attack.