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Everything posted by srmalloy
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Knocking down the pylons drops the shield; as far as I know, breaking the grates and setting bombs just summons U'kon G'rai — I think summoning and defeating him is peripheral to the raid proper, and you can carry on with the raid without setting any bombs; you miss out on the merits and badge progress, but it won't affect the rest of the raid.
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Is there a list of the base names and codes somewhere? Should be simple enough.
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I've been accumulating publicly-accessible bases and their passcodes, and have created the attached popmenu file. Save the file and place it in your Homecoming\data\texts\[language]\menus folder (replace [language] with whatever your installed language is, such as 'English'). The next time you start your CoH client, use the command /macro_image "Apparitions_Dissipate" "Bases" "popmenu BaseCodes" This will create an icon in your power trays that, when clicked on, will give you a menu listing the four bases that I've seen used as instanced MSR assembly points, followed by individual bases grouped in alphabetical clusters that can be expanded to show the bases in that cluster. Clicking on any entry while near a base portal or while in a base will transport you to the selected base. If you have any additions or corrections, feel free to respond here or message me in game. Update: Added Masters of Olympus base, Monument base, and corrected a format problem preventing access to some of the base entries. NewExcelBases.mnu
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Is it time to address divergent PvP rules/settings?
srmalloy replied to Troo's topic in General Discussion
Many of the changes made to the way PvP works were done to make PvP less of a "Rock, Paper, Scissors, Lizard, Spock" game, where one AT can routinely curbstomp another particular AT, but gets curbstomped by a third. I remember (although I forget the terminology; it's been a while) the 'accumulating mez immunity' mechanic that was added that makes characters more resistant to mez effects after being mezzed, to prevent them from being chain-mezzed and pounded while unable to do anything as a specific example of this. -
Account alt transfer from one server to another
srmalloy replied to MsSmart's topic in Suggestions & Feedback
The report from the HC staff on the Discord is that the problem is being caused by an issue with the connectivity between the game servers and the database server, and that it's something that the hosting service will have to correct, not anything that the HC staff can fix. -
Particularly when there is often a knee-jerk reaction to the term "open-world PvP", which for quite a few players with experiences in other MMOs, is a term that implies that your characters will be vulnerable to depredations from the sort of players whose sole measure of their "leet skillz" as a gamer is how fast their level-capped combat monster in BiS gear can gank newbies fresh out of the tutorial zone, and who will run away from anything that even suggests that it might be an even fight. It is unfortunate that the term has become poisoned this way, but short, oversimplified descriptions can't accommodate subtleties.
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That's a significant contributing factor, since you essentially have to level a character in PvE, then create a significantly different build for the character to fit the differences between PvE and PvP mechanics, and then learn and internalize those differences as they affect play, for you to be effective as a PvP player. It sets a fairly high hurdle, and having the experienced PvPers repeatedly tear you a "structurally superfluous new behind" when you first venture into a PvP zone (assuming that you actually encounter someone in the zone) can be discouraging to potential new PvPers.
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To steal from the video clip posted earlier, "...with my speaw and magic hewm-- AIIEEE!"
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Depending on the AFKer's AT, it can bugger their leeching. There is a quirk with at least ATT and the Incandescence Destiny powers (and maybe the regular Teleport Other as well; I don't have experience with that one to say for sure) -- except for the untouchable Tier-4 Radial Lore pet, all of a character's pets auto-accept teleports, regardless of the character's teleport setting; this can (and has, from my personal experience) bugger MMs with ten feet of wrought-iron fencepost wrapped in curare-dipped razor wire and no lubricants, where if they're stuck in fighting mobs they can suddenly find themselves all alone trying to get their mouse to the 'accept' button on the teleport prompt window before they get flattened. Other ATs can survive well enough without their pets to have time to click the accept teleport prompt, but MMs get the short end of the defenses/HP stick. As soon as the pets arrive at the Incandescence target, they'll take off back to their summoner if they delay long enough in accepting the teleport, but the 'teleport when out of range' pet movement doesn't appear to kick in right away, so you're setting up a window of vulnerability by yanking an MM's pets away from them. You can see this in action in a relatively neutral setting during a Hami raid in the Abyss -- when the league gets Incandescenced back to the form-up point once Hami spawns, the raid leader will direct two (or all, for the final run) teams to summon lore pets, and shortly after that one of the other core raid leaders will fire off another Incandescence to cluster people up for AoE buffs, and every pet but the afore-mentioned untouchable T4 Radial Lore pet will automatically be ported, regardless of the individual characters' team/league teleport settings.
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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.
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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.
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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.
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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.
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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.
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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.
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Lag from the endless times - or perhaps endless lag? Anyone else?
srmalloy replied to Zep's topic in General Discussion
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. -
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)
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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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!