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Everything posted by srmalloy
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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. -
Infiltration is clearly very badly broken
srmalloy replied to Scarlet Shocker's topic in General Discussion
It's a poorly-known fact that all the civilians in Paragon City are retired heroes -- that's why they're able to hold onto their purse forever, jump down from 100' high walkways without harm, and do other things that would normally be possible even for level 50 active heroes. -
Super strength: interacting with environment, i.e, lifting
srmalloy replied to Rhale's topic in Suggestions & Feedback
There's also a periodic bug in the 'knockback into a surface' computation where, if you knock back a mob when they're standing in front of a closed sliding door (the ones partitioning off map sections to keep mobs from wandering out of a particular part of the map, or flagged to require a key to open), you can glitch their impact against the door, and they'll wind up on the other side of the door where they can't do anything to you... until you open the door, at which point they'll get an attack off the moment the server sees that the door is no longer a line-of-fire block (and before you can get an attack of your own off). -
Weird thing just happened in a radio mission
srmalloy replied to Yomo Kimyata's topic in General Discussion
There is a very low-probability synchronization error in the game where an instance (mission or zone) fails to load properly; this manifests itself as your being entirely alone on the map -- no hostile mobs or friendly/neutral NPCs. Usually, exiting and reentering the instance will rectify the problem, although I can see how, with a 'get glowie' mission where you don't have to interact with any of the mobs in the mission, the temptation is there just to skate in and out. After all, if [group] left it unguarded, that's their lookout. -
Which Roles/Archetypes are most needed for endgame?
srmalloy replied to Beansicus's topic in General Discussion
This was my understanding as well -- that it only affected ATOs and Winter IOs. -
Super strength: interacting with environment, i.e, lifting
srmalloy replied to Rhale's topic in Suggestions & Feedback
I would be happy for immersion enhancement to take the existing 'Seismic' path aura spray (the ground cracking under your feet) and have it applied once (and, like the path aura, fade away after a short time) whenever something (you, an NPC mob, something thrown) hit a wall. There should already be a check to stop 'flung' objects that hit walls, so adding a 'draw a temporary seismic crackle at the impact point' visual doesn't seem too difficult. -
Not being familiar with the code, I don't know if Mark & Recall would work if the Recall entity was a pseudo-pet, and I would have to try fiddling with my Arch/TA Blaster to see whether Oil Slick and its secondary pseudo-pet, the Flaming Oil Slick, disappear on level change (which would make fiddling with the Mark & Recall power pointless).
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I had taken a level 50 character with Mark and Recall to Boomtown to help take down the Council Goliath War Walker, and tagged a spot right next to the SG base portal to jump back to after it went down. After my character was added to the team, enough additional heroes showed up that the team expanded to a league, and shortly after that my character was moved to the second team in the league... at which point, the activated Mark and Recall reset, porting me back to the SG portal, putting it on cooldown and forcing me to fly back to the Council base. I did not see whether the leader of the second team was a 50 at the time I was moved, not checking until I'd returned to the Council base, so I can't say for sure if the power reset was an artifact of being autoexemped when moved to the second team, or directly from being moved. The power icon was on an 'extra' power bar, so there was no key command that I could have used to accidentally click the power off.
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They're not ice themed, but the Banished Pantheon lore pets throw ice/cold attacks, so there's at least that.
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When I'm on teams and the mission takes us through sewers, I have to restrain the urge to have my character bitch about it, with comments like "Do you have any idea how hard it's going to be to get all this out of my costume?", or for the characters whose concept is being a robot/android or having a sealed breathing system "I can only imagine what it must be for the rest of you having to smell all of this." (And the obligatory theft from The Empire Strikes Back: "And I thought they smelled bad on the outside.")
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I can't say for sure, but I have a sneaky suspicion that, when the original developers added side-switching for the Going Rogue update, they still wanted to see the game populated with just heroes and villains, with Vigilante and Rogue being alignments that a character passed through on their journey from Hero to Villain and vice versa, and not destinations in their own right that a character would remain in for extended periods of time to get access to both sides in order to take advantage of things that are more accessible on one side or the other (i.e., the CoT bosses around the island in Sharkhead for the Weed Whacker badge). As bits of encouragement, they put various speed bumps into the game play for these fence sitters, like the zone travel confirmation and the "Maybe if you were more like me" dialogs forcing them to team with a full villain/hero to do regular missions on the 'other' side.
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I imagine that using Mark & Recall for this mission would start the same way -- flying in, freeing Katie, and clearing mobs to get her to fly up with you where she's out of range to aggro on anyone, then using Recall. It would just save the nastiness of trying to get her to follow you all the way back without falling off on her own and stopping.
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And out of the blue, that sparked the mental image of the Kronos titan as a hard-light hologram costume, and the nightmare of trying to manage a GM-sized character in standard corridors in door missions.