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Everything posted by srmalloy
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Seen in Faultline: [NPC] SWAT Sergeant: I'm not kidding you. Like, FIVE gigantic Lost crammed into a mini. Most hysterical thing I've ever seen. Obviously, secret preparations for a Clowns MM powerset... 😉
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In the mission 'Stop the gang fight at the Portal' from Haley Phillips, if you defeat the two bosses without clearing the mission, you'll see NPC chat like "Let's get out of here", and mobs running for the exit -- but not all the mobs will run. The ones that remain will continue standing or walking around, and become unresponsive -- you can attack them, and they won't run or aggro in response.
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The tug-of-war between the various thugs and the civilians over their purses doesn't always result in an eternal standoff. I found a Skulls thug rummaging through a purse in Kings Row: [NPC] Gravedigger Slicer: What is all this junk? Guess I'll have to try again.
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This was an odd one I'd never seen before. I had taken a character back to my base, and was going to sell the enhancements that had dropped, but mouseo'd and clicked on a Luck inspiration. What was odd is that, despite being in the bottom row of the character's inspirations, the inspiration above it didn't fall down to the bottom row, the way it does when you use an inspiration from the bottom row, which left a hole at the F2 position: The hovering CaB stayed there despite moving around, and pressing F2 caused it to drop to the bottom row, but it's still odd that selling the inspiration didn't cause the one above it to drop.
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You can always play with the character's background and use a foreign language. For example, 'Feuerfalke' or 'Flammenwürger' (German), or 'HI no Taka' or 'Honō Mozu' (Japanese).
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The tree at the southwest end of the bridge across the lake in Atlas Park [1268.0 42.0 -267.5] is suffering from a highly-accelerated turn of the seasons, with all of its leaves having fallen completely off while still holding their relative positions as they were on the tree (update: the tree just off the NE end of the bridge at [1128.9 42.0 -1155.2] also displays the same aberrant leaf loss):
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According to the declared name policy, if the name is on a high enough level character, it will remain 'in use' forever.
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And an alternate animation from one of the other weapon PBAoE attacks to replace the break-dancing Eye of the Storm animation. Or just run the first part of the existing animation (before you drop onto your back) twice.
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The latter would be much more difficult, as it would involve changing the animations for powers in each of the powersets with ranged attacks (barring a few that are defined by weapons -- Archery doesn't work coming from a crab backpack, for example), all for the special case of one costume piece. The cost/benefit tradeoff for that looks depressingly poor.
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Can Hurricane get the same treatment as Repulsion Field
srmalloy replied to plainguy's topic in Suggestions & Feedback
And what about the people who slotted a KB->KD because they wanted the repel as a mob position management tool but not the KB and for whom the debuff is secondary? What you're asking for is that you can either have the power with all of its base features, or with just the debuff, with no way to keep the repel without keeping the KB. I'm going to have to vote for a hard pass on this; if you want a power that's just a PBAoE debuff, don't try to retroactively rewrite players to do it -- because making this change immediately tosses the repel for everyone who already slotted KB->KD. -
Actually, if you start with a pure yellow -- 0xFFFF00 -- and lower the brightness, you'll find that the color does turn into an olive green color. This is laid out in more detail here. This has been known for centuries, and is an artifact of color perception, the same way we can't have bright browns or violets
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The most obvious way to address this is to apply the same sort of force-leveling code that the existing PvP zones use to each zone individually, so that in AP you're force-exemped to, say level 5, in KR to level 10, Steel and Skyway to level 15, etc.; it doesn't eliminate the problem, because characters exemped down still have access to five extra levels of powers that lower-level characters don't have. On the other hand, my experience with open-world PvP is that it encourages play by people for whom the sole metric for their "leet skillz" as a gamer is how fast their level-capped combat monster with BiS gear can gank newbies fresh out of the tutorial and who run like a scared jackrabbit from anything that even hints at having an element of risk. Having the zones scale to 'appropriate' levels would only address some of that. All that said, if this was kept as a separate server that I don't have to pay any attention to, much less play on, my objections mostly disappear, being reduced to a petulant whine about the Homecoming staff's efforts being diluted by having to support a completely separate open-world PvP server with a disjoint codebase.
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Force of Will and Sorcery both give you a travel power as the third option, so they fall under the travel pools for categorization.
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More accurately, you can have five of the same named set bonuses -- i.e., "Large AoE Defense Bonus" -- regardless of the value of the bonus; this is how you can get ten 7.5% Recharge bonuses: the LotG bonus is "Luck of the Gambler: Recharge Speed", and the one you can get from other sets is "Huge Recharge Bonus". See the wiki page for enhancement set bonuses for more detail.
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There were issues with the name 'Afterburner' internally due to its previous use in the game, so the internal name for the power labeled 'Afterburner' is actually 'fly_boost'. The way powexecname works is odd. If you activate a power by name, and you have the power icon in a visible tray, it works normally. If the power icon is not visible, powexecname activates the power with that internal name, which may not be the same as the label name (particularly if the power was copied from another power). Evasive Maneuvers' internal name is 'afterburner', so if you don't have Fly active (opening the pop-up tray with the Afterburner icon) or dragged the Afterburner icon to another tray to keep it visible, powexecname won't find 'afterburner' in the visible power icon names, so it looks for a power with the internal name of 'afterburner', which is Evasive Maneuvers.
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"Would you rather have your right leg removed using a rusty hand saw and no anesthesia, OR your left?" Your question exhibits the fallacy of bifurcation, implying that one or the other choice is required, when in fact neither is necessary.
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What is vectored knockdown versus normal knockdown?
srmalloy replied to KaizenSoze's topic in General Discussion
The HC staff could have just altered location and targeted AoEs to put the KB origin at the center of the power effect, but by allowing a direction to be defined in the power, it opens the door to creating powers with more exotic KB effects in the future. -
What is vectored knockdown versus normal knockdown?
srmalloy replied to KaizenSoze's topic in General Discussion
Vectored KB fixes a problem with KB that existed from the first days of the game. Originally, KB was always away from the character using the power. PBAoEs and cones were fine -- the KB was away from the origin of the attack, which is the expected result. However, targeted and location AoEs were broken -- if you fired M30 Grenade at a mob in the center of a group of mobs, they would all be knocked back away from you -- even the ones standing between you and where the grenade landed. At its simplest, vectored KB fixes that by making the center of the attack's effect the origin point for determining KB, in essence making targeted and location AoEs act like PBAoEs. But it also allows for other directional KB effects to be defined -- a line AoE that does knockback sideways, for example, which could be made into a power for the Super Speed pool where you designate a target position and rush there so fast that the shockwave knocks mobs to the sides as you zoom past them. Or tweaking a Battle Axe attack that animates as a right-to-left swing so that its KB is angled left away from you, rather than straight back. -
It doesn't matter what you intended with your suggestion; how people would use it is the issue. And the classic example of this is Aeon Entertainment -- the devs intended it to be a way for players to make and share missions, rather than having to wait for additional official content to be released. Instead, it kicked the existing farm missions to the curb and became the go-to place for powerleveling, with the devs fighting a losing battle against it, having to settle for whacking the outright exploits (mobs that were not intended to be used in isolation and had no attacks, allowing for high-reward, zero-risk farms), and trying to ban the use of terms indicating missions were farms just resulted in new terms being created each time one was banned (I remember when 'meow mission' was the current euphemism for a farm). Far too many players are going to choose the fastest, easiest way to get what they want, and if you give them a way to level an 'easy' powerset combo then change it to one that's hard to level once they reach the level cap, they'll do it.
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Seen in Grandville: [NPC] Metal Swiper: 'Freakshow' is okay. I wanted it to be 'Horrorshow' but what ya goin' to do?
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Power Pool/Epic Pool/Anything to Speed Up MM Minions.
srmalloy replied to Zeraphia's topic in Suggestions & Feedback
I'm not sure how complicated it would be to code -- my gut feeling is that it would be annoying to make work, and there are a number of situations where you wouldn't want to have it work that way, but having MM pets 'inherit' any movement effects that the MM has active would address most of the problem. -
This is only a model of: The KNIGHTS Powerset
srmalloy replied to AspieAnarchy's topic in Suggestions & Feedback
Just an observation: The Lash power from Demon Summoning has a melee attack icon, and the power detailed info says it goes against melee defense. Therefore it is a melee attack, for all that it can reach out twenty feet. -
Well, a zone event that has a long term, the way the Halloween and Winter versions of AP replace the standard one. But having to install new maps on the server and push them to the clients in an update precludes any sort of dynamic zone change. If the original devs had been able to make the instanced outdoor mission code work better, that might have created a way to do it, but the devs admitted that it didn't work well enough as it was to allow wider use.
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Depends on the environmental effects. Anything that affects the zone is difficult -- the first couple of Winter Events back on Live, the lakes in Steel Canyon were frozen over, too, but that was dropped for later events. However, if you create effects for a zone that are applied to the characters in the zone, that's easier. See how entering Atlas Park during the Winter Event gets you the Snowstorm effect, and the Instant Snowstorm power. You could do the same thing to create a rain effect in the zone as a visual effect, but making the ground look wet would require a reload of the zone geometry, since the game's not set up to allow you to change textures on the fly, and it would be difficult to make that happen as changing weather.. As long as it's something that's applied to the character, it should be able to be done; if you want something that affects the way the zone appears, it's going to take a ton of work, and is better suited for a long-term change, such as replacing Atlas Park with the 'Winter Atlas Park' zone model.
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Someone put up "[Inherent.Domination]" in chat, and I idly clicked on it to open the power description, and noticed this amusing bit: At the end of the description, it reads "gain resistance to status protection". Shouldn't this be "gain resistance to status effects"? Seems counterproductive as the description reads.