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Everything posted by srmalloy
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They don't stack for selling, but they stack for buying; you can buy ten EoEs and they'll only take up one slot.
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I took that route with my Psi/EM Blaster Umstvenniy Ulan ('Умственный Улан' -- 'Mental Lancer') who volunteered for a 'total cyborg' program after an accident during a mission that left her paralyzed; she went through several increasingly-sophisticated bodies, disdaining the use of cosmetic alterations that would make her look more 'natural'. Her current body uses the 'cyborg' costume pieces; it's not a particularly innovative appearance, but it conveys the sense of a body constructed for functionality, not esthetics:
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For those of us who may not be as deft with a mouse as we were in our youth, can the requirement for position for drag-and-drop of an object (enhancement, salvage, merit, inspiration, recipe, etc.) into an email message be broadened so you can drop the object anywhere on the email window, instead of needing to get it within the little attachment subwindow?
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*Sigh* That's what I get for making obscure historical jokes. Hugo Boss produced the uniforms for the SA, HJ, SS, and later the Wehrmacht before and during WWII.
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The 5th Column is still buying uniforms from Hugo Boss...
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That would be an entertaining thing to do if the HC staff gets the map-editor tools working better than I recall Positron talking about them -- have instance maps that use the Oranbega 'corridor portals' like elevators, jumping you to an entirely separate 'floor' that could be a different map type. For example, an Oranbega map with a portal that takes you to an office map (or vice versa) , because the CoT are using the office as a front to 'recruit' people to obtain bodies for their spirit thorns.
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Or even that Abraham Lincoln.
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Redside, you'll find bank branches hidden inside abandoned mines on Thorn Isle in Nerva, to ensure that the CoT there have some place to store their treasure.
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Big THANK YOU to the Admins and Devs
srmalloy replied to DarionLeonidas's topic in General Discussion
'Kicked by the Mapserver'. I snickered when I got the visual pun. -
If you are a Vigilante or Rogue, when you access a zone gate/door from a co-op zone (Pocket D, Dark Astoria, Rikti War Zone), you get a pop-up describing the side you're going to and asking whether you really want to go there. Base portals and Ouro portals don't have this prompt that you have to click through. Can we get an option setting (or a flag that Null can set) to suppress the zone alignment pop-up, so that you can travel from zone to zone anywhere you're permitted to go without confirmation prompts thrown up in your way?
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Completed Paladins will eventually work their way up to the High Park area, often clustering in the sunken park south of the old gate to Galaxy City; there seems to be a limit of three -- one for each spawn location. For either of the two southern spawn locations, the Paladin may go right past the AE building and get droned if he doesn't have enough of a crowd of regular Clockwork to take the hits before he gets past. Also, if you catch him in High Park, and he thinks he's losing, he'll sometimes take off heading south to try to reach the drones near Blue Steel and deny you the victory; when that happens, one of the possible routes he takes goes by the AE building, where he gets droned, no longer having his retinue to protect him.
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So... no Magic origin characters, then? 😁
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Do away with enhancemnet conversion dropdown menu
srmalloy replied to xl8's topic in Suggestions & Feedback
...that do not reset after conversion, the way the 'out of set' choice does now. -
Make the chat type buttons in the Comms panel larger
srmalloy replied to MsSmart's topic in Suggestions & Feedback
If you right-click in the lower chat window, you get a menu with your available channels (all the names spelled out) plus a few additional commands that you can select a channel from. -
And had the gold star icon for zones you have missions in, like the tram menu does.
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The reason that model-grade paint costs more is that the pigment is more finely ground so that a layer of paint is in scale with the object being painted and doesn't obscure details. For this kind of painting, Apple Barrel and the other brands of craft paint is more than good enough for the application. You're not trying to put a recognizable expression on a face that's a quarter inch high, after all.
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I'm pretty sure it's more complicated than that, but only to remove the modulo-induced bias (which gets smaller the larger the range you generate. For example, when generating 0-9 with a raw modulo algorithm, only the last four bits are important, but the 0-15 of those four bits produce 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, 1, 2, 3, 4, 5 -- 0-5 appear twice as often as 6-9. 1-100 requires 7 bits, 0-127, so a raw modulo function returns 0-27 twice and the other numbers once. 0-999 requires nine bits, 0-1023, doubling for 0-27, a much smaller part of the range. A simple algorithm to correct this is to check the returned value and reroll if it is outside the goal range, and there are a number of well-known approaches to the problem.
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Depending on how you want to play, you may want to delay getting the 2XP boost longer. I normally take the first missions from Rick Davies and Azuria down in City Hall, then run Matthew Habashy's arc to get introduced to Sondra Costel, then her missions to get introduced to Aaron Thierry, who would become inaccessible if you're too high. Once I have his first mission (and arc), then I pick up the XP boost, and do Azuria's and Davies' missions at increased level to account for my being higher level at that point.
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It's the same math that worked against bomber crews in WWII -- if you have a 95% chance of making it back on every mission, it compounded until you only had a 28% chance of making it through a 25-mission tour to get rotated home. The chance of succeeding is (or at least should be, with an 'honest' RNG) stochastic, which means that each try is independent -- it doesn't matter how many times you failed before, your chances on the next try won't change. The coin doesn't know that it came up heads ten times in a row; the next throw still has a 50% chance of coming up heads. For the people who don't want to look at the math, the number that's important is the cumulative chance of not getting what you want in N tries -- the first time, you have an 80% chance of failure, failing twice is 80% of 80%, and so on; you still have about a one in three chance of not having gotten the one you want by five tries, and to reach 90% success rate takes ten. This doesn't mean that it will take that many tries -- you could get it on the first try -- but that 90% of the time, it will take no more than ten tries.
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I don't have OCD; I have CDO. It's just like OCD, except the letters are in alphabetical order. As they should be. Generally, though, if I slot a global/proc that I want even if I only five-slot the power (LotG Def/+Rech, Lockdown mag proc), they'll go first, otherwise they'll go last, because I'll slot the rest of the set and come back later for the sixth slot. Within sets, I'll generally slot by increasing number of aspects, in Damage/Acc/End order -- so a Damage, then an End, then a Dmg/Acc, Dmg/End, Dmg/Acc/End, Dmg/Acc/Rech, etc. in one power, then use the slot that lights up in the already-slotted power to tell me where to put the same IO in a different power (slotting several sets of Thunderstrikes, for example).
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The targeting is screwy in other ways, too. I'd need to go back through characters to assemble a list, but I've noticed in MSRs during the pylon phase with my ranged characters that most powers target the pillar a short distance below the rotating top, but some target the base of the pillar, with no apparent consistency -- within a single powerset, one or two attacks shoot the base, while the rest shoot higher. It doesn't seem to affect combat, so I haven't bothered to submit anything about it; it's just one more quirk of the game.
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Also, it might be useful to separate Team Teleport response out into its own permission check, so that you can automatically accept Team Teleport, but be asked for the others.
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You put Brawl on autofire? 😁
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That's what a 'decayed' Ouro portal looks like. When they're active, they have a floating diamond in the middle, which is what you click on. After their active time expires, the diamond disappears, but the rest hangs around for some time -- during the Hami raids on Excelsior, you can often find 'decayed' portals in the area around the center from the people who left via them after the previous cycle that evening.
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Not sure if this has been asked: PvP on/off switch
srmalloy replied to AlabasterKnight's topic in Suggestions & Feedback
One of the things that commended CoH to me when I joined was that it didn't have PvP. The devs made a good shot at compressing the disparity between characters for the PvP zones, but the mechanics of exemping preserve an advantage for higher-level characters, although not to anywhere near the extent that a 'you're dumped in the zone at your level' MMO does. In my experience on Live, though, there were still gankers in CoH, although the imposed exemping meant that they didn't have a position of absolute superiority to gank from, and would often run if they started taking damage. That said, the jerks were a decided minority in CoH; in one of the rare times when I participated in PvP qua PvP, it was shortly after the release of CoV, and some friends of mine and I had appropriated the roof of the hero bunker in Bloody Bay as a hangout. We weren't going after any of the heroes, except for the ones who came up to try to dislodge us; it was a "we're here; what are you going to do about it?" challenge. An hour or so after we started, having gotten occasional assistance from other villains, we had to leave because of dinner being called; by that time, we were largely ignored by the heroes, as we weren't doing anything but camping on the roof.