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Everything posted by srmalloy
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Croatoa final mission: Protect the Henge
srmalloy replied to Greycat's topic in Suggestions & Feedback
Or, in the case of an interesting bug with "up:max" as a destination, if you draw the wild card, you can just leave them up in the sky for the fifteen minutes: (the bug is that if you use "up:max" for a destination for the wormhole, sometimes the mobs experience a Wile E. Coyote moment and forget to fall to the ground) -
Weapon suggestionm for Titan and Staff: SCYTHE
srmalloy replied to Voltor's topic in Suggestions & Feedback
It's not a medieval version, but the Tech staff from the current choices has an energy blade on the end sticking straight out. In a similar style, a naginata would be a viable addition in various forms -- it should not be difficult to graft the blade from several of the katana models onto a staff as additional choices -
I'm suddenly reminded of Obi-Wan Kenobi's use of Force tricks to confuse or distract people -- "The Force can have a strong effect on the weak-minded."
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It's not something that's going to affect gameplay in any way, and can be handwaved by simply declaring that Praetoria does it differently, but the runway at the western end of Neutropolis is mislabeled. Every public use and military runway on the planet has (or should have) runway designations painted on any end for which an approach can be flown. These designations indicate the magnetic azimuth of the runway -- runway 9-27 is aligned east/west. The number painted on the end of a runway is the magnetic course (minus a zero) that a plane will be flying to land on that runway. The runway in Neutropolis is aligned east/west, but the western end is labeled '01', indicating that it's azimuth is 10° east of north, and its opposite end would be labeled '19'. But, because it's physically aligned E/W, these numbers should be '9' at the west end and '27' at the east end.
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A relic of the period shortly after the devs replaced the 5th Column with the Council back on live and the 5th Column were missing for a couple issues: [NPC] Nacht Elite Grenade: Fools! You didn't think we were really gone, did you?
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The order of 'precedence' when you just delete the character that's the SG leader is somewhat flaky. It's always best, if you're going to delete the SG leader, to log into the character (you want to do this anyway to strip them of enhancements, inf, salvage, and inspirations) and explicitly promote the character you want to become the new SG leader.
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The pop-up tray isn't bad in itself; hiding powers that are only available when another power is active frees up space for powers that are always available. What I'd like to be able to do is put macros into the unused slots of the tray, so that I could create macros for specific Translocation uses that would only be visible when Translocation was available, rather than taking up space all the time.
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One of the Valentine tips you can get is "from yourself", and you have your choice of delivering it to Mother or... delivering it to Mother. In either case, you're directed to "board transit" to deliver the valentine to Mother Mayhem. However, the valentine is undeliverable in Praetoria, because unlike the trams in Paragon City or the ferries in the Rogue Isles, you don't get the option to go to an instanced mission map from the Praetoria transit menu.
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I don't know if it's an issue with the lag between the client and the server or some such issue that negates the possibility of a solution, but zipping up to the tram entrance and having to stand there in front of the open doors for up to ten seconds before the tram doors close and the tram leaves before you get the blue hand that lets you click to select your destination gets pretty old after a while. The opposite problem, where the tram is arriving at the station and your character jumps through the closed gates in front of the arriving tram, is disturbing, but less of an issue. Is there some way that the timing of the tram animations could be adjusted so that what you see in the tram station more accurately corresponds to your interaction with the tram? I.e., when the tram becomes unclickable, it closes its doors and trundles off right then, instead of standing there with its doors open, and on arrival, the tram stops and opens its doors before your character dashes into the tram, instead of diving out in front of it as it's still pulling in?
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Make Interrupt Time Enhancement Do What People Think It Does
srmalloy replied to aethereal's topic in Suggestions & Feedback
Okay, sure. Now, remember that animation time is partly determined by the amount of primary effect that a power does, so attacks that do more damage will generally have a longer animation time, which means that if you slot an enhancement that decreases the length of the animation, it should also decrease the amount of damage that the power does (cf. how combat snipes do less damage than 'slow' snipes). I'm sure you'll see lots of people rushing out to slot enhancements that lower the damage of their interruptible attacks just to get a slightly shorter animation time. -
You will see an extraneous "Archon" in a lot of the early Council missions -- both "Archon Archon" and "Adjutant Archon" show up in the mission briefing, nav bar, and in-mission from time to time.
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Proof that sometimes even Nemesis has to scrape the bottom of the barrel when recruiting. A mission to recover a track sample from a Nemesis hideout: [NPC] Dr. Ulecht: We can sort who betrayed whom out later! [NPC] Lt. Epstein: It's not as if Vredefort were going to barge in here or something! One application of Meteor: [NPC] Dr. Ulecht: Vredefort! We are betrayed! The Center will hear of this! [NPC] Lt. Epstein: I am not sure that this negotiation is truly secure. You have defeated Dr. Ulecht You have defeated Lt. Epstein Lt. Epstein's capacity for understatement is amazing.
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In the "Defeat all villains in base" mission from Anton Sampson, where he sends you into a Council base that is being raided by Rikti, and have to prevent the escape of the end boss, the end boss says: [NPC] [BOSSNAME]: I mustn't be caught be these vigilantes! [REDACTED] will need my report! The name of the boss and to whom he needs to report to have been redacted to eliminate spoilers, but "caught be these vigilantes" should be "caught by these vigilantes".
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The warwolves and Crey tanks have faster movement than other mobs, so they'd appear even faster if their movement was compressed.
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And it took a certain minimum of player commentary to get things up on their radar in the first place. I remember at one of the meet-and-greet events at SDCC, when I asked Positron again about the problem with the Paragon City harbor buoys, and he said that they might have to take a look at it now that he'd gotten two comments about it... and I had to admit that I was the 'other one', bringing it up at the first NCsoft event at SDCC. Still, I suppose it's some sort of achievement to be the only person to bring up a significant visual problem with the game, even if it doesn't affect gameplay in any way.
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Positron was good at coming up with different "we don't have the resources" excuses for why something couldn't be done. Sometimes it was because it was being done, and he just wanted to deflect people dogging them about when it would be released, but most often it was just fobbing things off onto the 'maybe someday' pile so people would stop asking.
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If I remember Positron's description of what happens there, if you stun a mob when the server has already given it 'orders' to move somewhere, its movement gets interrupted while the "hit and stunned" animation plays, and its movement animation gets changed to the 'stunned stagger" -- but when all that completes, the movement that was already 'ordered' gets carried out, but because the stunning animation took time, there is less time for the mob to complete its movement, so its speed while completing the queued move will be faster. Finishing the queued action is why you can stun or defeat a mob after it activates an attack but before the animation completes, and if the attack isn't flagged interruptible, it will still go off.
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Asked for several times during Live, and the response was always that it was back-burnered because of the animation and costume changes it would require, and they didn't have the art resources to do it.
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Make different-level SO enhancements fungible on the AH
srmalloy replied to aethereal's topic in Suggestions & Feedback
This was how I funded characters back on Live, when the vendor value for high level SOs were better and the stores still gave you better buyback value for their own origin -- buy high-end Mutation SOs on the AH, run to the SubGenetics store in south Steel Canyon, and sell them there. -
What is the dumbest way the game has confused you?
srmalloy replied to ninja surprise's topic in General Discussion
Due to an odd quirk of spawns when I was still new to the game, the first five Outcast bosses I saw were Bricks, which had me reading "Lead Brick" as lead the metal, and it was a while before I saw a "Lead Shocker" and realized it was 'lead' as in 'leader'. -
Evidence that the Best Computer OS Exists in Praetoria
srmalloy replied to Apparition's topic in General Discussion
IIRC, these are the same magazines you see on the tables in the entry room of the Terra Volta reactor building. -
From the times I've gone into the Longbow base in Nerva to get the badge in the creature cage area, they're a bit of a laughingstock already -- the automatic gun turrets always pop up and start shooting at the Longbow, so even their own base defenses hate them.