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Everything posted by srmalloy
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Move to Lake Woebegon, then, where all the powersets are above average.
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You can make the same argument that, since you have already, say, recovered the Wheel of Destruction on an alt, there's no need for you to do it on another character, since it's already completed, and you should just get the arc reward and accomplishment badge. Or The problem is that, regardless of headcanon that says otherwise, or your playing them as mutually supporting in game, each of your characters independently merges into Paragon City's history; when you arrive in the tutorial, or at the foot of the steps in front of Ms. Liberty, nothing any of your alts has done has happened -- your character hasn't found any of the history plaques, nor the exploration badges, nor cured the Lost, or any other thing that your alts have done to earn badges and accolades; your character has to collect them all from scratch.
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Both 'Antivenin' and 'Sthenic' are valid words. 'Antivenin' is another word for 'antivenom', and 'sthenic' is an adjective meaning robust or strong. Or was there a different word that was a typo?
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I've lost track of the number of times I've run around a map looking for glowies when they're tucked into odd corners behind objects so they're not visible, and for whatever reason they're not emitting the 'glowie sound.' Would it be possible to add a prestige power to the S.T.A.R.T. vendor -- probably under the 'Utility' category -- that, when used, marks on the map all the remaining mission objects... but is only usable when there are no hostile mobs remaining on the map? Requiring that the map be cleared before the power will work keeps it from being used by stealthers to shortcut a mission and grab just the glowies for the mission goals, but it does serve a purpose when, for whatever reason, the server decides to be particularly clever in hiding the mission glowies.
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If you right-click on the icon for 'Toxins' from the Plant Manipulation powerset and select 'Info', you will get a window stating "You use your power over plants to coat all your attacks with powerful toxins for a few seconds, all your attacks will now do extra toxic damage and be more accurate." If you click on the 'Detailed Info' tab, the only power effect listed is " +20.00%% to hit for 10.00s on self" -- no suggestion that you're getting any additional damage at all, toxic or otherwise. Since this is the 'Build Up' power of the Plant Manipulation set, it should be giving a damage bonus similar to its analogues in other powersets.
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Also, as a sort of micro-event, tweaking the servers to spawn and keep spawned Atlas Park 33 during all or part of November might be a good social remembrance of the game's survival of NCsoft's shutdown.
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You've got 1000 character slots per server; the limit on transfers is to manage people making wholesale moves of characters between servers — you just have to take longer and wait for the transfer pool to refresh so you can do another group.
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Tip: Close Windows and Dialog Windows Without the Mouse
srmalloy replied to BlackSpectre's topic in General Discussion
It's not a trial or a Hami raid, but you can do the same thing with the reward window from Heather Townsend's "Burden of the Past" arc, as well as the repeatable missions from Ephram Sha in DA. -
In the enhancement management window, when you mouse over a power, you get a floating window that gives details about the power -- name, power type, allowed enhancements and enhancement sets, the buffs affecting the power, giving the aspect (i.e., Damage), the base value, enhanced value, and percentage of enhancement (i.e., with one even-level SO, an attack that did 60 points of damage base would show 60 as the base, 80 as the enhanced value, and a modifier of 33%). However, you only see aspects of the power where your slotting enhances a base effect of the power -- if you had a Hold power that did damage, and had only a Damage enhancement slotted, you'd see the modified damage value, but not the hold duration, accuracy, recharge, or endurance cost values for the power. When you're making decisions about where to put slots, or where to put enhancements, knowing what the base values for a power are can be extremely useful -- for example, if you have a slot to place you will use for an EndRdx enhancement, knowing that power A has an End cost of 8, while power B has an End cost of 10 can affect your decision where to put the slot. Would it be possible for the popup detailed information on the enhancement management screen to include all the basic aspects of a power, whether they're enhanced or not
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If we were going to go that way, I'd rather see 'two-factor' sets like Def/Heal, Res/Heal, and Def/Res than a single set that tried to be the Swiss Army knife of defensive slotting. Or, if you have to have a three-factor enhancement that boosts all of them or it utterly ruins your enjoyment of the game, have it be an HO or D-sync, so that you have to weigh the tradeoff of getting all three defensive aspects in a single enhancement against not getting any set bonuses. But even with the two-factor sets, it would be necessary to look at the available powers to see how many powers would be able to benefit from such sets, or whether it's just a case of "I don't want to have to make the decisions about balancing my slotting between two aspects of a power; do it for me and give me 1337 set bonuses, too".
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In the 'Stop Sky Raider attack' mission from Justine Kelly (save 3 people, protect equipment), there is a one-sided wall in the lab map: Zone/Mission: Tech_60_Layout_07_03 Position: [-500.5 28.6 -378.8] As you can see, you can look between the large pillars through to the walkway beyond. If I move around to the other side of these pillars and look back, though: Zone/Mission: Tech_60_Layout_07_03 Position: [-495.6 27.9 -332.2] There is now no visible gap, and the wall appears solid (and it is not possible to teleport through from the gap side -- the teleport target rings appear against the distant map geometry, but they appear in the red color that indicates that it is not a valid teleport target.
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It's probably a lost cause, but can the AI for rescued hostages in instanced missions be made just a tiny bit smarter, so that after you rescue them, they run toward the exit of the mission (i.e., mission door or elevator to the earlier floor), rather than to the closest exit from the current floor, which is often taking them deeper into the mission where the mobs you haven't cleared yet are?
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What would be the most annoying thing to find in an AE mission?
srmalloy replied to PartyKake's topic in General Discussion
Back on Live, I was working on a story arc in AE, and had gone out of the Quiet Room to the main floor to test the mission I'd just finished, when someone sent me a tell out of the blue asking me to invite them to my farm, and when I tried to explain that I was testing a storyline mission, not a farm, they responded that if I wasn't running farms, I shouldn't be in the AE, and I had to have a full team for the best rewards, so I should be inviting them. I responded with something like 'go find someone who believes that bullshit', put them on ignore, and logged out. -
Add option to decline repeated invites
srmalloy replied to srmalloy's topic in Suggestions & Feedback
...drag the invite window off to the side where it's only marginally getting in the way of your playing the game as yet another window that will capture your keyboard input and stop you from using your powers until you notice and click outside the window... -
Additional Alternate Drop for Hami raids
srmalloy replied to DrRocket's topic in Suggestions & Feedback
It's slightly easier if you plan ahead of time and pre-position alts in the Hive or the Abyss, depending on which Hami raid you're alting for, but it can still be a crapshoot for not hitting a full zone. -
Won't work with some of the opponents in the TFs, as the mobs cap out at certain levels, and wouldn't scale properly to 50 — it would be necessary to create new versions of the mobs at higher level ranges. There's a reason why, say, the Clockwork disappear at level 20, and we only see them again as the 'psychic Clockwork' in Tina Mac's introductory mission; the regular Clockwork don't have the range of powers (or combat logic) to be viable opponents at higher levels. This was commented on by the Paragon Studios devs when asked about this on Live.
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Add option to decline repeated invites
srmalloy replied to srmalloy's topic in Suggestions & Feedback
It's still something that you have to actively turn on and off to manage declining invites; having an automatic 'decline repeat invitations from same source within X minutes' option would mean you'd see (and accept if you were interested) the first invitation, but not repeated attempts to invite you. That would depend on how that check was implemented internally; if it was a "this character is not eligible for you to invite" check that happened before it got far enough for you to decline, it wouldn't be a problem, since you wouldn't be declining. -
Mini-Mode's "Chibi" head - can it just be an option?
srmalloy replied to Screaming Mimi's topic in Suggestions & Feedback
It's personally annoying that there are so many of the "Funko Pop" style mini-pets, when there are others that are properly-proportioned miniature versions of the original; spending the crafting cost on the recipe and getting a hydrocephalic cheap Chinese knockoff is disappointing, and having the 'mini-me' costume power do the same thing is even more so. -
Yeah, I'm pretty sure that the 'grabbing your target, pulling it to you, and eating its head' animation won't be found anywhere in the game currently...
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No Point of Suggestion (at this rate)
srmalloy replied to LightMaster's topic in Suggestions & Feedback
I know that one of my suggestions was implemented, although I forget off the top of my head whether it was here or back on Live. I had noticed that during the monster phase of Hamidon raids, when you got an inspiration drop that included an EoE, there was always an 'ordinary' inspiration that dropped, too, and the ordinary inspiration dropped first -- so if you only had one open slot in your inspiration tray, you could never get another EoE. My suggestion was to reverse the drop order, so that when you got an EoE and something else, the EoE dropped first, so that you could maximize your EoE drops more easily. It got put into the game, but I never saw it in the patch notes, because it didn't really affect the way the game played at all. -
Leveling Up After 50 Gives Temporary Level Shift
srmalloy replied to mockmoniker's topic in Suggestions & Feedback
And the Ultimate inspiration is in the collective group of the 'Huge' inspirations, not the 'Large' inspirations, so receiving it as part of the dingbonus inspirations would be inappropriate in any case. -
I don't see where your original request/suggestion specified a separate "non-combat toggle", just that you wanted to be able to hit something to turn off despawning when not in combat, without indicating that the summoned Phantom Army would be anything other than the regularly-summoned -- and fully combat-capable -- pets: Nothing there about the non-despawning PA magically becoming noncombat and invulnerable pets.
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Add option to decline repeated invites
srmalloy replied to srmalloy's topic in Suggestions & Feedback
If you have this modularity, then having ignore-for-invites set for a character/account means they won't be able to invite you to any team, even one you may want to join. Having a repeat-invite lockout still allows them to send you invites; it just prevents them from spamming you with invites after you decline one.