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Everything posted by srmalloy
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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.
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Heard near Valkyrie and Positron in Steel Canyon: [NPC] Korey: I heard that Vredefort challenged a daemon to a rock-off and won! Which isn't particularly humorous without the additional knowledge that Vredefort is a Seismic/Earth Blaster. And proof that intelligence isn't a prerequisite for flunkies: [NPC] Enforcer Smasher: Don't mind the blood on this piece. [NPC] Stunner Chief: More of this stuff? [NPC] Stunner Chief: Ya keep bringing me crap I can't use!
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I expect that any reopening of Galaxy City would have to wait for the availability of art resources to create a 'bombed out' version of the zone as a hazard zone to set the missions in. Then, over time, it could get the 'incremental reconstruction' that will be going on in Boomtown (which is also dependent on art resources). Just as an aside, looking at the number of different levels you can see tram rail at in Boomtown, and the monolithic triangles used in Skyway to hide level changes in the tram traffic, the equivalent in Boomtown will be massive, unless there's a major rework of the tram path.
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On the occasions when I do peek, and find an oddball build, if I'm feeling particularly curious, I might send a tell asking "That's an odd build you have; are you doing it as a personal challenge, or have you found something strange in the mechanics that you're exploring?" If they're doing it as a challenge, that's their choice, but if they've found something different to explore, learning about it expands my understanding of the game. And I certainly don't know everything there is to know about it...
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I have a Psi/EM Blaster that I recreated from Live that I enjoy running ITFs with just to watch the mobs popping Unstoppable, see my teammates' damage numbers lose a digit, while she's "Unstoppable? Pfft. As if", continuing to dish out hundreds of points of damage a shot. And with Boost Range, it's amusing to be able to snipe two mobs out of a spawn before they realize they're being attacked and aggro (the 'See that dot?' range).
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How to create a keyboard shortcut for TWO powers at once?
srmalloy replied to MikeSol's topic in General Discussion
I have one file that I load at first play for all characters; it's a small file that does things like unmap mouse autorun and swap the default 'turn' and 'sideways' keys, and is only about ten lines in length; it establishes common binds for a uniform base UI. Anything beyond that is character-specific. -
How to create a keyboard shortcut for TWO powers at once?
srmalloy replied to MikeSol's topic in General Discussion
You can also do this for functionally mutually exclusive powers -- for example, I would never take both the Flight and Sorcery pools, so I can create a bind in my 'load for all characters' bindfile that does a powexecname for both Fly and Mystic Flight, and the key will toggle whichever of the two the character has, ignoring the other. -
I don't know if the HC staff has the art people/tools to do it, but you make a good point that the body bag carry is already in the game, even if the first thing the Abominations do when they aggro is to throw the body bag on the ground. You'd still need animations for picking them up and setting them down, and have to decide how to handle multiple hostages, how to work with Beast Run carrying someone, and how it would work for nonhumaniform Kheldians, though. Having the base 'shoulder carry' gives a start, but I suspect that that part will be the smallest piece of making it work.
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The CoT on the KR rooftops have been getting a bit of a scouring from a couple of my characters; it may be juvenile, but there's something hugely giggleworthy about watching CoT get turned into high-velocity projectiles when you drop Meteor on them. Although the Nemesis Jaegers come in a close second -- they don't fly as far or as fast, but watching them fly away from the impact with a cometary tail of fire is just as fun.
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I'm not talking about the hostages you rescue in missions and have to lead out, although a position check frequency increase would probably benefit them, too. I'm talking about the civvies you rescue outside in the zones -- for example, in PI near Portal Corp southwest of the water tank, if you're in the air when you rescue a scientist there, he'll turn and run up the hill to the northwest, and run most of the way up to the top even if you land immediately.
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You could argue that the "X Times the Victor" badges from the Katie Hannon Task Force were this before people got the tactics down well enough to routinely finish the final mission.
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Is it possible to increase the frequency with which rescued civilians check your position for their pathing? It's not a huge issue, but it's annoying to watch civvies running off in some random direction when you blow away the mobs threatening them just because you're airborne when the last mob goes down, and even if you land immediately, they'll still go running off in whatever direction the server decided was the best route to get to you for ten or fifteen seconds before it recognizes that you're not in the air any more and turns them around.
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Mud Bath is a toggle in the Earth Manipulation secondary for Blasters; it cannot be activated unless you are on or close to the ground. However, it can also not be deactivated unless you are on or close to the ground. This seems to me to be a defect in the way the power is managed. Being on or near the ground is fine for activating the power, given its description, but you should be able to turn it off at any time, without having to be back on the ground.
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"Defeat All" mission completed despite enemy left on map.
srmalloy replied to Placta's topic in Bug Reports
Malta and Sky Raiders, it can happen if a turret or force field generator has the summons complete, but the summoner goes down before pet appears. -
The problem I have is the one specific case of a bunch of the same SFX kicking off simultaneously. Getting louder with more stacks is fine, just make the volume increase nonlinear -- say, the volume is 1 plus the log of the number of copies of the SFX triggering at a particular time.
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I don't want the sounds removed; all I want is a volume cap for multiple instances of them. If ten Lost all whip out shotguns and fire at once, the sound effect does not need to be ten times as loud.