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srmalloy

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Everything posted by srmalloy

  1. Really? That happens to me fairly often, although I don't remember doing it for a 'defeat X [group]' mission that was part of a story arc -- a random street-sweep mission like "hit the streets and defeat a few Circle of Thorns. Anywhere you find them is good, but I recommend starting in Perez Park" will accumulate credit in door missions, but "defeat ten Council in Steel Canyon" won't; you have to be in the right zone to get credit, and door missions, even if the door is in the zone, don't count as being in the zone.
  2. The speed and damage delivery of attacks is part of the power design. Proton Volley was designed as a limited Dot -- it delivers four pulses of damage across its duration. If the first pulse of damage doesn't defeat the target, they can attack back before all the damage is applied. There are other, more serious issues with how effects are applied to mobs that should be addressed before looking at damage application -- how Stun works is perhaps the biggest one. When you stun a mob, it doesn't interrupt any queued action -- and I have personally seen a mob I attacked get stunned, assuming the 'wobbling around' body animation as it dashed at high speed more than fifty feet, lept to the roof of a building, and disappeared from view, all while stunned. Stun should interrupt any queued action, replacing it with the "I'm stunned" stumble.
  3. I've noticed that the 'last mob' indicator doesn't seem to update all that often, and when you move close enough to the mob's actual position to be able to see them, the game can draw the new mob position indicator without erasing the old one, and sometimes moving close to a 'historical' mob position indicator will erase that one and not draw a new one until you move some. So it's useful but annoying.
  4. For me, it depends on the circumstances of combat and the travel power. I remember that, back on Live, I was able to navigate the little caverns (blue, brown, 5th/Council) with SS running; my twitch reflexes aren't that good any more. Indoors, SJ can usually be left on; SS and Flight can be more of a pain than a benefit with the way Suppression makes "How fast will I move?" such a crap game, but even when I leave them on, I'll drop them as soon as they become inconvenient during a fight.
  5. At lower levels, before you get any sustains, quite often -- even Sprint, for some End hungry builds.
  6. The 'new' version of the Paladin event -- with the Shining Stars being held captive and having to clear out the Psionic Brass Conduits before you could defeat the Paladin -- worked sort of half-assed; once it triggered, it ran fine, but it would only trigger once after a zone reset. Which meant that it happened once after the weekly server reboot, and then never again until the next reboot, or when a new instance of the zone was spawned. The GMs, if asked politely, could spawn KR2 for people wanting to get the badge, but that required someone to poke the server. They tried lowering the zone cap in KR to try to make extra instances easier to spawn without GM intervention, but that was still annoying to arrange. As a stopgap, instead of removing the event altogether, they put back the original Paladin event, which had years of functional testing ensuring that it worked. It's not as simple as the 'new' one, but it doesn't remove it entirely while a fix is being worked on.
  7. The point they were making is that, at level 19, they received a level 30 recipe drop. Normally you don't get drops higher than your level unless you're in a team and SK'd to a higher level. Artillery is a 30-50 set, so it shouldn't be appearing in the drop tables at level 19.
  8. Aaand... I've gone back and added pseudo-HTML <sarcasm> tags around my text for the people who don't recognize it. You lose an immense amount of flexibility when you can't use tone of voice to carry meaning, and have to whack them upside the head with visual clues.
  9. And jousting was addressed in a diffferent direction by giving virtually every mob that didn't have one a ranged attack -- in some cases, ranged attacks that outrange snipes with Boost Range active -- which means that the server, which doesn't have to deal with network lag, can trigger return fire the moment a character gets close enough to aggro them, and because of the mechanic that makes the range/LoS check at power activation (with a second at the end of animation only for snipes), it doesn't matter how far away the character moves, the mob will be able to attack back.
  10. Click on the name, subclick "invite to team/league", get told you can't invite them, so you just blow them off because they're a knuckledragger who doesn't know that cross-faction invites don't work across zones, and therefore too worthless for you to lower yourself to helping them learn what they're doing wrong. And what they see is "this guy is advertising for team members, I sent them a tell, and they just ignored me. What a ёбаный сволочь."
  11. In any co-op zone, you can invite members of any faction -- but you can only invite members of the opposite faction if they're in zone, so asking people to send messages in broadcast means that you don't have to waste time trying to invite them, finding out they're not in zone and not of your faction, and having to tell them to come to the zone to be invited and send another request after they're in the right zone. Asking for messages in broadcast for content in level-limited zones ensures that you don't waste time inviting someone and then having to field their complaints about not being able to get into the zone. You can't eliminate inappropriate-level invites entirely -- most of the TFs/SFs won't tell you until you try to start them that there's someone who doesn't qualify on the team -- but if you can use the game itself to filter the people wanting to join, use it; it makes things easier for everyone. But, hey, if you're the one leading the team/league, you can use whatever guidelines you want for recruiting people. If you're interested in doing some group activity that someone else is organizing, but you take offense at how they're recruiting their team, you've got two choices -- join according to the restrictions they're setting, or go off and do something else. Or you can always blast them in chat for being a self-righteous, oppressive prig about recruiting, completely miss the fact that you're trying to make other people conform to your One True Way™ to have fun, and find yourself in a bunch of ignore lists shortly afterward, without getting to join that group.
  12. Random mob dialog in Kings Row: [NPC] Gravedigger Assailant: That sweet sterio is as good as mine. Should be 'stereo'.
  13. In the mission "Break up the Clockwork and the Skulls" from Tony Kord, if the Skull lieutenant ambush is the last mob on the map, he shows up with a green (friendly) mob marker, not a red one.
  14. Are you suggesting that they're so shoddily built that they would be unable to withstand the impact?
  15. I'm surprised that it hasn't come up before, but given that it's already available as a game model, I would like to suggest that the Nemesis Staff be added as an option for Titan Weapons. It seems to be tailor-made for whacking someone with, but there's currently nothing you can do with it except blast people. And along the same lines, the Blackwand could be added to the War Mace customizations.
  16. Your characters, no, but the Titan Icon (IIRC) program will let you extract the costume files from your Sentinel+ files, although you will sometimes get errors when you try to load them and have to fix up some of the pieces. And the Sentinel+ files give you the build information to recreate the characters, although you'll have to guess at when you allocated slots, because the game doesn't track that.
  17. I'm not sure if it's my install or something with the mod, but I installed the "Silent Recharge" mod to quiet the 'blart' that you get when trying to activate a power before it recharges -- I have a number of characters that have another power on autofire and rebind 'w' to try to fire Hasten as well as move, so I get it a lot -- and while it did replace the stock sound, it replaced it with a sharp percussive sound that's even more distracting. Is this the sound that it's supposed to be replacing the 'not recharged' sound with?
  18. Then perhaps the best solution would be to have Gauntlet defined more straitly as drawing aggro to the tank, so that the Widow (or other non-Lore pets) generate aggro focused on the tank the pet belongs to.
  19. The Shield Defense abilities have no visible power effects beyond their animations, so there's nothing to color.
  20. In Eden: [NPC] Paragon Protector: Beauty is in the eye of the beholder, and it may be necessary, from time to time, to give a stupid or misinformed beholder a black eye.
  21. Cutscenes with characters should feature the league/team leader unless the mission belongs to one of the team/league members, in which case it should be the mission owner.
  22. The server does collision checking when the mob hits the wall of the cave, but since they're generally horizontal at the time, they fit under overhangs, and then when they stand up, the game doesn't check again, so they stand up with their chest inside the wall, putting their hit target on the wrong side of the wall, making them untargetable. Edit: I think this is related to mobs' lack of vertical collision boxes, which means that you can get a mob jumping down onto another and overlapping it; this allowed stuffing an entire map's worth of mobs into a dumpster in the wolf farm on the Boomtown map. With no vertical collision box, there's nothing keeping a mob from standing up in spaces where there is insufficient vertical clearance and making them untargetable.
  23. I remember it being a running joke back on Live that you could tell which female characters had male players by looking for the ones with the 'boob slider' locked to the right.
  24. IIRC, Positron commented at one point that ED was necessary to make IOs (particularly sets) viable, so you're correct there.
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