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Everything posted by srmalloy
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Upgrading IOs in tray, and not while slotted
srmalloy replied to MsSmart's topic in Suggestions & Feedback
I believe that was the original intention for building it that way -- that the unslotters were the 'fee' to catalyze IOs for sale or transfer -
That it was technically feasible was never in question; whether it is a sufficiently desirable change to devote development time to is.
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Or "...there have always been unseen hands..."
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There is already an option to control whether vendors show you enhancements for all origins or just your own. With the extension of SOs down to level 5, though, the TOs and DOs in a vendor's inventory -- for people who don't want to replicate the original CoH experience of going from TOs to DOs to SOs -- just take up space that you have to scroll past to get to the enhancements you're looking for. Would it be possible to have an option added like 'Vendors show only SOs' that controls the display of enhancements in the transaction window?
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This was something that I picked up the habit of doing with my AR/EM Blaster back on live; I worked out that she should hit Boost Range, Build Up or Aim, then fire off Full Auto and Flamethrower into a full spawn of Nemesis, and the return fire while the ticks of damage from my two attacks ground everyone down would chew about half her hit points. Then she would fly off looking for more victims miscreants, and would be healed back to full health by the time Full Auto recharged; because it traded damage and area for not having a complete End crash, she could keep doing this until I either got bored or ran out of targets.
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A bit of history -- there are/were two different Paladin events. The one currently active is the original one where, as ZorkNemesis describes, the goal is to prevent the construction of the Paladin. This was replaced by the event that spawned the Paladin in northern Kings Row with the twelve Psionic Brass Conduits and the Shining Stars being held hostage by Clockwork. Unfortunately, the new version of the event was bugged, and would only kick off once each time the zone was reset (or a new instance of the zone was spawned). The HC staff tried various solutions, such as lowering the zone limit for Kings Row to make it spawn a second instance more often, and by manually spawning a second instance of Kings Row if asked politely. Unfortunately, neither worked well, and without a serious dive into the code and database to find out why the event wouldn't respawn, the problem wasn't going to go away. Because the old version of the event was known to be working reliably, they swapped the new version of the event for the old one. There was one change, though; if I'm remembering correctly, the completed Paladin would only award XP, so the players would be generally unwilling to put in the time to whack the Paladin if it got built. This resulted in the accumulation of Paladins in the park behind the building that the Shining Stars were held captive in front of in the new version of the event, to a limit of three, at which point no more constructions would occur, and they'd hang out in the park for days until the zone reset. Making the completed Paladin give the same merit reward as the other GMs gives enough incentive that people will clean up the wandering Paladins before they become too much of a nuisance.
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There are some other oddities with hit boxes, too. I'd have to go back and catalog the specifics, but I've noticed that with some of my ranged characters during Rikti mothership raids, when attacking the pylons some powers target the base of the pylon, and some powers target partway up the shaft of the pylon.
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Every time I see this happen, my mind flashes back to SWTOR and the fact that 'rescued' and 'hostage' NPCs can keep up with you even if you jump on a speeder bike and race back to where you need to drop them off. Sometimes it's the odd little bits like that which jump out at you.
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And a little bit of irony in the Faultline messages: [NPC] SWAT Officer: Nope. It's clean. We're moving on. Diseased Abomination has defeated SWAT Officer They need to train their officers to be more aware.
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Flying through the Hollows to a mission, I saw the following dialog: [NPC] Death Head Gunner: Hey, I can see my girlfriend from here. Proving that my mind is deeply in the gutter, I imagined the rest of the conversation: [NPC] Gravedigger Slicer: Those binoculars are that good? [NPC] Death Head Gunner: No, her ass is that big.
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The mission, from Paco Sanchez, has you go into an office building to defeat Hades and his crew (Hellions). Doing the mission with a Plant/Poison Controller, I found Hades and got the jump on him, holding him, then applying Envenom before adding an immobilize and dropping him with Nemesis Staff, getting the mission complete. After that, he got up with half HP and went into his monologue about his ring: [NPC] Hades: You must have a death wish! You have defeated Hades You gain 52 experience. You arrested Hades and his crew. You gain 90 experience. [NPC] Hades: You see this ring? Guess what? It makes me invincible! You have defeated Hades You gain 52 experience. [NPC] Hades: What the? The ring, it stopped working! [NPC] Hades: Noooo! I don't know how I managed to get it to work, but it looks as if I took him to 0 HP from far enough up that the effect for the ring didn't activate, allowing me to defeat him and complete the mission before the ring's effect went off, effectively rezzing him. Since he was held at the time of his initial defeat, could that have prevented the ring's effect from firing before he went down?
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That's the 'Matrix Room' in the arena. I parked a character there before shutdown. You go to just north of the SE corner of the zone and slide N along the force wall; there's a hidden gap that let you slip through to get outside the zone limit. From there, you fly east to the edge of the water, then go under and fly back to the arena. Now you just click on the doors in the central part of the arena.
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The people who customize the appearance of their Incarnate powers have an ongoing expenditure because of the nature of the incarnate abilities. If you create, say, Ion Judgement, and recolor it at a tailor to have green electricity, then when you create, say, Ion Core Judgement, it's got the default color, and you have to go back and pay to recolor it if you want the same green as you had for Ion Judgement. Repeat for each different version of the incarnate ability. Can the "Match colors across powerset" toggle be tweaked so that for Incarnate powers, it duplicates the color you choose across all of the incarnate powers in the tree? For example, if you recolored Pyronic Judgement and turned this toggle on, all of the Pyronic abilities would be set to the same colors. You would still be able to turn it off and color each one differently, but for the people who want to have a particular appearance for an incarnate ability as they build it up through the tiers, this would keep them from having to come back and recustomize it each time they upgrade.
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Going back to live, for years I would write up character bios in TextPad, the text editor I use, and then copy-and-paste it into the bio editor, then clean up the formatting problems from pasting (typically just not separating paragraphs). I see no reason to change my habit given the issues with the bio editor.
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This also occurs if you are flying/hovering and complete a respec that doesn't have fly/hover; the bug was reported some time ago.
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Random NPC dialog in The Hollows: [NPC] Outcast Initiate Chopper: I'm going to be the snot out of the next guy I see. Should be 'beat the snot', not 'be the snot'.
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Put together a full league. How many characters will have names short enough that the '@global' part of the name will be visible? Even on a regular team, the team list won't be wide enough.
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Escaping Council Archon can run through walls
srmalloy replied to GoldenAvariel's topic in Bug Reports
If I'm remembering it correctly, that's a mission that made it into my autocomplete list. Basically, Archon Whatsisname starts running the moment you exit the elevator on the top floor, and the map virtually always has one of the 'split and rejoin' blocks adjacent to the elevator, so if you don't guess right, he's past you and gone. Even if you sit back at the exit of the elevator landing, you have to stop him before he enters the room, or he'll trigger the elevator and be gone. Unless I'm playing a character with both a hold and an immobilize, I don't even try, and autocomplete it, since missing with a single CC pretty much guarantees that you will be unable to stop him fast enough. -
[ISSUE] Experienced Marksman: Range/Fast Snipe
srmalloy replied to Ivory Ghost's topic in Bug Reports
It's not something I refuse to lose, but most of my Blasters have Fly or Mystic Flight, using altitude to stay out of melee while supporting the front line, and the range reduction reduces their engagement circle. It requires a tactical adjustment, and it takes time to retrain the reflexes. -
[ISSUE] Experienced Marksman: Range/Fast Snipe
srmalloy replied to Ivory Ghost's topic in Bug Reports
The problem for me has been that snipes still give a temporary range boost to attacks whether they're used in combat or out; you used to be able to get a little more standoff by opening with a snipe, then using the range boost for the next few attacks, then the in-combat snipe again to refresh the range boost and continue. Letting the range boost expire -- for example, from using non-attack abilities like Aim or Conserve Power, or popping inspirations or whatnot -- didn't matter, because your next combat snipe would refresh it. Now, if you let the range boost expire, the snipe itself doesn't have the range to be usable from where you are, so you have to move closer to bring the combat snipe in range, which also brings the rest of your attacks in range without the snipe's range boost, so it wastes that aspect of the power and exposes you to more return fire. -
[ISSUE] Experienced Marksman: Range/Fast Snipe
srmalloy replied to Ivory Ghost's topic in Bug Reports
However, with the last change to combat snipes, the range of the attacks have been normalized to the 'standard' attack range, dropping it from 100+ yards to 80 (in most cases) -- which the Range aspect of the Range/Fast Snipe enhancement does not compensate for; you're significantly neutering your Snipe for the single benefit of getting the attack off quicker as the first shot you make when starting combat. This is not a viable tradeoff, to my mind; if it allowed you to keep the slow-snipe range or damage (one or the other; both would be unbalanced), it could be worthwhile, but as combat snipes stand now, it's utter trash. -
Reminds me of this:
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Prithee, goode sirrah, goest thou and swive thyself.
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Back when I was spending my summer vacations from college at my mother's house in Tempe, Phoenix bought some articulated buses from a company in Germany... and had to relegate them to use from late evening to early morning, because the daytime summer temperatures in Phoenix overloaded the air conditioning units in the buses.
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I agree. At least theoretically, the role of a Defender was to support their team, keeping them alive; an inherent that gives them an Endurance discount when they're failing at their job seems horribly backwards -- with a well-played Defender, they would rarely if ever get any benefit from their inherent. All the other ATs have inherents that they can take advantage of during 'average' play; only Defenders have an inherent that doesn't help them unless things fall in the pot.