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Everything posted by srmalloy
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It's been quite a while, but as I remember the original Paladin event, he would always wind up in High Park -- often in grassy area behind the building that the Shining Stars get menaced in front of in the replacement event -- if left undisturbed during construction and after. Unfortunately, the badge is for halting the construction, so before they attached 6 merits to the GMs, all you got for defeating him there was, IIRC, a relatively piddling amount of XP (which meant that multiple Paladins would stack up there, as virtually no one was interested in clearing them out).
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Stop Respec From Reshuffling Tray Icons
srmalloy replied to Tailcoat's topic in Suggestions & Feedback
Using the Snipping Tool to snapshot my trays -- well, at least the first three; trays 4 and 5 are stock positioning for all characters, so I don't have to think about them -- is the first thing that I do before I do any respec. -
And I don't think you can put a macro on auto fire...
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Was the character flying during the respec? The game seems to get confused if you have flight powers active and respec out of them.
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The Paladin would suicide in the old 'new' event, too -- I was twice part of groups attacking the Paladin where he cut and ran, heading south along the road that led to Blue Steel -- the first time we didn't have enough damage to stop him before he ran up the steps and got drowned, and the second time we got him on the road about 50' before the intersection just below the stairs.
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Nemesis replaces people with robots; the Rikti were to be made into cyborgs so that they could pass any identification checks that Nemesis didn't know about.
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I would expect that it's any case where an object is spawning partially or completely inside terrain, so that it becomes difficult or impossible to interact with it. For example, during a Rikti invasion in Kings Row, the dropships running north along the west side of the zone regularly drop a bomb in the brownstone area about 2/3 of the way up the path (I'll have to go there and get coordinates if there's no convenient invasion event) that lands inside the steps leading up to a door, and only the antenna is visible sticking up out of the steps; the bomb itself is untargetable.
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No, the location where the disappearing Clockwork are is NE of your blue area, in the grass area that sticks west into the Argosy Industrial area -- the NW corner of this area: What makes it weird is that there is a spawn of Clockwork at the south end of the grass area that doesn't vanish -- so if it were a simple case of the tree and the Clocks under it being in the phased area, the ones to their south should be, too.
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For Monkeywrencher, the badge description talks about the Zeus titans being combined Hercules titans, and you can do that, but it's really finicky, and probably not worth your time to set up, unless you get them in pairs in missions. First, you have to damage the two more or less equally; if you have one badly damaged and one mostly intact, they won't combine. Second, the two Hercules titans have to be part of the same spawn; if you drag a Hercules over from another spawn so you have two, they won't combine no matter how carefully you damage them.
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In Atlas Park, at [2124.4 -0.0 -1463.0], just south of a tree in the grassy area just to the east of the wall dividing Argosy Industrial from the rest of AP, there are two Clockwork that you can spot at range, but which fade out as you move closer, disappearing completely, only to reappear after you move a sufficient distance away.
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Showing that even the villains have standards: [NPC] Anathema: Didn't we abduct that one last week? Oh right. Not up to par. Update: And another entry from Fautline, showing an awareness of how to use the terrain to advantage: [NPC] Wolf Spider Enforcer: What say we go grab a hero later and toss him off a cliff? Just make sure it's a super speeder.
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Using one of the various teleport zone travel powers -- Ouroboros Portal, Long Range Teleport, Supergroup Portal, Monitor Duty Teleporter, or Rapid Response Portal -- will get you out.
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With many of my characters, both here and back on Live, I gave up on the 'battle cry' entry block, because their background had them speaking languages that used Unicode, and "Вы будете побеждены!" or "あなたは敗北するでしょう!" won't fit in the block because Unicode characters are two ASCII characters wide, so I just bound F10 to say whatever I wanted their battle cry to be.
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Stop Respec From Reshuffling Tray Icons
srmalloy replied to Tailcoat's topic in Suggestions & Feedback
As I see it, the problem isn't so much that your trays are emptied, then refilled with the powers you choose, so much as the game clears your trays, dumps in all of your temporary and prestige powers, then all of your primary/secondary chosen powers as blocks by powerset. If the respec added powers to your trays as you picked them, then added inherent powers like Rest and Sprint, then macros, then prestige powers, and temporary powers last, it would likely result in a much smaller amount of "where did that power wind up?" searching afterwards, even if it didn't address the overall problem completely. -
There's a block in the Council base map sections that seems to not have a minimap diagram associated with it; I ran into it once -- leaving a normally-mapped part of the base and entering a section that didn't appear on the minimap, only to have the minimap continue at the other side of the section of tunnels. I haven't been able to reproduce it, though, although the random nature of the Council maps makes it difficult to find.
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What do you think changing P2W Field Agent to
srmalloy replied to Sykar's topic in General Discussion
I expect that it's more complex than that; if the strings are stored with no dead space, you won't be able to change it to a longer name without rebuilding the data file. -
What do you think changing P2W Field Agent to
srmalloy replied to Sykar's topic in General Discussion
...and then push it out to everyone's client, because the character names are stored in the data files on each user's computer, because NPC names don't affect gameplay, so they're not an attribute that needs to be protected by storing it on the server -- and sending it to the client(s) every time it comes up. -
Yes, but that's a multi-step process; the OP, from their proposal, wants to be able to have a one-step 'invite to duel' option to let them start a match right where they are in a PvE zone, spamming the fight to everyone around them in the zone. And that's what people seem to be objecting to; they don't want the peanut butter on their chocolate, and don't care what the flavor will be like when it happens.
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What do you think changing P2W Field Agent to
srmalloy replied to Sykar's topic in General Discussion
No need to apologize; you thought it would be entertaining. Other people may not, and may or may not speak up here about it, or in support of your suggestion. But to me, things like this bump up against the question of 'what should we ask the HC devs to allocate their time to? Will making changing a particular NPC's name to 'Vendor McVendorface' improve the game more than the same effort spent elsewhere?' YMMV. -
What do you think changing P2W Field Agent to
srmalloy replied to Sykar's topic in General Discussion
Is there any point to inflicting cheesy pun names on everyone else other than your own amusement? 'Pay 2 Win Field Agent' describes them perfectly adequately, and their name, as opposed to their role, is irrelevant. -
...as if all the other characters standing around Ms. Liberty didn't add enough lag to the area. There's an arena for this; if open-world duel requests are implemented, accepting should immediately teleport both participants to an arena instance, returning them when one is defeated. And only implemented if there is a clearly-available option 'Allow duel invitations' that defaults to 'No'.
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If you right-click on the Domination icon and select 'info', the last sentence of the description reads "Additionally, you will fully recharge your Endurance and gain resistance to status protection." This should be either 'gain resistance to status effects'.
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There were a number of colisei built in the Roman Empire. Some of them are the Arènes De Nîmes, Arènes d’Arles, and Arènes De Lutèce in France, the Italica in Spain, the Pula Arena in Croatia, El Djem in Tunisia, Leptis Magna in Libya, the Flavian Ampitheatre in Pozzuoli, Italy, the Pompeii Spectacula, the Lecci Ampitheatre, and the Arena de Verona in Italy. They are all ampitheatres, and the Colosseum was originally referred to simply as ampitheatrum, or poetically as the Ampitheatrum Caesarum; it did not become tagged as the Colosseum until about 1000 CE, in reference to the nearby Colossus Neronis (later as the Colossus Solis after it was remodeled into the likeness of Helios/Apollo), a huge statue of Nero. In the 12th and 14th Centuries, medieval Latin produced coloseum and coliseum (the Colosseum was recorded in the 12th Century as the ampitheatrum colisei -- 'Ampitheatre of the Colossus'), with the term being extended to any ampitheatre and spreading to other languages -- 'culiseo' in Italian, 'coliseu' in Catalan, 'coliseo' in Spanish, 'coliseu' in Portugese, 'colisée' in Middle French, and 'colisee' in Middle English. The first citation for 'Colosseum' in Early Modern English is the 1600 translation of the Urbis Romae topographia of Bartolomeo Marliani. So 'Colosseum' technically refers only to the ampitheatre in Rome, with other ampitheatra being simply colisei (singular coliseum).
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Back in May 2004 when I joined the game, one of the things that recommended it to me was the fact that it didn't have PvP. It got added later, first with the arenas, and then with CoV, but I still avoid it as much as possible, my experience with PvP being that it tends to be populated with people whose only way to validate their "leet skillz" as a gamer is how fast their level-capped combat god with BiS gear can gank characters fresh out of the tutorial area.
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It's a reference to the way that animated characters were painted over the inked line drawings. The transparent sheets that characters (and sometimes background elements) were drawn and painted on were stacked to be photographed to make up each frame of animation. In early animation, these sheets were made of celluloid, and the images came to be referred to as 'cels' ; the name stuck even after the celluloid was replaced by cellulose acetate (celluloid, being made of cellulose nitrate and camphor, was both flammable and dimensionally unstable). Because the cels were hand-painted, production requirements prohibited complex shading with gradation of shade, and would typically have only a main color, a shade color, and sometimes a highlight color, for each part of a character.