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Jacke

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Everything posted by Jacke

  1. The Second Chance is shown on owned Travel powers that pop up a menu by putting a red ring around the power. If you close the menu without selecting a destination or otherwise changing zone, the original Travel power can't figure it out due to limitation of the current UI which isn't easy to change. So the original Travel power is held up from going on cooldown by Second Chance, another power triggered by the first use of the original Travel power. Second Chance waits for a change in Zone or the cooldown time of the original Travel power to expire. While that red ring is present, the original Travel power can be invoked again because it wasn't used the first time. If the Zone changes, Second Chance puts the original Travel power on cooldown (for I believe the time left as it was keeping track) and goes away. If the cooldown time passes without a change of Zones, Second Chance goes away and leaves the original Travel power ready to use.
  2. Good catch, @Troo. Up to now, in City of Heroes, to target an ally's target with a power that normally only targets the enemy, you target the ally and get the target-of-my-target's effect. Can't do that with a power that can target both allies and enemies. An unforeseen consequence of the change. I think to give the target-of-my-target function in a more general sense would require deeper changes to the UI. Which should be passed as a suggestion to the dev team, say to @Piecemeal or @Number Six or @Jimmy, to get it into the hands of those who can do something about it. There are different ways of doing this, as in games like SWTOR. But that needs to be coded into City properly, so it's going to take time to do it right. For now, I like that the new Teleport Target in one power gives the function of both the old Recall Friend and Teleport Foe. @Troo, you can curse the darkness. Or you can find a way to light a candle. These plans were hashed out over 6 months and more, so they were hardly short-sighted (as much as some, like I, disagree with some parts). But devs are human too and I don't think there's ever been a significant update that hasn't had some sort of unintended issues that got past all the testing and into release. Point them out in post release feedback and I'm sure they'll get fixed as soon as possible.
  3. As @Jimmy pointed out in the Zone Travel Updates topic, be careful putting files in the "<root>/data/" structure that replace stock resources. If the stock resources change or improve, you don't see that unless you remove your replacements. At least for popmenus in "<root>/data/text/English/menus/", better than replacing them, put in alternately named ones (the internal top "Menu <popmenu-name> {...}" names in the angle brackets) and use them. As a bonus, that means you can put version numbers in the file names to make it easier to track what you have. The Fast Travel Icon shouldn't have changed, it just invoked the power "popmenu FastTravel". The stock FastTravel.mnu somewhere in the stock data is what got updated.
  4. @Jimmy, can the order of Skyway City and Steel Canyon be swapped around so Steel Canyon come first, to match their order on the other Zone listings, like for the PTA Monorail. And Skyway is really levels 10 to 19 (check the mobs at the south end of the Zone), same as Steel Canyon and 'Boomtown'.
  5. @AboveTheChemist's and my revision of his are simpler. That version is all @Jimmy's. Because it shows icons it's using the Icon command within its LockedOption's. The one for Pocket D is that of the old command, so...that would be "Icon Teleportation_Pocket_D". I don't have the internal names for the Badge icons. But I did update my popmenu post above. There's a number of things coming with Issue 27 Page 2. If @Jimmy's showing that, I expect there may be an update to the stock FastTravel popmenu.
  6. It's @Blackbird71 that would like this and kept saying they'd posted what they wanted. So I tracked it down and summarized it. @Blackbird71 would help the suggestion if they'd prove use cases that a power like this would satisfy and that the existing powers don't or only do so poorly. But @Blackbird71 may now not have any hope there will be any attention to this matter to the degree they desire. I don't know what went on in the Travel Revamp Feedback topic, because it was one I at most skimmed and only late in the beta. But considering how things went on the Blaster Secondaries Revamp Feedback topic, where @Blackbird71 and I were on the same side of the major issue there (wanting to avoid the nerfing of the ranges on Tactical Arrow) and how everyone felt at the end of beta, I can only imagine it was worse for them with the Travel changes. Without those use cases, I don't know if for example, a power that was such an extension of the existing Mission Transporter with a cooldown in the range of 2.5 to 5 minutes with a P2W price of 4 million Inf would satisfy. Assuming that the devs could be convinced to consider such a power. Because that could be done easily on any alt in under 30 minutes with the Merits from 2 Zone Accolades (say Atlas Park and Echo: Atlas Park), converting them to Enhancement Converters and selling them on the Auction House overnight. Or if more alts, financing them in bulk by playing a level 50 toon.
  7. That sequence of misses at a supposed "95%" chance to hit where the only hits are forced by the Streak Breaker makes me think there are things wrong with the combat mechanics at some times.
  8. @Nerio72, I just editted my post as I found a quote from @Blackbird71 from Wednesday where he specified what he wanted and it isn't quite /ebfp. I'm interested to see what the dev commentary on it is.
  9. I think it's that there's so much being said that the details aren't being recalled by everyone and they're getting a bit too tired to go searching through the many posts already made. Do you have a suggestion that isn't just giving a single power to teleport to a base via its passcode, that starts unlocked on a toon, that needs no prerequisite power used before it, and doesn't have a cooldown? I've actually searched back through your posts and I can't see a suggestion that either isn't specified or is just basically what I said in my previous sentence. EDIT from here down: And I think I found it. So, that's a single power with a reasonable activation time (long enough to be interruptible and prevent mission abuse, etc.) to teleport to a base via its passcode, that I assume starts unlocked on a toon or has a simple unlock (you didn't specifiy that), that needs no prerequisite power used before it, and has a 60s-90s cooldown. Hmmm. Can I get a comment by @Jimmy or someone else on this. I'm a bit too tired to go digging through the Feedback topic to find out what the response was. @Blackbird71, can you give some details on the use cases that requires such a command. I know you likely did in the Feedback topic, but I just don't have the time to search through it. And you giving your use cases would help support this idea being considered.
  10. I usually get badges on all my toons, though have only a few who aim to get all badges. But for the lower zones, I get them on all toons, usually doing a zone at a time, all the badges and history plaques in one pass. But after i27p1 was released, I saw I had 4 toons who didn't have LRT unlocked, so they didn't have all of Atlas Park. So I went through all the toons in succession, without using the minimap. Got all 8 badges as well as the 7 plaques (for 6 different History badges) in under 5 minutes each. It earned them a bit of Inf directly from the badges. As well as 5 Reward Merits each. Which I can exchange for Enhancement Converters and sell on the Auction House for Inf. Which is what is intended for players to do to finance improving their toons. It's the best way to do so (although at times, Enhancement Unslotters have a better return, but Converters will always sell for a good price).
  11. As I mentioned above, I'm working on a Badge popmenu. They work by using the internal badge names in the popmenu file structure. As far as I know, the same can't be done for Souvenirs at least at this moment. I'll make a note and ask about it. However, I think most (all?) Souvenirs are from arcs or important single missions in Ouroboros's Flashback system. Try taking a look at the listing in a Pillar of Ice and Flame. If the arc or important single mission is in gold type, you should have the Souvenir from it, if any.
  12. I've been working on a larger popmenu involving badges for the last while, so I decided to add a few features to yours, @AboveTheChemist. EDIT2: 20201128a version now. Changed internal name to "FastTravelAreas" to be independent of the stock "FastTravel". It also means I can put the version in the filename. EDIT3: 20201128b version now. Thanks again to information from @AboveTheChemist, I added Icons to the rest of the Zones. FastTravelAreas.20201128b.mnu Put the file in: <Homecoming install root>/data/texts/English/Menus/ and use a macro like this, with the mouse moved towards the upper left to leave space for the menus. /macro FTA "popmenu FastTravelAreas" I used LockedOption instead of Title on "LRT Available Zones" with the internal badge name of "Passport", so they are greyed out if the toon doesn't have the LRT power yet. Then I added the badges by zone groups, first Pocket D all by itself (with the old Pocket D power icon), then a submenu for Paragon City, Shadow Shard, Rogue Isles, and Praetoria, all zones in the same order as the LRT listing uses itself.
  13. Oh, damn, that's jinxed it for sure. Places your bets, people, place your bets. Whoever chose "Plague of Locusts Devour Kansas", do remember that 2020 may trump the locust being extinct in North America, it has a harder time warming up a cold season. May I suggest either "Plague of Locusts Devour California" or "Fimbulvetr", both still open. I like the colours too. And the British have a slightly different Fall tradition. I find that processed turkey in a can has better taste than similar chicken. Perhaps they grind up the entire bird for both? Ah yes, nothing like celebrating entrapping a bunch of slightly traitorous discontents with an impossible scheme and then executing them in the finest of the early 17th Century's brutal ways. But a fair number of traditions' origins have their downsides. More seriously, my mum grew up in Devon. Even well into her dementia before she passed, one November 5th I said to her "Do you know what day it is, mum? Remember, remember...." and her face just lite up and she said "Guy Fawkes Day!" 🙂
  14. I had to use a higher-level toon and then a Pillar of Ice and Flame to set the mission arc as a Flashback. But then I can touch the Pillar to teleport to the contact. FBSA NetOps Agent Watkins is in NW Steel Canyon just SW of the lake by a black van with lots of antennas and a whole big pile of boxes all around him.
  15. @Jimmy, when the colour scheme is settled for the best performance including for those colourblind, could it also be used on the other zone popups, for the PTA tram, the Rogue Isles Ferry, the Rogue Isles Black Helicopters, and the Praetorian CTA, but especially for the the Free Fire Zone PvP Helicopters, Smuggler's Submarine, TUNNEL, Ouroboros. and Base Teleporters, as those last ones have multiple destinations in more than one of the groupings. Which means another colour is needed for the PvP Zones.
  16. That's great! Step 2 is actually a bit more complex, as the Midnight Mansion in Night Ward in Praetoria doesn't have the portal to Cimerora, only the Midnighter Club back passages on Primal Earth. And players may not be familiar with the best routes to the Midnighter Club. So, in greater detail: Step 1: Take the TUNNEL system in Atlas Park (at the PTA tram) or Mercy Island (at the docks), or a SG Base teleporter to Night Ward. Enter the Midnight Mansion. Get the "Midnight Squad" Accomplishment Badge, to be able to enter the Midnighter Club. Step 2: Get to a Midnighter Club at a University. Easiest via SG Base teleporter to either Founders' Falls, Croatoa, or Cap Au Diable, as all have a SG portal on the University grounds. Via TUNNEL redside is easy, go to Cap Au Diable, the exit is at the North Docks just south of the University. Via TUNNEL blueside is more complex. Best is likely via TUNNEL to Founders' Falls, then west into the river. Swim in the centre of the river north until you get to the docks just at the SE corner of the University. Then go west tight against the wall until you come to the doors, which go directly into the Midnighter Club. Step 3: Go up the stairs to the back door into the back passages that connect all 4 Midnighter Club front rooms. At the T intersection is the special Pillar of Ice and Flame. Touch it to be sent to Cimerora, which will award the "Entrusted With the Secret" Ouroboros Badge and the Ouroboros Portal power. Step 4: Returning from Cimerora is quickest via Ouroboros. Use the portal power to go there. If adventurous, go to the top of the spire to get the Exploration Badge there. Then back to either Atlas Park (by City Hall) or Cap Au Diable (by the North Docks).
  17. I often used the Steel Canyon Base teleport exit too. I've now switch to Talos Island (which I use as my blueside Ouro exit) as the Base portal is even closer to its PTA Station. Similarly, for the University or the Midnighter Club, Founders' Falls or Croatoa blueside, Cap Au Diable redside.
  18. Oh, @Bopper, there's a bug in the current Mids I've noticed that I should report. When the option: Options>Configuration...>Options window>Updates & Paths tab>Load last build on startup is turned off, when Mids is associated with its files, *.mxd, and I open a saved Mids file, it starts the program, sets the window title, and remembers the path to save to. But it actually doesn't load the file.
  19. I think we can all agree that there's now quite a bit of knowledge new players need to learn to play City of Heroes even middlin'ly well. And that they should be able to get more of that knowledge in the default game as opposed to going outside of it. There's a Tip system being developed to help guide players through a Zone's Badges, but there's so much more. The existing tutorials, Outbreak/Breakout/Destroyed Galaxy City, as well as the initial mission arcs, like the Shooting Stars arcs, do cover some things, but I think they don't quite cover enough. And I don't think they're advertised as a tutorial either. That's important because they aren't required content, so they should have some indication But vital things are not covered. There's no mention of Reward Merits, except briefly when a toon earns them, same as the first Invention Salvage drop and the first time logging in at a Day Job location. I think the Shooting Stars missions cover the Auction House in passing, but it may not be enough. Taking a look at the current tutorial system and improving that is something that needs a greater priority. A new player who's never played or heard of City of Heroes should be offered a good way to get that basic knowledge that will help them play well and better enjoy the game.
  20. I think that's not a good option. It trivializes the Ouro Portal a bit too much, not to mention would overload its menu. It is a knife-edge judgement though, but I think there are better options that should be investigated.
  21. But @Bionic_Flea, you actually posted 15 times yesterday. You got caught in a time loop. Several times. @Jimmy was being nice about it. Friends don't let friends abuse temporal mechanics.
  22. OH NOES!?! @Bionic_Flea is caught in a time loop!!! Again!!! Yes please, all-black jet pack. And all-red. Because red ones go fasta! Tutorials are definitely something that needs to be worked on. At least the original Outbreak/Breakout tutorials taught the player about the game system core that's been there since the start. The new Galaxy City Destruction tutorial didn't quite do as good a job there, but did add in a bit about the alignment system. And the initial Atlas Park arcs were also an extended tutorial as well. Now there's the new Tip system under development so players can be led around a zone to find its Badges. Good, but more should be done. There needs to be a system that instructs a brand new player, who's never played or heard of City of Heroes, the basics about how to get along in the game. And if there are things that the devs are assuming players will know--like to convert their Reward Merits to Salvage and sell them on the Auction House to get more Inf to pay for everything including low level SOs (which was told in the Enhancement Focused Feedback topic)--then those things have to be taught in the extended tutorial. Any organization is always losing people, even if only from them passing away. Don't recruit, don't teach those recruits the ropes, in the long run the organization will fail.
  23. I believe you are right. The Healing powers that need to hit, Kinetics Transfusion and Dark Miasma/Darkness Affinity's Twilight Grasp are stronger Heals. I'm not sure of the original motivation to make them stronger, but it may be because they had to slot for Accuracy as well as everything else auto-hit Heals had to slot for. Transfusion could also slot for Endurance Modification (to buff its -End effect) and Twilight Grasp could slot for ToHit Debuff enhancement.
  24. Oh, do I remember that. Getting Perez Park missions where the mobs on the way were worse than in the mission. In Steel or Skyway at level 10 and getting a mission at the far end. And running down the exact centre of roads in the City zones as well as dodging the mobs on the street. There's a reason why I go for full stealth on all my toons. By level 20 at the latest.
  25. That's a very good point. Though technically it doesn't go on cooldown until you zone after invoking the power (which is what the red ring around the power means). You can see which Accolade Badges are for Exploration by their sideways spikey look, with the centre gem Blue in Paragon City, Red in the Rogue Isles, Yellow in Praetoria, a special Hazard Gates icon for Hazard Zones. And every one of them when earned has a label that says which zone they are for. It could be improved though. Take a look here to see what I mean. https://hcwiki.cityofheroes.dev/wiki/Hero_Accolade_Badges https://hcwiki.cityofheroes.dev/wiki/Villain_Accolade_Badges https://hcwiki.cityofheroes.dev/wiki/Praetorian_Accolade_Badges
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