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GlaziusF

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Posts posted by GlaziusF

  1. With the addition of the show_bind_all commands I thought I'd give this another go. The JOYMOD and EXTRAMOD binds work appropriately when loaded but don't show up in show_bind_all after a logout and login. I've included both the basic joybinds file and the pre-and post-logout results of show_bind_all_file, in the hopes that someone can work out what's going on here.

    joy_base_final.txt pre_logout_binds.txt post_logout_binds.txt

  2. I was looking into setting up controller support and came up with a prototype setup that sort of mimics the bumper/button chorded D-pad and face buttons setup you get in a certain other critically acclaimed MMO with a free trial and award-winning expansions:

     

    fulljoymock.png.54ad19d597e9b0f9ef5c1e6b5cab54c1.png

    Here's the bind file that sets up my knockoff XBox controller to work like that:

    Spoiler

    JOY1 "+down"
    JOYMOD1+JOY1 "powexec_tray 10 3"
    JOYMOD2+JOY1 "powexec_tray 10 4"
    EXTRAMOD1+JOY1 "powexec_tray 10 1"
    EXTRAMOD2+JOY1 "powexec_tray 10 2"
    JOY10 "nop"
    JOY2 "++autorun"
    JOYMOD1+JOY2 "powexec_tray 5 3"
    JOYMOD2+JOY2 "powexec_tray 5 4"
    EXTRAMOD1+JOY2 "powexec_tray 5 1"
    EXTRAMOD2+JOY2 "powexec_tray 5 2"
    JOY3 "interact"
    JOYMOD1+JOY3 "powexec_tray 3 3"
    JOYMOD2+JOY3 "powexec_tray 3 4"
    EXTRAMOD1+JOY3 "powexec_tray 3 1"
    EXTRAMOD2+JOY3 "powexec_tray 3 2"
    JOY4 "+up"
    JOYMOD1+JOY4 "powexec_tray 4 3"
    JOYMOD2+JOY4 "powexec_tray 4 4"
    EXTRAMOD1+JOY4 "powexec_tray 4 1"
    EXTRAMOD2+JOY4 "powexec_tray 4 2"
    JOY5 "nop"
    JOY6 "nop"
    JOY7 "nop"
    JOY8 "nop"
    JOY9 "map"
    JOYPAD_DOWN "target_enemy_far"
    JOYMOD1+JOYPAD_DOWN "powexec_tray 7 3"
    JOYMOD2+JOYPAD_DOWN "powexec_tray 7 4"
    EXTRAMOD1+JOYPAD_DOWN "powexec_tray 7 1"
    EXTRAMOD2+JOYPAD_DOWN "powexec_tray 7 2"
    JOYPAD_LEFT "target_enemy_next"
    JOYMOD1+JOYPAD_LEFT "powexec_tray 6 3"
    JOYMOD2+JOYPAD_LEFT "powexec_tray 6 4"
    EXTRAMOD1+JOYPAD_LEFT "powexec_tray 6 1"
    EXTRAMOD2+JOYPAD_LEFT "powexec_tray 6 2"
    JOYPAD_RIGHT "target_enemy_prev"
    JOYMOD1+JOYPAD_RIGHT "powexec_tray 8 3"
    JOYMOD2+JOYPAD_RIGHT "powexec_tray 8 4"
    EXTRAMOD1+JOYPAD_RIGHT "powexec_tray 8 1"
    EXTRAMOD2+JOYPAD_RIGHT "powexec_tray 8 2"
    JOYPAD_UP "target_enemy_near"
    JOYMOD1+JOYPAD_UP "powexec_tray 1 3"
    JOYMOD2+JOYPAD_UP "powexec_tray 1 4"
    EXTRAMOD1+JOYPAD_UP "powexec_tray 1 1"
    EXTRAMOD2+JOYPAD_UP "powexec_tray 1 2"
    JOYSTICK1_DOWN "+backward"
    JOYSTICK1_LEFT "+left"
    JOYSTICK1_RIGHT "+right"
    JOYSTICK1_UP "+forward"
    JOYSTICK2_DOWN "+lookup"
    JOYSTICK2_LEFT "+turnleft"
    JOYSTICK2_RIGHT "+turnright"
    JOYSTICK2_UP "+lookdown"

    This was generated with bind_save_file after I'd used a mix of the in-game control window to set some joystick options and loading in a file for the powexec_trays using the rbumper/xbutton friendly names. And I'm glad I did it, because when I logged back in, none of the binds chorded with JOYMOD or EXTRAMOD had actually saved to the database. The binds to single buttons still worked, but the others were just gone.

     

    This is repeatable. I can load in the bind file and have it work to activate the tray elements accordingly, but when I log out any binds chorded with JOYMOD or EXTRAMOD either don't save or are thrown away on logging back in to the character.

  3. On 5/19/2023 at 4:45 PM, JasperStone said:

    Yup...we got to that point in Lady Grey yesterday and realized there were not enough holds for Greens

     

    One person dropped once things got hard.

     

    But ....

    We persevered. Just needed to get that first one down.

    Took a bit, but we did 🙂

     

     

    Finished off greens and Hami

     

    StillcCompleted tf in 33 minutes 

     

    For future reference, it's probably possible, though not easy, to pull out all the stops and punch out Hami even through the green heals. This should make it a little less stressful to take out the greens, though you'll also have to hunt down all the buds from when the nucleus pops.

  4. So, Farsight says it adds to "all defenses":

    image.png.b83a70caff3326a9f67dff7235698e0e.png

     

    but it doesn't add to toxic defense:

    image.png.405ad65367a9d93de696143a636a9e7f.png

     

    This is inconsistent with other powers like Maneuvers or Hover which also say they add to all defenses, but do add to toxic defense:

    image.png.3f394503e4b138987cc6cd07c6c22680.png

     

    I'm guessing it was just missed after you had to add toxic defense as a thing, so just a heads up.

  5. 18 hours ago, tidge said:

    It is exceedingly rare that I'm on a PUG where an individual player calls out a zone and then doesn't know where to find the targets. Earlier in Homecoming, I used to see this sort of problem in Atlas Park (Clockwork)... In my mind I guessed this was because so many people "DfB" out of Atlas Park and may never come across them, but for a long time now if I'm not the first one in Atlas Park the PUGmate who beat me there knows where to find them.

     

    Personally: I quite enjoy the spiraling "grand tour" aspect of the Numina TF.

     

    The secret to finding Clockwork in Atlas Park is to enter from the Perez Park gate and then turn the forbidden direction: left.

  6. You can find out more, though tangentially, through the Devouring Earth's third major mission arc, the 35-39 "The Terra Conspiracy", given by Ginger Yates in Founders' Falls. 

     

    It's possible to see "the human Hamidon" in the Incarnate arc "Praetoria's Last Gasp", which unlocks at Doctor Orts/Number Six after you open your alpha slot. However, this depiction may not be accurate, as 

    Spoiler

    the form you talk to is one created as a human interface by the planetary consciousness of Hamidon, rather than the pre-transformation form.

     

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  7. Happened to me today. I've got a theory, no idea how true it might be.

     

    If you beat Praetorian Duray first and Primal Duray's running around, Praetorian Duray will spawn in a backup clone to keep you busy. This doesn't happen right away, it goes into some kind of delay queue, the way the skiff backup is on a delay.

     

    If you beat Primal Duray first there is no backup Praetorian Duray clone, the mission completes when Praetorian Duray goes down. This suggests Primal Duray stops the backup from spawning when he dies.

     

    I think this might happen if you beat them too close together and drop Praetorian Duray first. The game queues up a clone that it expects you to beat to complete the TF, but when Primal Duray drops it disables the clone spawn, so now the game is waiting on something that'll never spawn to complete the mission.

     

    This is a complete guess but it fits what I've seen happen every time this mission hung. Whenever we focus down Primal Duray first I've completed this mission with no problem.

  8. On 9/7/2020 at 6:54 AM, Diantane said:

    Here's the problem. The way the mechanics of the game works (that I have noticed), is that you get little to no influence or loot unless you are causing DAMAGE! After playing my tank and running a team for seven hours straight, I end up with 60,000 influence and 3 TO's. How could I possibly enhance my character with this pitiful return? Most of my slots are empty and the rest have level 15 IO's (this at security level 26). This isn't going to work. My dedicated tank that everyone loved...... has failed. He won't be able to perform as he once did. To protect the team from almost all incoming damage.

    Mate, I have literally no idea what's happening to you. I pulled an old level 24 psi/rad stalker out of mothballs and decided to just see how long it'd take me to get comparable numbers.

     

    The answer was two missions and half an hour. Not even solid stomper missions, I was just doin' normal contact stuff (at +1, because stalkers roll deep, not wide) and ran into an outdoor hunt and a hostage escort. And not comparable numbers either - the inf count was a bit close but when I sold off the enhancements and common recipes that dropped I'd already pegged over 100k. 

     

    The only way causing damage matters is if you're rolling with a crew that's like 25% confuse powers by volume and your opposition's beating themselves into the turf before you can even get there. Confused enemies taking each other down does absorb a proportional percentage of the inf and XP, but I have a tough time imagining it somehow accounting for a 15x difference in payout.

     

    What the heck kind of missions were you running, and did you maybe misplace a number somewhere in the adding up?

  9. frank-tzeng-abby-main-outfit-1.jpg?15934

     

    It just feels weird to Crushing Uppercut somebody when all I've got is the same kind of stick-arms all the Female body types have, you know?

     

    I don't have access to the modeler, I have no idea how many costume pieces would rip into shreds under the new geometry. All I want is - well, you know how the least muscular Huge body has as much muscle definition as the average Male body? Can't the most muscular Female body have at least as much muscle definition as the average Male body?

    • Like 3
  10. 6 hours ago, Bentley Berkeley said:

    This is a pov I think needs more consideration, because while not getting merits myself has never kept me from helping those in need on the final big boss fight of a story arc mish, I have seen no few over the years of live and now this last year+ on HC that suggest it isnt as uncommon as Id like to think it is.

     

    One of the things I have always loved about CoH and the community by and large is a lack of the mercenary " I need to be getting mine first and foremost"  so common in the typical fantasy MMO. Ive often thought this might well be due simply to the nature of the genre. In D&D player characters are by and large mercenary adventurers working for pay and the promise of great wealth.

     

    In CoH not so much, even our currency is called Influence, to divorce ourselves from the idea our characters are motivated by wealth, rather they seek greater influence to change the world for the better, or in the case of villains are more interested in being the most infamous truly worst of the worst. In either case, the nature of the game universe, and content always directs our characters down the path to being chosen by the universe itself as great champions( anyone ever feel like the writers of the shows like arrow and flash played a ton of coh?, like seriously that crisis cross over was even using the term paragon for their chosen of the well concept) of the forces they fight for.

     

    Yet there is a portion of the players who basically will not play any content they do not get merits for. Its the number 1 grumble I see on radio teams, the lack of merits. I see it as the most common grumble for those who enjoy casual street sweeping. I get the feeling there is certainly a meaningful portion of our population that is in fact very reward driven, and its not just AE farmers.

     

    Can I ask you specifically though and truly am asking, why cant you help someone with their content, even if it means they get some reward you dont, if you value being a friendly and helpful member of the community, I mean if you are enjoying playing the game, enjoying the company in the game, then why does you getting yours matter so much?

    If somebody's asking for help in the help channel I'll sometimes volunteer if I have the time and alignment necessary. If somebody's asking in LFG or another global I treat it as more a "nice to have" than a cri de coeur.

     

    And when it's one of those "nice to have"s, well, I could put in the time and get on a team that paid out a small bonus to one person, or I could put in the time and get on a team that pays out big bonuses to everybody. (I usually end up assembling the team, so that throws things into even starker contrast - I can invite people along to get myself a small bonus, or I can invite people along to get everyone a big bonus.)

     

    Would I do the same thing with story arcs if there was a weekly rota of the things I could put together in Ouroboros and make sure everybody got the merits, with maybe a bonus kicker and an extra XP chunk/empyrean merit when the whole thing wrapped up? Hecka yes, I would love the variety.

  11. 4 hours ago, Bentley Berkeley said:

    I know there are several one off non arc related mishes that give charged temp powers one can keep as long as they keep the mish up in their actives rather then completing it. Enough of them one could easily end up with only 1 active mish slot to use because the others are acting as place holders to keep a tem power. Used to do them with most new toons on live as temp collecting was a hobby of mine in game back then.

    I think pretty much all of these temp powers are in the P2W system right now, for what it's worth.

    • Like 1
  12. I don't team up for story missions, pretty much ever. The reason is simple: unless somebody is exactly story synced with the leader, they get bupkis. Their contact doesn't progress, they don't get to see the story as it shows up in clues, and they don't get the merit prize at the end of the arc. I feel either selfish or shortchanged, depending on if I have the star or not. Those few story missions I team up for are the ones that do have a prize for all participants at the end - unlocking Karsis or Katie Hannon or Ernesto Hess as a contact.

     

    Trials and task forces pay out to everybody equally. When I team, I play those.

    • Like 3
  13. 3 hours ago, ZorkNemesis said:

    If I remember, the usual reward for a story arc was a random, but usually easy to use (damage, endredux, accuracy, heal, etc), SO that matched your level and origin, plus the exp/inf bonus that still exists.  I don't believe you got SOs before 20 though, and earlier arcs awareded a TO below 10 or a DO below 20.

    I think it's still happening. I somehow talked to Twinshot when I was a newb and missed it - when I went back as a 50 to clear out the story arc icon, I wound up with a level 50 training enhancement.

    • Haha 1
  14. 11 hours ago, MTeague said:

    I also try to keep at least 2 charges of Shivan Shard handy at all times for just such emergencies.

    That's probably not acquireable in the middle of a TF.

    But it makes for a nice ace-in-the-hole for when you decide it time to say "I'm not left-handed, either!"

    Probably less of an asset in the Sutter TF. Shivans don't know about the CHEVRONS OF DOOM. Signature summons probably have the same limitations. Also since they're not commandable, keeping up with teleDuray is going to be a challenge.

  15. 22 hours ago, Greycat said:

    Personally, I'd love for Domination to ignore recharge buffs that don't come from outside. I'd be happy if I never heard "perma-dom" again. You want to speed up Domination, make friends with Kins. The AT is perfectly playable without it. Never going to *happen,* but still.

    I think that now that you can be CCd without dropping toggles, Domination and Hasten should both be time-limited toggles with long cooldown times (just not as long as the current click downtime). Going through essentially a phase change with enough +recharge was OP back when you could six-slot Hasten with recharge and it's OP now.

  16. 5 hours ago, Greycat said:

    ... appropos of nothing... I seem to recall either late in the game's life or maybe one of the AMAs, one of the devs mentioned we never did do Hami the way they intended.

     

    Did they ever say just how they intended for it to go?

    We were supposed to deal with Hami repopping its organelles at 75, 50, and 25 instead of having everybody spam holds on the nucleus so it didn't respawn them.

     

    These days Hami's been revised so it always does that but back when it was holdable it would spawn an antibody on top of everyone in the jelly. I suppose we were intended to pull back when it started reaching the breakpoints?

    • Like 2
  17. On 7/8/2020 at 11:46 AM, SambaMike said:

    I came across some issues, however, that I'm hoping someone more experienced with either Joy2Key or the bind system in general could assist with.

     

    1) The lalt, ralt, lctrl, rctrl chord keys don't appear to bind properly. They seem to default to a generic alt or ctrl, regardless of what I do. I've tried binding in game, or directly writing the commands into the keybind.txt fiile then loading it, and both result in the keys becoming generic. I originally had each specific group of 2 trays assigned to 1-4 and numpad1-4 with either left or right alt or control depending on their position, but eventually had to switch to using more keys for each (1-8 and numpad1-8) to account for the decrease in available chord keys.  This is more of an organizational and readability annoyance than anything else, but help on the subject would be appreciated.

     

    3) Aesthetically, it would be nice to hide the trays completely with the exception of the power icons. I found how to make the opacity 0 (which still has them visible to a degree), but doing that also makes text windows quite hard to read and I haven't figured out how to set the extra tray opacity separate from the other trays. Some way to mod the look of the hotbars to be closer to the FFXIV design would be best, but I'm not sure how easy or applicable that would be.

    I can help you with these two.

     

    For #1, l/r alt, control, and shift by themselves will bind to individual presses of those keys, but when it comes time to chord they're only recognized as alt, control, and shift; the side doesn't matter.

     

    For #3, does it help or hurt to use a single 6x2 tray? You can arrange power icons on it like: 

     

    tsquare.png.3ae68532aff790f7eb6ad798bf1940c4.png

     

    This will at least reduce the amount of screen real estate your overlay takes up.

     

    Also as far as #2 goes, have you seen the experimental controller binding stuff that was up on the test server? You may not need Joy2Key at all.

  18. On 5/28/2020 at 2:06 PM, Peacemoon said:

    Hmm whats the difference between a trial zone and a hazard zone? Honest question as my memory is a bit sketchy and I can't think of any trial zone examples!

    Terra Volta, the Abandoned Sewers, and Eden are all trial zones, in addition to the former Faultline, and the trials for those three are actually in game.

     

    The other difference is that the overworld spawns in hazard zones are tuned for 3-6 players, while the overworld spawns in trial zones are tuned for 5-8 players.

     

    Let me tell you it was real real fun as a stubborn fire tank in the beforetimes when I didn't have hold or sleep protection to try and fight on-level Lost in Terra Volta because some contact said so.

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    • Haha 1
  19. On 5/24/2020 at 12:00 AM, Heraclea said:

    Tried to run Katie Hannon on +2 this evening.  It ended in tears.

     

    Now, it's been my longstanding suggestion to offer master badges for Posi 1, Posi 2, and Synapse, on the usual condition: no temps, no deaths.  That would be difficult in ways that Master of ITF is not. 

    Haha, yeah, I've made that Katie mistake. A purple-cliff storm defender AV is one heck of a wind wall.

  20. 6 hours ago, Twisted Toon said:

    Are you speaking of one of these? (which can be found here)

     

     
    /goto_tray number Go to specified power tray number in the primary tray
    /goto_tray_alt number Go to specified power tray number in the secondary tray
    /goto_tray_alt2 number Go to specified power tray number in the tertiary tray
    /goto_trays_tray position tray

    Go to specified power tray number (1 to 10) in the given position.

    Those commands manupulate the three stacked trays (primary, secondary, tertiary). Gototraystray as well, it only recognizes numbers from 1-3. I'm looking for some way to set the tray number in the extra floating trays you can get when you press + on the tray menu.

  21. With controller support still in development, I thought it might be nice to have a couple of 6x2 popup trays to be a reminder of the dpad and face button layout, but I'd need to be able to rotate through multiple copies of them, ideally with a controller input. But I can't find any documented slash commands for messing around with which tray an alternate tray is, only for making assignments in the three stacked trays.

     

    Does anybody know if Homecoming has added anything like that, or am I going to be playing tricks with the main trays instead?

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