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PoptartsNinja

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Everything posted by PoptartsNinja

  1. I wonder if Cerulean's robe texture could be ported to the Pencil skirt.
  2. While you're looking at pre-existing stuff, I'd kill for the Arbiter version of the Arachnos armor for crabs/banes; with the shiny metal effect (and the silver-tinted Arbiter Widows, too) And Cerulean's robe, but I know we'll never get that.
  3. This isn't always true, either. Some sets like Electric Armor are really touchy about being 'on the ground' and even though they're supposed to be fine with flying within 5 feet or so of a surface. Sometimes the game just... doesn't count you as close enough and you lose the benefits of some of your resistance powers. IIRC Titan Weapons explicitly just doesn't have have a number of "while flying" animations and some powers become outright unusable; and I believe Earth Control/Melee and Seismic Blast all have powers (Stalagmites, Stalagmite, Upthrust?, Tremor? and possibly Seismic Blast's passive AOE Knockdown aura) which just do not work at all if you're flying. Anyway, TLDR? OP, you decided your fun outweighed someone else's fun; and that person disagreed. That person was also in a position to make their opinion matter more than yours. Don't like it? Run your own teams, be the change you want to see and don't kick anyone for running powers that annoy you. Help educate people about Group Fly and how to turn it off at Null the Gull.
  4. Null the Gull can't be talked to during a TF. If someone has forgotten, which is likely (we're all busy people, and nearly all of us are "casual players") it is literally impossible for them to disable Group Fly after a TF has started. If they don't find out you're going to be using Group Fly until 75% of the way in and it's making it difficult for them to play, asking you to turn it off is their only option. Just as you seem to feel you don't owe anyone consideration; your team leader does not owe you consideration either. They can choose to boot you for any (or no) reason. You can help prevent situations like this in the future by being considerate from the outset. Let your team know that you plan on using Group Fly on open maps, and that people can turn it off by visiting Null the Gull prior to the start of the TF. You can make a macro for it if you don't want to type it out every time.
  5. MM Pet Super Jump isn't player Super Jump, it's just a really strong +Jump Height (not jump speed) boost so they can get up into warehouse rafters and etc.
  6. The issue with Null is: you can't change that setting while in a TF because Null won't talk to you if you're in a TF. If Null would make an exception, I'd be a little less grumpy about the current setup.
  7. Without turning off every particle in the game. The game isn't fun with all particles off.
  8. I have several friends I team with regularly who get severe nausea from these effects (Labrynth of Fog, the Hard Mode LGTF Purple Haze, and the Dark Astoria squiggles). I can't say for sure what the "cause" is (I think it's the constant movement in their peripheral vision). It'd be great if the Homecoming devs could give us the option to turn these effects off.
  9. This comes up every so often, with people wishing for everything from destroyable buildings to being able to pop the Atlas Park Blimp. The live devs shot this down back in the day because they understood that MMO players don't live in the world. Players have no vested interest in keeping infrastructure intact, they'd just be chaos gremlins and everything that could be broken would be broken 100% of the time. The city would always look like Boomtown. The live devs were starting to do more with overworld instancing, to let player actions have more visible effect in the game world; but then the game shut down and they never really got the chance to explore the possibilities of that. The world-map instancing also came with some unintended problems, too: like your team vanishing from the map in Atlas because you moved into an instanced section of the zone without them; certain mobs being able to attack you without you being able to target or attack them back because they're in a different instance; or the fire in that Atlas Park warehouse that will never be extinguished because you completed a mission but the city doesn't have any fire trucks.
  10. Slightly off-topic, but it'd be pretty fun to add the Jade Spider as an actual GM to the Faultline Dam area.
  11. Yeah, I meant the invincible civilian ones. If they're killable they should be losable.
  12. Ok, hear me out. My SG and I were running the final mission of the Praetorian arc in PI (the one to rescue Positron), and Manticore's AI in that cannot lose its players. We had someone lead Manticore to the entrance, and teleported them back via Teleport Target? Manticore turned around and ran the entire way back to the throne room, unfailingly. Please look into that AI and consider giving it to hostages, it's incredible.
  13. CoH's XP curve isn't really a curve. It's exponential from level 1 to 40, but after that it goes on sort-of a forced reverse. IIRC it takes more time and effort to go from level 39 to 40 than any other level in the game (it might be 40 to 41), and still takes lot of effort to go from 40 to 44 or so, but beyond level 44 you're over 'the hump' and the last few levels are a victory lap. Or, to put it another way: It takes as much effort to go from level 1 to 35 (35 levels) as it takes to go from 35 to 42 (7 levels) as it takes to go from 43 to 50 (8 levels). I know this for a fact because back when AEs were bugged and giving 4x XP, I had a map that would take a character from 1-35, 35-42, and 42-50 with roughly two spawns to spare after hitting 50.
  14. Bots, Mercenaries, Ninjas, and Zombies have gotten a recent overhaul to normalize their performance. The biggest difference is the way their upgrade powers work, but it also included work on their attacks to help them synergize with the actual pet set. Demons, Beasts, and Thugs haven't gotten this overhaul yet but IIRC they're on the devs' radar.
  15. I've always wondered if the code is trying to move coliding hitboxes towards (0,0,0 (or whatever the behind-the-scenes ingame point for the top corner of the map is) in an attempt to get them unstuck. That would explain why everything usually moves in the same direction. If it is moving them towards a fixed point, I wonder if it's possible to randomize the X and Y coordinates to get them to move towards random points on the map.
  16. So, my SG and I tried out the Hard Mode LGTF for the first time. For the most part, it was fun; except for Mission 2 against the 4 Horsemen. The pulsing purple haze on the borders of the screen set off three of my (very) migraine-prone friends. They're able to handle most of the game's content, but those screen effects were just a little too much. They were able to manage with /noparticles 1, but that makes actually fighting (and spotting teammates) in the very dark murk of the abandoned sewer rooms difficult. My suggestion would be to make it possible to independently disable full screen effects like the LGTF purple haze, the sqirmy DA screen tentacles (which they've also have reported issues with), or any other similar SFX either via the menu (preferably) or a through a command like /noscreenparticles (less ideal). It should be made possible to disable just those effects without turning off every particle effect in the game. One of our SG was also running a Stalker, and was quite upset that the mission's auto-hit DoT effect completely invalidated her AT's ability to hide outside of the brief window granted by her procs and placate. It makes me wonder: could the death effect be changed to -regen for Stalkers specifically, so it doesn't completely invalidate their core gimmick?
  17. Pretty much all of the goggles / monacles / the non-helmet Cyclops visor, chest and belt gems... I'd also kill for some 'spectrum' hair options for my character whose "hair" is fire (because bald doesn't look right but colored hair doesn't look like flame if it isn't glowing).
  18. These days I think it's mostly a "sorry you deal 90+% lethal damage" thing. If it goes away, mob resistances should have an accross-the-board rebalance.
  19. 1) You can already do this by making use of your alternate build. Each player has 2 builds and can swap between them at a trainer. Unfortunately, if you take Crab powers on either build you're permanently stuck with the crab backpack in all of your costumes for both builds. 2) Male characters can get the Kheldian sash, which is commonly worn by Kheldian NPCs / PPD Awakened. IIRC this is the only Kheldian-specific costume piece. 3) There's no way to get a second Arachnos costume. Because of the way Arachnos NPCs are built, the player Arachnos costumes had to be hard-coded into slot 1 and there's no way to add more without serious Dev time.
  20. Ooh, I've been waiting for this one! Server/Shard: Everlasting Base Name: Irkalla Code: IRKALLA-26134 Builder Global In Game: @Thunderchild Other players, either partner builders or owners: n/a Special considerations: Visscale 3 is enough for everything to work, but the effect is completely lost without. There's a tour of the "exterior" of the base so you can see how the main portion was constructed. I recommend checking out the base interior first before taking the "Jank Tour." Please be sure to pet the horse!
  21. Blaster web grenade predates the VEATs, since devices was in at launch. It doing damage is the new bit, and 'web grenade' doesn't imply damage is being dealt. So it got a name change.
  22. [Removing this because I misunderstood how their self rez works]
  23. Actually, they do. Super Stunners rez based on the percentage of health damage they took while someone was in melee range (~10-ish feet?), even if that damage was entirely delivered by ranged attacks. So if someone moved next to them at any point and stayed there for more than a second or two, they'll still rez. It has nothing to do with adjacency on death. I think a lot of people don't realize how that mechanic works and just assume they rez every time. It might be worth actually explaining their rez mechanic as you go to help cut down on confusion.
  24. AMD cards can't handle the game's shadow rendering, you've gotta bump those down to minimum (dark circles under every character) or the game will lock up. Most other settings should be fine.
  25. The first is unfortunately impossible, since the secondary option on those tops is your chosen skin tone. The second I'd really like as well. The over big shoulder mantles look nice, and would work just fine without a cape.
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