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Everything posted by RikOz
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Yesterday I was running a mission (the Hero alignment mission to arrest the rogue Longbow agent, if it matters) on my level 50+1 character (fire/fire blaster), with my Notoriety set at +1/x2. Upon entering the mission, the mobs appeared to be conning correctly - level 52 mobs, minions conning yellow and lieutenants conning orange. At least I assume that would be correct, as I was effectively level 51, so the mobs were conning +1 (minions) and +2 (lieutenants) to me. Upon entering another room, about halfway through the map, I was unexpectedly and very quickly killed because the entire room was packed with mobs that conned orange and red. Before rezzing myself with Rise of the Phoenix, I moused over these mobs and confirmed that they were still level 52, so their conning orange/red was clearly incorrect. It was as if my +1 level shift had abruptly vanished. I should mention that there was no elevator - this happened on the same floor where I had earlier encountered correctly-conning mobs. I say "unexpectedly" killed, because the "room" in question was one of those laboratory map rooms where you enter from below, up a ramp, and there's no way to see what's in the room until you're at the top of the ramp. Any other room type, and I could have scanned the room before I entered, but in this instance I was mowed down by a big crowd (because I was set to /x2) of +2 and +3 mobs before I could even con them. Then, upon rezzing, all of these mobs promptly dropped to yellow/orange, and I easily cleared them out (granted, the temporary invulnerability from RotP helped with that). When I asked about this in the Help channel, somebody told me that sometimes, Incarnate level shifts don't "kick in" immediately upon entering a mission. Okay, fair enough. But in this case, my level shift was clearly "on" when I entered the mission, and then was suddenly "off" when I entered this one room. Then it came back "on" when I rezzed. Naturally, I'm a bit confused about just what happened here.
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Alphabetize the Day Job badge list!
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Female characters Bodysuit Muscled coloration mismatch
RikOz replied to Nishastra's topic in Suggestions & Feedback
Anything you can do with the bottoms so that females don't look like they're "packing"? -
Does that work when you're on a mission map? I knew about returning to the starting spot, but didn't think it would work in a mission. That would be handy, as I've been storing inspirations in my mail just in case I find I need a particular kind.
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Coyotedancer - for some reason, all of your pictures showed up in the e-mail alert, but all I'm seeing here is file names. EDIT: On further review, it appears that Firefox is identifying the hosting you're using as a potential security risk. Probably just temporary.
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I've been very happy with the CyberpowerPC gaming desktop I bought in early 2018.
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A snake! A snake!
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NPC chatter in the Faultline AE building: "She was in his street clothes"?
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(I started this in Bug Reports, but moved it here after considering that this might have been a deliberate change) I've recently been running into what appears to be a new "issue" where, while doing a mission with clickable objectives, if I defeat the last enemy on the map while there are still clickable objectives that have not been clicked, the mission will go ahead and complete anyway. In one way, I can see how this makes sense: There is nobody left to try to stop me from clicking those last objectives, so it saves time to just say "checkmate", assume I've clicked the last glowies, and declare the win. However, this creates a problem in at least one scenario: the "Intern" day job bonus. This day job awards a large inspiration upon mission completion ... unless, of course, you don't have an empty inspiration slot. So, when I have this day job bonus active, I make a point of deleting a small insp before completing the last objective, to make room. There are problems with that too, of course - if the last objective requires defeating enemies, say, to rescue the last hostage, or even just the last mob in a "defeat all" mission, there's always the chance that that last mob will drop an insp, thereby refilling that empty slot and again blocking the day job reward. The last mission I ran had two objectives: rescue # hostages and defuse # bombs. So I made a point of leaving the final bomb until after I rescued the last hostage. My idea was that, after rescuing the hostage, I would delete a small insp, defuse the last bomb, and get my large insp reward when the mission completed. Alas, I defeated the final mob, he turned out to also be the last mob on the map (i.e. I hadn't missed anybody), and boom, the mission completed and I didn't get my large insp. As I said at the beginning, this seems to be new behavior - I only started noticing it 2-3 weeks ago (on multiple characters, not just the one with Intern active), and the nature of the change makes it appear deliberate. If it's always worked this way, I simply never noticed before, for some reason, and so "my bad". In any case, rather than "fix" this mission behavior (because it's still a good idea), perhaps you could modify the Intern day job mechanic so that it gives the reward upon completing and exiting the mission. Clicking the "Exit" button would serve as confirmation that, yes, I'm done here.
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EDIT: This is actually sort of a copy of a screenshot I made in WoW, with my draenei fire mage standing in front of a wall of fire inside the Sunwell raid, saying, "What? It was like that when I got here!" (imagine it in an indignant Eastern European accent). Alas, I can't find that one. It's probably over on my Mac.
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Looking through this thread, I find myself wondering if other people experience the same thing I do when designing a costume. I'll try out different combinations of pieces, and reject them because "that looks silly". Then I come here and see somebody else has chosen that same combination, and it looks awesome.
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There seem to be a number of waypoint issues in the Rogue Isles. One in Mercy seems related to the building you mention. If you log out in that building, when you log back in every mission you get wants to point you right back to that building's door. In Port Oakes, I've discovered that, when I set a thumbtack on the map (usually to give me a waypoint arrow for exploration badges and plaques), the arrow keeps directing me to the Abandoned Lab entrance. This is regardless of where I set the thumbtack.
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In my case, at least, I don't think it actually has anything to do with the game itself. It's happened to me several times over a span of months, and as I mentioned it simultaneously affects watching full-screen video in my web browser. It's why I think I must be inadvertently hitting some key combo that is specifically affecting taskbar behavior.
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Armor-Alls? 😄
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Reminds me of these ladies I came up with back on live, "Los Colores", triplets from Argentina. From left to right, "Colores Secundarios", "Colores Primarios", and "Colores Neutrales". All three different kinds of blaster. I created each on a different account so that I could log them all in together. Getting this screenshot required one instance of the game running on my Mac, and two instances running on a Windows laptop, and then about a minute to pose them together and get a couple screenshots before the instances on the laptop crashed. (Ambient lighting in AP made Primarios' pure red hair look orange, and Neutrales' white costume dots look pink.)
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The thing I like about the CoT shoulder pieces is that they're big and prominent, but still conform nicely to a character's shoulders. A lot of the bigger, more armored shoulder pieces are designed to work with the chest or chest detail from the same "set" and end up positioned in such a way that they don't clip that chest/detail, even when the chest/detail is not present. For example, I love the look of the Olympian Guard shoulders for their smooth, clean lines, but unfortunately then can end up looking silly when not combined with the Olympian Guard breastplate chest detail and the helmet because they float in odd positions. They look particularly weird on an otherwise unarmored female character.
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I originally did that myself, when I first got this computer. I was a Mac user for 22 years before finally switching to Windows 10, and I was simply accustomed to having a menu bar at the top of the screen. Unfortunately, it turned out that there are a lot of 3rd-party Windows apps that simply assume that the taskbar is in the default location (at the bottom) instead of checking to see where it actually is, and I soon got tired of windows opening with their title bars hidden under the taskbar. I don't like autohide; I didn't like it in Mac OS X either (with the Dock), but native Mac OS X apps were a lot more stringent in respecting user settings.
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Nope, I thought of that too, but that's one of the things I don't actually see any setting for.
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Nope, just one monitor. I think it just affects the game world, not the windows, but I'd have to look again to make sure.
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I've noticed that, every time I click an item in my base storage (salvage racks), my base lighting changes slightly. Now I wonder if this is the game interacting oddly with my night mode settings in Windows 10.
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I guess this is more of a Windows question than a game question, but it affects my game. From time to time I run into this problem where my Windows taskbar wants to pop into the game every time I try to click something (like the chat/emote button) at the bottom edge of the screen. It's clearly a Windows thing and not a game issue, because when this starts happening in the game, I also notice that going "full screen" on a YouTube video leaves the taskbar visible. I assume that I must be inadvertently hitting some key combo that is causing the taskbar to intrude, but I can't see anything in the Taskbar Settings that would relate to this behavior, and in any case the "setting" isn't permanent because rebooting my machine stops this unwanted behavior. Any clues as to what is triggering this so that I can try to avoid it?
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I posted this in the costume thread, but thought I'd share it here as well for any who don't follow that one 🙂 Jouleiana, an Energy Blast/Energy Manipulation blaster! Juliana Omlin was an engineer on a Crey Industries project, researching ways to use fiber optics to transmit energies more powerful than mere light and data. When a hero came rampaging through her workplace, a piece of exploding equipment left Juliana blind, and the released energy permanently altered her skin, leaving her bright pink. Once recovered from her other injuries, her mind was still as brilliant as ever, but now she held a deep hatred for so-called "heroes". She accepted an offer from Crey to have her right eye replaced with an experimental optical implant that interfaced with her undamaged optic nerves and restored her sight, along with providing other benefits. She returned to work, but her anger toward heroes only grew deeper. One day she stole materials from work and built herself a suit. The outer mesh of the suit is a dense fiber optic network that works as a transformer of sorts, amplifying the energies produced by the generator on her back. The network feeds the energy into her custom gauntlets. Her gauntlets release this energy in destructive streams and bursts, as well as giving her physical attacks considerably more power. The gauntlets also interface with her cybernetic eye to provide precision targeting.
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FrostFire defeated twice - once for bad and once for good
RikOz replied to DougGraves's topic in General Discussion
I like full clears as well. When I'm doing tip missions, I'll try to leave some enemies for after I complete the last objective in hopes that a new tip will drop before I actually exit the mission.