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Everything posted by RikOz
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Badge for reaching level 30 as a female villain, "Wisegal" has a glitch in the description:
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Some Tsoo in one of Darrin Wade's missions, redside: Dragon Blue Ink Man: This is so beneath us. Tiger Blue Ink Man: Seriously, we are the Hellions. (Ooo, and there's a typo for me to report - the second line actually says "... were are the Hellions")
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Yeah, they actually did this right with Aaron Thiery's first mission, which starts out "Defeat 15 Hellions", and as you approach the area there are Arachnos instead of Hellions, and the mission window text changes accordingly. Although that one is open-world, not in an instance. (Funny you should mention a con, though. One of my characters' backstory is that she was attending a con, cosplaying as a Longbow agent, when it turned out that the group of Skulls cosplayers weren't actually cosplayers and they started shooting the place up.)
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Now that you mention it, I suspect some of them are tied to specific mission types. I was doing a bunch of Kings Row radio missions on more than one character, and I noticed that several of those sent me to the same door of a warehouse in the far southeast corner of the zone. I can't recall any other mission type sending me to that building.
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Scale Knockback Chance,Not Just Magnitude, Across ATs
RikOz replied to oedipus_tex's topic in Suggestions & Feedback
"Consistency" is my issue with KB. I would much prefer if KB was a yes/no thing per power. A power either has KB or it doesn't. That way, I am the one who gets to decide when I KB a mob. Otherwise, when I'm playing an Energy Blast character, where every, or nearly every power has a "chance" to KB, I never know when it's going to happen, and it happens when I least want it (like when I KB that mob who is guarding the hostage, he goes flying three levels down, and to finish rescuing the hostage I have to either go find that mob or stand around waiting for him to come back) and fails to happen when I'm most hoping for it (I've got 4 hit points left, I have no heals, and that mob is running right at me). Indeed. I just love it when I'm on a melee toon and Fusionette or Overdrive keeps knocking my targets out from under me (or I'm going after Captain Castillo and Doc Delilah keeps sending Sky Raiders sailing off the scaffolding and then jumping down after them). -
I always find it hilarious when I KB an enemy through one of those sliding glass doors on an office map, and I can see the guy standing there glaring at me because he can't get to me because he doesn't know how to open the door 😄
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I forgot to mention my inspiration for my main, who is a fire/fire blaster. I came to CoH (live) straight from WoW. In WoW, my two main characters were Eilyssana, a human female retribution paladin, and Svelexi, a draenei female fire mage. In games that give me the option, my first character is pretty much always a redheaded female. So when I created Flaminatrix, I made her a redhead and made her look as much like Eilysanna the paladin as I could. However, I don't think Titan Weapons was available yet, and I couldn't make her a 2-handed weapon melee character like my paladin (Katana wasn't quite the same concept), so I based her powers on those of my fire mage. Thus, her "inspiration" was a combination of my two main WoW characters.
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Indeed. You had to be level 40 (out of 60) to access ground mounts in the early days of WoW. Flying mounts weren't introduced until the first expansion, and then you had to be level 70, but still couldn't fly in the pre-expansion zones (mostly because those zones were never designed with flight in mind, so would look terrible from the air) When I started playing in 2008, with the launch of the second expansion, ground mount access had been lowered to level 30. With the third expansion, ground mounts were lowered to level 20, you could now fly in the "old world" due to it being remodeled, but you still had to wait until 60 to fly. Those access levels remain at 20 and 60 to this day.
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Yeah, I agree that picking a static door for each mission would be an unnecessary extra effort, given that, for the majority of missions, it ultimately doesn't matter which specific door on which specific building the mission happens in. For buildings, the only real reason I could see to specify a particular door would be those missions that name a specific company. Like, the DE are attacking a Yellow Rose Cosmetics office, and it makes sense that Yellow Rose's office isn't randomly moving around the city. But when the mission just mentions "an abandoned office", the mission could point to literally any "office building" in the zone, yet the same handful of buildings keep getting used while others are mostly ignored. For missions that are truly meant to be random, your idea of a list to choose from makes sense, but if that is being done in-game, it would seem that each mission is assigned, say, a "range" of door IDs to choose from, rather than the entire list of suitable doors, and whoever was selecting that range of IDs was being "lazy" and just kept selecting a few from the top of the list. I was recently working a villain through Sharkhead Isle missions, and became convinced that there is one, and only one cave entrance on that island, because literally every cave mission sent me to the same door. I did later confirm that there are multiple cave entrances, but that was by randomly seeing them while doing something else, not by being pointed to them by missions. If I were designing the system, I would set up each zone like so,: The "Forbidden" Doors: No mission maps can be accessed from certain, specific doors, unless the mission specifically involves the relevant building by name. This list would include the doors of City Hall, Icon, Hospital, AE, Vanguard HQ, Vault Reserve, or any building that counts as a Day Job location. Basically, any building that players can already enter freely without spawning an instance. This already seems to be the situation for these buildings/doors. Then, separate lists of doors by type: Office, Warehouse, Sewer, or Cave (door types, not map types, as "Office" doors can open into both "office" and "laboratory" maps, and "Cave" doors can open into any kind of cave/Oranbega map). Each of these lists would include every door of that type, except for those that appear on the "Forbidden" list, and upon mission acceptance, the game would randomly select a door from the entire list. If necessary, the list of available doors could then be limited by further exceptions. For example, in zones with a large level range, exclude doors that are in a part of the zone that is too high-level. So, say, don't send a level 10 hero to a door in Steel Canyon North where they're likely to be ganked by level 19 Outcasts or Tsoo as they approach the door. This is accomplished by the door IDs themselves including a code corresponding to their location's level range. Of course, there are some zones/doors that should be excluded from certain missions simply for logical reasons (like the mission that has the Clockwork attacking a recycling drive - nobody in their right mind would hold a recycling drive in an unsafe, collapsing building in Faultline or Boomtown, yet that mission has sent me to both of those zones) but that is outside of my original question. If these random missions are, indeed, supposed to be selecting a door from the complete list of appropriate door types, they there is probably a fault in the RNG algorithm that is resulting in some door IDs being ignored.
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When you're convinced the RNG goblin is mocking you
RikOz replied to RikOz's topic in General Discussion
There's a popular WoW news/discussion site called Blizzard Watch. One of the main writers on the site is a guy named Matt Rossi. In 2013, Blizzard added a certain open-world boss to the game, and this boss's loot table included a set of epic plate shoulder armor named for Mr. Rossi: Rossi's Rosin-Soaked Shoulderplates. Rossi has been farming that boss, on multiple warrior characters, every week since, and last I heard, the item still hasn't dropped for him. -
Very few of my characters are directly inspired by any specific superhero, and sadly, my all-time favorite, Green Lantern, can't really be implemented anyway. Costume-wise, though, my comic fandom starts way back, and so the roots of most of my costume ideas start with the classic "tights". That's just what I see in my head when I think "superhero". My toons will make modifications as they level, represented in the different costume slots, but almost all of them have that "tights" costume sitting in the 1st or 2nd slot. Usually the 2nd slot, because the 1st slot is usually an "improvised" costume, homemade for when the character is first starting out. Then they get their professionally-made tights as soon as they have the "resources" (in RP headcanon, anyway) to replace the homemade suit. Thereafter, as they gain more resources and experience modifications are made. As far as "concept", many of my characters start with inspiration from some non-superhero source, maybe from some other entertainment source, or maybe even from some random "joke" thought I have, and then my brain starts thinking about how I can translate that into "superhero". Two of my characters, for example, were inspired by TV shows I like. One is inspired by "Crazy Ex-Girlfriend", resulting in "Creyzee Ex", who is a former Crey employee, originally designed to look exactly like those martial arts-using, short-skirted, female Crey mobs. She was fired by Crey after claiming to be the Countess's lover (which, of course, the Countess denies). Another favorite show is "iZombie", so I rolled up eZombie - an escaped Vahzilok experiment with electrical powers. For a "joke" character, I thought, "How about a 'tribute character?" That ended up with a character who looks as much like Jack Black as I could make him. I dressed him like his wrestling character from Nacho Libre, named him "Mendacious D", and gave him a bio that reads, "This is the greatest superhero in the world. This is not a tribute."
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Discounting doors that are always the same for specific missions - like the 3rd mission in Montague's arc where you rescue that Rikti is always through the same door - how does the game select which door to attach to a mission? I'm mostly talking about randomized missions, such as radio/paper missions, or alignment missions, or just any general non-arc mission. For these, I start noticing that the same doors keep getting used over and over and over. We've all had those situations where we exit a mission, get the next mission, and get sent right back through the same door we just came out of, and now that warehouse is a Council base, There are literally thousands of clickable doors in the game, and yet missions keep sending us to the same buildings, and the vast majority of the doors go completely unused.
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I can confirm the mobs in objects. Just did this mission myself, and had to resort to standing next to the artifacts until my PBAoE aura prompted the Freak to pop out.
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When you're convinced the RNG goblin is mocking you
RikOz replied to RikOz's topic in General Discussion
Actually, one had none, and another had two. The one with no ATO had a pile of Merits in it, though. I was going through a Malta mission once, on an office map, and encountered something like five of those Hercules Class Titans as I proceeded through the hallways. I used my snipe as my opening attack on each of them, and it missed every single time. -
This doesn't exactly qualify as a "typo", and I'm not sure if it can actually be easily fixed, but ... In the mission immediately following the one in my previous post, "Find David Hazen's Missing Journal", the floor numbers at the elevators are mislabeled. Here is the first set of elevators on the first floor of the mission map. The mission appears to start on floor C2, and the elevators go down. Taking that elevator down, I naturally arrive on floor C1: Traveling to the other end of this floor, however, the elevators are now labeled "Floor C3" Taking them down, I arrive once more on Floor C2. This floor is also flooded with water, which is odd, since it's not the ground floor: The elevators at the end of this floor are also labeled "C2", but they're unusable, so I need to take the stairs: And finding the unusable elevators on this floor, they're labeled C1 (and the water here is even deeper): This C1 is indeed the lowest floor of the map. So it would appear to me that the very first set of elevators should be marked "C4", and then the next sign should read "C3" to match the sign at the other end of the floor. (And yeah, I know I'm probably the only one who would notice this.)
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Part of the Dark Astoria storyline, with the Dream Doctor, turning in "The Choice of Hope Part 5: Twisted Memories": First paragraph, third sentence: "Hate, [player], that makes us forget what why we love our friends, our family." The "what" in that sentence is extraneous.
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My all-time favorite, from a random Skull in The Hollows: "No, I didn't call you stupid. I said your comment was an oxymoron. It's a rhetorical figure in which incongruous or contradictory terms are put together. Am I the only one who reads the books we swipe around here?"
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Yes, the RNG goblin is mocking me. I have something like 87 alts at this point, and they're virtually all scrappers, brutes, blasters, sentinels, and stalkers. Mingled in there are one corruptor, one dominator, and one tanker, all created that way purely for concept rather than actual combat role. I'm pretty much exclusively a solo player, so I prefer damage ATs. I was the same way in WoW. So I likely won't be rolling many "support" ATs any time soon, at least until I've come up with toons for every possible PS combination for those five damage classes (I have spreadsheets for this!) and I don't foresee ever rolling a mastermind, for psychological reasons*. So I have purchased a handful of SuperPacks hoping to obtain some useful ATOs. I've gotten five so far: One for Kheldians One for Widows One for Masterminds One for Corruptors One for Dominators It's as if the RNG goblin surveyed my account, saw what I needed, and then gave me something else. (Before anybody decides to "explain" RNG to me, I mean this post to be tongue-in-cheek. I realize my sample size is very small, and that there are more ATs I don't play than ATs I play.) * Masterminds and psychology: I'm mildly claustrophobic (not professionally diagnosed) and I've found that, even in games, I hate having a crowd of creatures around me in close proximity. I first noticed this when I tried playing a Necromancer back in Diablo II - I couldn't stand having that crowd of summoned skeletons skittering along with me. In WoW I had a couple Beast Mastery hunters, and I could deal with the one pet they had, but when a feature of the Legion expansion granted a second pet, I dealt with it but didn't like it. I don't even like hanging out in areas crowded with other players. So a MM just doesn't look attractive to me.
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How to Find the Ruins Exit out the front door of the dam, into the main part of Faultline. As you come out, look slightly to your left, and find the elevator on the other side of the big gap: Make your way across that gap (I usually fly, but I don't know if you have flight) and go just past that elevator. See the big pile of rounded boulders, and the bare tree? The entrance to the tunnels is the glowing red bit amongst the boulders: I recommend donning the Arachnos Disguise before entering (I don't know whether or not you can get another one from Agent G if the first one expires - if necessary, abandon the mission and then reacquire it, and that should get you a new disguise). Without the disguise or some form of stealth, you'll need to fight your way through the tunnels. In any case, once you're in the tunnels, just follow the yellow mission arrow and it will lead you right to the doors you need to enter. There are three of them in the tunnels proper, and then a final one into an actual Arachnos base. When you've finished that one, you can just exit out the other end of the tunnel and pop right over to the back door of the dam (yeah, you'll be on the other side of the dam by that point). Hope this helps! EDIT: I just recalled that you're actually given the Arachnos Disguise on the previous mission, so abandoning and reacquiring this one isn't going to get you a new disguise, if that even works at all. Anybody know? I've run almost all of my alts who are at the correct level through the Faultline story, but I've never dealt with needing to get a new disguise.
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Mission from Jill Pastor in Skyway, "Work on Newspaper Article", after accepting the mission: The second sentence, "Those areas have are overrun." - The word "have" should be removed. (I'm going to guess that the sentence originally read "... have been overrun", somebody decided to change it to "... are overrun", and didn't completely delete the old words.) This mission is not part of an arc, but is one of the "leadup" missions offered before "The Vahzilok Pollutant Plot" arc is offered.
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Story Arc: "A Path Into Darkness Mission: "Search base for clues" Archon Phillipo, the "boss" at the end of the map, says, "You have learned to much. It will cause you an unfortunate end." That should be "... learned too much."
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In Perez Park, speaking to the Reconnaissance Officer next to the closed Galaxy City gate: "Emercency" should obviously be "Emergency".
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A few of my more recent creations: Tom da Bomb, fiery melee/radiation armor brute: eZombie, savage melee/electric armor brute - he's an escaped Vahzilok creation who has retained just enough of his mind to understand "Bad guy bad!" He attacks other Vahz mobs on sight. X-Out, a villain; fire control/energy assault dominator: