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Kai Moon

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Posts posted by Kai Moon

  1. As I write this, another level 20-29 enemy design, the Zoombie, has gone back to the drawing board, again.

     

    For all the tweaks and reworks, are Zoombies interesting, beyond solo badgers, to the player base in general? Quantifiably, no. Never a peep about that arc on /lfg. There's no interest.

     

    Given those circumstances, I'm skeptical of retuning existing level 20-29 content. Nobody wants it to end with Warriors becoming like Zoombies - content to either skip or solo, because subjecting mid-level randos from /lfg to it would be rude.

     

    Here's how to avoid that.

     

    * DO go for cosmetic reworks. The old default weapons look just as low-poly and monochrome on Warriors as they do on us.

    * DON'T make new costume parts NPC only. NPCs may be the fully voice acted stars of certain MMOs, but player designs should come first on CoH.

    * DO keep Warriors under level 30 strictly smashing/lethal with limited ranged attacks. Some defense sets don't get the tools to deal with anything else until higher levels.

    * DON'T power creep existing content. Warrior arcs are tuned about right for level 20-29. Easier than Yin and Citadel, fewer reward merits.

    * DO add new smashing+lethal melee powers for variety. Spears in particular would be mechanically and thematically on point. (Tee hee.)

    * DON'T add defense powers to NPCs. They don't make the gameplay more challenging. They just make us press the same buttons more times.

    • Confused 2
  2. In uiTarget.c, getConningColor() compares level and rank, capped at diff=4 (purple). This gives a player running +4 notoriety less UI information about targets; almost every target is purple, regardless of rank.

     

    Adjusting plvl by adding the player's notoriety level, or some other optional player-chosen value, would give some players a more useful UI. For example, a level 50 player with a +4 adjustment would see level 54 minions as white, level 54 LTs as yellow, level 54 bosses as orange, etc.

  3. Defeating Dragon Blue Ink Man minions in the level 15-40 Tsoo villain group does not award progress toward the Ink Man gladiator badge.

     

    (Note: All other Blue Ink Man minions correctly award progress. Checked level 30-40 Eagle, Serpent, and Tiger Blue Ink Man minions, and all Blue Ink Man minions in the level 50-54 Tsoo villain group.)

     

    Steps to reproduce

     

    1. Have a level 20+ character without the Ink Man badge

    2. Go to Siren's Call or St. Martial

    3. Observe Ink Man badge progress under Gladiator badges

    4. Find and defeat Dragon Blue Ink Man minions (but not Eagle, Serpent, or Tiger)

    5. Observe Ink Man badge progress under Gladiator badges

     

    Expected results

     

    Each Dragon Blue Ink Man defeat adds 1 to the Ink Man badge progress bar.

     

    Actual results

     

    Dragon Blue Ink Man defeats do not affect the Ink Man badge progress bar.

  4. If a target is hit by Transfusion, but is defeated immediately afterward, Transfusion's visual and sound effects play, but there's no healing.

     

    Steps to reproduce

     

    1. Log in a high level character with Will Domination and Transfusion.

    2. Stand next to a solo Hellions lieutenant in Prometheus Park, Atlas Park.

    3. Target the Hellions lieutenant.

    4. Use Will Domination, and immediately queue Transfusion while Will Domination is activating.

    5. Make sure both powers hit. If either power missed, try again from step 2.

     

    Expected result

     

    Transfusion hits the target, then Will Domination defeats the target while Transfusion is animating. Transfusion's AoE heal still occurs, same as old pseudopet mechanics.

     

    Actual result

     

    Transfusion hits the target, then Will Domination defeats the target while Transfusion is animating. Transfusion's AoE heal visual and sound effects play, but no healing occurs. See screenshot.

     

    transfusion-no-heal.jpeg

    • Thanks 1
  5. Summary:

     

    Completing an Independence Port safeguard or mayhem on a level 25+ character for the first time grants the temporary power Movement Increase. This power is described as a straight movement speed buff, but is applying strength buffs instead.

     

    Steps to reproduce:

     

    1. Use a character who is level 25 or higher and who has not yet completed an Independence Port safeguard or mayhem.

    2. Complete an Independence Port safeguard or mayhem for the first time.

    3. In the power tray, under Temporary Powers, examine the description and details for Movement Increase.

    4. In Combat Attributes, under Movement, examine the listed buffs.

     

    Expected results:

     

    Movement Increase is described as a movement speed buff, and its details are consistent with that. Movement Increase is listed as movement speed buffs in Combat Attributes.

     

    Actual results:

     

    Movement Increase is described as a movement speed buff, but its details show strength buffs instead. Movement Increase is not listed as movement speed buffs in Combat Attributes, and instead increases Swift, Hurdle, etc.

     

    Possible fix:

     

    Change Movement Increase from strength buffs to straight buffs.

    movement-increase-details.jpeg

  6. As for live servers, I'll fess up. There were two exploits I used and never reported. The first to put legacy costume parts on my characters - the replacement parts are close but different enough that I don't like them. The second to put not-yet-implemented powers such as Gadgetry pool on my characters - I had to be very discreet about this exploit, obviously. I made both exploits public in the last month before shutdown, since I no longer feared a ban, knew they wouldn't be patched, and wanted others to join the fun.

     

    TLDR: I'm predisposed against recognizing bugs as bugs if I like the change - I'm likely to report it as a missing patch note. If I know damn well it's a bug, I'm on the naughty list, and I'll exploit it in secret.

  7. I was in Siren's Call on my storm/dark defender, flying rooftop to rooftop for winter event presents. The zone seemed empty, except for my bounty, who hadn't left the Arachnos base. Flight was uncommon in pvp, so I thought I'd be left alone.

     

    After a while, my bounty's marker started to follow me. I flew higher, circled a few buildings, and saw no villain. Still, the marker was airborne too, getting closer and closer.

     

    So a stalker had a jetpack, and me as his bounty. Stalkers ruled pvp. I wasn't even built for it. Time to retreat to Steel Canyon, right?

     

    Well, maybe I can scare him off, I thought. Make myself a hard target, not worth the jetpack fuel.

     

    So I laid a trap. I landed on a wide open rooftop. Walked up to the present. Clicked it. Counted. One. Two.

     

    Three. I canceled my click, and dropped Freezing Rain on myself instead. The rain revealed not one, but two stalkers next to me. One stalker jumped away. The other stalker, my bounty, lacked knock protection, and flopped helplessly on the rooftop.

     

    I was weak, but I blasted the best I could. Freezing Rain let up, and the second stalker jumped away. At the last second, I charged Moonbeam. It stalked him slowly through the air. Moments later, he plummeted to the streets below.

     

    Both stalkers left Siren's Call. I returned to collecting presents, but collecting that bounty was the most memorable present of all.

    • Like 7
  8. Some memorized recipe names are different from the crafted enhancement name.

     

    Memorized Recipe Crafted Enhancement
    Invention: Confuse Duration (Recipe) Invention: Confusion Duration
    Invention: Defense DeBuff Duration (Recipe) Invention: Defense DeBuff
    Invention: Fly (Recipe) Invention: Flight Speed
    Invention: Immobilize Duration (Recipe) Invention: Immobilization Duration
    Invention: Jump (Recipe) Invention: Jumping
    Invention: Knockback Duration (Recipe) Invention: Knockback Distance
    Invention: Range (Recipe) Invention: Range Increase
    Invention: Run (Recipe) Invention: Run Speed Increase
    Invention: Snare Duration (Recipe) Invention: Slow
    Invention: Stun Duration (Recipe) Invention: Disorient Duration
    Invention: ToHit DeBuff Duration (Recipe) Invention: To Hit DeBuff

     

  9. On my /psi dominator, Psionic Dart's animation is definitely bugged, not lagged. Bright palm assault and dark palm assault are around 2 seconds or more to animate. The other customizations are clearly faster, but not sure if correct.

     

    Switched between the customizations over several DFB's just to make sure. Palm assault was consistently very slow every time. The other customizations were consistently much faster (but not sure if correct) every time.

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