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  1. The stalker version of Radiation Melee's tier 7 power, Radiation Siphon, is flagged as available at level 8 instead of what it should be, 18.
  2. I have three broad categories of requests, and then a thought about base PvP: My first request feels to me like low-hanging fruit, like it ought to be easy. Go through the list of items that can be used as interact-able objectives in AE missions, all the boxes and safes and stuff. Make a list of the ones that don't have matching base items, and import them. It feels like this ought to be pretty easy because by definition they all have separate geometry files, right? My second request is one I make every time, but especially after the last round of improvements to Winter Forest: we need more seasonal holiday decor! Halloween is sort of covered, with multiple jack-o-lantern models, plenty of existing spooky trees, all the creepy decor pieces from the Talons of Vengeance sets. But every year it astonishes me that we don't have a single Christmas tree, a single wreath, a single strand of holiday lights -- the only winter holiday decor we have in the game is a couple of menorah models. There are multiple 3D models in the game for wrapped Christmas presents (from the open zone event), how hard would it be to import those as base decor? And oh, how much I wish, every year, that we could place ice-skating patches in our bases. There's a Valentine's Day event, but no Valentine's Day decor, either. My third request is that I'd like a whole re-think of all of the non-interact-able NPCs and their placement. Right now, each NPC in the base editor has one idle animation. You get a couple of NPCs holding torches, and only those NPCs can hold torches, and that's all those NPCs can do, and so on. What I'd like is to be able to place any combat or hostage NPC that can be used in AE (except for custom characters, for obvious reasons) and then, in the Object Info panel when that NPC is selected, have a pull-down menu of every possible stance or idle animation. - - - - - As for base PvP, it's worth talking about why it never worked before we put any development resources into it. For one thing, CoH is a hard game to design PvP for -- you have the unhelpful combination of 80 MPH travel powers and long-activation combat powers that root the attacker. But base PvP was also super-punishing for anybody with pet or pseudo-pet powers, because bases don't get a map optimization pass like mission maps and city maps do, so there are no pre-calculated NPC paths for them to follow. For another, they create an inherent scheduling crisis: if both the attackers and the defenders don't show up at the same time, and in roughly equal forces, it's no fun for either or both side. I don't see any way to fix any of those problems. I can only really think of one PvP add-on to bases that wouldn't create some intractable headache. You could, in theory, add another room type to the Add Room tab for PvP rooms of various sizes that would use, say, Warburg combat rules, where you can attack anybody who isn't on your team. But because the NPC pathing issues are never going to go away, you'd have to make it impossible to place objects in those rooms, they'd have to be just empty boxes -- skinnable with the usual textures, but empty. Otherwise, the engine just doesn't support it well enough.
  3. Any chance of making time spent hanging out in Winter Forest count towards the Pocket D badge?
  4. Can we PLEASE have those decorated conifers as base-decor items?
  5. Thanks! I had a similar but different complaint about the villain arc. For a level 30ish arc, I feel like there are WAY too many elite bosses, way too many of the bosses and EBs in that arc spawn multiple ambushes. That's the kind of difficulty I expect (in that level range) to face in the last fight of the last mission of the arc -- not two and three times per instance in every instance.
  6. I just finished The Graveyard Shift on a level 28 (was 29 by the end) tri-form PB, set to +0x1, and ... was this supposed to be this brutal? Over half of the spawn points had unusually large numbers of spawns -- two lieutenants and a minion being the norm. Some of them were (expletive deleted) nuts, like the whole Raverobber instance, where a single spawn point typically consisted of 3-4 lieutenants and 5-6 minions. This, for example, is one spawn point (note the extra 3 lieutenants hidden by the girder):
  7. Have the devs decided when to start the Winter Holiday event this year?
  8. I love most of these changes but really feel like the new ally buff component of EMP Arrow should be moved to Disruption Arrow instead, since it has the advantage of being ground targeted. Not to mention that I can't think of any even comic-book-ish explanation for why firing off an electromagnetic pulse should buff your teammates.
  9. Why is Boomtown, already one of the most annoying zones to travel to, missing from Long Range Teleport? Also, I'd really like to ask you, please, not to kill the sg portal access to the Echo zones. Making Ouroboros accessible at level 1 but only if someone else opens a portal for you is going to mean non-stop spamming of requests for portals in all the starting zones, and we really don't need more chat spam.
  10. Any chance of showing the current WST on the news page above the announcements? Just to remind people as they're logging in?
  11. The resume_info.txt trick for saving userid and password stopped working for me. Intentional, or does the file need to be in a different directory now?
  12. Checked Tequila options. Game is saving to C:\COH Checked C:\COH\InfamousBrad. There is a playerslot.txt. Deleted it. Logged in. Moved a character from one slot to another. Played that character for a few minutes. Logged out to character select screen. Character is still where I moved them to. Quit game. Restarted Tequila, logged in. Characters are back to random order. Checked C:\COH\InfamousBrad. There is no playerslot.txt file. I haven't been able to save the order of my characters for months. Nothing works. Edited to add: Disregard. Checking "Remember this account" worked for me, too. Dip me in peanut butter and call me a Reese's cup.
  13. Fortunately when Frostfire got busted and turned stool-pigeon, there was still at least one Outcasts Brick crew safehouse that survived in Boomtown: the Brickyard. BRICK-11767 @InfamousBrad (both here and in-game): FINISHED.
  14. Red-side? I am SO in! Is there a Discord I need to be on? When's next?
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