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Fira

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Everything posted by Fira

  1. I'm a bit confused - always assumed that the T2 bots double-shielding was a bug, since they only do so to select other pets - and not the MM nor each other. Unless i'm missing something, given a shield currently hits 12.57% def on my MM @ 50 and with Nerve/Agility, that would mean MM & T2s getting basically 9.2% all def extra for free ? That ... really sounds like a bit much for something that is worded as being Quality of Life changes Edit: Don't get me wrong, i'm grateful for the fact it's more consistent, i'm just a bit confused by the effective increase
  2. What 'bout out-of-contexts ?! Sounds like these guys really afraid of getting trapped into AE...
  3. Edit - i'm guessing this was fixed here, though it's not openly said, nor mention of other lores. the data dump isn't up to date either i guess. BP lores remain absolutely broken from the -Res regardless
  4. Hey, I'd like to share some thoughts and discuss - in the odd chance anyone cares about that. Something I heard of a couple times a while back (and you might have too), that always appealed to me, was this story of someone that would have henchmen talk back-n-forth in scripted fashion over pretty long conversation scripts, using self loading binds to progress through. It sounds like a pretty cool way to make henchmen more dynamic and a bit more, uh, present and lively. But I figure it's still ultimately something pre-scripted and you get used to. Is it possible to do better than that ? I previously set out to try and twist this idea onto some kind of dynamic combat feedback. Instead, you use /chatlog to dump combat logs, and an external app picks it up, parses it, aggregate recent data, and write bind files back to be used in-game. This would mean you can get your henchmen to react with snarky comments about combat situations (Ouch! You'll pay for that Paragon Protector Elite!) by periodically pressing the bound key. This proved a bit challenging to put together in full and i still don't have a full prototype for that, but it definitely seems doable. However some tinkering yesterday brought me a different approach for which i managed to do something practical - and this is why I'm writing about it. I'm sure there's many more interesting things that can be done around this and it's a cool subject to bring up. So instead, this one focused on a simpler aspect by using a bind you'd be constantly using anyway as mastermind: combat orders. Rather than just constantly going "By your command." couldn't these stupid robots be a bit more interesting ? Idea was as follow: use a similar system of chain-loading bind files to go through a sequence. Sometimes the file's binds will just perform the order. Sometimes it will add extras. In extreme cases, it might just do something entirely different. Then it loads the next one. To bring a semblance of randomness, you have to generate a very long sequence (thousands) automatically. In order to make the thing more interesting, i figured you could leverage the sequence to give the robots a bit more long-term life. So rather than just choosing from a single random pool of comments and edgy stupidities, you can split them up in, say, "moods", and have them transition from one to the other periodically. This can even be further exploited to introduce silliness such as malfunctioning robots that will do something else entirely. A quick example of what this early proto looks like ingame as you give orders (with an occurrence chance like 30-40% of the time) - back to back without pressing anything else. Lines added to explicit the 'mood' changes: [13:41] [Pet](Mekki)Vayu: Ready. [13:41] [Pet](Mekki)Sagi: Attacking. [13:41] [Pet](Mekki)Sagi: Engaging designated target. [13:41] [Pet](Mekki)Vayu: Navigation target acquired. [13:41] [Pet](Mekki)Sagi: Target location acquired. [13:41] [Pet](Mekki)Larry: Holding position. [13:41] [Pet](Mekki)Vayu: On the move. [13:42] [Pet](Mekki)Kirby: Moving toward target. [13:42] [Pet](Mekki)Sagi: Ready. [13:42] [Pet](Mekki)Kirby: Terminating. [13:42] [Pet](Mekki)Henry: Moving to attack position. --- [13:42] [Pet](Mekki)Henry: Engaging target. [13:42] [Pet](Mekki)Kirby: Plotting new course. [13:42] [Pet](Mekki)Henry: General Navigation failure. [13:42] [Pet](Mekki)Vayu: Movement order confirmed. [13:42] [Pet](Mekki)Marty: On the move. [13:42] [Pet](Mekki)Sagi: Securing perimeter. [13:42] [Pet](Mekki)Kirby: Assessing nearby threats. [13:42] [Pet](Mekki)Kirby: Movement order overriden by safety systems. [13:42] [Pet](Mekki)Sagi: Attack order corrupted. [13:42] [Pet](Mekki)Vayu: Plotting new course. [13:43] [Pet](Mekki)Sagi: On the move. [13:43] [Pet](Mekki)Henry: On the move. [13:43] [Pet](Mekki)Henry: Plotting new course. --- [13:43] [Pet](Mekki)Sagi: Let em' come, i'm ready ! [13:43] [Pet](Mekki)Vayu: Moving as ordered ! [13:43] [Pet](Mekki)Henry: On the move ! [13:43] [Pet](Mekki)Marty: I got your back. [13:43] [Pet](Mekki)Marty: They won't be a problem much longer ! [13:43] [Pet](Mekki)Kirby: I'm on it ! [13:43] [Pet](Mekki)Kirby: I'm on it ! [13:43] [Pet](Mekki)Sagi: Engaging ! I'm sure there's many more cool things that can be done around this by playing with bind_load_file_silent. I figure some probably already have their own too. This is awful, awful early code, and not usable much, but still here's a quick look into the script/approach i used to generate bind files should anyone be interested into rolling similar things: https://github.com/fira/coh-moodbots I'd very much love to hear more especially if others have been doing similar things or had such ideas, etc
  5. Simple thing but need to point it out, as that was the case on live too and always buggued me. Every time you change MapServer it toggles back off, which kind of takes away a good part of the point of it. I don't see a particular reason this would be intended other than probably being forgotten in however that stuff is sync'd back - that goes beyond the semblance of understanding i have. Relevant value seems to be Ents2 DisplayAlignmentStatsToOthers
  6. Thanks ! So basically pre-generating nav meshes for AIbefore release ? I'd have thought this would have been a thing in live and most games, pretty interesting if such a design choice was made primarily for base fighting (Also to clarify per Don's answer, just reflecting as per current, I realize it's historical and obviously shard mergers would cause a lot of issues and aren't straightforward, I'm not particularly suggesting it should be done) Edit: Hell, double-thanks for fixing Reunion while I'm reading this
  7. Only stumbling on that now, find it very interesting, helps understand some of the choices there - though I'd still argue shards are too many currently, not because of load but simply due to fencing players (I mainly play on Reunion which is bit special but player 'dilution' over time is quite palpable and i'd expect same on some others given player counts) Had previously briefly used and considered OVH services at smaller scale and it never looked like quite a competitive option there (among a few other things) but under that angle, scale and use case (clustering, multiple locations, etc) it definitely seems to make a ton more sense as middle ground between more bare alternatives, and overly expensive cloud-focused IaaS platforms as mentioned above I'm intrigued by the mention of "beaconizing" here and what it entails, there is a page on OuroDev mentioning usage but that's it. Is it like a pre-release generation step, or server side pre-caching ? What's so important about it ?
  8. Oh... Alright... I see, thanks
  9. Funny rare bug I encountered previously on Posi 1 3rd mission, and ITF last, and saw mentionned on helpchat a handful times. Sometimes upon completing a TF mission, nothing seems to happen for the actual TF state - that is to say you exit it and made no progress and are asked to do the same mission again. Happened again with Posi 1 3rd mission (MAGI Assault in Oranbega) just now, with a group somewhat struggling (it was good fun the first time, but redoing it bit ouch, so a third time...) - both times completing the mission had no effect on TF progression. In previous cases i believe this was a single occurrence. I'm bothering writing a bug report now because I noticed a few things that I'd guess are related and might narrow it down or explain: I was the Team Leader, but noticed after the fact that Positron was in fact in Inactive contacts Talking to Positron at that point would result in the "I want to talk to your team leader" generic dialog, even though, well, I was To clarify, I was both team leader (star) and active team member (according to team UI), and difficulty settings applied accordingly As we disbanded team and the last other member quit the team (which was the person that originally formed team, having passed star for level scaling), but remaining alone in TF team, the above went back to normal A potentially important note is that I was Rogue aligned. I've never seen cause issues in that context before, especially since this shouldn't count as a mixed team in this case, but who the hell knows...
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