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Everything posted by Fade
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In the tailor, check your stances in the Inherent tab of the power customization window. You may have inadvertently changed your stance, which has no visual indicator in the tailor mode, but would cause the effect you're describing.
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Costume Pieces that are oddly single gender (a thread)
Fade replied to TransHero's topic in Suggestions & Feedback
Cobalt Arachne gives a good reason why porting models between the body types isn't as easy as people assume. On the other hand, there's some low-hanging fruit in the area of textures. Many textures are designed to work with multiple models, but are limited to specific body types - for example, the "Athletic Shorts", "Belly Tee Long" and "Belly Tee Short" patterns would work perfectly fine on Male and Huge body types, but simply aren't allowed by the game. You can see for yourself that those patterns look fine on those body types if you save a costume file, edit the right line (in this case, changing the Texture2 line highlighted in my first image to another texture name the game can recognize), and attempt to load it in the game. The preview in the costume file load screen will show a valid-looking model, but will require you to "fix" the costume because it doesn't recognize those patterns for those body types. These are textures that already exist in-game and I think the only work required is to make the proper registry entries, but I don't know anything about how that works so I could be mistaken. I think many of the patterns designed for the Female body would work perfectly fine on Male or Huge bodies, and it would be great if we could get some proliferation on that front. There are fewer options that are available to Male body type that aren't available on Female body type (the only one that comes to mind is "Stripe 4" for upper body on Male, which is missing from both Female and Huge bodies for no reason that I can see). Some might look a bit strange depending on your own sensibilities, so I think it might take some developer time to go through the possible additions to pick and choose which ones are appropriate. Unrelated to the specific topic at hand, but along the same lines as the rest of this post - the Thigh High boots for Female body type could be made to work with any texture (or almost any, again depending on where your specific tolerances lie) that works with the Stiletto boot model. This isn't about proliferating costume pieces across different body types though, so I'll try not to pull focus away from that topic right now. -
Not sure if this counts as a typo, but on the Graham Easton arc (Last Rites), the mission "Infiltrate Sun Xiong's Estate", Sun Xiong referred to my female character as "him". Might be a mistaken him/her variable, or might be that Sun Xiong is targeting one of the male characters instead of my character. I was solo on the mission, so it wouldn't have been that he was referring to one of the other players.
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I'd say /e text would be a solid place to start for an animation. Put one of the already-existing bundles of money in the character's hands, and maybe a single bill moving back and forth would simulate endlessly counting a stack of bills.
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Sister Psyche TF was effectively revamped when it was replaced with the Penelope Yin TF. The only way the Sister Psyche TF is accessible is through Ouroboros, which is intentionally left unchanged so a player can experience the old version.
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UI is hero blue even when making a villain or Praetorian
Fade replied to Captain Fabulous's topic in Bug Reports
I've noticed this as well. Is there any chance you saved your window options on a hero, thus overwriting the default settings? -
That's a great way to handle it, and I edited my submission post.
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That would be me! I asked this question earlier, and I think it was overlooked in favor of the other question I posted. Considering I built the base by myself, but my friends helped by teaching me how the base builder worked, should I remove them from the contributing builders section to avoid misconception?
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2025 Homecoming Base Contest (Rules & Entries thread)
Fade replied to Easter Bunny's topic in Base Construction
Your character name: Dead Fade Your Global handle: @Fade Are you the owner? Yes Are you the builder? Yes Your base’s name: Zombie Fusion The shard it is located on: Torchbearer The passcode for entry: FEEDTHEFUSION-14609 The category your base is entering under: Novice Contributing builders’ names or Global handles: Built by myself Inspired by comics events such as Marvel Zombies and DCeased, Zombie Fusion is Fusion Force's undead theme team. We created undead versions of our main characters for the Halloween season last year. Our base has two main sections - the sewer portion and the graveyard portion. The Zombies have taken up residence in Paragon City's sewer system, and have made a home and functional base of operations from the trash and refuse of the city. At the end of the sewer segment, ride a broken pipe into the graveyard, a purely decorative area of quiet contemplation and eerie vibes. If you enjoy scavenger hunts, try to locate the ten hidden blue rubber duckies! Five are hidden in the sewer section and five are in the graveyard. Special thanks to @Emerald Fusion, @Kaasha and @Major Pain for education and inspiration! -
I'm considering entering the base contest with the first base I've ever built to completion, but the Novice category has a lot of competition in it. Would I be better off entering into a different category (Other/Miscellaneous, in this case)? Are the Novice bases going to be judged on a different level (perhaps more forgiving) than the other categories? EDIT: Another unrelated question: Some of my friends helped out with tips and tricks and suggestions. Will naming them as collaborators prevent them from submitting their own entries due to the "one base per player" rule?
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The concept sounds fun! I'm not sure about some of the specifics (I don't love the idea of stepping on Electric Controllers toes by making a visual clone of their tier 9 pets, for example) but the overall idea is definitely worth pursuing.
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Expand the level range for Praetorian morality missions
Fade replied to CommisarCommunism's topic in Suggestions & Feedback
I think it would be great if there was some overlap to the level ranges in the Praetorian arcs and zones. I'd suggest the arcs in Nova Praetoria range from 1-15, the Imperial City arcs range from 10-20, and the Neutropolis arcs range from 15-25. That would let players move through Praetoria as quickly as they do now, linger and complete missions on their own timescale without needing to handicap their own progression, and give players some wiggle room if they intend to pause XP gain but make a mistake. It would also help pure-goldside characters have content throughout their journey, though there might need to be some extension in First Ward and Night Ward as well to make that feel as good as it can. Goldside content is limited, but the much more pressing issue is that you are arbitrarily cut off from completely valid content way too early. -
I know this post is nearly a month old but I need to commend you on the comedic choice of taking the final screenshot from the hospital.
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Empyrean Merits are a super important and under-explained part of the modern incarnate system: Empyrean Merits are the most efficient way to obtain your Rare and Very Rare incarnate components, and also can be broken down directly into threads. If you haven't been using them yet, you probably have a huge stack of them already, because they are rewards you get every three vet levels (as well as from completing incarnate trials). Check the list of stuff you can do with them in the menu where you create components.
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Personally, I don't have exactly the same problem you're describing, but I do have a similar issue. I can resize the character bio window just fine, and after resizing the window it stays that size for that character. When I inspect another player, I get a scrollbar. But when I see personal info for my own character, I don't have a scrollbar, even when my character bio is too long for the window. That makes me think there is some kind of bug - perhaps associated with adding the toggle for "show character age"? I think the situation started right around that same time.
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I personally like the solution of: Have group fly at base level only affect self and pet-class entities (I don't think anyone would object to their pets being affected by someone else's group fly). Give it a pop-up tray, similar to afterburner, that allows group fly to affect players as it does now (including whatever new system allows a player to choose to not be affected by it, by default or via an options menu selection) I think this setup would give the best of both worlds. Under normal circumstances, I think most players do not want to be affected by someone else's group fly. But some players do intend to give others group flight for specific tasks, like Hamidon raids, and it would be unfortunate if they lost the ability to provide that to people who want it. This setup allows the user of group fly to fine-tune what kinds of entities are affected by their power, and also has room for the players to decline it.
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I am not the OP, but I would interpret their request as being "show the Global Friends tab first when opening the Friends window, instead of needing to click past the character-based friends list first."
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Focused Feedback: The Labyrinth of Fog
Fade replied to The Curator's topic in [Open Beta] Focused Feedback
When he gets to the appropriate health, could he spawn a pseudopet that offers a TP to everyone in the zone? That way it could be opt-in for people who are far away but wouldn't just grab them. -
It's a tough one to design around, I'll admit. Looking at some other control sets for examples: All of the Energy attacks in other sets (Energy Blast, Energy Melee, Energy Manipulation, Energy Assault) only really contribute stuns/disorients or knockback, so that's a limiting factor. Gravity Control has a little bit of knockdown in Propel, but otherwise it doesn't use a "secondary effect" so much. Its powers break the mold a bit with enemy movement and having more attack-like powers than was standard on a control set at the time of its design. Mind Control also doesn't have a secondary effect, other than just having a good damage type and ignoring positional defenses. Not something I'd suggest ripping off. Illusion Control very much breaks all the molds, but its single-target hold also has a chance to sleep enemies around it in a splash area, like poison's debuffs. And, come to think of it, Gravity's Propel kind of has a splash area too, if you combo it. Maybe a chance (a low chance, realistically) to do knockdown on nearby targets when you hit with a single target power? Or, cribbing a bit from the Energy Melee revamps, some kind of Energy Focus-like builder that gets spent to improve knockdown chance? I hesitate to focus (pun intended) on that angle to avoid making Energy/Energy Dominators have two separate build/spend mechanics, which seems like it could be annoying to play.
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Focusing on Energy Control, I feel like the -damage component that a lot of them have as a secondary effect feels more like Kinetics' bag. Not sure what I would suggest as an alternative, though. I do like that there is a big theme of knock(down/back/up) and a bit of disorient, and I could see more disorient stacking as a way to carry over the theme of Energy (particularly Energy Melee) while increasing the control components.
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The cumulative chance of missing a 10% drop 17 times in a row is 16.67%, roughly 1 in 6. It's just unfortunate luck, sorry.
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While I think it would be nice to have this built-in, I've made a bind file that has similar functionality that might do what you want it to already. I made a file called ca.txt in my Homecoming/settings/live folder, so I can load it in-game with /bindloadfile ca.txt. In that file, I have 3 lines: C "monitorattribute To Hit Bonus$$monitorattribute Damage Bonus$$monitorattribute Recovery Rate$$monitorattribute Endurance Consumption$$monitorattribute Recharge Time Bonus" shift+C "monitorattribute Ranged Defense$$monitorattribute Melee Defense$$monitorattribute AOE Defense" alt+C "bind C nop$$unbind shift+C$$unbind alt+C" In-game, after I've loaded ca.txt, all I have to do is hit C, shift+C, alt+C to have my windows show up as I've set them up. The command on alt+C helpfully unbinds my keys so I don't accidentally turn off the combat attributes I just started tracking. The exact attributes you want to track are likely different from the ones I track, so check the wiki's page on the /monitorattribute command to find the ones you want to track. The command is a bit weird in how it works. In theory you could also just save those lines in your default keybind file, so you don't even have to use /bindloadfile ca.txt if you always want to use the exact same attribute window on every new character you make. I don't personally do that because I've set up ca2.txt and ca3.txt tracking different defensive stats for other characters.
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Ninbrutsu.
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Phantom Lore Incarnate power customization suggestion
Fade replied to LucyLucid's topic in Suggestions & Feedback
I'm torn: I like the idea, but I also want to engage in some vulgar tangential ranting. So many decisions!