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Everything posted by Burk
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Specifically, its an issue with the alignment system. Since the missions are marked as Hero, if anyone is a Rogue and are in a coop zone like Ouroboros, the game won't let the mission be set and instead tries to spawn a mission for each player.
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Not an objective that spawned out of bounds, but ones that spawn in bad locations for their model. The bombs in the mission Thwart Black Scorpion's plans in Black Scorpion's second arc do not have backs on them. If they always spawned against a wall, this might be alright, but multiple of them were not.
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Labyrinth of Fog Secret Locations [SPOILERS]
Burk replied to Final Overlord's topic in Open Beta Testing
Rikti drones do not have extra perception. They don't see you further away than normal enemies if you don't have stealth. However, they ignore any stealth you may have. The Rularuu eyeballs both ignore stealth and have extra perception. Although they don't appear in the Labyrinth, Knives of Artemis also ignore stealth. Note that normal enemies (not snipers, Hami enemies, giant monsters, or itrial AVs) have a hard cap of 90ft perception which is nowhere near enough to see a stalker (150ft) or illusion/arsenal (200ft). So anything that sees one of those characters either ignores stealth entirely or happened to get lucky hitting them with some aura or spammed AoE. -
Labyrinth of Fog Secret Locations [SPOILERS]
Burk replied to Final Overlord's topic in Open Beta Testing
You don't need to clip your head through the wall/ceiling for the Monorail. There's a hole in the wall behind the pipes at [-1776.7 -251.4 1123.6]. -
With all the character switching I've been doing for badges today, I hard crashed every 3-4 character swaps. Always as I'm logging into a character and when I reload the game it gives me the "already logged in" message. Didn't have any crashes outside those, but it was pretty consistent and happened at least 15-20 times.
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To be complete about it, these are the badges that require you to be on a specific side. Hero, Vigilante: City Official (Atlas city hall), Law Enforcer (police stations), Commuter (train stations), Shop Keeper (stores), Dimensional Explorer (Shadow Shard), Intern (PI Portal Corp) Villain, Rogue: Pilot (Arachnos helicopters), Crey Employee (Nerva Crey building), Arachnos Official (Grandville), Arachnos Agent (various Arachnos bases), Smuggler (ferries), Demagogue (Port Oakes city hall)
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Becky Badge has been consistently bugging out on us. PLS fix this
Burk replied to SSR's topic in Bug Reports
Another of our biweekly Master of Aeon runs, and another round of Becky getting stuck on the glowie. Gave up on her a little faster this time because we were all sick of this issue. Three attempts in a row and haven't gotten the badge in 6 weeks now. -
BlockingAccept happens when the player is in a league of one. This used to happen a lot when using LFG to teleport, but can still happen when someone was in a league and all the other members quit. The reason the second invite works is because the error also signals the game to remove them from the league of one.
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That's because the same power for multiple ATs are actually different powers in the code. For instance Blaster Ice Bolt, Corruptor Ice Bolt, Defender Ice Bolt, and Dominator Ice Bolt are all separate powers. However Arcane Bolt from Sorcery is the same power in the code regardless of the AT it is taken on. That means that Blaster Ice Bolt can be set to take Blaster ATOs but not Corruptor ATOs, etc. I'm not sure if the equivalent can be done with Arcane Bolt.
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/search aka "find member" window: "search" button lag or some other issue
Burk replied to UltraAlt's topic in Bug Reports
Recently they added a cooldown of sorts on being able to search. You should be seeing a "You cannot search again so soon. Please wait a few seconds and try again" message in system chat if you try to click search too soon after searching (exact time seems a little inconsistent, maybe 10-30 seconds). -
Becky Badge has been consistently bugging out on us. PLS fix this
Burk replied to SSR's topic in Bug Reports
I'm pretty sure the issue is that the "door" to go from the second area into the third is right on top of the glowie that you have to click to spawn it. She tries to enter the door to follow, but gets caught on it. If the glowie could be more offset from the door, this probably wouldn't happen. Any attempt to fix it by having the character she's following die, exit the mission, or get teleported back to the second area can result in her detaching from them, and then bugging out. Usually walking through walls and getting lost. Ultimately ending up in the state of the second screenshot where she refuses to reattach to a player. I have no idea how that one can be fixed, but I've also seen that kind of behavior on other escorts before, so not unique to Becky. -
While I generally will use the regular threads to build my first Alpha ability on a character up to T3 for the all-important level shift, I will frequently save up shards to use for building it up to T4. Threads have 5 other slots needing them, so until I have enough threads/salvage for those, I don't like using them for Alpha. Plus, it is always a pain to get actual VR salvage rolls, so if I can use shards and Notice of the Well from weeklies to make a Favor of the Well, that can save on the frustration. (Of course, if you're not a hoarder like me and want to just use Empyrean Merits for stuff like that, feel free to ignore me.)
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If you mean a penalty if someone quits the team while a TF is in progress, I see two major issues immediately: 1. A player who wants to quit will be incentivized to just log off instead, leaving the team to face missions that assume the player is still helping when deciding how many enemies to spawn. We cannot penalize people who log off because the TF system is deliberately designed to allow the team to log off and resume at a later time. 2. What if a team has to reset? For instance the team might not be able to overcome some AV challenge and wants to try different content or swap out for better built characters. Also, when we run Master of runs, we frequently have to restart when there is a death. How would the game know that these players quitting are not just "leavers"?
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Forgot to mention it is a "Board Transit" mission, so easily accessible in Ouro as well. The red-side version is Wu Yin's Personal Story which is basically the same (I prefer this one because I do most of the other level ranges red-side anyway).
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Rad Armor Bugs - Radiation Therapy and Particle Shielding
Burk replied to Maelwys's topic in Bug Reports
What level enemies did you test Radiation Therapy against? I notice that the regen effect does not have the "Does not scale with enemy level" flag. If you were fighting something one level higher than you, that would exactly reduce the effect by 10%. So, I'm guessing it applies the regen from hitting yourself and then if there are enemies around it immediately replaces the effect with the one from hitting them, level scaling the effect and all. -
As far as holding him goes, the titan has the same kind of purple triangle protection that most regular AVs have. They just are not visible on him. So part of the time he's as vulnerable as a boss, but most of the time he has 50 more protection.
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I find doing most of it red-side with a splash of gold-side a little easier, so I go with 1-15: The Loa Bone (one boss) 16-20: Blood of Tyrants (Imperial Crusader, Ch 5) (no combat, choose resistance and just run to end) 21-25: Pride in Your Work (Neutropolis Power, Ch 4) (no combat, choose loyalist) 26-30: Eliminate Negotiator and Witnesses (two bosses) 31-35: The Unlucky Artifact (one boss, stop him from escaping) 36-40: Attack Longbow Portal Base or B4nKbUsTah (this level range doesn't have great options, but I still think both are easier than the Doctor mission to do with challenges) 41-45: Selestar (one boss, do have to clear his room) 46-50: Wu Yin's Personal Story (no combat)
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Some things "I" think would be cool additions
Burk replied to Drow2100's topic in Suggestions & Feedback
I beg to differ, considering that this game has a low level "robot" faction, the Clockwork, that turns out to just be metal pieces telekinetically moved by an unstable psychic. No reason why a robot mastermind couldn't be a mage doing something similar. -
Reduce Lusca re-spawn delay after each Tentacle kill
Burk replied to Shin Magmus's topic in Suggestions & Feedback
I'm not sure it was that way on live, but the head becoming vulnerable with 2 tentacles left has been a thing for a while. -
That definitely seems new. I have definitely stealthed through the tunnels on mission 3 of Market Crash. With all of the stealth stacking changes, the only way you're going to be able to overcome 90ft perception is if you are a stalker, you are an illusion/arsenal controller/dominator, or you're stacking support set stealth auras (shadow fall, etc). On a side note, no amount of stealth stacking is going to do anything about Rularuu. Certain enemies like Rularuu eyeballs, Rikti drones, and all Knives of Artemis apparently ignore your stealth without relying on increased perception. Otherwise they would see unstealthed characters from much longer distances (the eyeballs do actually do this, but it's separate from the stealth ignoring) and the 200ft stealth of illusion/arsenal would probably be enough to still be stealth against them.
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I was running the new Striga missions with spirits when one of them flew out of the map, showing me a rather large hole. The specific map at the time was Abandoned_Warehouse_45_Layout_02_02, and it was located around [365,71,-495]. Later, I was running another mission in Striga on a different type of warehouse map, but came across the same style room. Sure enough, the hole was there too. This time it was V_Warehouse_45_Layout_19 located around [-383,71,-22]. This time I took a picture: Those window parts on the right are supposed to be covering the holes, but have been shifted over. If I fly out the hole, I can even see the second one floating out in the void: I suspect that a number of maps have this same issue.
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Technically 18 badges cause there's 8 explore badges and one accolade for getting them all for each zone.
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Is it like some of the other giant monsters where the level of the adds depends on the player character that they are targeting at the time? Would make a lot of sense for them to scale.
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That's pretty typical of enemies with large hitboxes. As an extreme example, take a look at Seed of Hamidon in First Ward. Melee attacks are allowed to hit it when you're in the hitbox, but cones require that you be in range of the center or whatever point the game has picked as the core of the hitbox.