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RubyRed

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Everything posted by RubyRed

  1. I will miss my Stompy, destroyer of low level EBs. 😆
  2. So, just so I get this right... in a situation where: a) I can TUNNEL to Night Ward to get access to Midnight Club on Primal Earth (for some reason) b) Queue into ITF to insta-teleport to Cimerora c) Every hero/villain has access to LRT as a power even if it makes no sense for their character "You can't teleport to Cimerora because in-world consistency" is suddenly a thing? I don't have an opinion one way or the other on whether it should be added to LRT. I just wanted to point out the absurdity of taking this stance where there's already dozens of other convenience-related features of the game that don't follow this kind of rule.
  3. Found another tip mission that's easy to break. This is one of the missions for Rogue -> Hero alignment shift, level 40. Objectives get kind of weird in the beginning. It starts with "three heroes to rescue", but at various points while I was testing this out it also said things like "One hero to rescue, 2" and also just "2". The hostages can be hit by enemy aoes and get killed. Snow Maiden died on me on my first attempt, which left me with no objectives and had to reset it.
  4. Level 25 redside tip mission. The first objective is to "find stardusk", which is easy enough since she spawns at the entrance alongside some other mobs. I cleared out the pack but didn't realize Stardusk was targetable and killed her with aoes. At that point, there's no mission objective. I tried clearing out the map, after which it highlighted a safe on the wall that was non-interactive.
  5. I apologize that I've not had time to keep my code up to date with the latest changes.. the Homecoming team makes structural changes to powers.bin far more often than I imagine the retail team ever did, and the reverse engineering takes a lot of time and effort. So I kinda signed myself up for a sisyphean task. 😛 I've had a lot of other IRL stuff come up this year that's kept me away from the project.
  6. I think this would be a nice addition at some point. I get some stats since I use Lutris as a front-end but that has challenges since it's tracked client side (I play on two different computers and have reinstalled at points which wipes the data). Probably doesn't need to be that fancy at all. It could just track time the game is running, that's what Steam does, and it's a nice enough estimate.
  7. Oh jeez, I'm so sorry... I hope you didn't use my bin parser as a model for Rust programs, I literally just vomited that code out as I went along specifically because I didn't feel like overthinking or planning ahead. I've written far more coherent code in my lifetime, I swear 😆
  8. This is some really spectacular work, @UberGuy. So happy to see something cool and useful for the players come out of the reverse engineering I did.
  9. Honestly I'm not keen on emoji but this isn't a bad suggestion, because to add emoji you would need to extend Unicode support into the chat which would open the full international character set as well (selfishly I would love to see this for character names too, but there's a whole can of worms there). That said, I would not want to be the one to try and implement it... all of the text in the game is based on CP-1252 encoding using simple C strings, which would be a nightmare to upgrade. You could hack in a subsection of emoji using a special chat code and custom graphics, which would be easier but would still require a lot of custom ui work... I'm gonna guess we won't see anything like this any time soon.
  10. I don't suppose this could be made an option? I actually think it's easier to use the way it is currently, especially if you only have a few zones unlocked...
  11. No, it's really not. Constructive criticism is one thing, but when you lead in with judgments like "X is terrible/bad/a mess" you set a certain tone for your post that can be inferred. TBH, I'm impressed that Piecemeal responded so civilly to your post after you basically trashed what was likely hundreds of hours of difficult work. You do actually have a lot of valuable feedback in your post, and not entirely new. You might want to check the feedback on the beta forums, especially on the story arc, since a lot of it was already said. It would have upset fewer people if you stuck to the feedback and avoided the judgmental parts. That's entirely up to you how you wish to engage, though.
  12. I'll make a note to look at it. As is, it pulls only things that are discovered through primary/secondary, epic, pool, prestige, and incarnate powers. Temps are a bit wacky because there's a lot of non-player stuff in there.
  13. Updated with i27 page 1 data on the live version of the data set. Additionally: Attribute mod flags that change based on the attribute should be accurately reported now. Global chance mods now accurately report their % chance. Strengths disallowed added to output. Some chain fields that were missed from i26p5 have been added.
  14. A surprise to be sure, but a welcome one. I was totally not expecting this to drop on live so fast! Thanks for all the hard work.
  15. Been a while since I did much with this. I made several new updates today: Added Sonic Manipulation to Blasters and Energy Melee to Scrappers (i27 stuff) Made the issue-selection more granular, you can now choose any range from i24 to i27. Realized I had missed Spines on Brute, so that's been added. There wasn't any logic to validate the suggestions, so you'd sometimes get silly suggestions like Shield Defense + Titan Weapons. That's been fixed. Nice little badge added next to power sets for anything post-i24. If you're having any issues using the page, make sure to empty browser cache and try again before reporting as a bug. Thanks!
  16. Could be, but other than Vile's example with Faultline, I haven't seen people asking for transparency specifying what that means except in broad strokes. So, yes, I responded to vagueness with vagueness.
  17. I apologize. For some reason thought you posted it both times but the first time was someone else, you're right. This is probably the best kind of feedback -- specific example of what you're looking for. Just calling for transparency can mean too many things to different people.
  18. I think if your standard is going to be "devs must crosspost every conversation everywhere" you're just going to encourage them to participate in discussion less, not more. You're setting the bar for "transparency" incredibly high. You keep posting that screenshot but honestly that conversation is minutiae that isn't really relevant for general feedback regarding patch updates.
  19. That's getting incredibly tinfoil hat with regards to Discord. There's nothing about Discord's TOU that makes it inherently unsuitable as a place for gathering feedback. (No problems at all? Maybe not, but they'd be extremely corner case.) If you personally don't want to use Discord for whatever reason, that's fine. You have the option of sticking to the forums, and your feedback isn't somehow lessened because of it. Most games that have an active audience specifically use multiple channels -- forums, Reddit, social media, Discord, you name it -- for precisely the reason that most people will gravitate toward one or the other, and a few players will straddle multiple. You want to give people the least friction for giving feedback and to have the most possible chances to see sentiment on the game. Funnelling everyone to a single channel actually reduces engagement. It's pretty evident even in this small community, as you can see the chatter and tone on Homecoming's Discord tends to be different from what's being discussed on the forums. That said, there tend to be "official" channels - like the HC forums and discord - where the devs are most likely to respond, just so people don't have to go hunting things down. As Bopper was trying to say, multiple channels give you choice. It's not like one or the other is getting preferential treatment.
  20. I'm always skeptical when people say they want "transparency." More often than not, what they want is the devs to give some sort of detailed proof of every change so that they can give "feedback" in the form of dissecting any decision to an absurd degree and browbeat the devs into changing their mind. This is precisely why most feedback processes like this tend to be one-way... no human being wants to spend the equivalent of defending a college thesis on a video game, especially not to a group of multiple players that have an agenda and an order of magnitude more time to write up lengthy forum posts.
  21. Rather than trying to install the files individually, you'll probably have better luck downloading the correct installer packages. MS Visual C++ 2010 Redist (x86): https://www.microsoft.com/en-us/download/details.aspx?id=5555 MS Visual C++ 2010 Redist (x64): https://www.microsoft.com/en-us/download/details.aspx?id=13523 DirectX 9 web installer: https://www.microsoft.com/en-us/download/details.aspx?id=35 Those might fix the problem, but also a lot of the old Pigg Viewer tools haven't been maintained in so many years they refuse to work no matter what you do.
  22. I ran through this arc again this morning, this time using a level 50 scrapper with set IOs and a couple accolades. Crash the Unholy Masquerave Mob density is much better, but still really high. I think at-level characters and solo players are gonna have a bad time with this mission still. As a level 50 exemp'd I still had to chug quite a few insps to keep up. Investigate Pathogen's Warehouse Still really weird that the glowie can only be clicked on the bottom and sides, the big glass part isn't clickable which is the natural place to try. Maybe this object is bug and you should use something else? Ambushes after killing Pathogen are much more reasonable, thank you. The objectives at the end though are still confusing. Marker was pointing into the middle of a random fire. I couldn't find the glowie for the corrupt the data stream objective at all. I think I saw the one for the sprinkler but couldn't click it since I hadn't clicked the first one. It's still way too easy to fail this due to confusion and low time limit. Fire just does insane amounts of damage, and it's almost impossible to avoid in a lot of places. I had to chug green insps to look around the map. I've done maps with fire in other story arcs recently, and I don't recall them doing anywhere near as much as damage as these. ^ Agree with this. The ability to offset the debuff is nice but even killing through quickly with a scrapper they were wearing off way too fast. Defeat 40 vahz in Perez Park Is this the punishment for failing the previous mission? Because it definitely feels like punishment. Failing a mission should have a consequence, no problem there, but that consequence should still be interesting/fun to play. It feels like you're actively trying to bore the player into quitting the story arc. I assume that retaining the Viral Cocktail is already a hefty punishment for failure here (I had to rest after every single fight in the Cortex Hideout with that going). Overall failing the investigate mission feels really easy to do and makes the rest of the arc unenjoyable at that point. Infiltrate Cortex's Hideout For some reason Cortex's room doesn't render on the minimap, you're just walking in blanks space between two elevators. Also parts of the first rooms you enter. Once again, on +0/x0... absolutely insane amount of ambushes fighting Cortex. With the debuff going, I had to chug fifteen inspirations, and still ended up running away for part of it. This is just not tuned well for a story arc that should be doable at level 20 by 1 or more people. ^ Yeah I ran into this as well, I ran through the map 3 times and couldn't find her. Decided I was either crazy or it was a bug. Final Thoughts Changes from the first iteration are welcome, but a couple of missions called out above are still tuned really high. This doesn't feel like it was made as a story arc for level 20 characters, it feels like a task force in some parts. While there are fewer bugs overall, I would recommend pulling this from the release candidate. Unlike the new redside arc, it's just not ready for prime time. There's too many balance/gameplay issues that still need to be resolved.
  23. I replayed this today, and I can say it's in a much better place now. I had a lot of fun with it. Some remaining observations: The snipers don't really work in the second mission. I appreciate what you were trying to do here, but having them rooted in place makes them a non threat during the encounter. This works much better in an open area like the radio tower in the final mission. Maybe try something different to get the same "surprise" effect but not have the snipers completely neutered by simply walking down the hall? Most of the ambushes throughout the missions are much more tolerable now, though I'm still not a fan of the Steal from Crey mission. The set of ambushes that comes during (and several minutes after) you fight Hopkins is excessive. That's just my opinion, though. The "get Bile to the DropZone" objective marker is in the wrong place. This is a really long story arc... it took me like 2 hours to finish it, and I did speed my way through some of the missions. Maybe it should be split into two? Just a thought. Anyways, great stuff. I look forward to playing it on live.
  24. Check the "City Suggests" link in my sig
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