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Everything posted by Vanden
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That was, maddeningly, how it worked back in the Live days. What the Options Window called Normal was in fact the deviant, degenerate Inverted setting, while getting the good, God-fearing Normal setting required you to set the option to Inverted. Fixing that was, no hyperbole, the single best thing SCoRE/Homecoming did. My mouse controls didn't change with the new patch, but looking in the options, my mouse setting is once again set to Inverted.
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I did a mayhem mission, I noticed that certain objects like letters and newspapers that appear when you destroy objects are also rocketing off at much higher speeds than before.
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That's not really how power sets work. Traps is a Support Set, melee ATs universally get Melee and Defense power sets. Also, Traps has 3 melee range powers (2 on Masterminds) out of 9.
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I noticed a bug with the ember particles on most of my fire attacks with the new client. Basically, they're shooting out way faster and farther than they do on the legacy client. I'm talking like 30-40 feet, versus like 4 feet on the legacy client. On the Legacy client: On the new clients (both 32-bit and 64-bit) It seems like they shoot farther the higher the particle physics quality option is set.
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The Plan for Wind Control [updated w images first-last post]
Vanden replied to daveyfiacre's topic in Suggestions & Feedback
Look, I know you put a lot of effort into your proposal, but coloring ice or inky darkness grey is not gonna make it look like wind. It'll look like grey ice and grey inky darkness. -
The Plan for Wind Control [updated w images first-last post]
Vanden replied to daveyfiacre's topic in Suggestions & Feedback
I mean any development team. We don't have powers with FX that don't match the effect area of the power, or ranged attack FX being used for melee attacks, or FX designed to convey debuffs being used for armor toggles (the exact opposite sort of effect!) in the sets that had proper FX work done for them. -
It honestly shouldn't be that difficult. A copy-paste of the knockback function with the position of the caster and target swapped in whatever formula is used should result in a knock-towards effect. There would, however, be no way to ensure the target doesn't just fly over your head and land behind you, potentially farther away than they started.
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Isn't that the blunt arrow from Stunning Shot? It's supposed to look like that.
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The Plan for Wind Control [updated w images first-last post]
Vanden replied to daveyfiacre's topic in Suggestions & Feedback
With the exception of Electric Melee, every single melee set added after CoH launch uses entirely new animations for all its attacks. New FX as well. The only powers that weren't new were Taunt, Placate, and whatever Build Up equivalent the sets had. When they added Dual Pistols, they already had three dual pistol attack animations from Thugs, that were brand new with Thugs. Didn't use 'em, all Dual Pistol attacks were new animations. New armor sets always had new FX for the attacks. New buff sets, control sets, Mastermind primaries, new FX was the default expectation. Reused FX were by far the minority. Did it not occur to any of you guys telling me to just not play it that I might actually want to play Wind Control and would be disappointed if they made a Rad Melee/Armor of it? -
That’s all client-side. The issues that going faster than Super Speed caps can cause involve the server, I imagine.
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The technical speed limitation is in Super Speed. Fly’s speed limitation is a matter of balance.
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Re-implement Additional AE MIssion Slots with AE Ticket Vendor
Vanden replied to Ankylosaur's topic in Suggestions & Feedback
It was never a ticket vendor feature, it was a real money shop item. Which, given nearly every other account-wide item from the store is free for everyone now, makes it odd that we don’t have it.- 1 reply
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The Plan for Wind Control [updated w images first-last post]
Vanden replied to daveyfiacre's topic in Suggestions & Feedback
No. Full stop. New archetypes, greatly expanded base building, power cooldown timers, a 64-bit client, these are not maintenance. They are developments. -
Possible fix for the "power says it's recharged but it's not" bug
Vanden replied to Vanden's topic in Suggestions & Feedback
That’s how it works, yes. That’s because the situation where that would happen, where the mapserver somehow runs faster than the client expects, virtually never happens. The only way I could see it happen is if you get hit by a recharge boost, but the packet that tells your client to recalculate the displays of your recharge status somehow gets dropped and never retransmitted. -
The Plan for Wind Control [updated w images first-last post]
Vanden replied to daveyfiacre's topic in Suggestions & Feedback
Well, you’re wrong. You’re simply wrong. They’re designing and implementing new features, and that’s what a developer does. There’s a big patch on the beta shard right now, they added several new features since the launch of Homecoming, and there’s a list of patch notes dozens of pages long about the changes implemented during the SCoRE years. There’s nothing to call that besides “development.” -
The Plan for Wind Control [updated w images first-last post]
Vanden replied to daveyfiacre's topic in Suggestions & Feedback
So I guess you’re calling them liars? Because “Developer” is exactly what it says on the forums about certain blue-name posters like Leandro and Captain Powerhouse. -
Possible fix for the "power says it's recharged but it's not" bug
Vanden replied to Vanden's topic in Suggestions & Feedback
Every time you try to use a power the client pings the server to try to use it, and the server is what determines whether a power is recharged, so that wouldn't happen. -
I'm curious where you got the impression that this is about damage procs in Burn? It was the Avalanche knockdown proc that really brought the bug to light.
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The multiple Burn patches phenomenon is a bug, and removing that is a bug fix, plain and simple. The damage gets insane when you have five burn patches out, there's no way to claim that's balanced.
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You're giving JRanger waaay more credit than he deserves for his thought process.
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The Plan for Wind Control [updated w images first-last post]
Vanden replied to daveyfiacre's topic in Suggestions & Feedback
Of course it matters. The amount of effort the development team puts into maintaining and improving the game is going to directly affect how willing players are to join and stay part of Homecoming’s community. -
The Plan for Wind Control [updated w images first-last post]
Vanden replied to daveyfiacre's topic in Suggestions & Feedback
Putting out power sets with lazy, hacked-together visuals is not a good look for any development team.