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Hartanna

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Everything posted by Hartanna

  1. Could we perhaps have a single Discord chat channel specifically for AI and 3D render art? I used to look at the #arts channel every day, but I've since stopped doing so since most of the content now is: 1: AI art 2: Renders using someone else's created assets 3: Photoshops of peoples' faces on other peoples' work. I used to get excited to see the #arts channel highlighted - I knew I had something new to look at! These days when it's highlighted I sigh because it's likely just another stitch-job or AI render. If we had a channel specific for AI/Photoshop stitches/3D renders, then perhaps said works wouldn't delude my long lost #arts channel which used to be filled with real player drawings/cosplay/sculptures/etc. Anyone else have thoughts? Thanks for the read, Hart
  2. Oi, love, Should maybe specify a few things in the post, especially because we have so many new folk πŸ˜„ 1. It takes place at a different time on the EU server. Does that mean we can participate in both? 2. Define Costume manipulation better, especially for the new people who might think it's something like common editing. 3. Are Aether Costume modifications (Like Shadow Morph, Baby-form) allowed? 4. Rules on visual noise spamming such as fireworks, Shapeshift spam screen shake or Shadowfall. Thanks for the work, GMs!
  3. A bug, but it's fun and also resets on zone travel: Toggle on Earthen Special Effect: Minimal as female. Go into tailor surgeon screen, select Huge body and then back out of tailor screen. Huge effects are still on female body. Edit: This is client-side. Other players on test server can't see the effect.
  4. Hey @Number Six, is there any word on possibly updating the Crab Spider Pack + Cape thing? I was told it's in your hands now due to some hardcoding thing, and that I could ask you about it here. It's been almost 9 months since I've been able to edit my main toons costumes, so I was really looking forward to it this page. πŸ˜‰ Even if I never get to edit my costumes again, I'll still be super grateful for the work you and the team have put into the game. Just looking for some update either way. Thanks so much!
  5. Auras > Mycelium > Mushrooms Auras > Mycelium > Mushrooms Tintable Auras > Mycelium > Min Fx Tintable Auras > Mycelium > Mushrooms - Combat Auras > Mycelium > Mushrooms Tintable - Combat Auras > Mycelium > Min Fx Tintable - Combat These do not show up for Arachnos Soldier/Widow uniforms. Please, @Cobalt Arachne, I need the shrooms! Shrooms I tell you! πŸ˜„ Thanks for the work y'all do! PS, my cape is still busted.😞 Edit: Could we please have a Mushrooms Minimal Effect? Min Fx Tintable can't get the right color.
  6. Edit: the 1 damage tick was a bug, so most of this post is obsolete. Original Post: The fire patch from Ignite only ticks for 1 damage to enemies in the AoE (except main target takes higher ticks). This makes the AoE aspect more harm than good because: A: It does pretty much no damage. B: It has a fear effect. So the AoE patch is basically a flee patch that doesn't do any (noticeable) damage. So we've been through: 1. OG: Ignite leaves a high damage AoE patch that flees enemies. A good give and take. 2. i27: Ignite is a high damage ST attack. It was really good, but yes, boring. 3. i27 v2: Ignite is a high damage ST that now flees enemies in a small radius. Thematic, but feels bad. Perhaps I am missing something, but the AoE patch feels like a cosmetic effect that adds flee status to enemies. I'd love to see a test build that makes the skill more like Assault Bot's Incendiary Swarm Missiles (fire patch per enemy hit). This would make the skill keep its identity, keep it's flee, but also do actual AoE damage. Thanks for the work you guys put in to this game!
  7. Glad you made it through whatever health issues, Colbalt. We really do appreciate your work. That being said, Scepter of Stheno for Arachnos Mace doesn't appear unless it's the On-Back version.
  8. I drew my main toon a year ago, so I thought I'd share with the lovely community.
  9. Vigor Total Core Revamp says "Accuracy Duration" when in fact it's just accuracy. No duration involved.
  10. Zone: Cimerora Loc: [-461.4 227.0 2030.2] Contact: Sister Valeria Mission: Infiltrate a Shadow Crystal tunnel Mission Teleport put me in a wall. Obviously I can still click on door so I'm fine, just leaving this here. Screenshot attached.
  11. Just gonna list straight up details here 'cause Number Six and Cobalt Arachne already know. ---Before Page 4--- Crabs could add cape/wings/backpack on top of the Original Crab Backpack. (Yes a finicky bug, but very simple through tailor screen. No file editing.) ---After Page 4 - The Problem Now--- Capes can no longer be added to costumes with crab soldier backpack. Going through tailor screen on a Crab without any changes removes their cape. Crabs will be unable to edit their costumes without destroying their capes forever on that costume slot. (Very sad for us.) ---Learned things--- Loading a non-Crab caped costume on my Crab does NOT show cape in preview. Loading a saved Crab caped costume(file attached) DOES show both cape and backpack in preview (cape vanishes when I use 'fix costume' bubble.) Cape physics with backpack never collided with each other. ---Number Six's words on Discord after seeing my costume file before broken cape--- "Oh, nope, they already are in two separate slots. So it might just be the normal cape-backpack exclusion thing, and the glitched backpack let you bypass it. That might be something we could look at moving to costume tags for finer-grained exclusions at some point." Obviously caped Crabs don't want to wait until 'some point' to edit our costumes again, so I recommend... ---Bandage fix--- I think simply re-adding the option for Crabs to put on a backpack/wings/cape etc. will fix(re-break) this. The re-added back option would obviously be overridden by the Crab Backpack in the tailor screen, but this would likely allow us to continue to put capes on our Crabs and most of all be able to edit our costumes again. Thanks so much to Number Six and Cobalt Arachne for listening and asking about this. Thanks HC team for Page 4 -- it's amazing so far! workingcrabcape.costume
  12. Hey, love! Kheldians are forced to start Hero. Soldiers of the Arachnos are forced to start Villain. Also, don't select 'Going Rogue' under the 'Origin' tab. Of course you can change from Hero/Villain freely in pocket D first thing after creation. Edit: Kheldians are Peacebringers and Warshades. Soldiers of the Arachnos are Arachnos Soldier and Arachnos Widow
  13. Oi, I watch the Discord #in-game-help and #new-players channels as I have for over a year now. At least half of the time people request GM help it is a solvable issue in-game that a veteran like myself knows a fix for. I server-hop to help people with various problems, or boss kills, or stuck NPC etc. Afterwards I hope back to Everlasting, my main Shard. This takes two transfer tokens. I understand that I could just park a 50 on every Shard, but I'd much rather play my main. Also, depending on the problem, I'd need a teleport ally ability on each character if I were to scatter one to every shard. Currently my secondary toon (Stalker) is stuck on Excelsior because I was helping someone fix the lovely Syfotine Industries map. I know transfers refresh, so I'll patiently wait till I can play her on the RP Shard again. That all being said, I'd like to suggest increased transfer tokens. I know this is a niche circumstance, but I thought I'd bring it up since I believe it's a very simple change. It'd be quite helpful to someone such as myself in these strange cases where I run out of tokens. Just today I couldn't help someone struggling with Nosferatu on in-game-help chat. Very sad feeling. Thanks for the read, dance alive!
  14. I've had this bug a few times and have spent over an hour trying to replicate it to any degree of consistency. No success. What's actually happening is your computer is deciding your character has no model, so the camera is zoomed to absolute 0 as if your character is microscopic. It's known, but not well documented because it's so darn hard to repeat when you're actually trying. Thankfully, as you pointed out, exiting game fixes it.
  15. Hello! Yeah that's a very known bug, I get it a lot too. Here's what a GM said back in 2020 - I don't think anything has changed.
  16. Also, if you're looking to play two accounts on one machine, then in the Homecoming Launcher you must go to Settings, General, Allow Multiple Instances.
  17. Ohh, I thought it was. I remember them saying it would likely be implemented in a few weeks, and that was years ago. Pardon the mistake!
  18. Hey, love, Awhile back the Devs implemented an automatic system that frees up names of inactive characters. Said characters will get their names open to other people taking it. If another person takes said name, you will be forced to rename. Here's the inactive character requirements: Characters will be flagged as β€˜inactive’ when the following time thresholds are met: Level 1-5 characters will be flagged as inactive if they have not been played in the last 30 days Level 6-20 characters will be flagged as inactive if they have not been played in the last 90 days Level 21-49 characters will be flagged as inactive if they have not been played in the last 365 days Level 50 characters will never be flagged as inactive I assume this is what happened to yours. Hope this helps!
  19. This is a much more bearable response than leaving them slow as a design choice. Thanks you!
  20. We may have free travel powers, but our flight travel power is already being buffed to pool power flight speed. Since we're already getting our normal flight buffed, what's the harm in allowing us the same freedom as a Nova?
  21. Nova and Dwarf require power picks, so they're 'Real,' yet both slow now. Energy Flight does not require a power pick, so by your wording it is not a 'Real Travel Power' -- yet it's on par with flight. Nova/Dwarf are 'Real' travel powers because they require a power pick, yet temporary travel powers are just as fast. Wouldn't you agree that putting a flight speed in Nova should make it fly faster as well...? I had to point this out in yet another hope that Shapeshifters don't get left in the dust. And again, if Nova is meant to be slower because it's a 'combat' form, I question that logic in relativity to other archetypes. A Blaster can fly faster, do more damage, have more team support and cap more defense than a Nova. Do shapeshifters really deserve to be left as slow as temporary powers? We enjoy watching animations of flying squid or curling dwarfs to get around the map. It's much more interesting than something like the static flight pose we see on every other archetype. Please give us the optional cosmetic choice to speed around the map - like everyone else - yet looking a bit different. Again, thanks for the work you guys have done. The general idea of speed increase I think is amazing for the game!
  22. Dwarf and Nova both feel very slow now. If it's an animation problem to reduce Dwarf cast time, perhaps increase range to make it equal to the pool power variant? And is there a better reason to have Nova so slow besides 'Nova is for combat?' Blaster too is for combat -- yet a blaster can fly faster, do more damage and use toggles.
  23. Does it take away from anyone's experience to increase Nova/Dwarf's speed as well? Or would that simply add another, balanced cosmetic option for travel? Still, appreciate the work you guys do! Guess I'll sit in a corner and accept defeat, though it really is sad my Nova will be so relatively slow...
  24. Any chance of the naturally air-born Nova's getting the same buff to flight speed, or are we now the slowest things in the sky? 😞 Edit: A HC team member informed me that Nova/Dwarf is indeed left slower on purpose since Nova/Dwarf form is 'meant for combat rather than travel.' I'd like to suggest that Travel Suppression and Combat Teleport are meant for combat. Also, most of the archetypes are meant for combat and they get to move quickly with multiple Stances even. If Kheldians are already as fast as everyone else with their own inherent travel powers, why make the game punish RPers for wanting to watch a Squid fly or a Dwarf teleport? That's like locking the Ninja/Beast Run animations to a slow temp power. Allowing Nova/Dwarf speed to be on par at this particular point is just like giving everyone else access to Stances. It's just another cosmetic option to move about the city that is not unfair to anyone else. Thanks for the read, and HC team thanks much for the patches!
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