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Everything posted by Solarverse
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I know exactly what you mean. I was there once too. 🙂
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Yeah, and that is why I no longer play. Have not played in about a year now. I only maintain this account so that I can have a way to keep track on my mods that I have created so that if anyone has any issues with them or if they need to be updated, I can get a notification and fix the problem. Other than that, I don't play anymore. The game is just far too easy and I just can't play that way.
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Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
Actually it does. Whenever you upgrade them to the second tier. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
Yes, it actually works. is that the only mod you have tried using? I just want to make sure you have directed it to the correct folder. -
issue 27 Patch Notes for June 2nd, 2021
Solarverse replied to Number Six's topic in Patch Notes Discussion
Was really hoping to see, "Fixed Combat Stance bug that prevented your characters from going in combat stance after using certain click buffs." Maybe next time! All in all, am always happy to see bug fixes hit the table, no matter what they are. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
Did that resolve the issue? If not let me know and I'll double check the mod and make sure that the latest version uploaded correctly. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
All good, glad to have it. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
I could have sworn I responded to this, clearly not, lol. So the issue is not the sound, I have the sounds tucked away that goes to those powers. The problem is the file that plays those sounds upon hitting the targets is simply either not active or has been deleted. The only way to bring them back is if a Dev were to take pity on me and put them back in game and direct them to a blank sound bite that can be manipulated by the players to bring back those sounds. I don't feel like this will happen though, I have made the effort as you can see in my sig, heh. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
I have the sounds, that's not the problem, the problem is the code that used to exist to play them is missing. If you take a look at THIS THREAD it explains it in detail. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
All but one was removed before Leandro was even a name I heard of, my man. This was done during live. The only one Leandro had removed was the Lighting Field...which I personally found unnecessary considering I had a mod JUST FOR that. But...it is what it is and bitching won't change a thing. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
That's because one of those sounds were deleted because that particular sound duplicated per target hit. It's the whole reason I made the thread in my sig. No Dev response was made though, so I gave up hope. All of those beautiful sounds listed in that thread are gone and there is little hope of me ever being able to bring them back...especially since a Dev has not even commented on it. This game has lost a lot of what made it great, sadly...and those sound files are one of them. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
They changed it, you will have to update to the newest version. I have updated the mod to compensate. -
It would be nice if there was an option to scale the NPC's hit points per member of your team, that would at very least give them some staying power if done correctly. My biggest issue is that mobs die far too quickly so they aren't much of a competition for teams these days. They simply don't have the hit points to compete. If there were an option that grants them a 100% health increase per member of your team, it would take more than a single rotation to defeat them. Adjust XP accordingly and it would be a decent system in the right direction that would also be optional. But that is an idea best for its own thread.
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How to have a bad time in Synapse ...
Solarverse replied to excessionoz's topic in General Discussion
Just like 0th Power said, it was Posi 2. -
I refer to it by its meaning that it had when I first heard the term...Elitists were players who min maxed and did hard number crunching, then took specifically designed teams to completely wipe out content in record time. I understand the term has changed over the years, but I don't age well with time...I still live in the 90's and early 2000's.
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I can most certainly agree to that. They were blown away by a great deal o things we did in those days. Like herding GMs to Paragrine Island, or Herding entire maps of ninjas and taking out AVs with a team of nothing but defenders. Yeah, I for sure know that regardless of how you design your game, players will always find a way to surprise you, lol.
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Okay, just so that we all understand that there is some common ground here...there have been and always have been exceptions to the "trinity" rule...however...I still believe that "generally speaking" the Devs had a trinity play style in mind when creating the classes and when judging the difficulty of the game.