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Sif

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Everything posted by Sif

  1. In addition to the above mentioned attuning, there's also value in frankenslotting (can be helpful when you're very slot starved earlier on) as well as any of the procs (e.g. the Stalker ATO procs are incredibly powerful).
  2. It's working fine for me. Can you load the page in a web browser? Do you have any AV/firewalls installed? Had it been working previously or are you trying to install it?
  3. This was circa i7, but I saw an Arachnos Webmaster, in Grandville, in front of a few troops say something along the lines of Remember, when you pull the pin, Mr Grenade is no longer your friend! Never seen it since, never been able to find any references to it. Perhaps I'm just crazy? ¯\_(ツ)_/¯
  4. From what I've seen, there's been a fair amount of deflation in the market. There's been tons of items I've had to relist for lower prices than what they'd previously gone for, having failed to move them for months (after consistently going for at least that rate). This is at the higher end with rares, it's possible that uncommons have gone up some since I don't really pay so much attention to those. One thing to keep in mind is that the farmers aren't just generating inf, they're also generating tons of recipes. Then, the people getting rich off the AH are doing so by converting buying cheap recipes/enhancements, and converting them into the rarer ones, which result in the pricier ones getting cheaper (which results in things like LotG becoming significantly cheaper, much closer to the norm price). These two combined result in the price of goods going down. Items are certainly far cheaper than on live (pooling the salvage helps a ton here, as well as converters), and it's far easier to make money. I don't have hard numbers, but from my experience the amount of items being generated has outstripped the rate of inf generation.
  5. Not sure what the HC devs do, but back on live, the devs had a bunch of spreadsheets they'd modify numbers in, which they used scripts to convert to DEF files (text based). The server would optionally read in those def files and spit out the bins for the client/server to use (presumably, just using the bins when running in prod rather than dev mode).
  6. Those are the APPs (Ancillary Power Pools)
  7. For primary/secondary, there's: https://forums.homecomingservers.com/fotm-powers/ and the other FOTM threads. For the pools/apps, I don't believe any data's been released (it's apparently a huge amount of effort to generate that stuff).
  8. Piglet is one. But, the power related files have been compiled down to being basically binary dumps, and are very much not friendly for reading. Other than the coh code itself, I'm not sure if there's anything for processing them that's been released by anyone (HC's format is also different than the ouro/live formats as well)
  9. /Assets/BinDumps and under there is, afaik, the closest there is to a source for the powers (I don't think anyone has the original xls files those were generated from). Or search for "powers.def" to find the directories.
  10. What about something that leverages the same tech as the snipes? Out of combat, it behaves currently. In combat, it's "suppressed", with a much shorter range, but a much faster activation time (just pulling numbers out of the air, but 60-80ft with 0.75 second activation). Something so you can nimbly move around a battlefield, giving it more general use (rather than an opener / for Stone Armor).
  11. The animation could do with being cut down. I think it'd be an improvement in feel even if it came with a corresponding slashing of distance (keeping distance/second and end/second constant).
  12. So it'd be a toggle that automatically turns off after a few seconds, but gives super ultra speed + phase shift + invisibility? That seems like it'd destroy the flavor of the current Teleport, and change it from a travel power to a combat-centric power? IMO, the least pleasing part about Teleport is the length of the animation. 2 seconds is long enough to feel slow, but not slow enough that it's easy to do something else instead
  13. /bind ` "powexectoggleon Combat Jumping$$powexectoggleon Super Jump" That's my favorite bind (or with Hover + Fly). With neither power on, tap ` (the key next to 1 on QWERTY layout) and Super Jump turns on. Tap it again, and it swaps to Combat Jumping. Tap again, and it'll switch back to Super Jump. ` is my go-to key for travel powers in general, since it's close to WASD without being too close (closer keys are reserved for abilities I'll want to use regularly in combat)
  14. They're additional powers the pseudo pets have. Fly being what lets them fly through the air (otherwise they'd be stuck to the ground and "jumping", which would look supremely silly). Self Destruct will remove them after (hopefully after) using Flash Pulse. Not really particularly interesting from an enhancements PoV.
  15. That's in bin_powers.pigg (with other powerset info in bin.pigg). The format they've been compiled into doesn't have much of any information floating around on them, and HC uses a different format than i24 servers use as well. I'm about 80% of the way complete with a parser for them, though, which'll help with a few projects I have in mind (better tooling for replacing sounds/icons and a "city of data"-esque resource for homecoming).
  16. It doesn't remove the interrupt on Aid Self, from testing it recently.
  17. Do you use Tequila or Island Rum to launch City of Heroes, or do you have a shortcut that takes you immediately to the login screen? If the latter, give Tequila/Island Rum (which ever you used to install) a run.
  18. See this thread. There's the /buildsave command, which'll export your current build to a format similar to Mids. And the tailor lets you save costumes/power customizations. There's also commands to save binds/window setups. Things like badges and completed missions wouldn't be included, but this should help with restarting if necessary. A way to dump the data for all characters simultaneously would be nice.
  19. Yes, and yes. Amusing thing I encountered the other day on my Grav controller. I was messing around with Wormhole, throwing NPCs around to amuse myself as they resume whatever animation they were doing (like trying to steal those purses), and did that to some of the Hellions burning a building. When I moved over to them, to continue pinging them around, they vanished! Turns out (unsurprisingly but unexpectedly) that NPCs don't phase into the 'normal' city area when crossing the boundary. Makes me wonder what happens to things like aggro when you cross the boundary (would enemies keep chasing you around, but be unable to do anything, or would they magically forget you existed?).
  20. An ability to go to Paragon/RI "under cover" could be interesting, which would allow explaining away why the drones don't just immediately vaporize arrest you. Would also be neat to have some minigames a la the side missions in mayhem/safeguards, but in the over world, although it'd need to be done in a way that doesn't involve actual PvP (instead something like the invaders set up bombs, which creates an event for the other faction to defuse). Although any system of this sort would have to be careful to not forget the massive population imbalance that would exist at least at the start. How many redside/blueside contacts are there where the missions+story would make sense for the opposing side? Might be wrong, but I doubt the number is that high (especially if we avoid the coop/villains trope of 'I'm a villain that's trying to destroy the world, but I'll fight for good because I don't want them to do it!').
  21. All available on Excelsior: Captain Arctic Ms/Mr Arctic That Was Cold Chill Off Ice To The Face Don't Be So Cold Frigid Delight
  22. Much more productive would have been suggesting a cue you'd think is good, or just saying you'd like a cue and leaving it at that. Having a different cue would be good regardless, because the transparency being slightly weaker is a pretty bad cue, doubly so if you have any noisy auras on. On Stalkers I watch for HIDDEN, on other ATs I either check the attributes monitor or don't bother just guestimate on the time (for me, removing transparency as a cue would have zero impact, because I already find it useless as a cue). A problem with an easy solution: don't set your own powers to minimal fx if you find it is a worse experience.
  23. A cue for yourself? There already is, it's called combat attributes/monitor (which is more accurate), plus the HIDDEN text for Stalkers. And, it'd be opt in, so it won't be forced upon anyone that'd prefer a more visual cue. A cue for others, in PvP? Like a lot of other powers with minimal fx options, have it not do minimal fx in pvp. This'd be a problem solved long ago. For teammates? In what situations? Grant Invisibility wouldn't be impacted (or, if it was, you'd be having to opt in to having it impacted). AoE stealth powers wouldn't be impacted (again, unless you opt in). It seems like it would be an extremely niche situation where it might make any difference. But, then, could also argue that mez protection should have obvious cues (playing my grav/emp, I was occasionally surprised by who would/wouldn't benefit from Clear Mind). It seems like there's vague handwavy statements about why this is bad, without anyone willing to be specific with examples of how it'd hurt anything. I guess you're against every single cosmetic change, and, really, most changes, if that's your mantra.
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