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Acroyear

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Everything posted by Acroyear

  1. Noticed last night this issue is also affecting dual blades. My wife's dual blade scrapper in that to me, her blades disappear from her character's hands while attacking a target and appear on her character's back. Please see image below.
  2. This is still an issue. My friend and I have disappearing assault weapons (mine looks holstered to her when I can see it in my character's hands, and hers looks holstered to me when her character is holding it in her hands).
  3. Wow, that does seem cumbersome. Seems like something that should have been added to the patch notes. Haven't tried the power on my Devices character yet, but not looking forward to having to constantly hit the ESC keyboard button to place the power on the ground.
  4. Simplest solution would have been to just up the damage for a slower power. Well, I suppose I'll just respec out of Thunder Strike.
  5. To Whom It May Concern, Please return the animation to Thunder Strike to its previous speed. With the new patch, the animation has become so fast that it has lost the weight and epic feel of a powered up strike from the character, which was one of the best things about the Thunder Strike power. As it is now, it is comical and too quick, losing what once made it feel truly epic. Not sure what was the reason for speeding up the animation, but it has reduced the fun of the power tenfold.
  6. I agree. This forced change needs to be rolled back. It is seriously one of the worst changes I've ever seen to this game (and I've been here since 2004).
  7. Count me amongst those that hate this "free" patrol XP. It is ridiculous. I have to actually turn OFF my XP as to not out level my contacts with this new change, as I keep getting tip after tip for exploration badges. If I use the tip to get to the exploration badge, I then immediately get another tip to an exploration badge and patrol XP. Why? Why do this? Do the Devs want the players to out level content in the game? Also, the constant tip after tip after tip is incredibly annoying. Yeah, I know, I could just skip going to the tip location, but if I don't then it will get overwritten by new tips if I stack up to three. That is also annoying! Not a fan of this change at all.
  8. I agree. The effort and devotion the Devs and volunteers give to keeping this game open, active, and fun cannot be understated, and I very much appreciate them!
  9. Some of us have lives outside of this game. We don't live inside of it like some people. You'll have to excuse us if it takes us a little longer to notice subtle changes to the environment that includes several dozen zones. The next time someone wants an example of people not having a clue what they are talking about, I'll link them to your post.
  10. So let me get this straight. The Devs removed vomit guy because someone didn't like the fact he was in the nightclub vomiting? Seriously? So everyone who liked the vomiting NPC, who got a chuckle from his presence (when he would spawn), and even to those who used his presence as part of their role-play experience are just kicked to the side? The easiest solution that would have been a good compromise would have been to lower vomit guy's chance to spawn in Pocket D, AND lower the sound effect of the vomiting to within a few feet of him. I cannot believe it would have been that difficult for the Devs to make this kind of adjustment to the character instead of just choosing that some people win and other people lose in this scenario.
  11. I've not seen the puking guy in Pocket D in some time. He was in one of the club's corner's next to a ramp. Always gave me a chuckle when I saw or heard him (even feeling a bit bad for him too), but where has he gone? Is his appearance random in the club?
  12. I have no idea how long this has been a bug, but I made a new Claws scrapper today and when the claws are extended and I try to have the character back away/move backwards, his feet just drag on the ground. The backward movement animation appears broken only when the claws are extended. Hopefully this is an easy fix for the Devs.
  13. Just ran the Trouble Times story arc with my teammates last night. The patch notes for this arc read "The leader of the team must be of the Vigilante alignment to take on these missions." Not a problem, as my character is of Vigilante alignment. However, once we got to the last mission which takes place in the Rogue Isles, my teammates could not come with me because they are heroes! What the Hell? We went through the whole story arc only to find out the entire team save for the team leader could not proceed due to their alignments, a fact we had no idea of when we started the arc. Firstly, why on earth is the final mission actually set in the Rogue Isles? It should have simply been a door mission in Striga Isle that leads to the final mission, which gives the appearance of actually being in Port Oaks in the Rogue Isles? Instead, my friends and I were out of luck in finishing the story as a team because of this. Either the mission arc needs to clearly state that ALL members of the team must be Vigilantes or Rogues, or the final mission door needs to be moved from Port Oaks and placed in Striga Isle as to not to exclude team members who are of Hero alignment. Also, no badge awarded for this mission.
  14. Thank you for that information. I suppose that is something to work with, but I don't honestly see me double-clicking the ESC button in the middle of my attack chain with my AR/TA Corruptor while trying to stay alive in a battle. I guess I'm confused on why all the effort went into making weapons sheathed (which is wonderful), only to make weapons drawn about 80% less (a guestimate) with a No Redraw update to the game. It seems counter-intuitive. Once sheathed weapons came out, I made a Archery/Ninja Training Blaster character so he could have his sword on his back. Seeing him draw it in the middle of combat is awesome. But with the new No Redraw change, the sword will just magically appear in his hands during the combat, disappearing from his back, and then reappearing on his back once he uses his bow, which will also just magically appear in his hands as well. That just really breaks the immersion of the game. I can appreciate the difficulty the Devs have in trying to please all players. Some want No Redraw for faster attacks, while others are just fine with Redraw, as it's not all about being optimal for their characters. Maybe instead of having No Redraw, the answer should have been to give weapon-using power sets a boost in some other way to compensate against the slightly faster non-weapon using sets. At this point, if No Redraw goes live, it actually restricts player options and removes the choice to play the characters how the player envisions them. For me, magically appearing weapons is just a hard pass, which means retiring quite a few of my characters.
  15. So does this mean if I have an Archery/Energy Manipulation Blaster, and in a combat the character uses the longbow, then punches someone with one of the Energy Manipulation powers (say Total Focus), does the longbow still stay in his hand? If not, does it magically appear with no redraw if he were to next fire a arrow blast shot? What about my Assault Rifle/Trick Arrow Corruptor? If in his first battle he fires a trick arrow, he draws the longbow, but then later in the same battle he draws his assault rifle, does the longbow still stay in his hand at the same time as the assault rifle? Or does it instead work that If after he switches back to firing a trick arrow after firing the assault rifle, his longbow immediately and magically appears in his hand and his assault rifle disappears? Will each weapon, the bow and the rifle, continue to magically appear in his hands with each power attack for the respective sets, with no redraw option at all? If this would be the case, then I would absolutely be 100% against this forced No Redraw update. Leave the option for the player to choose Redraw or No Redraw on their characters. Don't force a change for magically appearing weapons. It breaks the immersion of the game, and I would never want to play the above characters ever again if my options to enjoy them as envisioned were removed.
  16. My wife and I watched the video, then went to visit the XMAS base, and were astounded by it! We could not believe what we were seeing! Such a great work of art, and touring it brought us a lot of wonderment, so thank you for sharing it Easter Bunny. Also, thank you Dacy for such a fantastic video showcasing this base! Very well done, and I hope you do more in the future! 🙂
  17. Thanks for investigating this, High Beam. I'm kind of perplexed by this, as I recall doing these Task Forces at level 50 as regular options from the Ouroboros contacts. However, the facts you have shown prove I must be mistaken. My memory must be failing me. I guess I am confused by the fact that these are Task Forces the contacts offer, and not standard missions. With a Task Force, once started, the leader of the TF cannot invite other players to join, so they are true TFs Twilight Son and Mender Lazarus are offering. Yet, with the Ouroboros contacts, it seems they can be out-leveled, as oppose to other contacts in the game that also provide Task Forces (for example, Positron and Synapse, who you can visit at Level 50 and still have access to their offered TF).
  18. No worries, bud. What I should have wrote was that in Ouroboros, it was originally set that you could be of higher level than the TFs offered there, and still be offered them, because the story concept of Ouroboros included the time/power scale plot about going back in time and being of a lower power level. It was built right into the the zone to explain why some of the TFs offered were of lower level. Back on live, my main character was already level 50 when Ouroboros was introduced into the game, and he did all the TFs offered by the contacts, even though the plot of time/power scale meant they were TFs lower than his level. They were still offered to him. And I did the same here on Homecoming about 2 years ago with my main level 50. He was level 50 when he first started doing the story arcs provided by the contacts in Ouroboros, and even though he had technically out leveled the level ranges of the TFs, he was still offered those Task Forces through the Ouroboros contacts. But as of today, two of the contacts do not offer their Tasks Forces, no matter what level you are (it would seem).
  19. Both my characters are Hero alignment. There would seem to be something wrong with the two contacts, is my guess.
  20. Did some more testing. Took my main level 50 hero to Ouroboros. He has done all the Task Forces previously here. I checked the Flashback crystal, and both the Twilight Son (Smoke and Mirrors) and Mender Lazarus (The 5th Column Overthrow) are listed in white indicating that he's never done them. Which is incorrect. He has done them. I took my current level 50 to Ouroboros, and checked the Flashback crystal, and both the Twilight Son (Smoke and Mirrors) and Mender Lazarus (The 5th Column Overthrow) are also listed in white, indicating he's never done them, but he was never even given the option to do them. So it would seem these two contacts are not offering their Tasks Force to characters any more. Was this intentional?
  21. Yes, I am aware of the level ranges of the Task Forces. But you use to be able to go to the contacts (as I recall) and do these Task Forces as long as you had gained access to Ouroboros story arcs. I've not done them on my current level 50, and for some reason these two contacts do not give me the option to do their Task Forces. Mender Silos will give me the option to do his, but the others do not, which is odd because I've never done their TFs. I did log in another level 50 character, who I know did all the Ouroboros TFs. None of the three contacts would give him the ability to do their TFs, and Mender Silos went so far as to tell me there was no more I could do for him at this time. So it would seem they are are a one-shot TF through the contacts the first time through. But again, my current character (a sentinel) has not done any of the Ouroboro TFs, and neither Twilight Son nor Mendor Lazarus will offer them to him, which is odd, and frustrating. This would definitely seem like a bug or error of some sort.
  22. Hi All, Were the Twilight Son and Mender Lazarus' Task Forces removed from the game? My level 50 character has tried to access them, but they do not give the option to begin the Smoke and Mirrors or The 5th Column Overthrow TFs. I've done all the other Ouroboros content, which unlocked these two contacts, plus Mender Silos. Strangely, I can access the Trading Places TF from Mender Silos. Has anyone else had this problem? Am I missing something that would make these contacts provide the TFs?
  23. The ability to place custom NPC characters in Supergroup Bases would be a terrific addition to the game. And not only as random NPCs, but the custom NPCs would take the roll of Trainers, Enhancement dealers, Icon/Facemakers, etc. I've been hoping for this for a long time, but have no idea if the Devs have considered it, or if it is even possible. Since Homecoming debuted, two of our SG mates have passed away, and we thought it would be a great way to honor them if we could add them as NPCs in the Base so they could be Trainers or Enhancement dealers. Any word on this type of customization is possible and on the horizon?
  24. Well, I received no love (or replies) from the base builder community on this post, so I messed around with the glass flooring until I figured out how to avoid this problem from occurring. I removed the grid from the glass flooring, then used the Shift key to slightly raise the flooring above the ceiling trim. I was not sure this was possible since the glass flooring is attached to the ceiling (via the F5 key), but it did work, so the problem has been solved! Now the trim remains along with the glass flooring!
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