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Everything posted by WumpusRat
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I haven't tried one yet, no. A couple other people I've talked to say they've seen the same thing, with stuff moving around at random. I'm wondering if it has to do with building outside the normal base environment. My current project was building stuff down near the "bottom" of the usable area, about -1600 or so. I built the framework for my ship and everything stayed where I put it. But once I started decorating and putting down smaller items, stuff started drifting.
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I usually place things on the grid, using 1/4 x 1/4. Occasionally I'll place things with the grid disabled. But the things that move around are seemingly random. Some of the items I place without the grid stay where they are with no problem. Other things ON the grid move around at random. If it was only stuff I positioned with the grid disabled I could live with it, but at this point ANYTHING I put down seems to have a chance to be shifted around. It makes it impossible to be excited about building projects anymore, because I have to build a single tiny area at a time, and then spend the next 15m double-checking to make sure everything stays where I put it. And half the time it doesn't.
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I'm running into this problem more and more lately. I'm trying to build a large base outside the normal base area -- something many of us do all the time -- and the editor refuses to save the actual position of a lot of items. I'll place everything down, then exit the base and come back a bit later to find a dozen or more objects have relocated, moving up or down up to a full unit in either direction. It's reaching the point where I'm about to give up on base building entirely, since I can't build ANYTHING without it undoing all my work.
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Anyone else having placed base items just randomly shift around?
WumpusRat replied to WumpusRat's topic in Base Construction
Yeah, at this point I think I'm done trying to build bases. More and more crap is being shifted around by the editor. I can't build even a single room without things drifting out of place. It's too much of a hassle. I give up. -
I have an axe/shield brute on the way up. Only 17 of those. I haven't touched her in a couple weeks though.
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There's all sorts of ones I'd love to see. * Longbow * Arachnos * Carnies * Malta * PPD * Coralax * Ghosts * Legacy Chain * Circle of Thorns * Knives of Artemis And probably a lot more I could think of. I don't think it's likely for them to happen though, sadly. I'm still annoyed at the old devs' excuse that "well, we don't want people to make pimps" for not making female henchmen.
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Anyone else having placed base items just randomly shift around?
WumpusRat replied to WumpusRat's topic in Base Construction
Yeah, unfortunately "sinking it into the floor" isn't an option either. This ramp right here is one of the ones in particular that keeps moving constantly. No matter what I do, it refuses to stay where I put it. I've moved it around at least twenty times, deleted and recreated it, tried different objects, etc. The game simply REFUSES to save the proper location of the connecting spots. And the right edge of the upper ramp keeps raising up and clipping with the larger ramp area, making it flicker constantly, which is irritating. -
Anyone else having placed base items just randomly shift around?
WumpusRat replied to WumpusRat's topic in Base Construction
Yeah, unfortunately using a really large object for the ramp isn't an option, as there's a room on the other side of the wall that it would end up bisecting and rendering useless. I can live with it shifting around a bit if I have to, it's just annoying to the part of me that wants everything to be perfect. What baffles me is it's just SOME items. Not all of a certain type, not all in a certain area, or even a certain angle. Just a random selection of items that the game just wants to move around to annoy me. -
Something I was thinking about this afternoon... The idea to have something other than an Icon Employee or human trainer in your base to perform those functions. Such as being able to have a terminal or something that could perform the same function. That way if you wanted to have a completely autonomous base, you could without having a couple of random people standing about. Not sure how hard it would be to code, though.
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I hadn't even thought about the Y-wing from Star Wars. 🙂 My initial idea was to base it kind of off the Voyager from Star Trek, with a bit of Klingon mixed in.
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Started working on my new starship the other day. So far I've gotten the outside (mostly) done, and working on decorating the interior. Here are some shots of the outside at the moment: With the lighting set to 'outdoor sky lighting': And with it set to 'indoor lighting' (which is what it will be when it's done): And for a sense of scale, here's a pic with a max-height, max body size suit of power armor hovering near the shuttle bay entrance: Once I'm done with the interior and stuff I'm hoping to do a video capture walkthrough of it, since there are about 30 rooms inside the ship, and it'd be a ridiculously long post with pics. 🙂
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Where on the Intelligence Spectrum do you like to play?
WumpusRat replied to LeapingLemur's topic in Everlasting
My characters will vary based on the concept I have for them. My mages, for instance, are obviously going to be fairly smart. Same with anyone who uses tech they invented themselves. The elementals on the other hand aren't all that bright. Some are moderately wily, but most are pretty average to not-quite-all-there. Then there's my titan weapon brute, who used intelligence as her dump stat... :) -
Spaceships, Space Stations, Moonbases?
WumpusRat replied to InfamousBrad's topic in Base Construction
Started building a "mark-2" version of my ship this week. It's about 3x the size, and I'm making the exterior look good as well as the interior. I'll grab some exterior pics (since that part's done) tonight, and then probably make a little video walkthrough when I'm done. :) -
Anyone else having placed base items just randomly shift around?
WumpusRat replied to WumpusRat's topic in Base Construction
What I notice most moving around are ramps. I have several large rooms where I've used the tech balcony platforms to make ramps that lead down into a room, and since the room is large enough, I'll have two of them overlapping and repositioned so they're flush, making one big seamless ramp. However if I log out and come back into the base, quite often one of the ramps will have shifted 5-6 inches up or down. Other items I've noticed moving around are some power conduits that I've sunk into the floor so just the top part is showing, and they'll pop back up several inches. It's infuriating, because after spending literally dozens of hours building a place and getting everything placed 'just so', the game decides to just randomly kick items around like a petulant child. -
There are a couple of reasons, really. One, for bases that are still built "inside", but have rooms (or the entire base) set with an open sky ceiling, so extremely large items can extend upwards through the ceiling and still be visible. Two, for bases that are built using the "outside the interior volume" workaround, and have far more vertical space to work with, and can utilize the huge items to their full extent.
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I'm really enjoying all the new pieces, but one thing I'd love to see is some bulkheads/bulkhead doors that AREN'T damaged. We have three different "damaged bulkhead door" walls, but none that are intact. Given that the bulkhead door is the only 'tech-like' doorway in the entire item list, it would be nice to see one that could be used without having to jam it into other walls and cover up the damaged parts.
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It's really tiresome, and seems to happen pretty often. I'll spend hours working on a base, placing everything just so, then exit the base editor and go outside for a bit, and when I come back, stuff I've placed has shifted position. Carefully placed ramps will have gone up or down, making it a broken mess, walls will move around, etc. I haven't noticed it happening in "indoor" bases, mostly just on ones where you're outside the base area. But it's frustrating as hell.
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There is actually a use for it, if you want to just do tip missions. You can purchase a tip mission from the computer for 1 merit, so you could buy a couple, run some tip missions, and if you get more tips, run those. Then repeat until you get your 10th tip mission done. At that point you'll get a morality mission, which is worth 40 merits. So you spend maybe 5-6 merits and get 40. It's more efficient to do other stuff, and given that Null the Gull exists, fast-tracking morality missions to swap sides isn't necessary, but if you like tip missions (some of them are pretty fun), it's at least there for that. The other advantage of it is that you can run tip missions in any zone, and they're your level. So you can sit in, say, Atlas Park (which is a small zone) and do 40th level missions, allowing you to zip around to the mission doors quickly.
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Dimension Shift isn't as much of a "troll" ability anymore. You can step into the field and attack anything that's inside of it. It's not like force bubble that literally turns anything inside of it invulnerable for the duration.
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I called them blappers because they were blaster-scrappers. Blapper. I thought that's what the term meant.
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One odd thing I've noticed with the new patch is a display error when you're editing permissions in supergroup bases. It's not updating the titles on the storage or other item permission fields if you change them in the supergroup settings, nor does it change if you log into a different character in a different supergroup. For instance, if the rank titles for one of my supergroups is First, Second, Third, etc, and I change the name of one of the titles, it keeps the old one on the permissions list. It also displays those exact same titles if I log onto a completely different character in a different supergroup, with entirely different rank titles. The only way to fix it is to log completely out of the game, and then back in. The first supergroup you log onto 'sets' the display for the rest of your time logged in. It's not gamebreaking by any means, but it's certainly annoying if you jump around between characters in various groups.
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A big Thank You for the 64-bit Homecoming Client
WumpusRat replied to Veracor's topic in General Discussion
Mine was working, though it had some issues. I updated my graphics driver to the latest one last night, and now the normal 32bit and 64bit clients won't load at all. The game crashes back to desktop before it gets to the login screen. Luckily safe mode still lets me log in. Oddly enough however, the 32bit and 64bit versions of the test server work just fine. -
Mid's Reborn: Hero Designer
WumpusRat replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
I'm getting a hard crash every time I try to use the "change colors" option under settings (since it's difficult for me to see the difference between what powers I've picked and what ones I haven't with the default colors). -
This feels a lot like you're being argumentative for the sake of being argumentative, Pax. "Pfft, YOUR suggestions might not work for absolutely every single person. MY suggestion might work for the people yours don't! So there!" There's a reason the expression "et cetera" exists, and is used.