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ROBOKiTTY

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Everything posted by ROBOKiTTY

  1. New beta badges added. Please let me know if you spot any issues. Edit: License to Chill added Edit: new master badges added BadgeList.mnu
  2. Sinister Summoner added. Badge name is T_H2021_Black_Whip settitle ID is 2473
  3. Can we get another option to toggle power suppression? Walk is primarily used by RPers, and a useful function is that it suppresses health, stamina, and other passives that people slot performance shifter/panacea procs in. Without the suppression, green numbers will be constantly ticking in RP. Dunno if I'm the only one, but when I go afk for extended periods, I turn on walk so performance shifter/panacea spam doesn't blow up my log files.
  4. The new badge is silently awarded. It would help log-parsing badge-checking tools to have it show a message.
  5. Updated for new patch. For Snowbound, badge name is Winter2020Badge, and settitle ID is 2458.
  6. Thank you Zulu for extending the invite and allowing us to be a part of this lovely celebration of life.
  7. Updated for the new patch. Let me know if anyone finds any issue.
  8. Neutron was a lovely person and a good friend and will be dearly missed. /em holdtorch
  9. Point is, removing incarnate powers from RV seems to have very little to do with the challenge or lack thereof of badging activities in RV. This is a PvP change to cater to PvPers. So any argument about the PvE consequences seems like posthoc rationalization. I'm more bringing up that PvP zones are probably used more for PvE than PvP, and this PvE-PvP tension was a consequence of various questionable decisions made by Cryptic/Paragon in the past that does not need to continue.
  10. I already got those badges on all the characters I care to get them on. I already have every badge in the game, so it's not about myself. It's not about being owed them on a silver platter or whatever. It's about being frustrated wading into a system so different from the PvE content people are used to. It's the reality that most non-PvPer badgers don't care for a distinction between PvP and PvE badges -- they're going to try to get them all regardless. You can try to make the journey there more or less difficult. If you wanna characterize that as a challenge and a nice added bonus, well, it's not actually challenging, more frustrating if you ask me. Like punching an AV for 20 minutes to wear down its regen is not really more challenging than the exact same fight in 10 minutes. You remember I used to run Abyss Hamidon on Virtue, which involved getting Warburg nukes regularly, back when PvPers were actually lying in wait. I am not talking about that. Shivans and nukes are from zones that never benefited from incarnate powers to begin with, so they're outside the scope of this discussion. I never mentioned having PvE versions of Bloody Bay or Warburg, either. I'm talking about RV.
  11. When I mentioned hunting the NPC AVs/heroes, doing so for badging purposes was implied. Ever since the devs designed PvP zones with PvE badges and PvE content, there has long been unnecessary tension between PvPers and those who want access to the content but are uninterested in PvP. When i13 came with the PvP overhaul, it also made PvE in PvP zones harder, because NPCs still followed their own rules while PCs now followed PvP rules and were, e.g., subject to diminishing returns across the board and a loss of mez protection. And sure, people could still take on the AVs/heroes. It just took more people and effort. It wasn't the end of the world, but nor were PvE badgers intended targets of the changes. Bottom line is, non-PvPers -- who are the majority of the players -- go into PvP zones really only for very specific non-PvP stuff, usually on builds unsuited for PvP, hence especially needing all the help they can get from temps and incarnate powers. Nerfing them and then shrugging it off as acceptable collateral damage just creates more unnecessary frustration. So why not spin up separate PvE instances for those zones?
  12. This is gonna be unfortunate for people who just want to hunt the NPC AVs and heroes. Maybe it's time for a PvE version of the zone.
  13. It is finished. I'll do that when I get a chance. Edit: Added. Hopefully won't cause too much confusion with the overlap with AboveTheChemist's version. Maybe I'll edit the description later to make it clearer what's different.
  14. Everlasting has managed to clear a quadruple bloom. I think this is a first. I don't think the server has even cleared or seriously tried clearing a triple bloom before, so good job to the league that pulled it off.
  15. My first character ever in CoH was a katana/regen scrapper. I essentially stopped playing the character after i5 in anything but Hamidon raids. The problems with regen are many. I'll go with some conceptual ones. If we look beyond mechanics, regeneration is typically a passive process that just happens, with perhaps one dramatic burst for key moments. The CoH implementation makes regen one of the most active armour sets, which is completely counterintuitive. Willpower is a much better version of regen in that regard. Regenerating kind of conceptually goes hand in hand with recovery, which makes it odd that the set is so utterly crippled by regen debuffs and end drain and recovery debuffs. Because of the way the game has been designed, many debuffs, but especially regen and recovery debuffs, tend to be all-or-nothing. That is, you're often either undebuffed or you are debuffed into nothingness. Regen and recovery debuffs just tend to have such high numbers that being hit by one often completely negates that aspect of regen. It should have the highest regen resistance and a good amount of recovery resistance at least. This won't mechanically help that much, of course, especially with all the unresistable debuffs in the game. Next, moment of glory is just strange conceptually. It's a power that briefly does none of the things regen actually excels at. With instant healing now a clicky since i5, it feels thematically irrelevant (although it's mechanically quite important to regen's survival). Thematically, self-rezzes should be one of regeneration's key powers. Unfortunately, self-rezzes have always been marginal in CoH. For some reason, it gets the same five-minute cooldown as other self-rezzes but is no better. It might be more appropriate if it had a much lower base cooldown, because getting up again after being apparently beaten over and over again should be a signature move of a regenerator. I don't know how you might fix regen without fundamentally redoing the set, which would be too disruptive. It could be improved in little ways, but it wouldn't deal with the conceptual problems above all. I support giving up and telling people to roll willpower instead, and leaving regen as it is as an unsupported legacy set. Actually, I do have one idea. Remove revive from the game and use that slot for something else to give regen a fighting chance. Make MoG castable while dead and make it a self-rez on top of being a T9. Give fast healing or resilience a passive proc that has a chance to refresh MoG on very low health or defeat. This would allow a regenerator to get up again and again in the face of repeated beatdowns, which is very thematically appropriate. As a bonus, it will make 'self-rez as a part of attack chain' more than just a meme.
  16. Elmyder mentioned not truncating the results. That increased the number of bins by two orders of magnitude, so RIP my Office, but here are the charts. The top one is from 0.00 to 94.99, the middle one is from 95.00 to 99.99, and the last is everything. Speaking of power rolls not showing, some powers output no logs at all. One that comes to mind is Arachnos psychic nukes.
  17. I cobbled together a quick list of aura powers, but excluding them didn't make a meaningful difference. There are probably more powers with oddities like these , and it'd take too much time to filter out, so I went for the opposite approach, which is to look at rolls from one single power. This is looking at only rolls for the power "Fire Ball". So I'm guessing the issue is not with the RNG but how the game outputs combat logs.
  18. Do you have Python? If so, add the following code to a file with the extension .py, put it in your log folder, and then run it. It'll take a minute. import os, re results = [] for filename in os.listdir(os.getcwd()): with open(os.path.join(os.getcwd(), filename), "r", encoding="latin-1") as f: for line in f: reg = re.search(r"rolled a ([0-9]+[.][0-9])", line) if reg: val = int(float(reg.group(1))) results.append(val) with open("results.csv", "w") as file: for i in range (0, 101): count = results.count(i) file.write(str(i) + "," + str(count) + "\n") Basically does the same thing as the one-liner and should write the results to a file called results.csv. Then you can graph it in your spreadsheet program.
  19. Updated my popmenu above with the new anniversary badge (Resurgent). For maintainers of other popmenus, the id is Anniversary16, and the settitle number is 2432.
  20. I'm in support of a general option to disable having your animation set by external buffs. It's a common enough phenomenon where people would drive-by buff a group of people. Most of the time, this is harmless and done without any ill intent. However, buff animations disrupt emotes and often force your character into a combat stance, which is disruptive for social gatherings or people roleplaying. While visible effects can be unwanted in some scenarios, forced animations are a lot more intrusive. On the anniversary of the game's shutdown, people were holding torches in Atlas Park. GMs had to ask people to turn off stealth auras and refrain from disruptive buffs. A lot of people like buffing people to be friendly, and as mentioned, the vast majority of the time, this is not a bad thing and is often an appreciated gesture. It's a part of the game's culture, So making it an opt-out option seems to be the best solution, as opposed to losing one's temper and yelling at the Nth person to freshly arrive in the zone and buff people without realizing what's going on. It'd be even better if this option could go into the game's actual option menu and as a slash command, so it could be toggled a lot more easily.
  21. I'm reiterating my earlier appeal to be charitable and to refrain from unproductive tactics like strawmanning other people's positions, accusing them of hysteria, gloating, and so on. We're talking about adjustments to a 16-year-old game that only resurfaced after 7 years. A lot of people have very strong feelings one way or another and feel protective of something they had lost once already. Please don't blithely dismiss people's viewpoints or act exasperated, but put yourself in their shoes, Please also try to refrain from extrapolating a narrow slice of the experience to the entire game. I have notes that corroborates this.
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