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Posted
  On 3/24/2021 at 8:05 PM, UberGuy said:

They don't all grant Toxic defense. For example, Weave does not, but Combat Jumping does. Looks like inspirations do too. So maybe Weave was just overlooked.

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Im pretty sure it wasn't overlooked, but intentional design flaw in the power. Fighting already has enough stupid things you can do with it, adding more to the list is probably Not A Good Idea.

Posted
  On 3/25/2021 at 12:25 PM, Hew said:

Im pretty sure it wasn't overlooked, but intentional design flaw in the power. Fighting already has enough stupid things you can do with it, adding more to the list is probably Not A Good Idea.

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This isn't something anyone would have done as a result of that opinion. For one thing, it's a pretty empty gesture - if there's anything tagged toxic that's not also tagged ranged, it's very rare, so the omission is basically meaningless.

 

Given the fact that stuff like this was done by hand for basically forever, it's vastly more likely someone missed it.

Posted

I think this qualifies more as a quirk/oddity than it does a bug, but I was collecting badge coordinates last night and ran across this issue. It was on the Steel Canyon mayhem mission, and it looks like thumbtacks (or at least the nav marker) can be thrown off if there are objects in close proximity.

 

I've attached two screenshots. The first is after I have positioned myself directly over the badge and used the /loc command to generate a thumbtack link in chat, and then I clicked that link to bring up the nav marker. The nav marker should be directly over the badge but as you can see, it shows up 14 feet away, and note that there is a 'Large Metal Crate' object directly to my left.

 

sc_mayhem_badge_1.thumb.png.11d0ce20dfbb4138cc15d323d71835c0.png

 

The second screenshot is after I have destroyed that 'Large Metal Crate' but I have done nothing else. I did not re-click the /loc link, but as you can see the nav marker has moved into the correct position.

 

sc_mayhem_badge_2.thumb.png.bf9ab772e81f09490b4e4fa1150373ba.png

 

My guess is that the 'Large Metal Crate' in this case is somehow interfering with the nav marker placement. I've collected hundreds of badge coordinates this way (including all the badges in the Safeguard and Mayhem missions), some with critters nearby but none that I recall with objects nearby. This is the first time I have run across this issue. If it rises to the level of 'bug' I am happy to post it in the bug reports thread.

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Posted

Build 3 - March 28th

  Reveal hidden contents

 

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Posted (edited)
  On 3/13/2021 at 1:38 PM, GM Arcanum said:

Bug Fixes

  • Fixed an issue which allowed multiple emotes to be combined to trigger NPC-only animations and VFX

 

 

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Any chance we could have this particular animation as new official emote, because if you take this away from me I'm going to be really sad.

 

MysticFortune2021a.thumb.PNG.58e9c079e6348c943d638c2bba5d3409.PNG

 

I get that this fixes the ability to perform the obnoxious gold sky beam animation that people like to abuse during big events, rightfully so. That's a good fix. However it's also disabling harmless hidden animations such as the one on display here.

Edited by Mystic Fortune
  • Like 6
Posted (edited)

Regarding the new Story Arcs tab in LFG. Pandora's Box Part 1/5 [Lastri Kayumanis] - This arc requires unlocking via completion of the A Window of Opportunity tip mission, and should probably be greyed out in the menu in the same way that Mortimer Kal and other TFs are greyed out before they've been unlocked. As it is, you teleport to her but she won't offer you any mission. The popup infobox needs to have:

 

Extra Requirement: Complete A Window of Opportunity [Tip Mission]

 

Edited by Aberrant
  • Like 3
  • Thanks 1

Check out the Unofficial Homecoming Wiki! Contributions welcome!

Posted
  On 3/28/2021 at 5:41 PM, Mystic Fortune said:

 

Any chance we could have this particular animation as new official emote, because if you take this away from me I'm going to be really sad.

 

 

 

I get that this fixes the ability to perform the obnoxious gold sky beam animation that people like to abuse during big events, rightfully so. That's a good fix. However it's also disabling harmless hidden animations such as the one on display here.

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Reinstating the less problematic animations into the menu as official emotes would be lovely. And I say this as someone who doesn't even use any of them or has.

  • Like 3
Posted
  On 3/28/2021 at 5:41 PM, Mystic Fortune said:

Any chance we could have this particular animation as new official emote, because if you take this away from me I'm going to be really sad.

 

I get that this fixes the ability to perform the obnoxious gold sky beam animation that people like to abuse during big events, rightfully so. That's a good fix. However it's also disabling harmless hidden animations such as the one on display here.

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+1 to this, but also keep the obnoxious gold sky beam one.

  • Like 1

@Hissatsuman, you can mainly find me on Everlasting!

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Posted
  On 3/25/2021 at 3:08 PM, AboveTheChemist said:

I think this qualifies more as a quirk/oddity than it does a bug, but I was collecting badge coordinates last night and ran across this issue. It was on the Steel Canyon mayhem mission, and it looks like thumbtacks (or at least the nav marker) can be thrown off if there are objects in close proximity.

 

I've attached two screenshots. The first is after I have positioned myself directly over the badge and used the /loc command to generate a thumbtack link in chat, and then I clicked that link to bring up the nav marker. The nav marker should be directly over the badge but as you can see, it shows up 14 feet away, and note that there is a 'Large Metal Crate' object directly to my left.

 

sc_mayhem_badge_1.thumb.png.11d0ce20dfbb4138cc15d323d71835c0.png

 

The second screenshot is after I have destroyed that 'Large Metal Crate' but I have done nothing else. I did not re-click the /loc link, but as you can see the nav marker has moved into the correct position.

 

sc_mayhem_badge_2.thumb.png.bf9ab772e81f09490b4e4fa1150373ba.png

 

My guess is that the 'Large Metal Crate' in this case is somehow interfering with the nav marker placement. I've collected hundreds of badge coordinates this way (including all the badges in the Safeguard and Mayhem missions), some with critters nearby but none that I recall with objects nearby. This is the first time I have run across this issue. If it rises to the level of 'bug' I am happy to post it in the bug reports thread.

Expand  

 

This is normal and working as intended; the waypoints use regular pathing beacons to get you to your destination, which is why the work through doors (or don't, if you're in Mercy and Oakes) so something big detected "on the way" will cause the waypoint pathfinding to stop there.

  • Thanks 1
Posted
  On 3/28/2021 at 7:12 PM, Monos King said:

Make it exclusive to those with Bug Hunter badge.

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Uhh... nothing should be exclusive to those with the Bug Hunter badge.  That's exclusive enough as it is and is its own reward.  I say that as someone with the Bug Hunter badge.

  • Like 2
Posted

Do not remove the non-intrusive NPC emotes. The Zeus lightning strike one is annoying, but I see no reason the others should be removed.

  • Like 2

 

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Posted
  On 3/28/2021 at 7:46 PM, Apparition said:

 

 

Uhh... nothing should be exclusive to those with the Bug Hunter badge.  That's exclusive enough as it is and is its own reward.  I say that as someone with the Bug Hunter badge.

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I'd rather that than it be removed. Looking for other suggestions to that end.

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Posted
  On 3/28/2021 at 5:41 PM, Mystic Fortune said:

 

Any chance we could have this particular animation as new official emote, because if you take this away from me I'm going to be really sad.

 

I get that this fixes the ability to perform the obnoxious gold sky beam animation that people like to abuse during big events, rightfully so. That's a good fix. However it's also disabling harmless hidden animations such as the one on display here.

Expand  

 

  On 3/28/2021 at 6:23 PM, Monos King said:

Petition to keep all of NPC emotes.

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  On 3/28/2021 at 7:54 PM, Giovanni Valia said:

Do not remove the non-intrusive NPC emotes. The Zeus lightning strike one is annoying, but I see no reason the others should be removed.

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  On 3/28/2021 at 8:20 PM, ScarySai said:

There's no real reason to touch emotes, we're kinda getting off track here.

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We appreciate the concern here - but to be clear this is a bug fix, not a deliberate removal of content (these were, obviously, never intended for player use). Unfortunately it's an all-or-nothing fix for this "backdoor" method of triggering animations, it wasn't possible to simply disable certain animations (the beam of light will not be coming back 🙂).

 

However it is possible to add player-safe versions of the non-intrusive animations. Would you be able to post up a thread documenting the ones you'd like to see return? Specifically we'd like:

  • A screenshot
  • A /demorecord file of the animation playing (which will help us find back the source animation)

For each one you'd like to see become emotes. Keep in mind that animations which aren't available for all body types will likely not be be enabled as emotes.

 

Also: As with anything, this isn't a promise it will actually happen, but we'll see what we can do for a future update (and it definitely won't be in Page 2).

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Posted

Signature Story Arcs are now available in the "Story Arcs" tab of the Looking For Group window

 

Very nice.  Not a big deal, to be sure, but a nice addition.

  • Thanks 1

Originally on Infinity.  I have Ironblade on every shard.  -  My only AE arc:  The Origin of Mark IV  (ID 48002)

Link to the story of Toggle Man, since I keep having to track down my original post.

Posted (edited)
  On 3/28/2021 at 10:05 PM, Jimmy said:

We appreciate the concern here - but to be clear this is a bug fix, not a deliberate removal of content (these were, obviously, never intended for player use). Unfortunately it's an all-or-nothing fix for this "backdoor" method of triggering animations, it wasn't possible to simply disable certain animations (the beam of light will not be coming back 🙂).

 

However it is possible to add player-safe versions of the non-intrusive animations. Would you be able to post up a thread documenting the ones you'd like to see return? Specifically we'd like:

  • A screenshot
  • A /demorecord file of the animation playing (which will help us find back the source animation)

For each one you'd like to see become emotes. Keep in mind that animations which aren't available for all body types will likely not be be enabled as emotes.

 

Also: As with anything, this isn't a promise it will actually happen, but we'll see what we can do for a future update (and it definitely won't be in Page 2).

Expand  

Can we get a sticky or a link to said thread? Not sure if it should be under Beta sub or somewhere else...

because I already got these requests done. Just need the right place to post them.

 

Already done.

 

Edited by Tiger Lady
additionally..
  • Like 3
Posted

Can someone link a pic of this obnoxious gold skybeam? I have no idea what you guys are talking about 😄

 

Posted
  On 3/23/2021 at 10:38 AM, SuggestorK said:

 

Hello,

 

just wanted to add a possible problem caused by this solution, what happens if the leader get dced?

Will the Power be moved then to new leader? If not, and he needs time to come back .. as we all know real life problems are not all solved in minutes, this could lead to the problem to not be able to finish the Strikeforce.

Expand  

 

I hope this issue is addressed.

 

Perhaps a better solution is to provide it as a temp to all players on the SF.

Or maybe put a glowie in the mission that can be clicked on for some limited charges.

Or if players log off and back on the new leader gets the temp.

 

If the leader, for example, disconnects or quits after the temp is awarded to the leader, that would be frustrating unless there was a way around it.

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