Zombie Man

Ebil-o FTL June-21 & Feb-22-2010
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  1. The two costume change emotes are:

    /cce # ccOilStrike
    /cce # ccPressureRelease

    Where # is your costume slot from 0-4. Capitalization is irrelevant.

    Both the direct commands and the use of the cc emotes on the pull down menu from the costume window both work.


    Feedback on ccPressureRelease:

    Perfect!


    Feedback on ccOilStrike:

    It seems the costume change happens too quickly before the character is enveloped by the oil strike.

    The oil strike could stand to obscure the character more so that the costume change is seen. From the front, the character is only half obscured, and from the back, not obscured at all.
  2. I just logged onto Zule and I think I'm stuck in an apocalyptic landscape. And I mean me... not my character. Help!
  3. The three new emotes in the Steampunk Booster are:

    Inspiration: /em inspiration
    Hot Temper: /em hottemper
    Train Whistle: /em trainwhistle

    For those who homebrew their own quickchat or popmenus, the commands and authbit are:

    Code:
               {
                  DisplayName "Inspiration"
                          Command "e inspiration"
                      Authbit Steampunk 1
               }
               LockedOption
               {
                          DisplayName "Hot Temper"
                          Command "e hottemper"
                      Authbit Steampunk 1
               }
               LockedOption
               {
                          DisplayName "Train Whistle"
                          Command "e trainwhistle"
                      Authbit Steampunk 1
               }
    In another thread, we've already had a report that these emotes are not working with shields. Until that gets fixed, try this for a fix:

    /bind <key> "em none$$em trainwhistle"
    /macro <name> "em none$$em trainwhistle"

    And use the key/macro name of your choice and trade in the non-working emote.

    And yes. That's "Steampunk..... *1*"



    iii
  4. Quote:
    Originally Posted by iPirate View Post
    it never ceases to amaze me how little things change around here.

    We've got half a page of "ooo new toys" and 5 and a half pages of number chrunching min/maxers crying about a nerf.

    Absolutely nothing has changed in the year I was gone.
    My love for you has grown!!
  5. Quote:
    Originally Posted by Shadowe View Post
    I'll thank you to not put words in my mouth.

    No, I wasn't being sarcastic.

    The Eden Trial level limitation is an intended design feature. As such, it is WAI. Now, we can debate whether that's a good or a bad feature, but what it is NOT is a bug.
    Quote:
    Originally Posted by Thraxis View Post
    10 to 1 it gets removed from the WST list and they still never fix it
    Quote:
    Originally Posted by NordBlast View Post
    Taking into consideration the bug preventing selection of next mission in Kahn TF isn't fixed yet (even though devs were aware of this problem), I wouldn't hold my breath on quick fix for Eden Trial either.

    Quote:
    Originally Posted by Freitag View Post
    City of Heroes
    • The Woodsman Task Force (aka the Eden Trial) "Prisoners of Eden" will now properly start if the leader of the team is above level 41.
      • Members of the TF team above level 41 will be auto-exemplared to 41 for the duration as per standard Task Force mechanics.
    NordBlast, you can breathe.

    Thraxis, pay up.

    Shadowe, you've got a squashed bug on ya.
  6. Quote:
    Originally Posted by Xzero45 View Post
    The Steam Pack power lasts for thirty seconds and recharges in thirty seconds.
    And the GvE JumpPack lasts for thirty seconds and recharges in 2 min 30 seconds.

    Otherwise all their stats are the same.

    And it seems... I have to test some more... if you use both at the same time, they stack... it lasts for 60 seconds.

    Stacking them does not stack jump or fly speeds, though. But it will max out jump height.

    If you have both, you can go: SteamJump > GvEJump > SteamJump for a full 90 seconds of the jump boost.

    Hasten alone will have SteamJump back up in 20 seconds.
  7. Quote:
    Originally Posted by Xzero45 View Post
    Any word for a fix for the AE's profanity filter bug?
    In this past Wednesday's Ustream, Dr. Aeon said it was being worked on and it was more complicated that one would think, so, no time frame for when it will be fixed. But it is definitely being worked on.
  8. Quote:
    Originally Posted by Noyjitat View Post
    Its funny though they said the power was working as intended before and I'm 100% positive one of them said it was working as intended on a ustream video recently too and then they suddenly decide to nerf it.
    -8 for not reading thread one is posting to.
  9. Quote:
    Originally Posted by Zwillinger View Post
    Because we all know how well that works out...

    Code:
                __                 _    
               /\ \              /'_`\  
     __  __  __\ \ \___   __  __/\_\/\`\
    /\ \/\ \/\ \\ \  _ `\/\ \/\ \/_//'/'
    \ \ \_/ \_/ \\ \ \ \ \ \ \_\ \ /\_\ 
     \ \___x___/' \ \_\ \_\ \____/ \/\_\
      \/__//__/    \/_/\/_/\/___/   \/_/



    iii
  10. Quote:
    Originally Posted by Zwillinger View Post
    This suggestion has been conveyed onward and upward to the development team.
    In the meantime, can you force 5 instances of RWZ to remain open?
  11. Quote:
    Originally Posted by Another_Fan View Post
    Oops there's another. I am shocked indeed shocked, that people buy things expecting they work
    Quote:
    Originally Posted by Lucky666 View Post
    oh how bad of me to wanting something i paid for to actually work *gasp* a customer wanting money back for a broke item who woulda thought it. I asked them to fix it and am willing to wait but not for months like is known to be the case is some circumstances. And it's good to hear that it's fixed on test but if people like me don't bring it up constantly it will be sluffed into the pile of non-important bugs.
    Your expectations of everything working 100% in an MMO and bugs being fixed in a matter of days and not weeks or months is wildly unrealistic.

    You will forever be raging against whatever MMO you play with that attitude.
  12. Quote:
    Originally Posted by Lucky666 View Post
    oh one thing I forgot please fix beast/ninja run in the ITrials. I paid good money for them and feel like I'm being penalized for buying a booster pack and not taking pool power travel.
    This is highly irritating and if is not fixed would like a refund(ncsoft credit works too)
    Yikes, not this false argument that because you paid for an extra perq, that said perq must never be subject to bugs or any game-mechanics limitation.

    But anyway, while I wasn't able to test with the iTrials, Beast/Ninja Run and other temp travel powers are now working in PvP zones on Test (while they aren't on Live), so, it's a good bet they're working in iTrials on Test and soon, on Live.
  13. Quote:
    Originally Posted by Another_Fan View Post
    LOL the entire incarnate system is ridiculously overpowered, or did you miss the effect of destiny on mastermind pets, or those judgement nukes ? Or the st dps from the pets ?
    You mean like how before Incarnate Powers I couldn't solo a Pylon and now I can do it under a minute? And that's without any Tier4s?

    Or how a Kill-All LGTF is as fast as the Speed version now?
  14. The sad thing is, that by Noyjitat's Law, every post I make means I know even less about the game than before I posted. In fact, posting this post makes me even more ignorant of the game.

    EDIT: It's true. I can't remember where Atlas Park is anymore!
  15. C'mon, people.

    The important thing to remember is that the Incarnate Procs are still ridiculously overpowered in MMs whose pets hit almost as often as a rain.

    At least we still have that!
  16. Quote:
    Originally Posted by Another_Fan View Post
    Not exactly the place anyone is going to look for information that there will be changes made to the way their characters work
    But a Ustream chat is a reliable place to get the info that they're WAI and thus will always work as they are now?
  17. Quote:
    Originally Posted by End Sinister View Post
    When I zoomed in on a screen shot of the new female face texture used in the steam punk super booster still, I was really taken aback at the realism of the face.

    I'm asking if the new face technology that is being released soon applies to enemy groups as well. In other words, is the new tech. being applied game wide or is it only for P.C.'s running about?

    Does anyone have any idea?
    Nope. All we know is that it will be Normal Mapped Tech.

    I suspect this was already done, or something similar when I pointed out to Noble Savage the use of hi-rez faces for some enemy groups with the advent of City of Villains and can we players have access to it. He said he'd look into it, and since then, he taunted me by having those hi-rez faces appear in Going Rogue factions.

    From here:

    Quote:
    Originally Posted by Noble Savage View Post
    Quote:
    Originally Posted by Zombie Man View Post
    I guess it's the place to restate my Grand Unified Costume Postulate:

    For every costume piece, there should be the same resolution (high) overlays such as: cloth, tights (cloth with shine highlights), matte leather, shiny leather, dull metal, high shine (and UM reflective) metal.

    This would create the perfect mix-and-match, resolve a lot of color mismatching (because the textures are different), and take the costume generator to the next level (and definitely surpass what CO has).

    Oh, and hi-resolution faces, please, for player characters, like the ones that were added to CoV PCs as seen here (with some legacy faces to show the difference):

    If we quadruple the options for every costume piece, it opens a giant can of worms as to how we'd organize all that stuff in the drop down menus, not to mention the enormous amount of time involved in creating 3 additional textures for each piece. This would be tough.

    Would like to know more about the faces you've provided. The legacy ones are obvious; the other ones are what exactly?
    My response:

    Quote:
    Originally Posted by Zombie Man View Post
    You Luddite!

    Oh, no, wait... the faces are the Luddites in Cap au Diable. For Issue 6/CoV, we saw these male NPCs with very high resolution, highly realistic facial textures. Those same faces were used for the Scrapyarders in Sharkshead -- but they had optional facial things tacked on to them. In fact, Scrapyard himself, the Giant Monster, uses one of these faces.

    Also, the Goldbrickers, redside Family, and Arachnos soldiers got the hi-res faces too. And compare that to the Cage Consortium or Legacy Chain that came out at the same time but didn't get the hi-res treatment.

    Since then, no other types of hi-res faces have appeared that I know of. And all pleas to make these available as PC options have met with silence... no yeses, no nos.

    So, you'll have to check with someone in the art department at the time of City of Villains about 'em.




  18. Quote:
    Originally Posted by Another_Fan View Post
    Sure reactive had to be nerfed, either that or the rest of interface rebalanced but why state that it was working as intended on the ustream only to 180 on that 1 week later ?
    Someone from QA said it was WAI. QA is not Powers Team. QA thinks in terms of "is that a bug?" not "is that overpowered?".

    It wasn't a bug. It was an unintended function of rains that hadn't been reined in yet.

    And if the change is overcompensated (it only procs on one target), then, let them know as feedback rather than running around with hair on fire. The balancing of the power is obviously in flux. It wouldn't be a sure thing to think that the way it is on test will be the way it will be forever.
  19. Actually, it might be funny if it was a spoof of those classic 50s and 60s sitcoms. Have the prehistoric nature of the Flintstones careen against real modernization with stone-age tech being taken over by more modern tech as well as the mores of the 50s confronted with more contemporary attitudes.
  20. Quote:
    Originally Posted by Noyjitat View Post
    The mini man who rarely posts and spends more time playing the game is likely to provide better accurate feedback to developers.
    The reality is *usually* the opposite.

    The ones who seem to have the most knowledge of the game also have much higher post counts.

    You see, talking about the game (on the forums) means one is engaged in learning about the game.

    Folks who play a lot but almost never come to the forums often have unusual ideas about how the game actually works. Their perception bias never gets challenged by a larger data pool or by folks who've done real and rigorous testing, or by info that comes from the Devs.

    Of course, the reverse is not necessarily true that those with high post counts have better knowledge of the game. Especially if their high post count comes from counting to 10 thousand in a forum games thread.

    Keep track of those who give correct and accurate answers to those asking questions in Player Questions. They tend toward higher post counts.
  21. The Dev-run Praetorian zone events apparently produce critters that don't despawn on their own. Other servers have reported similar things, e.g., a giant WarWalker standing around in Talos.

    They'll definitely be gone after Thursday's maintenance.
  22. Quote:
    Originally Posted by Residentx10 View Post
    I ran a speed LGTF this morning with 8 in 1 hour and 3 minutes and got 10 shards, lots of Vanguard merits and my notice. I love this TF because it's a two for 1. I think this is the best Shard TF in the game for collecting shards. Any comments? I consistently get 10-15 shards every run whether it's farm or speed.
    Yeah, but kill-all ITFs can be run in half the time at about 60% of that number of shards. This means, by running two ITFs back-to-back, I can spend the same amount of time and get 20% more Shards.

    ITF wins because there is a signifant drop rate increase among bosses, EBs, and AVs; and the ITF has boatloads more of them than the LGTF.
  23. This is a damned if you do and damned if you don't situation.

    The Flintstones as entertainment is pretty awful by today's standards. It had a laugh track. I don't remember ever actually laughing along (yes, I'm that old). Which was pretty typical of situation comedies of that era.

    To recreate that type of program is doom. No one will watch it.

    To 'update' that program with more contemporary standards of comedy will have folks wailing that he destroyed the spirit of the Flintstones. But, that has a better chance of being commercially successful with a younger audience who really didn't know the old Flintstones.

    It's obvious what he needs to do.
  24. Quote:
    Originally Posted by TrueGentleman View Post
    Doom is spelled a "discontinued operation".
    Not surprised at all.

    The 'discontinuer' is infamous for its ruthless bottom-line attitude and acquires and spits out games and studios until it finds one that lays golden eggs. Its use of a company name of a discontinued game developer of the 80's is all you need to know that that company is all mask and no content.
  25. Quote:
    Originally Posted by Daemodand View Post
    If I wanted to see if my current population could be supported by less hardware, a stress-test is exactly what I'd do.
    It can't. You can't remove hardware and expect a capacity increase.

    This isn't Star Trek physics where you take out half your memory but just maybe if you reverse the polarity of your hard drives you just might get extra capacity.

    They upgraded. That's why Freedom isn't in the red as much as it used to. Now they want to see just what the new limits are so they know where to set the limits for the server queue.