Yosomono

Apprentice
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  1. Quote:
    Originally Posted by Dromio View Post
    Nice demon names! Maybe "Lost Hope" could be "Despair"? That way they'd all be one word names.

    Hope it's OK to make a suggestion.

    Burning Jealousy, Cold Revenge, Toxic Scorn, Fueling Rage, Debilitating Sorrow, and the Chilling Prince of Lost Hope.

    Thanks, was unsure about the prince's name and decided on something mildly poetic, but Despair would work well also.
  2. Quote:
    Originally Posted by Madam_Enigma View Post
    These are the default names. No name changing happening, just position in the pet window changing.
    I think the point is that the names are changing when people custom-name the pets.
    It is entirely possible that the default names are a property of the pet itself, and thus not affected when they change position, but the custom names are maybe somehow tied to the position in the window rather than the pet itself?

    The name switching definitely happens, and it is very obvious with demons since each demon is a different color...it becomes very easy to tell when the wrong name is on the wrong color demon. It's quite frustrating for me because I have given each demon a name which relates to their visual-aura (cold/fire/hellfire) and they just look stupid when they get mixed up.

    For the sake of completeness, BEFORE entering mission selected demonling is named Scorn and is PURPLE Hellfire
    AFTER entering mission selected demonling is named Scorn and is plain Fiery, who used to be named Jealousy. Eagle-eyed observers may note that the 2nd tier demons have also swapped names.
  3. Quote:
    Originally Posted by Brynstar View Post
    I always think that supremacy effects all pets because the pet auras do, but Zombie Man is absolutely right. My bad for mis-informing
    On a slightly related note that I find quite excellent, you CAN in fact use Hell on Earth on your Dark Servant.
  4. I had this problem but solved it!

    If you are like me and using Windows 7, the culprit may be a new network feature that was introduced with Vista called Task Offloading.
    It's possible something in i17 suddenly caused a small problem to turn into a big one.

    Before this fix, like others here, when i17 came in I suddenly found myself getting lost packets every few seconds. My netgraph was covered in red spikes.

    I did a bit of googling and found out that this Task Offloading was added in Vista and standard in Win 7, and it sometimes causes problems like this when the network card cannot cope with the offloaded tasks for some reason. You can turn Task Offloading off using the short guide on the following page: http://www.windowsreference.com/wind...-in-windows-7/

    I should note that using the commandline was not enough in my case, I had to go into my network adapter's advanced settings and manually turn off everything that had the word "Offload" next to it.
    When I got into the game afterward, netgraph shows nothing but a nice solid line of green.

    (split into two posts to bump the thread so people see it)
  5. I had this exact same problem, netgraph was red spikes all over.
  6. Yosomono

    it's patching

    Quote:
    Originally Posted by shadownate View Post
    ಠ_ಠ

    qft
  7. Yosomono

    it's patching

    Quote:
    Originally Posted by Melanie View Post
    "The maintenance is taking a little longer than normal but we'll keep you posted as soon as the live servers are up!"

    http://boards.cityofheroes.com/showp...46&postcount=2
    Noooooooooooooooo!
  8. Quote:
    Originally Posted by Kheldarn View Post
    I think this is caused because the costume emotes detoggle and retoggle you. If you listen, you'll hear the sounds of your toggles re-activiating when you change costumes...
    That would make sense, but it's clearly getting mixed up somehow in the process.
    I have been having ridiculous lag lately for reasons I can't figure out, that might be related in that I am "missing" the costume change emote and only "catching" the re-toggle animation.
  9. AT: Brute
    Powersets: War Mace/Shield Defense
    Character Model: Female
    Level: 50

    I've been having a weird problem lately, since I made some binds to switch costumes using the /cc_e command. I tried using the Spin emote to change costumes on my War Mace/Shield Defense brute. The bind in question was: /bind F cc_e 1 ccSpin
    When I first used the bind, it worked fine. I made another to switch back. /bind Shift+F cc_e 0 ccSpin
    That's when the weirdness began. Now when I use a costume change command with an emote, the animation which plays is never quite the same...sometimes it is the Grant Cover animation, sometimes it is the Active Defense animation, sometimes it is a mixture of the Spin and Grant Cover animations....so that I spin and a blue aura spreads out from me.
    This was weird, but easily solved by simply not using the binds anymore. But then the other day after having used the bind, I later went to use Whirling Mace in combat and instead of the usual animation it played the Spin animation!

    Something definitely seems to be up, but just with me apparently. Nobody else I know who uses shield has reported any sort of issues. Could the /cc_e command be overwriting animations somehow? I did a full file integrity check and it was fine.
  10. I've been having a weird problem lately, since I made some binds to switch costumes using the /cc_e command. I tried using the Spin emote to change costumes on my War Mace/Shield Defense brute. The bind in question was: /bind F cc_e 1 ccSpin
    When I first used the bind, it worked fine. I made another to switch back. /bind Shift+F cc_e 0 ccSpin
    That's when the weirdness began. Now when I use a costume change command with an emote, the animation which plays is never quite the same...sometimes it is the Grant Cover animation, sometimes it is the Active Defense animation, sometimes it is a mixture of the Spin and Grant Cover animations....so that I spin and a blue aura spreads out from me.
    This was weird, but easily solved by simply not using the binds anymore. But then the other day after having used the bind, I later went to use Whirling Mace in combat and instead of the usual animation it played the Spin animation!

    Something definitely seems to be up, but just with me apparently. Nobody else I know who uses shield has reported any sort of issues. Could the /cc_e command be overwriting animations somehow? I did a full file integrity check and it was fine.

    Edit: Just realized there is a sticky in the Dev corner for animation problems, will repost this there.
  11. I guess it depends on what you want.
    It's really easy to cap defense quite early, so I wouldn't call it squishy.
    The heal on Energy Drain is nice but I'd prefer it be a bit higher percentage per enemy.
    In my personal opinion the worst part about EA is the stupid stealth.
    It should be replaced with some kind of taunting dmg or debuff aura.
  12. Yosomono

    New Travel Pools

    Hostility really doesn't help you here.

    Clearly you disagree. That's fine.
    I'm fairly certain you're wrong about the engine, but I'm not going to sit here and yell back and forth with you about it as you seem to want to do. Especially as you seem intent on belittling people who don't agree with your conclusions. If you think I had no reason to post this, then that's all you had to say. There was no need to rant in a hostile manner about it.

    Consider the discussion finished.
  13. Yosomono

    New Travel Pools

    Quote:
    Originally Posted by Sharker_Quint View Post
    i'm not being hostile or trolling, you said it was easy and i would like to know how. and since tunneling would involve turning into a lump of dirt, are your powers still going to work like they do with every other travel power? i don't think they will. as for swinging, again, how will it work? there has to be some sort of believability to it or it will look rediculous. even in the spider man games, they still had attachment points that you could visably see, not just attaching to some imaginary point in the sky.
    No, the way I described tunneling is that it is equivalent to being phased. You cannot use powers that affect anyone but yourself. I even would go so far as to have it so that you CAN be hit, but cannot hit back. To prevent abuse.

    Whether or not you think swinging requires that the cable attach to something seems to be a very divisive topic that not everyone can agree on. Many diehards demand that it attach to something, which basically makes it impossible to use in an mmo. Others have no problem with having the cable just go off into the distance, like it does in "that other game".
    I think we can all agree that outside of New York City, Spider-man would have to take the bus like every other punk. But people still love the idea of swinging as a travel power, and I don't think it is unreasonable to want it even if you have to "pretend" you're connecting to something.
  14. Yosomono

    New Travel Pools

    Tunneling is easy because you just cheat. The animation shows the character go underground, but you really just replace the character model with the "mound of dirt" model and make it unable to jump. You effectively become a roomba.
    Swinging, as I said, is just superjump in reverse. You could even cheat here as well, by making the toggle set the character model to "fly upward nonstop" as a form of inverse gravity, and the swinging is then *exactly* the same as upside-down superjump. It would take lots of tweaking to get it to look right, but it'd work. The "fire a line into space" bit is just animation.

    Regardless, it's pretty obvious you are hostile to the idea and borderline trolling, so just forget I ever said anything.
  15. Yosomono

    New Travel Pools

    I didn't say they were EASY I said they were the easiest.
    Huge difference.
  16. Yosomono

    New Travel Pools

    Unfortunately they're the easiest ones to implement with the current system, as I see it.
    What would you prefer? The disk-flying system?
  17. Yosomono

    New Travel Pools

    Quote:
    Originally Posted by Sharker_Quint View Post
    will not work with the current game engine. also, how do you swing in an open area with nothing to connect to?
    There is no functional difference between swinging and superjump, they're just the same action in a different direction. And "that other mmo" has no problem with just shooting a line up into the sky and having it disappear into nothing. It's called suspension of disbelief.
    Doesn't seem to bother many people.
  18. Yosomono

    New Travel Pools

    Just some stuff I was thinking about, no hard numbers or anything, just thematic.
    Basically I really liked these ideas in "that other game" and thought they could work here.
    Whenever possible I tried to think of ways to re-use existing animations.

    Tunneling
    Digger - singletarget melee attack, animation of Spines barb-swipe, low dmg, chance of blind
    Throw Dirt - pickup animation from hurl, throw animation from seeds of confusion; smoke grenade style appearance. small angle cone causes blindness
    Tunneling - 85% of superspeed, stealth, can be detoggled, can't jump
    Burrow - aoe aggro-drop (like placate, but moves you to last place in aggro list not full de-aggro), same animation as tunnelling but cannot move (unless you turn on tunneling)

    Swinging
    Grapple - same as tp foe but requires line of sight
    Core Strength - 7% self-dmg buff 10% self-res buff (years of swinging have made your core tougher)
    Swinging - like superjump only inverted...obviously animation is tough
    Cable-spin - PBAOE short-range attack (maybe whip range), spinning the grapple cable (or web if you like)

    Anyway, probably complete crap but I had the thought and figured I might as well write it down here.
  19. I too have started using popmenu for everything now.
    All my chars now use popmenu for teleports and inspcombine and pets.
    Absolutely indispensable.
  20. My personal view on DP is that there are two powers not really worth getting (assuming you are aoe focused), namely the quick single-target shot Pistols and the last PBAOE attack Hail of Bullets. I was iffy on Suppressive Fire until I realized it's a hold when you use special ammo.
    As badass as Hail of Bullets looks, I felt like it was missing often and not doing a whole lot of damage even when it did hit. And Pistols, well, it's not so much bad as it is that Dual Wield is better and you only need one of em. If you're going for speed, swap DW for it I guess.
  21. The change to epic archetypes actually sounds good to me, for one simple reason.
    It seems to imply there will be new epic archetypes in GR, probably unlocked through content rather than level, but thereby replacing the existing Epics as "badge of honor" type things.
    All speculation, of course, but it seems like the logical thing for them to do. Move one goalpost closer, as you raise up a bigger and better one far ahead.
  22. On a related note to the original topic, I was disappointed to see my stone-melee custom enemies not being able to use the mallet powers. What the heck is up with that?
  23. If you're taking requests, I wouldn't mind someone taking a shot at my arc #44007 (I think) called "A Distant Rumbling". It's 3 missions, 1-54, average difficulty, no defeat all, 3 factions of custom enemies, each mission has a boss though the first one is optional.

    I'm a bit concerned about the difficulty of the final boss at higher levels and difficulties/full teams.
  24. It seems like such a reasonable thing, I can't believe it doesn't already exist.

    1) Allow people to bookmark missions or put them in a Favorites list or something, so we don't have to search for them each time
    2) Have a tab which lists all published missions by everyone in our global Friends list.
    3) To a lesser extent, also have a tab which lists all published missions by everyone in your current character's SG/VG
  25. I don't understand this at all, because I think MA is absolutely fantastic.
    The major problems with this game right now are that you can get bored with
    1) the same enemies over and over and
    2) the same maps over and over.
    MA completely solves both of those problems, and while it is true that not all missions will be quality stuff, many are in fact fantastic. I think it will just take some time for the ranking system to work out and the cream to rise to the top.
    So far my only problems with mishes have been when someone made enemies that were clearly intended to be badarses, and wound up not being soloable at low levels. I'm just not gonna beat a katana/wp elite boss as a lvl 21 shield brute. Not gonna happen.