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Posts
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Quote:oh. my. god. Honey Badger is just so super funny. He won't let Tunnel Rat be serious on Ustream. No. He's like all, "I'm going to make you laugh and you can't do anything about it!" He's like so super serious about making people laugh. He's just crazy that way.Hey dudes and gals,
For those who don’t already know me, I’m Leo. I have been an FX Artist here at Paragon Studios for just over a year. Some of you may wonder, “Why Honey Badger?”
I begrudgingly took this red-name after a failed joke I made during one of the weekly USTREAM “Coffee Talk” sessions. Players on the chat box were joking with my partner in crime, Tunnel Rat, about what my red name might be. When some ridiculous animal names started cropping up, I threw out the honey badger as a joke, knowing how the memory of that internet clip would make her crack up on camera. Little did I know that it would stick and that YOU PEOPLE WOULD NEVER LET IT DIE THEREAFTER. AAAARRRGHH!!! -
What's it like being the only person to see the truth?
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Quote:Too much work. Use the Cosmetic Surgeon and costume slots to change all toons to the female model. There, you doubled your wardrobe!Well then, stop being such a sausage factory and roll some female alts.
Also, I hope all your toons were named variations of "Pat" and "Chris". -
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Wait... You're putting ATOs into the game without enabling their trading in the Auction House like you said was going to happen?
doom. -
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Quote:While you're diving into female Magic Pack stuff, can you take a look at this problem detailed here?By some small miracle I had some spare time in my schedule in this milestone. So rather than spend the day twiddling my thumbs, I have ported the following Costume Pieces over to female:
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Put me down as number six or seven who will now buy the Gunslinger Pack... gonna do it right now...
EDIT: ... and done! -
So, the Spring Fling went live without replacing the placeholder for Arbiter Hawk (which happens to be Arbiter Sands' model... why not have used generic Arbiter? Idunno). So, we need an Arbiter Hawk model. Below is a proposed one. If anyone wants to tweak it or do something wildly different... sure, go ahead. Let's just hope any one gets picked over the Sands clone.
First, the Dev upon whom Arbiter Hawk is based:
And here is my suggested avatar. (Note that any color in the costume below the neck is just reflection from being on the red side of Pocket D... only the hair and glasses has inherent color.)
Oh, how I wish I had access to VEAT costume parts that weren't locked and uncombinable (with a player's rig) with the rest of the costumes.
Anyway, here is the .costume file for use in by any dev or player. I relinquish all creative rights (as if I had any).
Code:{ Scale -5.471 BoneScale -0.1366 ShoulderScale 0.4317 ChestScale -0.3111 WaistScale 0.3794 HipScale 0.3954 LegScale 0.009722 HeadScales 1, -1, -1 BrowScales 0.1273, 0.09659, 1 CheekScales 0.4485, -0.3525, 0.4656 ChinScales 1, -1, -0.2193 CraniumScales 0.1876, -1, -1 JawScales 0.2207, -0.1281, -0.6271 NoseScales 0.4485, -0.2527, -1 SkinColor 247, 200, 170 NumParts 28 CostumePart "" { Geometry Tight Texture1 !x_male_hips_tech_sleek_mask Texture2 !hips_tech_sleek_dual DisplayName P887196332 RegionName "Lower Body" BodySetName Tight Color1 255, 255, 255 Color2 59, 59, 59 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Tight Texture1 !x_male_chest_tech_sleek_mask Texture2 !Chest_sleektech_01_dual DisplayName P566009771 RegionName "Upper Body" BodySetName Tight Color1 255, 255, 255 Color2 59, 59, 59 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard Texture1 skin_v_head_75 Texture2 none DisplayName P687117166 RegionName Head BodySetName standard Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Smooth Texture1 banded_01 Texture2 !glove_Thin_Stripe_02 DisplayName P3937616722 RegionName "Upper Body" BodySetName Tight Color1 0, 0, 0 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Smooth Texture1 !x_male_boot_tech_sleek_mask Texture2 none DisplayName P2104750136 RegionName "Lower Body" BodySetName Tight Color1 143, 143, 143 Color2 199, 199, 199 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Retro_01 Texture1 Retro_01a Texture2 Retro_01b DisplayName P177456852 RegionName "Upper Body" BodySetName Tight Color1 255, 255, 255 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_Male_Hair.GEO/GEO_Hair_Gusto_01 Texture1 !Hair_V_Gusto_01 Texture2 !Hair_V_Gusto_01_Mask DisplayName P2681220175 RegionName Head BodySetName standard Color1 127, 42, 0 Color2 255, 190, 63 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_Eyes_Res.geo/GEO_Eyes_Resistance_Goggles_02 Texture1 !X_Eyes_V_Resistance_Goggles_02 Texture2 none DisplayName P2793026233 RegionName Head BodySetName standard Color1 255, 255, 255 Color2 212, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry N_Male_Imperial_Dynasty_01.geo/GEO_N_Emblem_Imperial_Dynasty_01 Texture1 !X_Emblem_Imperial_Dynasty_01 Texture2 none DisplayName P2281134661 RegionName "Upper Body" BodySetName Tight Color1 255, 255, 255 Color2 31, 31, 31 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_SPADR.GEO/GEO_SpadR_CoThorns_01B Texture1 !X_SpadR_CoThorns_02B Texture2 !Spadr_CoThorns_02B_Mask DisplayName P772741860 RegionName "Upper Body" BodySetName Tight Color1 59, 59, 59 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry N_Male_Steampunk_01.geo/GEO_N_Neck_Beard_Clsc_Steampunk_01 Texture1 !X_N_Male_Neck_Clsc_Steampunk_01 Texture2 none DisplayName P2371314042 RegionName Head BodySetName standard Color1 127, 84, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Half Texture1 Cape_Top_01 Texture2 none DisplayName P1987928225 RegionName Capes BodySetName HalfMantle Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P33398819 RegionName Capes BodySetName HalfMantle Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx capes/CapeLongMale.fx Geometry none Texture1 Cape_01 Texture2 Cape_V_Arachnos DisplayName P4269015351 RegionName Capes BodySetName HalfMantle Color1 255, 255, 255 Color2 0, 0, 0 Color3 255, 255, 255 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P1848153390 RegionName Head BodySetName standard Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P546439883 RegionName "Lower Body" BodySetName Tight Color1 255, 255, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } }
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Quote:You're not paying attention...Pi is not an axiom. A Circle and various other geometric shapes are and will always be the shapes they are and have the same proofs and such that they have.
Quote:We assume the axioms of mathematics are the only logical ones that can exist, but Godel proved that there are an infinite number of possible sets of base axioms for mathematics, and not all of them are guaranteed to generate the same conclusions
Our mathematics is axiomatic. It depends on certain axioms being true but not inherently provable; and the rest is built upon those axioms. But other universes have the possibility of existing with different axioms.
And if you could create universes... you can chose which axioms it would have. -
Quote:So what part of Fireheart's post is "no"? Cones are target limited, despite size? Yes. Enemies are aggro'd despite being hit? Yes, though this is mostly due to how the AI works, and not because of the power.Quote:
However, don't most cone attacks have a limited number of targets that can/will be affected? Like... 5?
Also, enemies that are hit won't agro back if the attack is a mez or a debuff that makes them miss, or kills them outright. The ones that aren't hit will agro onto you, true, but that would happen if you single targeted just one foe in a spawn and has nothing to do with cones. -
Ms. Liberty is actually 10 feet tall. She's a bit farther away from you than you think.
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Quote:How 'real numbers' are displayed have been set up by the GUI interface coder to pull data from the core mechanics and display it nicely. Sometimes the display doesn't get displayed so nicely.This cone has actually a power range and an effect area of 49.2 feet, even though it's listed as having an effect area of 40 feet?
10joy
Obviously from that pic, the range has been enhanced from 40 to 49 feet. And the Power Range field had been coded to show the base range and its current boosted range. The Effect Area field hasn't been coded to show current range based on boosts and is just showing the base range. -
Quote:No to some of it.However, don't most cone attacks have a limited number of targets that can/will be affected? Like... 5? I get that the size of the 'splash' at the end of a range-enhanced cone is larger, but you're still limited by how many can be damaged/KB'ed/held... And won't any enemy that you Hit, but don't Affect with that cone also be aggroed to come and stomp you?
Be Well!
Fireheart
How many targets a cone hits depends on the cone. For a Dark/Dark Defender, Tentacles and Nightfall have a max of 10 while Fearsome Stare is 16.
Damage based cones are balanced around hitting 5 targets usually with regard to damage v. endurance v. recharge+casting time.
Since most foes are on the same plane as the caster one can figure out the planar area of effect with simple geometry. The area of a 360 degree circle is pi * r^2. A 45 degree segment is just a ratio of 45/360 of the circle which equals 1/8. So, the area of a 45 'cone' (just on your plane) is 1/8(pi*r^2).
So, if Nightfall has a range of 60' and 45 degrees, then it covers an area of 1,414 square feet.
If you put 3 Range IOs in it, the range goes from 60 feet to 95 feet (a post-ED increase of 58.5% on Schedule B). And the new area of effect is 3,544 square feet, a 150% increase in AoE.
Of course, that's just on your plane. If the foes are on stairs or flying, then you can to the math with the area segment of a sphere. I'll leave that as an exercise for the dear reader. -
Quote:Duration is always listed in seconds in the core mechanics.I can see how a decimal point can turn 2 hours into 20 hours, or 2 minutes into 20 minutes.
However, 20 hours is 1200 minutes. If the duration was supposed to be 20 minutes, then to to get a 20 hour duration, they need to not only make a mistake with the decimal point, but also add 1000 minutes to the duration.
This is, of course, duration is noted in minutes instead of hours or seconds. -
Quote:And as I mentioned up thread, which you responded to, so, I know you read it: You are wrong.Or simply avoid playing that arc if you think 20 hours is pure idiocy. BTW i think the bug was that it was meant to be 20 minutes not 20 hours. Not like there's ever been a decimal point missed before. . . oh wait.
The Dev was very specific that they knew and intended it to be 20 hours.
There may be other things bugged about it, but, the 20 hour duration was intentional. -
Quote:Well, while you're limited to what you an *start*, you can effective *join* almost any task on any side. So, you can remain 'redside', but if the action is slow, join in anything happening 'blueside.'The grey alignments aren't all that useful to begin with, except for badgers and people in the process of switching sides. All you can do (AFAIK, and I'll be happy to be corrected if I'm wrong) in the other side's zone is paper missions and more tip missions. Even doing TFs is annoying, since they (especially blue-side) require you to zone hop a lot and the two main fast zone hopping options, Ouro and WW/BM teleporters, don't work.
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Quote:Ah, OK. I suppose if you ever hired your own 2D/UI coders who were fluent in Flash, you could do that work yourselves, eh?No, we work with a vendor to build the Market Interface and implement the Paragon Market into the game. The actual "running of the store", i.e.; putting up items on a weekly basis, inventory, etc, etc is all done by the business team here at Paragon.
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They knew. It was one of the first things we pointed out in Beta.
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Quote:Wait, what? There's a third party contractor doing your online sales?The current Market interface doesn't support this. We do not have direct control over this. I imagine there's other concerns such as performance and how much real estate this would take up in the interface, but that's between our vendors and the graphic designers.
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Quote:Regular and Valentine Tips are disabled to do in DA, but, they will drop there.
Ahmad Ford: Will Dark Astoria provide Tip Missions and will they be specific to the Dark Astoria zone?
City of Heroes: I do not believe so, however I will double check.
DA will have repeatable mission givers, like Newspaper/Radio missions, or Borea in RWZ.
Quote:Indigo Zellazi: Would you accept an application from someone who has drawn most of their lives and hasn't gone to college for game design? If so, where would you send the application?
City of Heroes: Be sure to watch our careers page! There is currently a 2D/UI artist position open!
Quote:Ryan Kwong: Wonder is there going to be a cat travel power, or make and energy power set2 for range, like 1 hand blast or twin shot blast, shower energy blast,
City of Heroes: There are one-handed blast animation options for certain powers. As for the cat, all I can say is that now that we have a four-legged rig in game, we can do a lot of things with it.