-
Posts
652 -
Joined
-
When we were redesigning the Hamidon Event a while back, I jokingly advocated having a chance to confuse players in the event equal to the number of HO's they had ever slotted.
-
Quote:Cimeroran's have some of the most CPU intensive powers that mobs in the game have access to. Combine that with the sheer number of them, and the AI Scripts they and their allies are following and you end up with multiple n squared issues all hitting the servers simultaneously. It's just plain ugly.Am I right in presuming it's a combination of draw distance complexity and the sheer overwhelming number of computer-controlled entities in the area which causes the lag?
-Rachel-
Anyway, no more threadjacking...back to the COP. -
Quote:Incorrect. We've made three passes on that to alleviate the lag. While server side lag is still significant in that location, it is an order of magnitude better than it was at launch. At this point, there is nothing we can do without a massive redesign of that Task Force.The problem is any thing that makes a positive effect to players(too easy or exploitable) will be fixed before any bugs that effect players negatively. A perfect example is the Lag on the Moutain with a the Generals on ITF, it has been there since the begining, and they have done nothing about it.
-
The Cathedral run *should* be giving 21 Merits for first completion. Internal testing results in that value. I'm having this investigated.
The AV should not be able to attack through the force field, but pets he summons (snow storms, etc) can continue to attack once he is protected. -
Quote:Probably my favorite anime series (up there with Lain and Bebop) -- I hope they do it justice!
-
Will of the Earth
Evil, evil object.
Basically, it has a chance of spawning enemies based on the number of enemies hit by an auto-hit pulse. Difficulty settings don't much matter, since they are spawned via the powers system rather than the standard spawn system.
There are tactics you can use to minimize its effects, and, due to the nature of it's powers, Masterminds, Dominators and Controllers are at a bit of a disadvantage. -
Quote:Good thing, too. These bullet proof vests are expensive.You're reading too much into it. They are not denying it, but they're not confirming it either. The post from Castle describes how the mechanics are supposed to work -- and if they're not doing that, that makes those mechanics "false" in my head, thus my original wording. False due to who knows what line of code or piece of data is doing something it shouldn't, not because Castle intends for it to be false.
To make it crystal clear: I am calling the quoted description false, but I am not shooting the messenger.
FWIW, I forwarded your original post in it's entirety to QA and Engineering, along with the AI scripts used for Nosferatu. -
Wildfire -- "Hi, I'm a being made of superheated plasma contained in an environment suit." (Legion of Super Heroes)
Mr. Immortal -- He can die, over and over again, in horrific ways.
Basically, any power that made it impossible to have a nice, relaxing easy weekend. -
Yes, they are enhanceable and you can add up to 5 additional slots to them, just like the current versions. The powers are all available either at level 1 or 2 (I forget at the moment) -- no waiting 'til 20 for Stamina.
-
Quote:Here's the only catch:Inherent Fitness.
I...don't know how I feel about that. Part of me says yay, part of me is now wary that there's a catch.
I'm certainly not opposed to it, mind you. I've fit it in fine, or gone without fine, depending on the character, but if it's handed to me I ain't gonna turn it down. I'm just naturally skeptical regarding free things.
Incarnate stuff leaves me pretty indifferent, but this other news is interesting.
You'll have to respec to take advantage of it on existing characters.
Characters as they exist now, will only get the Inherent Fitness powers if they do not have any of them in their build. Conversely, if you don't you get them as Inherents and never get the option to select them as pool powers. -
-
Well, I know there'll be at least one announcement that will please folks.
That is, if what I think is being announced is still being announced and has not been replaced by an announcement of an announcement to be announced at a later date. -
It got the same changes, although there is currently a bug with this version in that it damages the caster with the initial hit. A fix for that is in the pipeline.
-
Critters run away for one of two reasons: A power or script forces them to or their "grief" flag has been set to true.
The Grief flag gets set to true when the enemy's morale breaks. Morale can break because a team mate died too quickly, or because they cannot attack their enemy effectively. So, if a group of softcapped players AoE nuke half a spawn down, the rest are pretty likely to run away -- a bunch of their team just died AND their odds of being able to retaliate are at minimal levels.
I'm not saying there isn't a problem; I am giving you, the players, more information regarding how it works internally. You should also know that runners are a part of the game and eliminating that aspect of the game isn't really likely to happen. -
Quote:Your Decker should be hacking the enemies Smartlinks or tossing Drones at them during the action part of a run. In that regard, 4th and 4a are considerably more friendly than previous editions. You're right though, in that during the legwork portion the parts of the team not involved in such can get bored...but then, that's the case in any game where some characters specialize in non-combat and others specialize in combat.Just a warning - decker is about the last type of character I would recommend to a new player.
The current Matrix and software rules are a mess.
And worse, they're generally not used a heck of a lot for one main reason: When it's not a "we need a Decker" situation, the Decker ends up feeling a bit gimped compared to everyone else. When it's the Decker's time to shine, everyone else at the table might as well go get a snack or something while the GM and the Decker's player roll dice at each other.
It's not as bad as it was in previous editions, but most games I see tend to avoid putting in extensive Decker-focused content.
If anything, I recommend having Decking ability as a side focus rather than a main focus. Like a street samurai/decker.
-np
A good GM can keep things going and/or integrate even the most hardcore min/maxed sam into the legwork mix. -
Quote:Swarm missiles use the same patch as Fire Armor's Burn. It changed when Burn was changed.Is it just me, or are Incendiary Swarm Missiles from the Assault Bot in Robotics doing far FAR less damage than they used to?
I can't remember seeing a patch note about it, and I'm wondering if their burn patches got caught up partway in the rebalancing of Fire Armour's Burn patches.
There are fewer ticks of damage from the patches, they're slower ticking, but I can't remember the numbers from before Issue 18.
Anyone?
I'll add it to my list of things to update. -
-
Quote:Actually, I just increased the recharge time and end cost and left the numbers as is.Oh yeah. Having Sleet being a straight port from the Corr version is waaaay OP. If(when) they nerf it, I do hope they still give it respectable numbers and not something completely useless.
For the time being, I'm going to level up my Mind/Fire like a boss so I can experience Sleet before the devs hit it. -
Quote:The extremes I was talking about are at/near the damage, recharge, defense and resistance caps. In short, I was talking about teams with multiple force multiplying ATs.Now, Castle, don't get ticked at me for pointing this out, but it's not right to "fix" toons based on extreme toons heavily IO'd. If so, just axe the whole IO system (imo) and go back to SO's so that we will all be equal.
IO's can't really do that by themselves. -
-
Thanks for the feedback, all.
I'll be going through this thread and forwarding the info to the animation team. -
One of the projects we are working on is to create more alternate animations for various powers. The animators asked me which powers I wanted to have this applied to and rather than simply come up with a list myself, I thought it would be interesting to open the discussion to you the fans.
Caveat:
Powers with Alternate Animations will still have nearly the exact same Animation Lengths, so this thread is not about creating shorter animations for various powers.
So, let's hear it! Tired of doing Backflips with Eviscerate? Sick of beating your chest like Tarzan? Eyebeams not your cup of tea? Tell us about it! -
The original design called for it to be 3' (ie: single target) but with the way collision capsules work, it needed to be increased slightly.
-
-
Reposted from Beta Forums:
Why was Bruising implemented as a 20% damage resistance debuff rather than a straight up increase in Tankers damage across the board? What benefits does that bring that the later approach does not?
- It increases the Tankers overall damage output while solo, but the amount it increases by changes as you level. Once you have a complete attack chain, you see lower returns on using the attack. It benefits single target sets slightly more than AoE heavy sets.
- It increases the Tankers TEAMS overall damage against "Hard Targets" such as AV's, while not affecting AoE effects much at all.
- It provides greater functionality to an attack which all Tankers must take, but tend to relegate to disuse at higher levels. It is now a distinct gameplay decision to include this power in your attack chain.