Codewalker

Super-Powered
  • Posts

    896
  • Joined

  1. Quote:
    Originally Posted by SuperOz View Post
    I've never personally seen a single instance in the game where knocking someone out doesn't turn off their powers, and we're still left with a Psyche who, apparently like Statesman before her, is angst-ridden to the point of death.
    The Self Destruct power from the Cyborg pack goes off even if the user gets knocked out before the countdown finishes.

    Besides, the plot writers have never been concerned with in-game power mechanics before; I don't think that can be used as a justification for what can and can't happen.
  2. To be honest I'm just getting tired of everything falling back to a magic "ritual". I mean, come on, think of some new plot points here.

    Let's see, we've got a very specific Zeus-Incarnate-killing ritual. Or maybe it's a Marcus-Cole-Lookalike-killing ritual. Either way it's a bit of a misnomer, since it's not exactly something that can be practiced every Wednesday.

    Then there's the Raise Minor Character ritual, that can revive people who are long dead. How exciting! This sounds like it would be extremely useful and have tons of applications, and it was super easy to pull off too! It doesn't work on anyone who is actually important though -- only on previously unseen characters from the backstory.

    And of course the looks-like-healing-a-split-personality-but-really-turns-a-psychic-into-a-living-bomb ritual. Some Circle cultist must have been having a slow day to come up with that one.

    I'm starting to get the sense that if you want to do something in the CoH universe that is normally impossible, just make a ritual for it! Get some fairy dust, a few rocks with carvings on them, throw them in a circle, mutter some backwards Latin and voila! You can have Positron as your butler, Swan as your personal masseuse, cross dimensional barriers, and transmute Tyrant into a house plant.
  3. Codewalker

    Board Transit

    And since you can get it at level 14 now, the Ouroboros portal is usually the quickest way to get to any "Board Transit" mission.
  4. Quote:
    Originally Posted by Redlynne View Post
    Redside you only need to worry about getting beacons to some 9 zones (if you include Pocket D). Blueside you're going to be dealing with 22 (or 21, maybe, come Issue 22 and the "loss" of Dark Astoria). Big difference between 9 and 22 destinations.
    Actually it'll go up to 23. On beta the existing one turns into a beacon for Echo: Dark Astoria, and there's a new SG Badge and corresponding beacon for new Dark Astoria.
  5. Quote:
    Originally Posted by Lothic View Post
    That would work as long as you didn't mind the fact that your "huge person with female faces and fake boobs" would only have male costume options to choose from. Sure there might be a few combinations of costume items that would be "passable" for that. But sadly I think any kind of solution along these lines would be far more involved than your girlfriend is accounting for.

    Think of it this way: if there was an easy solution to the "huge female" problem the Devs probably would have handled it years ago. *shrugs*
    Your huge 'females' might also get offended at all the NPCs referring to them as "he". Though I guess you could play that off a variety of ways...
  6. Quote:
    Originally Posted by Johnny_Butane View Post
    That goes against everything this game presents about powers. When you faceplant, toggles, clicks, even auto powers, stop working.
    Eh, [Psychic Bomb] could be a granted autopower that persists through defeat, like Mystic Fortune (you still have the icon while faceplanted, even when Fitness disappears). Some clicks work while defeated, too. So there's precedent.

    Whether or not powers like that would continue to work when someone's fully dead, we have no basis of comparison for, since our characters can't actually DIE.
  7. Quote:
    Originally Posted by Mad_Scientist_JC View Post
    People have been guessing that a de-riktified Hero 1 will be taking States' place in handing out the Statesman TF.
    Heh, so you can get your HO enhancements from doing the HOTF (Hero One Task Force)? Very punny.
  8. Quote:
    Originally Posted by Nericus View Post
    States is set to be purged from the majority of the game with ish 23, will Sis Psyche TF get renamed now?
    Penelope Yin Task Force is the obvious choice, sub in one psychic for the other, even if the level range creates continuity problems with Faultline. Still leaves the question of who takes over Statesman's though.
  9. Haven't played it yet, but I understand it's Manticore who pulls the trigger? If so, Totally called it.

    Yeah yeah, I guessed wrong on Statesman (but for the right reasons). I doubt they'll kill Posi Sue off at this point.

    I still think a latent Malaise psi-timebomb would have been more plausible than some ritual though. Shrug.
  10. Codewalker

    scrapper AT IO's

    Quote:
    Originally Posted by Hopeling View Post
    The Superior version should be 3%/6%, according to Synapse.
    Also, if anyone is considering upgrading it, DO NOT DO SO UNTIL ISSUE 22 IS LIVE!

    Please mention to people in-game who are considering it as well:

    Superior Scrapper's Strike: Recharge/Critical Hit Bonus is BROKEN and does ABSOLUTELY NOTHING
    (except for the recharge enhancement to the power your slot it in)

    This is a known issue, and is already fixed on beta, but the fix probably won't hit live servers until Issue 22.
  11. Codewalker

    neat

    Quote:
    Originally Posted by Jibikao View Post
    Are we actually hiding away from the main target because when I was testing last night in regular mission, I didn't notice any of the enemy stops attacking when the proc goes off. What exactly is that "stealth" for?

    Does the critical go away if I get hit before clicking the follow up attack?
    It's a naming problem. The proc doesn't give you stealth of any kind of all. Without stealth, all "Hidden" status really means is "guaranteed crit for your next attack."
  12. Quote:
    Originally Posted by Ironblade View Post
    This is an MMO! You're required to team!
    The GMs will ban you if you don't!

    It's true, somebody on the Internet said so.
  13. Quote:
    Originally Posted by Void_Huntress View Post
    Yes. Listen to Arcana, he knows what he's talking about there.
    I see what you did there...
  14. Quote:
    Is there a reason powers are so gutted in PvP?
    Fixed the thread title for you.
  15. They do give more experience. I don't know exactly how much more, but in general I don't think it's worth the tradeoff. The increased time it takes to kill them will probably be more than the increased XP you get from them (this might be offset by double XP, but you'd need a lot of runs to quantify it).

    The biggest area you'll see this in is the bosses and AVs, which will take significantly longer to take down due (1) their increased HP, (2) your reduced damage (over a 50% reduction at +4), and (3) the increased debuff resistance. On an ITF that doesn't account for just a huge amount of the overall time spent, though the last AV might if things don't go well.

    Also keep in mind, if you have any Masterminds on the team, they'll be completely gutted against +4s. Their LT and minion pets will be at -5 and -6, and the purple patch reduces their damage to almost nothing. As an aside, I really think MMs need to get the iTrial treatment across the board and have their pets spawn even level, even if it means nerfing the individual pet attacks to compensate.

    You might have to play with it and see how it goes. +1 or +2 might even be a sweet spot in between depending on team makeup.
  16. I think we're planning on introducing the "Request-a-face" bounty feature and "Hero-or-Zero" rating system sometime in early April, but I need to check with Tony to make sure everyone still can make that schedule.
  17. Quote:
    Originally Posted by Captain-Electric View Post
    No one I actually play the game with has a Faces account, sad face. I had my Photoshop readied with an arsenal of twirly mustaches!!!
    What server? I've found some of the people I know from Triumph on there, with varying degrees of activeness.

    Quote:
    Originally Posted by Captain-Electric View Post
    And my only Faces friend is Maverick X. I have no idea who he is, or how he got on my friends list, but he seems like one popular dude. For some reason I want to call him Tom.
    Yeah, he's the Tom of CoH Faces.

    Maverick X was involved in creating the site years and years ago, and has since moved on from CoH to other things. New accounts no longer automatically add him as a friend.

    We've debated whether to remove him from everyone's friends list, but didn't want to do that across the board in case there really is someone on there who keeps in touch and wants him on their list, since he does pop in from time to time.

    My favorite solution is to just move him to "pending" status so it shows up as you got a friend request, but even that might be too overreaching.
  18. It will definitely only buff you once, when you activate the Carrion Creepers power.

    I believe that the creeper patch itself may be able to benefit from the damage buff when it procs, but I think it will only proc off the immobilize, and won't affect any vines that have already been summoned, so in general I'd say "not much".
  19. Quote:
    Originally Posted by Honey Badger View Post
    I have been following this thread from beyond its inception. No need to re-post your previous requests to Tunnel Rat, I assure you I’ve seen it! **COUGH** power pool customization **COUGH**!
    Heh. Really I think people ought to be bugging the UI designers rather than the FX artists on that one anyway.

    Just my hunch based on how many new character and environment FX we've seen lately versus, well, anything on the UI side.
  20. /hideall is also a shortcut that enables all the hide options at once, hiding you from anyone and everyone. Some can still see you running around in a zone, but if they right click and invite or send a tell they'll just get a message that you're offline (which is obviously a lie at that point, but what can you do...)
  21. Quote:
    Originally Posted by InfamousBrad View Post
    Oil Slick Arrow, Castle explained to us, is perhaps the single most complicated power in the game,
    Maybe at the time. Now? Not by a long shot.

    Quote:
    and suffers from the fact that the game engine doesn't handle it well when a pseudo-pet uses a power that spawns yet another pseudo-pet.
    I believe the last known bug with that was fixed recently. Fulcrum Shift for one uses multiple psuedo-pets that summon each other, as do the chain powers in Electric Control.

    Quote:
    One is the Oil Slick itself. It is friendly to the caster, hostile to the caster's enemies. It targets any hostile within the sphere every two (I think?) seconds with a chance to knockdown. It also targets any hostile within the sphere with a movement slow effect. It also targets any hostile within the sphere with a defense debuff effect. It also targets any hostile NPC within the sphere with an Afraid status attack: the urge to run in a straight line directly away from the center of the sphere until outside the sphere.
    According to City of Data, the Oil Slick pseudo-pet doesn't have any sort of afraid status in it.

    Quote:
    [*]When the Target pseudo-pet dies (to hostile damage only, not when its timer expires), it does two things: it kills the Oil Slick pseudo-pet, and it spawns a new Flaming Oil Slick pseudo-pet.
    This was changed when a certain power designer (who may have been an intern at the time, I don't remember the full story Castle told us) figured out a way to fix it. Now, the top-level pseudo-pet has an autopower that can only be used on a dead "creation" -- i.e. a pet that itself has spawned. As soon as the target dies, this auto power is able to find a target and activates, summoning the Fire pseudopet and revoking itself.

    It was probably done to avoid the unreliability of a dead entity summoning something, which ironically I think was just fixed for Beam Rifle's Disintegration spread to work right (and which many Kinetics users are immensely grateful for).

    Quote:
    [*]The Flaming Oil Slick Pseudo-Pet has all of the same powers as the Oil Slick: defense debuff, movement slow, recurring chance to knockdown, and afraid status. However, it also has a fire damage (or damage over time?) proc that goes off every 2 (I think?) seconds.[/list]
    The Fire pseudopet only has the fire damage and the Avoid. The original stays and the fire one overlaps it.

    Quote:
    Bug number two: the Afraid status attack from the Flaming Oil Slick affects all NPCs, not just hostile ones. This one is not intermittent; it happens every time.

    I beggars belief to think that bug number two can't be fixed, because the Flaming Oil Slick knows not to slow friendly targets. It knows not to defense-debuff friendly targets. It knows not to burn friendly targets. How does it NOT know not to "afraid" status attack friendly targets?
    Well, that actually shouldn't be possible. According to CoD, which is usually accurate about these types of things, the Avoid effect is targeted at foes only. If friendly targets are being affected by it, they should also be taking damage from the fire, which uses the same target specification.

    So if there's a bug, I don't think it's on the power design side, which looks solid. Possibly an engine bug with the Avoid effect itself? Note that this is not the Afraid status that powers like Hot Feet or Arctic Air use, it's a different one called Avoid. Perhaps changing it to Afraid would work around the issue in an acceptable way.

    There's only a handful of other powers that use Avoid: Blizzard, Ice Storm, Rain of Fire, and Sleet. I'm curious, do these also cause friendly NPCs to run out of them?
  22. Quote:
    Originally Posted by TonyV View Post
    In the interest of making sure credit is given where credit is due, it really was around 99.44% Codewalker. The guy is a powerful force for nifty, and you're probably going to be hearing his name a lot more going forward.
    Thanks for that, but don't sell yourself short! When I decided to take a swing at it, I compared the current state it was in with a baseline copy made right after the old server was shut down, to see what had been done so far. I knew you'd been working on it in your limited spare time but was surprised at the volume of the changes. It definitely saved me a lot of time!

    Most of the work so far has been on revamping the back end into a more modern architecture. It's clear that it's one of those sites that got quickly thrown together as a "hey, this would be cool!" thing and then just got more and more pieces added on to it. Which is absolutely fine, that happens a lot, there just comes a point where you have to go back to square one and re-think a few things. I can definitely sympathize with the folks at Paragon who have to reverse-engineer old systems to be able to maintain them.

    There have been a few minor tweaks to the interface that long-time users may be able to spot, but nothing huge. It should be quite a bit faster now, too, though that might be hard to tell after months of it being down.

    Going forward I do have a few ideas for improvements to the site that you'll hopefully be seeing Soon(TM). I've never really used Faces in the past, but just navigating it and testing things I already see a few obvious enhancements. Looking at the forums, I see some of those have been requested before, like paginated comments, and I'll try to tackle them as time allows. It's clear that the site still needs some love.

    That said, I don't have unlimited free time, so I think applications for a dedicated Faces developer are still open.
  23. Quote:
    Originally Posted by Zombie Man View Post
    CoH's first same-genre competitor increased revenue 1,000% (that's 10 times) by going F2P. But subs had become very, very, very low. And because the amount of the subs were very, very, very low; then ten times that amount was not that great... and they were still unprofitable! Then that competing studio was bought out by (another!) company and keeps that unprofitable game afloat as a foot-in-the-door loss-leader to have a presence in the US market.
    That's not too surprising, since they kind of shot themselves in the foot by offering lifetime subscriptions at launch.

    So launch revenue was high, and then dropped like a rock as most of the people who would have stuck with it long-term were already playing for free. I don't know if they counted those in the number of "subs", but they certainly didn't add to the revenue!
  24. I'm just mad that they didn't let me deliver the valentine to Lusca, even though my hero can get to Independence Port just fine.
  25. Quote:
    Originally Posted by Celestial_Lord View Post
    Honestly, a 20% income bump (especially with some of that as a result of the increased KRW value), with all of the expenditures on Freedom (new server, advertising, artwork, etc.), isn't that good. Other MMOGs that have gone free-to-play have seen increases of over 500%. With cutthroat NCSoft at the helm, I'd be worried.
    Guess it depends which other games said that and how bad of shape they were in when they went F2P. If they were struggling, I'd expect a much bigger percent increase than a game like CoH which has a relatively stable (even if not overly huge) core subscriber base.