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Posts
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Joined
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BNY seems to have gotten an extra helping of the Stupid Stick, though, as well as the Ugly Stick. Unstealthed, no travel power, no sprint even, he still got lost within about 100 *feet.*
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BNY has always been a problem. Last year I had to make a habit of following him, so that I could take over when he lost his lead. Happened about 60% of the time. He seems to use PC "follow" rather than the normal npc logic. With BNY, you have to walk slowly, stop at every turn and jump to confirm he made it with you before moving on, and take all corners as wide as possible to avoid getting him "stuck" at the turn. If you do lose him, pray fervently, because he may just vanish into the ether rather than walking back to his cavern as expected. -
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Saved Baby New Year. Picked the Golden Rings temp power. Didn't get. Got nothing at all, and no notification as to why.
Ran the mission a second time. Same thing. I get offered the reward but then I don't get it.
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I was using a character that I had earned the badges with last year, teamed with a guy who hadn't - he got the badge and the power, I didn't get squat. I'm betting it's seeing my badges and treating me as if I already have the reward.
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Anyone have any tips for skiing? I tried and tried last year and couldn't even get a bronze medal. I get dizzy just thinking about it:-)
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Might not be true in your case, but most folks who find the ski slopes impossible are trying to use their keyboards for directional control. If so, stop - turns are too sluggish and imprecise with the keyboard, you'll never earn anything that way. The keyboard should be controlling forward and reverse movement, along with sidesteps. Your mouse should be controlling your turns. -
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I've already had problems with items disappearing into floors and walls, not being able to place items on walls or not being able to adjust their height. Magic desks don't work right now. It's almost impossible to stack them because they want to occupy the same space as the desk below them. I tried to put some chairs against a wall this morning and found that, no matter how I tried to do it, they wouldn't go the last notch to the wall.
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I had similar issues to begin with - the new stacking is all about viewing angle. Tweak the angle at which you are looking down on things to stack them. I've reached the point where I was able to stack desks into a full wall, complete with door, without much problem. Just takes practice.
Item height - and having them appear above and below floor/ceiling level - is about "where the item drags onto screen." Again, an issue of camera angle. I've been able to stack several things below floor level purposefully by taking advantage of this - moving my view so that items drag in over open space between the rooms first so that it enters the room at the lowest possible floor level, leaving only the tallest features visible above the true floor.
To get an item to the level you want on the wall, make sure you aren't dragging it up or down the wall from a different wall zone, but rather from the tray directly onto the wall section where you'll want it. If that doesn't seem to work, work around the issue by placing the item at the desired height on a more accommodating wall nearby, then slide the item around the corner onto the desired wall - it should maintain or even lock at that height when it turns the corner onto the buggy wall.
I've had a few items appear to vanish into walls, but so far found them in others rooms beyond the wall every time. It's a pain, and has me running cleanup after every base editing session.
The one issue you listed that I haven't found workaround or a skill-based solution for is getting items flush on certain walls. In both my bases there is a specific wall against which I have difficulty placing items - in my case the north wall of my entry room, and the north wall of every room that aligns with it. Had to move my vault door to a different wall of my workshop because of that. -
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Rocket Packs are on Sexy Jay's todo list, I just am not exactly clear on when they will be done.
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Cool. My first hero ever was designed to be a rocketman style hero and my tech heroes are all stuck wearing rocket boots - they don't want silly capes or wings, they want their rocket packs! I get jealous whenever I see goldbrickers and longbow patrols. Just let me use the existing temp power models for my flying heroes and villains in place of capes, no custom costume set necessary.
Please?
Please?!!
Please!!!!
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CentralNexus: Yours was the one set I'd actually found on my own through google. It's what gave me most of my elements and (combined with some old comic covers I downloaded) my template layout. Great work.
Ironik: Very Cool. I especially like some of what you did with alternate formats like People and TV Guide. -
Some of those are exceptionally well done, with a range of creative elements I hadn't even considered (including a few obvious fixes to some problems I had in my first set). Thanks.
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Spent some time looking for Hero/Villain comic covers here (hoping to find examples and/or templates used by others), but didn't locate any. Found some elsewhere, and kicked out a few of my own - some better than others.
I've thrown the one's I've made into an album over on Guildcafe.
http://www.guildcafe.com/gallery/sho...ry.php?cat=976
Anyone have character covers they can share? -
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9. Avoid monsters. I'm sorry monster people, there are some very good monstrous outfits out there and I would even say use them for alternate outfits but throughout comic book history no "monster" character really goes onto greatness, they are always teammates and never great stand-alone heroes (with the possible exception of Beast).
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While I enjoyed reading the rest, this was more than a little frivolous (had nothing to do with the discussion of good costume design) and not all that accurate. Lets see - Swamp Thing, The Thing, Beast, The Hulk, Sasquatch, Ghost Rider, Hellboy, Nightcrawler, Gargoyle, Beta Ray Bill, Man Thing, Rintrah, Warlock, The Demon, Teenage Mutant Ninja Turtles...
It is true that monstrous heroes are less common than spandex wearing heroes, but that doesn't have anything to do with costume aesthetics or hero popularity. Back in the early 50s, they were relatively common - then Dr. Wertham testified at Senate hearings about the "seduction of the innocent", suggesting that Batman and Robin were luring innocents into homosexuality and that horror comics, like the EC titles, were harmful and dangerous to impressionable youth. The comic industry responded by censoring itself for the better part of two decades (mid fifties to mid seventies) with the Comics Code Authority and washing all of the creepy characters away. It wasn't until the late seventies that the industry started pushing the boundaries of the Code and bringing the monstrous heroes back.
There's no rational reason we, MMORPG players in the 21st century, should let the fears and prejudices of the 1950s impact our hero concepts or costume designs - we have more than enough modern day fears and prejudices to work with. -
They seem to spawn at a level appropriate to the section of the zone, but get a little tougher when you get close to spawning the Winter Lord - then one poor sucker opens a gift and gets the Winter Lord and his escort and everything seems to go back to zone and area appropriate levels. Winter Event spawn levels don't seem to have anything to do with the person who opens the gift.
Btw, I didn't say I had a problem with people who grab gifts without first looking around - I was illustrating the advantage of teleport in gift hunting. This is an MMO, there are other players trying to achieve goals, getting irritated at other players for interfering with your plans and taking something they need before you can grab it is plain silly.
Also - since frostlings generate at a zone appropriate level, and die as soon as the next gift spawns at the spot (meaning I never have to engage any frostlings I don't want to), I have no issue with people who leave behind frostlings I can kill to earn my badge. This isn't like Halloween, where players were leaving level 40 spawns in level 5 areas to accost weaker players. -
Likely because you haven't repeatedly had teleporters pop up without warning right in front of you and tap a present you thought yours - and/or haven't mastered the high port/scan/high port/scan/destination port hunt technique yet. Scanning is a bit harder, but reaching the item once identified is faster - once I have an established route between known present locations, I collect faster and more reliably than any non-teleporters.
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I've run 12 characters through with a range of travel powers (still haven't beat 20.25 seconds, but I'm having a ball trying), and achieved gold with all of them. My flyer (Keskin) had the roughest time, since he long since used up his zero-g pack and had a power that didn't enable the badge pursuit - but I eventually found a kinetic to double-boost me and did the run in 23 seconds without any sort of travel power active at all.
PS - Anyone upset about flight/teleport not enabling pursuit of the badge really needs to stop and recognize the massive advantage those powers give in hunting Christmas presents - take the bad with the good and get yourself a buff from a friendly kinetic. If its still beyond your reach because of lag, a substandard computer or simply bad control skills, recognize that none of those are the responsibility of the designers. -
Incredibly useful - as long as I have a way to link to the information on other sites. I keep a list of my characters on Guildcafe, and I've been irritated that I can't populate hero/villain information like the WoW and Guildwars folks can.
I like having the friends list available too - as long as it hotlinks to those hero profiles. A great way for me to easily view my friends and see what they're up to.
Now we just need a similar tool for accessing/viewing SG information.