DarkGob

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  1. Wow, I usually make it a point to check Announcements on a daily basis and I completely missed this post from a week ago...
  2. Quote:
    Originally Posted by Master0fCeremony View Post
    It is not unique but has suppression on itself and can not stack.

    http://paragonwiki.com/wiki/Force_Fe...or_%2BRecharge

    Wasted in ST Powers.
    That same article lists Suppression as "historical" information that "no longer applies".
  3. DarkGob

    Base Stowage

    Point 1 is coming in Issue 21. On Point 2, try experimenting with changing your supergroup logo temporarily then placing a wall banner above the rack (there are also some standees you can use that don't require wall mounting).
  4. Fair is fair, which is why we're smarter than the game (um, theoretically).
  5. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I guess these attacks aren't melee, ranged, OR aoe, so logically speaking I guess they don't exist at all!
    Nonpositional attacks aren't anything new, I believe a couple psionic attacks are nonpositional.

    For the record, the game being a cheating jerk isn't anything new either (see: Master Illusionists).
  6. There was a thread about this a couple months ago. General consensus seemed to be "we're not sure/don't have quite enough information, but we know a few places where it definitively is not".
  7. Yes, I am also eagerly awaiting someone to swoop in and tell me how irredeemably wrong I am.

    On another note, I didn't even know doyenne was a thing. TIL.
  8. Quote:
    Originally Posted by Texas Justice View Post
    You do realize that you don't have to close the dialog window to fight, don't you?

    You can even drag it out of the center of the screen if you are the type of person that clicks on enemies to target them instead of using the keyboard.
    Yes, but meanwhile you're being pummeled by the ambush, which can be fatal for some ATs.
  9. I should add, and this mostly goes without saying but what the heck why not be precise, that the "percentage/100" part depends on how you're expressing your percentage. If you're already expressing it as a decimal, it would just be percentage^3.
  10. n^3, where n is the increase in size (2 for double, 3 for triple, etc).

    Consider a cube:

    Volume (which corresponds to mass via density) = L x W x H

    Double-sized volume = 2L x 2W x 2H = 8 x L x W x H

    Triple-sized volume = 3L x 3W x 3H = 27 x L x W x H

    And so on...

    So your Excel formula would be weight x (percentage/100)^3.
  11. Quote:
    Originally Posted by Neo Shadowdream View Post
    CST is GMT -5, CDT is GMT -6. If time is 12 PM (Noon) GMT, CST would be 7 AM, CDT would be 6 AM. EST/EDT -4/-5, CST/CDT -5/-6, MST/MDT -6/-7, PST/PDT, -7/-8.
    Quote:
    Originally Posted by Captain_Photon View Post
    You've got these backward. Daylight Saving Time is one hour ahead of Standard Time, so, for example, Central Standard Time is GMT-6, while Central Daylight Time is GMT-5.
    See, it's so easy!

    I agree with Lemur, no reason it couldn't just use the time of whatever system is running it.

    As to the original suggestion in general, the devs definitely need to make better use of the Launcher as an informational tool. They've started to do a little better since the launch (pardon the pun) of the NCSoft Launcher, but it really does bear mentioning that not everyone uses the forum, while everyone does use the Launcher (even if you normally bypass it and just launch the executable, you still need to use the Launcher to patch).
  12. Quote:
    Originally Posted by Morgan Reed View Post
    So, what you are saying is that the basic underlying code for CoH is so utterly frakked up that it is unreasonable to expect basic maintenance bug fixes?

    That doesn't instill a lot of confidence for the major changes and additions of Freedom...
    To be fair, they've wedged a lot of the neat cool new systems we've been getting into code that was never originally designed to work that way, so yeah, I would guess it's a bit of a spaghetti mess at this point.
  13. Nope, outside of the pre-order helmets and CoV Collector's Edition Arachnos cape, those pieces are limited to the first slot only.
  14. Quote:
    Originally Posted by Dark Energon View Post
    Yes, the MM pets should be fixed asap, i totally agree with that.
    Even walking in a base that has lowered and raised sections will stop the pets from following. And MM's will be locked away behind a 'Pay to Play' option.

    I never said it's "inexcusable" that this isn't fixed.
    I just listed the things they did in the time i have been playing, yet that there are still bugs that affect game play, and notably this one thanks to the WST, in the game.
    I just find it weird that this has never been tackled by anyone of the team.
    I find it weird that you're making such an assumption when you have (I am assuming) precisely zero knowledge of what's going on behind the scenes. They could have one person whose job it is to work on this problem, when they have the extra time to devote to it, who just hasn't been able to figure it out. Bugs aren't some thing where you just look at the code and immediately know what's wrong with it. I don't know if you've ever programmed, but you can really get the strangest quirks of output from something totally mundane that you would never expect to look at, like a minus sign instead of a plus sign.

    This sort of thing always reminds me of that Kenan Thompson character from SNL, the "FIX IT!" guy. No suggestions or reasonable expectations of anything, just FIX IT!

    Or this.
  15. Quote:
    Originally Posted by Dark Energon View Post
    Sure, but don't place words in my mouth.
    I never talked about the size of their team, just the fact that after years, new issues, a new world, etc, etc, this issue still hasn't been fixed.

    If it is indeed not to be fixed, there is a fix for that too: Start over.
    Just delete the last mission. Replace it with a map that does work, and make the same objectives and such, problem solved.
    There are a lot of bugs that haven't been fixed. This one ranks quite a bit lower, IMHO of course. Which isn't to say it will never be fixed -- I've been reading that the infamous Lag Valley of the ITF has finally been resolved. That map had quite a few more performance issues than the last mission of the LGTF, but it was still fairly low priority because hey, it's not like people couldn't complete the ITF at all because of it (far from it).

    I honestly don't see them tearing down an entire problem and building from scratch when the problem is low priority to begin with. And it is low priority. I've already listed one bug that is (or damn well ought to be) higher priority. Over on the Beta Forums there's a thread about "trap purchases" and I think Masterminds are going to be a big trap purchase that a lot of free players will be rightfully pissed about when they discover they've purchased a lemon archetype.

    And I still do not buy your argument from your OP that development of any other kind is inexcusable when there's a long-standing but ultimately minor bug on a single map that is used once (oh, I guess the same thing happens on some Shadow Shard maps, but don't try to tell me that sees a lot of action).
  16. Quote:
    Originally Posted by Techbot Alpha View Post
    For MAPS? Layer Cake room/Donut Cave room/OhGODnotTHISARRRRGH! room. You all know the one I mean.
    I hope by "revamp" you mean "remove from the game entirely, nuke from orbit, then travel back in time to prevent them from ever existing".

    Because that's the only way to be sure.
  17. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Okay let me just make this clear. I don't want anyone to "</sign>" or "snarky mark and then </unsign.>"
    Sorry but I'm gonna have to go ahead and /unsign this part.

    Quote:
    I will be placing my potential suggestion in between lines, just in case it annoys anyone. Here's the deal: If you plan on being condescending and asserting your benevolance, that's cool. Just please place your comment between lines (--------------) so I can be sure not to read it. Fair is fair, right?

    Anywho...

    ----------------------------------------------------------------------
    I think that the "puzzle" aspect should be removed from mission maps. I've been playing for just shy of nine months now... I guess when I first started and all I did was solo, it was interesting. Here's the thing, though---

    I'm at a point where the maps all feel redundant and tedious, but I'm not yet at a point where I have every single turn and object placement possibility memorized. Honestly, sometimes it's so annoying I feel like I'm doing a 2,000 piece puzzle or something. (Pro tip: If I wanted to do a puzzle, I'd do a puzzle. I would rather play a FAST PACED Super Hero video game, though.)

    Long story short: Make all Objects, NPC's, and mission goals viewable on the map at all times. It's not "challenging" to have to waste way too much time scurrying all around looking for things. It's just tedious and annoying.

    ------------------------------------------------------------------------
    Also going to /unsign you very rudely telling me how to post.

    I actually kind of like this suggestion. Hunting down objectives gets to be a major hassle sometimes. Sure, the devs put a feature in to make this less annoying, problem is as others have said it rarely works right. At the same time I wouldn't want to say "no puzzles EVER", but "look around until you see/hear the glowie" does not a puzzle make, the sooner the devs realize this the better off the game will be. More action would be awesome, though, stuff more along the lines of the Incarnate Trials.
  18. Quote:
    Originally Posted by Dark Energon View Post
    Funny how u think u know what i think. Let me worry about what i think, and i'll let u worry about what u think.

    These are peoples opinions, and nobody's opinion is wrong.
    Well you're posting on a public forum, so I think I deserve some right to think about what you think. But hey, that's just my opinion.

    Quote:
    the "I can't target on the last room of the LGTF!" argument that several people are throwing about (can't be bothered to quote a particular one; lazy, sorry)
    Bull pies. Maybe this is true, but I've never experienced this. I certainly don't recall it on the LGTF I ran the other night, Scrapperlock may have had something to do with that but I definitely remember targeting enemies clear across the room (even if I couldn't see them).
  19. Probably this, from the Steampunk Pack.
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    I'll give you the last three as far as having no relation to this. But this *is* something in either the map design or graphics of some sort. They *do* have bugs of their own, and those bugs should not be left lingering for this long. We're not talking "Oh, the rikti armor highlights are red instead of green." This does affect gameplay.
    The people who design how a map looks and its general layout have nothing to do with code. (Maybe issues that come up in coding require the design to be tweaked, but that's a separate matter.) That's the point I was making. The OP seems to think that Paragon Studios is a homogeneous environment where everybody can do everything. The people designing floor plans for new maps should just drop what they're doing and figure out why the last room of the LGTF doesn't quite render right. Not happening.

    It absolutely should have been fixed by now, but let's not prop up newer content as the reason why it hasn't been fixed. That's a garbage argument, and a garbage excuse. Besides, I'd much rather see bug-fixing resources focused on more important bugs, like the aforementioned Mastermind zoning bug (and how did I manage to forget about the useless pet AI???). How's it going to look when a new player purchases Masterminds only to discover their functionality is crippled? That's what priorities are all about.

    With any luck, Freedom will mean more revenue and thus more resources to fix this stuff.
  21. For an example of a long-standing bug that is more important than the disappearing geometry of the final room of the LGTF, how about the Mastermind pet zoning bug? It's existed since day 1 of the change to allow MM pets to zone with their masters, and almost completely defeats the purpose of that change. I guess those art guys and story guys are just too lazy to get around to fixing it.
  22. Quote:
    Originally Posted by Dark_Respite View Post
    Nice job, Dark...

    Michelle
    aka
    Samuraiko/Dark_Respite
    Found the link on the page for Blue King Studios.
  23. Quote:
    Originally Posted by Dark Energon View Post
    Meaningless complaint? Complaining about a room where u can't see the narrow pathway u have to walk to get to the 4 generators u have to destroy, isn't meaningless.
    And about those resources working on other things, look at my Sports Coach comparison.

    Just by ignoring something, and working on new items, it won't mean that the problem will go away, or that people will stop complaining.
    As stated, this has been a problem for years.
    And as I stated, it's low priority. My team that ran it earlier didn't have any trouble getting to the generators.

    Areas of development that have nothing to do with bug fixes:
    *New zone design
    *New skins for existing maps
    *New powerset design
    *New system design
    *Entirely new game paradigm design

    Your sports metaphor (whatever point you were actually trying to make with it) doesn't apply and/or is inaccurate because the entire team doesn't focus on the same precise objective. Different members of the team have different roles to play. In soccer or hockey, the goalie isn't tasked with attempting to score goals with the rest of the team, nor is the front line tasked with protecting the goal.