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Something just occurred to me.
Wasn't a Santa hat given out for the save or ruin Xmas mission last year?
Is it the same hat? If so, that would explain why some of my characters didn't get it, as I did that mission on as many as I could at the time...
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It has a different name so I think you can get both versions on a character. I'll have to log on to test and check my character that has one there and see. -
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The Santa Gloves are not available for Robes (but they are available for Sleevless Robes...)
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The santa gloves and boots are not available for any robe, jacket, trenchcoat option that has sleeves. The reason, i assume, is due to clipping issues but the problem with that is that it stops many very good combinations when using the short rolled up sleeves or the torn off sleeves.
I'd rather have the option to choose gloves that may clip then not at all. Also many gloves/boots are bigger then the tight costumes so wouldn't clip anyway, for example the Banded or Large boots/gloves are so thick no thin jacket sleeve or pant leg is going to clip through them. -
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All I can say is that I haven't had one bank mob run from me since the 10/23 patch to Test that fixed the problem.
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I have and I bugged it too. -
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Having done Mayhems on the V side, I was very much looking forward to Safeguards in H. Unfortunately I find them quite disappointing.
Archetype: Earth/Storm controller
Level: 44.
Safeguard Mission: Founder' Falls, Difficulty: Rugged
ATs with (relatively) low damage output are at an extreme disadvantage when attempting Safeguards solo.
The frequency of Vandals spawning coupled with the low damage out put makes it extrordinarily difficult to be able to have time to find the key villain groups, defeat that mob and it's boss, get the key get to the side mission, beat that and it's boss all the while losing time to vandal on the streets above that you can't do anything about because you're trying to complete a side mission.
Frustrating to say the least.
As far as I could tell, I was not getting a time bump for defeating the villains standing about in the streets the way you get 30 seconds for every PPD you defeat in Mayhems.
If the amount of time given at the start of the mission isn't bumped up, then there needs to be some way other than defeating Vandals to pile up time or, the amount of time vandals chew up/spawn rate of vandals needs to be turned down.
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Vandals no longer chew up time. They are only good for a small time bonus for defeating them. The lack of gaining time from street spawns is irksome and was suggested that they give time. If they gave time then the loss of time for not defeating vandals would even out, if done right...that is when vandals actually took time away. -
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Well, I just tried my first SGM a few minutes ago, and I had some questions. I got into the mission, flew straight to the bank, and saw the "The Bank is Being Robbed" text. I ate a bunch of defense and resists, then charged in and defeated *everyone.* Immediately kicked to a big "mission failed." I thought that saving the bank started the clock? And...assuming that someone somehow escaped--don't they show up on the map or something? Running to a car? There was nothing. Just...save bank, fail mission.
Has anyone else experienced this, or is it just me?
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What most likely happened is a peon slipped by you and got to the getaway vehicle. Some of them run and jump out the side windows in the inside of the bank and are easy to miss. -
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Not to cramp on folks...but if they added a "Heroes trash lower-class third-world neighborhood mission!"...most of my heroes wouldn't be able to participate on moral grounds.
There's a reason why Mayhem's and Safeguard's feel differently.
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I've said this before and I'll repeat it here because it is relevantThere are many ideas that can have heroes trash stuff that is not destroy some third world country and they would be fun too.
Examples
1. Break into a holdout base and destroy enemy objective x before it can be used for nefarious purposes.
<ul type="square"> objective x[*]CoT are putting together some ancient artifact weapon. Knock it to peices and store parts for safekeeping. [*]Dr Vhaz's newest surgeon has a new machine for cranking out zombies at 10x the rate. Go in and smash it up and destroy the plans. [*]The Carnival of Shadows has found a new formula for making even more powerfull Porcelan Masks. Destroy the prototype formula [*]Skullz r makin more drugzz. Destroy the drug machines [/list]
2. Arson! Save the people!
Enter a burning building and smash through walls/doors/ceilings/floors to save people. Use temporary fire extinguisher powers to clear paths through the flames. Bonus points: save little janie's teddy bear.
These are just sample ideas. Most of the maps for these already exist and would just need to be placed or small sections cut out and reused. Imagine the CoT one being a small orenbega room or two and hallway. Vhaz would be that sewer lab map etc..
This lets heroes destroy with no remorse. -
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My first attempt at a Safeguard was very humiliating.
All of my friends were busy with villain side rsfs, so I decide to 2box between my 50 ff/psi def badge hunter and a midlevel ill/storm controller that could use some skxp. I have my 50 pick up the police band contact for the first time, ghost as much as I can through about 8 cave missions in a row (didn't keep close count). And I get a call to go safeguard in PI.
My duo enters the mish, and right away we encounter some Malta laying waste to a parking lot. I was tempted to leave them, but I wasn't confident enough that safeguards aren't set up to not punish heroes who let too much vandalism happen, so we engaged. I didn't handle the encounter too well, and the controller got out of sk range and died.
This wasn't so bad though, as I could vengeance and get some vigilance benefit. So once the Malta were done I flew down to the bank door and entered.
As I was tp'ing my dead sk into the lobby, the main villains started running past me and out the door! I thought I had had several minutes yet but I guess not, so I started scrambling, trying to throw my single target crowd controls on various guys still in the lobby, then running out the door myself.
Outside there was an extra Arachnos ambush right at the door. So I'm trying to scramble to catch up with a 51 boss and a handful of lts and minions fleeing to the escape copter, while trying to fend off -fly spiders and critical strike guys and psi girls and nearby-aggroing sappers and turrets and gunslingers. I start missing (control) attack after (control) attack despite running tactics (I didn't think there was a night widow around but I didn't have a good grasp of what was around me in the chaos). I die quick.
I dejectedly click to go to hospital, and find I get spawned in the middle of a street somewhere. Disoriented, I check my map and notice that the escape copter is lit, so I fly to it, and then start flying down the street towards the bank. Half a block away I encounter the first bankfleeing mob, and I start whittling on him, and soon he's joined by the main boss and others, and some Malta too. I'm behind on my toggles and I can't fend them off for long again. 10 seconds later the mission failed and my 2 guys are dumped unceremoniously at the feet of a random hero who laughed at me.
Now, I imagine we did look kind of funny, but I was definitely not in much of a mood to deal with that. I wasn't much in a mood to deal with other heroes who came by willing to rez us either.
I didn't say anything to any of them. I was just trying to think of what I could've done better, but going over it in my mind all I could conclude was that there was just too much stacked against me to overcome. Primarily, dps for a ff/psi is too weak for the haste on the (lvl 51 on heroic?) bank robbers, and 2boxed crowd control is too thin to handle bosses and ambushes and adds all at once.
I could try it solo to hopefully drop the boss to a lt and thin out more of the spawns, which would help make the encounter fit more with my control powers, but I'm still low on dps for how quick they are and I'd have to sacrifice playtime my controller is hurting for.
I could try to get more of a team to help take on the mission, but lately I've been having trouble with that... I haven't managed to log on at a time before my friends are committed to other endeavors, and I haven't had much interest from random heroes on the search list with whom I've tried chatting.
I suppose I could start the mish, leave my controller in to hold it open and then switch my main to my regen scrapper, and just own the map. But that's silly and doesn't get my def anywhere.
Which leaves me maybe with trying to keep the controller alive better, and either blindly rushing to the bank, or camping the escape helicopter, (maybe clearing the area a bit). I can probably get somewhere with either approach, but I just can't see how it'll be more than a marginal improvement.
I don't know what to suggest really. Maybe the devs can double check that the bank robbers aren't jumping the gun on fleeing? But it doesn't seem like there's anything wrong with the intended design, there's nothing that can be fixed, it just doesn't work for me. It just seems like I'm being denied the content of a safeguard mission solely because I'm the wrong AT or the wrong build. Much like the sense of being denied the content of rsfs because my stalker is the wrong AT, or being denied the content of the isolator badge because I'm the wrong build (as in I timestamped my build too early).
I imagine in general safeguards are fun, I just fall into the humiliated minority I guess.
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That is another problem with them that you pointed out. The higher level you get the faster the boss can trash the safe and then its all "stop the peons and boss from fleeing". At that point you're in trouble and will probably lose. Any single peon gets by you and its game over. Miss one attack and thats it. Toss in endurance draining mobs at higher level and its a real nightmare.
Also make sure that you are on heroic or you'll be in a world of hurt as most AT's -
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On COV threnchcoats with the no sleeve and ragged short sleeves it doesnt have Spines in the shoulder options...... on everyother sleevless top they are there. Would be very nice to have them as they are part of my character bio
Oh and Jay your Damned Sexy
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Problem is that trenchcoats are not in 2 categories like they did jackets and robes (which by the way I think is just silly to have). So trenchcoats need a Sleeveless trenchoat option with the ripped sleeve and no sleeve option (as these don't interfere with gloves and shoulder items) and then have all the gloves/shoulder options added to that.
I'd really like to be able to put a robotic arm on my sleeveless trenchcoat character. -
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Issue:
Malta (Sappers at least, then the rest once hit) seem to be seeing through Super Speed and Stealth on Peregrine Safeguard. This occured multiple times to multiple individuals with varying degrees of stealth running.
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This is true for the street groups in all the safeguard missions.
Although I enjoy the missions, it annoys me that concealment powers don't provide any benefit. As soon as you get in an enemy group's activation range, they aggro on you (as well as nearby objects). I don't mind the enemies attacking objects when you activate them, but they still shouldn't see you until you're in their concealment-adjusted aggro range.
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Someone came up with a logical theory for this and it was reported numerous times in the training room. The enemies see you because all the items they are attacking are friends to you. So basically you head down the street super invisible and a nearby mailbox says Hi there SuperStealthGuy! and blows your cover more or less -
The long plain skirt does not take patterns, unlike the small plain skirts / minkskirt
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Jay this is slightly off topic but you are dealing with the game art soo....
Can you PLEASE go into the base items and make the Arcane Teleporters (not raid ones, but the small standard ones) actually square so they fit on a 1x1 section of floor like the tech ones do? Currently they are slightly rectangular and overlap a 1x1 segment making them hard to place.
Thanks, oh so sexxxy one! -
That's usefull
I'll try to put together the Valentines outfit and then paste the parts here. Will take some time though as I'm really busy on top of healing from my surgery 2 weeks ago.
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Update from Jannus.
So...I'm still unemployed. And now I'm back in school, to boot. On top of that, I've faced some setbacks in the progress I've actually been able to make. This model is going to take forever to finish. I'm determined to finish it, though. Eventually. I also no longer have a CoH account, currently. Couldn't afford to keep it up any longer. Sadly, other bills take precedence.
Would someone watching this from the CoH forums (only TA, and Juggs, to my knowledge) do me a favor, and post a little message in my "Sculpting Question" thread on the forums there, and let them know of my delays, but that I'm still pushing (very, very slowly) forward? Also directing them to my DA page here, which is where all my updates will be from now on, since I can't post on the forums, without a game account? It would be much appreciated
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what other forum is he on that you go this text from? He didn't post it from the sculpting forum i sent him to help his efforts. -
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can anyone tell me if the 'malaise' coloring option is still in the costume options? I looked for it and was unable to find it.
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iirc they removed that like 2 issues or 3 issues ago and was only available for males anyway :/ -
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Teleport reticle and Patron-granted Respecs are two I should have mentioned, but since our guys have already fixed those internally here, they fell off my list. Sorry.
As for players who think they will just be albe to drop every mission they get to PL off a contact... think again; we're crazy. Not that crazy.
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Have you considered making dropped missions cycle back into the list of missions as long as it is not a story arc mission? That way in the future someone may be able to go back and redo a broken mission...pending they don't outlevel it. -
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Is there any reason why the male TANK TOP option does not let you have any of the detail options underneath it, but sleeveless jackets allow it?
You can use the various arm/chest patterns to make neat looking tattos with your sleeveless jackets, but you cannot do the same with tank tops (and tshirts) which is a shame.
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Because the sleeveless jacket is an actual model that fits over your character and the tank top is nothing more then a texture map that is on your character. -
Thanks. That may be what i'm looking for. I used to have a character who had a bunch of sayings bound to different keys for a few things and I'd like to have them all rotate, but needed to find a way to have at least 2 text files with sayings instead of just one big one....and an easier way then running sleep more then once
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I ought to get a screen cap of this, but if you put a belt on a female char, and then increase her hip size, the belt doesn't grow, and with the slider all the way to the right, you can get some "inverse pokethrough" artifacts as the body expands and starts covering the belt.
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What belt and what top?
Earlier when I was checking belts this is exactally what I did on most belts in the editor, so if you've found one with the recent changes that is not scaling correctly please post which it is
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V belt, smooth top. My bad however, it's not the hips that do it, but the waist. Leave the hips default, widen the waist (I don't want her to look like an hourglass), and it'll stretch out over the sides of the belt.
I'll post a screenie if this gets to be a major issue.
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Ah ok that makes more senseI know the belts scale with hips ok so was wondering if something had reverted.
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Is there a way to change the batch file to output different text files for different binds while only calling Sleep once?
Can the batch file be modified to run on a bunch of files at once? -
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I ought to get a screen cap of this, but if you put a belt on a female char, and then increase her hip size, the belt doesn't grow, and with the slider all the way to the right, you can get some "inverse pokethrough" artifacts as the body expands and starts covering the belt.
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What belt and what top?
Earlier when I was checking belts this is exactally what I did on most belts in the editor, so if you've found one with the recent changes that is not scaling correctly please post which it is -
Well it would make adding custom costumes to people/actors much easier then trying to load the game and get access to said costume part
Like the list of FX and all that jazz. By the way know of any easy way to make a list from within the pigg files? -
Here is an example of some body parts
0 40 PARTSNAME V_fem_Head.GEO/GEO_Head_V_Asym_Standard !Face_Skin_V_Fem_Head_12 !V_Sf_Face_Makeup_4 894bff 4cfdff
0 = time index
40 = player's designated number in the demo
V_fem_Head.GEO/GEO_Head_V_Asym_Standard =
villian female head geometry / geometry head villian asymetrical standard.
!Face_Skin_V_Fem_Head_12 =
! (exclimation point) is a break in the line to tell the demo that a new segment to the same part is being accessed, in this case it is Face, skin, villian, female, head # 12.
!V_Sf_Face_Makeup_4 =
Another line break for another part. this part being villian, standard face, face makeup #4.
894bff 4cfdff =
first color and second color for the head/face.
NOTE" The ! seems to only be used when seperating a line that has a geo type of file in it and a pattern.
Vallentine's Outfit Parts
PARTSNAME V_FEM_TOP.GEO/GEO_Top_Robe_Toga !X_Robe_Toga_Special none 000000 ffffff
PARTSNAME V_Fem_BOOT.GEO/GEO_Lleg*_GreekSandals_01 !X_Boot_Skin_Fem_GreekSandals_Special !boot_skin_Sandals_01_dual 000000 ffffff
PARTSNAME V_FEM_HAIR.GEO/GEO_Hair_V_Laurels_01 !X_Hair_Fem_Laurels_Special none 000000 ffffff
These parts correspond to normal areas, Top goes in tops section, boots goes in boots section and hair goes in hair section.
Question
Sooo does anyone have a compilation of all the costume parts or an easy way to make such a compilation? Is there a way to extract just a list from the pigg files? -
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Just for fun:
I believe that the height number is actually the height difference in inches from six feet. So, a five foot hero should have -12 there, where a 6'6" hero would have +6. The game coordinates are all in feet, too, so to find the position of a player's head, take their POS commands and add 6+height/12 to the Z coordinate.
This is basically how automatic camera panning in my demo editor tracks player's heads instead of their feet.
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Interesting. I do believe you are right in that number. Good to know.
Zloth: I mean I don't think I have the legs/hips swapped as I see hip choices first on all the demo's I've taken to find costume areas.
On another note the vallentines stuff is in expected categories and not one of our question mark areas.
The top is in robes
The sandals are boots
The Laurel is head/hair option -
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Oh ho, somebody else has been poking around!
For left/center/right - those correspond to width, height, and depth (x, z, and y).
Hmmm, I think you have legs and hips switched. Legs, by the way, can be made huge. It's pretty funny with them set to about 2.5.
Those unknowns have been unknown to me, too - some for a very long time. It looks like you might have solved one, though. Detail 1 with a Full Mask gets its own slot, interesting! I've been wondering about that one now for a couple of years.
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hmm don't think I had legs swapped as they always seem to show up first in the list :/
Too bad you cant make chests go to 2.5 :P Red Monica here I come!
Masks and the helm that has extra options have to have a slot somewhere to gowhich I had realized by just looking at the editor so much. I did get the valenties stuff recently capped so I'll have to see if one of them shows up in an odd slot, though I doubt that they will.
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Looks identical, except it isn't chromed. Maybe that's what made it exclusive?
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Yeah the orignal is chromed not painted silver. Spyda is e-mailing the Art Asylum guys for more info / details on it.