DojhromTRW

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  1. DojhromTRW

    Base Bug

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    I've removed the global announcement now, apologies for the lateness. Those issues should have been fixed now.

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    I'm getting reports from members and allies that are using bases that the Base crash has returned. I lost most all of my pre-issue 14 salvage last time ...
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    The last I read on the pathing rules when raiding becomes available again was that there -might- be an option to turn it on and/or off depending on if you want your base raidable or not.

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    I had heard that as well. That's why I said "if you want your base to be raid-capable". It seems we will have an option but, if you have 5,000 overlapping items and want to raid . . . ouch.

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    What I hope is that they make it that the violating items that block items get highlighted. Nothing like trying to make a base raid ready to find out that a microphone was the only one item you needed to delete :-S
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    I'm sure by now you've all seen Posi's Address discussing I15. He makes no mention of Base tweaks/changes at all.

    I also saw the I15 Overview, and it doesn't mention Bases either.

    Guess we get no loving this issue?

    Anyone else heard or seen anything?



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    I'm glad they squashed the bug but, lets nudge the Devs for some 5th column themed base addons. Those taskforces will give a badge ...so let's tie them to a SG badge that unlocks some of the neat stuff we see in the bases, Computers, Desks, Prison :-). The more we suggest the more willing they are on developing the content.

    SG Badge - Council Advisor -

    During the Chaos between the 5th Column and the Council, your group managed to capture some plans and hardware used in their sophisticated bases. In response for your hard work, the local authorities believe these items would be best kept in your base.
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    Wondering if it was functional. Im suppose to get it today and i havent yet. I did get 5year anniversary badge.

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    I got mine 2 days later than I should have, I guess when they changed the billing several years back it was during a staturday when the card was to be scanned for auto billing. But thanks to 9/11 related rules all for credit card purchases with overseas billing it needed to be verbally authorized which can't be done on a weekend. This was a fault of NCSoft moving the billing so hopefully they can reimburse the 2 days lapse.
  5. I want to add this website:

    http://www.techinteriors.com/

    The ideas here for control rooms and command centers is just Jaw dropping. I hope the devs can look into adding many items that look like this. And for players, I hope I just gave you many new ideas too!

    Edit: also check out the main site:
    http://www.winsted.com/products.htm

    and download the free WELS designer software.
  6. - 36 Month Veteran reward power to claim Arachnos Flyer /Longbow Chaser can only be used once in a zone. After character zones to a new area the reward can be claimed again.
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    Please use this thread to discuss the recent announcement of Paragon Studios!

    <img src=http://www.cityofheroes.com.webdev.ncaustin.com/images/Paragon-logo-forOCR.jpg>

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    Splendid and Epic!!!!!
  8. Seeing all the lists from base conception to this thread, I'm for everything so far. I would like to offer an incentive for development. Base packages, in which the developers get to an agreed large set of new items and offer it in a bundle. Like the other packs we have purchased for 9.99. After purchasing this pack only that account can place those new items, of course normal accounts should get a few new items to add but it should really be appealing to buy the new pack.

    Major Themes we have:
    Tech
    Arcane
    Sewer

    Major Themes we need:
    More Sewer
    Natural
    Organic

    Expand on everything. Bases have way more potential. Some of us are willing to pay for it.
    ____

    PS. I want air drop beacons on the Arachnos Flyers :-)
  9. This is great news, we had a civil war in our SG years ago and the people that left put in a few anchors to sabotage the group everytime we pushed forward. Now with this system the correct senior person can take charge and the frustrated members can come back and have fun again. Thanks Devs!
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    As far as I know, there is no place in-game that ED is explained. People know not to slot more than 3 SOs in powers because of word-of-mouth and persistent education from people in the community.

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    Well it's not explained anywhere persistant, but it IS explained in the game. In Outbreak when you go through the early cop contacts one of them sends you to a terminal that explains ED essentially. Enough to get a good idea what's going on. But that's consistant with a number of other things taught in the Tutorial but nowhere else.

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    Every tutorial in game needs to be added to the University..
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    Some of the comments i've read suggest that slotting Knockup powers with Knockback Enhancements now has no effect, that the enemies don't go any higher or take longer to get back up.

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    Unfortunately, that sounds sensible, within limits. Ragdoll graphics have pretty much taken over where the duration of enemies' attempts to get up is concerned. And the matter of KD/U changing to KB is apparently a question of Knock* Magnitude, which Enhancements don't change.

    (There's actually an idea in here: Allowing people to slot for Knock* Magnitude instead of range and then tying range into Magnitude. That'd allow people to pick and choose whether their KD/U powers should do KB instead. Though there's gonna be an awkward level where you can KD/U resistant enemies but KB everybody else. That'd however make for a fair tradeoff for the flexibility, IMO.)

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    You weren't around when we could knock Helions over the Atlas globe :P I soo miss KB from the I-0 days.
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    My favorite I8 feature: The "Story Arc" icon next to your contact name.

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    Now they just need to add a second tab to the contacts bar where all the contacts that are dead can be shuffled off into.

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    Yes please or give us Flashback! Hiro and Peter can do it
  13. I love Bases and the Storyline. Stories area big reason why I'm vocal about Flashback .. to get the story I missed. ..>HINT HINT<

    Bases have so much potential to drive the story it's amazing. I could write a book on it and if I wasn't at work and a slow typist I'd explain it. All good heroes and villains have some sort of place to form thier plans!

    The PVE aspect of the game is great but I do think some powers need a little looking at on use ability and interection with the environment. Ice putting out fires, KB moving an oncoming car, electric to keep that base generator up a little longer to win that objective. Less Tank/Mage AVs HP grinds and more Comic Culture. In old school D&D you are awarded be defeating Mobs not just by bringing HPs to zero! Think out of the cube
  14. I would love to be able to link a "personal door(s)" to the base design. This door is linked to a characters personal space and then that character can edit what ever they want and set visit permissions for the door (owner , owner and SG). Another Idea is a 1x1 square that is either an elevator/stairwell/portal that brings the SG to a Personal Living space floor. Here I can design a non raidiable portion of the base that I can install up 75 doors 1 for each SG member.
  15. [ QUOTE ]
    Been calling my little animated alter egos toons since EverQuest all those years ago, and the word mob (to me) means a single enemy for that matter, since it was the abbreviation for "mobile object" from the old MuD days. To all the younger players these days it has it's meaning as a mob of bad guys. I can't see that it's all that important who says what though, since this isn't exactly rocket science we're dealing with here. It's a game... lighten up... have fun for crying out loud.

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    Actually you have it the wrong way around MoB is a much younger term than mob of bad guys in the RPG world. But of course you talking about the really young people who were born with cell phones in their hands .
  16. [ QUOTE ]
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    <ul type="square">[*]Invisibility, Grants Invisibility: -611 (Refer the stealth cap.)[*]Group Invisibility, Superior Invisibility: -575 (Refer the stealth cap.)[/list]
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    This is sad.

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    You can use powers on enemies from superior invis. I'd say that makes up for it by quite a bunch.

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    Yes you can but it surpresses to a zero buff for 10 seconds .... IIRC.
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    Actually aside from that one trial there's nothing else added to it. I mean PvP is a game mechanic and the bases are a tool for utilizing that they themselves aren't "content" in the sense that people have been asking for content as in missions, TFs, trials, etc for their 50s...

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    While I, myself, consider bases and baseraids content, I think Shak meant specifically the Cathedral trial is new content.

    It certainly is. And it's exactly what a lot of people have been clamoring for for months: a mid-size raid that can be done with more than just 8 people. It means that the tech is in place to have similiar "raids" in the future and maybe even a possible instanced Hamidon-like encounter.

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    I'll respectfully have to disagree.

    While it is new content in that a new instance has been created with mission type content and rewards, it has forced PvP content installed along with it.

    This alone makes it an unwelcome addition to the game.

    I can definitely state that without even have seen the Cathedral of Pain content or the Items of Power, my supergroup and villain group will be disregarding it since we have no wish of having our base trashed.



    I'd like to have new high-level content that doesn't put my and my teammates possessions at risk, thank you.



    Kudos to the Devs though for the hard work and the intention.

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    With the tech I hope they actually go back to Making the Faultline trial . . .
  18. [ QUOTE ]
    Flash Arrow (and Smoke and Smoke Grenade and a couple Temp Powers) is setup to not alert the AI when it is used on them.

    Now, that isn't as simple or cut and dried as it sounds. It is still an attack. As such, it causes suppression on all powers that have such -- including stealth and related powers. It sounds like what is happening is something like the following:

    1) Player clicks attack button; animation begins; suppression begins.
    2) Target "sees" the player, and the critter is "aggroed"
    3) Animation finishes and all attributes are applied.

    In that example, if the player were outside the critters normal perception range, they would not have aggoed, even though they attacked. If, however, you are within normal aggro range, and using Stealth powers to offset that, then as soon as the stealth suppresses, you've already got aggro.

    Now, all of that said, it is possible what I've outlined above is NOT what is happening and there is a bug involved. In testing this over the next few days, pay close attention to how this works, and keep the above sequence in mind. If that does not match what you are seeing, let me know.

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    This is why mobs need reaction timers.

    Reaction timer &gt; Animation of power = no agrro until the power strikes the critter.

    Another thought... Surpression... Can it be changed that when a Power is surpressed so is it's endurance cost?

    Both of these Ideas will help the Trick arrow and other sets...
  19. [ QUOTE ]
    Hey guys.

    As many of you figured out, the base cause of this was some fixes to base raidable checks. Previously, items on walls were not properly blocking off space. Now, any item on a wall will count as obstructing the entire column of space it occupies, to prevent inaccessible rooms.

    We didn't intend for this to delete doors between rooms, or make a base uneditable. Those are bugs.

    If you have a problem where you can't edit your base, you should remove any wall items, or move them to out of the way places. This is especially true for anchors. Then, have everyone leave the base for about 5 minutes so it will restart. When you come back in, you SHOULD be able to edit your base again.

    If this doesn't solve your problem, please /petition it and a GM will be able to come help you. Also, if what I said above doesn't work, feel free to post in this thread and explain your situation, so I can check up on it.

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    Would it possible to see this collision box as well as the 2hit box when we highlight the item? This really makes Monitor banks really huge now lol!
  20. DojhromTRW

    Bodyguard

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    Personally, I think there was a much better way to deal with this Mastermind PvP problem, so I think I'll post it and see what everyone thinks.

    What if, instead of dying the second their mastermind bites it, the henchmen continued fighting? What if they doggedly chased the person who killed their leader until either he/she or they themselves are dead?

    This would change the dynamic. Suddenly the hero would have to make the tactical decision "Is that attackless Mastermind really my primary target?" I think this would give MMs higher survivability because, most of the time, the enemy would naturally come to the conclusion that the top tier pet is the primary target and the MM himself, along with his lower tier minions, is more the mop-up material instead

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    No, this wouldn't help. The problem is that MM pets lack movement powers, which means that anyone who kills the MM and runs is going to get away. Even if the pets do follow him, they will draw all sorts of aggro from NPCs and will be killed, thus removing any threat.

    Having minions survive the MM is definately not the answer. What we need, what we've been begging for, is a way to convince players they need to kill our minions (at least some of them) BEFORE they kill us.

    If there were a 20% chance per minion in supremacy range (even if they were set for bodyguard, such as it is now) for any attack aimed at the MM to hit a random pet instead, THEN players would find it necessary to target specific pets rather than the MM.

    5-6 pets one of them automatically takes the hit
    4 pets 80% chance
    3 pets 60% chance
    2 pets 40% chance
    1 pet 20% chance

    Doing this would encourage players to take down specific pets, rather than allowing damage to be randomly dealt to whatever pet jumps in the way. It would also still allow the pets to use their defenses and resistances against the attack (which the current setup doesn't do....it is currently easier to kill minions by targeting the MM who is easier to hit, and simultaneously bypasses all resistances the pets may have.

    We want a reason for our PETS to have to be targeted....NOT US. All that bodyguard in its current implementation will do is insure that WE are the targets, and never our pets....THAT is the problem....that, and the fact that FF users can't help protect their minions under the new system. This just made FF pretty worthless.....and made Dark Miasma very powerful due to its AE heal.

    Suriyama
    40 bots and bubbles
    Justice

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    What if they added defiance to Materminds [only works in offisive mode]? The more the boss[MM] takes damage the better the supremacy bonus gets to the pets? As for the MM dying and leaving the pets standing? I'm all for it. just get the pets -70 % Acc/dmg/defense since the morale is quite low. Give the team incentive to rez the fallen MM!!
  21. I wish the items violating the pathing system would light up purple instead of playing cat and mouse with move/delete ...
  22. DojhromTRW

    Bodyguard

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    Sounds like a much need hand in the MM's direction

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    Sounds like something Tankers should also be able to for their team.

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    Something i passed up to the Devs a LONG time ago from EQ abilities.
  23. DojhromTRW

    Bodyguard

    Hmm Is this from the suggestion I made a while back ...this is so awesome!!! Great implementation!!
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    Builds that depend on 2hit buff and debuff WITH the defense change are going to have a new play style.

    I'm still pondering how a change to To-Hit Debuff enhancements is going to have any effect on powers that don't even take those enhancements. To-Hit Debuff powers will likely see an overall change along with defense but it's more one in predictability and an overall increase of power not a loss.

    Drawing conclusions over nothing?

    You proclaimed the sky is falling because powers like Aim and Build Up are getting nerfed (no change to these powers at all) and that powers like Overload, MoG, and Elude will be impossible to punch through (players already had their PvP to-hit reduced to 50% back in I6). You've drawn conclusions based completely on nothing.

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    You don't work for the Oil Companies do you?

    So 'tarded to see Nickel and Dime ..Nickel and Dime. Our toons are now weaker, not by much, but it's adding up. Compare to issue Zero son, and compare. You just need to dive in and play the game and see the conclusions. If it was based on nothing than why would it be in the DC in the first place.