-
Posts
38 -
Joined
-
Once I got use to the crackle of the radio over the voice it wasn't to bad, but the first few times I ran the new tutorial, I really couldn't catch what the voice was saying, simply knowing I had to get to the way point kept me moving, and the counter in the nav box let me know I was supposed to kill something. Would have liked either a little cleaner voice over, or actual text to read along with the voice, even if it was only in the chat window instead of a popup.
-
Been a while since I checked, but rocket boots seemed to only activate in flight. Can they also activate for super jump as well?
-
What about Dallas Comic Con or Austin Comic Con?
-
Subjective: Neither really seem to "glow", just seems like an over saturated color. "Glow" on organic is hard to see, even in Dark Astoria.
-
Preferred the no prompt, hated Mystic Fortune when it had the prompt, never bothered me when there was no prompt. Don't mind a random buff as long as I have no idea it's being cast, and doesn't distract me.
-
-
Quote:This was not what DJ Zero had in mind when he sent out posters for all the smokin' hot fillies of Paragon City to attend his next big western themed jam session.If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
-
Quote:Not sure if Paragon Studios uses it (or if they ever used it) but before Cryptic sold City of Heroes to NCSoft, they released an animation rig that they said they where using in current development.Okay, in general animating a figure to move differently, actually working with maya 2010, isn't that big a deal.
http://www.crypticar.com/ -
Problem I see is that most people take natural as normal human. However, this isn't a normal human game, the normal human's are the pedestrians that don't seem to have any powers at all. Who's to say on Primal Earth that it's not natural for a sprinter (with no known mutation) to be able to run a super speeds? Or jump several stories?
The origin also only describes how you came to your powers. It's up to each player to deside where those powers end. To me a normal human using rocket boots to fly would not make necessarily make him a tech hero, he's just using one piece of tech to augment all his other natural powers. How did he get those rocket boots? Maybe he got Synapse a hot date, so Synapse gave the hero Positron's proto-type boots as a thank you, or maybe the villain beat down Positron and took the boots.
To me, demon's and angle's are also natural. Yes, to a normal human they are super natural, or and may even be seen as magical beings, but to the demon or angle, it's just what they where made to be. And if they happen to have wings, then flight is just a natural travel ability for them.
Not saying we don't need new travel powers, and I would love to see new ones, vehicles on top of my list even though it's probably in the trash pile of the developers. But vehicles to me are no more natural then rocket boots. I find it hard to picture any power that has a normal human moving faster then 20mph for an extended period of time as being "natural" human ability. -
Suggestion for a new Veteran Reward, Portable Reclaimator. Would grant a power to the player so they could place a Portable Reclaimator any where which would be usable by the entire team.
Selection: When claiming the vet reward, the user would have a choice of either the Arcane (Resurrection Circle) or Tech (Basic Reclaimator) versions.
Usage: When activated, the device would appear at the desired location. When any team member (including caster) is defeated in addition to the Hospital option (and base option if available) a new option will appear on the respawn menu, Reclaimator. If used, player will spawn at the placed Reclaimator.
Recharge: Would have a 30 minute recharge.
Duration: Would have a 15 minute duration.
Pet Entity: It can be targeted and able to be destroyed and will have very little HP (5?) and very low defense. So don't place where it could be easily destroyed by the enemy.
Where: Any where, city zones, mission maps, pvp zones. Exception would be any mission with a prison, such as some CoT missions. In that situation, pet would spawn, but instantly be blown up, and a message in red would flash with "Anti Extraction Field Detected" or similar message.
PvE: When used on a PvE map, would function as the Reclaimator in the Super Group base, players spawn with 25% health and endurance.
PvP: When used in PvP, would function like the Reclaimators in a PvP zone, players would spawn with HP and endurance as if they used the Hospital option. I haven't been to PvP zone in a while, but think that 1 HP and 0 endurance. -
-
My story is way more then just a bunch of stuff happening, and the AV's I chose where important to that story. So I've already broken your stereo type. Just wish I could nerf those AV's, it's the characters I needed for the story, not how tuff they where. Maybe boss versions of all the AV's in the future for AE?
-
Quote:If the story is setup to where it needs a specific character, lets say "The Honoree", to be told correctly, removing him because he's to difficult would destroy the story it's self. If there where weaker version of them there wouldn't be a problem, but even to a solo character "The Honoree" is one tough cookie, and the two helpers I threw in there still wasn't a guarantee a solo character would win.If you feel your arc is too difficult to be cleared by most soloists, make your arc less difficult. Don't put in another moving part to compensate.
I only put allied mobs in my arcs when there is an actual story reason for them to be there, not as "helpers". If someone runs into something too difficult for them in a MA arc they can do the same thing they do in the regular game: ask for teammates to help them.
That being said I've got no problems with the reduced rewards for more helpers, my current missions are for story, not XP.
Few things that would be nice, don't start reducing XP until the ally's are actually freed, groups could then skip them. Also, make it so the author could mark an ally as dismissible (not needed for any further objectives), so the team could kick them from the mission (restoring XP) if they aren't needed. -
Looks like I wont be-pre-purchasing after all. Want it all together, and the free month of game time is a nice incentive to not buy them separate.
-
-
Quote:Maybe really through them off, use the demo files, and edit them to have a ghost ship in some place like Cap au Diablo, or a Death Surge beating up Atlases ankle.It certainly is Dark Astoria. It was tough finding a location there that wouldn't be obvious that it was "DA". (Leaves on the ground a sign that is in more than one spot.) The mobs were your hint and I tried to make sure you didn't see those so clearly but the chest emblems I thought would be a dead give-away.
-
Quote:I think the confusion here is that no one yet knows if both the basic expansion as well as the complete pack will be up for pre-purchase. I can't see why the complete package wouldn't be available for pre-purchase, but that's a players view.I want the complete package. Can I preorder that? If I can't will there be an item pack offered. While I love this game, 70$ for all the options (early start, and items) is a bit much.
-
-
-
Try installing the original Ageia PhysX drivers. There is probably a conflict between the NVidia drivers and the Ageia drivers, and you want the Ageia drivers for CoH. Only problem with this is if your new game uses the NVidia PhysX drivers, then the new game wont be able to use PhysX. I was never able to see what PhysX added to CoH since I never had one of the old cards, but odds are CoH will bring PhysX support back for the new NVidia API with Ultra Mode, but that's something you would have to wait for.
-
Guess that is why combat auras don't look right on them either.
-
Been playing with the betray feature in one of my missions. I have several issues I've run into along the way and a few requests.
1: Triggers are creating a circular dependency
My triggers are not causing this but the system thinks they are. I have a free 3 captives, after those 3 are freed I want my ally (who will betray) to spawn, so for my ally I pick mission goal is created when captives are freed. Once the ally is free, I have a computer I want to become active. So my computer is set as mission goal is created when ally is rescued. Finally when computer is activated, I want the ally to betray. Doing this the system dies with that error message. There is nothing circular about my setup, it's a straight progression.
2: Ally's "Combat Abilities" remain when they betray
If I set my ally for "Fight Defensive", when they betray they will not imidiatly fight. The user may not even notice the ally has turned and continue to the next objective with out ever causing the betrayer to fight. I have to use "Aggressive" which will cause her to run to any villain she hapens to see along the way to the computer. Would rather have he "Fight Defensive" and then when she betrays go "Aggressive".
3: Ally betray has no ambush option, escort betray does
I don't want the player taking the betrayer back to the door so I don't want to use escort. I there for use Ally. When an ally betrays there is no ambush option. I would like for the betrayer to get help when they betray.
4: Betrayer is healable
I have two allys in the mission, one betrays the other does not. The one that does not is an emp, and she is constantly healing the betrayer durring the fight. If I play as some one with a heal (a rad for instance) my heals also heal the betrayer.
5: Cannot target the computer to lead escort to
This is not a major issue, but I was hoping to have a way to change the target of the escort from the entry door to the computer I mentioned above. I didn't really want it to be a glowie hunt, I wanted it to tell the player exactly where to take the escort.
6: Computer activated when ally/escort reachs it
Would be nice to be able to set a computer so that the player doens't interact with it, but instead it's completed when the ecort/ally reaches it. As it is now, my ally can get lost, and the user can still activate the computer. When the ally betrays, they wont be any where near the player, and they will never know the ally even betrayed.
7: Betray required for mission complete
Want the defeat of the betrayer to be a mission required goal. As it is now, there is no way to make it a required goal. Only way I've found to imitate it is to add additional objectives after the betray, but even then the objectives can be completed with out actually defeating the betrayer. -
Assertion failed
Program: C:\Program Files\City of Heroes\CityOfHeroes.exe
Time: Sat Oct 03 01:44:58 PM
Process ID: 5436
File: c:\src\utilitieslib\utils\superassert.c
Line: 1857
Expression: 0
Error Message: CRT abort() called
ERROR: swDumpStackToBuffer - timeout (258) waiting for dumpHeap is NOT corrupted
Last windows SYSTEM error: Not enough storage is available to process this command.
--------------------------------------------------------------------------------
Spent about an hour in base, mostly editing. When done, took base teleporter to Steel Canyon. Fly south to the mutant store, clicked on door. Game went to a black screen for about a minute. After which a dialog poped up with the above message and the game shut down. -
Quote:Gone with Issue 14, as long as subscription is active, wont loose your stuff.i'd have to dig through the patch notes, but i'm pretty sure they eliminated the limit on the auction house storage a few issues ago.
http://paragonwiki.com/wiki/Consignm...use#Inactivity -
Not sure if its the same bug or not, but I've seen a problem with flying NPC's in the past. There fly animation will some how lock them in place preventing them from doing anything at all. I usually see this with Paragon Protectors, but recently have seen it crop up on Freak Stunners. In the case where I sent a bug report, the Protector originally engaged the team and followed us as we retreated down the hall (this was before the fix to manticore TF so he was to big for us). half way down the hall, he stops following, and began to shake violently side to side in mid air trying to alternate from a flying to standing pose. He seemed permanently stuck there, and the few of us still in the mission went and tried fighting him again, he just stood there shaking in place while we beat on him, since he wasn't fighting back the major level difference only meant it took us a while to take him down but he posed no threat.