Fusion_7

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  1. Question, and I think I know the answer, can a Hero/Villain name be changed once the Toon is active? I ask this because what if someone didn't like the name of their Toon and wanted to change it but because they are too high a level (40'ish), they don't want to delete and start over. I know some of the answers I might get such as: "you should think very carefully before you decide on picking a name because you cannot change it" or "it is impossible to change or modify a name once your Toon is developed".

    Anyways, if this can't be done, then I would say this might be a good issue for the suggestion box because I am trying to think of any issues that might arise in being able to change a Toons name throughout the game? Maybe it would cause too much confusion among groups and SG teams if someone kept changing their name? I would say if it was a new feature, then allow it maybe once or twice only per Toon so it couldn't get too chaotic or be abused.

    Finally, do some vet badges take longer to show up? I just recently passed my 6 month enrollment period and I still didn't get a vet badge. I did send a bug report in and they are looking into it. I am not sure if is based on actual calendar days or the actual day you signed up, which form me was Jan. 3rd, 2009.
  2. [ QUOTE ]
    Are you running any kind of Stealth, including Stealth effects from IO's or even running Super Speed?

    If so, turn them off if it's in a power that you can turn off. If it's in an Auto power, you'll need to slow down and make sure you keep them with you.

    Hostages and other NPC's set to Follow have had trouble with stealth for a long time now.

    [/ QUOTE ]

    Nope. No stealth is turned on. When I do escort them out, I go as slow as possible without actually walking. I might have to stop and go a few times to make sure my hostage is keeping up. This problem seems to be pretty constant regardless of what map I'm in. It may have something to do with the coding that says if you get too far ahead they will stop and say "where are you?" or my favorite "I'm lost". Not sure?
  3. So I have been doing a few Newspaper mish'es on the villain side. Whenever I pick a "Kidnap so-and-so" mish, it seems that when I finally reach the person I kidnap out, they have a hard time keeping up or are constantly getting stuck. I sometimes have to run backwards to make sure they are following me. Even on a straight away, they sometimes stop and a word bubble appears above them saying something like "where did you go?" or "someone help me".

    My first thought was they were constantly running into my pets from my Bots/Traps MM but I am not sure? This can be a pain since you will normally get ambushed at some point when you are taking them out. In caves it can be a real bear to get them to follow you 20ft. before they get lost or stuck on a wall. Any suggestions would be helpful. I do know they might be fixing that Protector Bot Collision issue with their Seeker Drones in i15 but didn't know if this subject was ever brought up as an issue with people and if there was some kind of solution in the works?
  4. Fusion_7

    Faces of Death

    Just a few snap shots I took that I thought were kind of funny with the precarious body positions in how my sad Hero's died. Enjoy!

    Broken Neck Syndrome

    Morphius Through The Floorus

    Banana Split!
  5. Yup. I would say that the stuck Protector Bots are getting very monotonous in their nature. As my original posting stated, was getting my Protector Bots stuck every 4 to 6 mish'es, now, it's EVERY mish. I've enclosed another picture for all to adore as my Bot just stands there helplessly like a loaf of bread behind his Seeker Drones.

    Let's hope that in this next issue all of this will be a thing of the past.

    Stuck in the mud!
  6. I was thinking about this the other night when I got slaughtered from an EB. For my Bots/Traps MM, I always found it amusing to see all my pets die when I died. I am trying to remember if that was also the case for my Controller on the Hero side? As I recall, I think that my Phantasm and PA would still linger around until I could rez myself but if I had to zone by going to a hosp, then they would die or disappear.

    The reason I bring this up is I think I would be nice to still have them linger around to knock off a few baddies until one can rez themselves without getting clobbered. I am thinking that because of Body Guard Mode, this inherently ties their defenses with yours and thus if you die, your pets cannot survive and then you will see the cute little skull and crossbones all lined up in a nice vertical row on your pets display. This also holds true for Aggressive Attack mode I believe. This was just a thought and don't know if anyone else out there in CoX land has ever wondered about this?
  7. [ QUOTE ]
    I was actually in a group the other night where we went out of our way to ONLY invite masterminds. It started as a joke, since the group initially was 4 masterminds, 2 VEATs, a brute and a corruptor, and someone said "Clearly we don't have enough masterminds."

    When one of the non-MMs dropped, we started piping up with "Invite another mastermind!"

    As people slowly dropped due to having to go, getting disconnected, etc, we made sure to only invite more masterminds. Eventually we had a full team of 8 masterminds. It was hilarious. Mobs were dying so fast that we could move through the mission at a non-stop run. The only thing that slowed us down was a mayhem, where people split up and got chewed up by the massed longbow ambushes.

    [/ QUOTE ]

    LOL!!,..must have been like the Keystone Cops. Funny Stuff. In keeping with that Keystone Cop theme, I appropriately named my three little Battle Drones Moe, Larry and Curly as they seem to constantly get into trouble and mischief...lol.
  8. So, working with my first MM Bots/Traps and almost to level 40, I made some general observations along the way. Being that this is only my sixth Toon I've been working on as of Jan. 09' since I came back from a five year hiatus, I am learning new things with my MM.

    When I first started out with my Blaster, I would always keep my search status as "looking for teams" on. I would call myself a passive team player meaning that I normally don't send out tells or broadcast "lft". This really never was an issue as I would always get invites with my Blaster and other Toons, including my Controller. If I didn't get an invite right away, I would never sweat it and just go solo for a few mish'es but would eventually always get a tell to join a team.

    Now the weird thing with my MM is since I've been playing from level 1 to my current level 38, I've only been invited to three teams. I used the same technique that I did with my other Toons leaving my "looking for teams" prompt on and only three invites. After awhile, I would just turn off my prompt. Again, keep in mind that I don't actively seek teams since I do enjoy soloing with my MM. I just thought this was funny as who wouldn't want a MM on their team with all of their wonderful pets?

    I only bring this subject up as I do plan on building different builds of MM's since my Bots/Traps was my first. So, are MM's looked upon more as a solo'er other than team toons? Or, does being on CoV side have something to do with the lack of invites?
  9. About a few weeks ago, I read a posting somewhere, I think it was here in tech issues and bugs but not sure? Anyways, the problem that was brought up in that particular posting mentioned that some of the Bots, mostly Protector Bots, where constantly running into their own Seeker Drones and constantly getting stuck behind them and thus could not follow you or your other Bots.

    Apparently, in that posting I read, they mentioned that the dev's where aware of this collision issue but not sure if it can be fixed or even if they were working on trying to fix it. I bring this up again as my MM Bots/Traps is approaching level 40 and it seems that in 1 out of every 4 or 5 missions, they will get stuck behind their Seeker Drones since they cannot "pass" through them and in doing so, I am forced to "dismiss them" and then "re-spawn" them again, which can be a pain in the butt during the heat of battle.

    If anyone else out there can shed some more light on this and know if the dev's are actively seeking to fix this bug, that would be great!

    Image enclosed of stuck Bot
  10. Occasionally in the mornings before work, I will usually run a couple of mish'es and then when I am ready to log, I usually fly to my next mission and stand in front of the mission entrance then proceed to log off. When I come back later that afternoon/evening and log back on, it appears it has me exit the mission I never started being that I was standing right in front of the mission door. The door would open as if I exited.....lol. Of course it didn't have me complete it, it just appeared that I was leaving that mish. I am thinking that when one logs off near a door that can open, maybe this triggers some kind of server positioning thing that tells the game to move you in a particular direction or the dev's set it up as a safe way to log back on without landing into a large spawn of villains which normally don't camp out right on top of the mission entrance. Not sure on this one?

    Finally, I noticed on a few MA mish'es that some people have their villains spawn right by the entrance when you enter their mish'es. I know that normally in regular mish'es, you might have villains standing close to the main entrance but just far enough to not cause any kind of aggro or attention to ones self. Having not built a MA mish yet, is this something that MA will allow you in placing your villains close to an entrance? I was not sure if there was a certain distance that would cut you off before the MA would say "too close" to place villains? On a few of these MA mish'es, I had to fly past the villains without trying to get wiped out and then get them from the backside while hopefully not running into more. Very scary.
  11. Having been playing on the Hero side for the past few months or so, I have ventured over to the Villain side to work on my two Toons, a level 35 Corruptor and a level 33 MM. The one big thing I noticed is a large part of the mish'es are not timed like on the Hero side. Yes, there are some that are timed but it appears not as many as on the Hero side.

    I really have no pros or cons on timed mish'es other than it seems the dev's usually give you plenty of time to run them. I have also noticed that in some MA mish'es, a lot of timed mish'es are lower than regular mish'es which leads me to believe that people might think we are given way too much time on timed mish'es.

    This is only a general observation and didn't know if anyone else ever had any thoughts on this? Thanks.
  12. WONDERFUL!!! Found it. To my surprise, the screen shots will automatically remove the trays, chat window and other clutter on the screen when I was doing it myself.....lol. Thanks to all who replied!
  13. Question: I took some screen shots this weekend and normally when you do so you have to save each pic individually. I read somewhere in one of these forums that there is a folder for CoX that will capture all "print screen" images for you automatically.

    So, what I need to know is where this folder might be located on a PC? What might this folder name be called?
    Is there something I need to do on the game side such as check something in the menu set-up for a particular option that will capture screen shots?
    And finally, what format does it save it as? I assume .jpg files for easy image transferring. Thanks in advance to all those that reply.
  14. Yeah, being a newb MM, I am learning new things each time I play my Toon. I took that advice about launching them at the enemies rather than try and have them follow me around tunnels and stuff. It is working much better. And being that we are on the subject of Seeker Drones, any good suggestions on slotting them? Thanks.
  15. I recently read a posting, and for the life of me cannot find it again, but it was related to Seeker Drones and the "Collision" issue with Bots as the Bots were always getting hung-up behind the Seeker Drones because they cannot pass through them. That posting mentioned that the dev's were aware of the collision issue. Anyways, I just picked them up with my MM Bots/Traps and have also noticed that they are very "lag behind'ish meaning they are slower than snails in following me. Unlike my Force Field Gen, which can keep up with me, it seems the Seeker Drones just mull along at their own pace checking out the scenery. Me thinks I picked a wrong power for my Traps with these guys. Does anyone have another opinion on this? Thanks.
  16. Fusion_7

    Dev's Choice

    Quick question: How do you know if a mish is dev choice? For example, is the number that follows the stars mean anything, so a (1) would mean Dev's Choice? Not sure how to tell?
  17. Okay, without having to peruse every post as I am sure this has been brought up before, but it seems that when I have been soloing some AE mish'es, sometime I will get XP with no Tickets given, sometimes I will get just XP and sometimes no XP but only Tickets? So, is there something I am missing here or are some AE missions designed to only give certain awards and if so, how do I know what I'm getting before I select that particular AE mish?

    I only say this as I did a few "Very Long" solo AE mish'es last night only to find the only thing I got was influence, no XP and no Tickets? I am not sure if this was a temporary fix by the dev's because of past issues of probable leveling abuse and they "nerfed' certain mish'es to only allow certain awards? Any clarification on this would be very helpful. Thanks!
  18. Question: Was on CoV last night and got invited to a Strike Force team. This was a AE SF. So, going into the mish, I clicked on the villains and to my surprise they were all 50's! I then put the call out for a SK as my level 19 Corruptor didn't stand a chance in hell. The lead then said that the AE SF will auto level those below the villains. I got bumped up to a 45 automatically. Now the cool thing then was I started leveling like a drunken sailor. Before the SF was over, I moved up 3 levels just like that! I also overheard other team members saying how much they jumped some of their toons in levels while doing some of these AE mish'es.

    So, with that being said, is this "auto bump" in levels new to CoX and only exclusive in AE mish'es?

    And second question: I know that some TF's can extend several mish'es together to complete the story arc but what does a Strike Force do? Is this similar to a TF but the length of the mish'es is smaller? Thanks in advance to all who reply.
  19. I'm currently writing this while I'm in this mish. Not sure if anyone else has run into this problem on this mish but in gathering your (help) Fusionette, The Tradionalist Psi-Scout, and Faultline to do battle with the EB or AV Hro' Dtohz depending on what diff you have it set at, it seems that in the one area that has three walls, when Faultline is in his rock form after fighting to free Fusionette, he cannot jump up on the wall to continue mish until his rock form wears off.

    Suggestion dev's: Why not put a ramp here so he can follow you? Has anyone else run into this problem? I know this has got to be an issue as this is the third time I've done this mish and this is the third time this has happened.
  20. As I understand it, you can only respec 1 build at a time per toon would that be correct?

    Example: I have a toon that I have the primary Build 1 and secondary Build 2. Let's say I messed up Build 2 (like I did with my Blaster by not getting Hasten) and want to Respec that Build. Am I only allowed to change that one Build or does a new respec allow you to change "both" Builds on that toon? I ask as I heard different answers to this question.
  21. [ QUOTE ]
    I... like the layer cake room. >_> And the rest of the blue cave network, really. It's like pretty much anywhere else, once you figure out where the ramps/paths are, you're set.

    Apart from that, even if I disliked it I don't think anything should be done away with. For variety, for one thing.

    You can get from the bottom to the top in that room with no travel power, no nothing. Just, you know, look for the incline. I do think it's a little silly to imply that whoever designed it may have gotten fired... so it's a slight challenge... better (to me anyway) than having to trek through 5 more connected rooms. Why? As I said, variety. ^_^

    [/ QUOTE ]

    Not everyone has got to like liver and onions either.

    No, I agree that there has to be variety in the game and I only made the suggestion on this as the majority, not minority I believe agrees on those blue caves.

    I don't have a problem with having a nice challenge in missions. Going through the same buildings over and over with the same layouts can get monotonous at times. I can also understand that some people like the challenge even when they don't have full travel powers yet trying to get to the top in the five level cave. Just like trying to travel The Hollows in early levels without travel powers. That's part of the game. But I still do think it was a bad design. To say that it was silly to suggest that the person who designed those caves should have been fired, was said in jest and shouldn't be taken personally.

    Ever since I've been playing this game 2004-2005 and starting up again now, I've never seen or heard anyone say "Yeah, a cave mish!!!" Yipppie!! and get all giddy and start jumping up and down with sheer delight. I personally can live with those caves. I just won't design any mish'es in them come I14 and I think a lot of people will be very happy.
  22. [ QUOTE ]
    No, I don't.

    The main issue I hear with the blue caves isn't restricted to them - it's the five level room. I have no issues with the color- in fact, it's nice to not have everything be a bland brown.

    The main problem I have with the suggestion though? I don't think it'd be worth the time to try to change *every single mission* (including one-offs and newspaper missions) that use these caves. Yes, even with the devs having the MA-style interface to play with now.

    [/ QUOTE ]

    Man,..I completely forgot about that darn 5 level room! Anyone with TP can tell you how fun that is. And if you have limited travel powers, good luck.

    I agree, I can live with the blueish color but I do think the dev that did initially design that cave is either moved on to a different company or got fired!...lol. I would say that going forward for I14, I will make it my greatest effort not to give anyone blue cave missions.
  23. I'm sure this has been brought up before in past forums but I think it is high time the dev's either dump the old blueish caves and either replace them or just get rid of them all together. Here is the basis for my argument:

    Having come back from a 4 year hiatus from 05', the biggest complaint then as I think it is now is those wonderful "blueish" cave missions. I say "blueish" as I cannot think of any other way to describe them other than, "blueish". First of all, compared to the other caves, the "brownish" caves and the Cimerora type caves, which are much more tolerable on the eyes and give you enough adequate space to funtion, the "blue" caves seem to restrict the enjoyment you get when in battle.

    I am not sure if the dev's deliberately did this to make people hate the blue cave missions as if they would real life caves, having to lug around in dark, tripping over your teammates in hard to see areas? I would say first, start off by changing the color from the blue to maybe a more neutral color. Next, maybe make them wider, like the "brownish" caves or the Cimerora caves.

    I have never had someone tell me they "loved" those bluish caves. In fact, I was on a team the other night and someone jokingly said that in I14 if someone makes a mission with those caves, they were gonna kick their butt!...lol

    Don't you all agree, it is time for change? I think it is time to say goodbye to the Ole' Blue Caves.