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Posts
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Joined
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Objective Feedback
- Not seeing any new heads, unless face textures were what was meant.
- Tails are also notable in their absence.
- Some textures are not compatible with certain body types:- Organic Armour cannot be used with Monstrous hands
- Monstrous Feet cannot use either Bioluminate or Organic Armour
- Organic Armour head overlay can only be used on the Organic Armour face type. Granted, this one may be a technical restriction due to it changing eye colour as well.
Subjective Feedback
- Just wanted to echo the sentiments of some others regarding effects on the new costume pieces. I'm not seeing any glow on either of the sets while running in ultra mode settings.
- Would also like to agree with the request for a skintone based version of the organic armour set (top, bottom, gloves and boots), as the current one doesn't blend at all with many of the existing skin colours.
- Maybe a bit of a steep request, but would a chest detail (and maybe belt) that fits with the organic armour twisty-horns style be possible? A couple more options to mix and match with are always good.
- Overall, the quality is awesome, on par or higher than the previous packs, but the quantity feels a little lacking. The existing pieces seem very specific and - as they are now - may not mesh well with other parts, even related ones such as monstrous heads/hands/legs. -
I was quite surprised to get the name "Underbolt" for a new elec/dark brute I came up with recently. Funnily enough, it only dawned on me a couple of days later that the name involved a pun. Sometimes my brain works strangely.
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Quote:That is awesome and I now fully expect a zone or event designed to use massive multipliers for such numbers.Reading this, I was reminded amusingly of the first bugged version of the "Touch of Lady Grey: Chance for Negative Damage" proc (later having its name tweaked to 'Chance for Negative Energy Damage'); the name was appropriate, in that when the proc went off, it really did do a negative amount of damage on your target, healing them. This was fixed with an even more broken version, which I nicknamed "Touch of Lady Grey: Chance to One-Shot", the proc doing about 10x the target's base HP when it went off. When I discovered this in the beta on Test, I hied the character off after a convenient GM and was lucky enough to literally one-shot Jurassik, doing (IIRC) "4.08611 e+006" points of damage to him -- and discovering that the numeration rolls over into scientific notation when the numbers get too big.
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Quote:Would it be easy to add a checkmark at the bottom of the dialog for an "Always accept Mystic Fortune buffs" option? Similar to the delete salvage/recipe dialogs, among others.This is a situation I cannot win with. I removed the prompt; people complained until I was told to put it back. Now it's back, a completely different set of people get to complain.
That way, the people who don't care about declining buffs can get them automatically, and the ones that like the prompt never have to tick it. -
www.cityoflore.com seems to be available, as are the .net and .org variants.
I'll keep my eye on this, maybe contribute a few things. It could be an neat resource for AE arc referencing.
Also, the temp link in your sig is incorrect, you set it as .com instead of .org :P -
Oh, hi, I remember you. You're the advice lady from the old scoop.
Welcome back to the madhouse, you're just in time for the 6-week buildup of hype before GR's launch (or delay)! -
Quote:Well, in the descriptions for the Enhancements, it seems that Grey - along with Hermes and Joule - are some kind of magical entities in the CoH world. Their fields are Exploration, Travel and Technology respectively.Just out of curiosity, and slightly off-topic, why the devil do Magic Origin characters use Single Origin enhancements like Phasing of Grey, with a grey alien on them? What do grey aliens have to do with magic?
This disconnect has always disturbed me.
I assume that (in-game) Greys being the stereotypical alien image is a side effect of subconscious magical knowledge of these Entities. Or something. -
Re: FX
A few auras I've seen several people suggest that sound cool:
- Dripping effect - tintable so it can appear to be green slime, red blood, black tar, etc.
- Emblems - many of the existing chest emblems could look really cool as an aura effect, either moving about the body, or in a static position around the torso (front or back). Extra bonus for combat activated versions.
- Sparks - random sparking from joints/neck/eyes
- Steam - as above, but with spouts of steam a la steampunk machinery
Other costume pieces.
More costume pieces that incorporate some kind of effect in them, such as the rocket and winged boots, or the initial wings that dropped feathers.
From the GR previews, it seems some NPCs get such pieces, e.g. Praetorian Police forcefield gloves. Hoping similar parts are being investigated for players.
Once again, thanks for the interest you're showing and the honest dialogue. This is why I can't quit this game! :P -
Agreed with this. The AE interface is extremely simple and uncluttered, listing each enhancement type just once with a separate slider for level. For contacts and stores, the slider could be replaced with a set of radio buttons for the appropriate levels.
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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.
The riot started from a simple misunderstanding of the phrase 'entry price per head'. -
Logging on my main,
Just to check my market sales.
Roll on Incarnates!
(@LLamaBoy, just in case you're being super-generous!) -
Quote:Not sure if you noticed, but the first winner in this contest is from Scotland.If it does become more regular, please make it so non US people can join in.
There was no mention of US residency being a requirement for this particular contest either, so hopefully this is a step towards positive for those of us beyond the oceans for future events!
Many congratulations to all the winners, them's some fine arts. Looking forward to seeing them in-game.
(As an aside, what about the Sheep one as an unlockable chest icon for the mega-resistant?)
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Quote:Lore-wise, there's already a building that has this function, the Paragon Times building, directly south of the Steel Canyon University. There's no obvious external indicators however. A sign or sculpture would help it stand out a bit more.Newspaper HQ something along the lines of Daily Planet/Bugle
Sounds like it could be a cool event. Not sure about PI, since Brickstown already has the Zig, which is the definitive Super-prison in Paragon (and, I believe, the entire East Coast at least). But a periodic event as you described in Bricks would probably improve the zone's popularity a little. Perhaps draw from a pool of existing faction AVs using GM/level 0 rules so everyone can take part, not just 50s. -
This questions popped up lots of times since AE came out. Unfortunately, to my knowledge, it is not - nor has ever been - possible to spawn a single specific boss in a hostage or ally detail.
The only way to be sure of getting your desired enemy would be to create a custom group with only that NPC and set that as the guarding group. The problem with this is that the spawn size expands relative to your team size, giving you the ridiculous scenario of 8 or so bosses in a full team.
Still hoping the devs will implement this in the future though! -
I wasn't sure whether this belonged better here or in the Suggestions thread further down, but I figured it would get more exposure here from the appropriate section of the community. So here it is:
Allow Boss speech text to span multiple lines, in the same way many bosses in canon arcs speak in 2 or 3 bubbles at a time when unaware or initiating combat. A simple (I'd imagine) way to achieve this would be by parsing the text for newlines/<br>, which is currently allowed in the fields.
Example
Dr. Aeon is a boss in your arc, and you want him to have a mad scientist soliloquy such as:
-"Excellent"
-"My plan going as... well, planned"
-"Step one: Create NutriPaste"
-"Step two: Get people hooked"
-"Step three: Personal army!"
-"Muahahaha!"
In the field you would enter:
"Excellent<br>My plan going as... well, planned<br>Step one: Create NutriPaste<br>Step two: Get people hooked<br>Step three: Personal army!<br>Muahahaha!"
Rather than appear all bunched up in one bubble (along with the markup), it would be split up into smaller bubbles with a slight delay between them (e.g. 0.05-0.1 second per character).
Who knows, in the future it may even be possible to issue "stage directions", setting up emotes at certain lines.
Comments welcome! -
I've noticed a couple of problems with the new "Escort to X" option for the Escort objective in the AE system.
- While attempting to create an objective chain consisting of glowies and escorts, I discovered that setting two distinct collections as both trigger and destination of an escort brings about a cyclic dependency error.
e.g.: Escort1 -> Collection1 -> Escort2 -> Collection2 #In this case, Escort2 will be flagged as having a cyclic dependency on the destination, Collection2. - When a collection is the destination of an escort, it is impossible to trigger an ambush from the same collection object. In this case, an error appears reading: "There is more than one ambush attached to a single objective."
In the case of the first issue, it seems to be a false positive, as the mission can be tested without a problem via the Test button outside of the editor, under the Publish button. - While attempting to create an objective chain consisting of glowies and escorts, I discovered that setting two distinct collections as both trigger and destination of an escort brings about a cyclic dependency error.
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[ QUOTE ]
Oh. No Black. Hmm. I guess we all imagined that could be in the cards.
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According to the OP in this thread, black and super-dark shades of the rest of the colours are available if you can select a "Dark" effect option for the power. According to his reports, certain powers have both a Light and Dark option in the drop-down, allowing for brighter shades and white in additive mode (a la Hero Invulnerability), while allowing dull shades and black in subtractive mode (think Pain Domination).
So yes, you do have option for black for your powers; although the possibility of mixing black and white in the same power seems to be unlikely.
Edit: Darn, ninjaed. Thrice! -
I was doing a quick twitter search for news on CoH from Comic-con and I found a link to GamersHell where they have a few new screenies showing off the Power customization in action and, more importantly, an indication of the new character creation and power tinting interface!
Screenshots here!
Looks like they're maintaining the same simplicity in the powers interface. I especially like the easy-to-spot preview of each power's colours right next to the name of each.
Feel free to add further links you might find further down this thread -
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QR: This is a quality thread. And if they let you take photos...yeah.
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Agreed, great work offering this info to us in the community not lucky enough to be at Comic-con. I'm not going to ask any specific queries, considering you've already answered the biggest one I had (re: Colour tinting for Architect critters), but I'll definitely be waiting with bated breath for more posts in this thread.
Many thanks srmalloy, and also many complements to all the devs who've been busy on Spectrum for all this time! -
Well, if you intend to use the same powersets, height, facial sliders etc. and simply alter a few costume pieces for each appearance of the ally, that's quite a simple procedure:
Once you've created your first iteration of the ally critter, all you need to do is edit it in the critter interface, and just change the parts you want to be different. Once you're at the last section, where you give the critter a name, there's a button at the bottom of the screen which allows you to change the file name that the critter is saved as. If you change this, a new copy of the critter will be saved and the original critter will remain unchanged.
As an example:
A critter with the name "Helper Critter" already exists in my collection. I edit it, altering a few costume pieces. On the Name screen, I click the "Edit Save Path" and change the filename from "Helper Critter.critter" to "Helper Critter2.critter"*. I then save the critter. In my collection I now have two "Helper Critter"s, the original one and the one with the new costume.
*Note: The .critter filename may be in caps. This isn't important. -
Issue 16: Along came the mirror image of something that fights a spider.
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Ooooh, lore question time!
I had a question on the origin of Dark Astoria, but Hydrophidian already beat me that, so I'll just say "seconded!" to his questions.
Another couple though:
1) Is Armstrong the only base established on the moon, or do other nations or factions have their own facilities up there?
2a) Was the "planetary devourer" that presumably brought the Shivans to Bloody Bay sent by the beings responsible for the Coming Storm, or did they just use the Shivans later as a tool of opportunity when the time for invasion came?
2b) How were the Arcosians aware of Earth and why did they send pods warning of the devourer?
3) A little closer to home, the Knives of Artemis: Is there any data about their internal organization or command structure? I have an arc where I make some guesses (*cough* #2350 *cough*), but I'd like to know if there's any official info about them.
Manticore is mega-sexy! (Just don't let Jay see this... >_> -
I'm having some trouble with a choice I need to make, so I thought I'd ask some friendly folk their opinions.
For the past few weeks I've been working on-and-off on a new arc and right now it's pretty much done, save for a few tweaks and a couple of quick test runs.
Unfortunately, I already have 3 arcs published with a few ratings each; so I'm trying to choose one arc to take down to make room for my new one. I'm terrible with decisions at the best of times, so this is really bothering me.
A quick rundown of the arcs I have up:
<ul type="square">[*]4-mission Heroic, no custom enemies (custom contact and ally), 7 votes, 4 star average.[*]3-mission Heroic, some custom enemies, 5 votes, 4 star average.[*]3-mission Neutral, fully custom group, 5 votes, 3 star average.[/list]
All are heavily story focused arcs. As you can see, none of them have that many votes right now, so that's not really a problem. The issue I'm having is that I'm really pleased with each one of the published arcs for different reasons.
So my question to the reader is this: Which would you take down, given a similar situation?
Thanks in advance. -
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Were the winterlord power levelers punished ?
The Wolf Farmers ?
The people that 6 slotted hasten ?
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First of all, Posi wasn't the guy in charge at the time of the events you mentioned; Jack ultimately decided how to deal with those matters.
Secondly, it was mentioned several times over the months preceding I14's release that the devs would be closely monitoring the AE system for obvious exploits and farms by players. The most apparent conclusion one could make was that they would take action against the offenders in such cases. Nobody can say they weren't warned.
Finally, I believe the reason for action being taken in this case is that the AE system is something that allows the players to take as much control as possible over content; that means they are ultimately responsible for what they publish and choose to play. Punishing the player in cases where dev-created content/system is involved would be akin to giving a taxi passenger a ticket when the driver was speeding.