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Posts
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Joined
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I'm hoping we can convince whoever needs convincing (Positron? Synapse?) to let those badges stay, purchasable with tickets. I really don't want to lose a lot of those titles, and not even because of the badge count, but because they just look so neat under my character's name.
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This is actually better than the other article I saw on Wired, which flat out said:
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So now, any user-created mission that is exploitative will get deleted, and users who played it will get their XP retroactively lowered, or even lose their character. So what counts as exploitative? One or two of the exploits are pretty obvious, but its really unclear where the line is drawn.
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The whole thing feels like written by a Rikti farmer who is pissed his favorite exploit got nerfed. Way to generate negative press with incorrect information.
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Uh, what's incorrect about it? That's taken nearly verbatim from Positron's announcement.
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The article bends the words just enough for them to say that users that play any exploitative mission will get their XP retroactively lowered or even lose their character, when Positron said:
"Only the worst of the worst, exploitive, powerlevelled characters will be removed from the game. We dont take retroactive punishments lightly, but some offenses are so egregious that no one would question their intent and those ill-gotten gains should be dealt with."
This is good and well: "any user-created mission that is exploitative will get deleted". But then they jump to saying the players of those user created missions will all be punished/banned, when that is not the case.
To put it more simply: the article paints the devs' stance as unreasonable, draconian and out to screw the players. -
This is actually better than the other article I saw on Wired, which flat out said:
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So now, any user-created mission that is exploitative will get deleted, and users who played it will get their XP retroactively lowered, or even lose their character. So what counts as exploitative? One or two of the exploits are pretty obvious, but its really unclear where the line is drawn.
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The whole thing feels like written by a Rikti farmer who is pissed his favorite exploit got nerfed. Way to generate negative press with incorrect information. -
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Im kinda curious as to what textures others have come up with or seen.
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http://i55.photobucket.com/albums/g1...sher/cubes.jpg
http://s55.photobucket.com/albums/g154/l...11-19-06-12.jpg
http://s55.photobucket.com/albums/g154/l...11-19-05-30.jpg
http://s55.photobucket.com/albums/g154/l...11-19-06-31.jpg
http://s55.photobucket.com/albums/g154/l...11-19-04-40.jpg
Do these count? -
Go to Menu, Options
Find "Log chat" under the "Chat" Header and set it to Enabled
Chats will be saved in the folder logs\game under your City of Heroes folder. -
Arc Name: Facing the Darkness
Arc ID: 89438
Faction: Heroic
Your global/forum name: @Leandro
Difficulty Level: Medium, one EB at the end.
Recommended Team Size: Solo is very doable on heroic.
Typical duration: 25-30 minutes.
Arc Synopsis: After Romulus' defeat, something very disturbing is happening in Cimerora. Anything else would be spoiling it, see review below if you want to be spoiled.
Link to a more info/comments thread: Review here. -
Sorry for being a party pooper, but shouldn't this be in Forum Games?
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Aww, she's so cute. Congratulations and happy birthday!
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Just the logo or the skyline too?
http://www.cityofheroes.com/images/coh_logo.png
That's transparent background, load the alpha channel in any graphics program and you have black background. -
I used the Burning Forest map while it was available, and got LOTS of feedback from people who had the destructible objects not spawn correctly, or the collection items spawning inside a tree (and then while playtesting the mission, I did see those bugs myself). I reported it to Customer Support, repeatedly (the first line GMs didn't "get" what the problem was.) So reason for pulling: bugs.
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Why in the HELL are maps being removed? People put all this time and effort into making arcs, then the devs come along and arbitrarily start pulling things out which breaks what they've created. Seems like a really bad move if you are at all concerned about customer satisfaction.
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Because the maps are bugged and need to be fixed, and rather than leave the broken versions up while they fix them, they pull them off so people don't keep on running the arcs and downvoting / reporting arcs.
Like I posted a few pages back, Burning Forest would sometimes fail to spawn some destructable objects, or spawn collection items inside a tree. This made the arc uncompletable, which earned me several bad ratings and complaints. It should not have been released live on that broken state. I assume the other "missing" maps suffered from similar bugs. -
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The new "Captured (Energy Field)" animation is almost exactly the same as it was before, minus the large rays of psychic energy emanating from Penelope Yin.
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It was PRECISELY that large purpleish effect caused by the "rays" that made it so attractive. I was using it to show a Nictus being implanted into a human, and it looked great. The new version looks nothing like I wanted it to. At all. -
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Here here... this counts at least 10 arcs that I know of (Including AtD below) that are now busted because this map is gone. There are others that used the Burning forest map that are also hosed. So far I only know of those two maps being pulled based on feedback from the thread I started. Don't know if there are more however as there was no mention in patch notes.
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Burning Forest was badly bugged. Destructable items would stack on each other or not spawn, blinkies would spawn inside trees. If its being removed to fix it, I'm glad. I agree that patch notes would be nice though. -
I'll take a look as soon as my computer is back on its feet -- I decided to go back to Windows XP only to find (after I had wiped my harddisk in preparation) that my XP install disc is scratched badly. So my system is currently very useless.
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New version of this thing up in the same URL. It attempts to make matches out of Texture1 and Texture2 as well, with much better results when it comes to heads.
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Mind of a Villain's ending was the first time I felt truly evil in this game. Forget about Westin Phipps, his silly soulcrushing plots are nothing compared to your villain in that arc.
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SLMA it is. I realize that soloability is subjective, though, especially when the first "SLMA" tagged arc I tried contains an Elite Boss, guarded by a Boss-ranked Nictus Dark Nova. Leandro, was that on purpose?
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One boss with two Lts on Heroic; two of them only have Melee attacks, only the Dark Nova has ranged attacks. So, even on a squishy, I can kill the nova either by pulling or just staying out of range of the other two mobs, then take out the dark dwarf, then taking on the boss.
Soloable doesn't mean cakewalk to me. -
New version is up at the same URL, with a very different way of checking the costume pieces, which should help some. The DB was derived out of 375 outfits sent my Samuraiko, Memphis Bill and Zloth.
Give it a try, it should be more useful than the previous version (660 unique costume part pieces are identified.)
I need MORE! Seriously, I do. I'm about to enter the costume creator, start hitting the "random" button, and saving whatever comes up in order to have enough variety of outfits to make this worth it.
Right now the program does its matching by checking for the Geometry and FX fields. I believe some RegionNames can only be derived out of the Texture fields (Standard head vs. Masks with Hair head for example) so I'm working on that. But send me more costumes! I need a huge sample size here!
Edited to add: I'm aware some costumes spit "Invalid Costume Scales". I'm trying to figure that out. Scales in cohdemo files don't match scales in costume files exactly, and I don't know why or what the conversion ratio is. -
Hey Zloth,
Send me the demos and character names (so I can extract them), that way I can try to fix it and re-convert from the source.
But do send a bunch of .costume files if you have them (created with the game) so I can keep gathering info on the RegionName and BodySetName things. -
While I don't give a darn about farming, I still agree with removing them from Atlas and Talos; those two zones are too busy already. Steel seems fine to me; it's one of the few zones where the building FITS (skyscappers everywhere.)
I'd also like the Faultline one removed, but for different reasons: the AE building killed my Jacuzzi! -
Put one of the heavies from Recluse's Victory as a captive somewhere. They're level 54 only and will limit the mission range accordingly.
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In other thread, I mentioned that to make a program that grabbed the costume data out of a .cohdemo file and wrote a .costume file, you would need to create a pretty big database with the DisplayName, RegionName and BodySetName for every part referenced in the .cohdemo file.
The good news is, I've determined DisplayName is not necessary. I've also managed to convert a couple of costumes already, using this utility:
http://www.futurama-madhouse.com.ar/costume.zip
Should be pretty straightforward to use; load a .cohdemo, select a character from the list, and save its costume.
However, I'm pretty sure that for 99% of the costumes out there, you'll get errors on load. That's because I only used a small sample of costumes (about 50) to create my database, and it's missing a lot of body parts.
That's where you come in. I need people to send me .costume files. Any costume, any weird combination; if you usually make lots of costumes, just zip the entire Costumes folder and email it to leandrotlz@gmail.com. The bigger sample size, the faster I can build the DB with the data I need.
Note that when you load the .costume file this thing generates, you should be able to see the costume perfectly in the load screen (but not load it). If there are other glitches that prevent the character from displaying, drop me a note (preferably with the .cohdemo) and I'll check what's wrong. -
Have we decided on a "Solo Friendly Arc" tag yet?
Also, since the first post is already past the edit limit, can we start a page in ParagonWiki for that and link to that from the first post?
Edit: http://paragonwiki.com/wiki/Mission_Architect_Tags
I don't see the point of server-specific tags, but since they're optional, to each their own.
I propose [SLMA] for SoLo friendly Mission Arcs. I haven't added it to the ParagonWiki article, but I have tagged my arcs such in the meantime. -
Same here, Ninja. The "perfect" ending map for my second arc was Forest Burning. But guess what? Destructable objects sometimes don't spawn right on that map. I considered making them optional, but then someone ran into another problem: a (very much required) glowie spawns inside a tree on that map.
I gritted my teeth and switched to Forest 02.