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One would think that to go from the "brains in a jar" we just got to a classic bubble helmet like Buzz Lightyear wears would be a relatively easy baby step codewise. I guess time will tell.


Of course when talking about Buzz Lightyear I'd rather have what's on his back than what's around his head...

but having both would be good too.
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Glad it worked out for you. Sorry about thinking it was "/nop" versus "nop" but I was going on memory and it's been a while since I cooked up a bindfile from scratch. You tend to forget details like that when you mostly cut-n-paste from older files.
Take care.
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Quote:Surprisingly I can agree with the idea that real world events should not really affect in-game characters directly. This was the fundamental problem I always had with the Anniversary Badges for instance. Why are in-game characters getting anything for the anniversary of a real world game?Could I please disagree with the whole concept of "holiday events," then? Because I honestly see no reason to restrict specific pieces of game content to specific real-world events.
So if it came down to either being able to buy holiday items in the Paragon Market or not having holiday events at all I'd be willing to go without the events, or at least have events that had no unique items associated with them. They'd probably be pretty boring like that, but at least no one would be upset with the whole limited item issue. *shrugs* -
Quote:I'll bet the mere presence of more pets probably helps with the spawn rate too. More bodies to trigger more aggro and all.Just got all 3 badges my first run thru on Live.
We had less than a minute to spare, too.
If you're *really* after the badge then being on a team of other badge hounds and everyone agreeing to throwing out Shivans and HVASs helps *a lot*. DPS is the name of the game.
It's actually good to hear that 12 minutes seems to be just about "right" to make the badge sort of challenging without making it too hard or too easy. -
If they made it so that there were no limited timed costumes and emotes based on holiday events then the Devs might as well run every event concurrently 365 days a year. The fundamental point of a "holiday event" is that there are supposed to be aspects of it that are limited. *shrugs*
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I'm pretty sure you don't have to "trick" it like that. Like I said I've used /nop for year as comments in bindfiles. Try it without the slash I guess. Again I don't really know why it's not working like it does for me. *shrugs*
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Quote:Strange... I've used the "/nop" command as an effective substitute for putting comments in bindfiles for years. Not sure what the difference would be. *shrugs*Thanks for your answer, but /nop is just a command that does nothing. But it still is a command, so it won't work the way I want.
If I start the line with /nop, the bindfile processor will try to bind it, and will execute "/bind /nop", which obviously won't work. I tried it, and that's exactly what happened. -
Quote:The text for Tricked Out just says while killing the Abmoniation, but it probably wouldn't hurt to wear one for the whole trial just in case.one for completion while wearing a ToT costume temp (im assuming it has to be for entire trial)
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I'm pretty sure you can type anything after a "/nop" and it'll be ignored by the bindfile processor.
Just replace your "//" operators with "/nop".
Good luck.
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Quote:That's cool. As long as there's a way players can affect the spawn rate I'm good with it.From my testing on test sever i got 2 ideas.
1. The Abominations EMP(?) like power 'wakes' the zombies.
2. You walk on the graves. Each grave site seems to have a number of zombies to spawn.
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Yeah since the one badge requires you to kill 99 zombies in under 12 minutes it'd be kind of crummy if there was no way to affect the rate at which they spawn. If the spawn rate is hardwired then we'd basically be at the mercy of whether the game wanted to give us that badge or not.
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I can only assume that if these things are showing up in the auction house listings that they will eventually be "auction house-able". I don't really know either way at this point. *shrugs*
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My only vague guess as to why the zombies didn't smell the live people was that there were plenty of dead people in the cars around them. The stench from that might have been enough to cover the live smells. For instance when Daryl and T-Dog hid underneath the dead bodies that seemed to be enough to cover them.
Maybe if they had made more of a point about how bad all the dead bodies smelled before the herd got there the whole thing would've made more sense. *shrugs* -
Are the ATIO's officially in the game yet? Those listings in the auction house may be there just to ready for them when they are turned on for real.
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Quote:As an friendly FYI your suggestion has already been hotly debated/discussed over the years here. It's generally accepted that such a travel power will not happen here due to limitations in the game system. Those limitations still don't keep some people from thinking it could still happen anyway. For what it's worth the threads on this topic have been amongst the most "entertaining" to follow.I'd like to propose a wall running or climbing travel power. It would work by, while toggled, treating any solid surface as flooring (ie, something a character can attach to) It could be running, climbing or even crawling, like our friendly neighbourhood guy in red and blue.

There's nothing wrong with making suggestions in this forum. Just be mindful that after nearly 8 years it's quite likely that just about anything obvious that could be suggested here probably already has been suggested here. -
I don't deny that keeping an NPC alive during a mission can be annoying in general. But in this case they actually bothered to make a badge associated with it (the one where you have to keep her above 50% HPs during the run) so I doubt they'd ever change her vulnerability here. Besides the main "point" of the story of the trial is to help her get to the end of it.
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Quote:There's no denying that a motorcycle like Daryl's can be pretty loud, especially when they are going fast. But when moving slowly like they were once they were near the car pile-up his engine was close to idling and would not have been all that much louder than the rest of the cars they were using. There are plenty of things to nitpick about this show but this point about the motorcycle is not terribly annoying to me. Clearly something like a gunshot is going to be much louder a longer distance away than a few vehicles that are basically creeping along at a few miles an hour.Ordinarily I can do that, but it gets annoying when the series starts breaking its own rules for no apparent reason. Like Daryl's motorcycle. The single loudest vehicle in all of post-apocalyptic Georgia, yet they're worried about a SINGLE gunshot attracting a herd of zombies.
At any rate I thought things like T-Dog practically cutting his arm off by rubbing up against a car door was far more dumb than the motorcycle in this episode.
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Whenever actors like Hamill say things like "I'm not going to do something I've been doing for years anymore" I pretty much always read that as an overly dramatic way of saying "I'm not going to do that AS MUCH as I used to anymore". I mean it's not like he has to work 40 hours a week to do what he does voice acting wise regardless.
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Quote:Bingo...Per character.
And most of the recipes available are either one or two merits. Which makes it trivially easy to get tons of recipes, especially if you have a middling number of characters (makes it stupidly easy if you have a lot of characters).
Buy the recipe on one character, global mail it to yourself, repeat with each character playing SSA once they hit 20; kit out your next favorite character in less than half the time. -
I just hope Paragonwiki is keeping up with all these contacts because it's going to get hard remembering where they all are.
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If I had to guess this "side-effect" of pre-level 20 characters only having one reward to choose from now was a change to keep the SSAs from being too easily farmed. *shrugs*
