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Isn't there a limit on how many foes you can hold aggro on. Maybe she's getting targeted from the bleed over.
That's not heal aggro that's "Well he's busy...there's another one!" aggro.
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It's more likely that she's the first player that has actually affected the enemy, overwriting the initial sight aggro. Players that have done something to an enemy take priority over players that have simply walked into their perception radius. -
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Targeted or untargeted, but especially targeted.
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Targeted powers will attract attention because they affect enemies (as is obvious). They won't magically attract more attention than those putting out lots of damage or those with taunting abilities (barring an enormous bug which at the moment does not exist). If you use a targeted heal/rez/debuff/whatever on an enemy that has been forcibly attracted to another player (by taunts/damage/whatever), you will not draw their attention. That's just the way the aggro system works.
Powers that do not target enemies do not draw aggro. Period. They will not suddenly ignore their target and run after you because you used Aid Self. It can't happen. You can buff your teammates until your fingers bleed, and as long as you don't affect enemies, they aren't going to pay any attention to you at all.
tl;dr version: If you do something to an enemy (attack them, debuff them, use them as a heal target, whatever), and they haven't been angered by someone else already, they will attack you. If you do something to yourself or another player, and don't affect enemies at all, they will not change their behavior to attack you.
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All this still has little bearing on the fairness of the GODMODE! vs NONE WHATSOVER state of status protection amongst various ATs.
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Which has been addressed previously as a problem with no easy solution, assuming you consider it a problem at all. -
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Okay, this again. The thing is, at first glance, this seems like a reasonable thing to say, until you realize that the people fixing bugs aren't the same people making new content. If you were to stop all new content development (which itself is not a great idea) and move all those people over to bug fixes, chances are good you'd actually slow the progress of bugs getting fixed because you're introducing people to something that isn't part of their jobs.
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Therein lies the largest problem with a "bugfix issue" (though certainly not the only one). Either you sit the entire development staff in front of the code, which is like asking your plumber to perform your brain surgery, or you sit the non-programming portions in a room and tell them "Okay, guys, just play cards until the next issue".
In visual terms... -
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If the intent is that all ATs "need" mez protection in their powers, you might as well just give everyone the toggles.
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Heck, at that point, just go all the way and remove mez from the game entirely. It's just as absurd. -
Thanks to I15's level set addition, enough parts of this can be put up that I decided making a thread on this would be worthwhile. So, without further ado:
The Darkness Comes
A Lovecraftian Story in Five Parts
Each arc stands alone as a separate story, but eventually feeds into a larger overall plot. Later arcs should have a slight Lovecraftian feel to them, eventually feeding into cosmic horrors and whatnots.
Part One - Arc 5923 - If At First You Don't Succeed
A routine mission to stop an Arachnos thief uncovers a mad plot to restore a supervillain to his former glory!
[u]Details[u]: Heroic, level 35-40
Author's Note: As this arc uses Prisoners, it may be inaccessible. Its impact on the overall story is minimal, so it's the most skippable.
Part Two - Arc 12034 - To Live in Infamy
Aid Rebecca Hurst in swatting a pesky hero problem with an undead flyswatter.
[u]Details[u]: Villainous, level 20-29
Part Three - Arc 242260 - A Shout in the Dark
Helping Sgt. Ward deal with a new cult uncovers a grave plot that threatens the foundations of the city.
[u]Details[u]: Heroic, level 30-40
The final two parts will be published later. Any feedback would be welcome. Please enjoy! -
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Also, Tri-gun was a pretty cool show.
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Tri-gun was a pretty cool guy.
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eh fights the Gung-Ho Guns and doesn't afraid of anything? -
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There's going to be quite a lot of blood shed before you get anywhere near me. You see, I have the perfect strategy, piss off so many people that everyone wants to kill me, so but due to having so many people after me, they just end up fighting with each other and never can get to me.
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Ah, the John Constantine method.
Also, Tri-gun was a pretty cool show. -
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It would also be difficult to differentiate between buffs and debuffs since there's currently no mechanism for it. You'd probably have to go hard code it in on every buff power.
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This. There is nothing in the engine that says "This is a buff" or "This is a debuff". All the effects we call (de)buffs are mechanically just "change X attribute by Y value", and sometimes Y is negative. In order for you to be able to remove buffs without also being able to remove debuffs, the devs have to go in and create a new flag on every power, both player and critter, and set it to "removable" or "non-removable". All umpty-hundred powers with a buff or debuff effect (and that includes self-only buffs, such as armor toggles).
Note: all of the following is speculation, based on what knowledge of the engine we have gleamed and my own past coding experience. -
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This thread is really about the fact that the Positron TF is, at least as far as design goes, truly the definition of... yeah, failure at having fun.
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No, it isn't. If it was, the thread would be "The Posi TF sucks. What can we do to make it better?" or "I think the Posi TF sucks. Does anyone like it, and if so, why?" Such things foster discussion and are interesting.
This thread is "Bad Influence doesn't like Positron and feels the need to tell everyone". As such, calling someone else an attention [censored] in it, regardless of the truth of that statement, is ironic. The presence of larger attention whores doesn't make it any less ironic. -
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I wouldn't mind seeing a rewrite with Crey, though. The "Oh, I guess that must be a rogue scientist embezzling funds for unauthorized research, we'll look into it, thanks for telling us" gets old fast blueside.
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Ooo! Can we start with a rewrite of Manticore? "Let's go chase Countess Crey! There she goes! Go get her! Almost there! Oh, her bodyguard wants to fight, and he's really important, so you should. What? Of course he is, and it doesn't matter that you've never heard of him before and never will again. Hurrah, you beat him! Okay, we're done. ...Countess who? Don't be silly, we're done here." -
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Can anything scream 'ATTENTION W**RE!!" more loudly?
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Oh, irony. You are thick today. -
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Seriously though. Why not make the mailing system cost influence to use? Maybe they won't be bombarding people if it's eating away at what they're selling.
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Still not a viable solution. Either the amount is so low that it doesn't matter and they send the emails anyway, or it's so high that legitimate use is seriously hampered and the RMTers just switch to tells. Lose-lose. -
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I was having similar problems on my previous PC running Windows XP. After that got stolen, I acquired a laptop with better specs and a better Nvidia card with Windows Vista and was having the same problem. In one of the threads around here, someone suggested that the ndisplay-driver-recovered crashes were a timing issue and to try underclocking the video card a tiny amount. So I downloaded whatever extra kibble it is from nvidia that enables those advanced settings in the Nvidia control panel and underclocked just a smidge and haven't had any crashes since.
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That sounds like it's probably my problem. Do you remember exactly what you did, or where I could find out how to do the same? -
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Longbow is generic but not any more so than SoAs. The branching powerset structure could be identical, just swap in a few 'Longbowish' powers.
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What, exactly, are "Longbowish" powers? All the basic Longbow troops have Assault Rifle and Devices powers. Nullifiers have their grenades, which are basically Disruption Arrow from TA, and Spec Ops have EMP grenades, which are EMP Arrow. All the Wardens are some combination of existing player powers.
The NPCs used as inspiration for the SoAs have unique powers that players don't get; Wolf Spiders have Poisonous Ray, Blood Widows have Poison Dart, Fortunatas have Mind Link. There's nothing Longbow gets uniquely that a player can't replicate through existing powersets. -
I've got the same card, and I've been running into constant crashes as well. Mine seems to be a driver crash; every time, I get an error message saying that the driver has recovered. Updating the driver through Nvidia doesn't seem to help, as I still get the crashes.
Do I need to find a different driver? How would I go about doing that? -
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I may be wrong, but for some reason I associate that C_L guy as French.
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That would likely be because he proclaims his French ancestry and general Frenchness at any given opportunity. -
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QQ also came to mind, but that's a visual, not an acronym.
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WYSIWYG. -
What's green and fuzzy and can kill you if it falls out of a tree?
A pool table. -
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low mag KB into nothing (KD needs to have mag over a certain threshold to have any effect at all, iirc).
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Ah, did not know that. I always assumed that as long as the mag was >0, the effect would go off. In that case, yes, that would not work. -
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Personally I'd rather they were working on more compelling content than customization. Being able to make your powers prettier is fine...but if I'm still taking my highly customized, dark chocolate energy blasts through the same type of missions time after time...in a while the customization won't mean much.
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Also, power costumization will have to be a lot more than just tinting particle effects to cut the mustard at this point.
Changing cast animations for ranged attacks and changing melee attacks at the very least.
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After rebalancing powers to take into account animation time, allowing players to change that time seems counterproductive. -
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I'm curious as the whether mez effect conversion is even possible within the confines of the game engine. AFAIK, there isn't any existing conversion functionality that exists between multiple discrete mez types (KB and KU) nor is there a way to default the magnitude of a mez effect to a specific value (KB to KD).
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Theoretically, it would be possible for Taunt to grant its targets an extremely large Knockback Resistance buff, which would reduce any Knockback into Knockdown (since Knockdown is just Knockback with a <1 mag). Not that this would be a good idea, but it might be possible. -
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I fully expect to see some form of the PvP diminishing returns added to all PvE encounters soon, as well as possible reductions in character attributes.
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Nope.
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As I've said before, I suspect that i17 will see this game's last sunrise.
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Not going to happen in any circumstance. Even if upcoming games do significantly impact our population, the game won't suddenly just keel over. It'll take some time, during which the devs will do absolutely anything in their power to keep things running. -
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I don't think I've ever said anything is "hard" to do or even intentionally implied it. Challenging isn't really a factor for 99% of the stuff we do. Instead, it really boils down to time, available manpower, and prioritizing what's needed over what's desired or what we think will have the biggest impact on the game over what will appease the vocal minority.
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yeeeeessssss.... like PvP, and the Arena... merits and such ... all "worthy" uses of time and assets ... NOT!
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...Can we please get a sticky of exactly what each developer's job is? So any time someone complains to BaB about anything that isn't animation related, we can point out that it's not his department and they're wasting his/their/our time? -
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It doesn't do enough damage to get the target in trouble, and it only does damage if the target was at full health when you cast EM.
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Let me clear up some confusion here.
Enforced Morale does NO damage to a Hidden Stalker and will not unhide them.
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It does have very odd effects, the last time my Stalker was hit with it (which, admittedly, was at least a month ago). It won't break Hide, but it will reset the Hide timer (the damage means you have to wait an additional 8 seconds). If the Stalker is hidden, they won't receive some portion of the buff (I'm pretty sure it's the +Rech, though I don't remember exactly). Lots of very wonky, buggy behavior.