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Quote:What happens to the caster doesn't effect pets. So if you locked the AV, the pets would still be free roaming.Still haven't gotten this badge, but I assume stuff like Dimension Shift and Black Hole would affect the minions if you target the AV. Having him go intangible shouldn't be a problem at all.
Well if what I seen last night (on my Ice/FF Controller) was any indication, no a single Force Bubble will not help. The blast radius is enough to extend fairly deep even if a bomb is placed at the edge of the Force Bubble.Quote:Aside from those, is Force bubble or other powers with repel the only answer?
I don't think that is always the case. At least it wasn't last night. -
Yeah, try this:
The problem bridge is the one circled:

Get it from the Imperial City side. -
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Quote:Fine. Then the following would be possible within the game.Data driven development, folks.
When they design things like this, they don't HAVE programming to work with in the traditional sense. They're designing creatures that have powers. There aren't any variables for 'how many times have I cast this power', that would require new tech that the engine doesn't have.
Put a LONG RECHARGE on the mine power. Add in a LARGE activation time to actually lay the bombs. Put a DELAY between Director 11's summoning of the Mine layers. REMOVE leaping from the mine layers (they have it to get into the rafters).
REDUCE the Area of Effect of the Bombs. LENGTHEN the time between the warning text and the actual explosion. DO NOT allow the bomb to chain react.
Everything I've mentioned in this post is either a critter stat or otherwise within developer control. -
Quote:Well, I was just on another Tin Mage TF, and several times I wasn't given any warning at all the prox mines were going to go off.I think you missed my question, which was why don't you trigger the bombs and be somewhere else when they go off? I think that still works, doesn't it?
Except any explosive near the exploding mine also goes off, so a good portion of the room becomes a damage zone. And in the time you peel yourself off the floor, another bomb is planted at your feet.Quote:If you're going in a circle, logically the first bomb will have gone off by the time you run through them all...
Oh, and during the rezzing process you get the -4 level shift, even if you have the alpha slotted. -
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Quote:The AoE of the proximity bombs is such that it will hurt players on the ceiling. Especially since the mine layers plant bombs high up....correct me if I'm wrong, but the bombs are all on the ground, right? Wouldn't you just need everyone to be flying (you know, with a purchasable jet pack, if nothing else), and then level him with ranged buffs, controls, and attacks?
Or can the mines actually trigger and damage a target 20 feet off the ground? Admittedly, this can make the Tanks/Scrappers/Brutes/Stalkers a bit useless in the fight, but hey...
Tell that to the picture that someone posted in the beta thread. The mines are still capable of reaching this level of coverage on live. The mine layers are able to also jump onto the tops of the shelves and into the rafters.Quote:There is a LOT of notice when one is about to go off from floating text.

It was actually worse before the developers locked everyone in that room.
If the mine layers are affected by another critter (Director 11) getting held, then they would be highly unique in the game. No other summoned entity gets the mezzed state of the summoner. The only way you'd not be dealing with the mine layers is if you managed to hold the Director before he summoned the mine layers. If you don't, then the mine layers have the ability to move unless they are specifically targeted. Oh right, they can't be targeted. They can't be affected by AoE Damage (likely including all mezzes). Maybe pets can target and attack them, but I wouldn't count on that being the case for long if it is allowed now. -
That is the question that I have. They seem to be intent to remove any player tactic that works to get badges like this.
Likely using the tactic of mezzing the invisible pets or using player pets to damage the invisible pets. Or using Warburg nukes to defeat the Director before the pets start dropping the proximity mines. -
Quote:Given the overly large amount of proximity bombs, it is unlikely that anyone would be able to dodge the proximity bombs. If a single player takes any damage from them, no player on the team gets the badge.No, it really doesn't. First of all, you can trigger them and run away before you take damage.
He isn't the one throwing out the bombs. The 3 INVISIBLE critters that CANNOT be targeted are running around dropping bombs even IF the Director is immobilized or held. -
Quote:Actually I think that the developers didn't want anyone to get that badge. The badge doesn't take into consideration the amount of bombs in play added to the fact that NO ONE ON THE TEAM can even take 1 point of damage from ANY proximity bomb in the encounter. This means that unless players defeat the Director in under a minute they will never get the badge.If the invisible bomber is really bombs placed by Director 11 then IT IS HORRIBLY BUGGED. Precisely because there are several bombers who roam the room and place bombs where Director 11 has never been, or even out of the line of sight of Director 11.
Having the invisible bomber be affected by AoE damage was, IMO, a fair balance to this horrible, horrible kludgy mechanic. Taking that away in this patch is a big Frell You to those looking for the Masters badge who found a clever way to protect themselves from the Toe Bombing.
This smacks of those Dungeon Masters who, when they find their players discovered a clever way to get past the dragon, make up on the spot a new dragon to force the encounter to go they way they planned.
Now, if the Invisible Bomber simple hovered next to Director 11, untouchable to player effects, and dropped the bombs in his path, I could get on board with that being the bombs that Director 11 drops. But the current mechanic of multiple bombers wandering all over the place is just ugly. Very, very ugly.
What's next? The developer's shutting off the Warburg Nukes again? Quite likely as that will be the next way to get the badge. -
Quote:Would it be exactly as written? Not a chance. It is pseudocode. That pseudocode works in an event driven environment (ie. this game) though.This is not how MMOs are implemented, including this one. Not since monolithic MUDs of the 80s, anyway.
Edit:
To put what I said in another way, I present the following.
Make variables for (the max amount of proximity bombs to be "dropped" at one time), (the max amount of time between drops for each Mine Layer), and (when the last bomb was dropped by a specific Mine Layer). If the maximum amount of bombs hasn't been dropped and the current Mine Layer's drop cycle is up, drop a mine, increase the count of the amount of current mines out, and reset the Mine Layer's drop cycle. When a bomb explodes, decrease count of the currently placed mines. -
Quote:Oh, and I would tread very lightly on these. Discuss it with the Online Customer Relations team before you put any serious effort into doing this. You'll likely not get into any difficulty with the build creator (though you might if you charge for it). However you'll very likely get into legal difficulties doing a costume creator, even without charging a fee.Right.
Im actually over excited so ill start creating it probably tonight!
I'm having a (skype) brainstorm with some CoX Vets and and another designer to see how best to get started with this and get the best result out of the small screen of the iPhone.
Little side note; we'll be discussing both the build creator as the idea for creating a costume creator to see how we can best solve the issues we could encounter. As of this point, i think both are optional and I already have idea's on how to accomplish both of em. Most likely as separate applications.
I will keep you posted with any progress ^^ -
Quote:And if that is the excuse, then there should be a limit/reduction on the amount of mines placed. It isn't rocket science, only bad coding letting the amount of mines out at one time.Director 11 is supposedly THROWING the bombs everywhere. This is a power that does not exist in the game, so it is being simulated with sneaky methods. That's my take on it.
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Example code:
varMineCount=0;
varMaxMines=9;
varMaxTimerMine=500;
varTimerMineLayer1Start=CurrentTime+100;
varTimerMineLayer2Start=CurrentTime+50;
varTimerMineLayer3Start=CurrentTime;
IF (((varTimerMineLayer1Start+varMaxTimerMine)>=Curre ntTime) AND (varMineCount<=varMaxMines)) THEN {varMineCount=varMineCount+1; DropMine1();resetTimerMineLayer1();};
IF (((varTimerMineLayer2Start+varMaxTimerMine)>=Curre ntTime) AND (varMineCount<=varMaxMines)) THEN {varMineCount=varMineCount+1; DropMine2();resetTimerMineLayer2();};
IF (((varTimerMineLayer3Start+varMaxTimerMine)>=Curre ntTime) AND (varMineCount<=varMaxMines)) THEN {varMineCount=varMineCount+1; DropMine3();resetTimerMineLayer3();};
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I don't think much of the programmer responsible for the mine layers.
Given that there is a badge that can only be obtained if no one on the team gets touched by any mine in the sequence, this change actively promotes players to bypass any skill and resort to using nukes to bypass the encounter entirely.
Making a "skill" based badge based on shoddy programming is a bad precedent. -
Check out this thread:
Mids' Hero/Villain Designer v1.900
Diellan_
It has a direct link to the official update, from the programmers. -
I'd imagine that a programmer would want to make sure that anything created gets properly removed and cleaned up.
Good coding practices should help with that, but some less experienced programmers (I'm strictly generalizing here, not saying anything about you as we've never met) forget that a language/environment like Flash might not clean up after itself properly. Heck, even I forget about garbage collection sometimes, and I know better.
It is always better to do your own garbage collection, something I've learned from C++. -
Quote:Actually this isn't true anymore (well, the expense portion is still true).They did, and I haven't looked back. It's too bad, because I did spend a lot of time and effort learning Objective C, time and effort I really could have spent on more productive things. Speaking of which, if you've never programmed in Objective C before, it ain't easy. Make sure you understand what you're undertaking before you get your hopes up. It's a language in which you have to do low-level things like manage memory allocation, things I haven't had to do in a modern language since like 2000. Also, its syntax is significantly different from C-language variants such as C++, C#, Visual Basic, Perl, Javascript, and Php. It's not impossible, but be aware that it's a lot harder and pickier than those.
Oh, and you probably know this already, but to develop native iOS apps, you must do so on a Mac using Apple's Xcode developer platform. There is no option for doing so on a PC. I've run across people who were interested in it but who didn't have a Mac, and getting a Mac that also serves as a decent developer platform ain't cheap.
Adobe Flash CS5 allows you to make native iPhone apps in Actionscript 3. -
Quote:Yeah, those two are tricky because you can't go under them. I've always swim up to them, jump onto the bridge, go in a straight line to the other side and jump into the water.Annoyingly, my badge problem was the north bridge area in Neutropolis. ;(
I always have my badge window open at that location (and the others when I do the River Rat badge). That bridge in Nova is the only one I've had trouble with since they activated the Nova river locations.Quote:LOL. I saw your circle, and I'm saying that it worked fine for me. I just got all 8 again this morning in Nova without any problems at all. I kept the badge window open when I went under the bridge and it gave me credit right when I thought it would, even on the exact bridge you circled.
I'm not denying there might be a problem for some people, just that I haven't encountered it. Even if the spot might be misaligned, it's certainly there. -
The bridge just outside that red circle works fine. The bridge fully enclosed by the red circle has (for the most part) never worked, even as far back as GR Beta and as recently as a few days ago when I tried it yet again on a primal character. There might be a hit box that isn't properly aligned (wouldn't be the first time) at that location.
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Quote:Here is the fix:Ok BIG issue. When i load it, it opens up mids and lets me use it that one time. But if i close out of it, and then try to load it, i get that EXACT same message pop up again and if i hit the ok button it cycles through again :/
Unloaded, it, and reloaded, it, and then turned automatic updates OFF, and it's still doing the exact same thing...
Oh, and run it as an Administrator. -
Quote:At which point someone should have informed Aeon that is pretty much impossible for any heroes that switch after level 30.According to Dr. Aeon, you need to have done Maros' arc in order to have him as a helper, which is not the case for either of the other two helpers.
They need to recognize that some players will not have a particular contact. -
The problem bridge is the one circled:

Get it from the Imperial City side. -
Quote:You're not the only one. Check out this thread:Hey, I tried for the issue 18 update, and now having the same issue with issue 19 for mids. I update it (even tried uninstalling and from scratch installing the new download) and it keeps giving me an error when I try to open it, can you please help?
Mids' Hero/Villain Designer v1.900
Diellan_
That thread also contains the direct download link (in the first post) to bypass the Mids updater. -
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