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Posts
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Joined
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Quote:Hear-hear. My battlesuit tech inv/ss tanker doesn't have "Rage" and "Rage Crash," he has "Red-line Overload" and "Automatic Cooldown Cycle."I like having another visual style. Just because we've got a "Fury" bar doesn't mean I necessarily want a rampaging lunatic frothing at the mouth,* you know? And, honestly, more folks would complain about not having it, so yeah, good move
*For one of my characters is more like the higher the fury bar is, the more openings he's finding in someone's defenses, making better placed strikes, etc. -
The Ghouls kind of remind me of the Neo-Men from the old DC Comics Camelot 3000.
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Quote:Yes, yes, for the love of God, yes. If I have to do the Architect tutorial one more time for that putz who simply WILL. NOT. GO. AWAY... I may go more mad than I already am.If it was already covered, I missed it. I'd like an option to NOT go talk to [whoever] -- the ones that introduce you to other areas, like the Hollows, Bloody Bay, etc.
When a contact says "Go talk to [whoever]", give us both an accept and a decline option. If we choose decline, then flag it as already done, same as if we'd actually gone and done it, and let us move on. Hanging that on the existing "talk about what else is going on" would be VERY logical.
Yes, I know all the workarounds. Yes, I know it doesn't take very long. Yes, I know it's valuable info for new players (which is why I don't advocate eliminating them completely).
But none of that makes it any less annoying the 20th, 30th, 40th time I have to go do it. I can't even imagine how annoying it must be the 100th, 200th, 300th time.
Please, just give us the option, okay? -
Quote:Weak sauce, BABs. In point of fact, the two points are entirely orthogonal to each other and complementary in that they're both valid reasons that the current maps blow chunks. They're old and tired AND they don't make sense. Both points I've raised in the past myself, though separately.A fine example of how two players have two completely polar, and opposite desires for content. One wants more unpredictable, random maps...the other wants maps with more carefully planned, and logical layouts.
I mean, seriously, I often think that the Paragon University School of Architecture must have been founded by Ivo Shandor with the intent of summoning ancient gods to destroy the world. Buildings in Paragon already have a Lovecraftian relationship with Euclidian geometry. And let's not get started on the city planners and civil engineers who designed the public works and roads... -
Any feedback from the Guildies yet? It will reach them, sooner or later.
Okay, I know that's likely to result in a DMCA takedown notice. But they seem like the kind of folks who'd write a very complimentary note right before issuing the DMCA takedown notice. -
Quote:Okay, accepting that, it looks as if the progress bar for Patroller is advancing at the correct rate for 30 days but is reporting progress when I mouse over it as if it were a 21 day badge.The Day Trader badge needs 21 days.
The Patroller Badge needs 30 days.
So it is a bug, just not the one I thought. Thanks. -
I suppose I should clarify: I'm comparing the progress bar for the Patroller badge to the progress bar for the Day Trader badge. Despite being new characters that have only been logged out in WW for the entire (short) duration of their existences, the two bars are not progressing at the same rate, despite both being scaled at 504 hours.
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So I've started three new characters this week (altitis, what can I say?) and as is my practice I logged them out in WW to get the Day Trader badge first. Then I noticed something wonky: My Patrol XP is not accumulating at the same rate as the WW Day Job badge. Capping is not an issue, none of the characters have sat idle for anything like 10 days. Heck, they're not even 10 days old yet. Specifically, one character I created just yesterday and logged out overnight has 11 hours of WW time and 7 hours of Patrol XP time; the 11 hours downtime is the correct figure.
I /bugged it but I wanted to throw this out to the fora. Is there some differential earning rate I'm not aware of? Are the counters buggy? Anybody else seen this behavior? -
Quote:So what you're saying is, when DCUO comes out. Gotcha.I'm going to kill everyone's pony and say that as long as I am on this project, it will never happen. They will have to replace me with a gibbering idiot to get the okay to move forward with animation and VFX needed to support 'underwater' zones.
And then it will take years and ultimately look stupid.
P.S. Aquaman is lame!
And since I haven't seen anybody mention it (though I might have missed it), I kinda liked the underwater areas back when I played EQ2.
P.S. Be sensitive. Aquaman is conceptually challenged. -
When "rescuing" Lady Jane, I find the easiest way to go by far is to bypass her encounter (either stealth or run) and clear the map back-to-front. If you do that, you can generally lead her to the chest before the ambushes catch up to you. The only thing you have to watch out for is that she doesn't start following you until her dialogue completes.
No critters to fight, no crazy AI antics. Problem solved. -
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I also appreciate the acknowledgment and finding of this bug. Now I hope that this will be openly acknowledged in the Known Issues for Live until the fix is released.
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Add me to the chorus of people who think a better solution would simply be to disqualify the -1 level setting from earning Master-of badges.
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Just FYI, the server status page is still showing all down, even though I'm currently logged in.
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It's a known bug with the bases database. If a base goes unused for an extended period, it sometimes goes inactive and can't be brought back through player action. You don't normally see this on live but it occurs regularly on Test when people can't access their bases during closed betas.
/petition it and they can restore your base function. -
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Just for the record, I was doing radio missions using indoor office maps for the above examples. I was in the middle of the spawn group and not moving and for sure the critters were within my melee range. The critters were ground-bound; one was flat on his back from knockdown at the time.
I'm also certain this is not lag-related. I've seen lag cause wonky combat behavior before but it usually reconciles when the client and server sync back up. In this case, the targets are just plain unaffected. I've been watching carefully since I first suspected it. When lag causes a delay, the target usually suffers belated knockdown and damage. In this case, none is happening at all.
I can't reliably make it happen and it doesn't always occur. But it does seem to be somewhat regular so I may try the demorecord and see how it comes out. -
For a while now I've been noticing that it seems like every once in a while, one of my Foot Stomp targets just doesn't get affected by the power. No hit, no miss, no damage, no effect whatsoever. I finally got around to setting up a log of my combat and confirmed it.
In each case, the combat log records that the Foot Stomp hit a target but that no effect was applied. Coincidentally, both happen to be Behemoth Overlords though I've seen it happen with other critters. They were also both the critters that I had actively targeted at the time, which may be a coincidence or not.
I /bugged it in-game but I couldn't put my log excerpt in the bug report, so I'm posting here. Hopefully, my SS bretheren out there will keep an eye out for this and confirm and /bug it if they see it.
Following are from two separate engagements, unedited except for readability:
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Readying Foot Stomp.
You activated the Foot Stomp power.
HIT Behemoth Overlord! Your Foot Stomp power had a 95.00%% chance to hit, you rolled a 92.68.
HIT Ice Thorn Caster! Your Foot Stomp power had a 95.00%% chance to hit, you rolled a 62.03.
Haymaker is recharged.
You shake the very earth with your Foot Stomp, dealing 109.79 points of smashing Damage to Ice Thorn Caster.
Laser Beam Eyes is recharged.
You activated the Haymaker power.
HIT Behemoth Overlord! Your Haymaker power had a 95.00%% chance to hit, you rolled a 32.58.
You pulverize Behemoth Overlord with your Haymaker for 166.84 points of smashing damage!
Knockout Blow is recharged.
Haymaker is recharged.
Foot Stomp is recharged.
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You activated the Foot Stomp power.
HIT Behemoth Overlord! Your Foot Stomp power had a 95.00%% chance to hit, you rolled a 61.63.
HIT Ice Thorn Caster! Your Foot Stomp power had a 95.00%% chance to hit, you rolled a 89.90.
HIT Guide! Your Foot Stomp power had a 95.00%% chance to hit, you rolled a 47.78.
Ice Thorn Caster MISSES! Chilblain power had a 26.44%% chance to hit, but rolled a 49.33.
You shake the very earth with your Foot Stomp, dealing 162.52 points of smashing Damage to Guide.
You shake the very earth with your Foot Stomp, dealing 123.51 points of smashing Damage to Ice Thorn Caster.
Readying Haymaker.
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Judging by the reports I've read on the forums and my own experiences, my educated guess is that one of the backbone links upstream from the CoX network is degraded and/or saturated - that is, either faulty, under attack or fully-utilized. It's difficult to troubleshoot from one end of the connection because IP traffic doesn't necessarily follow the same route back and forth. Also, I can't ping or traceroute because one of the routers in the path seems to be discarding ICMP traffic (which is common for a saturated connection or one that's been protected from a denial of service attack).
Bear in mind that IP traffic doesn't necessarily follow the geographically shortest route (unless you're using RFC 1149 or 2549). So it is possible for traffic originating in Florida to go to Virginia by way of Chicago, for example. It depends on the backbone connections and traffic shaping employed by each provider and the intermediate backbone networks.
Just for the record, my background is 20 years experience with TCP/IP networks, 10 years professional experience in national-scale NOC environments including WAN troubleshooting. So yes, my educated guess is pretty darned educated. -
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The power seems to get stuck often when I visit trainers and markets, and less often in a mission instance.
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Correct. If you have a non-combat NPC targeted at the time, the auto power will NOT fire. If you have an enemy targeted, or nothing, it works normally.
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I was at the end of a radio mission with nothing targeted when it happened to me. -
Using both the /powexec_auto command and Ctrl+click on multiple powers on multiple trays, it's not working. It has the green circle around it and just sits there. If I click the power or use /powexec_name or a keybind it works fine.
In case it matters, this is my Inv/SS tanker. I just came out of a fight where I'd been using Dull Pain, Rage, Hasten, Unstoppable and Geas of the Kind Ones. Waiting for Unstoppable to drop, I went into Rest. After Unstoppable dropped and I recovered, I took off Rest and put Hasten on autofire to recharge. When Hasten recharged it didn't trigger.
Further testing with Rage and Foot Stomp showed that the auto-trigger wasn't working for anything but that everything else was working as it should.
Clicks work fine, keybinds work fine, slash-commands work fine for triggering. Only powexec_auto isn't working.
Edit: Yes, I submitted a /bug report also.
Edit 2: After I left the mission map it started working again. -
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Not only are the patch notes not up to date, the Known Issues page is outright dated May 27 and the list is nowhere near accurate.
I also want to add a call for costume tokens, since changes were made to the costume editor. Or at least an acknowledgment that they're being held for some reason, like waiting for SB3 to release. -
Taking out the sounds for Willpower: Mind Over Body also seems to have silenced Indomitable Will, thanks much. However, I'd also like to get rid of the high-pitched echo/metal scrape/tenor note on Rise to the Challenge and the whispers that go with Heightened Senses.
Thanks in advance.
Edit: Just for the record, Powers/whispers_loop.ogg is not it for Heightened Senses. -
The Willpower VFX are not suppressed by Suppress Close FX, even though other VFX are being suppressed. This happens on both Tankers and Scrappers, haven't tried it red-side.