Zombie Man

Ebil-o FTL June-21 & Feb-22-2010
  • Posts

    10412
  • Joined

  1. Sorry, I haven't read the past 200 posts, but to address something that keeps coming up over and over again regarding the super secret I20 Beta:

    A lot of supposition has been over "What new systems? CoH2.0?! Cross-Server Stuff?! Et Cetera?!"

    If you watch the video, Positron makes it very clear that the I20 Beta is for testing the new systems of the end game content.

    That's what it's for.
  2. Zombie Man

    is MA dead?

    I still get about 3 plays a week on my arc in the MA.
  3. Step aside, Father Xmas, a question has been asked so allow me, a fellow player answer it:

    I don't think so, it doesn't seemed closed to me.


  4. Castle just spoke to this recently in a comment that Tankers are not meant to be able to lock down *ALL* incoming attacks. That's a design decision. Can it change? Yes, it most definitely can. Will it ever change? I can't imagine a scenario where it ever will.

    While the Tanker-Blaster duo loved the unlimited agro cap, every other AT hated it and were left with nothing to do. Removal of the agro cap will create City of Blasters and Tankers.

    I say this not because I think this will convince you, but to let newbies know why things are the way they are.
  5. Zombie Man

    is MA dead?

    Quote:
    Originally Posted by Zamuel View Post
    dev silence is worrisome.
    The Devs have said, in the past year:

    Issue 16
    Mission Architect

    • Experience rewards for custom mobs in Mission Architect have been changed.
      1. Enemies created using the Standard setting will reward 75% of normal experience.
      2. Enemies created using the Hard and Extreme setting will reward 100% of normal experience.
      3. The total amount of experience an enemy is worth is split evenly between their two power set choices. Their primary set adds an amount to the experience, and then the secondary set adds an amount.
      4. The specifics numbers for individual sets are as followed:
        1. Standard: 37.5%
        2. Hard/Extreme: 50%
        3. If a mob is created that has a standard primary and a hard secondary, it will be worth 87.5% of the normal experience (37.5% + 50%)
        4. A mob created with a hard primary and a hard secondary will be worth 100% experience (50% + 50%)
    • Custom villain groups will suffer an experience penalty if they do not have at least one minion, lieutenant, and boss within them.
      1. If one rank is missing, there will be a 50% experience penalty applied to all enemies in the group.
      2. If two ranks are missing, there will be a 75% experience penalty applied to all enemies in the group.
      3. Players will still receive full experience for an enemy in their own unique groups if they are spawned in the "Fight a Boss" objective. This only applies to the specific enemy spawned in this manner and not the group spawned along with them.
    • Players can now select any powers for custom mobs to have. However, if the minimal amounts of powers required for them to be considered standard difficulty are removed on either power set, the mob will be worth 0 experience.
      1. As an example, a standard minion with Broadsword has Slash and Throwing Knives. If either of those two powers are removed, that minion will be worth 0 experience, even if a secondary power set has all powers selected.
      2. This will not cause any custom mobs currently on live to be worth zero experience.
    • New Enemy Groups
      1. Rogue Isles Villain (1-54) - Players can now use the villains you fight at the end of Safeguard missions in Mission Architect.
      2. Paragon Hero (1-54) - The heroes that are fought at the end of Mayhem missions are now usable in Mission Architect.
      3. Anti-Matter's Robots (40-54) - Anti-Matter and his minions are now available to use within Mission Architect.
    • Arcs containing Bosses have a warning flag again.
    • Custom Critters – As with player characters, Claws and Stone Armor are now mutually exclusive at critter creation due to animation issues
    • Custom Critters - Kinetics - Transference should now correctly drain endurance from players.
    • Defender: Oil Slick Arrow no longer cons friendly and can again be targeted by player in a MA mission.
    • Fixed a crash that sometimes occurred when editing a published mission.
    • Fixed the waypoints for players to exit the map in the Carnival - Commercial map in Mission Architect and also to allow for escorts to be completed on it.
    • Freakshow Sonic Bombs, and Hamidon's Mitochondria Electrolytes and Antibodies have been pulled from the Mission Architect due to exploits with these mobs.
    • Removed the option to select location for ambushes - it wasn’t doing anything.
    • Removed a number of enemies from multiple enemy groups within Mission Architect that only had the Quantum Gun as a viable attack power.

    Issue 17

    Mission Architect Improvements

    • Experience: Previously, if the player made any changes to make the enemies they face in Mission Architect easier, they would receive zero experience for those enemies. Adjustments have been made to allow players to handpick the powers for custom enemies and still receive experience for them, but not be able to exploit weaker enemies for unfair experience gain. Now, every power for custom critters has been weighted individually.
    • New Maps: Twenty-five new unique maps:
    • Atlas Park - Fashion Show - Atlas Park, Outdoor Maps
    • Batzul Hell - Caves, Unique
    • Bleak Future – Tech
    • Boomtown - Construction - Outdoor Maps
    • Carnival Warehouse – Warehouse
    • Cesspool – Warehouse
    • Cimerora - Battle Map – Cimerora
    • Cimerora - Sybil Temple – Cimerora
    • Cimerora - Phoebas Point – Cimerora
    • Frostfire – Office
    • Grandville - Conference Room – Grandville
    • Grandville - Main Lobby – Grandville
    • Grandville - Main Square – Grandville
    • Grandville - The Fab – Grandville
    • Little Round Top - Generic - Outdoor Maps, Rikti War Zone
    • Mercy Island - Clocktower - Outdoor Maps, Mercy Island
    • Point du Hoc - Generic - Outdoor Maps, Rikti War Zone
    • Port Oakes - Cargo Ship Yard - Outdoor Maps
    • Steel Canyon - SERAPH Lab - Outdoor Maps
    • Striga Isle - Bridge - Outdoor Maps
    • Superadine Lab – Warehouse
    • The Abyss - Outdoor Maps
    • The Bulge - Generic - Outdoor Maps, Rikti War Zone
    • Tsoo Tattoo Parlor – Warehouse
    • Vanguard Base (Interior) - Rikti War zone

    • Giant Monsters: Players can now add giant monsters to some outdoor maps:

    • Exit Mission on Complete: Players can now specify that players have to leave the mission manually on completion
    • Escort Missions: "Lead to place" technology allows players more control over escort objectives
    • More Work Space: File sizes for missions have been doubled.

    Issue 18

    Custom Critters XP Costs

    • fixed several small errors in the amount of XP weight certain powers were awarding in the custom XP calculations.
    Doppelgangers Added

    • Doppelgangers can be added to mission with a variety of preset costume changes (or random power selection) including...
      • Shadow / Inverse / BlackAndWhite
      • Demon / Angel
      • Reverse
      • RandomPower
    New Designated Helper

    See main article: Mission Architect Designated Helper New rules for how buffing NPC allies operate in Mission Architect were put in place.
  6. Zombie Man

    is MA dead?

    I wonder why they keep developing something no one ever uses.
  7. Quote:
    Originally Posted by Jetpack View Post
    Be curious to see how Inherent Stamina at 1 02 (Castle didn't recall which) affects things.
    Everyone now has a free slot for one of the Health Proc120s. Once they taste sweet passive +Regen/+End, they'll throw in two more slots to have all three.
  8. Quote:
    Originally Posted by OPTICAL_ILLUSION View Post
    yes you fail to see the issue with how lame these numbers are.
    You fail to see how lame it is that an adult uses the word 'lame' in the way you do.

    A post explaining the great discrepancies in amount of work needed in the different paths to the same reward is laudable and should be taken seriously.

    Calling it a 'code red lame alert' is just juvenile.
  9. Quote:
    Power pool customization is on the radar but not a priority

    GHARRRGHAAHAHHHGHGH!


    Any way I can convince you Devs to make it a priority?
  10. Quote:
    Originally Posted by TamakiRevolution View Post
    psst- :P I also believe there should be a few complaints in all the dev love. It helps to balance it out.
    I know. Every time I see someone buy a book, I burn one. Got to keep the balance!

    BTW, when everyone was slammin' the party pack, you posted how much you loved it... to balance things out... right?



    Quote:
    Originally Posted by TamakiRevolution View Post
    Thought at least someone else wouldn't like this change :\ My fault for being toasted/saying I was displeased. Go ahead with the dev love :P I don't have facts to support my dread.
    Quote:
    Originally Posted by TamakiRevolution View Post
    So I just can't have an opinion? I need numbers or market research?
    You could have simply stated your opinion and why you hold that opinion and left it at that.

    But, you feel compelled to 'balance things out.' So... do you have an honest opinion, or are you being contrary for the sake of being contrary? Which happens to be the definition of Trolling and not allowed.



    Quote:
    Originally Posted by TamakiRevolution View Post
    Yeah, because how dare anyone be opposed to this. Not like it's a mutant or party pack.
    Quote:
    Originally Posted by TamakiRevolution View Post
    I love everything the devs give me! Thank you sir, may I have another!

    Sorry but I've been waiting a long time for the stuff I "want". I understand the hate for people who don't love everything the devs do, but some of us are sick of waiting for basic things. We're also tired of them catering to people who will praise them for any move they make.
    Two contradictory statements: You note how poorly the mutant and party packs were received; but then you say there are large numbers of people who will praise everything.

    The fact is that the fans of the game are also vocal critics. Just because we don't threaten to quit or play mind games like "I'm just saying the opposite because I'm a True Neutral Alignment" or make our comments all about *me* and how the devs don't listen to me, and people who disagree with me must have ulterior motives... boo freakin' hoo -- doesn't mean we're not being critical.


    BTW, have I mentioned this isn't about you and you can stop repeating yourself now?
  11. Windows Start > Control Panel > Mouse > Pointer Options Tab...

    Display Pointer Trails > Enable, set on a low setting

    Show location of pointer when you hit Ctrl key > Enable

    Apply and close.
  12. Zombie Man

    The hum

    D'oh. I linked the editing version and not the published version.

    Here it is.

    And I've update my link above, too.
  13. Tar Patch and Fearsome Stare have no damage components.

    And yet, because of procs, I can keep spamming those two powers and kill off a spawn of 10 foes.

    For the low-damage ATs that have AoE-over-time powers, damage procs are delicious.
  14. Zombie Man

    The hum

    Quote:
    Originally Posted by ArcticFahx View Post
    Is that spreadsheet supposed to be private?
    Nope. Is it marked private and you can't read it?
  15. Quote:
    Originally Posted by Ravenswing View Post
    That's always been my 'issue.' The map of Paragon doesn't really fit Rhode Island anywhere.

    I seem to recall the inclusion of Salamanca made it even worse.
    It's Providence-ish.

    In the RWZ briefing room, one of the slides of the Mothership has global coordinates on it, which puts the RWZ about 30 miles from shore in an uninhabited area of R.I.
  16. Quote:
    Originally Posted by Father Xmas View Post
    Pfft! Like Dr. Aeon didn't have a hurricane disruptor somewhere on the islands.
    The Demon Powered one or the Time Paradox one which sends the hurricane to some other random time to deal with it, such as, two minutes from now?
  17. Zombie Man

    The hum

    Quote:
    Originally Posted by Red Valkyrja View Post
    There is a low background hum, most everywhere. If you find a sound annoying (I know I have,) head to the How to silence specific game sounds thread.
    And try to block this one (from here):

    Base FX Overall Hum Warehouse WarehouseAmb2_loop


    Edit: fixed link
  18. Check out this thread, Common Solutions & Posting Guidelines


    Then post the results of these two programs:

    • CoH Helper - it will show us basic computer settings and your CoH configuration.
    • HijackThis - it will show us what's running on your computer concurrently with CoH. Click on "Do a system Scan and save a logfile." It will automatically open up Notepad and put the info there. Make sure Wordwrap is off in Notepad (Format > Wordwrap unchecked) before you cut and paste here.
    • Speedfan - click on: Speedfan 4.41
  19. Quote:
    Originally Posted by gameboy1234 View Post
    Now that I've read through the whole thread, this seems a lot more credible.
    Also, the leaks are Live, too.

    Look at the channels, there is a system Looking for Group channel.

    Use the command to list windows (/windownames). See 'LFG'. Issue this command:

    /toggle lfg

  20. Quote:
    Originally Posted by Burst_Eagle View Post
    • Boomtown is the primary picture in the first one, Revamp?
    • The second comic has multiple flight poses shown, Maybe Pool Customization? Maybe?
    • Someone mentioned NPC Teammates. Both sort of show this as with the first showing Apex/War Witch/Horus' "team," and the second with Apex "looking" for a team ... and probably reading into it WAY too much, but the foreground of the second cover has "8" heroes standing around.
    • There are autumn-looking trees in the second picture as well ... Weather/Season Cycle perhaps? Maybe? ... Please?
    • Boomtown is not pictured there.
    • Flight animations work differently than animations tied to power activations.
    • There's real hard evidence that new teaming mechanics are on the way
    • Now you just reaching.
  21. Zombie Man

    Gagasaurus Rex

    Quote:
    Originally Posted by Golden Girl View Post
    The lipstick should actually go on all the lips, not just the front bit
    Maybe it's a Poppycoctyl.
  22. Dipping into the Musketeer well three times.

    Poorly animate any somewhat popular real life person or series. And if you can't get the rights, change the names.

    Take the worse of sitcoms and dumb it down.

    Laughtrack anything. Anything. Anything that moves or doesn't move gets a laugh.

    Muttering is funny!

    The horror of the studio is made apparent with a management and talent shift that took place with Two Stupid Dogs and what followed, but even then, walking the line between gross out humor and simply gross sometimes fails.
  23. Quote:
    Originally Posted by Schismatrix View Post
    So you knew it would be a pack of eight emotes and didn't warn us? Jerk.
    I knew what was going to be in it. I did not know what was not going to be in it.

  24. Quote:
    Originally Posted by Xaphan View Post
    I think it's likely they'll be explaining the new LFG feature (which currently has a channel ingame, though it's unused, some /commands, and had it's own tab for a brief time in beta). So my money's on us getting a few more details on that.
    Mechanics leaks are fun. It's how I knew what the next Booster Pack would be and what would be in it.