bjooks

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  1. Changing costume sizes within the same body type consistently repros this error for me. But that's not the only time it occurs.

    Changing body type while keeping the same height seems to maintain the animation throughout, but I'm not exactly sure due to limitations in measuring exact height between models. I have a male-female cc change that works fine (and they're as close to same height as I could make), but I've got a huge form at the same approx height, and changing between him and the male/female forms causes the emote to break.

    For a while I thought it was down-sizing that caused the problem, but I have it sometimes when upsizing as well. Still, it seems much more related to size issues than body types.

    BTW -- the Peacebringer CC change is still bonked when in PB hover/flight mode (there's approx a five sec delay between the flash and the actual cc change). Works fine while standing, though.

    d
  2. bjooks

    Cyborg or Magic?

    [ QUOTE ]
    [ QUOTE ]
    Cyborg Pack

    Magic Pack

    Both are equally "effective; they just add cool costume parts and a flavor power. It's a matter of taste which you get.

    [/ QUOTE ]I think people really underestimate how potent many of the buffs from Mystic Fortune are. A good fortune can casually bump a decent scrapper to awesome levels. And the buff lasts 20 minutes! The "negative" fortunes are not particularly negative either.

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    There's really only one "bad" fortune, right? "The Fool," which reduces your tohit but bumps up your speed and regen a nice bit. I was surpised at how much quicker I was under that one.

    d
  3. [ QUOTE ]
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    OCR?

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    I read that as 'OCD' myself.

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    Hah! I read it as "Optical Character Recognition."

    -d
  4. [ QUOTE ]
    Is anyone else missing auras and animation in the character select screen?

    It's all good and fine while i'm in game, but the character select screen and the ICON screen both show the character standing completely still and none of my auras show up.

    Yes: I bought the booster pack.
    No: It wasn't doing it before today.

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    BackAlleyBrawler addressed this in another thread :


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    Just a head's up, we've verified this issue in this particular incremental build. Not sure what's caused it, as we can't even replicate with the latest code/assets, but the programmers are looking into it.

    Right now, it appears to be purely cosmetic, and only affects characters in the costume creator/tailor screen. So we're considering it a non-critical, but high priority bug. If anyone knows of any similar effects outside of those areas, please let us know as soon as possible.

    [/ QUOTE ]

    -d
  5. [ QUOTE ]
    I love the new ;alakazamreact when I play a MM. Having all the pets turn into a bunch of random stuff is hilarious. With that being said, I still prefer a pumpkin emote to go along with the new version.

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    I like the new one too, but it does make me sad that Pumpkinhead Pete doesn't get to turn into a pumpkin anymore :-(

    Here's another vote to give us both -- one random, one just the pumpkin.

    d.
  6. [ QUOTE ]
    I've got one that's great.
    It starts with an earthquake.
    Birds and Snakes.
    An aeroplane.

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    Bah, my toon Lenny Bruce is not afraid.

    -D
  7. [ QUOTE ]
    Yes, sorry. I've never adopted the whole 'call it this on one side, but this on the other'.

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    That's okay -- I still refer to influence and infamy simply as "money."

    d
  8. [ QUOTE ]
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    *Cries* Why isn't it out yet?!!

    I'd be surprised, and disappointed, if they held it for several more weeks. I kinda figured it could be any day now since they no longer have it on the test server and they said it would be right with i15.

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    Did they?

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    I had initially been under that impression as well, but I think it was a misunderstanding due to the science booster info being included on the end of the last I15 training server patch notes, including the following text: " ***Note that Super Science will be available at the NCsoft.com store once it is pushed to the live servers. "

    I'd have sworn that the original wording did say more explicitly that they'd go live at the same time, but it doesn't now, so either it's been edited for clarity or I just inferred wrongly. Either way, it's not live yet.

    d-
  9. QR

    I don't mind that it's a bow and arrow -- like all weapons sets, it is what it is, and if you don't like it, you don't choose it. I guess by biggest problem is that it's a very tech-oriented set, so it makes it hard to wrap my head around giving it to magic characters. Sure, you can choose one of the more natural/archaic bow choices, but the power animations and sounds stay techie regardless.

    I have the same problem with the medicine power pool, but even more so -- it's so specifically "techie" that I can't bring myself to give it to my magical menagerie. At least with TA, there are a few, but not many, arrows I feel can be used by a more primative archer.

    So I take Trick Arrow when my controller concept calls for an archer, but because I'm usually making fairies and elves, I really only choose from a small handful of the powers (and not the good ones, at that ). For the types of characters I personally make, TA is a frustratingly "close, but no cigar."

    Of course, YMMV.

    -
  10. [ QUOTE ]
    Unlocking costume parts for the Architect will be mostly independent from unlocking parts for your characters.

    Some things that are already account wide rewards like the Cyborg pack you will may not need to buy from the architect vendor

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    I had a similar question, not about purchable costume parts, but about the ones made through recipes (fairy wings, cherub wings, rocket boots, etc.) I gots a Faerie Army story that needs to get made pronto.

    And while I'm at it, what about capes and auras?

    BTW -- this update looks sweet, and is right up my alley. If it's anywhere as good as it seems, it will be worth all the wonkiness we've encountered since I-13.
  11. Welcome!

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    Prestige Refunds: The programming team has set up a refund system for all base plots, rooms and items. As soon a player loads into a base, that base will automatically refund the Prestige difference. This is crucial: the base must be entered in order to trigger the Prestige refund. If your base is not loaded, then the refund will not happen until someone enters it.

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    So what will this mean for our old salvage racks we currently have filled with halloween masks and candy canes in our bases? After this, will they still be the old-style 999-limit base salvage racks, or will this auto-change default them to the more limited versions? Should we buy up some of the good salvage racks before the update, or will that just not work because after the update they'll default to work like the new ones?


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    Q. Salvage Storage Racks, Why only 30 pieces of invention salvage?

    A. In short, the market. The market system is designed to have a steady supply of salvage coming in. If large salvage racks were added, it would create a temporary supply problem of unknown duration until the salvage racks filled up.

    Since having salvage temporarily dry up would be a big problem for all players, this number was intentionally kept low. Once the impact on the markets as a whole can be measured, we will look at adjusting these numbers again.

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    As someone who's learned to love the market, I can very much understand this one. Although having the supply dry up a bit might be better for me personally, since I don't craft IOs or much else, and more use the market to make early money by selling all the luck charms I can. My boyfriend realized what a capitalist I was when I discovered the market. Too bad I can't translate into real life.

    [ QUOTE ]
    Q. Base Pathing issues, why was pathing changed?

    A. The base pathing was never intended to be changed. The fix for it was not simple though, so it took some time for the programming team to get the fix in. We are actively looking at ways to make the pathing system easier for base builders, however, in the future there may be pathing requirements for raiding.

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    If given the option of raid-restrictive pathing vs fun base layouts, I'll choose the latter every time. If raids could exist while still allowing me to be able to place things as we currently can on the test server, I'll be much more inclined to give it a try. But if we get great layout abilities this time only to have it nerfed next issue due to raiding, I'd actively avoid it out of spite. Hey, I'm human that way.

    PvP has rarely interested me in this game because it's not an integrated feature but instead a destination -- an event you must choose to take part in at a separate location. I like in WoW where the good and bad guys exist in one world and I get a setting to choose if someone can attack me or not, a default I usually set to "go ahead, attack" when given the option. But as is in CoH, I have no real reasons to go into PvP specific zones.

    Yeah, I know that drifted from bases there at the end, but apparently it's all connected due to raids, so there ya go.