pohsyb

Rookie
  • Posts

    80
  • Joined

  1. Quote:
    Originally Posted by Starcloud View Post
    One global name, 30 characters. Fifteen redside, fifteen blueside.

    Could you walk us through the steps to mail from one character on my account to another character on my account?

    For instance, say that I send an item from one of my characters to another character that could use the IO.
    1. Logon RichHero
    2. Send Awesomething to @Starchild
    3. Note that you have new mail with Awesomething attached
    4. Log off RichHero.
    5. Log on PoorVillain.
    6. Note you have Email with Awesomething attached.
    7. Try to claim it greedy villain, go on I dare you.
    8. No you cannot have item! You are villain!
    9. Log on PoorHero.
    10. Note you have Email with Awesomething attached.
    11. Claim Awesomething.

    I'm not going to go through all 30 characters.
  2. Quote:
    Originally Posted by Goliath Bird Eater View Post
    So in other words, players can't mail recipes, enhancers, and such between their own characters.
    Do you not have a global name? Thats weird...you should have one.

    Nothing can cross from hero to villain or vice-versa. It would get dirty.
  3. Quote:
    Originally Posted by Vega View Post
    This concerns me. Often, I am subjected to huge lag spikes, disconnects and crashes when I visit the market. With the new UI changes, is anything being done about the existing bugs?
    The entire AH front-end was re-written.
  4. Quote:
    Originally Posted by Lord_Kalistoh View Post
    Then, can we mail enhancements/salvage or just influence?
    That info isn't very clear.
    Emails can be sent to local as well as global names now.

    Emails with attachments can only be sent to a Global name.

    Valid attachments are Enhancements, Salvage, Recipes and Inspirations if they are tradeable (buyable on AH). One per email. Inf can be sent alongside item.

    There will be 20 mail cap to inbox. Mails sent to full mailbox will bounce (bounced mails can exceed cap). If you are at the cap you cannot send mails.

    Items with attachments cannot be deleted until attachment is claimed. They can be returned to sender.
  5. pohsyb

    The Television

    The last time I watched television this happened
  6. I can't believe no one noticed this earlier!

    Since everyone loved my last bug explanation:

    Level capped experience being converted into influence was broken because of an off by one error. (49 is never >= to 50)

    Exemplaring converting experience into influence was broken because the experience was being added to influence before influence was being set (note these lines were a lot further apart):
    Influence += Reward->Experience;
    Influence = Reward->Influence;
    GiveInfluence( Player, Influence );
  7. Quote:
    Originally Posted by Stray Kitten View Post
    I would think he meant a local scope variable.
    That is correct
  8. Quote:
    Originally Posted by Synapse View Post
    I think it would be best if Pohsyb explained it.
    This was caused by an uninitialized variable, in this case specifically it was a structure declared locally when awarding a drop table.

    About four function calls deeper, something was using a member of that structure to determine if you were fighting something grey (no drop). Uninitialized variables can be anything, but often have tendency to be zero, which would not cause a problem (actually any positive value would not matter).

    This bug as been in since Issue 9 and was not caused by specifically by anything related to I16 (Whenever code is changed the tendencies of uninitialized variables can change). I suspect the changes made with I16 caused drop rates to be closely scrutinized.
  9. Quote:
    Originally Posted by Red_Gren View Post
    1)
    You coming?
    1a) If yes, banquet menu ok?
    1a1) If yes, which banquet items appeal?
    1a2) If no, what do you propose we do instead?
    1b) If no, are you weenie-ing out because you THINK you can't afford it?
    1b1) Does the wording of my question above change your answer?
    1b2) If no, what the heck is wrong with you?
    2) Anything we MUST have (even if not on the banquet menu)?
    (I figure we might have some leeway in this regard as omissions cost the same as some included items.)
    3) Preferred dining date/time? My planned default is Friday Oct 23, 5:30pm which will hopefully allow us to dine without rushing to get to whatever Niv might be putting together on Friday
    Yes
    1a). Whatever
    1a1). 1a1, srsly?
    2). Oxygen
    3). Whenever
  10. The concept if anyone is curious for, pohsyb or (pohsib):

    A dilapidated and malfunctioning robot abandoned by his inventor (a different character that tries to mix magic and technology, but usually fails). Left alone, the robot has an epiphany and becomes a religious zealot believing that the universe is really a giant computer and that god is binary.

    This half-mad glitchy robot begins proselytizing his beliefs (with violence if necessary) and soon begins to work actual miracles (explaining any powers he has whenever I roll him) indicating there may be something more to his beliefs than pure lunacy.
  11. Quote:
    Originally Posted by slaveteri View Post
    Quick question. Will the ONLY way to get the badges for SKing now be to be a team leader? i HATE leading teams with a passion (i'll up and quit a team if someone hands me the star.) Am i now going to be FORCED to lead a team to get those badges?
    You don't have to be the leader, just the owner of the current mission.
  12. Quote:
    Originally Posted by Ironblade View Post
    This needs to be made simpler. Also, since people often exemp with the INTENT of not receiving XP, turning off XP earning should also be made easier (i.e. easier to FIND).

    Having to drill down through a huge list of menu items is too time-consuming.

    Simple solution: I know we can switch in and out of SG mode from the command line. I believe we can do the same to turn XP earning on and off. If the old/new exemp choice can be done at the command line also, it will be easily accessible for the people that actually care about it without cluttering up the interface.
    Nearly everything in the options window can be changed via the option_set and option_toggle slash command, /option_list will give you a list of the option names.

    Also, the options have been re-organized a bit and confusing logic tests have been cleaned up.



  13. Many thanks to Poison for this fantastic creation. It like he reached into my mind, plucked out my thoughts and beautifully forged them into artwork!
  14. (^_^)b

    Είμα&#9 53; και πάλι στο κουτί ! Επίση ς, δεν γνωρί ζουν ελλην ικά.

    Edit: that was supposed to be greek...oh well, just as unreadable
  15. This series of arcs is my favorite thing to come out of the architect.

    I love the way the different episodes could all be played from different characters, heroes and villains weaving together a meta-plot.
  16. [ QUOTE ]
    You'll get a nice bonus once you finish the entire arc.

    [/ QUOTE ]

    This is correct. Longer arcs have a higher end of arc bonus XP/INF and a better random roll at the end.
  17. [ QUOTE ]
    Question: Can I make a mission arc end two different ways based on beaten or failed final mission like so many CoV arcs do, and if so, how?

    [/ QUOTE ]

    If you set the contact fail dialog you can get too different responses, but thats about it currently

    [ QUOTE ]
    Is it possible to make an ally who fights alongside you until a trigger is activated and then leaves? Is is possible to have glowie that you need a fighting ally to activate?

    [/ QUOTE ]

    Nope

    [ QUOTE ]
    If not, can a fighting ally be "rescued" and leave the map?

    [/ QUOTE ]

    Theorhetically yes, add an ally set Combat Abilites to "agressive" and Ally Behavior to "run to nearest door" they should take off to the door fighting anything they meet.
  18. [ QUOTE ]
    Can I make a mission that doesn't spawn anything until you trigger some kind of event, like the trap for Nocturne in the Faultline Dam, and if so, how do I achieve that? I don't seem to have any control over regular spawns, other than saying what enemy group they are.


    [/ QUOTE ]

    There are two main spawn types in most missions. One is used for ambush, boss, patrol or destroy object details, the other is used for battle, rescue, escort, ally, or defend object details. (Some maps have additional spawntypes that are not overrideable by the MA).

    Lets pretend you picked a map with 15 of the first type and 15 of the second type. If you wanted it to be empty until your trap is hatched, you could add a patrol detail with quantity 15 and and a battle detail with quantity 15. Next, add a collection detail and have both the patrol and battle trigger on completion of the collection.
  19. Really Nice Write Up. Some fixes for ambushes are comming down the line too.
  20. [ QUOTE ]
    Do our arcs leave souvenirs?

    [/ QUOTE ]

    You can make souvenir clues.

    [ QUOTE ]
    If yes, can we filter out normal/MA souvenirs?

    [/ QUOTE ]

    Player created souvenirs appear on a new tab and are deletable.

    [ QUOTE ]
    Can we make NPCs gossip about our missions?
    Can we force the player to find the mission entrance?

    [/ QUOTE ]

    No
  21. [ QUOTE ]
    - When you say across all servers does that also include the European servers?

    [/ QUOTE ]

    Yes

    [ QUOTE ]
    - What about localization/internationalization?

    [/ QUOTE ]

    TBD
  22. [ QUOTE ]
    What happens to arcs if the player who created them goes inactive?

    [/ QUOTE ]

    Nothing.
  23. [ QUOTE ]
    Not sure if it's been covered, but since we are using existing map sets, is there any way to manipulate the mission's lighting?

    [/ QUOTE ]

    No, but good idea...
  24. [ QUOTE ]
    I just have a couple quick question. I know Castle had mentioned earlier (some weeks prior to today) that some powers wouldn't be available, such as SoA and Kheldian powersets... however the Massively article has this as a bulletpoint:

    [ QUOTE ]
    Give enemies any powers you want. (Emphasis added)

    [/ QUOTE ]

    Has the position stated by Castle earlier changed? Or are Kheldian powersets still unavailable for custom minions? Is there any chance, if they are NOT being included now, that they WILL be included reasonably soon in the future? One of my arc ideas necessitates access to the Warshade powersets.

    (*hopes that they WILL be available!*)

    [/ QUOTE ]

    This is a bit misleading. You can chose 2 powersets that include almost all powersets available to players, but you can mix-match them in ways not available to players. (Ex: Fire Blast + Invulnerability ).

    Not as great of a bullet point, I know. We would love to expand this system further, but we cannot by release.
  25. [ QUOTE ]
    Can a single mission arc have more than one contact? For example, after completing Mission 1 from Contact A, you are directed to Contact B who gives you Mission 2?

    [/ QUOTE ]

    No.