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I just wanted to chime in and thank Paragon, and especially Mel and Matt, for doing such great stuff with City of Heroes. Back when it was launched, no one had any idea how long a single MMORPG could go on, or even if the whole genre was a fad! Let us not mention that "no one likes superheroes" and that the games were cursed! Well, naysayers be damned, Cities has been a fantastic achievement, thanks to you.
Cheers!
poz
(Shannon Posniewski, Mr. Bunny on Freedom, CoH ex-developer, and one of the many proud parents of City of Heroes) -
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Hospital shot [...]
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That pic was taken 2 months before I started at Cryptic.
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I think the original for the pic seen in the hospital was taken at E3 before CoH launch. I am the dev furthest to the left. -
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If you get raided at some point ALOT of that work can be thrown out the window when your gens, control, defeneses get destroyed.
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Not everything blown up during a raid stays blown up afterwards. A percentage of the items are automatically fixed. This percentage can be improved by building certain aux items for the workshop. -
In edit mode, you should be able to zoom the camera out so you can see the whole room. You should be able to click on the top of the wall you made. Then use the window in the upper right to remove the wall.
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The base stuff sounds cool, but it is a real shame they did not implement something similar albeit smaller on the individual level.
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Patience... :-) -
My post wasn't clear. Let's try this again:
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Do they mean you stop receiving infamy or you get less in SG mode, as you get higher in level ?
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Both. When in SG mode, *INF* tapers down as you increase in level until it reaches zero around level 35. -
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Do they mean you stop receiving infamy or you get less in SG mode, as you get higher in level ?
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Both. It tapers down as you increase in level until it reaches zero around level 35. -
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It's not clear as of this writing wether the salvage used to construct those items is lost. Use caution when deleting crafted items!
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The salvage used to construct the item is lost. -
Great job on the FAQ!
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Q1: How do I get a base?
A1: Generally you talk to the same person you talk to to register an SG in the first place. You have to be a member of an SG to have a base; you can be the only member if you want, but this will place severe size and functionality limits on your base.
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You must have bought the City of Villains box and applied its ID to your account to be able to use a base. You don't need to play a villain.
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Q7: How does Rent work?
A7: Rent is a regressive "tax" on the total value of assets belonging to your supergroup.
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It's actually a PROgressive tax. If you have little prestige, you rent is a smaller percent than if you have a lot of prestige.
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Q11: Isn't that kind of annoying [to have to pay rent in person]?
A11: Yes.
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We didn't want to deduct rent automatically, because if your SG went on vacation for a while, it'd slowly drain your coffers. -
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/ss_com "Me Hanging out with Sally"
And when you make a screenshot it will append the last made /ss_com to the comments section.
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/screenshot_title "Dancing Like a Monkey"
will set the title tag to what was given (replacing the default timestamp title). Not quite what you asked for, but there it is. This doesn't change the file name, just the title tag.
I'll just note the other wishlist items I've seen here:
<ul type="square">[*]/screenshot_comment to take a ss and append a specific comment[*]Shard name as a tag[*]pitch/yaw/roll info in tags[*]/screenshot_notag to take a ss and put all this fancy stuff in it[/list]No promises on if or when. But I gottem in the list. -
To answer some questions:
There is currently no command which saves a jpeg without this information. As described above, it's just a couple score of bytes in the header. I'm pretty sure that the Windows Paint program will strip them out if you load and save. That said, I will add to a non-tagging screenshot command to the wishlist.
I'm sorry if PaintShopPro doesn't support the tags. I implemented the most widely-supported industry standard tags I could find. There are many, many other programs which support these tags. I listed the ones that I use personally.
I'm guessing that screenshots lacking player names were stripped by hand. I'd also guess that Flickr strips the tags when you download pics from them or you aren't getting the original size.
(I'm dying to see what some enterprising fans do with this! :-) ) -
Jpeg screenshots are now automatically tagged with information regarding the location of the image and the members of your team. This is done using IPTC headers.
More Information:
The following are added as IPTC Keywords:
<ul type="square">[*]City of Heroes[*]coh[*]human-readable map name (if there is one)[/list]A number of IPTC Keywords are also added which specify exactly where in the world the picture was taken.
<ul type="square">[*]cohtagged[*]coh:x=float[*]coh:y=float[*]coh:z=float[*]coh:zone=map_name[/list]By default, the IPTC Title is set to the time the screenshot was taken. Alternatively, the /screenshot_title command can be used to specify the IPTC Title tag.
<ul type="square">[*]/screenshot_title arbitrary IPTC title string[/list]Finally, the IPTC Caption is set to the names of all the heroes on your team (including yours). If you aren't on a team, then your hero's name is used.
These tags are readable by Photoshop, Picasa, and Flickr. Some people have already loaded some CohTagged screenshots at Flickr.
You can see what people have done with tags like these for real-world photos: Geotagging.
Have fun! -
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Course.. how likely is anyone to actually meet a Dev at E3?
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Pretty easy... as some of us will be on the show floor. -
A huge thank you to all the heroes of Paragon City!
Keep dispensing Justice! -
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In-house, we pronounce them: [...]
<ul type="square">[*]Vahzilok : vaz' ih lock[/list]
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Positron was too polite to post it, but he told me that I'm a bit wrong. It should be:
<ul type="square">[*]Vahzilok : vahz' ih lock[/list] -
In-house, we pronounce them:
<ul type="square">[*]Tsoo : tsoo (ts like tsunami or the end of its, oo as in oops)[*]Kheldian : kell' dee in[/list]And a bonus one:
<ul type="square">[*]Vahzilok : vaz' ih lock[/list] -
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Jury is out on death timer in missions.
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Jury is not out.
The code at this very moment (not yet propagated to TR) handles mission rewards like they have always been handled. There is no death timer. There is no distance requirement.
We are watching this thread closely and appreciate all your comments. Keep them coming, especially when the most recent changes hit the TR. -
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I believe a dev has come out and said that they will not spend much time balancing PvP for 1-on-1 matches.
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Correct: Positron asked for feedback on 2v2 and above. (Reiterated) -
Thank you all for your comments!
Regarding needing to rebind keys you have specifically changed from today's defaults: you should not have to. If we change the profile your changes will still be remembered. Only if a key is set to the default (meaning you didn't customize it) will its definition change. -
To respond to the many comments:
We will not change the binds for shift+number to select a teammate. It's obvious many rely on it. It is generally thought that the addition of the numbers to the team window is a good thing.
Most of you seem OK with the proposed changes to lctrl+number. There are some who use it, however, who would hate to have to rebind those keys. You should not have to do that; the plan is to create a new keybind profile. As of today, there has only been one keybind profile: Default. The idea is to add a new one named Classic or Original. To get the keys back the way you are used to, all you would need to go to the Controls page of Options and select the profile you want from the pulldown on the right side. This is sticky for each hero. Although not optimal for you, perhaps, is it acceptable?
Obviously, we could put these changes into a new profile and make people change it if they wanted the new binds. However, we think that these binds are better overall for people and would like them to be default.
Someone asked for a key which pops up the tray and leaves it up. That is bound to the right alt key. (I can't remember the slash command offhand... /alttraysticky?)
The suggestion for /goto_tray which works for the other trays has been put on the short-list. That should have been there all along and has been an oversight.
I will put the other feature requests (such as more than 3 trays) on the request list. -
In a future issue/patch to be named later, you will be able to open the to show three rows of powers. This has been oft-requested by the people who use tray macros as well as shape-shifting folks.
Today, the number-keys execute powers in the main tray. Left alt+number executes powers in the second tray. We'd like to provide the same kind of thing for the third tray.
Regrettably, we have already bound the shift+number and ctrl+number keys to other things. A brief in-house survey showed that almost no one used these keystrokes. (Also, our system does not support multiple shift keys; we cannot bind lshift+lctrl+5, for example.)
In today's binds, the shift+number keys select your teammates. The ctrl+number keys makes the main tray hop to the given tray number. Of these two, we think the ctrl+number combination is less used and is less generally useful-- especially if we provide a third tray.
So, we are considering a change to the default bindings to use left control for the third tray, if few of you are using these binds today. The lctrl+number keys would work on the third tray like the lalt+number keys work on the second tray. Making this change this will remove the tray-switching keystrokes (except for the = and - keys which will still rotate through the trays).
Of course, the slash commands for changing the tray will still exist. You will be able to bind them yourself. In addition, we will add a keybind profile which works just like it does now.
(Further, to promote use of the teammate keystrokes, we are planning on putting small numbers (like the ones in the tray) next to your teammates' icons in the team window.)
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Devs play all the time-- for fun. Unless we are on "official business" (basically being a GM or doing some troubleshooting), we play our Heroes like everyone else; no cheats. It is company policy to not tell other players that you're a dev unless you are on official business.
There's devs playing RIGHT NOW, in fact...
See you in Paragon City! -
Some clarifications:
1. You get XP debt reduced at 2x your real level's debt removal rate, not your exemplar level's debt removal rate. If you have no debt, the real level XP is turned into Influence.
2. You do not get any enhancements while you are an exemplar.
Some upcoming fixes:
1. You will be able to do old TFs by exemplaring.
2. Bad will not run away from exemplars.
The code for these has been written and is on its way through QA and into a patch. Stay tuned. -
The rules for teleportation have changed in order to keep heroes from teleporting to otherwise impossible-to-get-to areas. Your hero can still teleport "through things", though. There isn't exactly a line-of sight check from the hero to the destination. Instead, there is a line-of-sight check from your viewpoint (the "camera") to the hero and a line-of-sight check from the camera to your destination. If both are clear (and your hero will fit, etc.) then we allow the teleport.
This allows your hero to teleport around corners and buildings, but not into solid objects. (Which includes objects with doors.)