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It's mildly disturbing that that melody was what immediately popped into my head when I saw the thread subject in the forum list...
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Quote:I definitely have to agree here; dropping VG and watching the electric spheres pop up again and again as the Lockdown proc fires off is such a delight.Lockdown: +2 mag is a nice proc for Volcanic Gasses and will have the chance to fire many times, especially considering VG loses out in regards to Domination. I would actually veer away from Vysires' advice in utilizing damage procs and favor those that add debuff effects.
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Quote:Start->Run, 'charmap', select the Unicode characterset, click near the bottom of the scrollbar once to make 'ū' visible, double-click it to put it in the 'Characters to copy' textbox, then highlight it, ctrl-C to copy, then paste it into the captcha textbox. Not really convenient, but it works.After following that link, verifying ANOTHER IP address as a "trusted" one and typing in "hilier tayū" in a bizarre captcha window (how the hell do I get that U on a US keyboard?) and getting approximately four official e-mails, the pack is paid-for and purchased. Time to go put it to use.
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Quote:Given that the code for creating an email from the data a user puts in a form already exists, and good coding practice would have separated the form fill-out from the email creation, the ability to create an email with arbitrary content would have existed with a minor code enhancement. Similarly, a mechanism already existed for a class of objects (badges) to be 'claimed' and award an unlockable in-game effect; creating a pseudo-object with the same function to use as an email attachment allows the devs to create an entirely new type of reward -- one that can be 'bought' by one character and given to another.If there already is a global-level badge database, none. But for certificates to make the most sense (with the information we have available) there wouldn't currently be such a database.
No, but there's no evidence to the contrary, either. So I will make an assumption that best leads to the decision we have seen (to develop a spin-off of email attachments) than the one that assumes they ignored an already sufficient, available feature (which I don't see conclusive evidence of existing, either). -
One thing along those lines would be to unlock the incarnate logo when you unlock the matching slot -- get the Incarnate Alpha Chest Symbol unlocked when you unlock your alpha slot, etc.
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Quote:Also remember that, with few exceptions, the world background is tissue-paper thin outside of Paragon City and the Rogue Isles, so if you have an idea for a character background that doesn't really fit into Paragon City's backstory, give them a background and name from another country and foot out a reason for them to have come to Paragon City.The problem is that COX is not a sandbox. It is a structured world. So long as you work with the worlds structure you are fairly free to create as you want. When you fight it then you tend to get the feeling of not being a villain or hero. The issue is that characters are not 100% free agents in COX. This is a world that has found a place for the heroes and villains and fits them into itself as part of the whole world concept. So to make a shining character you need to be aware of the limitations of the medium and then rise above them.
For example, when I discovered that CoX supported Unicode, allowing me to create chat binds in foreign scripts like Cyrillic and hiragana, I created a number of hero and villain characters whose background was from the Soviet Union, creating state-sponsored hero groups like 'Народная Армия' (People's Army), villains like 'Генерал Зима' (General Winter) and 'Красная Угроза' (Red Menace), and doing some digging online to find actual Russian research institutions like Институт эволюционной физиологии и биохимии им. И.М. Сеченова (I.M. Sechenov Institute for Evolutionary Physiology and Biochemistry) to use in character backgrounds, and picked character names like 'Deva Molniya' (Lightning Girl, an Elec/Elec Dominator), 'Brigadyr' (Taskmaster, a Bots/Dark Mastermind), 'Yadernii Ogon' (Nuclear Fire, a Fire/Rad Controller), and 'Umsvenniy Ulan' (Mental Lancer, a Psi/EM Blaster). -
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Quote:It won't work for the rigid katana scabbard; however, there are historical records of an over-the-shoulder scabbard for rapiers, which were a flexible tube of leather to protect the blade. Because the scabbard could bend during the draw, you didn't have to get the blade completely out of the scabbard in a striaght line. Resheathing it was more problematic, and couldn't be done quickly, but the presumption was that you didn't put it away unless you didn't expect to have to use it again while trying to resheath it.Have you ever done this IRL? I have and let me tell you for most Katana scabbards it does NOT work. The Katana is a long weapon you just don't have the arm length to do it. That said Game =/= RL, just know that its going to look "wrong" no matter what they do.
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You miss out on his missions, which is a pity -- you should do his missions at least once -- but if you choose Kalinda rather than Burke for your first contact redside and do her missions, when you reach levels 20 and 30 you will be able to call her to get your cape and aura missions. Blueside, you have to physically go to the City Representative in AP to get those missions.
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I was thinking the other night as I was watching people idle in Pocket D waiting for a trial run to start that we've got emotes to juggle balls and magic and fire and electricity, but there's another possible one that would be easy enough to animate -- 'juggleice' -- replace the ball with the model for the snowball from the Winter Event temporary power, and have the character juggling snowballs. Set it up as part of the Magic booster, or perhaps be unlocked automatically when a character gets the Snowball temp power from the Winter Event.
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I finally was in a situation where I recreated the conditions that had caused me to file a bug report many months ago. I was playing an Ill/Kin controller, doing the "Stop Rikti Bombing" mission from Levantaera, and neither my Phantasm nor Phantom Army would attack one of the bombs. I bugged it and didn't think about it.
This afternoon, I turned up the same bug. Same mission, with a Earth/Fire dominator, and my Animated Stone pet wouldn't attack one of the bombs. And it struck me that there was a commonality between the two missions -- in both cases, the bomb that my pets wouldn't attack were up on walkways. The E/W walkway up near the top of the tanks at the back of the map with my dominator, and on one of the two inclined ramps in the right front of the map (from the POV of where you enter). And after bugging it, I got to wondering whether anyone else has run into the same bug. -
Quote:AR/EM, Psi/EM, and DP/EM -- they all do pretty much exactly that at the pavilion. Particularly with the Psi/EM and laughing when the Minotaurs and Cyclopes kick off Unstoppable, and my damage stays in three digits while everyone else's tanks, pumping Psychic Tornado the width of the pavilion.Ha, yea my archer and AR are both range boosted, I've found one of the most satisfying things to do is, on the ITF in the first mission, stand on top of the ring at the end of the mis. From there it's just twang,twang,twang cycle through all your attacks while cycling targets. You can hit anyone in the entire ring from above, while your team fights below feels very old school archer.
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Oh, yes. And taking the Munitions pool and slotting LRM with three Dmg/Rng HOs, two Accs, and a Rech, Boost Range cranks it up to 'See that dot?' potential.
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I should have expected this; I remember noticing with one of my characters doing Mender Ramiel's first mission (where I would cack the AVs just to watch them go down) that the fast-tick rains were ugly, due to the damage bonus going off with every tick of damage -- you could almost see the targets melt in the rain.
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Quote:After all, "The enemy of my enemy is my fall-guy."My main would side just long enough to find a way to get her own goals realised. Following the winner is often the easiest way to the top. That also means if it looks likes Cole is losing she fights on the hero side again ofcourse. To her there is only one good side.. her own! She is about power. Profit is for mortal flesh. She long left that desire behind her.
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Quote:From being on several BAFs and Rikti mothership raids where the lag has gotten ugly, the problem appears to be the use of powers from the Destiny slot -- the first Destiny power doesn't add much lag, the second shows a noticeable slowdown in server response, and the third turns things into slo-mo puppet work.Could the new lag simply be the increased number of MMs playing on the BAF trial? ie. not a new bug, just a circumstantial connection with the last patch?
Making the Destiny auras on others "extra" effects to be hidden with the graphics option toggle to hide extra effects might help, but it would have to be tracked at the server level, so the server didn't try to manage sending dozens of 'Character X has this type of bubble" notifications, but the server would still have to manage who has what bubble and send updates to everyone that doesn't have the options flag set. Making the bubble something that only you see around yourself would work better; that would cut down the recordkeeping of who sees what, although the purists would likely creeb about it... -
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Oh, Ghu, yes; watching Volcanic Gases with the proc in it is utterly giggleworthy. Watching six mobs locked down with it, four with the electric ball around them indicating the proc hit them... Joining a Rikti Mothership raid with my Earth/Fire Dom, toe-bombing Volcanic Gases, and watching it lock down mobs left and right, including hitting the proc to let me get a Rikti Magus held and keep him there while my pet and the other participants wasted him. Best single investment of reward merits I've ever made.
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Quote:No -- first, have it teleport you to the mission that's displayed in your Navigation bar whether or not it's set; if you have no mission set, <i>then</i> prompt you.Also, adjust the Mission Transporter power so that if you haven't set a mission, you're prompted for which mission you want to go to instead of just transporting you to the first one on your list.
Add to that fixing targeting so that anything that is behind you and "invisible" because it's outside the cutoff of your view frustrum is <b>also</b> untargetable. I'm getting very, very tired of running up to a door, sliding the mouse up to click on the door, and have the pointer turn red because I'm now targeting my pet, who is nowhere visible on the screen, but because it's right up behind me it's intercepting my mouse clicks, so I have to play 'how do I twist my mouse view to <i>not</i> target my pet?' games to be able to enter a mission. -
Quote:It doesn't defeat the purpose; what it does is highlight an aspect of the game that shows that it was rushed out the door before all the tools to manage it were in place.That totally defeats the purpose of modular level design. I'm frankly quite surprised by this. Then again, the more I learn, the more problems I see here that should have never seen the light of day. Don't get me wrong, I still love the game but some of these problems stem from easily correctable issues and it makes me wish they cared more. It bugs me when classmates don't make modular maps correctly; it's even worse when it's professionals.
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I did a Lambda today where one of the league members had run out to the gate into the Lambda facility and was doing the Robot Dance in the background of Marauder's cutscene. It was hilarious...
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Quote:There was a 3rd-person racing game from Akklaim, 'Re-Volt', that had you driving RC cars around 'full-size' courses -- the interior of a museum, the streets of a suburb, a supermarket, etc. As an add-in, it had a 'track editor', which let you place pre-defined track sections to make a race course.My problem is that everything must be reusable now. Back in the day, the devs worked their ***** off creating maps like the ones used in the Eden, Sewer, and hero respec trials. The result was something completely unique that made those encounters feel "epic". Or at least unique.
Now everything is reused and recycled. The biggest end game encounters are set in chunks of map that we've seen elseware (the warehouse in Lambda was new, but it's not much to write home about and it was also put elseware in the same issue.)
Now, I'm sure everyone can, by now, describe in their sleep the 'building blocks' of the office, cave, and lab maps; it's clear that these maps are made by gluing together standard building blocks. However, the mechanisms for doing this aren't user-friendly -- everyone has seen the odd 'black wall' in a map, or watched a mob get knocked outside the map. When I've asked the devs about it, they've told me that the tiles from which the maps are built don't fit together cleanly, and require cleanup after they're positioned to make a map. It seems to me that if the devs could get the map tiles cleaned up enough to where an editor could let players drop tiles into position and have them link together, we could see an explosion in the available maps.
Initially, there would have to be some sort of 'vetting' mechanism, where you could create a map using an offline tool, upload the tile arrangement to NCSoft under your account, and an automated tool on their end would check it for things like having corridors open to limbo, bad links, etc., and would then put it into an area where you could use it in an AE mission, where people would be able to rate the maps, with top-rated maps getting picked up for use as 'stock' maps.
Once a 'snap-fit' map system was in place, it would then be possible for the devs to create an automated map creator, where you fed it a loose description (office tileset, three floors) and have it spit back a randomly-generated custom map, so we wouldn't keep seeing the same maps over and over and over again in tip and radio missions.