Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Joshex

Pages: 1 ... 3 4 [5] 6 7 8
61
Certain missions are TOO easy to farm, see our official stance on AE leveling farms.  PL'ing is fine with us but we are not willing to let it get past a certain point of difficulty.  For instance the classic wolf mish will stay with a timer since it is probably easier to farm then even a fire farm.

Mish timer low(<=10 minutes)>all exit>radio>get mission> select radio mission> make it active mission> abandon progress on current mission, Yes OK.

should reset the timer on these sorts of missions too. I think at current the timer just keeps counting down but the map resets, correct me if I'm wrong.

62
General Suggestions and Feedback / Re: Environmental focus
« on: November 21, 2021, 01:07:56 pm »
We do have an ongoing effort in place to deal with map changes.  The issue is that the tooling is still being figured out for that.  There are some unfinished maps out there be we aren't prepared to put them in game until we can be sure of how to finish and/or fix them.

Great to hear!, also I have been thinking about this thread for a while, namely how to do weather in a polygon-cost-effective way.

I have just had a spontaneous idea when dwelling on this thread.

Create weather collision boxes on top of any different angled or height surface that could be exposed to weather (Rain, Snow , Hail, lightning etc.) have them slant in the opposite direction as the movement of clouds (yes we'll need some simple cloud objects), when a cloud touches these boxes, Spawn a crisscrossed mesh (based on the distance to the camera and graphics settings) extended to the cloud in question onto which a simple rain/snow etc. texture is played, on the surface beneath have a simple splash anim panel on each surface with the same pattern and timed to the same timing as the rain/snow etc. anim., When ceasing to touch a cloud, the anim should pause playing the anim (staying on the last given frame) and lower the top of the model into the surface/base while raising the bottom edges of the UV face layout  towards the top of the UV face layout at the framerate of the snow anim, model's top hits the ground/base. (Otherwise you could have these rain or snowfall meshes spawn and fall in segments and just stop spawning them when it's not touching a cloud).

Pooling/Icing etc. some of said weather collision boxes could have "pooling" collision planes on the surface in low areas which when  the cloud touches the weather col box start to raise a panel of water from under the floor (which has splash anims), for snow or ice build up there could be anything from a simple flat ice texture raising through the floor to a 3D mound of snow.

Drainage/Icicles, on edges of buildings where these are likely to form, weather patterns will spawn them, the iciles could be 3D upclose and destructible. where as water drips and drainage could be just an arched column playing a waterfall anim.

At a distance the crisscrossed structure could be a simple cap-less box whose 4 sides are disconnected and crossing partway into each face. close up the crisscross might have 10x10 faces (100 polygons (200 if counting trigons only)) to make the rain look more dense. pooling will happen regardless of closeness and would be a server defined record.

For lightning burns, using the floor-print texture from [Electric Melee. Lightning Rod] but coloring it black and pasting it as a non-repeating texture layer over the given surface at; object placement[X, Y] modified by texture offset and the orientation vector[+/-x, +/-y] could ensure correct placement.

For lightning casting, playing the [Electric Melee. Lightning Rod] animation at any random place during the storm (and possibly dealing energy damage to any targets) while connecting a jagged arc to the impact location should do the trick.

previously I had been contemplating these things for my own games and did not really like the poly counts I was seeing. but this system is rather light in that regard. I'll most likely use it myself.

63
General Suggestions and Feedback / Models Resource
« on: November 16, 2021, 05:48:17 am »
It would be extra nice if someone could rip all the NPC models and upload them to http://www.models-resource.com under PC/Computer > C (for City of Heroes/Villains).

In eventuality it'd be nice to have all the CoH graphics and costume parts there, so fans can do animations and other media (Custom comics etc.).

64
General Suggestions and Feedback / Face Expressions
« on: November 12, 2021, 12:13:24 pm »
Most face textures only have a default neutral face expression, some however are a bit over the top. If i wanted to make a character with a specific face expression sometimes it might not exist.

So there's potential for improvement here. What I'm suggesting is that; for each face I.E. Young Face 4, there should be a drop down menu under the "Face" menu for "Expression", and this menu should have a variety of states in it "Elated, happy, sad, angry, malicious, shocked, disapproving, Serious, Trollololo, worried, afraid, BIG SMILE, Grin, and maybe something "Insane" . and why not Awesomeface .

This would provide a version of these face textures in these forms. Selecting an expression would make that the "default" expression for that costume.

This would mean actually changing these textures. I can do some of it, it's easiest to;
have a copy of the face texture> paste it on a flat plane subdivide the plane to have mouth and eye and eyebrow regions and then merely animate the plane and bake (render) to a new texture the same size etc. that way these modified textures would fit the original UV layout exactly.

If one of the devs would be kind enough to extract the face images and post a rar or zip or 7z here I'd be glad to begin modifying them and see what we can get. Even just one random face texture to start with could be used to prototype this idea visually and see if it's worth going further.

as for the rest, it'd be an addition to the costume/character designer.


As a second thought, it'd be great if we could include face expression changes onto the CoH Emotes. Or somehow allow players to switch their face expression by keypress (maybe for a limited time before reverting back to the chosen default expression).

I do not know how to extract them from the client source code..

65
General Suggestions and Feedback / Alien Invasion MM summoning power set
« on: October 26, 2021, 06:39:03 pm »
I would hereby like to suggest a new MM primary powerset.

Muon or someone, can you please think about this?

Alien Summoning/Alien Invasion Power Set

The powers would likely include the following;

Alien Pistol (Ranged, Energy, Minor Damage, KB, Disorient)
Available Level 1

(click to show/hide)
Enlist Rikti (Summon any of the following: 1 to 3 Rikti Conscripts, and or Infantry, or 2 to 6 rikti monkies, or 1 to 5 drones to fight for you)
Available Level 1
(click to show/hide)

(click to show/hide)
Alien Rifle (Ranged, Energy, High Damage, Disorient)
Available Level 2

Modify Aliens (this power lets you upgrade 2 existing aliens of the type targetted ONCE, to a more powerful alien of that type if available. I.E. Conscript/Infantry > Guardian (no communications officer)> Headman OR Headman Gunman OR Cheif Mentalist(Lieut)> Chief [soldier, blaster, mezmerist] > Magus, or Rularuu watcher> observer> overseer i.e. Rikti Monkey > Wild Rikti Monkey > Vicious Rikti Monkey > N/A [Yet! = Rikti Gorilla (need graphics)], Drone > Improved Drone > Advanced Drone> Heavy Suit, Shivan> Shivan Smasher > Shivan Destroyer > Shivan Decimator. It buffs all other aliens with +HP +Perception +Accuracy +Damge)
Available level 6
(click to show/hide)

(click to show/hide)
After rethinking this could be several things:
Explosive Blast (Targeted AoE, Extreme Damage Smash/Energy, Knockback) (from Ruladak the Strong)
Total Domination (Targetted AoE, Minor Damage Psionic, Foe Hold) (Rikti Priest)

Available Level 8

Summon Rularuu (Summon at random Rularuu Watchers, Wisps, Natterlings or Brutes (minions) to aide you in combat)
Available Level 12
(click to show/hide)

Invasion Portal (Defeatable, Field at location, for X minutes this power will summon a max of 5 minions at random from this location. If 5 are summoned this way and any are defeated while time remains on this field's cast; it will summon random replacements. Pets summoned this way will continue to exist even after the field has expired (until dismissed, or defeated, or leaving the map).
Available Level 18 - Rikti Communications Officers have a similar power (to summon conscripts and infantry)
(click to show/hide)

Summon Elite Alien (summon at random a Shivan, or Honored Brute, or Overseer, or Wisp Overlord, or Chief Mentalist, or Chief Mezmerist, or Chief Soldier, or Rikti Magus(boss or Lv-2 Elite Boss), or Heavy Assault Suit to help you in battle)
Available Level 26


Alien Goo (Location AoE, Targets: (upgrade)+Def, +Res, +Damage, +Status Resistance(Sleep, Held, Immobilize, KB))
Available Level 32


I'm interested to see what people think.


Pros: we have the graphics for the summons, we have the stats and attack anims already done, all the pet powers are already in place. it's a great balance of Psionic, toxic energy, smashing and lethal

Cons: Ayyy lmao! and it might cause confusion if players can't color code their aliens different than the normal spawns. (not sure if these enemies textures support color changes)

This is a rough draft. Muon might need to look at it.

as a rough draft I imagine powers could be swaped around. maybe including all rikti in one summon power similar to rularuu. where you randomly get a Conscript, monkey, or drone.. not sure. the devs will have to consider that as this set at current is very Pet heavy more so than any other set.

Edits in blue

66
General / Can we get a BBCode how-to doc for simple machines?
« on: October 23, 2021, 11:56:06 am »
it would be nice to have a reference doc for what is allowed and how it works in BBCode here

for example, some things are not in the menus but work. such as;

Grey color text is not in the change color menu, but loookie here it works.

[color=a3a3a3] I tried hex colors it doesn't seem to respond to those.[/color]

67
Scrapper / Plasma Gal Electric/fire
« on: October 22, 2021, 08:10:53 pm »
I came up with this build and name back on live after my wp/elec tank was overkill. I figured I'd do well with even more damage, and due to bonuses AoE attacks can help get massive +damage.

the only problem is wp on a scrapper isn't as OP. so, I decided to go all-in and just make it mass damage.

Due to firey aura's list of AoE this quickly became the target. but no matter how I mess with it, the def and res numbers just wont go anywhere near what's necessary for a stand-alone style scrapper. if I remember correctly the def necessary to be stand-alone is 32% or greater. high res is ok, but def is necessary. this build does not do that.

this build was thus never a focus on live because it really is the kindof build where you either hit a mob and kill shortly after contact or you die. I was always unsure of whether the increase in AoE would be enough to make up for the drop in def and res. to be honest even upto L19 it has performed far better than expected.

It does have weaknesses, toxic, and holds/stun/mez/sleep etc. that and practically any debuff seems to hit it hard. however this may be resolved in the final build! (if impervious skin is available this build will be solid against effects.) Like most builds it's incredibly end-use heavy so pacing is necessary.

honestly once I get that solved this should be an amazing build. then again L19 is proving to be tough with this build

It is not easy to master, and takes a lot of work to use. not suggested for your first build. it probably wont win any awards.

I'll post the build as I complete it. (I'm doing the completionist thing just in case it proves to be better than I thought it'd be)

Electric Melee:
Havoc Punch - no slots but the default (a shame as it's more powerful than charged brawl and my wp/elec tank never got to use it)

Firey Aura:
Fire Shield - till L7 this gets all the slots till 6 slots, this is to provide max strength early on and functions as a proc mule later.

Blazing Aura - gets all the slots till L11 to 6 slots, This aura actually seems critical to early survival, so many toons I've made suffer from having to cast a powerful attack to get rid of that last needle of HP most enemies have after 2 hits, this aura solves that problem.


Electric Melee:
Jacob's ladder- cone -it's difficult to use, you really need to herd enemies on a corner select your target then jump to the other side of the mob and cast.
it gets no extra slots, yet.

the L13 slots go on inherent Health - you will need the regeneration! (I am kind-of considering adding in a few slots on Stamina as well, as Endurance seems to be a weak point with this build. though that may soon change, and is looking good in the final numbers after sets so for now I'm just grinning and bearing it.)

Build-up - DMG? yes. definitely. also this functions from experience as an early tohit buff, it's critical in order to dispose of problem enemies.
no slots on this yet.

Firey Aura:
Healing flames - this was a mistake. I assumed it was a toggle. I was counting on the toxic res it gives, but it ended up being critical to survival, popping it mid group with vahzilok works wonders, in other groups popping it below 25% HP is usually enough to herd or take out a problem enemy.

Temperature protection - really doesn't do much for me unless enemies are using fire. but it's good to have.

Electric Melee:
Thunder Strike - it begins! this second AoE seems to make this build fairly stable as a killing machine. it gets all the slots from level 15 up till it gets 6 slots, for max damage/accuracy.

Now Build-up gets a slot at L19

Fighting Pool:
Kick - kb/kd works wonders

tough - attempt to soft cap smashing/lethal res.

weave - you need the def.

Lv20:
Firey Aura:
Consume - it's an AoE attack. the fact it gives +end only makes it better. that makes 3 AoE on this and solves some of the end problems.

and thats as far as I got so far.

21: 2 slots Build-up - this is going to be the focus till it's six slotted at 24. I mean what good is all that AoE if you only hit 1 target or not at all? and whats a scrapper's damage without extra damage boosts?

22: Plasma Sheild - energy and negative res for when I need it. + Hold and Sleep Res (FINALLY.. I probably need it at 15 because thats when mobs start with holds)

23: 2 slots build-up - finally 6 slots, max tohit the power can give with normal enhancements = get


Electric Melee:
24:
Chain Induction - everything is starting to die before I can really use a lot of powers, end use is thus reduced. Really unexpected! timing this right when in a mob really helps deal the damage. timing consume right really refills End and often finishes the mob off or makes it so blazing aura can finish them off; Build-up, thunderstrike, then consume and chain induction (in any order) and the mob is ended by blazing aura.

68
General Suggestions and Feedback / Re: Gender Diversification
« on: October 20, 2021, 03:26:46 pm »
first; they are just polygons and textures, any resemblance to a real person is purely artificial. No character instance in CoX has any human rights, nor any rights period. You Own Your Characters (so long as they are not ripping off someone else's registered ownership of such a character. I.E. the NPC's are wholely owned by NCSoft/Cryptic Studios(in some cases)). No, they are not paid for their work.. I did tell you they have no human rights because they aren't real right? ok cool so when it comes to bashing or [Axe Melee. Beheader]+ing a "female" enemy of any type it's no different than a "male" or "huge" one. No it's not "too much to allow", Catgirl farms anyone?

second, I think the reasons there are not female members of certain enemy groups is entirely reliant on liklihood in the background of those groups.

In example:

Female Hellions are quickly offered as sacrifices in arcane rituals and turned into Girlfriend's From Hell. - so while we could maybe see some Female Hellions Initiates, they would likely have no attacks and just be being led to some altar somewhere. beating them up probably wouldn't be heroic, they need psychiatric therapy, and maybe a visit from M.A.G.I if anything. so it'd be more of a "there is a female member in the group, like the skull's girlfriend's who is just an NPC, but gets police TPed away when the mob is defeated."

- could make it that if there is no Hero intervention in that mob, or the mob is never defeated in that spawn cycle then the next spawn cycle will include a "Girlfriend from hell"

Female Outcasts- outcasts, let's put it bluntly, they are Super Jocks with, to be polite, kind of "Dick" attitudes and we are not talking "Tracey" here, they are often found making shady deals, harrassing eachother, shaking down random people for money with threats, or generally getting caught breaking into things. Unless they have a sports car and lots of cash, no girl would be caught dead with them, or maybe they secretly were caught dead by them. It's assumed some "Super Girls" may have wanted to join, were harrassed as "Super Candy" got butthurt and quickly found some other villain group to join, (probably the "knives of" brand)..

Female Freakshow - we have flambeaux she decided to join their ilk, but the whole implants and trading body parts of metal thing just wont go down with the ladies... if it weren't for the harassment I'd assume thats how female freakshow would look, kinda more like a goth female outcast with fishnet stockings.. maybe claws and some sort of armor with electric generating rods, but tasteful with electric decals.. probably tied up hair, or no armor so it doesn't get in the way of their hair. Keep in mind the freakshow are literally itching to fight and often fight amongst eachother for the fun of it. the first time a female freak got her arm lopped off, she'd probably, get shocked, quit, go to emergency and try to get it reattached and beg for a treatment to remove scars (probably ending up as a crey), and consider a career change. Men however.. I guess it's the testosterone. "you chopped off my arm, I'll implant a slasher in the stubb and chop off both of yours." style.

I could be wrong, but if I had to guess their reasons I would suspect these are fairly close.

69
General Suggestions and Feedback / Re: Environmental focus
« on: October 18, 2021, 04:12:54 pm »
I want to make a new zone Croatoa 2 - (the other side), that and I'd like to design some super monster animals, like Giant pidgeons, squirrels, seagulls, rats (the things you'd expect to find in a city), all the way to bears, aligators, snakes and crocodiles. and maybe some mythical beasts too (hence Croatoa 2).

i always say these things, but when it comes to me making models people are usually silent in response probably because of file format conversion issues, I mean there really aren't many programs which can convert to .geo or .pigg.

70
Live Bug Reporting / Atlas Park Map fading
« on: October 12, 2021, 03:22:11 pm »
So you know those warehouses that you have to fight arachnos around during the Aaron Thiery arc? well, after you finish that arc, from then on the game doesn't know what to instance or if to instance something special there. So when you approach the edges of the instanced arachnos controlled area all enemies such as clockwork, vahzilok or hellions disappear and auto-de-target until you leave the instance's buffer zone. Even auras will not harm said enemies in this buffer area. they also lose sight of you and go back to their spawn points.

It's a pain on kill missions (kill 15 clockwork "well I just got out of a warehouse here in atlas so.. ah damn they ran into THAT area after the first hit..")

I assume this will take a lot of work to fix without breaking the aaron thiery arc.. it should be as simple as adding some conditions onto the buffer zone "if player has mission from contact Aaron Thiery: trigger instancing. Else: pass. but CoH code probably has some other complexities.

71
why not have the player able to add weapons to any power's animation if they want and drag the firing point around or make it a child of any given bone of the armature the player drags it to?

the downside is I know exactly where Number Two is going to drag his water blaster's brown and green tinted water blast firing point.

(click to show/hide)

72
General Suggestions and Feedback / Re: Origin and AT Specific Temp Powers
« on: October 07, 2021, 04:10:33 pm »
This idea is largely being just thrown out here, as for specifics, I did not come up with any.

I would imagine AT specific temp (ATTP) would be akin to a Inherent Booster (adding some additional ability to your inherent power), where Origin specific temp powers (OTP) powers would expand options like Ancillary powers. (edit)

Both could add some combinations of armor or attacks, where ATTP options would be few and limited, and OTP would be a bit more diverse. And ATTP armor for example will differ in Damage type or buff based on origin, making Origin actually mean something more vivid in gameplay. (Edit 10/16 switich around to match previous edit.)

I'm also thinking travel powers. Like Mutant_flight, Magic_Flight etc.

The goal in cost and refueling would be that realistically a player COULD with careful consideration almost always refuel the power before it runs out so long as they play casually and often and use it moderately.

as for how many, these powers may have a high use cap. but players would only be able to get one of each respective ones which are suitable for their toons. As in a Magic Origin cannot craft a Science origin Temp Power Crafting condition Origin: Science - not met, same with ATTP, a Tanker cannot craft a Blaster Temp Power, Crafting condition Archetype: Blaster - Not met.

at least this is more specifics about what I intended, thanks for the good questions!

Also in the end this is all up to the devs, so Muon may have some more informed Ideas.

I would also propose that such Temp Power recipes may be [Red Recipes: Above orange below purple in rarity] simply because we have the possibility of a red conned recipe but they are not in use (there are none). if it is a drop, there may be a possibility that a toon can memorize these as well and get a badge or 2 for memorizing all of the valid ones for their Origin and AT respectively (as well as making it easier to recharge them).

73
Off-topic / Off topic thread #1
« on: October 06, 2021, 04:02:17 pm »
this thread is off topic....

and with that done I'm going to go make dinner now.

looks like food is warmed up stuff. a hoisin duck roll, some padron, mushroom and egg, and a bacon stirfry. and yoghurt and biscuits (Cookies; custard cream, bourbon cream, and fig rolls. and orange and chocolate chip (it's a british thing).) and an instant noodle spicy korean chicken flavour.

the whole chocolate orange flavour combination is historical to britain even though neither chocolate nor oranges are from the British isles.

--

11/1

I bought an ox cheek yesterday. I have never tried to cook something so tough before. tenderizing it seemed to do nothing. in the end I strifried it and wow it has this strong ox smell. like ox tail soup but x10. I also simmered it for a bit to try to release the tension. we will see what this monstrous beast tastes like.

I cooked it with extra hot chili powder, black soybeans, red sichuan peppercorns, salt, pepper garlic and ginger, with olive oil and sesame oil and light and dark soy sauce, a little spring onion. i stirfried the meat after tenderizing and slicing it in tiny bits. then while it was still a little undercooked removed it and began to cook some eggplant with the soy sauces. then when the eggplant was almost done, I readded the meat added water and let it simmer.

it tasted great and wasn't tough at all! definitely a distinctive flavor, definitely would suggest again. (though it's a lot of work)

74
General Suggestions and Feedback / Origin and AT Specific Temp Powers
« on: October 01, 2021, 07:16:32 pm »
We have Dual and Single Origin enhancements, as well as ATOs.

Why not Origin Specific Temp Powers?

Why not Archetype Specific Temp Powers?

They could even be pseudo-enhanced.

How would it work?

We have different types of salvage which can be classed as Magic (Arcane), Tech (Tech), Natural (Think, Iron, Gold, natural materials), Mutant (regenerating flesh, mutated genome etc.) and Science (Simple Chemical, Mathematic Formula, Scientific law etc.)

we could further classify them by effect:
Regen
Recovery
Smashing damage, lethal damage, Fire damage, Energy Damage, Psionic Damage etc.
Defense
Resist
Etc.

Then Let players "make recipes" by choosing components to fill the temp power's abilities

In Example:
PBAoE Damage:
Select an appropriate salvage to represent Damage type
Select an appropriate salvage to represent Form (what does it look like?)
Select an appropriate salvage to represent any Effect (Optional: Hold, Stun, Mez, Confuse, Immob, Sleep Etc.)
Select an appropriate salvage to represent Activation Type (Click, Auto, Toggle etc.)
Select an appropriate salvage to represent the Functionality (Think power sources and how those power sources are delivered)
Inf Crafting Cost (based on materials used and how likely it is to actually work)

Chance for failure.


Success = you are granted a Temp Power specific to your Origin and/or AT that has limited time or number of uses.

You can refill the timer and uses by feeding it inf and salvage at any crafting table. (Different from most normal Temp Powers which can only be crafted again once they run out)

And once at max uses Feeding it salvage and inf of one of the types used to craft it has a chance to enhance that aspect of the power. In example feeding it the salvage you denoted for damage type will have a chance to increase the damage output.

Best part?

The types of temp powers you can make will depend on your AT and Origin. so a tank making a blasting power might be possible but the accuracy and damage will be awful compared to if a ranged AT crafted a similar power.

Edit:  Crafting a power different than your AT allows or substantially different from whats in your powersets (type and damage type etc.), has a higher chance of failure to craft initially, and a high chance of failure to refill the uses/timer.

Origin of the power could determine if it has any possible "Super Effectiveness" against specific enemy groups or if a buff it could grant different origins special protection from a specific enemy group while boosting Same Origin ATs with some additional team bonus.


Edit:Consider AT Specific Temp Powers and Origin Specific Temp Powers as:

ATTP: After living with your Powers for a while, and after having suitable practice with inventions (Min level 15-20) you are able to make some informed ideas about what sorts of things you could craft to make Powers suitable to have some ability to shore up your weaknesses and bolden your strengths.

OTP: After studying a lot about how you got your powers and why they work, and after having suitable practice with inventions, you are able to make some informed opinions about how to expand your arsenal via crafting.

75
General / Re: MidsReborn Guardian
« on: September 19, 2021, 09:29:52 am »
bug, telling it to check for updates crashes it, renames the exe to exe.bak and when attempting to open it again it does nothing(even after removing the .bak extension).

Sorry about that. This version of mids is an outdated version. Clicking the button to check for updates won't work for it. It might eventually once I use a newer version that the Mids Reborn Team made, but no promises. I have to get the entire database fixed first and that alone is taking me a long time. Real life took up a lot of my free time that was supposed to be used for working on Mids.

It's fine, the work you do on it is great as is. I know the patch notes included guardian ATOs so I was updating in hopes mids had been updated to include these. But yeah take your time.

Pages: 1 ... 3 4 [5] 6 7 8