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Messages - GeneralIdiot

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So this particular bug happened to come up in conversation between me and a friend and I realised it's approaching two years since I reported it. And I'm just wondering, did it prove to be harder to fix than anticipated or has it slipped between the cracks somewhere and been forgotten about? Because it's still there ingame, I just checked to be sure.

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I don't want them combined, that'd just lead to a lot of people being mad. But I do wish the various teams were more friendly toward each other and willing to share resources. Cause I'd love to see stuff like the integrated tights and glowing costumes from here or the mastermind customisation from Thunderspy over on Homecoming, and I'd love to see the things they've made like the Aeon strikeforce and new power sets and such on Rebirth. But that'll never happen cause even if the incompatible code bases could be worked past, there's just too much animosity between the different teams.

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EDIT: Just want to add that Gravity Well has a similar problem to Gravitic Emanation. Using it in human form locks you out of Dwarf Smite for the 20s cooldown. Not the end of the world for IO builds, but not great for SO builds.

Incandescent Strike on Peacebringer has the same issue. I kinda feel like a lot of this revamp has been designed with the assumption of a certain amount of recharge slotted which most people might not have on SOs alone. Which is only going to further exacerbate the power difference between a Kheldian on SOs and one on IOs, and it was already bigger than it should be relative to some other archetypes. If nothing else it makes using those powers kind of annoying at early levels when you might not have the slots to spare for some recharge.

Also a more nitpicky thing - White Dwarf has the same spelling mistake I pointed out before on Bright Nova, and a couple others besides. That and the last sentence of the description about being limited to melee attacks only is straight up false as Dwarf now has access to two ranged powers too. That whole description could honestly use some proofreading.

Also when playing at 20-22 I had a lot of the same feeling I typically get trying to play triform before - too many powers, not enough slots. That'll even out with more levels but right when you get Dwarf it hits real hard only have enough for two or three slots in all the powers you want more like five or six in. And it's still not as bad as having a million extra shapeshift powers on live I suppose.

When shapeshifted the three human form shield toggles are, with one +3 endredux SO in them, costing 0.19/s and granting 0.16/s. Before I put the SO in they were 0.26/s cost and 0.22/s refund. Good that it scales with the enhancement now but the scaling might need looked at if it's supposed to equal the cost because it's not doing that.

Also I know mez protection on Kheldians is a huge can of worms and not the point of this revamp but a lot of the time after getting Dwarf I'm basically locked in that form because of stray mez powers that start popping up on almost every mob in the 20s. And I still think Kheldians need to have the same mag 2 mez protection Arachnos Soldiers get in their first level passive power, just so any random mez doesn't completely disable two out of three forms but at the same time it's still low enough that the stronger protection in Dwarf form doesn't become redundant. For Peacebringers maybe remove it from Light Form if (and only if, please) it's added to the passive.

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Paradoxically the ease of shapeshifting means I'm spending less time in the forms.  The way I used to play my Warshade I would only be human form in combat long enough to drop a Mire or Eclipse before shapeshifting.  Now human form feels like something I can actually spend time in.

This is something I noticed too, even playing at low level with only Nova. When actively using human form for more than just refreshing a buff doesn't require a ten second break to reactivate toggles I end up using it a lot more.

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Small bug? during character creation, the old shapeshift powers still appear in the power lists. Nova form powers in the primary and dwarf form in the secondary. These do not appear in the list for either set once ingame however in the respec screen they again show up in the lists but cannot be selected.

A minor text error on Bright Nova, it says "Additionally, 2 ranged attacks will be granted to your human and Nova form arsonals, Proton Scatter immediatley and Luminous Detonation at level 12." That word is spelled wrong, it should be 'arsenals'.

Shining Shield suppresses correctly as far as I can tell, though the implementation is a little odd to me - it keeps its endurance cost while suppressed but grants a recovery buff when in Nova form equivalent to slightly less than its base endurance cost. I assume actually making it cost no endurance directly when shapeshifted is one of those CoH spaghetti code things that's not at all as simple as it sounds and this is the next best and much more doable solution. Does result in it still costing a small amount of endurance until you get to higher levels and have an SO or IO endurance reduction in it, at which point it may actually result in a very small net positive endurance gain.

Luminous Detonation appears as a selectable power until I reach the level at which it's automatically granted, at which point it's given to me without even needing to train up. I assume this is working as intended. When training to 12 it shows as already taken, as it should.

A question relating to that - Is it possible to make it such that you can still take Proton Scatter and/or Luminous Detonation as standalone powers if you don't take Nova Form? Human only Kheldian builds are a thing some people do and I'd hate to see them killed off by powers they formerly had being made exclusive to taking the forms. Sure you can take them and just never use them but taking powers you intend to never use always feels wrong to me.

Enhancements placed in human form powers appear to be correctly transferring through to nova form equivalents, at least with Gleaming Blast which was the one I specifically tested but I assume if one works they likely all do.

Noticed in testing the above that in the combat log the Nova version of Glinting Eye is just 'Nova Glinting Eye' while all the original powers use their existing names. Glinting Eye should probably refer to itself as 'Bright Nova Glinting Eye' or maybe just 'Bright Nova Eye' while in Nova form for consistency.

Probably unrelated to this revamp but Inner Light amusingly refers to itself twice in the combat log by producing the following message:
"You tap into your inner light with your Inner Light and are more accurate and more deadly for a short while."
Could probably be reduced to just one mention of the power name.


More anecdotally, the goal of making slotting simpler? Mission accomplished. And the buffs to the early ranged attacks make it feel a little more powerful though personally I would maybe have upped Gleaming Blast to 10 second recharge and increased damage accordingly to give the archetype a proper T1/T2/T3 progression of attacks like other powersets have. 2/6/10 second recharges for the first three single target blasts matches what Archery has, for example.

That said, I have a feeling the same thing I typically experience with Kheldians before is still going to be there - they feel incomplete and underpowered until the moment I have enough IOed recharge for perma Light Form, or Eclipse on Warshades. The power gap that exists between a Kheldian on SOs and a Kheldian on IOs is way more noticable than for some other archetypes and I don't see this revamp changing that at all. Not that it was meant to either from what I can see but it's perhaps something to consider while you're looking at Kheldians in general. Game's not balanced around IOs, I know, but sometimes I think it does need to be balanced with some consideration toward them.

Anyway, wishful thinking aside I'll get to testing the higher level stuff later when it's not 2am and I'm less tired.

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An update because I noticed a similar issue affecting the seam between bottoms and boots, though this one is slightly different and I'm guessing it's due to the boots still using legacy textures while the bottoms are using the updated ones.

 
RebirthBug2.png


On the left, the legacy bottoms with skin as they appear on Homecoming or when using the legacy pieces here. In the middle, the current bottoms with skin on Rebirth. On the right, current tights on Rebirth. I didn't exhaustively test every costume piece but I can confirm it definitely applies to skin, tights, tights sleek and the several bodysuit styles. Thus I assume it likely affects every costume set where the bottoms have been updated with new asymmetrical textures but the matching boots are still using legacy textures.

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As requested in the aforementioned conversation on Discord I took a look through all the bottoms with skin patterns and your theory of it being related to using the tights under skirts model instead of the normal tights one would appear to be correct as it's every pattern that uses that model that appears with the visible seam.

These are, for reference:
Bikini 2
Bikini 3
Angelic
Angelic Plus
Assassin
Athletic Shorts
Baroque
Blast
Disco
Hacker
Heart
Hearts Plus
Holes
Shorts 1
Shorts 1 + Tights
Shorts 2
Shorts 2 + Tights
Shorts 3
Shorts 3 + Tights
Straps 2

Note that these same patterns don't display the same seam when applied over tights (where they all use the normal tights model rather than being different) but only when used as bottoms with skin. The actual texture used for the pattern is the same file either way (I tested this myself by dropping a modified file over one of them and seeing if it showed up in both places which it did.) Thus I can only assume there's some workaround applied on the original legacy versions to make them appear correct on the tights under skirt model, though whether locating and redoing that would be less work than actually fixing it properly is as debatable as anything involving this game's code.

Interestingly, you speculated at first on Discord that it could be the white levels in the relevent textures being off. That doesn't appear to be the actual problem but I extracted a couple of them from the Rebirth piggs myself to see and they actually are slightly off, they have a faint greenish tint to the white parts that doesn't seem to actually cause any problems but it's there. Note that's not unique to the ones experiencing the bug with the visible seam, it appears to be all of them including the few chest textures I looked at.
RebirthTextures.png

New texture on the right, legacy on the left. Not sure if that's a problem worth the effort to fix but still.

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So I was playing around with some costumes and noticed this jarringly visible seam between the chest and hips that appears when using some bottoms with skin costume parts on female characters.

 
RebirthBug.png


Notice on the left the skin is unbroken, there might be a seam there if you look closely but it's pretty minor. On the right, there's a distinct line where the shading is different between top and bottom. In my own experimentation with it this seems to be affecting only certain costume parts, those being the ones that use the different geometry with the thighs sunk slightly back. Never understood why those are different but they are. Bikini 3, Angelic, Disco, and a few others.

Notably this bug does not happen with the legacy version of the same costume parts currently accessible in the costume creator if you use the presets, thus I assume it's likely something introduced with the redone versions for asymmetrical costumes - my guess would be the texturing for those is generic across all costume parts and not taking into account that some have different geometry that results in the same texture rendering slightly differently but that's only a guess.

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