Djeannie

Caption Champ 4/30/10
  • Posts

    758
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  1. Quote:
    Originally Posted by Call Me Awesome View Post
    I'm afraid I can't get behind the design that if you don't have several controllers/dominators on the team you can't complete the TF. It seems that this change, even if the hold protection on the greens is reduced, means that either you bring plenty of holds or you don't bother starting the TF.

    Any TF that REQUIRES a specific power in order to complete is poorly designed. Hard is ok, but impossible without a specific team composition is inexcusable. I'd guess that MAYBE 8 blasters MIGHT be able to overpower the Green's heals and regen but little else could.

    I've no doubt that 8 Fire/Rad controllers could take it's lunch money but the majority of teams aren't on that level.
    yes if it's going to require specific powers then that tf should give them to you.
  2. Quote:
    Originally Posted by Tempus Fugitive View Post
    Geez guys. Ok the new fix is overboard. We get that. Even if Castle does want to fix it, you're not giving him a chance to reply. Give him a break. Is he perfect? No. Are any of us perfect?.... I didn't think so. Give him time. Issue 17 caused issues and they are quickly patching to fix them. I applaud the devs for this. I say good job devs and if the LGTF is undoable for the moment, try something else in the game. There are TONS of TF's and other things to do and see in this huge game we all still love.


    Just my two cents worth.
    There is exactly one other TF that is Co Op. SO tell me, how am I to go do a ton of other task forces with my friends when we play mixed hero/villain ATs? After the first ITF you're rewards on the same character are very reduced.
  3. Quote:
    Originally Posted by The_Coming_Storm View Post
    Is it not just possible to kill hami while the greens are healing him?
    ALL of the mitos are considered part of hammidon. Killing hami's central nucleus does not end the mission. ALL the mitos also must die.
  4. Quote:
    Originally Posted by thehallows View Post
    Yeah, well, I can complain back about the disadvantages that villains have. But excepting a few griefers, wouldn't that solution work to balance out a merged market?

    EDIT: You know, it just occurred to me. The incarnate system seems like a perfect opportunity to fix this. I assume we will get some new items for slotting up our incarnate levels. So all the devs need to do is put some valuable new recipes or salvage into content that is only available redside. Perhaps some SF that awards the valuable item, and that is the only way you can get it. Or perhaps there is only one enemy group that drops it and you have to go redside to find them.

    Then heroes will need what villains have to sell and players will also have good incentive to go redside at least for a while. If they implement this with the correct balance, this should make merged markets feasible and should also solve the problem of Rogue Isle becoming a ghost town.

    Again, I'm no economist, so correct me if I'm embarassingly wrong.
    This wouldn't work unless those contacts will only give missions to pure villains and not someone who is halfway across and can do villain content. The contact would also have to make sure that no one who was halfway was on the team either, otherwise they'll just get the drops vside and go use the blue market like they're forced to do when only halfway from hero to villain and thus give nothing back to the red side market.
  5. Quote:
    Originally Posted by Impish Kat View Post
    Djeannie, this is NOT a bug. It is WAI.
    I will not argue the point further unless someone else can show that it is not WAI.

    If you wish to discuss whether or not it is a flaw, take it to another thread.
    And I say you are wrong and it IS a bug. So we can just agree to disagree but if you're impartial you'll list it as a POSSIBLE bug.
  6. Quote:
    Originally Posted by Impish Kat View Post
    The only way this would be a bug is if the red star (who has all permissions) or other rank with edit capability is unable to change the bin permissions. Otherwise, it is WAI. Neither is it a flaw, it is set that way as a measure of security.

    I would rather have it confirmed by others if they are unable to change storage permissions with a toon that has edit capability, before I add this as a bug.
    How can it be a measure of security?

    • If they change lower permissions anyone of equal to their rank or higher can change them back.
    • They can't change higher permissions.
    • If they change the permission for their rank (not that they can, cause this is the bug) then someone of equal rank or higher could change it back.
    You of course need edit permissions on the base to access the bin permissions tab but that's easy enough for someone else to confirm. Can even copy to test and do so. If you'd like we can set up a time to meet on test and do this. I'll copy someone over with some inf and we can do the prestige to inf to get a room/base with storage.
  7. Quote:
    Originally Posted by Smurphy View Post


    1) I want colors as shown above
    2) I want to search within categories/within other searches
    3) I want an option to disable persistent bids.
    1. I want to be able to search for "For Sale OR Bidding" at the same time.
    2. I want the "other" categories back to the top or sorted into their own lists (Temporary Powers, Costume Recipes, Generic IO)
    3. I want All the stuff you listed too!
  8. IO Salvage:

    Ok that's more clear thank you. yes I agree that people value invention salvage more then they did base salvage as base salvage could only be used for bases and nothing else, so people are far less willing to donate it to the group.

    Bugs: SG Rank unable to change a perm:

    Yes I'm pretty sure this is a bug. If the rank has the permission to edit the base they could very easily delete the salvage bin if they wanted to. As to changing the permissions if they changed it to not be useable by their rank anyone of the same rank could just change it back and they can't change the higher up ranks. Not being able to use a bin you just placed is just silly and slows base editing down.


    Flaws: Trim: Thanks I've seen alot of people asking if there is a way to remove it outside of the kludge of sticking something against it to make it go away.

    Pathing/Hitbox/Collison Boxes: Perhaps move them to an unresolved section, though that NOTE is a great idea to add.


    Prestige Bug: Sorry i must have missed that one with placing an object and going into the negative when you're positive prestige.

    Chat Screen: Yeah I mentioned it just for completeness sake. Not sure how nice having it integrated in would be. Maybe a button [chat] that would bring it up so people wouldn't have to hit C and would see that it could be brought up.

    Useage: Thanks I've asked (no reply) and wondered about the near uselessness of that single teleport room with just one beacon and why we don't have the smaller med room. I should have had that cost part in the other section :/

    Anyway once again great work and I really do hope we get some devbucks spent on bases soon and not "soon" tm.
  9. Quote:
    Originally Posted by Nitra View Post
    Not sure how something like this goes down, if it's the devs saying ok, we are changing this period, and here you go... or do they talk to the people that have to use this and find out what is the best way to go about this... most likely not the latter....


    Not sure if things like this are talked about during beta testing... if not then maybe a steering committee might be the way to go, to better get a feel of how the populace with feel about certain direction the game is going towards sort of like a focus group if you may.... feedback is always a great tool
    Most of the forum goers in the closed beta test also stated that they did not like the current design for what it's worth. As mentioned above many suggestions were made and the devs did improve on what they had but they were going to go forward with this design regardless of what the beta testers said
  10. recipes or crafted?

    EDIT: was able to get in game they're recipes
  11. Your list here is pretty good and extensive, however there are a few things I'd like to respond to / point out that perhaps you can change in your list or at least be aware of and some things to add.

    SUPERGROUP Section

    Name Dropping NPC suggestion: I really don't want to have the game spammed with tons of supergroup names seeing as many of them are, well less then desirable to even hear. "Wow that group Poopy Pants Patriots just took out a longbow base"....yeahhh I so want to hear that ingame.

    BASE USAGE

    on Storage: This is most likely never going to change, though I'd like to see it upped to at least 50 if not 100 as the other storage items have 100.

    Back in beta you could store the maximum amount of invention salvage in a storage rack. Storage racks reported they could hold 999 items, but in reality they could hold 2500 items and the 999 number was just never changed. Storing that amount of salvage gave no reason to even sell salvage on the market. Why would someone sell something their supergroup mates may need? and with how bad the drop rate on salvage was in beta (and it was really bad) rares were very hard to get. The devs in response to this removed the ability to store salvage in a base at all.

    Later when the devs removed base salvage from the game (drop wise) they then converted the craftable base stuff over to invention salvage and had to allow storage of it in some quantity in base. Why they chose 30 I'm not sure.

    IO Salvage is seen as more valuable than Base Salvage. That relates to the following points: This point should be removed as there is no more base salvage being dropped in game and any character can hold an infinite amount of base salvage. If you still have base salvage convert it, sell it, store it on someone for old times sake.

    The only sub point i see that isn't moot in this area is the lack of information on what you're crafting. CoX has had a policy of keeping the players informed since the combat numbers were introduced and this should extend to crafted base items too.

    Storage logs have lost functionality when they were merged to only one log per base. This was mentioned in beta when the new permissions were added and was ignored. Good luck on getting this changed back to the way it was, which was far better then one mashed up list that we have now.

    Lack of a way to pool Recipe resources among a SG. This was another thing brought up during storage talks in beta and was shot down/ignored also. The devs do not want recipes being stored in a sg base and with the new e-mail attachment feature it may be seen as even less needed. I'd still personally like to see some sort of small storage for recipes even if it were something like only 10.
    Bugs: Some of the lesser ranks in a SG, when placing a storage table can not change the permissions related to their rank, so it becomes impossible for them to drop a storage item and then put items into it unless a higher rank enables the ability for them to do so. My personal experience is with the ringleader rank, though it may be with other ranks too.

    Flaws: Why do certain zones lack beacons: Cimerora, Midnighter's Club, Ouroboros, FBZ. Is there a reason PVP zones lack beacons?

    I'd guess most of those lack beacons for story reasons. Cimerora is back in time and attuned to the Midnighter's crystal as only way to get there, which was stolen from Ouroboros. Ouroboros is a displaced time citadel that you only gain access to once you've done some sort of time travel mission. FBZ...no idea . PvP zones I'd assume they'd have to make a "safe area" to port into otherwise you'll get zone in campers waiting to kill someone zoning in before they even finish loading the zone screen on their end, cause that's how many pvper's roll.

    Wishlist: (additions)

    Functional / non functional npc's I'd be happy to buy them from the base editor just like any other NPC, or even better use the AE interface to design them, give them a background story and a popup menu text when clicked on. I'd like to set non functional / functional NPC's to do the following:
    • Ones who just stands around. Perhaps cycles through emotes that are ticked off of a window with set variables like when clicked or approached.
    • Ones who paces around a room.
    • Ones who paces/wanders/patrols around a base. (maybe lay down some invisible tracks that only show in the base editor and cost nothing?)
    • Being able to set a group to patrol/wander around a base (using ae interface for group creation).
    • Ones who sit or lay down on furniture/items in the base. (place invisible marker and set marker with some sort of interact trigger. NPC then uses marker and follows the set interaction such as sit/lay)
    I want my base to feel alive and be just like any other part of the city with its evil/good minions/helpers. I'd also like access to the standard critters that are in AE also for the looks with the functional/non functional abilities above.

    BASE BUILDING

    Addition: Trim: Ability to set/remove trim in any room. Have a no trim option in the styles editor under the trim tabs.

    On Pathing/Hitboxes: Many architects feel unjustly constrained by Raid considerations if they're not using the base for raiding. Can the system be more flexible? Or if there are general limitations, raiding or not, could they be better expressed in terms that don't trigger phrases like "but I'm not raiding"

    Isn't this a moot point with the current lack of base raiding and the ability to place stuff in/over doorways we currently have?

    Base Building BUGS: (another one to add) Sometimes prestige totals are not calculated right in the editor. I dropped a storage bin (15k prestige) and had 88k left. I went to add some decorative items and prestige showed as -12k. I had to delete the storage bin (after emptying it, having filled it) for the prestige to reset to correct. Upon placing it a second time and refilling it, prestige totals for the base were correct and I was able to place my decorative items.


    Base Building FLAWS:

    Improve chat capability while in the base editor. It is possible to bring up the normal chat screen by hitting c when you're in the editor, then you can talk like normal to people. Perhaps having it show up as you enter the base editor would be better. You do need to move it up so that it's not over the selection tabs at the bottom.Base Things Not (entirely) On Your List: you have the cost segment in flaws so I'm placing all this stuff here.

    Useage:
    • Single teleport room still limited to only 1 beacon when it can only hold one teleporter. What is so overpowered about allowing a single teleporter to teleport to 2 destinations like every other teleport room ingame?
    • No 1x2 Medical Room. There should be a small 1x2 medical room costing 50k, similar to the teleport room and the workshop room, that will allow a single rez ring+1 storage item.
    • Costs for Base building functionality / progression has a crazy jump in cost and should be rebalaced for a smoother progression.
    Rebalanced Cost Suggestions:
    • Create a Supergroup and gain a prestige grant of 200,000 (enough for oversite + room or two w/item and decoration.
    • Jump from oversite center reduced. You go from 75k (oversite room + combo unit) to needing 375k (450k - selling the oversite+combo) as it is now.
      • Upgraded combo unit (can only have 1 combo unit of any type) Cost 75k ~ 200 energy, 125 control.
      • Add in Greater Magic Axis/Large Mainframe. cost 125k consume 100 energy gives 200 control
      • Change Magic Axis/Mainframe. to consume 50 energy, give 100 control
        Add in Simple Generator/Small Power Crystal. cost 125k gives 500 energy & 2 aux connections.
    That's really it. I think that you've done a Fantastic job of compiling all sorts of base threads into one big segmented list and I really do hope that the Developers pay attention and do something positive about these concerns / wants from the base building community. It's about time we got some base issues resolved
  12. Wouldn't that be quite the way to join the ebil billionaires club :P one sale of a rare salvage
  13. Quote:
    Originally Posted by Enots View Post
    Frankly you don't. I have sold 4 of these now, excluding the one I sold to a sg mate (at a very low profit) the three other times it has gone to my buy-it-now price.

    I work on the honor system in that, if I screw you and you or someone else finds out, other people won't do business with me. I'd much rather be able to have a good reputation and do business with anyone, than get a few extra hundred million out of someone. That is how most over the inf cap business works. I also have two accounts for smaller transfers, in this case it won't matter much.

    I haven't investegated the email system much and don't trust myself with it quite yet, but if there is a safer way for both parties to get their goods, I would have no problem using it.

    Edit: I have also given collateral in the form of expensive IO's, not so many that I would be at a loss if someone ran off with them, but enough to make the other trading partner feel a bit more secure.
    Fair enough. Thank you for the answers.

    I have currently found the e-mail system to be buggy. If globals go down while you're e-mailing something or while it is stored, you can lose the item. Moreso if you are e-mailing it compared to storing it. I've lost 5 wings that I had mailed to myself, they were in my e-mail window as having been delivered and then globals crashed a short time later and they are all now gone. Still waiting for CS to fix the problem and I know someone who had a couple purples eaten.

    If you do mail something I'd make sure globals were up and that you then immediately log to a character to retrieve the item and perhaps take an ingame screenshot with the UI up to show that it was in your inbox just in case it gets lost and you have to go talk to CS.
  14. Curiosity Strikes...

    You're attempting to sell something with a bid starting 500 mil over the max a single character can hold. I assume you won't transfer the IO until you have been paid in full.

    You're doing an auction without the AH. How can anyone trust you not to just keep saying "you've been outbid". You could start a chat channel but again who can trust you to not have planted people there to boost your bidding?

    You: "Bidding starts at 2.5bil",
    Bidder 1: "2.5 bil"
    Bidder 2: "2.55 bil"
    Plant 1: "2.7 bil"
    Bidder 1: "2.72 bil"
    Bidder 2: "2.725 bil"
    Bidder 3: "2.73 bil"
    Bidder 1: "2.734 bil"
    Plant 1: "2.92 bil"
    Bidder 2: "2.925 bil"

    Curiosity Strikes and I'm curious about the answers to these questions.
  15. Decorative Items is far too limiting of a topic. This should have been Base Overhaul/Additions We'd Like To See. Seeing as there isn't a good sticky for that I'll be putting my wishlist here.

    Functional / non functional npc's I'd be happy to buy them from the base editor just like any other NPC, or even better use the AE interface to design them, give them a background story and a popup menu text when clicked on.
    • Tailor
    • Fateweaver type
    • Store to sell to
    • Store to buy Insp from
    • Trainer for leveling / Respeccing
    • Market
    • AE Employee
    • PvP arena interface npc & arena match item.

    Non Functional ones I'd love be able to create using the AE interface. With abilities.
    • One who just stands around. Perhaps cycles through emotes that are ticked off of a window with set variables like when clicked or approached.
    • One who paces around a room.
    • One who paces/wanders/patrols around a base.
    • Being able to set a group to patrol/wander around a base (using ae interface for group creation).
    • Ones who sit or lay down on furniture/items in the base. (place invisible marker and set marker with some sort of interact trigger. NPC then uses marker and follows the set interaction such as sit/lay)

    I want my base to feel alive and be just like any other part of the city with its evil/good minions/helpers. I'd also like access to the standard critters that are in AE also for the looks with the functional/non functional abilities above.

    REALLY give bases a kick up!

    As for functionality on a non npc basis I'd like to see the huge gap between start up base and power/control reduced to be reasonable for the very small supergroup or solo player. Something like...

    • Create a Supergroup and gain a prestige grant of 200,000 (enough for oversite + room or two w/item and decoration.
    • Jump from oversite center reduced. You go from 75k (oversite room + combo unit) to needing 375k (450k - selling the oversite+combo) as it is now.
      • Upgraded combo unit (can only have 1 combo unit of any type) Cost 75k ~ 200 energy, 125 control.
      • Add in Greater Magic Axis/Large Mainframe. cost 125k consume 100 energy gives 200 control
      • Change Magic Axis/Mainframe. to consume 50 energy, give 100 control
        Add in Simple Generator/Small Power Crystal. cost 125k gives 500 energy & 2 aux connections.


    Small base upgrade would then be:
    1. oversite center + combo unit = 75k (125 energy, 75 control)
    2. oversite center + upgraded combo unit = 125k (200 energy, 125 control)
    3. control room + magic axis + energy room + simple energy generator (sell oversite & upgraded combo unit) = 250k (500 energy, 100 control)
    4. control room + greater magic axis + energy room + simple generator = 375k (500 energy, 200 control)
    5. control room + greater magic axis + energy room + generator = 450k (1000 energy, 200 control), then on to super computers for 500 control.
    This is a much more even step up for any supergroup instead of the gigantic gap there currently is.

    Side Note:
    Add 1 more beacon to the single teleporter. One teleportation destination is silly as the room can only hold one teleporter. This too is a huge jump from 1 destination to 4 with a greater cost increase.

    Base Editing Tools:
    • Really REALLY need an xyz axis movement tool from small increments to large along with a rotational tool to rotate at angles/degrees.
    • Better organized categories in an easier way to access like a drop down list that changes the tab, or master tabs with a set of sub tabs.


    Fluff Items:


    Water:
    • Placeable water that spashes when you enter it. Different sizes. 1/4 a square, half a square, 1 square, 2x1 square, 2x2 square.
    • Waterfalls, water spouts & fountains.
    • Water you can swim in.
    • Water textures for walls/floors/celings
    Earth:
    • Cave textures for room walls/floors/celing
    • Cave placeables for rooms. rocky corners, stalactites, stalagmites, columns, pools/pits, rocks flat/round. all the above with and without crystals in them.
    • Moss/vines hanging & draped.
    Nature & Outdoors:
    • Outside textures for walls/floors/celings (grass, sky, sky w/clouds, forest, light forest with sky behind, grassy hills with sky behind...think panorama).
    • Placeable trees/grass/bushes not in planters.
    • Placeable fire (small, med, large area) & lava flows
    • Placeable Clouds/Fog
    • More dirt patches, semi grassy and not.
    • Farm placeables from croatoa, equipment and hay stacks/bales.
    • Graveyard stuff. Tombstones, crypts, corpses, skeletons upright and lying down, open graves, fresh packed grave dirt mounds, etc..
    City:
    • All sorts of Placeables like cars, wrecked cars, trucks, wrecked trucks, boats, wrecked boats, mail boxes, telephone booths, bus stops, newspaper boxes (think destructable mayhem objects), streetlamps
    • City textures like smoggy sky, city scapes, paved streets, parking lots, sidewalks (like on half a square placeable)
    Indoors:
    • Office Textures for walls/floors/ceilings
    • Office placeables from existing maps (copy machines, more desks/chairs)
    • Placeable floor segments in different sizes. 1/4 a square, half a square, 1 square, 2x1 square, 2x2 square with floor textures such as carpet(s), wood, marble, tile for making multiple story rooms.
    • Stair cases that are equal to current stair height combined. 2 stair, 3, 4, 5, 6. Spiral staircase.
    • Various Beds, dressers, fireplaces, toilets, showers, sinks, stoves, washing machines/dryers, tubs (empty and with water), hot tubs (empty & with water), ironing boards, couches, hammocks.
    • All the dressings in the small maps like the chum bucket, speakeasy, joe's garage. Stuff like the lifts the cars are on, the tool boxes, the hanging fish, cannons, wall mounted fish/nets, tiki masks, tiki themed items, like bars, stools (taken from pocket d tiki room) slot machines, pool table.
    • Throw rugs from the carnie warehouse, hanging mask from carnie warehouse.
    • Witches cauldron & dressings from KHTF mission 2 or 3. Brooms, shrooms, alchemical tables etc...
    • Sci fi Tubes and stuff from the new clone mission & arachnos labs.
    Particle / Effects:
    • Mentioned fog & fire above.
    • Various lights. focused and dispersed with no fixtures attached and various intensities. Colorable.
    • Beams of light/energy, colorable.
    • sound placeables from ingame sounds with loudness/intensity settings.
  16. Quote:
    Originally Posted by Turbo_Starr View Post
    It’s obvious we all share strong opinions on what should be done and what is/isn’t possible. We can’t fault anyone for making another post about it, another list or another attempt to be heard. I admire your passion AA and agree that we should push the envelope.

    Who knows what is possible if we are persistent. From my discussions, the devs are following this closely.
    They need to do more then "Follow It". They need to speak up and let us know what is and isn't possible and what sort of time frame they're talking about.

    • Just how low are bases on the priority list?
    • Just what is possible / not possible with the stuff on our wishlists? (Functional/non functional items)
    • What issue are they talking about giving us another bone or a full overhaul? Issue 20? 40? 230?
    • How many devbucks (Dev Time) is/can be allocated to bases?
    EDIT:

    Stacker brings up an interesting point on "functional items" detracting from the other areas of the game.

    My response is that people rarely, if ever, interact there as it is. They run into the AH, list their stuff and leave. They run into the Tailor, modify their costume (won't be chatting with that full screen up) then leave. Same for training/resetting your difficulty/Creating AE arcs, So adding functional npc's isn't about to detract from the game. Non functional npcs in bases will give them more life and it actually might attract sg members to actually spend time in the bases
  17. Quote:
    Originally Posted by Aura_Familia View Post
    Which is why they should fill it up with items to get a real test going, the next time they do want to test the market.

    They've done it before in a past closed betas.
    and yet i was able to buy all the salvage i needed on test to generic io out a few DS/? builds for testing. I bought stacks with no issue whatsoever in storing them or retrieving them on test.
  18. Quote:
    Originally Posted by Capa_Devans View Post
    The market being down was bad enough; especially as it seems these were problems which were reported in closed beta. But now we have no globals either?

    Admittedly I've only been playing 21 months but the pre-release quality control seems to get worse every issue.

    To mess up this badly is absolutely shoddy but to do it when it should be a flagship 6th anniversary release is just unexcusable.

    Why pay people to do a quality control function when they clearly aren't doing their jobs. Fire them and hire new people, please. In this economic climate, it shouldn't be difficult to find people better than the ones you have.

    It's such a shame that so much effort goes into concepts and then coding and it is all just let down by the quality checking. It's like finding your favourite supercar, looks georgeous, has all the toys you could want but someone put in an engine from a Model T ford. One which doesn't work.


    EDIT
    Oh yes, and what happened to the promised "fix" to AE so that arcs with items to be destroyed or captives to be rescued (not fight/buff) were not penalized? Promised here for i17 or just after. Well that's now. So how much longer do we have to wait? Or wasn't this ever a promise that was going to be kept?
    I am not one to excuse shoddy work but I have seen the following scenario in action...Marketing/Division Head says "we don't care if it's buggy, release it now" and programming has to release it. It is possible that QC was doing its job and reported everything only to have a higher up say tough fix it later and release it now for the 6th anniversary.

    EDIT: On your second point they said in i17 or soon after. Hasn't really been soon after yet
  19. Quote:
    Originally Posted by LygerZero View Post
    PM Bids. lvl 50, and if it's NOT on pinnacle, then we're both gonna have to be online for the transaction over gleemail.

    Serious offers only, and some trust is obviously gonna have to be involved for both parties. Work in the AM, I'll check tomorrow and we can trade on sunday when I'm off.

    Thanks

    ~LZ
    Trust? why?

    Find buyer. Make toon on buyer's server (red or blue), E-mail item to new toon/self via global. Trade with buyer. Less your selling for more then 2 bil.
  20. [QUOTE=TheMightyObs;2827461]
    Quote:
    Originally Posted by macskull View Post
    Err... the green mitos we encountered during the LGTF were healing Hami quite capably. Eventually we ended up completing it by powering through their heals to defeat Hami and then killed the greens individually, but that added a significant amount of time to our run compared to how the mission should be working.


    I just finished the LGTF the same way. Blues/yellows, then hami, then greens. The greens are impossible to kill with hami up, even despite astounding debuffs. My team killed hamidon within a span of seconds lasting in the single digits.
    On the attempt I mentioned earlier we too killed hamidon and the only green we were able to kill was one that was on the ground in melee range and we still had to break out temp pets to do it. This is a group that has been doing this mission for months without a problem and we were all on the characters we usually play.

    Quote:
    Originally Posted by Kallandra View Post
    This is also happening on Union server, so i presume it will be all of them. On entering Cimerora through the Midnighter Club the floor has been lowered so the character gets stuck up to their knees in the floor. Teleporting doesn't work, nor does /stuck. So basically, unless you've already got a mission in the zone and can use the mission teleporter the zone is now out of bounds.
    This is happening all over the place. Sometimes if you wiggle around back and forth real fast or try to run in circles it'll pop you out of the crystal/floor. Same with getting your head stuck in the crystal in the club itself when exiting cimerora.

    Also it seems that many zones were shifted slightly. The base portals are now buried slightly in the ground. You can tell because the particle effect that is normally dark at the base is now just the ground color. Cap and PO are 2 culprits.
  21. Quote:
    Originally Posted by Lightslinger View Post
    Thought I would semi-hijack this thread rather than start yet another costume thread.

    Any chance of making some Arachnos parts available across all costume slots? I know a lot of the parts do not fit with the current regular character models and would not be able to port (probably the gloves since they have fingers, the chest details with elaborate back pieces and so on).

    However, maybe we could get some pieces, such as:
    -Arachnos Helmets: Just like the Vet Reward options, but VEATs can customize the colors.
    -Arachnos Bracers: Just like the gloves the regular Soldiers get, but they would be mounted on our standard giant mitten hands.
    -Arachnos Chest Details: Similar to the chest details available now, but without the back pieces that are normally attached.
    -Arachnos Belt: Seems simple enough.
    -Arachnos Boots: Those soldiers have some really, really nifty boots! It's a shame we only get to use them on our first costume, would love to see some of these ported over.

    I realize this is a pipe dream and we will never have the ability to mix and match all the Arachnos uniform pieces on our other slots, but just the ability to use a few pieces would be awesome. Thanks!
    The answer is...No!..sadly.

    I asked about this in closed beta when veats were first introduced. I went into demo edit mode and compiled quite a few screenshots to show what parts would clip / not clip with many other costume parts in an attempt to get these added to the normal costume slots for us to use. The idea was shot down with basically "veat costumes are for the veat slot only". So it is highly unlikely that this will ever happen.

    IF you want to see some of the screenshots just let me know and I'll link them here.
  22. Quote:
    Originally Posted by theOcho View Post
    And a big Congrats to Djeannie with her win this week!
    Thanks! ^_^ Just waiting for Mod8 to send me the code or whatever needs to be done
  23. More Info:

    1. I removed all costumes but the widow veat ones from the directory.
    2. I then saved off a male costume (female character) and added all other costumes back to the directory.
    3. I then looked for the male costume on the list as a male character and it was not there.
    4. I then removed all the costumes but the widow ones again and looked on the male character finding the costume.
    5. I loaded the costume successfully and saved it off again.
    6. I then compared the files and the only difference was the lack of widow claw entries on the male costume, which of course male widows do have, though this was not a male widow.
    7. I then added all costumes back in again and was able to see the saved off costume IF it's name was higher in the alphabet then the widow's saved costumes.
    8. If it was lower then it pushed a widows costume from offscreen/inaccessible to being accessible.
    9. I then duplicated the ok costume 7 more times and renamed them so they were at the bottom of the costume list, just behind my VEAT widow.
    10. I then went in and the widow costumes now show up on the list and you can just barely see about 1/3 of the first duplicated costume that I copied.
    It seems to me something in the way the tailor is handling widows is messed up with loading the list, but that's just a stab in the dark.

    I have 6 total costumes for that VEAT widow. It takes 8 duplicated costumes at the end of the list to push all 6 up to visible. 7 duplicated costume files and the last veat costume only shows half of it's name.

    The number of normal costumes below the VEAT ones seems to fluctuate with how many costume files are loaded above the VEAT. I added in 21 more costumes and lost the last veat one from the list. Making 1 more duplicate of the duplicated costume pushes that lost veat costume back onto the list with the 21 still added.

    I duplicated the duplicate file, now named ZZZ001 for a total of 19x. I added in enough costume files to reach a total of 202, including those 19. They now push the veat costume onto the tailor list screen along with about 10 of the 19. The more costumes I add the more duplicates slowly get pushed off the tailor's list of available costumes.

    Very weird.
  24. I have 116 costume files saved in my directory and for some reason my last 7 costumes will not show up on the tailor's load costume list. If I move some costumes out they will show but it's random as to how many I need to remove to get this to happen.

    Is anyone else experiencing problems like this? Could one of my costume files be somewhat bugged and is causing issues with the tailors loaded list?

    it's not an alphabetical problem as I just named one aarrghh and it didn't show yet is in the costume file directory. These are all on a VEAT Widow and I think it has to do with that AT itself. None of her outfits are showing up unless I remove a bunch of saved outfits from the directory.