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While I have my own issues with the league interface (it is poorly designed and full of bad formatting and even worse labelling), remember this is the first day most people are seeing it.
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Actually it isn't 1,275, more like 1,235ish with vet rewards/passport/bughunter.
You can go to Praetoria via Pocket D, behind the blueside ramp there is a portal leading to Studio 55 (only if you have Going Rogue). If you open your mini-map, enable "lounge" option to see the portal on the minimap.
There are likely a ton of explore badges you are missing, and those will likely get you to 1,100 or higher (There are nearly 400 explore badges in Paragon/Isles/Praetoria combined). -
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Introduction
Thanks to all for helping to find these badges.
Quote:Section 1: Incarnate system.Patch notes:- Badges of the following types are present in each trial:
- One badge for completion of the event, awarded at the first successful completion.
- Four achievement badges for unique challenges within each event. The first successful completion of a badge will award a random Uncommon component and an Astral Merit. Each successive completion will award an Astral Merit.
- One mastery badge for acquiring the completion badge and all four achievement badges. The first successful mastery completion will award a random Rare component.
Section 2: Trial Badges.
Section 2a: Behavioral Adjustment Facility (BAF) Trial Badges.
Section 2b: Lambda Trial Badges.
Section 3: New Task/Strike Force Badges.
Section 4: Badge fixes.
Section 1: New Incarnate System badges.
Judgement Unlocked - Unlock the Judgement ability.
"You unlocked your Judgement Incarnate slot allowing you to create powerful new abilities that can be slotted there."
Destiny Unlocked - Unlock the Destiny ability.
"You unlocked your Destiny Incarnate slot allowing you to create powerful new abilities that can be slotted there."
Interface Unlocked - Unlock the Interface ability.
"You unlocked your Interface Incarnate slot allowing you to create powerful new abilities that can be slotted there."
Lore Unlocked - Unlock the Lore ability.
"You unlocked your Lore Incarnate slot allowing you to create powerful new abilities that can be slotted there."
Section 2: Trial Badges.
Section 2a: B. A. F. Trial Badges.
Accolade - Master of the B.A.F. - achieve the following special achievements during the Behavioral Adjustment Facility Incarnate Trial: Not On My Watch, Alarm Raiser, Gotta Keep 'Em Separated, and Strong and Pretty.
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Behavior Adjuster - Complete BAF.
"You have completed the Incarnate Trial: Behavioral Adjustment Facility."
Not On My Watch - Allow no Mindwashed Prisoners to escape during a Behavioral Adjustment Facility Incarnate Trial.
"Not a single Mindwashed Resistance member was allowed to escape the Behavioral Adjustment Facility on your watch."
Alarm Raiser - Never disable a Guard Tower using the controls at its base during a Behavioral Adjustment Facility Incarnate Trial.
"Whether by chutzpah or ignorance, you managed to assault the Behavioral Adjustment Facility without ever disabling a single one of their guard towers."
Gotta Keep 'Em Separated - Defeat Siege & Nightstar without moving them from their initial locations during a Behavioral Adjustment Facility Incarnate Trial.
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Strong and Pretty - Defeat Siege & Nightstar while none of their reinforcements are alive during a Behavioral Adjustment Facility Incarnate Trial.
""
Section 2b: Lambda Trial Badges.
Accolade - Master of Lambda Sector - achieve the following special achievements during the Lambda Sector Incarnate Trial: Antacid, Lambda Looter, Synchronized, and Well-Stocked.
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Lambda Leader - Complete the Lambda Trial.
"You have completed the Incarnate Trial: Lambda Sector."
Syncronized - Destroy a Weapons Cache and an Incubation Pod within 2 seconds of each other during the Lambda Sector Incarnate Trial.
"You proved masterful coordination during a raid on Lambda Sector by your league destroying two separate objectives simultaneously."
Well-Stocked * - Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades and 10 Molecular Acids but using none of them.
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Antacid * - Complete the Lambda Sector Incarnate Trial having acquired 10 Molecular Acids but using none of them.
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Lambda Looter * - Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades but using none of them.
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* Guessing for Antacid, Lambda Looter, and Well-Stocked.
Section 3: New Task/Strike Force Badges.
Land, Sea & Air - Complete Admiral Sutter Task Force.
"You shut down the alliance between the Sky Raiders and the Praetorian Imperial Defense Force, halting an assault on Skyway City in the process."
Promethean - Complete Mortimer Kal Strike Force
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- All 6 respec badges can be earned, but only 3 actual respecs can be earned by the trials.
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Quote:May I make a suggestion?It's still going to take a long time to do the 80 or so missions required to get the badges and I feel a bit justified for resenting the fact that I've already done tons trying to get the badge thinking it was just bugged. If I'd known, maybe I could have done things differently

- Get a friend/2nd account with a lower level character (40-45 would be best as Founders Falls safeguard has all the side missions, but really anything from level 5 on will do).
- Do the lower character's required number of radio missions.
- Have them pick up the safeguard.
- You enter the mission, but they stay outside.
- You leave the team after you've zoned in.
- You head to the bank, ignoring the mobs in the bank lobby.
- You defeat group trying to break into vault. This stops timer.
- You do all the side missions.
- You continue to ignore all mobs in the bank.
- You exit the safeguard and rejoin other character.
- Safeguard owner resets mission, go back to step 4 as often as needed to get credit for all the badges.
- If you've used a character lower than 40, you may need to go back to step 2 to see if you can get the "right" side missions.
- Help the other character by completing the safeguard on the team with them in the map.
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It was in the last Badge Issues thread. Hard to believe that was two years ago (May 8, 2009, just in time for Issue 15):
Quote:General design issues:
* Click credit badges are not team friendly. It gives credit only to the person clicking the object. The only exceptions are the Pillbox badges (Time Machinist, et al.) At best, this is frustrating, at worst, it's griefable.
The unfriendly click badges are:
- Toy Collector
- Firebug (note: this one is particularly annoying since all other Mayhem-related benefits - badge and otherwise - are shared on a team. Doing a Mayhem once per teammate just to spread around badge credit is not very popular or practical. Also, like Escorts, the ambushes during this task are scaled for the whole team, the whole team should share credit.)
- Temporal Agent / Temporal Spy / Temporal Soldier (note: see below about Heavies, maybe these shouldn't be click badges at all.)
- Interceptor
- Bomb Squad
- Fire Marshal
- Architect click badges
- Architect non-required objectives, if that objective is a click effect
* Hostage rescue badges only give credit to the person that the hostage attaches to. It should award to the entire team since both the amount of kidnappers and the size of the resulting ambushes are scaled to challenge the full team. This affects PPD hostages in safeguard missions, as well as rescues in Mission Architect (both virtual and regular, and escorts counting as non-required objectives.) -
Quote:That was all the discussion I really wanted when I posted the original suggestion. Some people DO care. I wanted to find out a way so that people that did care could accept.Oh, you want me to comment on the actual suggestion? Do I want "Tiger-Squall@Protector" or "Tiger-Squall@Leogunner", etc.? Lol, I DON'T CARE! I could be given a random collection of numbers when I go cross-server and not give a flying flip >_>
Some people are adamant about not having @<anything> or about not seeing any other character with the same name as they have. I already know that the suggestion won't do anything for them. For those that object to @<global name> the suggestion protects their privacy a little.
Anything beyond naming conventions is something the developers are going to have to figure out from that point. I'm not privy to their business model or their actual code. Character names are a touchy subject for players, and I was hoping to be pre-emptive in coming up with a naming scheme to prevent most of what happened with the EU-NA server merge.
Like Arcanaville said, after you get around the touchy naming issues:
"for the most part neither you nor I would have any reason to need to know what they did, or have any real say in how they did what they did."
The players will not have any real say on if the developers wanted to change revenue models, allow temporary server transfers, or make cross server content. Though I'm fairly certain they would take all that into account and compare all that with the amount of player demand for cross server teaming. -
Quote:I seriously don't think secondary (or more) accounts even figures into the developer's calculations. Even so, there are plenty of player that would still do it though. They could use the fact players don't need to buy more character slots as a huge advantage, and people would STILL buy more character slots.If you don't believe the lost revenue from buying server transfers is enough, I could imagine this affecting the number of character slots and secondary/tertiary accounts purchased as well.
Except not one of the detractors of the suggestion, including you, are talking about the suggestion. People are talking about wanting cross server content, about revenue loss if cross server play is ever enabled, and how much work it would take to implement cross server teaming.Quote:You speak of it as if we should instantly implement this feature without actually thinking of the ramifications first.
Until a SPECIFIC hurdle can be overcome, NONE OF THAT IS POSSIBLE.
That specific hurdle is the unique name issue. Without that all the rest is literally meaningless to the discussion. The developers have to handle the name situation in a way that doesn't drive players away. This is one way that tries to appeal to most players. The rest of the cross server play discussion is completely secondary to how the developers address the naming issue.
The name issue will have to come up no matter how the developers choose to do cross-server play. They might go serverless, they might use transfer points, they might do mission terminals, use the Team Up Teleporter, or use something else entirely. None of that matters if character names collide preventing players from teaming. Heck if they fix the name collisions that could allow cross server PVP for those that want it.
Except you aren't talking about the suggestion you are pretty much saying we don't need this because the developers shouldn't think about cross server play at all.Quote:One should theorize what affects the change would have and look to solve issues *before* they become a problem. If later, it's proven the problem wouldn't occur/isn't occurring, expanding the initial capabilities is a logical course.
Congratulations, you've completely missed the point of this thread and have descended to a long-winded /jranger. If you don't have anything constructive to add, please go elsewhere. I'm certainly not forcing you to read this thread.Quote:But then that's just me rationalizing the idea to begin with. Cross server teaming isn't really necessary except for maybe certain content. Normal teams aren't hard to come by if you picked the right server and if you didn't, you can reroll (and e-mail that character's junk to the new one) or just transfer that character to another server. -
Quote:There is a list of team-unfriendly badges, and most of them are in the safeguards. Same thing also goes for Mayhem Arsons, and Winter Presents.SG badges are kind of a pain, but at least everyone on the team gets credit... I thought.
I just put in a support call and they're telling me the reasons I've done 7 SG's but only gotten two badges is because I have the be the person who gets the last kill on the "prevent robbery" event.
Really? REALLY!?
Is this how it was intended? That means that I either have to beg everyone else on the team to leave the mission or not do the side missions or I have to go completely solo to prevent anyone else from getting that last kill shot or I'll never get that last danged badge.
Maybe this has been covered before, but is there any red-name looking into this system? I've always hated the way they have the mayhem arsons which work the same way, but at least that's a glowie for pity's sake. Trying to make sure the right person gets the kill shot (assuming you even know which character is the "last enemy") is just a bit ridiculous. -
Quote:Please point out where I claimed I was speaking for everyone. I would have thought that line was clearly an opinion, even though it is one that has been continually expressed both on the forums and in the game.
Care to point out any post or player that likes hunting deep grey-conning critters just to move the TF along? -
Quote:That quote is saying the plans were not going to happen in 2007. For all we know they've been kicking around the technical issues for cross server play but were stuck on how to deal with the character name-space issue all this time.How is a redname saying they won't commit to a server-less config also saying the devs will implement this full cross-server conversion?
And some players will max out one or two servers, this suggestion will not allow cross server groups to exist. Thanks for raising the point though, I'll update my original post in a bit to reflect this concern.Quote:That's entirely different. Some people go through a handful of respecs to strip down their slots. And that's on a single character. I doubt there's an instance where one needs a handful of server transfers on *one* character. Being able to full cross-server team leaves one little reason to use permanent transfers.
Putting a request for 'cross-server content' without having "just plain cross-server LFT" is putting the cart in front of the horse. In order to have content made, the developers need to have the capability for players to team.Quote:Just to reiterate, I'm all for 'cross-server content', but just plain 'cross-server LFT' I don't support. If you're having problems finding a team, I'm sure the devs will offer free server transfers when they merge the server lists. Just be sure to stick with Freedom/Virtue/Union.
You have the choice to see this as "half-full" or "half-empty". You can't build a community without interaction. The dilution is already happening with players starting characters on new servers. The intermingling is also already happening with people starting characters on new servers. All cross server play will do is allow for players to do so at higher levels.Quote:No, cross-server play would dilute communities, by intermingling the existing ones, and then spreading them thin.
They used the exact same phrasing as they used with side switching. Positron has said that type of phrasing means that they couldn't do X feature "yet". Not just that they didn't have the resources, but "we don't know how to do that". That is the problem with vague answers to upcoming feature requests. On the other hand not providing specific answers tends to get developers into more troubles.Quote:There's only two reasons for the devs to say they're not going to do something: It either goes against their design plans (Level cap increase, powerset respecs, etc), or they want to do it, but don't have the resources allotted to it (side switching, power customization, etc). There's also "We actually ARE doing it, but don't want to tell you yet", and "We aren't doing it YET because we haven't decided exactly how we're going to implement it". The quote you posted was not an outright "no", so that means that either it is in the works, in which case your suggestion is unneeded, or they don't have the resources to either implement it, or to hash out if it's desirable/possible, as the case may be.
For the most part of actually doing the code, I'd normally agree with you. However this particular issue isn't something they can code without repercussions. People are incredibly attached to their character names. People -
Quote:I hope the staff at Paragon Studios make sure that the Numina TF is never the WST overlapping any of the following:As Weekly Strike Targets continue this issue may appear again during other future zone events.
I would like to apologize for any inconvenience these events have caused anyone trying to run the current Weekly Strike Targets.
Halloween
Rikti Raid Event Weeks
"Spur of the Moment" versions of either.
With 16 zone hunts and the frequency the zone events are triggered, Numina would take considerably longer than it needs to.
Then again, you could just remove all the kill grey hunts that Numina has. It isn't as if they are actually fun in the first place. -
Quote:And people will likely mostly stick to their "home" servers. Going pure serverless would render this suggestion moot and would have greater difficulties. On the other hand not expecting to meet other players in an MMO isn't realistic.You're misinterpreting what I'm saying.
I suffer from a minor form of social anxiety. When I play, I want to limit my exposure to strangers, because being surrounded by strangers causes me a great deal of stress. When I log into Freedom, I am literally getting tells and blind invites every few minutes. This causes me as much stress as if random people were walking up to me on the street and trying to initiate conversation, ie: a lot. When I play on Victory, I rarely get tells from people outside my friends list, and almost never get blind invites. When I chat on global channels, it's mostly people I know rather than total strangers, even if they're not people I know well.
That is how your post is coming across though.Quote:I don't want a smaller game. I never said or implied that I wanted one. In fact, that wording makes it sound like you're vilifying my opinion to make yours sound more desirable, which isn't a very fair tactic in a debate; my opinion is just as valid as yours.
My primary server is Triumph. It is one of the least populated NA servers. I know players on Freedom, Virtue, Pinnacle, and most of the rest of the NA servers. Cross server play presents a chance to build communities. Isolating servers does the opposite.Quote:I want a mix of small and large servers, so that people like me (of which there are a significant number - see the solo vs. teamed Incarnate content debate) can have their small, comfortable servers, while people like you can have their large, find a team any time of day servers. Guess what? That's what we already have.
The quote I posted wasn't about resources, it was a standard reply to something they couldn't do at the time. The same type of reply was made for side switching.Quote:Short version: While I wouldn't actively oppose it if the devs decided to implement it, I will state my disapproval of the suggestion, because I feel that it would be an unnecessary expenditure of resources. The very quote you posted showed that the devs themselves had not decided that it was worth it. Like they say: "If it ain't broke, don't fix it"; look how well that worked for PVP. -
Yes, PSO 1&2 for the Gamecube.
While this is all true (except the lobby limit to my knowledge), the idea that it used to facilitate teaming is something that can be translated to this game.Quote:And PSO wasn't an MMO anyways - having a lobby that could only hold 100 people who formed teams of up to 4 and ran instanced missions with no persistent world to interact in really isn't a model which can be applied to a real MMO.
The developers are still likely to do it, as it is an often requested feature. It is also the one feature that gets most people excited because it allows for greater teaming possibilities.Quote:Either way, while I don't oppose it, I don't support any suggestion that merges the servers in any way - and that is what you're attempting to do. You're merging the playerbase, even if you leave the servers unmerged.
http://boards.cityofheroes.com/showthread.php?p=467547
Yes, my suggestion would be a foundation for a type of "server-less" game configuration.Quote:Q: Any number of questions regarding a server-less game configuration and possible speculation about how that will work.
A: We don't have anything to add about a "server-less" system, other than to reiterate what was stated in the original announcement. To quote:
Quote:One example of such a change would be a server-less game configuration where all players can group with anyone, without the restriction of which server they play on. We are not committing to this server-less configuration, and in fact there are no plans to implement a server-less environment this calendar year...
You could always swap instances or use other tools players have already to minimize your interaction with others. I'm sorry that you feel the need to limit your interaction with others.Quote:I play on Victory because it's a small server. I've played on Freedom before, and I hate it. Your suggestion would have the potential to turn every server into Freedom, which I personally would not enjoy.
You want a smaller game, I'd rather have a larger one.Quote:Consider it a small-town mentality. I'd rather stick to the small server, where I know a large number of people, and can still find a team when I want one, rather than a large one where I can either isolate myself from everyone (/hide) or be surrounded by strangers invading my personal space (constant unsolicited /tells and blind invites).
Nope, not unless you mean to have <local or character name>@<global name>. The game can't handle two (or more) characters named "Snow Globe" on a single server or instance. Until that hurdle is overcome, cross server play isn't even possible.Quote:I'm pretty sure the use of globals has already solved this anyways.
That is different. During a permanent transfer, the original is copied from one server to another, deleted from the original server (including from super groups), and the first time it logs in the name is checked against the new server's character list.Quote:Firstly, anything that makes teaming easier I consider a win.
Secondly, don't the servers already talk to each other due to permanent character transfer? Or is that a different animal with regards to communication?
I agree with your first point. Some players will likely still buy permanent transfers though, just like some players buy respecs.Quote:I forsee two problems with the idea of cross-server teaming:
1) The Devs lose most of the funds generated by permanent transfers. Why pay to play when you can cross-server team?
2) Everyone rushes to Virtue or Freedom during some big event and crashes the server.
The second point could be handled by the access points themselves, telling players that they can't transfer to a full server.
That is why I'm doing this suggestion now, so the developers can start putting the foundation for cross-server play to be built later. -
Quote:Yeah, the amount of doom over removal of leagues, the turnstile, or either of the new trials would have been epic. Though I think if leagues hadn't worked out that would be sad.Imagine if they had stuck the turnstyle system in the standard closed beta and it didn't work. Then they had to remove it, when the NDA was lifted (as it always when an issue goes live) everyone would have known about it, and the DOOM cry would have been epic.
I'm not even going to hazard a guess about this. This would likely get anyone in trouble for getting people's hopes up for stuff that might have to be changed or removed. Besides, it would preempt the developer's control over announcements. Take a look at the uproar over ED before Issue 6 went live for the worst case scenario.Quote:I am willing to bet that there were things tested by those who signed NDAs that are not in issue 20. I am also willing to bet that they are still under an NDA for things they tested, and can't talk about. I have no proof, because I am sure they are not going to talk.
I would hazard a guess that this is very true.Quote:Everyone is assuming that i20 was all they tested. Also with signed NDAs they can fall back on those same testers for future testing. There is no implied agreement because they signed in, they have a piece of paper to present to a judge along with the log in agreement. I like my house, I also like my account. I don't want to lose either. Leaking in the regular CB gets you banned from future CBs. I bet leaking after signing will at the least get your account banned. -
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Quote:This should work for that:I kinda agree with aggelakis.
I'd like an option i can check to just disable the text coloring. Much nicer on the eyes with the default coloring.
Code:// ==UserScript== // @name Forums font color-only changer // @namespace meh // @include http://boards.cityofheroes.com/* // ==/UserScript== var arFontTags = document.getElementsByTagName('font'); for (var i = arFontTags.length - 1; i >= 0; i--) { var elmFontTag = arFontTags[i]; var elmSpan = document.createElement('font'); elmSpan.innerHTML = elmFontTag.innerHTML; elmSpan.size = elmFontTag.size; elmFontTag.parentNode.replaceChild(elmSpan, elmFontTag); } -
Quote:Here you go. This doesn't change color or fontsize. It only forces a san-serif font family.Excellent!
But, I don't mind the colors and size changes too much (with size, CTRL+MouseWheel easily fixes that)... it's when there's a huge block of text in stupid font (see Producer's Letter) that I want to force the default font. I tried editing the script so that it only forces a font change but not color or size, but couldn't get it to work.
If it's not to much trouble, could you please whip up a script that only prevents font change?
And now, the Gettysburg Address in Impact...
It works in all browsers/add-ons that allow userscripts.Code:// ==UserScript== // @name Forums font-only changer // @namespace meh // @include http://boards.cityofheroes.com/* // ==/UserScript== var arFontTags = document.getElementsByTagName('font'); for (var i = arFontTags.length - 1; i >= 0; i--) { var elmFontTag = arFontTags[i]; var elmSpan = document.createElement('font'); elmSpan.innerHTML = elmFontTag.innerHTML; elmSpan.style.fontFamily = 'sans-serif ! important'; elmSpan.size = elmFontTag.size; elmSpan.style.color = elmFontTag.color; elmFontTag.parentNode.replaceChild(elmSpan, elmFontTag); } -
Quote:I'll point out that my version is a heavily stripped down and slightly changed version of the above script.There's probably a Greasemonkey script for FireFox that would do that...
I found one script here on userscripts.org, which the FireFox page for Greasemonkey links to. There are probably others as well.
I've not used this, and it has no comments/feedback on it, so I'd be careful to check out the script before using it.
Hmm... I'll try.Quote:Excellent!
But, I don't mind the colors and size changes too much (with size, CTRL+MouseWheel easily fixes that)... it's when there's a huge block of text in stupid font (see Producer's Letter) that I want to force the default font. I tried editing the script so that it only forces a font change but not color or size, but couldn't get it to work.
If it's not to much trouble, could you please whip up a script that only prevents font change?
Thank you, I'm glad you found it useful! -
A bunch of replies in one post follows.
Quote:But it is the one with the most player hang-up. It is also essential for the process to start.Agreed, but I really wasn't sure.
Your post addresses the least important and easiest to solve aspect of cross-server teaming. It is, essentially, irrelevent itself.
What you just described is a permanent transfer, not a temporary one. Besides, mission data & contacts are kept with the character. I'm not talking about deleting or removing a character from their home server. The only person doing so is you.Quote:To iterate the factors involved which would require work that I know of:
Each server has its own database. Transferring characters from one server to another is an offline process involving collecting all the data for a character (note that that data involves mission progression, contacts available, all aspects of the game world affecting your character), marking the character deleted, and applying the data to a different server.
I don't think additional hardware would be needed. At most two additional database columns would be needed: "home server" and "current play server". And I never for a single minute didn't think additional programming time wouldn't be needed. However this (cross-server play) is one of those "affects a ton of people" things and one of those "most requested" things that the developers & NCsoft would likely green-light the resources needed.Quote:Overcoming this for a 'temporary' transfer would need:
*Additional hardware to coordinate transfers.
*Additional database columns to indicate a temporary transfer.
*Much additional programming to perform the transfers.
I never denied that. On the other hand, without this suggestion in place, that additional programming would be meaningless.Quote:There would need to be vast amounts of additional programming to allow cross-server LFT.
None of these are an issue with my suggestion. I purposely said that there should be transfer points: Pocket D, Portal Corp, Grandville, Nerva. All those have the big dimensional portals. Heck a special building could be made and put into several zones and Praetoria. For the duration of your play session, or until you moved back to your home server you would exist on the other server.Quote:Design issue: Which server is the team formed on? The leader's team? What happens when the leader changes?
I've never played WoW. However I have played Phantasy Star Online. In that game there is a similar mechanism which is superbly suited to a science fiction setting.Quote:The only version of this kind of thing I know anything about is WoW's Battleground mechanism, which works for instanced battlefields and operates in groups coordinated by specialy designed hardware and software. To my knowledge, they don't bother with messing about with the names. The chances of two being the same are slim. Our equivalent would be cross-server teaming for the new Incarnate Trials.
In that game you are on a fleet of spaceships. Each server is a different ship. If you want to team with someone else you transfer to the other ship, then while you are online you are playing as if you were based on that ship. When you log out, you're back to your home ship.
Unfortunately it is a show-stopper, because without addressing name conflicts the rest is meaningless. You are making thing more complicated than it needs to be, which is something I was trying to avoid.Quote:Even if there was much chance of name conflicts in a team, it's hardly a show-stopper and not really worth much consideration in the grand scheme of thing.
Exactly. It is the least resource intensive means to play with people from other servers.Quote:Given that Snow Globe mentioned transfer points I'm not sure the suggestion is for a cross server lft system per say, but the ability to jump your character from one server to another without worrying about the name, via in game portals or something.
That'd be the stage one of how I'd go about it anyway, first get in game temporary server jumps going, then once that's bedded down implement a global lft system running, based around the i20 turnstile system.
Tells, petitions, ignore & friends lists, player notes...Quote:The issue with names on a team is minimal, the problem arises more with Tells. If someone is sending a tell to the "native" Carnifax they don't want it go go to one that's visiting the server. You could solve that by assuming that the @server is generally hidden unless you specify it, and if you omit it the system automatically appends that of the server you're on
Yes each server can have the same character name, but not all on Triumph. With my suggestion, they can all be on one server at one time. At least temporarily.Quote:An aside:
I am a tad confused... are you saying that somehow this suggestion would make that possible? Cuz I am pretty sure that was always the case.
Usually under a minute.Quote:The server to server transfer is usually pretty quick, I wonder how much load it can take though.
Even if it tookQuote:(When it's working) The Test Server copy, which is a relatively equivalent system, takes several minutes to work and they only guarantee about 30 minutes. So you go to this 'transfer point' and your character is unplayable for 30 minutes? Is that going to be acceptable?
You seem to be under the misunderstanding that the character is removed from the original server. It is NOT removed with my suggestion, the only person that is suggesting removal from the original server is YOU. If we went that route, the player might as well buy a permanent server transfer.Quote:There are other things to be considered, mostly around SGs. When you transfer, you lose your SG. I assume that the idea is you would miraculously return to your SG when the character returns to its home server. Now, I'm sure that isn't supported currently.
That is NOT what I'm suggesting.
I've used the server transfers, I know what they do. What they do is exactly what you are saying: delete the character from Server A and put it on Server B. Again that is NOT what I'm suggesting, so you might want to quit thinking along those lines.
Yes, this would likely result in players not using the current server transfers as much. However even they knew that there was the possibility that there would be an end (or hefty reduction) of people using server transfers when server transfers were introduced.Quote:The other thing, of course, is that NCSoft currently charge money for server transfers. Aside from the technical aspects, this process would either mean the loss of a source of income for the company, or the addition of a micro-transaction system to the game, which does not currently exist. -
I know this is a necro post, but I recently began making greasemonkey scripts and I've a solution for the original poster:
Quote:Here is a script that does exactly what you asked for:Is there a script that strips/overwrites font size/face/color formatting from posts? Preferably one that I can turn on and off easily, since guides and such often include legitimate changing of font style.
Edit:Code:// ==UserScript== // @name CoH Forums font format default // @namespace meh // @include http://boards.cityofheroes.com/* // ==/UserScript== var arFontTags = document.getElementsByTagName('font'); for (var i = arFontTags.length - 1; i >= 0; i--) { var elmFontTag = arFontTags[i]; var elmSpan = document.createElement('span'); elmSpan.innerHTML = elmFontTag.innerHTML; elmSpan.style.color = 'white'; elmSpan.style.fontFamily = 'sans-serif ! important'; elmFontTag.parentNode.replaceChild(elmSpan, elmFontTag); }
Eliminated an unneeded line. -
Quote:Yes, a universally unique name would be best. However in the case of "Snow Globe" I have characters with that name on two servers. That means there are up to nine other players with characters named "Snow Globe" with up to four on the EU servers.I would definitely prefer Local@Server over Global@Local, particularly if it was only visible in cross server content of any kind.
My first choice is universally unique names with an algorithm to resolve pre-existing collisions (like Local@Server for example) but Local@Server is a reasonable compromise when inter-server names must be unique for some reason, of which cross-server teaming is just one possibility.
I figured the least intrusive way to go about it, other than going by the ID that the game database assigns each character is this way. Besides if it were based on the game database ID, then people would be up in arms that there could be a few dozen of "their" character's name on the same server, not to mention other servers. We've already seen the posts about that. -
I'm glad that someone got what I was saying, thanks Photonstorm.
Quote:Yes, but it is a needed first step. It is needed for more people in the trials, it is needed for some player's identities (getting back to the producer's letter). My friends know me as the "Snow Globe from the Triumph server." That I also have the global name is in a lot of ways secondary to that fact.That solution only comes up assuming we have cross-server teaming though, which is a different thing entirely. When people talk about local@global they're generally talking about allowing two people with the same local name to exist on the same server. If we get cross-server teaming I don't doubt we'd get some sort of indication which server people are native to.
Yes it will indirectly allow up to 14 other players having the same name at the same time on a server, but the chances of that happening is extremely rare.
At any rate, there is now a link to the suggestion in my signature so I'll not derail this thread further. -
Quote:Is there any chance of using different colours to denote server status? I'm colourblind and cannot tell red from green in small amounts (i assume that these colours are used currently :P). Whats wrong with black and white, and maybe yellow for unknown. Surely someone doesn't have to slave their giblets off for hours on end to switch them. please.Quote:Yeeeeeesssss... I think Chiba means on this page: http://eu.cityofheroes.com/en/news/server_status which could be replaced with a Up, Down and Unknown word for colour blind people.
Not the list inside the game launcher.Well, I did a quick greasemonkey script if you have firefox:Quote:As opposed to this page: http://www.cityofheroes.com/news/ser...er_status.html which not only has words instead of colours but also has a nice XML feed for you to pull the status info from.
Damn Americans always get the best stuff
It adds alt text tags, and title tags (which allows for tooltips to be displayed), so the original poster will only have to point the cursor at the dot to see what the status is.Code:// ==UserScript== // @name EU Server Status // @namespace http://eu.cityofheroes.com // @include http://eu.cityofheroes.com/en/news/server_status // ==/UserScript== var allImages = document.getElementsByTagName('img'); var tmpstr = ""; for (i=0;i<allImages.length;i++) { if (allImages[i].alt == '') { //alert('missing alt text'); tmpstr = allImages[i].src.substring(55,(allImages[i].src.length-4)); if (tmpstr == 'UP'){ allImages[i].alt = 'Server is up.'; allImages[i].title = 'Server is up.'; } if (tmpstr == 'DOWN'){ allImages[i].alt = 'Server is down.'; allImages[i].title = 'Server is down.'; } if (tmpstr == 'UNKNOWN'){ allImages[i].alt = 'Server status unknown.'; allImages[i].title = 'Server status unknown.'; } } }
I'll say that during the testing of my script that Zukunft changed between "Up" and "Unknown" randomly.
Edit:
Apparently works for Google Chrome, Opera, Safari using Greasekit, and other browsers that allow userscripts (IE needs a plugin).
