AmazingMOO

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  1. Quote:
    Bushy tails are great, and quite likely (though my two dogs would like to dispute your claim that more tails are bushy and not narrow).
    Some dogs, especially short-hairs, hounds, and sleek 'water dog' types, tend to have narrow tails. I was more referring to canines in general. Wolves, foxes, cyotes, and other wild dog species have tails with lots of bushy fur. Also, a lot of domestic dogs that you see with 'bobbed' tails (disgusting practice, IMO) are naturally bushy tailed. Spaniels come to mind.

    At any rate, there's not really a good narrow tail for canines, either. The 'rat' tail almost works, but it's TOO thin. Players don't have access to the stubby bobbed tail that Warwolves have, either.

    Someone I was chatting with in game since the OP mentioned that they'd also really to see feathered tails.
  2. It looks like we're about to lose the old 'legacy' tails in favor of animated tails. I have characters who use all the tails and will likely make great use of the animated tails when they're released.

    Please let me take this opportunity to request something that has been missing from the tail menu since launch:

    Bushy Tails

    Most dogs do not have narrow tails. Most are quite bushy, with a few exceptions. Accordingly, there aren't many tail options for canine-themed characters.

    I personally have a Racoon-themed character, so a striped texture on a bushy tail would be fantastic. I imagine that there are quite a few fox-themed character who'd appreciate a 'point' texture.

    Thank you for your consideration.
  3. AmazingMOO

    Lt. Sefu Tendaji

    It went down like this:

    [Tell]<-@Sefu: I tell you, my friend, I'm never going to get my Infiltrator badge hanging out in the Rikti Warzone. I've gotten 'Zookeeper' ten times over, the OLD way, but I haven't seen a Protector out here since before Vanguard moved in.
    [Tell]->@Sefu: I thought you had Infiltrator and the freeze gun already. Didn't we take you to do Manti?
    [Tell]<-@Sefu: You're thinking of my alt, Sefu Ninedaji. He's the Spines/Regen Warden rather than the Ballista.
    [Tell]->@Sefu: D'oh! Tell you what: I was kinda thinking of going for 'Redeemed', but I don't want to go through the idiot confuse farming business in Bloody Bay. How about you 'bust' me for Longbow for a few missions, and I'll get you an coalie invite to my SG so you can use the teleporter to Eden to get the explores and all the Paragon Protectors you need for 'Conspiracy Theorist'? You need the other explores?
    [Tell]<-@Sefu:That sounds awesome!
    [Tell]<-@Sefu:No, I got those back before they closed the door to Crey's Folly and locked me in here.
  4. AmazingMOO

    Assertion failed

    I saw it just now whilst sitting AFK in my base:

    Quote:
    Assertion failed

    Program: C:\Program Files\City of Heroes\CityOfHeroes.exe
    Time: Mon Feb 15 11:53:54 PM
    Process ID: 468
    File: c:\src\utilitieslib\utils\superassert.c
    Line: 1857
    Expression: 0

    Error Message: CRT abort() called

    ERROR: swDumpStackToBuffer - timeout (258) waiting for dumpHeap is NOT corrupted
    Last windows SYSTEM error: Not enough storage is available to process this command.
    Of course it's identical in all substantive ways to the Op's. First time I've seen it since beta.
  5. What, if any, defender combos would you consider running Fitness-less?

    Some time back I made a Cold/Dark defender. I figured that between Defenders' inherent Vigilance, Heat-loss at l32, and maybe Conserve Power with APPs, I'd be pretty well set to live a Fitness-less life if I stayed mainly in groups.

    However, at 27, I'm beginning to wonder if it's worth the agony. I'm slotted heavily for end reduction with at least 1 on all my Cold Domination powers. (3 on Arctic Fog) I've been concentrating on AoE control effects from the Dark sel, and have slotted them for end reduction as well. However, I frequently never get to use them because I seem to go through my endurance using only my Cold Domination powers pretty darn skippy.

    My survivability is also laughable. My AOE debuffs like Sleet and Snow Storm seem capable of peeling agro off of even the best tanks. If I'm close enough to keep the melee in my arctic fog radius, I usually have to live on greens and purples to deal single target damage.

    If I were to stick it out another six levels until 32 and then slot Heat-loss for recharge, I could get it down to recharging in the neighborhood of 3 minutes. Being that I can exhaust a full bar of endurance on one group, without getting all the way through an attack chain, It doesn't seem like that will be adequate.

    Either I'm doing something terribly wrong (other than assuming I can try to play a defender without Fitness) or the set is close to unplayable without Fitness.

    It leaves me wondering what other people are doing with their defender builds. I've played a Sonic/Sonic to 50 without fitness, even soloing quite a bit, and it wasn't nearly so frustrating. Is Cold/Dark doable without fitness. Are any other defender combos doable without fitness?
  6. http://boards.cityofheroes.com/showthread.php?p=2600427

    Quoth Mod8:

    Quote:
    The Dual Pistols Closed Beta will be hosted on the Training Room. While the Training Room is normally available for players who wish to log in, it will be closed to anyone outside the Closed Beta until the start of Open Beta.
    Told ya so.
  7. http://boards.cityofheroes.com/showthread.php?p=2591550

    Translation:

    Get your pre-GR/i17 respecs tested NOW, because the Training Room is going to Praetorian Earth SOON(tm) and will be unavailable for those of us not blessed with beta access.


    -- Edit --

    http://boards.cityofheroes.com/showthread.php?p=2600427
  8. The costume creator is, in my opinion, the crown feature of the game. It hooks and lands more players than any other aspect of the game.

    In order to attempt to keep it fresh and new, the CoH devs have worked on adding new costumes and new costume parts over the five years or so.

    I *had* an idea for a renovating certain aspects of the costume creator, and was building mockups of my idea to post in the Ideas and Suggestions forums. However, the concept of creating custom boolean 'cutouts' to let characters shear away parts of their uniforms sounds great, but there are a number of things standing in the way of it. Not only do characters constantly cycle through a breathing animation that would have to be translated to any kind of boolean object created for the system. Additionally, you'd have to include an animate a great number of boolean cutaway objects -- at least one if not more for every boned section of the body. Cutting sleeves away at exactly the same level and angle you cut the bottom off a jacket doesn't look real great.



    It'd probably be less work for the costume team simply to build more clothing models and textures.

    It occurs however, that there are new, innovative ideas out there to enhance the costume creator without a huge amount of development time.

    For example, since the devs are working on 'ultra mode' graphics anyway, transparency, specularity, and reflectivity sliders on costume pieces might be a good idea. Maybe a 'glow' slider could be added after level 30.

    What ways, other than simply adding new costume pieces, would you like to see the costume creator move in?
  9. I've recently had opportunity to make a character that used both the 'High Collar' mystic cape and the Valkyrie cape for different costumes. I noticed almost immediately that the two capes seemed to behave differently:



    Is there a programmatic difference between the two cape systems? In particular, does the does the 'High Collar' cape use the traditional cape system that we've all come to know and deride for its laggi^H^H^H^H^Hframerate-reducing effects? If so, why does it seem to behave differently than the other capes?

    I've asked before about the difficulty of migrating existing cape systems to the PhysX engine, now maintained by nVidia, and incorporated into City of Heroes for use with various particle effects. The discussion usually draws some confusion on the difference between cape systems and other physics objects in game.

    My understanding is that the cape systems do not use the PhysX engine. Instead, each cape system has a number of linked animations attached to it that drive its behavior in any given environment.
  10. Quote:
    Originally Posted by psycheout View Post
    the WW fees are the main inf sink.
    #4: offline/server/Hero-Villian, inf transfers with fee. example: A: person drops inf off at bank logs gets on with another character and gets inf from bank. inf you drop off could only be picked by the character you tell it to by giving: #1 name #2 global and #3 server. or picked up by you 24 hours later. inf would still count towards your inf cap until it was picked up so you couldn't use it as a bank.
    It seems like they mentioned that mailing items to characters is coming 'soon' in one of the GR webcasts. If you tacked some 'postage' fees on that, it'd be a nice sink.

    I like the other idea mentioned of allowing players to rent the billboards with influence. Since the in-game ad system seems to have zero business, this seems like a smart thing to do.
  11. Something that I've been talking to a few friends about the last few days was that the in-game economy is broken in a few key ways. Primary among those is the fact that currency seems to enter the economy far faster than it leaves. This is inflationary and seems to contribute to the RMT problem.

    (Please note that I'm not an economist, nor do I claim to be an expert on micro- macro- nor kupo-economics. 'Spice and Wolf' was all about the wolf-girl for me while the economics lessons were lost. Any corrections on my assumptions are welcome.)

    Currency enters the economy via well-known game rules: Players gain it when they defeat enemies or complete missions, arcs, or taskforces. They can also gain it by selling recipes, salvage or enhancements to vendors.

    Currency leaves the economy when players buy recipes or enhancements from vendors, buy consumables like temp powers from vendors, or trade influence for prestige. It also happens when they pay for costume changes.

    Note that this isn't *quite* the same thing as value entering or leaving the economy. That happens when players have valuable enhancements, recipes, or salvage drop, or when they craft an enhancement. About the only time value leaves the economy is when a player destroys enhancements or uses up a crafted temp power.


    Most players seem to acquire a steadily increasing supply of influence or infamy over their characters' careers, and slowly trade it for enhancements. 'Consumables' like tailor visits, temp powers, and bought enhancements don't seem to eat into this supply very much. Accordingly, the economy inflates at a pretty steady rate. The going trade price for sought-after goods goes up and up. The only thing that ever causes those prices to come down is to introduce new goods -- first Super-rare 'Purple' Recipes and then PVP Recipes.

    A lot of people feel like they have to turn to RMT to have a shot at those items, which fuels the problems that've been discussed in the last few days.


    The obvious solution seems to be to add more money sinks into the game. These could come in the form of new consumables -- new vendor-only temp powers, recipes, or the like. The problem there is finding the cost threshold at which players will spend their in-game cash reserves and not immediately go to RMT.

    If the prices for a 'prestige' item are too high, lots of players will simply buy it with real cash rather than in-game currency. I personally saw that happen in Everquest when certain mounts were introduced. Lots of friends decided to 'skip' earning the dough to pay for a mount and bought in-game funds with real cash. (Everquest had some nasty cheats at the time, so this had exactly the opposite of the 'money sink' effect it was supposed to provide.


    Another possible sink is to add in-game gambling mechanisms. We already have the settings for it in various in-game casinos and clubs. (The Rikti Monkey Fightclub seems custom-tailored to inspire player gambling.) However, there are many, MANY problems associated with gambling, even with virtual currency.


    Do you think the economy needs more money sinks? If so, what kinds of money sinks do you see as successful or workable?
  12. Don't give up completely on Frankenslotting for bonuses.

    Just off the top of my head, for example, it's well worth slotting 4 Numina's and 2 Performance Shifters into Drain Psyche.
  13. Quote:
    Originally Posted by Organica View Post
    The plaque on Monkey Island is a fun one too, but if you come in by water into the bay you should be able to pull it off.
    That was how I got it.

    Some of the badges are easier gotten from underneath, such as the badges on the catwalks in Bricks and Crey's. Often there're baddies right on top of it, but they can't see through the floor to attack you.
  14. A fun new thing you can do at level 10 (or below!) since the advent of i16 is to obtain the majority of exploration and history badges.

    All 89 exploration badges in non-keyed zones (read: No Cimeora, PVP, or The Hive) and 15/16 history badges can be earned with careful travel, but no stealth, even in the Rikti War zone.

    The only badge that a level 10 simply cannot get to by these means is the 3rd history plaque for the 'Academic' (History of Nemesis) badge, down in the abandoned sewers. The enemies are too tightly packed to dodge between, and often block doors, especially the Hydra-men.

    If you enter from the Steel Canyon entrance, there aren't too many Rikti drones, which makes the trip *with* stealth or invis slightly more doable, but they do start appearing just before the Plaque area, and there's groups of Rikti very near the plaque which can contain them. In the end, I had to get a level 50 to SSK me so that I could read it.

    It's a fun challenge, and one that I'd recommend for any player making a new character these days.
  15. Quote:
    Originally Posted by Soulwind View Post
    Obviously I'm guessing here as there's not enough details to be certain in the OP, but ...

    Given that he said he called Wincott and yet stayed at level 8, I'd guess that he was

    working on the first of the two linked "raid the outcast base" missions that Wincott has.

    He dropped the first mission and was automatically enrolled into the second (meaning he

    didn't even need to both calling Wincott as well).

    If I had to lay money on it, I'd say that's what happened more than there being a bug with

    the SSK feature.
    Sadly, that was not the case. I'd finished the first mission with Electric Eel and was on the second mission with... Bedrock? The Lead Stoner who's been gathering magical artifacts, at any rate. When I called in, I got the merits for the arc and introduced to Flux.
  16. Super-sidekicking is one of the better innovations in the game. It generally enables teaming in a broad array of situations that before would have been prohibited.

    However, it fails badly in a few areas.

    For example, this evening I left a solo mission in the Hollows on a lowbie scrapper to help a team in Skyway fight babbage. People were looking for teams to assist in broadcast and in badge channels, so I started inviting.... forgetting that I was level 8, with an active mission selected.

    "Do we have to fight at level 8?"

    "Yuck! Reinvite me when I get to Skyway. You killed my travel power."

    I've had bad experiences with just promoting the highest-level player on a team, especially for badge events. A lot of people get really upset when you hand them the star, despite the fact they get equally upset when they're exemped and lose powers. Some just aren't very quick on the interface and get flustered or confused when you ask them to start inviting people.

    Accordingly, my first reaction was to look for a player with a mission to select at a higher level. Lots of completed missions were in the list, but none were in a state to be selected. On to plan B.

    I promoted the highest-level person on the team. However, as I mentioned, I had an active mission, and no one else on the team had a selectable mission. Accordingly, we stayed at level 8.

    Plan C: Drop my mission so that the team leader regains active control. I wanted to complete the mission, but I wanted to have an enjoyable team experience more. I dropped the mission and called Detective Wincott back to clear it out. Despite this, the team stayed at level 8. I can only assume this is a bug since my understanding is that the team is SUPPOSED to be exemped to the leader's level when there's no active mission selected.

    Plan D: The team member who complained about his travel powers being lost suggested disbanding and reforming. I quickly agreed and dropped out of the team.

    I'd been working on this as quickly as I could, but by this time, Babbage was starting to lose health quickly since a number of debuffers had arrived to help wear him down. I rejoined the team started by the helpful traveler to get in about 3 hits on Babbage before he fell over. I apologized to my team for the difficulty and headed back to the hollows with my tail between my legs.

    The end result is that I caused far more difficulty to my team than I managed to help them. I didn't exactly have my 'enjoyable team experience', nor did I get to complete the mission I wanted to. Granted, I can use Oroboros to go back and make the Outcasts suffer at length, but not for a while. I got the badge and two merits for Babbage but didn't really feel like I'd helped earn them.
  17. Quote:
    Originally Posted by Rajani Isa View Post
    You could probably tighten that up with vent, I would think.
    Back in the day, we'd set up raid-length Complete Heal chains in EQ with only macros. They'd sometimes loop for upwards of 20-30 minutes. A second-timed seven-person chain doesn't sound that hard to me.

    /macro Chain "powexec_name Teleport Friend$$group NameOne Recalling now. NameTwo count to five and then recall."
  18. Quote:
    Originally Posted by UberGuy View Post
    Imagine that you are issued a mechanical device something like this that constantly rotates its own wheels. Back wherever you want to log in, they also have a device that rotates its wheels in step with the one you were given. It doesn't have the same symbols on its wheels, but it knows how to derive what your wheels should look like for any given position of its own wheels.
    That's a really good analogy. Since so many people have seen it, I usually go for comparing two-factor authentication to the scene out of 'Goldeneye' where 007 (Pierce Brosnan) forces Jack Wade (Joe Don Baker) to not only use the Challenge-Response phrase, but also to display a hidden tattoo.

    The challenge-reposne is 'Something you know' and the tatoo is 'Something about you'. out of the three kinds of authenticating factors. The third being the 'Something you have'. The 'Have' can be any unique possession, so long as it's able to be identified uniquely and is difficult to forge. It could be something as simple as the key Bond uses to access M's MI6 office or as complex as a RFID tag hidden inside his badge.



    The tradeoff between using 'About' and 'Have' is that 'About' is generally unkind to your privacy. In the movie, it was Jack Wade's tatoo. In the real world, it'd be something like a retina scan or a thumb print.

    If you wanted to disassociate yourself with the game for some bizarre reason-- say an unscrupulous company known to sell personal information purchased NCSoft in a hostile takeover-- you couldn't very easily throw away your thumbprint without major surgery. An authenticator can be simply tossed in the garbage disposal or a furnace.
  19. Quote:
    Originally Posted by Tradok View Post
    But I think I'm done here. I think it's a stupid waste of money when compared to the other things they could do to increase security and raise awareness.
    You really need to read up on Two-Factor Authentication, Tradok. RSA's implementation is relatively inexpensive, fairly easy to integrate into just about any other code-base, and EXTREMELY effective.

    In fact, I'd recommend it to all but the smallest businesses on price and bang-for-the-buck.
  20. Quote:
    Originally Posted by KaliMagdalene View Post
    To be honest, I simply don't believe that the first category can block everything that can get to you. It might only take one moment of inattention while googling for information, or it might only take five minutes of someone else using your computer to look at pr0n or something stupid. I don't think CoH is at risk to the same degree that WoW or Guild Wars is, and it's pretty easy to dismiss that risk if it's not something you're subjected to.
    ^^^

    THIS

    I've mentioned before that I work in the financial industry, so I'm exposed to various scams from time to time that seem so legit that I am in the habit of carefully scrutinizing just about everything I do that involves any kind of 'key' information. It's made me pretty paranoid.

    For example, one of the ways that people steal credit card numbers is referred to as 'Skimming'. A person takes a magstripe reader and places it over another reader, with or without a passthrough to the 'real' reader, and lets people swipe their own cards away. It takes literally a second of inattention to give away your credit card number.

    The information-only version of this (usually lumped in with Phishing) is to present a web page to the user that LOOKS like the UI for a login screen or something similar. Again, if you just happen to be running on automatic the day you see one of these, you've given away a password.


    I've had a few occasions in the last couple months to both doubt NCSoft's internal security and frantically recount my own actions to see if I'd been careless. When you get the 'this account is already logged in' error, you want to go around looking for things missing. I've also had friends report, 'Someone just logged in to my account and disconnected me!' (To which everyone usually shouts, 'Change your password right away!'.)

    The post stickied at the top of the forum swears up and down that NCSoft's security hasn't been compromised. I'd personally like to see more information about that.

    Two-factor authentication protects the user rather than the server. (Although it can protect the server legally.) So if NCSoft offered an optional fob, I'd grab one right away. Not only would it protect my account against the occasional slipup, but it'd also ease my paranoia. If my account got cracked, I'd know it wasn't my own fault.

    I'd personally encourage NCSoft not to make them mandatory, just to avoid annoying the people who prefer to make the other tradeoff - the convenience of single-factor authentication over the security (not to be confused with safety in this case) of two-factor authentication.
  21. Quote:
    Originally Posted by BBQ_Pork View Post
    Gadjet that I have to go purchase? No thanks.
    Iphone App? Considering that I don't have (or want) an Iphone, No thanks.
    Would you buy it if it were CoH customized?

    The base gadget costs about $6.50. The WoW authenticators are basically that same gadget with a Warcraft-printed housing rather than the RSA housing.

    Imagine if you could get the default housing with the Blaster Icon (or the AT Icon of your choice) in the convex shield area. Would it be worth the $6.50 then?
  22. Would you use an authenticator fob to log in to COH if NCSoft offered one?

    Authenticators are small, key-sized gizmos that generate a number in a predetermined sequence once a minute. The sequence is unique, so every fob can be uniquely identified by what number it displays at any given time. You'd use this number in addition to your password when you logged in.

    The upshot of this is that the game gains 'Two Factor Authentication' for logins. If someone tries to crack your account, they need not just steal or deduce your password. They also have to steal the fob. Likewise, if the fob IS stolen or lost, you've usually got a brief amount of time to get in touch with the support staff and get your account locked down.

    With recent security concerns being mentioned, this seems like it might be a good idea. Additionally, that other game has made them available for some time, and is starting to consider requiring them.

    Authenticators do have their down-sides. I've been using one for a couple years in a corporate environment.

    First, they're relatively easy to lose. Most folks I know keep them on their keychains. If said key ring is misplaced, you've got to locate it before using it.

    While sturdy, the devices are not bullet-proof. They're vulnerable to damage. They'll survive just about anything you do to them in the course of normal usage, such as jingling around in your pocket with sharp objects, being dropped, etc. They're not quite so durable around small children, pets who like to swallow things, under foot, or at high temperatures.

    My knowledge of how they behave in the wash is that any given fob has a 50/50 chance of surviving. They're fairly water-tight and usually do okay in the washing machine itself, but they can develop cracks over time that negate that. Drying them has a good chance to destroy them.


    How would you feel about them if NCSoft were to offer them for use with City of Heroes?
  23. Quote:
    Originally Posted by ReclusesPhantom View Post
    I agree with what MOO said about 50's complaining that there's nothing left to do. There's not too much high-end content for 50's to do (although, I find running AE on my Scrapper a perfect solution or Ouro on my Corrupter), but we need more EPIC content that makes 50's feel super.
    It's not that there's absolutely nothing to do, but nothing to do that feels new and exciting. A 50 who's content to do taskforces, Oroboros, and AE can survive quite a while. The perception is that there are no groups for the two latter, and that's what terribly damaging, in my opinion.
  24. Quote:
    Originally Posted by LISAR View Post
    MNP made some sheer leggings for me as a texture swap for fishnets.
    The problem with texture swaps is that you're the only person who can see them. They're not part of your character's appearance for others around you unless they have the same texture swap installed. It's okay if you're simply trying to get a screen shot, but doesn't work so well for most other purposes.

    Frankly, I'd love to have more 'generic' textures available in the game, including sheer tights. However, the costume devs seemed more focused on textured set pieces like the various Super Booster packs. While they're more detailed, they're much harder to mix and match.

    <QUOTE>The various posters indicating that having IP policies available is a bad idea for CYA purposes or due to giving players a 'target' for abuse</QUOTE>

    I could almost buy this logic if not for the fact that there's no 'official' text anywhere stating even broad guidelines for what's abuse and what's not. In the case of Positron's mention of AE missions, he actually came out and said 'Farms bad! Here're things you should avoid...'

    We only have heresay for what GMs do when a player is genericed. So far as I know, and so far as my forum searches have been able to reveal is that player experience has been that GMs for the most part stick to the '2/3' rule. You have to have 2 of the 3 of a name like unto another character, a costume like unto another character, and super powers like unto another character.

    A claws regen scrapper with a blue and yellow striped uniform would likely trigger the generic button, even if he was named 'Claw-you-up Man'.

    However, this rule has never been voiced by a redname. (I'd love to be corrected if you know better.) Nor does it, nor any plaintext mention of ANY guidelines appear ANYWHERE in game.

    Even then, there doesn't appear to be any kind of even or fair enforcement, or nor is there any given appeal process -- things that are largely automated by the AE system.

    A good example is one that I mentioned in the 'I grouped with Supergirl' post. (I talked to the individual involved at the time, and he said he didn't mind me discussing it.) I used to group fairly regularly with a character named 'Shamrock Superman'. His character was a tiny leprechaun-themed magic-origin tank with super-speed, invulnerability, and energy melee. His bio made mention of the fact that he was a leprechaun. He had no visual or thematic similarity whatsoever to a certain *other* Superman -- the most generic hero name possible. In other words, he was well shy of the '2/3' rule I mentioned above. He leveled to 50 without incident and played often.

    And then one day, someone petitioned him. A GM genericed him and refused to hear any kind of appeal. He eventually canceled his account out of disgust at unfair treatment. Frankly, I would too.

    'Zero tolerance' is stupid and wrong. It'll be abused on both sides of the equation just about any time it's enforced. However, we don't even have that. We have a situation where, for all we know, the GMs generic each and every petitioned character they come across just to shut up the petitionee.

    CYA means abiding by the rules in the extreme by all parties. We don't have even the merest hint of rule to abide by.
  25. Quote:
    Originally Posted by Nightphall View Post
    I would like more colors as well. Granted, the list we have is okay, and we can't possibly have a million additional colors.......but what about 100 more? 200?
    The 'sheer' look I mentioned in the OP could be achieved by blending all or some of the original 170 30/70 with the 60 or so skin tones.

    Alternately, there are lots of 'analogue' color slider designs, and many color pickers allow you to directly specify decimal or hex values for colors. That'd make matching and blending a snap, if they went for 'restricted range' validation rather than the current 'acceptable list' validation.