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If they introduce an in-game card game they would also need to give us the option to have 2 foot tall spiky hair
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I'd like to see some non-standard guns so I'll second the requests for a retro/steam-punk style pistol.
Additionally a bio-pistol would be rather cool, basically a vaguely pistol shaped organism that fires something equivalent to bullets. I can't think of anything that uses them other than the 'nids so you get pictures of 'nids .
Fallout also had the .223 Pistol which was basically a sawn-off rifle. I'm not sure if it's distinctive enough but it might be cool
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Technically yes, but I still wouldn't want to hold onto a grenade with the pin out in case I accidentally dropped it. Remember, once the pin is out mister grenade is not your friend.
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As others have noted that's an RP reason. Even if you want to RP it it's easy enough to justify a merged market (assuming you're comfortable with the RP concept of a market in the first place). Heroes buying form Villains? Actually stolen good recovered by Longbow (with the BM paying the villain to avoid reprisals). Villains buying from Heroes? Spoils from a raid by Arachnos minions (and WW's insurance reimbursing the Heroes).
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Quote:WARNING: This post contain rampant speculation.Hold up a sec. When I clicked to give rep to myself on a post in this thread to check my points, I was able to see comments left. Is this WAI, or did I miss details on exactly what the changes were?
I would guess that it is both WAI and not WAI. NCSoft did not write the forum software themselves so I assume that when the server admins (or whoever) made the changes to the rep system they simply changed it so that the comments are not displayed on your control panel rather than attempting to remove them entirely since that change is probably significantly easier. The fact that you can view comments on individual posts was presumably left in either because removing it was to complicated to do in the time available or because the person specifying the change was unaware that the feature existed (note that several people expressed surprise in this thread that you could still view comments that way.
As for why it is both WAI and not WAI. I expect that the mods ideally wanted to make it so that we could never see comment in which case the change is not WAI. However the primary goal of the mods with this change was to lower the number of complaints that they receive about abusive rep comments (since it distracts them from more important duties). From that point of view the change is pretty much WAI. As I noted earlier without an easily accessible summary very few people are going to spend time checking their posts on the off chance that someone left them negative feedback. So therefore even if people still go around leaving abusive feedback the original poster is very unlikely to see it and therefore complain about it to the mods. -
Quote:To some extent it is unfortunately unavoidable. CoH has been running for 5 years and has received many updates during that time most of which have been released on a very tight schedule. Add in the fact that various programmers have come and gone over the years and it's not really surprising that the internal code is a bit messy. Over time any code base that is being maintained will be subject to entropy as new code is added, old code is removed, bugs are patched and programming methodologies change.Thinks about it,
Thinks again,
Recalls a little bit from the Tao of programming.
" A well written program is its own heaven
A poorly written program is its own hell"
Now admittedly I don't know the details of the inner workings of the game, BUTTTTTTTTTTTTTTTTT its pretty damn easy to notice when variables aren't being properly initialized. That happens all over the place and it does not bode well for the underlying quality of the code. You toss in that we keep getting more and more side effect type issues, its not good.
As for your statement that it's pretty easy to notice when variables aren't being initialized, in a large code base it really isn't. If you're lucky your compiler catches them but compilers can't always tell if a variable is being correctly initialized so might not catch it. -
This page has a rather useful table showing the relative values of different enhancements (note that it shows the sum of all aspects added together):
http://wiki.cohtitan.com/wiki/Enhanc...ncement_Values
In powers where a single HO can enhance three useful aspects of a power (i.e. Membranes in Fortitude) HOs are often a no-brainer. On the other hand in most other cases it's a trade off, HOs are slightly more powerful but generally not worth the loss of set bonuses. On the gripping hand in powers where the available IO sets are of limited utility and you're going to Frankenslot anyway HOs offer a strong upgrade over dual aspect IOs (which you're likel;y to be using in frankenslotting) -
Quote:1. The soft cap applies to anything up to +6s with the exception being enemies with +ToHit buffs, for example custom MA critters with targeting drone.Having leveled a Night Widow and not quite finished IOing it out yet, I have a few questions about this "Soft Cap" thing.
1. Does the Soft Cap just apply to even level enemies
2. Is it worth exceding...as I have 63% melee, 65% ranged and 50% AoE after I attack as I have mind link perma's without even having a lotg slotted yet.
3. If it is worth it so you can fight higher that evens...why the heck is it called the "Soft Cap" AS WE ALL HAVE THE CHOICE TO FIGHT UP TO +4'S SOLO NOW!!! So if they have a higer chance to hit us, why don't we have a "HARD CAP" discussion. I don't know how this works, but if +4's have a 5%/lvl higher chance to hit us, would this translate to out characters needing 65% defence to achive the same mitigation from defence as fighting even level opponents.
2. In general no it isn't. Exceeding the soft cap will help against enemies with either defense debuffs and to hit buffs since it provides a margin before your effective defense drops below 95% but against other enemies defense over 45% is wasted.
3. There is a hard cap, but it's so high you'll never reach it (between 175% and 225% depending on AT). Regarding the rest of your 3rd comment, I suggest that you read this page:
http://wiki.cohtitan.com/wiki/Attack_Mechanics -
Quote:Conversely, would doubling the time it takes to hit 50 really help retain such a player? And would doing so be worth the potential loss of other players who find the leveling to slow?About potential new player (oversimplified a bit) : gets a team invite, does the sewers, is taken along on some speed-TFs, makes 50 -> didnt see anything of the game -> didnt learn how to play -> doesnt grasp or like or find some end game content -> finds game is lame -> leaves.
Quote:Or people that like the challenge. And find pretending its harder by truning XP off while it could be much easier and everybody else DOES have it easier is not a challenge.
Quote:Or people that find advancing a character more fun that having a 50 and/or get bored once they have a 50 of every character concept they ever came up with.
Quote:I'm worried about the game. Myself I can have altitis quite fine, and stick with SuperGroup buddies, and I already used no-XP quite some as well.
And this game may not be about leveling, but other games are, and a lot of newcomers might expect it to be and fail to see CoX's true beauty on their zip-through to 50.
Finally I'll note that people have been proclaiming DOOOOOOM!!!! for 5 years and CoH is still around so clearly the devs are doign something right. -
Quote:I agree with that. Also given the rep farming that's going on the usefulness of rep as a judge of character is pretty much pointless anyway. When I see someone with a long row of green lights I have no clue if it's because they are a wonderful human being who regularly contributes well written insightful posts or if they've just been playing the rep farming game (this isn't directed at anyone in particular it's simply an observation).Just had a thought or two.
Removing the commentary on individual posts, but leaving the effect of accumulating +/- points towards a poster shifts the focus of Rep away from a critique of a post, and more towards a critique of the poster themselves. Not the direction I'd want to go.
Also: being a forums moderator seems like a tedious, thankless job. Like a babysitter who isn't allowed to smack us (even though they can put us in the Time Out corner if we get too unruly). -
Well first off, I'm not particularly surprised that you removed the comments since there were plenty of idiots abusing them. However as others have said without comments the whole rep system is pretty much pointless. The various rep farmers means that the numerical rep value has no meaning whatsoever and didn't pretty much from the start. On the other hand I used the comments as a means of signifying my approval of a particularly good post (or a cool looking avatar) without needing to clutter up the thread. If you're going to remove the comments you might as well remove the entire rep system anyway since all it doe sat the moment is add a touch of color to the boards (although I'll admit it is a nice shade of green).
Quote:Currently, you *can* still see your rep comments. The last 3(maybe more) on a post anyway. You just have to look at the actual post itself and click the rep button. Obviously this is difficult for many of you with high post counts. But it's still there if you hunt for it. (Unless they eventually remove that part too) -
It's not a bad idea but it needs one change. Specifically individuals need to be able to to disable seeing them. Personally having to click on a popup window everytime I enter the base to craft or use the teleporter would quickly become an annoyance for me.
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Quote:No you can use it but you'll need to buy a timecard as well (effectively you'll need to pre-pay for one month after your free month ends). Most stores that sell the game also sell time cards.I dont have a credit card or paypal account, does tha tmean i can't use my CD?
And welcome to the game. -
Or just add a map icon for TF/Trial contacts even when you aren't on the TF. It would be a nice QoL improvement even if they aren't running all over the place. I've pretty much learnt where they all are now but when I was new finding them was really annoying.
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Quote:Sure there are advantages for Villains. Hero side has a much larger supply of items which means that prices tend to be more stable and for rarer items (i.e. some of the level 30 merit IOs) there is actually stock available for purchase.That is no advantage for villains at all. So now villains can sell at hero prices? Well so can heroes. How does it make villains richer than heroes?
As long as one side gains more Inf per time or per level, it will have an advantage over the other when markets are merged. And do we really want "They outbid us for stuff all the time!" to be added to the "The other side is totally overpowered!" complainings?
As for your second point, I'm going to call BS on that one. I've yet to see any evidence that one side has a naturally greater earning power on a per character basis. Sure some particular sets (Fire/Kin Controllers and several Brute builds come to mind) have greater earning power due to being optimized for farming inf/drops but I don't think either side has a monopoly on good farming builds. Yes Heroes do have a higher overall earning rate due to the fact that there are more of them but for the purposes of a merged market all that really matters is the earning rates of individuals.
The one place that heroes might have a better earning rate is in merits due to the wider selection of TFs/Story Arcs available to them but even there I'd like some evidence that it actually makes a difference especially considering that the most popular TF is the ITF which is available to both Heroes and Villains. -
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Quote:I generally agree with that, although I'll note that Runescape has some very fun quests.I don't recommend Runescape to anybody. I started back when it was brand new (same server ran the website, forum, and game), and seeing 300 people online was a busy night. I played for a couple years and was a top player (#1 cook, top 5 crafter, and top 5 overall skill total). Then I realized all I was doing was standing in one place all day clicking the same object over and over and over and over, and there were so many other people using "Runebot" to skill their way up without any effort (maybe that's why I don't like doorsitting in CoH). It's not a game, It's a hamster wheel! lol. I just got tired of it and couldn't stand it anymore. Well.. To each his own.
At least this game you get to move around and do stuff, and there is more of a story and a lot more action. I'm not really saying Runescape is a horrible game... but it's a certain downgrade from CoH. -
I assume you mean the Going Rogue Beta . And the answer is yes, although it might be worth shooting customer service an email and seeing if they can help. You're not the only one this has happened to (based on previous threads) so I doubt you'll be th efirst person to email them either.
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Sixth: Try downloading and installing the latest version of the drivers for your Video Card. A very large percentage of video card problems can be fixed this way.
Also as an addendum to je_saist's second point. Do you have a widescreen monitor? 1680 x 1050 is a widescreen format but the fact that you're getting set to 800 x 600 makes me think that maybe your monitor isn't widescreen. -
I'd support that. Macro/bind support in CoH is pretty poor compared to a lot of other games both in terms of capability and interface and I'd love to see it get expanded functionality.
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Quote:Fair enough in that case it does make sense.You could not drop the mission at the time.
You could not get any other missions FROM your contacts at the time.
And IIRC, heroes didn't have Safeguard missions at the time, either. (Those introduced one issue further along.)
So, yes, you were forced to do it. Or, y'know, have no missions of your own for 10 levels (15 = BB, 20 = SC.) And yes, when they were introduced, you most certainly *did* have to enter the PVP zone to do it - and to make it more fun, redside, mastermind pets on release did zero damage to players, the BB hospital (redside) had no roof, there was no 30 second rez timer and far fewer drones - so to *exit* the zone, at times, you had to log out, back in, and hope you didn't have a long load eat up your 30 seconds. -
I have my doubts about that (although I'd love to be proven wrong). The information released on side switching for Going Rogue included the extremely strong implication that they will not be merging the markets with Going Rogue (since they specifically stated that Vigilante's and Rogue's will have to use their side's market and won't get access to the other side's until they do the full switch). Under the circumstances if they're planning to merge the markets in the foreseeable future Going Rogue would seem to me the logical time to do it so if they aren't doing it then I don't think that they're planning to do it at all.