Xemulas

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  1. Xemulas

    game crashing

    1) What are you running it on? Literally *nothing* we can do unless you give us your spec

    2) Grammar? That was painful to read
  2. Xemulas

    Lag on Union

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    Out of interest, any of the Defiant guys notice any issues there?


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    Red spikes all over the place
  3. Re: the cursor thing, there's a thread somewhere here about that. A sticky about Vista related issues.

    I've no idea what's going on, on the whole (a dxdiag posted into here may help), but I'd recommend tweaking the drivers, especially on an ATI x1300 (i run the same card on my Macbook Pro)

    Omega Drivers (the latest), with the ATI tweaktool, can solve a lot of graphical issues on ATI cards.

    I say *can*, as i'm looking at the 256mb RAM video card, and am hoping you've got the texture files set on the minimum, I run the same card, and I struggle to have many settings on the max (I can't handle particle physics that well)

    but I digress, this could very well be a Vista issue, so I'll leave it to those who are familiar with tackling it
  4. Recluse has a very good reason on keeping Kur'Rekt nice and close.

    You do realise that the Arachnos Drop ships, Arbiter dones are based on 'stolen rikti tech'...Recluse is simply keeping a finger in the Rikti Pie...much like he does with Crey and Malta
  5. [ QUOTE ]
    Hi Ravenswing well i left it vague on purpose so other ppl could add their ideias but the concept idea is that the hero or villain can create different shapes, weapons, armors and items made from solid energy this could be used for both blasting, melee combat, armors and maybe control sets

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    So, basically this is: Here's my idea - Everyone else do the detail?

    This is awfully vague, it all screams 'please rip off green lantern' (or some of the skills from Golden Sun), and all rather niche. If this was one jack of all trades assault set (secondary for dominators), then it'd fit what you want well (except for the armour bit, but we already have energy aura for that).
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    What do you all think?????

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    I'll just go and ask Generic000922345
  7. - Being Tp'd out of base entrance and killed, while clearly AFK?
    Why is someone AFK in a PvP zone?
    - Being killed, then hunted down repeatedly by the same person when you're a first timer in the zone?
    It happens. Guess it just gives the wrong (right) impression of PvP
    - After being droned once?
    Never a viable strategy
    - After being droned repeatedly?
    See above
    - When someone is clearly using a 3rd party macro program?
    *blush* am not really sure what that is/how it works
    - When one side uses a spy on the other side to hunt down someone?
    A tad unfair, but I don't see it as game breaking (as game breaking as PvA- players vs accounts)
    - When one side confuses that spy to take down the other sides second account buffer that's hidden in the base?
    An exploit

    I'm similar sing, pretty high tolerance. FAct of the matter is though, PvP zone = anything goes. If people aren't prepared for it when they enter, after reading the bold red warning , then they'll be educated. Some players expect immunity because of farming/'only here for xp', and most of the time that's a massive red cloth to some quite happy bulls...though some methods are unfair
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    The whole Jumping Power pool is called Leaping.

    Jumping=Leaping

    Hurdle=/=Leaping but it takes Jump IOs

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    I am guessing (please correct me if I'm wrong), but Hurdle doesnt accept leaping Set IOs, as the +stealth IO would make it perma. A touch broken (considering the other slotting options all have an end cost)

    [/ QUOTE ]The minute cost of toggling sprint or CJ on once every 2 mins, or just before you need stealth? Oh woe is me, my end bar will suffer! It's more that people would slot the IO in the passives and then not like being ghostly all the time. Or something like that.

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    You still have to remember to toggle it. It's the principle of the matter _spirit. No end vs Some end. But ta for the aggression.

    Imagine if i had said 'if you slot it into a passive you are ghosty foreva lol'...MaX would have torn me to shreds
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    The arcs are what they are, and I enjoy them for that fact. Turning, say, Peter Themari's arc into [SPOILER]

    do you a) take pryss out, or b) tell her the truth and beat the snot out of thermai, or c) do nothing and have a cup of tea, would *totally* cheapen it for me.

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    But why? You can just choose to do whatever the current option is for that arc - right now, you're forced to do it - a branching system would give you the choice to do it, which is hardly cheapening it.

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    I think forced is the wrong word GG, you seem to have totally internalised this idea of branching outcomes, because I havn't seen anyone complaining that you can't do anything other than complete a mission as the story dictates, other than failing.

    I can't really see this being implamented outside of a pop-up/text screen.

    'Pop up: would you like to do one of the follow options
    option a (btw this is good)
    option b (btw this is naughty)
    option c (btw this is niether)'

    just seems like such a dumbing down. I agree with Cyronic. It doesn't interest me. But maybe, because I personally see no benefit on taking my villains to do the frankly dire, stale, boring, rubbish, outdates CoH arcs, and seeing all the hero players play Masterminds (coz they r kewl!) in atlas...perhaps I'm a little bitter. Chaning sides doesn't interest me. Being given a choice really doesn't interest me, in the current story arcs. Tastefully done in newer ones (on the space station? lol, do you a) blow it up, b) not blow it up (btw this is bad)) then fine
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    What if these needless choices (yes, they are needless, the story content is fine as it is), end up 'locking out' other content, and forcing you to the hero arcs that i'm simply 10000% disinterested in doing, all because of some choice whose consequences i'm unable to see.

    Sure, heroes may get the great chance to go down the dark path and experience some good content. Us villains will get to accidentally earn a few brownie points and be rewarded with 10 hours long task forces and about 1 good arc per level range.

    It's the old, 'if it 'aint broke, don't fix it' approach I'm afraid. Which is why i'd prefer it in a sequal, something that wont get in the way of currently existing 50 characters, large badge collections, task force dynamics (don't get me started on how bad CoV could suck, when tankers march on the scene and start giving the orders). If this were in a sequal GG, I would agree with you completely

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    But that's one of the uses of a moral compass - if the choices you were making as a Villain were pushing your moral compass towards neutral, then you'd be able to get it back to evil with a few misisons where you did the worst possible things in the choices given to you.

    And don't forget, I don't think the system would be so subtle and shaded that you'd have trouble telling what was the "correct" thing to do as a Villain - like an assassination mission, for example - your contact sends you to kill someone - you can either kill them, let them go, or kidnap them and see if they might be useful for your own plans.
    That gives you one obvious evil choice, one obvious good choice, and one not so evil choice, and, depending on who the target is, maybe the kidnapping is even a semi-good choice - so you get good, bad and neutral choices, and all three are quite easy to spot.

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    So what you're saying is, that the great bit i13/14 that is meant to sway the competition, is a big daddy holding my hand, and giving me a choice of two ways to go

    L for LEFT

    and R for RETARDED

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    Which is still better than daddy leading you by the hand the whole time
    By having clear chocies, you can still play through the game as an evil Villain, while other pleyers can make themselves more neutral, and others can try and redeem themselves and become Heroes - it's a system that adds diversity to the game, and gives players more freedom in the way they explore the game and progress through the content.

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    But daddy isn't holding my hand at all atm. The arcs are what they are, and I enjoy them for that fact. Turning, say, Peter Themari's arc into [SPOILER]

    do you a) take pryss out, or b) tell her the truth and beat the snot out of thermai, or c) do nothing and have a cup of tea, would *totally* cheapen it for me. Did you ever use to read those adventure books? 'did you eat the melon? turn to page 98, if you didn't and fought the wolves, turn to page 4...

    Are their stories comparable to great works of fiction that don't give you a choice of outcome. I know that's subjective, but I'm pretty sure that one of those is far more popular and renowned than the other
  11. [ QUOTE ]
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    What if these needless choices (yes, they are needless, the story content is fine as it is), end up 'locking out' other content, and forcing you to the hero arcs that i'm simply 10000% disinterested in doing, all because of some choice whose consequences i'm unable to see.

    Sure, heroes may get the great chance to go down the dark path and experience some good content. Us villains will get to accidentally earn a few brownie points and be rewarded with 10 hours long task forces and about 1 good arc per level range.

    It's the old, 'if it 'aint broke, don't fix it' approach I'm afraid. Which is why i'd prefer it in a sequal, something that wont get in the way of currently existing 50 characters, large badge collections, task force dynamics (don't get me started on how bad CoV could suck, when tankers march on the scene and start giving the orders). If this were in a sequal GG, I would agree with you completely

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    But that's one of the uses of a moral compass - if the choices you were making as a Villain were pushing your moral compass towards neutral, then you'd be able to get it back to evil with a few misisons where you did the worst possible things in the choices given to you.

    And don't forget, I don't think the system would be so subtle and shaded that you'd have trouble telling what was the "correct" thing to do as a Villain - like an assassination mission, for example - your contact sends you to kill someone - you can either kill them, let them go, or kidnap them and see if they might be useful for your own plans.
    That gives you one obvious evil choice, one obvious good choice, and one not so evil choice, and, depending on who the target is, maybe the kidnapping is even a semi-good choice - so you get good, bad and neutral choices, and all three are quite easy to spot.

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    So what you're saying is, that the great big i13/14 that is meant to sway the competition, is a big daddy holding my hand, and giving me a choice of two ways to go

    L for LEFT

    and R for RETARDED
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    Unless it's done *very* well, then all it's going to boil down to is a formulaic system that people will maniupulat to swap sides at will, with no actual gravitas at all. Guess we'll have to wait and see

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    Of course it's going to be a formulaic system. All systems in all MMOs are formulaic systems which are open to abuse or embrace depending on what you want from them.

    Take the old Dreck mission, it was either an epic battle in an alternative dimension to save it from Freakshow domination, or an awesome farming level with no gravitas at all. Whichever it was was up to the players.

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    That's awfully true. Then I think, what i was getting at is that it will feel formulaic, more than anything. Like the difference between Christmas morning when you were 7, and Christmas morning now

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    But isn't a limited choice system still better than no choices at all?
    Giving you the choice to be good, be bad or be neutral is very limited, but it's still a step up from having your progression decided for you.

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    I can see a circle forming.

    What if these needless choices (yes, they are needless, the story content is fine as it is), end up 'locking out' other content, and forcing you to the hero arcs that i'm simply 10000% disinterested in doing, all because of some choice whose consequences i'm unable to see.

    Sure, heroes may get the great chance to go down the dark path and experience some good content. Us villains will get to accidentally earn a few brownie points and be rewarded with 10 hours long task forces and about 1 good arc per level range.

    It's the old, 'if it 'aint broke, don't fix it' approach I'm afraid. Which is why i'd prefer it in a sequal, something that wont get in the way of currently existing 50 characters, large badge collections, task force dynamics (don't get me started on how bad CoV could suck, when tankers march on the scene and start giving the orders). If this were in a sequal GG, I would agree with you completely
  13. [ QUOTE ]
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    Unless it's done *very* well, then all it's going to boil down to is a formulaic system that people will maniupulat to swap sides at will, with no actual gravitas at all. Guess we'll have to wait and see

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    Of course it's going to be a formulaic system. All systems in all MMOs are formulaic systems which are open to abuse or embrace depending on what you want from them.

    Take the old Dreck mission, it was either an epic battle in an alternative dimension to save it from Freakshow domination, or an awesome farming level with no gravitas at all. Whichever it was was up to the players.

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    That's awfully true. Then I think, what i was getting at is that it will feel formulaic, more than anything. Like the difference between Christmas morning when you were 7, and Christmas morning now
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    /end quote Pyramid.

    We'll see. I simply don't agree with you, but I've run out of endurance, not enough to use the [form viable argument] power

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    But you can't really say that a system that gives you multiple ways to progress through the game and access different content depending on the choices you make is worse than a system where you have no choices and only one path of progression.

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    Yes I can.

    The reason I wanted to stopped discussing it, is that no matter how much detail I go into about what I actually think...the repercussions of allowing CoH Archetypes to team with villains in villain's content, the degredation of old story arcs when updated into this new 'superior'(to quote your earlier post) system, and various other things about these changes that worry me from a villain perspective (involving badges, etc)

    [edited because it was unpleasant]

    ...I simply won't get the response/feedback I'd want. I'll leave things at that
  15. /end quote Pyramid.

    We'll see. I simply don't agree with you, but I've run out of endurance, not enough to use the [form viable argument] power
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    Like killing the guy menas the contatc is happy, and gives you more missions - letting him go means the contact refuses to give you anymore misisons, but the guy you let go becomes an unlocked contact - your choices determine your progress in the game, and the content you access - isn't that a superior form of game mechanics?

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    Probably. But IMVHO, save it for a sequal, instead of [censored] around with something that is perfectly fine as it is

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    But they've already mentioned branching mission text, switching sides and morla compasses - I think they are planning on taking the curren tgame to a new level.

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    Yep, certainly looks like it.

    doesn't stop me from thinking that (from the impression the article gave), it's a steaming pile of horse [censored].

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    Well, no devs have actually commented on that article yet, as far as I know - and we've not had any details about how a system like that would work, so I think we shouldn't juidge it too quickly.

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    Hence my constant reference to the article's spin, and my semi-faith in the devs having the clout to be careful with these 'improvements'
  17. [ QUOTE ]
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    Like killing the guy menas the contatc is happy, and gives you more missions - letting him go means the contact refuses to give you anymore misisons, but the guy you let go becomes an unlocked contact - your choices determine your progress in the game, and the content you access - isn't that a superior form of game mechanics?

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    Probably. But IMVHO, save it for a sequal, instead of [censored] around with something that is perfectly fine as it is

    [/ QUOTE ]

    But they've already mentioned branching mission text, switching sides and morla compasses - I think they are planning on taking the curren tgame to a new level.

    [/ QUOTE ]

    Yep, certainly looks like it.

    doesn't stop me from thinking that (from the impression the article gave), it's a steaming pile of horse [censored].
  18. [ QUOTE ]
    Like killing the guy menas the contatc is happy, and gives you more missions - letting him go means the contact refuses to give you anymore misisons, but the guy you let go becomes an unlocked contact - your choices determine your progress in the game, and the content you access - isn't that a superior form of game mechanics?

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    Probably. But IMVHO, save it for a sequal, instead of [censored] around with something that is perfectly fine as it is

    Edit: The bottom line is, i don't want the game to tell me how good or evil I am. That horse has well and truly been flogged, and I find it very tacky and patronising, considering that CoX hasn't really suffered from some chronic lack of strong player avatar identity (or moral alignment)
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    This whole good and bad was done in the 90's and spawned among things rob liefelds atrocities and ugly hair. More coop zones against a greater threat would be fun though.

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    I'm pretty sure the whole good and bad thing was done in comics a bit before the 90s...

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    I'm pretty sure he meant the trend in video-games at the time. Fable, Black and White, KotoR
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    I dont want the moral compass. I have over 300 hours in kotor 1, the bland kotor 2 and crappy jade empire and i still say no. I didnt buy cox to be a jedi or sith i just wanted a mmo based on comics.

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    Superman, the Punisher and the Joker are all in comics - they have moral compasses that are different from each other.

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    Which is an aspect of their character. Something that is part of the lore and the mythology. Not a cliche'd game mechanic.

    My main villain, on the NWN scale, is chaotic neutral. My main hero, Chaotic Good. I've written that into their bios, and keep it in mind when engrossed in playing them. I don't have a 'what you just did was good *pat on the head*' moment telling me so

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    So you wouldn't want missions with say, three different outcomes, that would allow you to play your avatar the way you'd written its bio?

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    I'd much rather have a well written story, than a tacky (a) Kill him, b)torture him, c)free him) outcome system, as i'm dubious as to if the writing standard will be the same in the latter. In a quite lax game, i'm uncomfortable with being forced to make a false 'choice', when accepting the progression of the story is fine by me
  21. [ QUOTE ]
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    helping people = good.


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    Really? So if you save a bunch of people who are being attacked by the Skulls and they then blow up downtown Paragon the following week? You did good? Or doesn't it matter, since you did "good" in the here & now?

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    I mean helping normal people, not criminals.

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    If i didn't know any better, i'd say that's a bit of flame baiting there GG.

    Criminals can = people. There's always a reason for people turning to crime.

    BUT I DIGRESS: shall we try and keep this on topic, and not veer into the ravine of GG one liners vs the world
  22. [ QUOTE ]
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    I dont want the moral compass. I have over 300 hours in kotor 1, the bland kotor 2 and crappy jade empire and i still say no. I didnt buy cox to be a jedi or sith i just wanted a mmo based on comics.

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    Superman, the Punisher and the Joker are all in comics - they have moral compasses that are different from each other.

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    Which is an aspect of their character. Something that is part of the lore and the mythology. Not a cliche'd game mechanic.

    My main villain, on the NWN scale, is chaotic neutral. My main hero, Chaotic Good. I've written that into their bios, and keep it in mind when engrossed in playing them. I don't have a 'what you just did was good *pat on the head*' moment telling me so
  23. [ QUOTE ]
    I see what you mean now.I think that those universal slots should be possible to use only in PvP and in content that locks in specific difficulty setting or that they are not displayed at all at info or some solution like this that will avoid this issue u describe.I have always been against Sets being displayed as well in info i mean there is really no point to it rather than people being picky based on info.


    Dont mind me i just have major gripes with the lack of adjustment of game difficulty atm to match the current state of the game.


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    Agree with the post, especially the emboldened bits
  24. I'm getting this. As are both my duo partners.

    I daren't try customer support, because they'll tell me they don't support Bootcamp, and i'll look back on the wasted effort and cry