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I did not have either of those in my shortcut. I tried adding -renderthread 1 but I don't see any difference. Game is still only using 50-60% CPU. It's possible it's using both cores but just not taking full advantage of them, I don't know why. Seems like a waste having my CPUs idle 40% of the time.
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Since the last time I played I noticed I've had to lower a bunch of settings to keep the game running smooth. I thought maybe it was related to the ultra mode stuff, even though I never turned most of those new settings on.
I just noticed now though that the game is only using like 50-60% of my CPU power and leaving the rest sitting idle. It looks a lot like other games I have that only run on a single core. I have two cores, and upon examining the client process in the task manager the affinity is set to both, but that just means it's not Vista telling the game to only use one core I think.
So is there a setting in an ini file somewhere that may have been somehow changed to limit the game to a single core? Or is it normal the the game to only use half my CPU while struggling to maintain a stable framerate?
I have an Athlon 7750 with two cores at 2.71 ghz, 4gb RAM, and a GeForce 9500 GT 1gb. -
Quote:Not to bash the game at all, I think it's doing well for what it is and the niche it fits into, but this is far from a popular MMO especially for NCsoft.But then again CoH2 is just a speculation of someone at NCSoft throwing a quick register on the Sequal name to one of their most Popular MMOs
Guild Wars, Lineage, Lineage 2 and Aion, all have (or had) subscription numbers (or active accounts in GW's case) in the millions. L1 and L2 have been up in the 8-9 million range which is close to where WoW is. A guesstimate of 50k subs for CoH at this time I think is very generous. Rule of thumb though is you take daily peak population numbers and multiply that by 8 to get close to overall subscription numbers, even saying CoH has 3-5k people on at once is stretching it I think.
This game is surviving comfortably (as far as we can tell), but it's certainly not a cash cow for NCsoft to milk and I don't think they would spontaneously register trademarks to that end. Any step they take with the game is going to be calculated carefully, don't doubt for a second that the instant a mistake is made and the game becomes a money sink that NCsoft will shut it down. See Auto Assault and Tabula Rasa, both games actually had bigger starts than CoH. -
I'm hoping it's not a sequel, but more of a "version 2." An expansion introducing a totally new engine and graphics, but still the same game.
MMO sequels aren't a good idea. You have a game that's already out, with a finite playerbase, yet making money for you, then you go ahead and release another game that directly competes with it? Best case scenario you pull in a few new players who didn't like the first game but want to try the second, but you still split the playerbase and end up with two games with lower subscription bases than the first (see EQ2 and Lineage 2). Or you end up killing one or both of your games (Asheron's Call 2).
I don't think the super hero MMO market is large enough to support yet another game either. Since CO sucks CoH is pretty much all there is, so the entire available market is right here playing CoH now. The DC and Marvel games are already probably going to split the market into such small fragments that all the games die (sorry, that's my prediction as much as I don't like it), adding yet another title to the mix would be silly. -
Quote:That is entirely subjective. I would not find it boring at all, and I think anyone who would really want to use a pure assault rifle or shotgun set wouldn't find that very boring either. I mean I find the entire MM AT very boring, but that's just me and I never would have suggested it to be not added.Because that's BORING. Because a set that consists entirely of "stand and shoot" is, by the very definition of the word, boring.
I also haven't really even attempted to point out all the various ways to fire a gun in a super hero game because I don't think it matters and I wanted to make it as easy as possible to add (maybe if it was a simple rearrangement of existing player and enemy powers they'd be more inclined to quickly throw it in). If you want flashy powers I can think up a bunch.
Let's see, for shotguns it's generally a good idea to fire in close range, so you could build the set with that in mind and create a ranged set that spends a lot of time in melee range.
Face Shot: Has medium range but the power starts with the character dashing right in front of the enemy, holding the shotgun out with one hand right up against their face (if they have a face), and boom. The effect would be more an explosion than a normal gun shot, and the blast could be tintable.
Blindshot: Also medium range and comes with a movement element. Character dashes past the enemy a few feet then fires backwards (again one handed, why not?) in a reverse cone attack. Again, the effect is more explosive than a normal gunshot to make it more visually appealing and so it can be tintable.
Rocket Gun: PBAoE. Character first fires straight down at the ground, the shot is extremely explosive and sends a blast out hitting enemies in close range with decent knockback, this also sends the character flying up about 10-15 (ceiling height?) feet at which point they fire again straight down with an even bigger and more powerful blast that hits enemies in a larger radius and knocks them back even farther. The character then drops down to the ground and lands with style.
Cluster Shot: Medium range frontal cone. Fast normal shogun type shot, but what fires out of the gun is a large cluster of fiery projectiles which each move with their own trajectory illustrated by what look like small lines of fire arcing in multiple directions.
Dragon Slug: Medium range. Character holds the gun at their side and braces themselves, the end of the barrel starts to burn and gets brighter and brighter while the gun shakes in the character's hands, after about 2 seconds a huge "beam" (shape of attack, not an energy beam) of fire shoots out in a straight line maybe 5 feet wide and 20-30 feet long and does instant massive damage to all enemies in it's path.
Are those still boring to you? I'm not good with names obviously, so ignore how much those suck. I don't really like that last one much, as it would feel a bit too much like what I'm complaining about in the current AR set, but it would fit into some shotgun themes. It only takes a few seconds of creative thought to come up with stuff like that. Just because it's a gun and you point it to shoot doesn't mean you can't do all sorts of things with character movement, posing, and the projectile animation and effects. -
Quote:Why? Why try to come up with fancy ways to fire a shotgun or assault rifle? There aren't fancy ways in reality, so why would somebody pick that set expecting to get something like that? You can do all sorts of things with the projectiles, different colors, speeds, add visible wake effects to add to the appearance of power, explosions on impact (explosive rounds), but actually firing the gun no, you don't need to do back flips or back shots, just point and shoot. Maybe aim a little more on some shots, or hold the gun at your side on others, but that's all that's needed.Look at it this way; how many ways can you fire a gun? Look at the Burst, Slug, Beanbag and Buckshot animations. They're practically all the same, but with slightly different sound effects. Now look at Flamethrower. It looks different, doesn't it? Not only does it look different, it's a different attack, while keeping in with the whole firearm theme.
Do this for me; give me nine different ways you can shoot a shotgun. For an extra challenge (and considering you like making soldier characters by the sound of one of your posts) give me nine realistic ways, because chances are, they'll all be the same. One handed? Well, sorry to burst your bubble but unless you're using a Sawn-off Shotgun and not a SPAS-12, USAP-12 or AA-12, you're going to skull yourself when the recoil knocks the gun back into your face is snaps your arm in half.
Quote:I'm going out on a limb here by saying this, but I'm assuming you only joined the game recently (or recently enough), because the only AR model used to the 'abomination gun' or the Legacy Assault Rifle. If you look at that you'll notice various barrels which correspond with the different functions (flamethrower, assault rifle, shotgun). The thing is though, it's not entirely unrealistic because you can attach a grenade launcher to an assault rifle, or a shotgun.
I didn't. It says in the original post that I'm sure people like the current AR set and that it should be kept, just with a different name. Honestly why do so many people not read before posting replies? -
I don't believe that addresses the OP's suggestion, which I think stems from a RP desire to have the "same character" able to change ATs. Switching to a different character with an identical name isn't quite the same.
I highly doubt any form of that would be implemented though, as it would potentially and drastically cut down the number of character slots people use. I'm honestly surprised they even added the secondary build function, that alone must have cut into their character slot sales a bit. -
Quote:Exactly my point. Sniper rifles in reality are designed to kill people in one shot from a tremendous distance, how do you build a powerset around that principle in a game like this?For one thing, snipes in this game are not "one shot one kill".
The suggestions posted here are certainly interesting, but IMO don't do the sniper principle justice. I don't believe most games do or could though anyway, so I'd be happy with more options in any form.
Quote:We have those 6 melee sets, and we also have dev acknowledgement that if they'd had a choice about a different way to do that, they would have. So why are you trying to push them down a design road they've already said is a bad idea?
I'm truly glad they handled the melee sets the way they did. The alternative would be a simple "armed melee" set where you pick a weapon model but they all do the same animation using the same powers. So you'd "Slash" with a club and "Smash" with a dagger, and they wouldn't have any of the flair we have with the current sets. That's sort of exactly how I see the AR set though.
I think I should have used a different thread title. -
Quote:I'm not saying the set doesn't fit within the CoX universe, or that it isn't fun, but it's a little too specific. You'd have more thematic options with normal shotguns and assault rifles. Anyone can pick up simple guns and fight with them, but only a specific type of character is going to get their hands on something like the current AR.In a world where interdimensional travel is the norm for us, the AR set really isn't a technological leap.
And I find the set enormous fun, my first level 50 blaster was AR and he still gets played a lot.
We have 6 different powersets that essentially come down to hitting people with a simple melee weapon, and only 2 for guns. I just feel it should be more balanced and this is the way to do it. -
First I said lethal, not smashing. And yes all those sets that do lethal damage are seen as penalized and weaker at end game. Anyone who's played this game for any length of time knows this.
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Quote:I agree, a sniper set would be interesting but I can't for the life of me think of more than a couple powers to add to it. How do you build an entire powerset around the concept of "one shot, one kill?" That's the only reason I didn't suggest it.I want a sniper power set. In general a gun set focused on single targets primarly. Never liked the fact they give you a sniper rifle for weapon customization but nothing really snipe orianted and I would rather not butcher Assualt Rifle so I could have my sniper.
Anyway...
If apparently we must have fancy shamancy animations. You could do it with the way the bullets travel/animate with the shotgun. FlameThrower ish weapon same way.
If anything, the only reason I know there wouldn't be a sniper set is because it would hard to think of that many animiations for point and shoot.
For a bit of extra honesty, while I will admit that Dual Pistols is cool... those animations actualy put me off the set. I'll watch others play it but a lot of that movement is just annoying/needless to me.
Quote:The grenade launcher attachment for most assault rifles in the real world can provide most, if not all, of the abilities which assault rifle features.
There's a grenade round (M30 Grenade), obviously, however the grenade attachment can also take enlarged shotgun rounds (Buckshot/Beanbag) and there is such a thing as Dragon's Breath rounds (Flamethrower and ignite) and any assault rifle is usually capable of single shot (sniper rifle/slug), semi-auto (burst) and full auto (full auto obviously).
I've done this before with other games. In almost every game out there that I've modded or worked on, cloning is the most efficient way to go about adding new things. I have seen evidence this is also the case with CoX, like how so many weapon sets have almost identical stats (axe and mace, broad sword and katana), and during CoV beta IIRC when some descriptions weren't finished and had other set's descriptions instead. -
Quote:So it looks like here is where you actually start reading the post, and at this point have clearly not gotten to the end where I pretty much make the same comparison with the current AR set.Not really. Call it an experimental weapon, an awarded/stolen Longbow weapon, a gun that uses different ammo types to create flamethrower effects/explosive shells, etc. All it takes is a little creativity.
Quote:Cottage rule. Not going to happen. Also proves that you don't read what you write, becasue this is specifically saying 'edit the AR set'.
Quote:All of which will require new animations and, more importantly, balancing. Including Swap Ammo wouldnt happen for the simple fact that its DPs selling point, much like Combos is for DB. Again, Cottage Rule.
Quote:There is no way to have 9 powers all based on a shotgun without being incredibly boring. There's only so much you can do with a 12 guage. Likewise with a flamethrower. Its all well and good for NPC minions and suchnot, because that is what they are; stacked cannon fodder. -
Quote:The simple fact that the models exists and there are some animations for them means the required work to get it into the game as a powerset is greatly lessened. You can not argue with that. I never said one dev could do this in a single afternoon, but it would not take anywhere near as much work as adding a powerset based on a brand new concept.Unless you actually intend for the entire set to use the same 3-4 animations, I think you should learn more about the game (especially when you're similarly asking for a Shotgun and a Heavy Weapon powerset as well) rather than simply assuming because a few animations exist that there wouldn't be much workload.
You also can't really add that much variety to the animation of firing a rifle or shotgun. I know they did a great job with pistols, but with these weapons you typically can't jump around and do flips and spins.
Also the heavy weapons idea was spur of the moment, I don't really have any idea for how that would work and I don't much care, I do know it's been asked for before though. -
Quote:*sigh*Keep the original powerset in game as it is? In that case you are simply suggesting two new powersets (nothing wrong with that, just unlikely to happen given the subject matter)
What it seemed like you were suggesting was entirely reworking the AR set itself, utterly trampling the Cottage Rule.
Please, correct me if Im wrong.
It's three new powersets, using pieces from the original with more specific flavors, while the old powerset stays exactly as it is with a new name. -
Quote:So even after telling you to read the post you didn't read it. Awesome.Oh, Im sorry. Kindly fill me in on your source that knows intrinsically how resources at Paragon Studios are managed, and how you know just how easy it would be to change one set that is balanced into three entire new sets and what you would do for people with current AR toons, which would now be broken?
As far as animations and resources, I could animate a gun firing in my sleep. Regardless, this is a suggestion for new powersets. Any new powerset is going to require some resources. Or do you go around bashing every powerset suggestion? -
If the entire point of his post is that a powerset shouldn't be removed, and I specifically said in my post to keep the original powerset in the game with a new name, then yes it would have been a good idea to read what he was replying to.
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Quote:Maybe you should try fully reading a post before replying. It saves you from embarrassment.Pfffft....Kehe, excuse me while I wipe laugh spittle off the screen.
No. Just no. I agree it's a wierdly named set, but It won't happen. Cottage Rule: No power (on live) will be completely removed and replaced with another.
Certainly not an entire set. What would happen to people with AR toons? They'd have to be forcefully deleted, as they would possess a unique 'broken' set. Seriously, do people ever think about the consequences of these suggestions, rather than just 'I think this is cool, it should happen noaw!' ? Sheesh. -
Quote:Except because the base animations and weapon models already exist, it wouldn't take a lot of resources to do this. Also, there are always many things to do for developers working on MMOs, that's what it means to work on a project that has no end point.This isn't going to happen because there's a lot more stuff that the developers could be spending development resources on that designing 3 new powersets off of stuff provided by an existing one.
Quote:You might as well ask for separate Revolvers and Flintlock powersets because Dual Pistols fires rounds too quickly to be either of those naturally (i.e. without resorting to magic).
However, I wouldn't mind some flintlock pistol powers, maybe mixed in with some saber attacks and labeled a pirate/swashbuckler set. -
Quote:Not true. Only skills that alert monsters to your presence bring you out of hide, that's anything with a threat effect. Powers like sleep or confuse can be used while hidden without being noticed, a stalker skill example would be Blinding Powder from Ninjutsu. Any skill could be easily modified to not break hide by the devs, it's not something that's limited by the engine as you seem to be implying.anything you do on a stalker to the baddies brings you out of hide. this set would not work as you wish it to.
That said, I don't like the concept personally. I'm not against thief powers, but right now it would be meaningless. I think it would be better suited to a new AT, with additions like random locked safes in missions, and special locked doors, both that come with some sort of meaningful reward. If you don't feel like a thief, sneaking in and stealing things, then there's no point. -
Something I greatly dislike about this powerset is that it's called Assault Rifle yet clearly has shotgun and flamethrower powers. It's hard to fit the monster mutant weapon into a theme. Why not split it into 3 different sets? Remove the shotgun and flamethrower skills from the current set and add a few more assault rifle attacks. I can think of a few easy: "Single Shot" to replace Slug, remove the knockback chance and instead add bonus accuracy. "Spray" to replace Buckshot, remove the knockback again but add a little more damage and make the attack mulithit like Burst. "Leg Shot" to replace Beanbag, with a root instead of disorient. "Headshot" to replace Flamethrower, extreme single target damage instead of the AoE. Then maybe borrow the ammo swap function of dual pistols and swap that in for Ignite. Obviously rearranging some of these, and the grenade can stay as that's something many games portray assault rifles as being capable of. The shotgun powers could be used to make a new shotgun set, and the flamethrower powers could be fit into a heavy weapon set (rocket launcher/flamethrower/explosives). Now I'm sure some people are attached to the current AR, so keep it in but rename it to something more fitting, like Mega Gun or whatever. I just think the current version fits more with some sort of mad weapons inventor, slapping different weapon parts together and making a multiuse weapon. When making a simple soldier type character I more often than not try to skip the skills that clearly aren't AR based, but it makes me feel like I'm gimping the character.
I mean we have many different melee weapon sets, but until Dual Pistols this was the only gun set. The current AR set is like if instead of all the sword, axe and mace sets, we had one set that was a mismatch of all those powers. -
Would be fairly easy to implement this while pleasing everyone here. Just require the alternate AT to start at level 1 and level up as normal. It's how most games handle this sort of system anyway.
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I've looked through a lot of the resources and didn't find the answers to these questions, which isn't much surprise considering how outdated most of it is.
So the setup was I made an office mission with a rescueable ally and the max number of patrols (was only 11 for some reason). I noticed no other enemies on the map, so I'm assuming patrol spawns overwrite normal spawns? Now I wanted the patrols to be a single boss from the security guard enemy group, so I made a custom group with just the random security guard boss in it and set that as the patrol group type. What happened was I got 2 bosses in each patrol, which would have been acceptable except they gave almost no exp. Now I'm wondering why that is, is it because the ally on the map is a custom unit that's flagging all other units for reduced exp, or is it because I placed the boss in a custom group? If it's the later, how I can get a boss patrol (or ambush) to spawn for a solo player without using a custom group? Or do I absolutely have to use the "fight a boss" objective?
I guess while I'm at it, is there a way to hide non-required objectives from the tracker? -
That explains what happened to me. I have a SEFCU Visa CC, when trying to resubscribe to this game last month my CC was repeatedly denied. I thought it was NCsoft's system, so I just went to onlinecdkey.com and bought a gametime key with the same CC and used that to resub. Worked out fine in the end, but it was confusing and a waste of 3-4 hours.
Doesn't make sense to me because I've been billed by NCsoft for years of playing Lineage 2, Auto Assault, and CoX. Why they would suddenly deem those charges suspicious is beyond me, and quite frankly angering. I hate calling people on the phone, and if I'm forced to in order to get a charge to go through in the near future, then I'll be getting a new CC.
A few months ago they completely locked my card down when I tried to buy a $30 game online from a European store. Now that was annoying, and I suppose an indication of the precautions CCs are starting to take. The thing is, I use a CC for convenience...