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Posts
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Quote:This is why I wish they would phase out the whole quantum/void/cyst thing after level 20. They aren't much of a challenge anymore, and it is always immersion breaking for me to see the voids mixed in with the non-human villain groups like the Redcaps or the Devouring Earth.There a number of blueside factions where possessing anti-Kheldian weaponry doesn't make much sense. In the cases where there is no "Quantum Blah" to spawn the game adds a Void Seeker/Void Hunter/Void Stalker/Shadow Cyst to the group.
i've seen this in the Rogue Isles as well with the zone spawns as recently as yesterday. Void Seekers milling about with Scrapyarders and Mooks. Few things look as out of place as a Void Seeker chilling with a bunch of guys in flannel and jeans.
Now if they would replace the random void spawn with an ambush group that announces itself with "There he is! Get him!" that would fit better. Then they would be intruders and not trying to blend in. -
I think these massive ambushes are a bug.
I played through the Praetorian Resistance Warden arcs with a Brute earlier, and while I did see some massive ambushes, they came in waves with only 3 minions in each wave. The main difference there from standard CoH/CoV ambushes were the large number of waves (10 or more) and how close they came together, barely finishing one before the next arrived. There wasn't anything as massive as some of the screenshots I've seen in this thread.
I'm wondering if ambushes in general are bugged.
Last night I did Serge's second costume mission at level 20 with a heroic Tanker who has never been to Praetoria. The Tsoo ambush that hit me there was unusually large. I had about 12-15 attackers, I'm not certain about numbers, because there was a group I attacked just before the ambush hit me. The only adjustment I had to difficulty levels was I set it to allow bosses, I hadn't turned anything else up. -
Quote:Nope.I have to wonder - can't the Mission Teleporter take you there?
I have the same problem with a Tanker I had running a Vahzilok mission.
I had been planning on having that tanker complete every story arc in the levels 1-20 by turning off experience. I started the final arc in the levels 1-14, the Vahzilok water pollution plot, when I hit the Precinct 5 bug. I tried to use the mission teleporter to get to the door, wouldn't work. An invisible barrier prevented me from going there. -
This happened to me too. Jill Pastor in Skyway city assigned me the first mission in the Vahzilok water pollution arc. The mission door is in Precinct 5. I did report it.
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You might want to take a look at the link you just posted. It looks to me like it contains windows style .exe programs, and another copy of the 3 GB DMG for the mac.
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If you download the Mac Client from your own NCSoft master account page, it is the 3 GB client. Latest version with all the GR stuff on it, so only need recent patches.
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Good job!, Thanks!
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Found something that worked with my Macbook Pro. Borrowing a suggestion from a CuppaManga post on an unrelated problem I deleted my preferences file. I was able to patch and log in.
go to Users > (yourname) > Library > Preferences and throw out your City Of Heroes Preferences. -
This is affecting my Macbook Pro, but my iMac is working fine. I tried deleting the installation and downloading the client from scratch, no go.
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Merge or don't merge, I don't care, as long as:
- I don't lose the names of any of my characters.
- I don't lose any characters or character slots.
- I don't lose the names of any of my supergroups.
- I don't lose my supergroup bases.
- I don't lose prestige, influence, infamy, merits, salvage, recipes, etc.
Personally, I doubt that anything will attract new subscribers to the game in significant numbers. Lately I've seen a few new players, but I speculate that they are students on summer break using free trial accounts. Most of them won't have the money to spend on a subscription.
So merging the servers won't scare away the hordes of new players who aren't there.
If anyone quits the game because there are no longer underpopulated servers then they probably were getting burned out anyway.
On the one hand I don't see any point to merging the servers, on the other I don't see any harm.
Far simpler than merging them would be to make free server transfers a permanent option. But that would mean abandoning a source of revenue. -
Skippy is a better name than Robin or Speedy. You don't object to those do you?
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Last year, I bought a one month Sony Station Pass which allows access to all the Sony MMO's on a single payment. I was tired of City of Heroes at the time, thought I might play around with my abandoned Everquest 1 & 2 accounts. (Didn't work out by the way. Wasn't fun for me.)
When I did that, it occurred to me that I also had access to my old Everquest Online Adventures account. For those that know about this, it is an MMO designed to play on of a Playstation 2, using the DVD and memory cards, no hard drive required.
To my surprise, EQOA was still alive, though only barely. They still had at least one developer, since there was a patch note from a month before detailing bug fixes for a plane raid. As far as I could tell, server population was 1 or 2, counting myself and occasionally one other player that I could find. They still had all their original servers, 6 I think.
I bring up this anecdote simply to note that it can't cost too much to keep a server alive and running on an MMO. Developer salary costs are probably a much bigger problem. Even a small population server in CoH probably pays for itself as far as server costs are concerned.
In that same phase last summer, I also reactivated my Anarchy Online account for a few days. AO has only ever had 3 servers, 2 english language and one german language. All were still there. Reading on the forums for AO, I found server merger threads nearly identical to the server merger threads on CoH.
I may be making an unwarranted conclusion from these things, but my guess is that MMO's, like the original Everquest, which merge servers are probably doing so to consolidate populations, rather than to save on maintenance and electricity costs. They may have done it to avoid future expenses of replacing aging servers. No way of knowing really, it's all speculation.
I expect that CoH is still profitable, even with a smaller subscription base. They don't seem to be cutting back on staff. -
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Merge the servers would make a great April's Fools Joke next year.
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They are origami spiders. Nocturne stealths inside the buildings, grabs some paper already there, and folds up all the spiders. It's her trademark thing.
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Quote:What I want is (3) the ability to start any AT at any location on creation.So, like most of you, I am excited about the upcoming Going Rogue expansion... already pre-ordered it all shiny and everything... dusted off a shelf in my harddrive for it too...
One of the things I am looking forward to the most is being able to have Villain ATs Hero side and Hero ATs Villain side... But this got me thinking...
We know we will be able to take existing characters and alignment switch them via a process which the developers have estimated as taking a week for the "casual player." But, what about brand new characters?
So, my question is this... what is your expectation/wish?
Do you want...
1) Only heroes available at character creation blue-side, only villains selectable red-side and BOTH selectable if you start out in Praetoria... and once those characters finish with Praetorian content they can go to either Paragon or the Rogue Isles...
2) As one above, but travel to and from Primal Earth can basically happen at whatever level you want, so you can create a starting villain AT in Praetoria and zip over to Paragon City for a few radio missions for lunch before zooming back to Praetoria to slam some contact mish's all before reaching 8th level.
or...
3) ALL ATs are available for ANY starting point (Rogue, Paragon or Praetoria) but once you select either Blue or Red side your alignment is locked in until you complete the alignment change requirements.
Personally, I would prefer the third option. I want to create a heroic MasterMind without having them first have to "realize the error of their ways" or be a Praetorian with a trans-dimensional Work Visa. I don't mind being locked into a zone until I reach a minimum level, but I want maximum fluidity when creating my characters.
How about the rest of you? What are your expectations and/or hopes for this system?
I couldn't care less what the developers want. I've even less interest in their ideas of roleplay. I've always thought that the alignment restricted AT's were a bad idea.
Tonight I just finished doing the Midnighter Club blue side story arc for about the 50th time. Second time this week with a couple more in process with about zero enthusiasm for finishing them. The arc was interesting the first couple of times, but hasn't been since the second week after introduction. I only do it to unlock access to Cimeria.
I'm really not looking forward to a repeat of that experience with side switching. Unless the requirements are either trivial or mind-blowing, its going to get old fast.
It's not the same with normal story arcs. I can pick or choose which I want to do. If I don't feel like doing any arc, I can do radio missions or I can do AE missions. I can even street sweep.
Make anything a requirement and it rapidly becomes a chore.
I wouldn't mind them making us do it once per side per account. But considering the number of alts I have, I'm probably going to get sick of it. -
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I look for level appropriate, alignment appropriate, solo friendly arcs.
If I'm playing a character below level 20, then I also avoid arcs involving custom power selections or elite bosses.
Above 20 I'm less picky, though I'll drop any AE arc that has a lot of mezzers, since I'm not usually playing a scrapper. I tend to think that if an arc has mezzing minions, then the designer must have been planning a scrapper farm.
If I find an arc that I like, I check to see if the author has others available. -
Quote:OS X 10.5.8Afterimage, what video card do you have in your iMac? What version of the OS are you running?
Nvidia GeForce GT 120
Not using ultra mode graphics.
Tried again today, saw another patch. Better performance but still annoyingly bad. Rubberbanding, but with smaller jerks. Combat animations played about 2/3 of the time. -
Quote:If by PTS you mean the test server, then yes, I'm still experiencing lag on the test server: animations not playing, NPC's vanishing and reappearing, etc.Could those of you experiencing this issue try the build on PTS and see if you're still having trouble there? Please let me know.
Playing on iMac, in case your fix is only meant for PC's. Was playing a low level defender I created on the test server on Tuesday, logged in just a few minutes ago and ran one mission and some street sweeping. -
Nope, doesn't bother me a bit.
I don't care about what other people do, as long as they don't do it to me. I don't care about what other people have, as long as they haven't taken it from me. I don't care what strangers think of me in a game.
I don't see where I have a stake in this, really. I already had Kheldians and Arachnos unlocked. I can't see where more people playing these ATs diminishes me in any way.
I don't think anyone ever respected me for having them, so I don't think I've lost anyone's respect because they will be more common.
/e shrug
I admit this rant does make me think of the time last Summer when I tried out World of Warcraft. There was always a big crowd of people hanging around the bank in their best armor and showing off their raid gear. And always at least one guy on a gnome-built motorcycle. That really doesn't play well here. -
Blah blah entitlement reward fair blah blah
The veterans' rewards system is a marketing tool to encourage player retention. It encourages people to keep their accounts active, even when they leave to play another game for a period of time.
If it is an effective tool, then there is no reason for the Marketing staff to cut off rewards at some point in the future, or to change them into purchasable rewards.
If it is not an effective tool at retaining active accounts, then there is no reason to continue adding new rewards, but there is still a reason not to make the rewards purchasable. Doing so would annoy loyal customers, which might lose them money or accounts.
Some of the more generic rewards (respecs, character slots) are already purchasable. Perhaps more will be in the future. If they do so, it will be a business decision, based on cost/benefit analysis. It won't be decided on arbitrary and subjective standards of fairness or entitlement.
Arguments made by players, that Marketing should do this or that because doing so would lose or gain customers, are pointless. Players do not have access to any data that can support those kind of arguments. These kind of arguments are all about the poster's personal preferences, which carry no financial weight.
Try to remember that CoH is a business first, a game second. No money, no game. Fair play, justice, entitlements, etc. only affect business decisions when they actually affect revenue. -
Quote:I've played two villains to 50, I've got quite a few up to the 30's. I don't really like being a villain. I don't like the villain contacts, story arcs or roles. I don't like the villains zones except for Port Oakes which is quaint, and St Martial, because I like neon at night.Does anyone here play redside characters who, in the RP sense, are proper heroes? I have one that I rolled partially as a joke (playing off of all the wannabe villains you saw before CoV came out), but I'm finding that it doesn't take much effort to justify in character.
This is just a curiosity. I'm not (currently) looking to join any RP groups or anything like that.
I don't know that I would mind being a villain as much if I had any choices in the matter. I can only portray my villains as lackeys, errand boys, mercenaries, etc. I can't be the archvillain, because every story has me doing chores for someone else. Heroes work for the greater good, and don't mind filling requests from their contacts, but villains should be more arrogant, working for another should annoy them. I sure does annoy me red side.
I wouldn't mind being a gritty hero cleaning up the Rogue Isles single handed, but I would have to avoid contacts and mayhem missions, and be very selective about newspaper missions. I would mostly street sweep to 50, and that would get dull fast. So while I considered it, I didn't do it.
But I really do prefer the villain archetypes to most of the heroic types. I only like Blasters and Scrappers. I play more Tankers than Scrappers simply because I prefer the power sets available. Hate the low damage. Can't get into Defenders or Controllers at all.
And I'm tired of waiting for Going Rogue to come out. A few weeks ago, I had an idea that should occupy me until GR is out. I created five new villains, one per archetype and origin. I gave them all similar back stories.
Most of them began life in the Rogue Isles, trapped into working for an evil organization. Each of them either had or developed moral objections to what that organization is doing. Each of them fled the organization, adopting a new costume and name to hide from the agents of that organization. And each of them has chosen to hide in the AE building, running heroic mission simulations to train their powers so that when the evil organization that is searching for them finds them, they will be strong enough to defend themselves.
My natural origin stalker is hiding from a clan of ninjas after refusing to kill.
My tech origin brute is hiding from Crey, after breaking free of brainwashing. (Yeah, Crey is part owner of AE, but the brute is in disguise.)
My science origin mastermind was a chemist making Superdine for the Family, before fleeing and taking her group of friends.
My mutant origin corrupter is hiding out from the Malta group. Weak back story here, as I've never seen a Malta agents as mutants but I wanted to make a dual pistol/kinetic corrupter and Malta has those teleporting gunslingers...
My magic origin dominator is hiding from the Circle of Thorns.
Character concept aside, playing Heroic missions in AE with villain ATs has been a lot of fun. I tend to forget that I'm playing villains, except when I have to visit an arbiter to level up. -
Quote:The question might be loaded, the poster might have an agenda. But the topic of discussion was valid, interesting to some, and worth discussing. Not even remotely a troll post.Give up already. Tanks will not be replaced by brutes. Tanks are not going to get a damage buff. They perform different functions.
Stop asking loaded questions.
Stop making pointless suggestions.
Stop trolling.
Tanker is an archetype. Tanking is a role. Many tankers are not tanks, and will not or cannot tank well. Brutes can tank, though a Tanker might be able to tank better than a Brute, if their skills were equal. The Tanker has somewhat better tools for the tank role than the Brute. On the other hand, a well played Brute might tank better than a poorly played Tank.
And then there is the question of how good a tank do you really need? Perhaps a Brute is a good enough tank for most situations.
I personally do not care, since I got burned out on tanking back in my Everquest days. I've really enjoyed not tanking since then. But it is an interesting question. While I don't enjoy being evil, I do enjoy the fact that on the few villain teams I've played with, every villain was expected to look out himself, and not rely on the old tanker/healer shtick.