AquaJAWS

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  1. AquaJAWS

    Issue 21

    Rarely will you hear of an exact launch date of something like a new issue more than a week or so before it actually happens. It certainly won't happen during closed beta because its still being developed and tested. All it takes is one game breaking bug to be found that is extremely hard to fix to push a date off the target. Then they have to deal with the fallout of people whining about 'but you said Septober 32nd and that was yesterday and its not out yet!?!?! OMG DOOOOM!!!1!!!!'.

    Much easier to not announce a date until they know for sure. Even when they do announce it, its always with an asterisk and a disclaimer saying that can change at any moment up until the moment its is actually out (and even a bit afterwards) for any reason we see fit with or without explanation or warning.

    As others have said, they have only publicly said that they are hoping for sometime this year. That means between now and whenever the end of the time period they define as a year is, which they didn't necessarily state which calendar they were following, if this year refers to a calendar year or within a year from the time of saying it, or that they were talking about earth years (Neptune has a LONG orbit).
  2. Quote:
    Originally Posted by Snow Globe View Post
    Yes, and most tend to be unstable.
    Its comments like this that make me wonder.

    What do you think the .net framework is? Its the foundation that nearly almost all windows programs are using now. Its not a separate app that runs in the background. Its what probably any major program uses as a framework for the basics of windows functions. Its pretty much become the backbone of modern windows programming, and any web programming that uses ASP or Silverlight now.
  3. Quote:
    Originally Posted by TonyV View Post
    Oh, and quick question: What about Mac users? The FAQ just says that a Mac version of the launcher is coming. Does this mean it will be here, or will Mac users still be using the old launcher?
    The mac version is out (at least a beta of it, forget if its official yet or not). I installed it about a week ago myself. I think the FAQ needs to be updated. Instructions are in mac section of the forums.

    Quote:
    Originally Posted by CuppaManga View Post
    The City of Heroes for Mac Client

    The NCSoft Launcher is now the only supported way to download, install, and access City of Heroes for Mac. It is available from http://www.cityofheroes.com/account/...of_heroes.html as a single download. Once downloaded, drag the NCSoft Launcher to your Applications folder, or the folder of your choice to install it.

    - It is highly recommended to place the City of Heroes game application files in the same folder as the NCSoft Launcher, such as Applications, or if you choose, “Games”, or “NCSoft”.

    - Placing the NCSoft Launcher or its files in a folder with a space in the name has been known to cause patching issues.

    Once the NCSoft Launcher is appropriately installed, upon first launch you must either allow it to search for the locations of existing legacy City of Heroes for Mac clients, or locate them yourself by clicking Browse. It is recommended you locate them yourself, if you can, because it’s quicker and less prone to errors.

    - If you have City of Heroes installed in a Boot Camp partition for Windows, or if you have Crossover Games installed, this may cause the NCSoft Launcher to locate incorrect files. This will cause patching issues. It can be corrected by double-clicking Properties below the appropriate game client listing and locating the correct file yourself.

    - BUG ALERT: While using Browse to find the current client is recommended, this feature is currently bugged. You may have to use Search the first time, and then double-click Preferences, check if the path to the client is correct, and then use Browse if needed. Using Browse the first time may cause the NCSoft Launcher to ask you to locate the game client each time you start it.



    The Standalone Mac Client

    The Standalone Mac Client will be deprecated very soon. Please use the NCSoft Launcher to install City of Heroes for Mac.
  4. Quote:
    Originally Posted by je_saist View Post
    I do not think the subscribers playing on Linux operating subscriptions are interested in a F.A.Q.

    We want to know why NCSoft feels like it can flip us a giant middle finger.

    Care to answer on whether or not NCSoft is actually comfortable with ticking off existing subscribers?
    Because nowhere on the site, or in the game, does it say in any way shape or form that the devs and producers officially support this game running on Linux. Never have.

    Saying something is 'not supported' doesn't always mean that there isn't a way for it to work, it means that they don't have the resources, or don't feel the need to dedicate resources, to ensuring that it works and that situation wasn't designed for.
  5. AquaJAWS

    Bandwidth Usage

    Cool, about to move to a new place and the internet bandwidth issue came up last night with the new roommate, so I wanted to check. Was about what I thought.

    At this point I might play 3-4 times a week for a couple hours on a heavy week, maybe a longer several hour session once a weekend a month, so I shouldn't have to be too concerned about the game being the major cause of an overage compared VPN/RDC into work and streaming Netflix/Hulu/Pandora, which is small change in comparison.
  6. AquaJAWS

    Bandwidth Usage

    Does anyone know approximately how much bandwidth is used up playing the game? Should I be concerned with hitting the DSL data cap?
  7. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Yes, when you get the MoBAF badge you automatically get a random piece of rare incarnate salvage dropped into your inventory. You also get a random piece of Uncommon Salvage when you earn each of the badges that comprises MoBAF.

    This salvage does not give a pop-up and is in addition to the salvage you earn from completing the trial (which can be of any rarity).
    Just to clear up any possible confusion as well, you only get the additional salvage drops on the FIRST time you earn the badge, as in when it pops up saying you were awarded the badge. You CANNOT just do nothing but Master of BAF runs and get an extra rare drop each time. Each time you complete the criteria for the badges that make up the Master of badges (not the master of badge itself) AFTER its been awarded the first time, you get an additional Astral Merit as a reward instead of the salvage drop.
  8. The details of Time Manipulation aren't out yet, but I would expect it to be on par for what other sets 'require' for slots. I wouldn't expect it to be too far out of balance in comparison.

    Time Manipulation will be a buff set, meaning it will be available as a secondary for Controllers, Masterminds, and Corruptors, and a primary for Defenders. Direct offensive abilities of the set will be minimal if any at all, outside of buffs to your other powers.

    Respec in relation to Time Manipulation will have no effect since its a new set and you can't change sets during respecs currently. If you don't enjoy your controller now, Time Manipulation will not have an effect on that, so it shouldn't hurt to delete them, however there's nothing stopping you from having more than one controller, so if you have slots open on the server you want, there's no reason to delete either.

    The prestige sprint powers are identical to the regular sprint powers, just with a different animation/effect that goes with it. Especially if you're short on slots in the rest of your main powers, any of the sprint power is the LAST place I would place extra slots into. Even if you're not short on slots, there shouldn't be a need to put additional slots into them 99% of the time, and I personally would find another power from your primary, secondary, pool, fitness, or epic sets to put that slot into because it can almost always be of more use in there. I would put additional ones in swift or hurdle from the fitness pool before in sprint only because it will always be on and doesn't take endurance to begin with.

    Personally, if I even claim them, which I don't most of the time to eliminate clutter powers I won't use, I usually put either an end redx in there, or a run speed boost in there and leave it until I can afford a stealth proc to put in there instead. If it still takes too much end, turn it off in fights. Speed shouldn't be an issue at higher levels once you get a travel power so more speed shouldn't be necessary either.
  9. Quote:
    Originally Posted by The_Spad_EU View Post
    (Usually form in Pocket D as there isn't a "contact" as such, they use the LFG tab)
    To expand on this, its not exclusively Pocket D. The RWZ is very popular on some servers as well, and the Midnighter's Club and Cim are also used regularly too, basically Co-op zones. In reality you can queue yourself into the Team-Up-Teleporter (TUT) from any non-instanced zone and eventually end up on a league. In practice though, most people seem to be creating a pre-formed league in the co-op zones and entering the trials via the TUT that way.

    A league btw, is basically a group of teams (up to 6 teams, but the max for any trial currently is 3 teams or 24 characters).

    Here's more info on some of the stuff I mentioned from the wiki:

    http://wiki.cohtitan.com/wiki/Issue_...king_For_Group
    http://wiki.cohtitan.com/wiki/League

    Also, here is the wiki listing of the issue updates. There have been a lot of changes since the AE was put in (which was issue 14...we just got 20.5 the last few weeks or so).

    http://wiki.cohtitan.com/wiki/Issues

    Oh...and welcome back!
  10. AquaJAWS

    Backpacks!

    I thought I remember reading somewhere that the delay with backpacks had something to do with there only being so many nodes, or something, to attach costume pieces to, something like 32, and they were out of them or VERY low and had other things they wanted the nodes for before backpacks.
  11. AquaJAWS

    keyes worth it?

    Quote:
    Originally Posted by Kosmos View Post
    I find Keyes material reward rate to be about half as good as the other two. If you highly value the Empyrean merit or simply want a change of pace then it's worth it.

    However, the dearth of Incarnate content and high desirability of the goodies you can get with the rewards leads to that content being used as farms - and as a farm Keyes truly sucks.
    Not sure I agree with that. I seem to get more threads just because of the large number of kills you get. Much more of it relies on killing (getting the cells from the goliaths in the second phase, clearing the area around the consoles of warwoks) that you get OTHER drops much more quickly and would get more iXP if it wasn't bugged.

    Lamda you have the first clearing of the zone, but much of that can be skipped without much thought. Same with the glowie search. And with a fast enough team, the adds during the final fight won't be much of an issue if you knock out the big M.

    BAF, again, if you can knock out the AVs fast enough there won't be many kills from the adds, which leaves the prisoners.

    Keyes, you have to knock out at least 15 EBs, which will likely lead to taking out many of their little buddies around them, and clearing the consoles makes for a lot more kills it seems.

    Then adding a third e-merit for a day makes it worth at least one run a day. And you still get the normal 4-5 (or more) astrals and a component drop at the end.
  12. AquaJAWS

    keyes worth it?

    I don't think its any harder, it may be a little longer, but after a few more weeks, and certainly by the time issue 21 comes out, it will become as trivial as the BAF or Lamda.

    The difficulty right now is because its new and not everyone is familiar with the strategies that go with the various phases, but that is quickly changing. It was the same with the BAF and Lamda before people figured out choke points for the prisoners on BAF, where the glowie locations were in Lamda, and improved on syncronizing the killing of NS and Seige.

    Keyes can be done very quickly if you get everyone working together properly in grabbing glowies and knocking out the consoles. The final AM fight is easy if you're paying attention to the disintegration and the obliteration beam. Grab the glowies, charge the consoles, kill the warwoks fast, charge the consoles, raid the bunkers, charge the consoles, keep AM distracted and where he needs to be during the first few phases, and then beat him up as fast as possible. If everyone does their part and follows instructions its not difficult. Ran one last night that I swear we knocked out in less than 20 minutes. So fast it surprised me, and that was with several rookies, but just a couple good leaders that were very good at leading, and people who followed instructions, and I think we could have gone much faster still.

    Before everyone knew the lamda well and how it worked it was hard as hell gathering the glowies and getting people to cooperate with the temp powers. BAF was also before people knew to kill the adds and how to knock out the prisoners efficiently.
  13. Are you using male, huge, or female? Not sure if that makes a difference but try the other ones and see if that helps?
  14. AquaJAWS

    incarnate powers

    The first page to start, I guess, would be on the wiki:

    http://wiki.cohtitan.com/wiki/Incarnate_System


    There's more info at the link but quick version:
    There are several ways to get the first slot (Alpha slot):
    1. There are new league based (more than one team, up to 6) trials that can be run to earn incarnate XP.
    2. There's also a story arc that can be run to do so.

    After that, you collect components various ways and use them to craft your powers. Shards drop from nearly anything and Threads come from the trials mostly. Bigger components drop from various task forces and the trials as end of task rewards.

    EDIT:

    And welcome back! Not sure how long you were gone, but especially the last year or two there have been a lot of changes: new systems, TFs, zones, etc. It wouldn't hurt to give a read over the changes with the various issues to see what changed if you have the time.

    http://wiki.cohtitan.com/wiki/Issues
  15. AquaJAWS

    So Beta server?

    At this point its closed beta, so unless you've been invited to it, you can't get to it. If you are, instructions should be in that email or at least point you to them.
  16. Quote:
    Originally Posted by RogueDemonhunter View Post
    Dominator
    None

    WHAT THE FLOCK! ? ;p By Nul the Gull's BEAK! They better mean...

    Dominator
    Illusion
    Further down on the post:
    Quote:
    Originally Posted by Avatea View Post
    What about Dominators?

    You’ve probably noticed that Dominators didn’t get new powers this time around. We have exciting future plans for the archetype that we can’t talk about right now that will most likely occur post Issue 21. So, stay tuned!
  17. Quote:
    Originally Posted by gameboy1234 View Post
    Disagree here. 90 seconds is probably too long for me personally to wait. I'm talking mostly about preformed leagues here, where only a few people might be added from the queue to a league.

    If we're talking about PUG leagues with the minimum number of people, then sure waiting for more folks makes more sense. A good target in my opinion would be about half way between the minimum and the maximum number of folks for a given Trial/team/whatever. Waiting 5 minutes after you get minimum number of players would be fine then.
    Quote:
    Originally Posted by Snow Globe View Post
    5 minutes is far too long. However, if a league is in the queue, and players enter the queue for the same trial, they should be incorporated into the league. This would give the league a chance to organize.

    Additionally, teams should remain SET when they enter the trial. As it stands, thanks to the woefully inadequate documentation, people still think the team lock will preserve team composition.

    The developers AND the community team have completely failed and abandoned their responsibility to explain how the league functions work. The lack of documentation of new features has happened far too often, and in the case of the league buttons, was commented on many times in the Issue 20 pre-beta. That we are into Issue 20.5 without the documentation is a joke. Then again the same thing, to a lesser degree, has happened with the search window (there should be a legend explaining what the different colors mean in game, preferably in the search window itself).
    Am I missing something about this thing? I thought that if you close the league, the timer goes away and it goes right in. If a timer for an open league is such a huge issue, why not just close the league? I'll conceed maybe a 5 minute timer is a bit overkill, but a delay should be used for an open league so you don't always get the min available league for a trial.
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    Which is precisely why my primary request, getting rid of shards completely and replacing them with threads, doesn't involve creating new content.
    It still takes effort from the team to take out all of the shards and put in threads. Then its still a grind, just not of the incarnate trials and we'll have other issues from another group of people. You can't please everyone.
  19. Quote:
    Originally Posted by Bill Z Bubba View Post
    Of course the followup questions is why would they do so in a way that ONLY farming those two trials gets you there?
    They aren't ONLY putting 2 trials out there. Currently live in game there are 3, a 4th is in beta. They've said a 5th is in dev. Other stuff is surely planned that we don't even know of and we won't until its nearly out.

    Their options were wait possibly years and spend time only producing a TON of content only to drop all of it on everyone all at once while suspending other development in order to get it out in a reasonable amount of time...OR they could put out 1-2 new things at a time, split resources on other things out there for everyone else that's not incarnate. These things take time.
  20. Quote:
    Originally Posted by Clouded View Post
    If we don't make it clearn NOW, then it could get put off until I22, or I23 or further.

    Why does it bother you that others are requesting an option to the current method of advancement for incarnate abilities?
    Nothing bothers me about requesting things. What irks me is people's expectations of the time frame that things are going to get done. It takes a significant amount of time to produce good content that could be used to accomplish this. Since they've announced what is going to be in issue 21 already, at this point they probably aren't going to squeeze any more into it if its not there already. It may be already, we don't know. They are probably well into issue 22 development as well currently and at least planning 23 and maybe even 24 at this point.

    21, unless its already in there or planned for, probably won't see any changes toward a solo path. 22 is possible, as is further into the future. Just make sure your expectations on the speed of the reaction from the devs is intact.
  21. Quote:
    Originally Posted by Mr. DJ View Post
    you mean Very Rare = 4 Rares, right?
    Yes. Sorry. Typo

    Quote:
    Originally Posted by Necrotech_Master View Post
    the most suprising thing to me is that they almost ignored the apex/tin mage stuff

    those things ARE incarnate content, but they are treated barely above a regular tf

    making tin mage and apex drop threads and award components in a way similar to the trials would solve many problems (not a solo route, but for those who dislike trials)
    They aren't ignoring them at all. They just upped the rewards you can get from them. Threads, astral merits, and super insps now. Its not how you said you wanted them to change, but they aren't being ignored. See the 20.5 patch notes:

    Quote:
    Originally Posted by Avatea View Post
    Patch notes for build 2050.201106210214.1

    TASKS

    Apex Task Force
    • The Apex Task Force now rewards players with a choice between 1 Astral Merit, 10 Incarnate Threads, or 1 Super Inspiration for completing it. This Astral Merit can only be earned once per day, while the Thread and Inspiration rewards may be claimed as many times as the TF is completed.

    Tin Mage Task Force
    • The Tin Mage Task Force now rewards players with a choice between 1 Astral Merit, 10 Incarnate Threads, or 1 Super Inspiration for completing it. This Astral Merit can only be earned once per day, while the Thread and Inspiration rewards may be claimed as many times as the TF is completed.
  22. Quote:
    Originally Posted by Von Krieger View Post
    Dark Arts of Marketing
    Can this be a new powerset?
  23. Quote:
    Originally Posted by Bill Z Bubba View Post
    Glad to see the responses in here.

    I would be interested in hearing the argument for keeping shards as is. What problems would arise right now if the devs decided to move forward with a straight swap out?

    All shards are converted to threads.
    All common shard components are converted to a random common thread component.
    All uncommon shard components are converted to a random uncommon thread component.
    Repeat for rare and very rare.

    Replace every instance of shards/shard components in the drop tables with threads/thread components.

    Remove all references to shards in Incarnate Power creation.

    What problems would this cause?
    I would go a few steps further and just say get rid of the different types of components as well.

    Make threads drop more than they shards do, maybe half or a third as commonly as threads do in the iTrials, but the shard drop rate is FAR too slow.

    Add a 'Incarnate Mode' for the upper level task forces that make them harder, but you get thread drops at the iTrial rates as well. Have people get the option of a component, a number of threads, or astral merits. Have the WST offer the option of a rare component, more astral merits, or an emperian merit. Not sure of the exact numbers that should be but that'll work itself out.

    Then instead of having 8 common types, 4 uncommon, etc...just make the pieces:

    Threads,
    Common = 20 threads
    Uncommon = 60 threads = 3 common
    Rare = 4 uncommon
    Very Rare = 4 very rare

    One type of each level. Keep it simple. Keep the requirements for the various incarnate powers the same (3 common for T1, 1 uncommon 2 common for T2, 1 rare and 2 common for T3, 2 T3 1 very rare and 2 common for T4).
  24. Quote:
    Originally Posted by BoogalooSelector View Post
    I've been gone since shortly after i18 came out and I'm looking to waste a bunch of time trying to unlock incarnate stuff over the weekend. But I can't decide which of my toons to spend the time on!

    Really, what I'm looking for is which archetype/powerset combo will 1) benefit the most from the new incarnate slots and 2) be most useful teaming in end-game content.

    My stable of 50s looks like this, in order of how much inf I've poured into them:

    Elec/Shield Scrapper
    Fire/Kin Controller
    SS/Fire Brute
    Fire/Dark Corruptor
    Inv/SS Tanker
    Ice/Kin Corruptor
    Ill/FF Controller

    I absolutely love my corruptors, so right now I'm thinking of going with one of them.
    I think it comes down to what do you like to play the most. There's also nothing stopping you from running multiple. It may seem like a lot of work to get the new incarnate stuff but, especially if you get a few lucky reward drops at the end, it doesn't take as long as you think. Its not instant, but its not forever as some people seem to imply elsewhere if you utilize your astral merits, emperian merits, and components wisely.
  25. Quote:
    Originally Posted by Chaos Creator View Post
    1-49: They get from 1/3 to 2/3 a level worth of xp.
    50: Notice of the well, a piece necessary to create tier 3 or higher Alpha Incarnate enhancements.
    Actually its an extra merit bonus, lots of xp and inf. If you're level fifty, instead of XP, you get it converted to inf like everything else. If you have the alpha slot unlocked you get a notice of the well in addition to all of that, not just if you have it at level 50.

    One note is that threw a few people is if you run the WST one week and get the rewards before you have the alpha slot unlocked, you cannot run the same WST again that week after you unlocked the alpha slot to get the notice. You'll have to wait until the next week.