BlueRaptor

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  1. Quote:
    Originally Posted by Memphis_Bill View Post
    There are some like that in the game.

    SOME home in on you. And *Some* go to where whatever the trigger was. (Stepping down a side corridor to watch an ambush run past was not unusual.)
    Neat.
    My apologies to the game then.
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    In that example, given they all went in expecting to die, I'd guess that some if not all had poison capsules or something.

    I know *I* wouldn't want to deal with the 'hopitality' of the PPD...
    And I would not have minded at all if it said so. Or left room to easily assume it was so, or that he died although you didn't exactly intend to assassinate him. But I remember the wording was very unforgiving there.

    But like I said, maybe they fixed it by now.
  3. I agree that sometimes the game makes things happen that you'd not do, but there is way worse.

    Like, you defeat that Resistance guy on the roof. "... you killed him ... " - SAYS WHO? Whatever happened to 'defeating' All this time I defeat and arrest, but suddenly, I killed? Wasn't this new content all about CHOICES?
    Right! You get a choice later! Betray and KILL your contact A, or betray any KILL your contact B.
    (I hope this got fixed by now. Given the content was pretty new back then. I would have loved Defeat A or Defeat B or have both attack you, and when you defeat one the option to Kill or Not Kill - the latter resulting in the other attacking you. Or doing the killing and it is too fast for you to stop it.)
  4. Quote:
    Originally Posted by IanTheM1 View Post
    This is such an exemplary, if ludicrously hyperbolic, slippery slope fallacy, that I'd be tempted to have it framed and then exhibited.
    The problem with the slippery slope is, if it WAS false, there'd have to be one LAST step.
    Which one is the last step? Is this the last step? Will YOU tell the next one asking for just one tiny step that they cannot have it because the last step taken was clearly the last step?
    Won't they then say that is ludicrously hyperbolic, slippery slope fallacy, and their tiny step can never hurt?

    I agree that the current restrictions for freebies are pretty harsh, but I follow the argument that 5$ is not to much to buy this game for a lifetime, and the spammer issue. I think that the goal is not only to keep spammers out because 5$ is so much money though, but to make people register with valid credit card info, so that they can instantly buy when they see something nice, instead of then being too lazy to fill out all that credit card info first.
    DCUO does pretty much the same btw.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    That's precisely what the problem is. Ambushes, in and of themselves, are not a bad mechanic. They're as legitimate as patrols. However, they seem to be just about the only mechanic the developers consistently use in practically EVERY new mission they make, and not only are too many ambushes too hard to deal with, the system itself begins to drag when it's overused.
    Totally agreed.
    I loved ambushes like I love patrols, because everyone just standing there in small groups waiting for you to come and punch them always seemed stupid to me. But ambushes need to be used WHERE they make sense, and in a WAY that makes sense.
    When I pull that one big lever that shuts down the villain's master device or activates the self destruct of the base, I can see hell breaking loose, tons of baddies rushing at me.
    When I find that book in a pile of rubble far down in a cave and there is no good reason how anyone will know, not so much. Especially not again when I find the 2nd, 3rd, 4th book. And if the baddies don't have a story reason or explanation to suddenly pop up right next to me, please try to make sure they don't.
    I really liked how things tried hard NOT to spawn in your face in CoX until a while ago.

    That said, I wouldn't mind seeing ambushes that run to where you pulled that lever, maybe start looking for you from there, with a chance of NOT finding you when they don't see you now and then.
  6. And yet players of other MMOs that have much more open world than instanced content never seem to mind that whatever twisted creatures they need to slay are not all conveniently located inside the quest npc hub.
  7. Same here.
    Installing the newest graphics driver fixed it.
  8. BlueRaptor

    Revamping Claws

    I don't mind new optional animations for anything.
    I just don't think we need this that badly.
    And I'd very happily go without it if we can instead, e.g., finally get an option for real, beast claws instead of metal blades. Lots of people on here have been asking for that and other things for years now.
    So, don't take it personal when I don't jump behind your idea and scream, YES! THAT is what we need!
    It's surely a good thing to have. But I have a lot of jumping to do elsewhere.
  9. Quote:
    Originally Posted by ClawsandEffect View Post
    If you remove the need to actually travel anywhere, what is the point of the city zones even existing? What is the point of travel powers if you can do anything you need to do from right where you're standing? The removal of reasons to actually traverse the game world is one of the things I amleast happy with about the game's evolution.

    If you can just make a phone call to do anything you can possibly do in the game, you might as well just take the next step and make the entire game a series of missions, all accessed by a single door in a white room.

    The need to travel to a trainer is something that will get people exploring the game world. When I first started the game I found all kinds of cool stuff while I was figuring out how to reach the trainer from my randomly located door mission.

    Removing the need to do that would make the game worse in my opinion. If new players never have to find their way to a trainer from random locations, they will never see even half of the cool out-of-the-way stuff that makes the game feel like it could be a real place.

    I really don't want to see one more reason to actually interact with eth city zones removed.
    Exactly my thoughts whenever someone comes up with a new "QOL" suggestion that makes the actual game world a little step more obsolete.
    I didn't mind when you actually had to travel somewhere and having contacts all over town was important to get inspirations. When travel powers made a difference and going to a super group base and using a teleporter you worked hard for was actually faster than zooming to any zone from any place with a truckload of day job temp powers and the Orouboros travel cheat as I still like to call it.
  10. Given how the way things work in AE change all the time, wouldn't they also need to be seen to regularly to assure they work as intended? (The guest author clearly wont do that, so the devs would have to invest time and, if something broke, change something the author put their name under?)
    Maybe they are a feature that was not built to last.
  11. BlueRaptor

    Doorbuster

    Lucky you!
    Sadly, I still did not get the Launcher to update the game on this system, still have to copy the readily patched version from another friend who plays it to be able to play it here.
    And I didn't get to that friend for several weeks now.
    Been trying all the time to get it to run, but it seems I will have to wait until I get a my new computer and install a new OS where .net 3.5 installs properly. No idea if that is the problem though.
    Is there a list somewhere we can subscribe to to get that badge when it was impossible for us to log in at the right time?
  12. following stuff on the CoX Support FAQ, I have two questions:
    1) Does the NCSoft launcher need a fancy new microsoft .NET framework to work?
    2) If it does, why doesn't it say so?
  13. The problem was still there a few days ago.
    I had to copy the game and launcher from a friend, then it worked. But now it needs a new patch I guess, and the launcher times out when trying to get the patch list:
    (So yes, I cannot play again since it cannot patch.)

    Summary For :
    ======================================
    --> MachineName:
    --> TimeStamp: 21.08.2011 19:26:12
    --> FullName: NC.Logging, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
    --> AppDomainName: StubDomain
    --> WindowsIdentity:

    Exception Information Details:
    ======================================
    Exception Type: NC.Patcher.UserFriendlyException
    ErrorId: PatchServerCommunicationError
    Message: Fehler-Code: 36 (PatchServerCommunicationError):
    Kommunikationsfehler des Patch-Servers bei Ausführen des Vorgangs:
    Getting Patch List
    DetailedMessage: Fehler-Code: 36 (PatchServerCommunicationError):
    Kommunikationsfehler des Patch-Servers bei Ausführen des Vorgangs:
    Getting Patch List
    The operation has timed out

    Data: System.Collections.ListDictionaryInternal
    TargetSite: System.Object CheckForExceptionAndReturnResult()
    HelpLink: NULL
    Source: _Launcher

    StackTrace Information Details:
    ======================================
    at NC.Patcher.PatchServerConnectionFlatFile.GetRespon se(Uri requestUri, String operationTitle)
    at NC.Patcher.PatchServerConnectionFlatFile.InternalG etPatchListManifest()
    at NC.Patcher.PatchServerConnectionFlatFile.InternalG etPatchPath(PatcherProductID productID, Version64 fromVersion, Version64 targetVersion, PatchTypes patchType)
    <--Saving Stack Frame-->
    at NC.Utilities.AsyncOperation.CheckForExceptionAndRe turnResult()
    at NC.Patcher.PatchServerConnectionFlatFile.GetPatchP ath(PatcherProductID productID, Version64 fromVersion, Version64 targetVersion, PatchTypes patchType)
    at NC.Patcher.Patcher.GetPatchPathToLatest(PatchServe rConnection patchServer)
    at NC.Patcher.Patcher.InternalCheckForPatches()
    <--Saving Stack Frame-->
    at NC.Utilities.AsyncOperation.CheckForExceptionAndRe turnResult()
    at NC.Patcher.BasePatcher.CheckForPatches()
    at NC.Patcher.CompositePatcher.InternalCheckForPatche s()
    <--Saving Stack Frame-->
    at NC.Utilities.AsyncOperation.CheckForExceptionAndRe turnResult()
    at NC.Patcher.BasePatcher.CheckForPatches()
    at NC.Patcher.CompositePatcher.InternalCheckForPatche s()

    Exception Information Details:
    ======================================
    Exception Type: NC.Patcher.PatchServerException
    Message: Patch server communication error while performing operation:
    Getting Patch List
    Data: System.Collections.ListDictionaryInternal
    TargetSite: NULL
    HelpLink: NULL
    Source: NULL

    Exception Information Details:
    ======================================
    Exception Type: System.Net.WebException
    Status: Timeout
    Response: NULL
    Message: The operation has timed out
    Data: System.Collections.ListDictionaryInternal
    TargetSite: System.Net.WebResponse GetResponse()
    HelpLink: NULL
    Source: System

    StackTrace Information Details:
    ======================================
    at System.Net.HttpWebRequest.GetResponse()
    at NC.Downloaders.BasicDownloader.DownloadFile(Boolea n supportResume, ThroughputOperationState overallProgress, UriInfo[] uriInfos, FileManifest[] internalFileList, Int32 fileIndex)
    at NC.Downloaders.BasicDownloader.InternalDownload(Do wnloadTask task)
    <--Saving Stack Frame-->
    at NC.Utilities.AsyncOperation.CheckForExceptionAndRe turnResult()
    at NC.Downloaders.BasicDownloader.Download(DownloadTa sk task)
    at NC.Downloaders.DownloadTask.Download()
    at NC.Patcher.PatchServerConnectionFlatFile.GetRespon se(Uri requestUri, String operationTitle)

    (edit: IP address was 192.168.2.100)
  14. Posting it here too, this one crashes instantly.

    "City of Heroes™ Lite Installer has encountered a problem and needs to close. We are sorry for the inconvenience."
    Error signature
    AppName: coh_installer.exe AppVer: 1.0.7.1 ModName: coh_installer.exe
    ModVer: 1.0.7.1 Offset: 00105ab8

    This person seems to have the same problem:
    Quote:
    Originally Posted by TheWalrusTheEggman View Post
    ... The new installer download from the game client page won't even run for me, just crashes instantly.
  15. Quote:
    Originally Posted by Necrotech_Master View Post
    just a note, as of yesterday the old launcher is discontinued and cannot be used to launch the game anymore
    Yes, I learned that already. (the hard way, too.)

    Quote:
    Originally Posted by Tex View Post
    Ah, so new installer is needed. Thanks for the help. But:

    "City of Heroes™ Lite Installer has encountered a problem and needs to close. We are sorry for the inconvenience."
    Error signature
    AppName: coh_installer.exe AppVer: 1.0.7.1 ModName: coh_installer.exe
    ModVer: 1.0.7.1 Offset: 00105ab8

    Do I need to uninstall or delete something first?
  16. This sounds like a good thing to try. Where is this COH_Installer.exe to patch the Client though?

    The site linked in that topic http://na.cityofheroes.com/en/news/n...t_launcher.php reads like it is at http://www.cityofheroes.com/account/...taller_en.html, but that site does not seem to work.
  17. When I start the new NCsoft Launcher, it stalls and gives me the Error message "Unable to Contact Launcher Update Server", (at about 25% progress bar).
    When I retry the progress bar is at around 75 but does not move, and after about a minute, the Error pops up again. Retrying does the same again, not even trying to connect anywhere, progress bar not moving.
    No connection attempts are blocked either.

    When I "Skip", and start the game from the new launcher, it starts the old launcher, that goes #1, #2, #3, ... forever.

    Oh, and repeated trying also bluescreened my system. Twice now.

    (System is Windoof XP, CoX worked fine all the time, I had the US version, and the IP from which I tried was 80.136.180.193.)

    Any ideas crew?
  18. Quote:
    Originally Posted by Cass_ View Post
    Wait so adding layer upon layer of currencies and collectables just makes the game an incoherent mess?

    who would have thunk it!
    I admit I lost track of / care for all the systems about when Alignment Merits came out.
  19. Quote:
    Originally Posted by Phewmite View Post
    Honestly I have to say that I don't mind the raids, though my first few runs were quite frustrating. Now that strategies have emerged and incarnate levels have increased the Trials are becoming easier, much like the high level TF's.

    That said, I have to admit that I would much prefer gaining incarnate levels through story arc content. The trials are proving themselves *very* grinding and seem very disconnected to any storyline. The idea of "I've stpped the 80th attempt of the Preators to release these mindwashed into society so the well has granted me the ability to...." just doesn't seem to fit in with a story driven power increase.

    What I think the best route to go is to offer a story arc for gaining each of the incarnate powers (much like the Alpha slot) and then use the Trials as just that, trials that require the use of the newly aquired powers.
    That current mechanic follows a concept I don't understand:
    Grind away in repetitive runs of some raids*, that are not really hard and soon get boring, to then get powers and extra levels that make you lol-epic, that you can then use to run that same content but now it's even easier and more boring?
    Or will those be a true requirement for stuff beyond, that no mere 50 can survive, so that all characters that are not 53 or 55 or what will be the new max level feel totally worthless?

    I don't mind raids*. I think they are cool when they are an option. (and the new content has cool new mission mechanics!)
    *And I don't mind how you call them.

    I do mind when there is new content that doesn't have many alternatives to get to the new max level (that you cannot be side-kicked to like with normal levels), which in return you need to play other new content. IF that is what the future brings.
    (I find the new levels, in form of level shifts, do more bad than good. The bonus and powers gained from incarnate slots are enough.)
  20. Sorry, but the trial giving you another temp power that is just lost in your pile, with a "YOU GOT... !" message that is just as lost in the other "YOU GOT... !" messages in the middle of combat, and new players to that trial then not knowing what they got and that unlike all the other temp powers you occasionally get in missions these ones are vital, or how they have to use it, is not the player's fault, but bad design.

    Making everyone know who failed to do everything right so everybody can be mad at them is not a good fix but a bad workaround.

    And no, I also don't think we need yetanotherfunkyglow(tm) annoying everyone, thank you very much, plus as has been pointed out it will be lost among all the other glow and spammy effects anyway.

    Quote:
    Originally Posted by Remaugen View Post
    I would really love to see the trial temps pop up in a NEW tray beside or above the inspiration box.
    This, though, would be a really good approach imo. It is clearly visible, showing that it's something special, meant for this mission, and could give a little popup text on mouseover explaining what it does. It can still say you got a temp power and add it to your pile, but this, I think, will help and make the gaming experience much better.
  21. BlueRaptor

    Level 52 or 53?

    Yes, they raised the level cap but called it funny.
  22. Freedom is definitely (and simply) the fullest server. It thus has more of everything, nice players, annoying and noisy people, and lag included, and is where most of PvP went to, mostly because it's fullest.
    Playing from Europe myself, I can recommend it for purposes of finding lots of people on even when it's night in the US.

    Virtue is still decently full, number two or three in that aspect, and indeed said to be very RP-friendly.
  23. BlueRaptor

    PvP Currencey

    I don't think it's nice to talk about 'PvE-ers' like that, but I have to agree that there is little reward incentive to go to a PvP zone. Even with the PvP recipes, the only reliable way to get a certain one you want is in not-PvP. (by alignment merits)
    As to get that one in PvP you need to a) have players around, b) defeat one, and c) get really lucky.

    I think it could help PvP a lot if they'd also drop (with lower chance than for a player defeat of course) for NPC defeats and (with roughly the chance for a player defeat) for mission goals (hotspots, pillboxes, AVs) in PvP zones.

    That could bring life to PvP zones, and is not 'PvE-farmable' because you do it in a zone where you are exposed to PvP, and competing against players from the other side that want to do the same. And thus PvP-ing. => Fun!
  24. Quote:
    Originally Posted by Alpha_Zulu View Post
    Hands down, out of everything I liked in PvP before the changes, the thing I liked the most is PvP followed the exact same rules as PvE.

    Another way of putting it, PvP rules made sense.
    Yes, I liked best how things worked mostly like in PvE.

    It thus felt like everyone could join PvP zones with their PvE character and, expecting Players to be like strong bosses, play along and have an effect.
    Things did make sense, and even if numbers were not exactly the same as in PvE (were they?), the characters felt the same, big effects did big effects, lots of Resistance was lots of resistance, strong mez was strong mez, glass cannon was glass canon...
    It thus was casual-friendly and full of excitement and variety to me.
    Not something you need a special PvP build and AT-powerset combinations for, or get killed by the rules instead of defeated by a player.
  25. I would already be very happy if the team members can see what the TF is about.
    E.g. see the text of the contacts. Instead of having to watch the one who does the talking stand there, and wonder what they talk about.

    As has been said, cut scenes help a little. But only a little, and some are too fast to read even.