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Posts
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Have CoX running on one of my systems XP 64bit with SP3 and have had no issues. Two systems were built last month each with an different OS on them.
BOTH:
AM3 Gigabyte MA770 mobo
AMD Phenom X2 3.1gHz AM3 (all 4 cores opened, yay!)
XFX ATI 4850HD
8 gigs ram
(1)XP 64bit SP3
(2)Windows7 RC 7600
For what it's worth, I also run CoX on my laptop and it has Vista 64bit Ultimate which I tweaked.
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There is no SP3 for 64-bit XP. It uses the Windows Server kernel, not the XP kernel. -
IIRC XP-64 is based on Windows Server and *not* XP-32, hence why there is no SP3 for it and things don't always work as expected.
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Try clicking the Safe Mode checkbox in the updater, see if that helps.
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You should also turn off Bloom, Depth of Field, and Desaturation. They can cause all sorts of wonkiness. Looks like you'll have to enable Advanced Graphics Options first.
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I believe there is a patch on test that fixes this.
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I must admit I am surprisingly balanced
Tanks 4
Scrappers 4
Blasters 5
Defenders 5
Controllers 6
Peacebringers 1
Warshades 1
Brutes 3
Stalkers 1
Corruptor 4
Mastermind 3
Dominator 4
Widow 1
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When this first happened I was unable to log in at all. I tried maybe 6 or 7 times, and each time I got this message.
I fired up the test server this morning and no problems. Very odd.
I filed a support ticket and they pretty much said the same thing; give it a few minutes and try again. -
This is something I've been asking for for YEARS. Seriously. Every time they put up a QoL thread I post this exact thing there. And like Cende said, it's been asked for and ignored, repeatedly.
Maybe with the new character creator they're designing for I16 this will be included.
It also seems that height changes still aren't applied when loading in a saved costume file even if you're at the plastic surgeon. Very disappointing.
The only way I've found to reliably match heights is to use the default height. Any time I've tried to match heights that weren't the default it's been an exercise in futility.
I have a character I wanted to make a bit taller, and who has 4 costume slots. There is no way to match the new height across the same character, let alone different ones. -
The animation you see with the Pocket D and base Teleporter, along with Recall Friend, is a bit wonky. The character's hands jerk up and down during the animation, like the outstretched hands pose won't stick.
Kinda looks like you're having a bit of a seizure while casting. -
I logged into test with no problems. Logged out to change characters and when I tried to log in I get this message:
"There was a problem detected in the game database system, please contact Customer Support at http://support.cityofheroes.com."
Restarting the game didn't help. Verification of files completes with no errors.
Well this is a new one. -
30 mins and they haven't shown up. Can anyone confirm? Thanks.
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I've noticed Sprint trails while jumping. I'm guessing it's somehow related to the new code to suppress trails while flying. Whenever you're on irregular terrain or jump into and then out of water you will see the trails during the jump.
A perfect place to see this is the beach just SW of Kalinda in CoV. The beach surface is irregular and elevated, and jumping always allows the trails to be seen. And you don't need SJ or CJ, regular old jumping ability will do it. -
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I recently listened to a (very amateur) interview with him about his Geek Mafia books, and the interviewer had a City of Heroes related segment. Rick made a comment that he found it "interesting" that Cryptic was going with a classless system for CO, as he'd originally wanted for CoH. He said "interesting" in a "and they told me that wouldn't work" tone of voice.
So-- Rick wanted a system radically different from what was here at release. We don't know exactly who wanted it to change-- Jack? Michael Lewis? Richard Garriott (who Jack quoted a few times after he took over as lead designer) or someone else at NCSoft? Would Rick have continued to fight the idea as a lead designer? ED was far out enough that asking the question might be totally irrelevant, because the system could have been radically different at release. It's also possible that it would have ended up the same way, and that ED would still have been done.
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I think the classless system was way out of Cryptic's ability to implement during CoH. The devs have struggled, more or less since closed beta, to balance how powers interact with each other in a relatively closed power system. An open power system ... with the original devs ... and, yeah, I can see why CoH's development was in trouble.
IH, Stamina, and Quick Recovery? Together? Who'd ha' thunk!
I think Dakan's got some frustrations over how things went down, but, IIRC, he still came to back to write for Cryptic.
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Actually that's the way it was originally gonna go. The first powers system is VERY similar to how CO is set up. I recall the reason they revamped it into the system we have is because they (Jack & co.) wanted to go with a more casual approach. It's also the reason why there were absolutely no numbers given out for powers. The belief was simpler = better. There are a number of video snippets out there on the interwebs (some on the CoX ftp site!) that show a very early version of the game, including the character creator, and how at one time you were able to pick any powers you wanted from a long list. Oh, and it's interesting to see Plant Control, Sonics, and a few other gems on that list, considering they weren't actually implemented into the game till many *years* later.
The game was very different back then, and the balance between powers was actually a lot better than it is today (for many of the original sets that is). There are a lot of powers that now, due to ED and GDN, simply aren't very useful, but originally were. Castle is slowly but surely working through them one at a time (MoG being a very good example) to bring them more up to date with how the game currently works.
And the reason we all believe Jack was the mastermind behind the game is because *HE* has repeatedly said so. Sorta like how Stan Lee takes all the credit for creating Marvel Comics when we all know it was Jack Kirby and Steve Ditko who did 90% of the work.
PS -- Today is my 5 year anniversary! Yay!!! -
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Were the PVP drops fixed? How about the STF? I really want to kick that spiders but. It was my first time doing the TF and all ...
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Sounds like that kind of stuff is coming next week. -
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So are the servers still down? The server status shows as up, but when i try to log in i get
" The game client was unable to connect to the login server. This may be due to a local network issue such as a firewall block, or may be because the login server is down for maintenance. Please check your network settings and try again, or check http://www.cityofheroes.com/servers/index.html for current server status."
Edit: Now showing as Unknown.
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Looks like servers are down till 4PM CST
http://boards.cityofheroes.com/showflat....v=#Post13699880 -
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I just checked the build # and it matches Ghost Falcon's post from last night. So perhaps those notes are for this patch and not the one yesterday.
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We've been fast-tracking some builds straight from Paragon Studios to the Training Room to crush some behind the scenes bugs. The priority was to resolve the French and German server access, and several bugs that were causing map instability.
The 19.20090619.4T2 patch had a showstopper, so we fast-tracked 19.20090619.5T2 to the Training Room last night, and it was just deployed to the North American Live servers today. The 0619.5T2 Patch notes incorporates notes for both 0619.4T2 and 0619.5T2.
As someone pointed out earlier, we do not generally put out release notes for things that are untestable by players,...but for this final patch, we did want to inform players that we had identified some issues that were causing map/zone crashes.
I want to underscore that restoring and preserving stability are our top objective after an Issue launch, which is why those fixes were fast-tracked to the Live servers ahead of some gameplay issues (which would have required more testing time, and added risks to deployment).
We have another build on deck (coming to the Training Room next week) that will resolve other issues discovered by our QA team and received from players.
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Thanks GF. As always, the communication is well appreciated! -
I just checked the build # and it matches Ghost Falcon's post from last night. So perhaps those notes are for this patch and not the one yesterday.
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And there's another patch on test this morning. No notes so far.
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I'm sure most of us would love to know every single detail about every single patch.
But sometimes the Devs fix things we as players -don't- really need to know about.
If the Devs bothered to tell us details about emergency hotfixes or exploit fixes then there would likely be more chaos and questions swirling around on these forums than there already is. Ironically many people never stumble over the bugs that these little stealth patches fix anyway so why advertise the existence of bugs those people will now never see?
The Devs have never been (and will never be) obligated to tell us everything about everything. Basically when they say something like "a stability fix" that's a software developer code phrase for "stuff players are probably better off not knowing about".
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And sometimes they just forget to post the patch notes. I don't have a problem with stability or back end fixes, closing loopholes and such. But there is a expectation that we're supposed to vet patches on test before they go live. That's kinda hard to do if we don't know what's changed. I don't think it's unreasonable to expect some kind of acknowledgment every time a patch is issued, even if it's "no patch notes for this update". -
Has any reason ever been given as to why you can't summon a vet pet if you're in the air? I have a number of characters that stay in the air nearly all the time and it's a real pain to have to land to resummon these buggers. It certainly doesn't help that they are constantly dying.
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There was one unannounced patch on friday and now another one today. No notes for either. Any idea what's being changed/fixed?
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Wow, that's so funny! Just yesterday I thought to myself it's got to be about time for another Double XP weekend. W00t!
[/ QUOTE ]Wouldn't have anything to do with the fact that it was already on the website's front page yesterday?
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Seriously, no. I rarely go to the main website so I wouldn't have seen it. Com'n now, don't you know I have mighty mental powers? LOL -
Wow, that's so funny! Just yesterday I thought to myself it's got to be about time for another Double XP weekend. W00t!
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Doh! Thank you. That makes so much more sense and now that I look at it it's kind of obvious that they just accidentally used the same numbers for the damage increase and the recharge time change.
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The whole line is wrong. It should read:
Psionic Dart: Increased this power's damage scale from .6 to .84, increased its recharge from 1.5 seconds to 3 seconds and increased its endurance cost from 3.12 to 4.37. -
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Psionic Dart: Increased this power's damage scale from .6 to 1.32, increased its recharge from 6 seconds to 1.32 seconds and increased its endurance cost from 3.12 to 4.37.
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Shouldn't this read "...increased its recharge from 1.32 seconds to 6 seconds..."? Unless I'm just missing something.
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That portion of the notes are wrong. Psi Dart went from 1.5 seconds to 3 seconds.