Cassie_Storm

Ms. Justice 2011
  • Posts

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  1. Cassie_Storm

    Tights!

    Quote:
    Originally Posted by Noble Savage View Post
    This is the essential take-away, I think. Regardless of what we do, everyone's expressing a similar interest in adding realism/modern textures to these costume pieces. So we could potentially do a few things:

    --revamp original tights w/ subtle folds, seams
    --add new tights w/ heavy folds
    --add new tights w/ other basic textures (leather, etc.)
    Most of the characters I make in this game wear tights and have more of the traditional superhero theme. I'm fine with any of the above options being done, provided the "tights with skin" options aren't overlooked when revamping peices; the bottom parts in particular.

    Quite a few of my heroes use the leotard look. Matching up the newer stuff with the old stuff (defense set top with the tights with skin bikini bottom part as shown below) just doesn't look right together.



    I've seen you say before that the defense set can cover the tights options (and I like the defense set in general), but you can't really use it with something else when you're using something other than long pants tights on the lower half of your body. I won't use it anyway since I'm pretty obsessive about things matching up and looking right.
  2. Quote:
    Originally Posted by FatBaby View Post
    I should of mentioned that when we killed the nightmares, it was in her vicinity. Maybe it the way it works is sort of similar to the Storm Voids?
    Yes, this is how it works.

    Pulling the bosses over to her and defeating them there drops her mez protection. It allows you to keep her in place and stop her from reaching the fountain.

    Edited to also add: There's another Phase after the final Mother Malaise fight. After you take down Malaise, you become trapped inside Mother Mayhem's mind. You'll have two and a half minutes (I think that was the time) to take her down. The fight starts off slow because of your lower damage do your morale bar in the raid window. The more damage she takes, however, the higher your morale rises until you finally take her down.
  3. My group is one of the more traditional groups LSK was referring to if you're not interested in making your own or relying solely on the two global channels (which I would recommend joining anyway, regardless of SG status).

    You can check out the finer details at www.lojheroes.com to see if we'd be a good fit for you. Most of the important info is listed on the website. The only thing lacking (I think) is our play hours, which tend to be slanted more for west coast players. Our peak hours of activity are from 7 pm to 10 pm Pacific.
  4. Quote:
    Originally Posted by MentalMaden View Post
    Yeah, I gave into the temptation. And now I'm about a third of the way through A Clash of Kings.
    A Storm of Swords (the 3rd one) is my favorite book of the series so far. I think it's better than any of the others. So expect more temptation once you finish A Clash of Kings.
  5. Quote:
    Originally Posted by Lothic View Post
    I think it's going to be interesting to see how closely this series follows its source books or not.

    I know that the HBO True Blood TV series followed the first two Sookie Stackhouse books pretty closely during the first two seasons. But by the time the third season came around the TV show started grasping for material that didn't appear until like the 4th, 5th and 6th books. By the end of the third season the show was still interesting but the gap between "what happened in the books" versus "what was happening in the TV show" was starting to get pretty wide.

    I guess time will tell if Game of Thrones starts to diverge like that or not.
    I can't say whether they'll end up sticking to the books or not (although I hope they do) but I will say from my experience reading them and watching the show, it already feels like they're doing the bare minimum to fit the story in within an hour block. The books are massive and are filled with all sorts of character stuff.

    The show hits the important parts and has done great job at showing the audience what it needs to know about each character so we can connect with them but there's a ton more they could draw from if episodes end up being light. I don't suspect they'll be running out of material anytime soon.
  6. Quote:
    Originally Posted by AquaJAWS View Post
    The problem with this is that antacid and well-stocked are the same thing if they collect them all. You can't collect all of A before any of B collecting all of B after all of A.
    They're not the same, really. Maybe you just misread them or didn't understand what I was saying. The way I wrote it would let teams decide how they want to spend their first five minutes in stage three. They can either collect all the Pacification Grenades first while eating their time up, or they can go with Molecular Acid. Either way, collecting the second 10 temp powers to gain an additional badge out of it is going to be very difficult because of the time constraints. My suggestion, however, does not punish experienced teams who can collect all 20 under those conditions.

    You'd gain more time back as you collected the second set, sure, but your time remaining would be so low you wouldn't have much of a buffer. Some teams might not even be able to collect all 10 of the second type; and if you didn't get them all, you could always run it again and reverse the order to get the badge you missed.

    That's neither here nor there though. That was just my suggestion I don't expect them to change it to that or anything.

    I don't really agree with the notion that you shouldn't be able to get a Master badge all in one attempt. That's limiting the rewards from the trial and putting unnecessary caps on well run leagues. Getting it all in one run should be more difficult than doing it multiple times, but we should still be able to do it. The goal should have been to allow the badges/rewards to be obtained by average teams individually (multiple runs), while also designing for experienced leagues that can push themselves a bit harder to get all the badges/rewards in a single run.
  7. Quote:
    Originally Posted by Dispari View Post
    100% RES is an okay gimmick for some AV fights, but having 100% RES the entire time is exclusionary and not a good idea. That and the obscene amount of debuffing and/or psi damage required to actually kill Marauder means people have to be more picky about their league builds. It's not the sort of encounter you just throw 16 random people at and assume it'll work. The majority of your league has to have certain powers in order to have a slim chance of succeeding.
    The devs would likely tell you "every Lambda run need not be a 'Master of' run". And while that's certainly true, I don't think it justifies the badge requirements either. I'm with everyone else on this one.

    Most "Master Of" badges have some sort of requirements in them that make the badges easier if you have certain ATs on the team. The Lambda badges are too heavy handed though. We've gone from "it's good to have a well balanced team to do this" to needing very specific power sets to even come close to a successful attempt. That isn't even addressing the fact that it needs to be done three separate times.

    Any challenge badges that get added to the game need to be focused on player skill and not on players gaming the system. You could have the 16 best players in the game going up against him, but if they don't have the right amount of debuff or damage type, they're not going to finish it either.

    This is what I'd do to change it:

    1) Lower Marauder's enraged resistance. Maybe drop him down to 80% - 85% or something but keep his unstoppable the way it is now. This way teams without a metric ton of debuffs or psi damage won't get stonewalled on him when going for the badge. It would still be difficult but not to the degree it is now and wouldn't require leagues to stack the teams in their favor. Using the grenades would still be the preferred method since it drops his resistance well below that anyway.

    2) Change the badges so that they can all be gained in one run if the team is experienced enough.
    • Antacid: Collect all 10 Molecular Acid grenades before collecting any Pacification Grenades OR collect all 10 Molecular Acid Grenades after collecting all 10 Pacification Grenades
    • Well-Sticked: Collect all 10 Pacification Grenades before collecting any Molecular Acid Grenades OR collect all 10 Pacification Grenades after collecting all 10 Molecular Acid Grenades
    • Lambda Looter: Defeat Marauder without using any Molecular Acid or Pacification Grenades
    They already said that the real challenge of the first two badges was supposed to be getting them all before the time ran out without gaining extra time. That should be the challenge, not defeating the AV again without using any. The way I wrote the requirements above would allow teams to get the badges individually on separate runs, or a really experienced team to go for all three. Just like you can in the BAF trial.
  8. Quote:
    Originally Posted by Grey Pilgrim View Post
    Wow... not sure how he is ever going to get this series done if he still hasn't gotten to that. I assumed that threat was going to pop out in the second book at least. I didn't care for the style or feel of the world, so I gave up after Book 1... but that vignette at the start of Book 1 certainly made me think the whole series was going to go in a very different direction.

    Some Spoilers below





    The White Walkers / Others storyline starts in the third book really. They're not the prominent enemy, of course, but it's a lot more than just the first opening chapter in the first book. While they're not always being read about directly, they are the driving force behind what is happening up North and beyond the Wall.

    By the end of the third book, the wildling force that was amassing beyond the wall has been dealt with and Stanntis and his army have marched north to help the Night's Watch deal with the looming threat of the White Walkers / Others.

    Unfortunately, Book 4 needed to be halved in order to make it readable. The half we ended up with didn't have anything to do with the characters in the North. I'd imagine book 5 will have mostly to do with that part of the story while bringing to conclusion some of the other storylines in the south.

    That leaves two books for him to build up and write a conclusion to The Others' story for. Which is probably more than enough considering we got through an entire war (mostly anyway) between book 2 and half of book 3. How long it takes him to write the last two books, however, is another matter entirely.
  9. Quote:
    Originally Posted by mousedroid View Post
    I've never read any of the books, but I might want to. I think someone mentioned there are four of them? Does anyone know if they are planning to adapt one book per season? I don't want to start reading them until I know I won't read spoilers.
    Four at the moment with book five (supposedly) out this July.

    I think I read that the general idea was to have one book per season of the show. Book three is really big though. It might require two seasons to get through. Books four and five most certainly will since they take place at the same time and will need to be combined.
  10. Quote:
    Originally Posted by Ironik View Post
    I don't remember anything called a White Walker in the books. What is it? Or were they just, like, walking around the way everyone else did? I may have blanked them out if so.
    White Walkers = The Others

    I actually can't remember them being called The White Walkers in the books either. A friend suggested they changed the name for the TV series so that it wouldn't look like they were copying Lost and their mysterious evil monsters with the same name.

    I think I prefer the new name over the old one anyway.
  11. Quote:
    Originally Posted by Ruff_Tuff_n_Buff View Post
    I really do not like the icons and text overlapping the health and endurance bars. That's a terrible, terrible design.

    Edit: And the health/end colours are too dark. And now that I look at it again, the buttons above and below the League (I think?) window are cryptic. I cannot tell at a glance what they even do. They NEED text labels.
    I wasn't a fan of the team window change either. However, the images being posted are a bit outdated. They're from the original look of the windows back when they first opened up the sneak peak stuff.

    The overall look of the windows are the same, but the colors on the current versions are a lot brighter and are much easier to read (compared to the pics posted in this thread - I still prefer the current team window, though).

    They've gone from being hardly usable (difficult to read, dark colors, overlapping text ect) and not elegant (it looks odd compared to the rest of the UI, in my opinion) to just not being elegant in their design.

    The buttons on the league window have pop-up text when you hover over them, I believe.
  12. Back with a screenshot just to kind of show what's going on here. The image is kinda big, so I'll just post the links.

    This is what super speed should look like standing still: http://img265.imageshack.us/img265/2...0207154459.jpg

    And it does, provided you don't change your point of view so that you can't see the FX. I changed the camera to first person view in my test to clear the FX from my screen.

    This is what it looks like when you exit first person view after running around with super speed on: http://img404.imageshack.us/img404/3...0207154532.jpg

    Those bright orange spikes is what the FX of super speed does while you're running around. It's not as pronounced as what you see in the image though because there's a trail effect to it when you're running around.

    However, after running around in first person mode, then switching back to third person, the FX tries to redraw itself on the screen from when you were running around and couldn't see the FX.

    I was able to reproduce this by:
    1. turning on super speed.
    2. scrolling the camera back a bit
    3. entering first person mode by pressing B
    4. running around a bit (not long, maybe 10 seconds) in first person mode
    5. standing still and pressing B again to exit first person mode.

    On step 5, the FX popped up briefly as the game redrew it, then it went back to normal. This is just a minor example of what happens, though. It gets much worse when there is a lot of movement from other players entering your field of view.
  13. Quote:
    Originally Posted by Memphis_Bill View Post
    So, getting the order straight:
    - Team with DA or Steamy Mist character (anything that produces "clouds," I suppose.)
    - Have them offscreen.
    - Wait, oh, 2 minutes.
    - Have them come into your field of view. Get "overlapped" particles (steamy looks like a solid mass, etc.)

    Sound right?
    That's the general order of things, yes. I've tried having teammates run across my screen to reproduce the issue but it doesn't happen all the time. I've noticed that it seems to happen more often after you've been playing a while. The lag and redraw seems to be more pronounced the closer they are to your camera.

    I usually play with the camera right behind my character. Having someone run up next to you or jump just over your head is when it's really noticeable.

    Quote:
    Originally Posted by Necrotech_Master View Post
    i notice this even when im alone and nobody is anywhere near me

    its mostly auras and other animated effects, like if you go to the enhances screen then come out then you see the drawing of every animation of the aura that happened while you were on the enhance screen

    oddly enough this doesnt lag me at all usually, and going to the enhance screen sometimes helps clear up any lag that i am having lol
    I think this has always been the case. As far back as I can remember, opening the enhancement screen, staying a while, then closing it will cause the FX to redraw itself to catch up with what was happening in-game. It's never lagged me either.

    The problem with FX drawing on itself when people run into your field of view seems like a recent issue. If it keeps happening, I'll try to get some screenshots of it.
  14. Quote:
    Originally Posted by RedSwitchblade View Post
    Okay, so I don't have a game-breaking bug, or anything. But I have noticed a change in the way my graphics behave, albeit slightly. I was wondering if anyone else has noticed this issue.

    I regularly team with a Dark Armor scrapper. Whenever she shows up from off screen, her toggles show up as solid colors, like the particle animations overlapped themselves off-screen. It also happens with Super Speed, I've noticed.

    To further explain, you know when you stand in front of someone who has toggled, say, Steamy Mist, and go into the enhancement screen, and when you exit the enhancement screen you see 20 seconds overlapping particle effects and then it catches up? With certain powers I'm seeing this regularly, but only when people enter my field of view from off screen.

    It's such a narrow issue I can't start to point a finger at my video card - to think that just particle effects are acting wacky and nothing else is bizarre. So I'm really just asking if anyone can visualize what I'm walking about and then confirming whether or not I'm alone in my issue. Then I start trying to track the bug locally if I think it's specific.

    BTW, it's an nVidia card, GTX260.

    I can't describe what you're talking about either, but I can confirm that I'm having the same issue you are. It isn't specific to any one power, either. I've seen it happen on subtle FX like the circles from super/combat jump.

    It's like the game forgets or loses track of FX not showing on your screen, then tries to draw it all at once when someone runs into your field of view. It seems to be a bit random. Like, say, if someone is in your field of view, runs out of it, then back in, it doesn't mess up. But if they're off your screen for a good bit and run into your view, it happens. Just what I've noticed.

    The biggest issue I have with it isn't so much the look, but the lag it causes. FPS drops significantly when it happens. Some powers (like Dark Armor) make it really bad.

    This only started recently, though. It wasn't like that prior to two weeks ago. I have an ATI card, so, I doubt this is card related if yours is nVidia.

    On a somewhat unrelated note, I've been playing with different driver versions the last week or so (due to the dialog window crash bug - another issue entirely), and I've seen this FX bug/lag on all of them I've tried (10.9, 10.10, 10.12, and 11.1). So I doubt it's a driver specific issue either.
  15. Quote:
    Originally Posted by Memphis_Bill View Post
    Well, I've had two contact window crashes - one working on an AE arc, one doing the "origin of power" arc - window starts to open, game freezes, "Display driver amdkmdap stopped responding and has successfully recovered," game dies. Both today.
    I been having the same problem with dialog windows causing a crash after updating my ATI drivers to the current ones. That's happened multiple times to me from different sources (Ouroboros, the MA system, contacts inside missions).

    Player FX also seems to be causing some problems too; specifically if someone isn't in your field of veiw and suddenly runs into it the game lags while it tries to draw their FX. It's not a long period of lag. Maybe half a second, but it's noticeable if you're not used to playing with lag like that.

    Quote:
    Originally Posted by SilverAgeFan View Post
    There are a couple other threads about this. Current ATI drivers sound to be the culprit. The advice is to rollback to 10.9 drivers.
    Is there any reason why that version (the 10.9 one) is advised over any of the other ones?
  16. Quote:
    Originally Posted by Residentx_EU View Post
    Let's step through this again....

    Leader SG X - 8 members, good to go
    Leader SG Y w/coalition - 8 members good to go if of the same SG
    Leader SG Z w/coalition - 8 members good to go because on the team with a leader that has a coalition with Leader SG X. All team members inherit leaders status temporarily(sidekicked/exemplared and SGX access)
    The first two are correct. The last one is not. Coalition team leaders do not grant people outside SG Z access to SG X's base.
  17. Quote:
    Originally Posted by Residentx_EU View Post
    I agree with everything you've told me accept the above. I've noticed that in "unsecure" bases when you add members to your team, they can come into your base and when they hit the SG portal, they'll get a link to my base.
    Right, that's what I said

    So long as you have your base set up to allow teammates access, you're fine. You need to be the team leader for that to work though, which is why it was mentioned the two other team leaders for the raid need to be from your SG. Otherwise people not in your SG won't have a way to access the raid porter.

    Quote:
    Originally Posted by Residentx_EU View Post
    To solve the other 2 teams of 8, I can create a coalition with 2 other SGs and and then they can recruit 8 and come into my base too right?
    That depends on if they're bringing they're own people or if they're recruiting people outside of the SG. Coalitions can join and access your base for a raid, yes. If they have members outside of their own SG on their team, though, those members will not be able to access your base.

    It's a lot easier if you just designate yourself and two other members in your SG as "raid leaders" for the trial, and have them be the leaders on their teams. This way anyone who wants to help can join your trial and you don't need to worry about setting up coalitions.
  18. Quote:
    Originally Posted by Residentx_EU View Post
    What is this about 3 leaders? I entered it by myself last week. Can't I just build a team of 8 and do this?

    Are you sure we can't enter from our own SGs?
    The only requirement to start the raid itself is to be in a SG with a raid teleporter and have the mission computer. That said, you're gonna need around 20 - 24 (24 is the max allowed. 3 teams of 8) people to complete it because of how it's designed.

    The team leaders in the raid need to be from your SG so people outside your group can access your base. Most of the difficulty lies in the timing required in the first stage of the raid. You have to destroy three objects within 30 seconds of each other. They're spread out too far and the enemies guarding them are far too difficult for just one team to do in the time allowed (you also can't clear the enemies at each way point, then go back and and destroy the objects at your leisure like in the sewer trial).

    You can read up on it in more detail here: http://wiki.cohtitan.com/wiki/Cathedral_of_Pain_Trial

    Answers to your assumptions in the first post:

    1) To start the raid, yes.

    2) Participating members do not need to be in your SG to join your group on the raid. However, you can only access the raid from your base. Your team leaders need to be from your own SG so those not in it can access the raid teleporter.

    3) The trial is designed for 24 people.

    4) Any level can join, and everyone is SKed to 50 (adding a bunch of lowbies will make the raid much more difficult, however).
  19. I watched this too and enjoyed it but I preferred the ending in the comics over the movie. I was kind of looking forward to see Superman get mad again and nail Darkseid to the Source Wall. I guess they felt with it being Supergirl's movie and all, having her be taken out in the fight so quickly didn't do her justice. The dialog between Superman and Darkseid in the comic is pretty good, too, and something the movie could have benefited from.

    I didn't mind Andre Braugher as Darkseid either, but I like him as an actor. It's hard to get Michael Ironside's voice out of your head as the voice of Darkseid but Braugher was a good second choice I thought.
  20. Cassie_Storm

    "Hack"

    Cassandra Storm
    @Cassie
    I Survived "Hack"



    Thanks for the event Cai It was a lot of fun and a good challenge.

    Anyone crying over the winners being on a team needs to have their head examined. Whatever happened to just doing something for the fun of it? Does not winning one of the grand prizes somehow diminish the personal satisfaction from solving it? It didn't for me.

    Grats to the winners
  21. Cassie_Storm

    "Hack"

    Cassandra Storm
    @Cassie
    "I WANT TO PLAY A GAME!"

  22. A lot goes into keeping a group active but here’s a short list (in no specific order):

    • Find your core players - Every successful group has at least one. Depending on the size it might only be you and a few other people (or it might be 8+ people). Dedication from these players makes or breaks the group itself. If you don’t have people willing to play together fringe members are never going to hang around.
    • Give members something to do - Run some events as a group. Give them a reason to want to log-in and play with everyone else. Task Forces are a good start. You can branch out to more unique events from there. If you’re not scheduling events, make sure you’re running missions and encouraging those within your group to join you.
    • Delegate Responsibilities - It helps if you have people working with you to better your group; another leader or a few captains to help run things. You can’t be on all the time, and even if you can you’re going to burn yourself out. Promote people who have a desire to make the group better and keep it running – don’t promote people who only want a title (this includes friends who have no desire to help).
    • Create a community - Creating a forum somewhere for your group to chat out of game is a big step. It helps bring people together even if they’re not playing. A website to go along with it (with SG info) is a plus but not required.
    • Recruit – But not in broadcast - Spamming broadcast with SG info almost never gets you dedicated members. If you do that, people will join and be gone in a week. This is where your captains and core members come into play. There are a lot of defunct groups out there with members who would leave said group for an active one. You shouldn’t give every non-SG member you team with the third degree about their current SG, but if they mention it being dead and you enjoy teaming with them, encourage them to join yours. Recruiting from the forums here is also a good way to get dedicated members.
    There’s more to it than what I listed but those are the important things (at least in my opinion).
  23. Cassie_Storm

    Arkhan Asylum

    Quote:
    Originally Posted by Gaderath
    Quote:
    Originally Posted by DaemonicVisions
    I do heed a warning, not saying how or why, but your game may look messed up at one point, trust me, it's fine..
    I still think its a bug > It makes NO sense!
    I thought that part was good I always figured it was done on purpose to scare the player.

    It freaked me out when it happened too (more so cause I was playing on my 360). "Oh no RRoD!" I got a good laugh out of it after I saw what they were doing. Or maybe I was just reading too much into it hehe.
  24. Sounds like fun, toona

    Sign me (@Cassie) and @S I N up for a team. I suppose I'm the captain since I posted
  25. Name: Patriotte
    Global Name: @Cassie
    Present Claimed: Blueside Present 3
    Clue Answer: A Big Bad Wolffe
    Link to Clue Answer Photo: http://i94.photobucket.com/albums/l1...3-21-33-38.jpg

    Looks like Photobucket shrunk my image but you can still read it