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Oldie but a goody here:
MAKE MAYHEM/SAFEGUARD MISSIONS ACCESSIBLE VIA OUROBOROS.
Pick three paper/scanner missions to precede the level 5-20 missions and five paper/scanner missions to precede the 21+ missions, slap each grouping in Ouroboros as a mission arc, and call it a day. -
The only badges you won't be able to get on a new character are the previous Anniversary badges, account-wide loyalty badges (if you don't already have them on your account), and event badges.
(And even the event badges are almost always able to be obtained the next time that event rolls around.)
You can get all Praetorian exploration, defeat and history badges, but as of now, only those who start in Praetoria can get Avid Reader, Loyalist, Resistance Member and Moral High Ground. And through side-switching between Hero and Villain, you'll have the opportunity to obtain ALL Hero and Villain specific badges. -
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For some, it's not about the XP, it's about just playing the game.
If you are unhappy with the way a team is working, you have every right to leave and find or start a new one, or solo, or, of course, go complain on the message boards that the team you were on sucked because they didn't play the game the way you wanted to.
Awesome how free choice works, isn't it? -
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Quote:Hyperbole post is hyperbol...ic(?).I have seen that cutscene 10-30 times a day for 2 months or so.
Issue 20 has only been out since early April, or just over one month ago. And I doubt you're running 30 BAFs (at about 25 min apiece)... that would be 12½ hours a day of repeat BAFing, not counting any recruiting time. Even 10 a day would be four hours.
If you are BAFing for 12 hours straight every day, then... um... uh... go outside! -
Quote:Bah, was just about to edit my post with the same. Kudos on the speedy fingers, Deej.also, here's the Paragonwiki link for Unlockable costumes:
http://wiki.cohtitan.com/wiki/Unlockable_Costumes -
You received the Halloween pumpkin head costume piece, one of the few non-weapon pieces that are unlocked via badges.
The others I know of off the top of my head are the chest medals for Task Force Commander and the witch hat for completing the Katie Hannon TF.
Weapons that can be unlocked include various Rularuu weapons and shield via Observer (Rularuu eyeball bosses), the Carnie hammer via Illusionist (Carnival of Shadows Master Illusionist pets), a Rikti blade for Katana, Red Cap daggers for Dual Blades, etc. -
Quote:At level 50, with no flight speed enhancements whatsoever, Fly is already at the speed cap. Use an end cost reducer (or two) instead.So, can you enhance flight speed for Fly specifically. the one person Flight power that is not Hover, in the Flight pool. Will a Flight Speed enhancer increase your flight speed?
Flight speed was buffed in Issue 18 (if I recall correctly), negating the need for speed enhancements in the Fly power. -
It's always been that much. Actually, if I recall correctly, it used to cost more back in 2004.
Regardless, no, it never cost as much as Super Speed and Super Jump. The increased endurance cost, as well as the reduced speed, is to offset the additional mobility Fly provides over the other travel powers.
And look at the bright side... it costs less than Teleport! -
That's less of a suggestion and more of an "it's coming, and soon."
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My Grav/Kin Controller is probably my favorite character to play on a team. If I'd started him just three days earlier (May 31st instead of June 2nd) in 2005, he'd probably be my primary character now. ... But alas, he doesn't have the Celebrant badge, so I'm stuck badging with a Scrapper instead.
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Quote:Except that we disagree in that I think they will work on the problems as solutions arise, and when time tables allow. More work is actually being done for i20.5, which will contain the raid on Antimatter's Reactor. I20 isn't in the grave yet.Chad, we seem to be agreeing. In my second post I said this:
I suspect the Devs have no ability to fix these problems without a ton more resources than they have. No doubt, all programming resources are now being devoted to i21. Any i20 problems are like random rat meat in sausage, too bad, but you either eat it or don't.
But I also think the lag problem for the most part lies less on their end and more on the situations that individual players find themselves in between their personal systems and their internet providers. I've certainly experienced mapserver disconnects--as recently as two weeks ago, I was mapserved 4 times in one night--but that was a problem with my ISP losing a bridge to the CoH servers, including these message boards. Nobody else got booted, no one else was unable to reach the CoH web page, so I knew it had to be something on my end.
We'll see how things go after Friday the 27th, when they have as many people as possible log in to Freedom. They're planning a server stress test, the results of which may directly affect the issues being complained about in this thread.
Quote:P.S., seriously, stop the anti-disestablishmentarianists. -
About the only thing I agree with from the OP is that every character should have access to a reliable ranged attack. I know we've got craftable temp powers now, but they run out and you can't slot them. They reworked every melee attack set in AE specifically to ensure that no custom enemies could be stuck in a situation where they're unable to attack, and yet it's still okay for players to be in that position for some reason? Makes no sense to me.
As I've mentioned in other threads, I'd like to see a new Assault/Defense AT at some point... but I've got no real desire for a pick-your-own-power system. -
Quote:The point I've apparently failed to make without blatantly saying it is this: no one person can fix these issues. It's something that has to be handled by a team of people. And the specific people who would be best able to work on a lag problem are also those who are most important in current development projects. It's also not something that can be banged out in an afternoon, so those important developers will have to devote serious time that will impact the timelines designated by the lead developers and (more importantly) the investors in the parent company, which directly affects their funding. Arguably, they think more dollars come about from "moar stuffs nao!" than fixing some issues.Guess that was not my final post. Okay, if you do not "send a guy (or gal) to fix it", how would it get fixed? I have never seen a problem that magically fixes itself. If you do not send someone to fix it, exactly how would this get fixed?
Any potential fixes have to go through rigorous testing with the QA department, because "fixing lag" is almost certainly going to be something that could have complicated and completely random effects throughout the rest of the game--changing a bit of AI here means that suddenly Vahzilok zombies suddenly stop closing into melee range, and /Device Blasters find themselves stuck in their own caltrops and web grenades!
And since the developers are all connecting locally, the support team is not likely to see the lag that a player across the country does in the first place, which makes it even harder to pinpoint the issues.
I don't think the issue is entirely hardware-related the way you do, either. I'm sure a super expensive server upgrade couldn't hurt, but they do upgrade the hardware occassionally. Do you really think we're still on the exact same hardware that CoH launched on in 2004? Or CoV in 2005? I recall hearing something about a pretty major upgrade around the time of Issue 17, a few months before Going Rogue... aka a year ago.
I think the major reason players are experiencing lag has to do, again, with them mistaking graphics slow-down for lag, and with their personal internet connections. It's not like Paragon Studios in California can call up an ISP in New York and complain that their network pathing to reach the servers is too slow. And again, a system slowing down from too much graphics processing can be handled by limiting the features, or by upgrading one's personal hardware. -
Quote:I experience next to no lag on a Hamidon raid. Seriously. It runs absolutely fine for me.There is a gigantic amount of lag in the Hamidon raid. There is an unbelievable amount of lag in the Ritki mothership raid. There is very bad lag in the ITF valley. In every single one of these situations there have been uncountable bug reports sent, unknowable community threads started, and unbelievable requests/demands/begging to the Developers to fix it. Not a single one of these problems have moved an inch towards being solved.
I get "lag" on Rikti Ship Raids, but mostly it's not network or server lag, it's graphics slow-down. If I turn down my graphics, it runs pretty cleanly too, especially considering that there are upwards of 100 enemies nearby attacking the 30+ players and their multitude of AoE attacks.
And the ITF "lag valley" actually HAS improved, considerably, since the task force was released in Issue 12. Most teams I run with these days actually charge up the path, rather than the tradition of pulling back to the bridge and then group-TPing over the valley to the computer. Controls are responsive, there's very little rubber-banding, and only about a second or two where powers say they're recharged but still won't fire. It's not 100%, but it's unarguably improvement over the slideshow that i12 ITFs were reduced to in the valley.
Quote:Getting mad at me for pointing this out is as silly as getting mad at snow falling on you after ignoring the freezing temperature, the snow clouds, and the barometer.
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I can almost assuredly tell you why Lambda trials get laggy in the grenade phase: too many enemies (AIs) requesting server instructions at the same time. The common tactic is to run from object to object as quickly as possible, while leaving the enemies behind. These enemies become "active" on the server, and begin to request server instructions on what to do. Furthermore, ambushes get summoned when the destruction starts, and ambushes don't stop and wander off after a while the way regular mobs do--they hunt down the party until they've been defeated or the event is over and they despawn.
There are two "easy" ways to improve this: 1) force players to deal with the spawns, or 2) remove the ambushes and limit the enemies' aggression timer. The second option would make the challenge negligible, so that's off the table. And players would complain if the grenade phase suddenly became a kill-all, so that's not really a solution either. There are no other simple solutions.
As for the BAF, I'm not really sure why it's so laggy during the escapee phase--the only time I personally experience server lag. (There's sometimes graphics slow-down during the AV fights.) I would assume it's also an AI-related problem, but since they have no attacks and should only be operating on a simple path-following algorithm, I don't understand why that would cause problems... -
Well, try harder, because you failed.
It should be pretty apparent that if the solution were as simple as having one dude do all the testing and fixing himself, they'd have done it. Also, it would apparently be the early 1980s, and the game would be on an Apple IIe or Tandy. Nobody in the current industry has the necessary expertise to fix every cause of this slowdown.
It's very likely a problem with intricate ties in AI, mapping, networking and hardware. You show me a video game programmer who's an expert in all that and can extrapolate a solution from just seeing this "issue" five different times on wildly different hardware, and I'll show you a dude who's about to end up in a government think tank with a 6+ figure salary. -
A massive recovery bonus and a tool to use when you know you're about to go in over your head, like against a +4 AV at the end of an STF or a herd of Devouring Earth dropping those damned Quartz eminators...
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Surprised it hasn't been noted in this thread yet, but Babbage gets spawned after the second to last mission of a Synapse TF in Skyway City (usually just north of the southern tram station).
He is also available on a random basis along the north wall of Boomtown.
Random spawns are random. It could be 5 minutes in between, it could be an hour, or it could be an entire day. (I'm pretty sure I recall reading something early on in the life of CoH that made it so GMs had to spawn at least once per 24 hours.) -
Nope, only for reporting an exploit that you kept secret from the rest of the playerbase. Since this isn't an exploit per se, and you posted it plainly in the forums, I'd say you're 0 for 2 there.
(I admire your moxie, though.) -
Look at the bright side--the forums will also be going down any minute here, and stay down for 6 hours!
No more having to read posts about how the global server list merge is ruining people's lives!
Seriously, people, it's a feature that's good for the game. Put your ridiculous sense of entitlement to the side, just for a day, and see that this is going to allow for better service and support in the long run. -
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She exists in a few Villain and Rogue tip missions.
She has no presence outside of missions, though--you won't find her standing in a zone anywhere. -
Just to throw my two cents in: the difference between a bug and an exploit is both intent and repeatability.
Blazing Tiger lucked out and got a bug that dumped her in the Praetorian tutorial mission, and she milked the opportunity she was given. But there's no way to say, "Psst, if you follow these random, ridiculous procedures, you can do it to!" It was random, it was lucky, and damned if I'm not jealous, but I'm okay with BT keeping Avid Reader.