Codewalker

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  1. Quote:
    Originally Posted by Memphis_Bill View Post
    Wait, 1 second recharge? NERF! I can't believe they did that! That's going to *completely* ruin my Khelds! This is a slap in the face! With another face! WARRRRRGarbl!!!
    Because if there was an instant activating power with no recharge on it, there's no way it would be toggled rapidly and bog down the server. I mean, it would take a real jerk to try such a thing. It would be like spamming emotes in a busy area to try to lag people out and disconnect them, before they added a chat throttle. And nobody did that, such a thing would be unheard of!

    /sarcasm off



    (and yes I know the post I'm replying to was being funny as well)
  2. Well, another month, still no yearly badge.

    Time to go file another "what is the status of this issue?" ticket with billing support. I encourage everyone who is missing a vet badge, which is probably quite a few people by now, to do the same.
  3. Quote:
    Originally Posted by gameboy1234 View Post
    I don't think it's just that the animations for the powers themselves are difficult, but I think interfacing a two-handed rig into all the other animations in game (walk, run, ninja run, fly, probably a bunch more). I think the main issue is there there is often a lot of behind the scenes work to get something out, which doesn't affect it directly but still has to be present. Otherwise it's just not going to work, or it'll be half-arsed in some way.

    My 2 inf.
    I'm sure this is part of it. Staff is an entirely new weapon type, which means it needs new walk/run/fly/swim/ninja run/etc animations while it's drawn. Some of those can be modified from existing ones, but others I bet they had to make whole new animations for. Not to mention the labor of hooking up new modes, and testing all the edge cases to make sure they don't conflict with anything else in the animation system.

    Also, there's the matter of scheduling. Without selling them in the market, say they only have the resources to make two powersets a year. So how do the decide which two? Part of it is low hanging fruit, like Posi mentioned. Part of it is how many players want it. But I'm sure another big part of it is balance. If they can make a new set for an AT that really needs it, or yet another melee weapon set when there are already more of them than anything else, which do they choose?

    So assume they're still using the same logic they always have in order to pick the Free for VIP powersets, and then also making others that are much requested and they think will sell well enough to justify the cost.
  4. Codewalker

    STAFF you all!

    Quote:
    Originally Posted by Samuel_Tow View Post
    The pack was free the moment it was released and stayed free for a week or two. Then it was sold for 400 points for about a day, after that it was taken off the Market for something like a week, then sold for... What was it? 240 Points?

    If we got a Staff Pack for free for a while, then it was made purchasable, I'd be all for it.
    Yes, when TW came out, the pack was free for a while. I think partly because of all the noise people made on beta when they put the pack up for testing there.

    Which is precisely why I think a staff pack might be in the works but delayed a bit, so they don't end up having to give it away for free to placate everyone like they did with TW.
  5. Codewalker

    STAFF you all!

    Quote:
    Originally Posted by rian_frostdrake View Post
    It could happen, would be nice if it were like the tw one and was free for early adopters, but I'm just pointing out that there are key differences between the tw situation and the staff one.
    The controversy surrounding the TW pack is probably exactly why we won't see a Staff weapon pack for a while, even if hypothetically speaking the models were already made.

    Remember that we got that one for free after people made a huge ruckus about them selling a weapon pack on day one for a newly released set -- one that some people felt didn't come with enough customization options in the first place.
  6. Codewalker

    STAFF you all!

    Quote:
    Originally Posted by Darth_Khasei View Post
    Well they did it for TW there is hope they will do it for staff. I mean there has to be a reason to have held it back for so long beside the set schedule deal.
    Oh, I'm sure they will do one. Too lucrative of an opportunity to let slip by. I just don't think it will be next week (or the very near future for that matter).
  7. Codewalker

    STAFF you all!

    Quote:
    Originally Posted by Darth_Khasei View Post
    There is hope for it to come next week.
  8. Quote:
    Originally Posted by Golden Girl View Post
    We weren't at war with Praetorian Earth until Tyrant and the loyalists invaded us - like almost all the probelms the loyalists have to deal with, it was self-created
    We have always been at war with Eurasia. This is goodfact.
  9. Quote:
    Originally Posted by Golden Girl View Post
    There are only 2 sides in the dimensional war
    We have always been at war with Eastasia.
  10. Honestly, it's a mess right now, with events happening out of order all over the place. Mostly it's a result of new arcs being written to continue the storylines, but because of level ranges you end up playing them before some of the new ones (ex: Sutter TF vs. Tina MacIntyre).

    My personal theory is that the timeline is fractured as a result of Mender Silos and Ouroboros' tampering. It all started unraveling when we went back to Outbreak and found that everything was happening differently.

    As much as I dislike Montague Castanella, I imagine he has a killer migraine right about now.
  11. (warning, tangent detected)

    Quote:
    Originally Posted by Arcanaville View Post
    That would be interesting if true, because while such flags can theoretically exist (there are some boolean flags I'm not sure about personally) the power designers didn't actually have direct access to them. At least, I'm pretty certain they didn't between I7 and I18, and Castle himself said explicitly once he had no way to do what you're describing when I asked him about it.
    The flags themselves have definitely existed since at least late I13, possibly even earlier. There's actually six: a master "Allow Resistance" and "Allow Combat Mods", as well as separate "Use Magnitude Resistance", "Use Duration Resistance", "Use Magnitude Combat Mods", and "Use Duration Combat Mods", all of which can be flipped individually. I'd assume that the latter 4 do nothing if the corresponding master "Allow" switches are off.

    As for what powers designers have direct access to, that I can't say. It depends what process is used for getting the data from excel into text files, because they should definitely be present in those.

    Out of curiosity, I did a quick check to see if any existing powers had this set in a manner that's inconsistent with the type of the effect. As of today, they seem to be rigidly consistent, which support them being set in an automated fashion. Type = Duration all have the duration flags set, Type = Magnitude and Type = Expression have the magnitude ones on, and Type = Constant have both set. Interesting.

    I'd say it's possible that the flags exist only as a hint to the UI and don't control engine mechanics, except that the UI doesn't actually take resistance or combat mods into account when displaying real numbers... Likely only an engine programmer would know for sure.
  12. This was changed a few years ago, in Issue 16, when Super-Sidekicking was introduced.

    Before that, yes, you used to level on a TF, up to the max level of the TF at which point you would auto-exemp to it. A group that I play with used to sometimes start the old Posi TF at level 10 (which was immensely painful at first against those vahz), and it would slowly get easier as we leveled, until we hit the cap by the end of the TF.

    After I16, however, the team is locked to the level that the leader is when they start the TF, or the TF cap, whichever is lower, for the duration of the TF. Most teams run TFs at the max level for them, so they never notice. It definitely happens, though, and is easy to reproduce.

    I seem to recall a little bit of discussion about it at the time, but there was never any dev confirmation IIRC if this was intended or not. Most people I know have just accepted it as a fact of life now. :/
  13. Quote:
    Originally Posted by Arcanaville View Post
    Nothing, not the purple patch, not PvPDR, not any resistance in the game, can alter the magnitude of that effect. Its absolutely immutable.
    Technically, it's very mutable. Each effect has 4 independent flags on it that determine if magnitude or duration is affected by resistance, and/or by combat mods (purple patch). These are usually set to mirror whether it's a Magnitude or a Duration scaled effect, but not always. They can even bet set together so that a power is affected by both, and the purple patch reduces both magnitude AND duration. Dimension shift was like that for a long time, but nobody noticed because, well, it's dimension shift.

    Now when it comes to PvPDR... I'll be the first to say I have no clue how that works. There aren't any flags for it that I know of so it probably works like you said.
  14. Quote:
    Originally Posted by Zwillinger View Post
    It's ok...I just want people to recognize and treat the people making the decisions as human beings. This is something I always preach to the guys and gals making decisions here, and sometimes we're reminded that truism goes both ways.
    What, they're not robots?

    Sure, now you tell us.
  15. It's in the patch notes ;-)

    Quote:
    Originally Posted by Freitag View Post
    Issue 22 Patch 2

    General
    • Toggle Powers no longer drop after having been logged out for 15 minutes or more.
    Edit: ARGH, Beaten by a few seconds! At least I quoted them though.
  16. 50% off slots is cool, though I agree that it's a bit crappy to do it right after they were 25% off. Normally I'm pretty "caveat emptor" when it comes to the market and the last one to call for refunds. I didn't actually buy any last week but IMO it would be a good PR move if they refunded the difference of the points to people who did.
  17. Quote:
    Originally Posted by Golden Girl View Post
    You're totally misreading what I wrote
    Welcome to the forums!
  18. Quote:
    Originally Posted by Player D View Post
    FYI I have a VERY GOOD understanding of coding. I do it for a living. Which begs the question just who here has a lack of understanding of the inner workings of design and development. P.S. There are no happy accidents in coding. There are too many variables to consider. Change one thing which breaks something else seemingly completely unrelated. I never assumed these tasks were remotely equal. I'm talking about priorities. I'm talking about fixing what's broken before researching and developing trivial things that are being done for the sake of being done.
    Then you should know that very few people at a design studio actually code anything, or have even seen the source. 90% of the work is created using developer tools by non-programmers.

    Besides, they've already told us that the vet badges and the other problems with the subscriber rewards are in the hands of NCSoft billing, which is a completely separate group.

    Yeah, it needs to get fixed, but whoever changed the toggle powers is not a person who can do that.
  19. Quote:
    Originally Posted by Golden Girl View Post
    They've edited some posts and removed some screenshots, but that's about it - no mods knocking on the door at midnight or being dragged off to the BAF for an "interview"
    Maybe they just don't remember being at the BAF...
  20. Quote:
    Originally Posted by Remaugen View Post
    There are some good points, I would like to see cross server activity made a bit easier, for example, you are in a team on a server that begins to load up, being able to temporarily move your team to another server would be a great thing.
    The game already sort of does this when you're on a mission map. All available evidence points to instance servers being allocated on demand from a pool that is shared between all the various shards, making the term "server" a complete misnomer. We can't prove that of course, but it certainly fits observed behavior. Consolidating everything into the Dallas datacenter makes this even more the case.

    The only remaining thing that affects performance on individual shards is the number of people in a city zone together. The game seems to require geometrically more processing power the more players you have in close proximity. There have been some engine improvements lately to mitigate this, but things like Hami and MS raids can still cause slowdown.
  21. I've seen games that do stuff like Character-Servername when you're in a cross-server group together, but actually now that I think about it, that should be unnecessary. The only thing you really need unique names for is sending tells to people on your team -- and we already have a well-established cross-server chat mechanism to use (global names)!

    Things like trading already require you to target the person so that shouldn't be an issue, and since it's already easy to move things across servers, they don't have to go out of their way to block it.
  22. Codewalker

    Mm dps

    Yes, it activates every 0.8 seconds, so that is the tick frequency. You're looking at 26 ticks over a 20 second period (the first tick always happens immediately at time 0). 86.84 over 20 seconds if the enemy takes the full duration.

    Incendiary Missiles will be hard to classify, since its damage can vary wildly depending on number and positioning of targets. It really depends how close enemies are stacked and if they get hit by multiple burn patches at once or not, as well as whether or not they are able to run out of it.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    That said, I've always preferred the concept of one global server for all players to share like what Champions Online uses, not because of population issues, but because I'm sick and tired of the character I want to play not being on the same server as that my friends are playing on right now. I actually have a Free Account friend right now that I would gladly pay for. We made his one character on Victory because that's my "main" server, and now he refuses to play the game because I'm currently playing in Pinnacle.
    I do like having the separate servers because it opens up more naming options for players, and I don't like what some games do and display a ridiculous name like (Character @ Global).

    That said, I would really like to see cross-server teaming at some point in the future. Since most missions are instanced, I think it should be possible, once some tech hurdles are cleared. I could see it working where you send an invite to a global name, and while you are unable to go to the same open zone as them, you could enter a mission and end up in the same one. There are some questions of course, like how to deal with two teammates with the same name. However the game already has plenty of NPCs that share names so it might not be too big of an issue.
  24. Codewalker

    Mm dps

    Quote:
    Originally Posted by Lobster View Post
    Yep, for stuff with burn type patch attacks (arsonist & bot & I left out Oni's rain of fire as well) it will be off. I could only get the values that tomax actually has. For something like the assault bot burn patch, several powers use that same patch, so I wasn't sure what the actual tick # or dmg was.
    As Jeremia said, the damage for the burn patch is what it says. The psueopet is its own class, so it uses those damage mods rather than any specific ATs. It's slottable for damage, so it should inherit damage enhancements that are slotted into the Assault Bot.

    Quote:
    [edit:
    Where are you getting the 150 & 295 for missiles? Multiplying it by 8 again? Swarm missiles is 38.16. I wasn't sure how many missiles could strike the same target. ]
    Unfortunately, 38.16 is wrong. For player powers it works fine, and for the base pet powers as seen on the summoned pet page it will be accurate. However for powers that are granted by an upgrade, CoD currently has no way to know what class's damage tables to use. A while back as a workaround I modified the dropdown to just show all three MM henchmen types, so you can pick the right one. In this case, the power is being used by the Assault bot, so you need to change it to Class_Boss_Henchman in the AT dropdown.

    So Swarm missiles is a 20' targeted AoE that does 8 * 7.49, or 59.92 damage to each target in the radius.

    Incendiary Swarm missiles, however, does 30.56 damage to each target, and from the looks of that power, it also summons a burn patch... under each target hit. That's why it does such insane damage when it hits a lot of targets. The burn patches themselves can hit up to 5 targets with each tick (8' radius).
  25. Quote:
    Originally Posted by Android_5Point9 View Post
    Or in some cases like Titan Weapons, where it was oh so very briefly leaked, and people had it a few weeks before it was supposed to be out. That's levels of frustration I'd like to see UPS try to mimic.
    And it was very broken for the people who had it. Wrong animations, invisible weapons, powers doing the wrong thing, you name it.

    If Staff had been available at any point until it went into beta testing, it probably would have been similarly broken / unplayable. Just because they had some animations or power names implemented doesn't mean that it was anywhere near complete. It still doesn't even work 100%, there are reports of disappearing weapons on recent betas.