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Posts
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Quote:I tested this. Mail sent to local (server) characters do not have an expiry date, as expected. Messages sent to global names have an X days remaining message in the new Expires column. One odd thing is a message sent shows up as 60 days remaining then after a few moments immediately switches to 59 days remaining. It may be because after a couple of seconds it's literally not 60 days any longer, but still looks a little weird.Global Email
- Increased the time before stored emails are deleted from 30 days to 60 days. There is now a column after the date that indicates how much longer an email will be stored.
Kudos for the time extension and the UI fix. There should be no issues with unexpectedly deleted mail anymore. -
It would be nice if they added a column to the e-mail to show number of days until mail with attachments expired. Have the text with the number of days change color as the mail gets closer to deletion (something like green/yellow/orange/red):
30 days
15 days
5 days
1 day
While they're at it, it would also be nice if the e-mail window remembered its size/position when you opened it, too! -
Didn't see anyone address this but I confirmed that the Nemesis staff is also fixed on test. It appears the patch notes left its fix off the list.
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This is not an auspicious occasion for the marketing of Going Rogue.
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Quote:This comes up on the forum inevitably when people talk about the Cathedral of Pain trial or base raids.If the CoP trial worked it would of helped base raids increase in popularity and probably brought in more other trinkets to raid for. Although to say it was never significant part is en grossly wrong since it was stuck on every CoV box.
Neither feature was advertised on the City of Villains retail box, neither the regular nor collector's edition. Bases themselves are mentioned but not raids nor the CoP trial. -
I like blasters and dominators for the same reasons -- both ATs have a good mix of ranged and melee attacks. I like the variety. I also like that even though both are squishy, you have some means to get around mezzing attacks even if you don't have a break-free handy.
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If I remember correctly, your character entered a church and a mean nun whacked your hand with a ruler if you tried to touch anything.
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Quote:I'm unclear on the point you're making here. Are you suggesting that CoH is unprofitable? I'm pretty sure you know its costs were recouped several years ago and that it is a profit generator now.In wider terms, Aion is doing great business for NCsoft and the main Korean operation is doing very well. That doesn't mean much for CoH/V since NCsoft has probably worn out its patience for unprofitable titles that don't have a chance of recovery.
It's certainly not at all comparable to Auto Assault or Tabula Rasa. So again, unclear on your point.
Also, it would be interesting to see the revenue for other MMOs in the same time period. I suspect that while the video game business is relatively 'recession-proof' it may be that MMOs are not so much, despite the popular claim of providing good value for the dollar.
And there is no doubt that CoH has lost players, some permanently, to Champions. It's inevitable with direct competition. CoH is also a six year old game now and it's not WoW, so some decline is normal and to be expected.
Anyway, DOOM and all that. As you were. -
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Quote:Yeah, the fanfare used on the villain side is one I've never been especially fond of, and it could be shorter. As you say, they could just change the fanfare to a sound effect and not make it musical at all. I suspect a fair number of people would object to that, though.You know... I do NOT miss the end-of-mission fanfare, myself. I never liked it, and it's a SERIOUS drag when you're listening to your own music, especially villain-side, since that tune lasts about a million years.
It does suck that I don't get a cue when my mission completes (and I think the Mission Complete text went with it), but I'd honestly have preferred a much more practical notification, like the level-up sound. I actually wouldn't mind a Rip of the Metal Slug "Missiooon... Complete!" sound, to be honest -
The changes to how music is classified were done with good intent but a bit overzealous, in my view.
The Good:
- tying in-mission music (typically when you enter a mission) to the actual music volume. Having music automatically play (in a constant loop) when you had music set to OFF was counter-intuitive.
The Bad:
- tying emote music to the music slider is unnecessary. Emotes only loop if a player doesn't stop doing them. There are already solutions to this if it bothers you: tell the player to stop or move away.
- tying the tiny musical fanfare that plays at the end of a mission to the music volume is just silly. I have to turn on ALL music just to get that little reward fanfare now? The one that's literally been playing unchanged after every mission for six years?
What I would have preferred:
- tie in-mission music to music volume (which was done)
- leave the musical fanfare for mission complete as-is
- put in a separate music control for player-made music (this would cover the boombox emote as well as the drums and others that produce 'music') -
In relation to the OP, after today's patch the markets are now back up. Yay!
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Quote:I got a defender (who would eventually be my first level 50) up to level 7 and realized I had made his belt the wrong color. At the time there wasn't even a rumor of a tailor coming, so I sat and thought about it. Did I want to redo those seven levels just to get the belt color right or could I just live with it? I mean, it was just the belt, everything else was fine and the color still worked, it wasn't hot pink or something.Back in my day, not only did we not have tailor tokens, we didn't even have a TAILOR! If you wanted new shoes, you started over at level one, Bucko!
...And we LIKED it!
(Again, it might sound like I'm just trying to be funny, but it's 100% true.)
I re-rolled.
On topic, I don't think it's unreasonable to want some kind of in-game compensation for the auction house downtime. As much as it's called optional, it is a pretty fundamental part of the game to many players now. I don't care much either way, as long as they get the bugs squashed in a timely manner. -
Quote:Have you tried updating DirectX separately then updating the video driver (or vice-versa)?No, it's nothing as simple as "I can't download the right file from nvidia.com" I'm afraid.
Now, I don't know for sure that it's what's causing my current sluggish performance with I17, but it's easily possible that I just don't have a driver that's up to date enough. I'm currently using an nVidia 7900 GS (AGP) with the official 175.19 drivers, which are obviously a bit old.
Just one problem: Updating to any nVidia driver past the one I already have outright breaks DirectX. I get all sorts of fun missing polygons and torn textures, even within the nVidia control panel's preview window. Of course, that matters little to CoH, which uses OpenGL...but a good 90% of my game library uses DirectX. As far as I know, this a critical compatibility flaw straight from nVidia themselves.
So am I completely sunk here? Are there any newer nVidia drivers or 3rd party drivers that are confirmed to work with AGP? Is there some way to hack something together that'll give me a fresher OpenGL driver without changing my DirectX one?
You can get the latest version of DirectX 9 from Microsoft here. -
Quote:NCsoft could be thinking of a scenario like this:I'm hoping it's not a sequel, but more of a "version 2." An expansion introducing a totally new engine and graphics, but still the same game.
MMO sequels aren't a good idea. You have a game that's already out, with a finite playerbase, yet making money for you, then you go ahead and release another game that directly competes with it? Best case scenario you pull in a few new players who didn't like the first game but want to try the second, but you still split the playerbase and end up with two games with lower subscription bases than the first (see EQ2 and Lineage 2). Or you end up killing one or both of your games (Asheron's Call 2).
I don't think the super hero MMO market is large enough to support yet another game either. Since CO sucks CoH is pretty much all there is, so the entire available market is right here playing CoH now. The DC and Marvel games are already probably going to split the market into such small fragments that all the games die (sorry, that's my prediction as much as I don't like it), adding yet another title to the mix would be silly.
1. CoH is released in 2004 and turns out to be a solid success, peaking around 200,000 players. Not WoW-level, but decent and enough for the game to eventually turn a profit and remain profitable.
2. As years go by and other MMOs come out, CoH's numbers decline somewhat, but it retains its core playerbase.
3. In 2009 a direct competitor in Champions Online is released. This game pulls away some of CoH's core playerbase, again shrinking the overall numbers.
4. With the game now six years old and at least one more direct competitor on the horizon (DC Universe Online), NCsoft considers how best to maintain its share of the superhero MMO pie (mmm, pie). There are a few options:
a) Provide substantial support to CoH in the belief that it will shore up the core playerbase and keep drawing in some new players.
b) Provide minimal support to CoH in the belief that the core playerbase will not be substantially changed by competitors and that dramatic changes/content are not needed to keep players onboard.
c) Begin development on a sequel to capture new players and the core players who might have either quit or gone to a competing MMO.
Option C would seem a bit self-defeating, as it would almost certainly result in fewer players in CoH and not enough in CoH2 to make up the difference. Why split your playerbase?
The only reason I could see, assuming that CoH2 would be a sequel and not a unique standalone project (like a PS3 game, for example) is if it was NCsoft's intention to eventually wind down CoH and transition all of its players to the new game.
In this scenario they would eventually put CoH into maintenance mode -- no new content or updates, just bug fixes and exploits addressed. For new content, you'd have to sign up for CoH2. They could incentivize existing CoH players by offering deals on sub prices or reserving names for characters or somesuch in CoH2. "Come to the sequel, it's shiny here!"
My own belief is that C is the likeliest path *if* they really do develop a CoH2. The original game will cease to get meaningful updates and the new one will receive much love and attention.
All 100% speculation, though! -
Naming the studio after the in-game city is a nice tribute, but that doesn't mean a sequel would necessarily be set in Paragon City.
I wouldn't mind if it was, though, actually. I'd imagine they'd streamline and spiff it up from what exists in CoH now. -
It's called City of Heroes, not Paragon City of Heroes.
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Sam, you seem to approach the game as a kind of 'comfort food'. I like a little more variety, so I'm willing to try something spicy, even if it means it may not agree with me.
To each his own. -
This is interesting, as rumors of a sequel have circulated for awhile. I actually think it would be a good idea, but this might be NCsoft just taking precautionary steps without necessarily having something concrete planned.
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There is a difference to me between playing in an instanced map and doing a mission/quest in a zone map that makes the zone map seem less repetitive. In the case of CoH it may be that there are so few zone missions that they retain some sense of novelty. You know that mission in Sharkhead to defeat 10 Scrapyarders in The Pit? Before the XP curve was smoothed, you often faced off against enemies that were +2 or +3 when doing the mission. You'd have to move about The Pit carefully because it was, for your character, a literal death trap. I *love* that mission, even though most seem to hate it. You get to explore an actual environment, you get to choose your targets and apply a little bit of tactics instead of walking into an area where every enemy placement has long-since been memorized (and yes, I know most zone spawns have fixed locations, as well). You can use the environment to your advantage -- knock a pesky demolitionist off a ledge to get him out of your hair for awhile. If one group is too tough, you can move on and try another (hospital visit optional).
Compare that to a typical instanced mission where it plays out the same way every time because it *is* the same every time -- same layout (within a set of minor variations), same spawn placement, predictable level range, etc.
I'm also one of the nuts who enjoys the mission in Warburg to launch the rocket.
If we could get more dynamic spawns in instanced missions (have them moving more, not just standing in clumps, add more variety to the groupings) and more missions that took place in zones (hopefully with the thought of the PvP zone missions, not necessarily more "Defeat X") that would go a long way toward reducing the potential monotony of missions overall.
New maps with more logical layouts would also be a huge plus for me. Yeah, you get used to anything after awhile, but the game really does hurt for variety as a whole when the vast amount of player time is spent in slight variations of only a half dozen or so locations (warehouse, sewer, office, cave, lab). I think the devs will continue to tweak the existing game and do more with GR since it's essentially a new palette for them, but overall we're probably not going to see much change in terms of instanced missions because the game is what it is. -
Nice work, Leandro.
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Quote:I never said it did. And that still skips past the fact that they released four powersets just prior to CoV shipping.Don't forget that CoV was a stand-alone game, so it really needed the same number of ATs and power sets as CoH.
GR isn't a stand-alone game, so it doesn't need the same variety of ATs and power sets as CoV did.
And regarding a retail expansion gating the community, what would be worse: not having access to a powerset or not being able to team with anyone going to Shiny New Expansion-only Zone? I would tend to think the latter would be a lot more limiting but that's just me. -
Quote:But they did the same thing for CoV and still managed four new powersets before it released.Well, consider that they are also working on a lot of new content for I17/Going Rogue. This almost certainly includes quite a few new NPCs (at the very least expect the Praetorian factions to get fleshed out) which in turn requires effort from Castle's team and BaB's team limiting the resources that they can bring to designing new player powersets.
You really think they will only include two powersets in a retail expansion (and make them available early if you pre-purchase, even) when they've offered more in a regular non-retail update?
Man, expectations have certainly been lowered. I guess that works to their advatnage if they deliver 'more' than what most are expecting. -
Quote:And yet they managed four powersets in Issue 5, which was delivered with no extra fee and only two months before CoV shipped. So you're suggesting with a larger and more experienced team they are only capable of doing less?Nope. Powersets just take too long to design.
We *might* get more proliferation than just Electricity Control. Proliferation is relatively easier than new Sets. And since GR's release date was moved back to make room for I17, there *might* be more proliferation.