-
Posts
18 -
Joined
-
thanks Kitsune. It was a good try.
Got the error message to run again "Error parsing command line argument 'port 23094' Looks like it may have to do with my NetGear router -
Quote:hmm, sounds like I'm still stuck in this loop 2 days after the emergency fix. Any way to rerun that fix and hope it sticks this time?Got a message during the latest update that there was a problem copying something. Ran the updater again and it seemed fine. Now I login to CoV, enter password, chose a server, watch the load bar slowly move across the screen 40% of the way and it stops moving. 90 seconds later I'm booted out to the CoH login screen.
Anyone else found a way to fix this? -
hmm, sounds like I'm still stuck in this loop 2 days later. Any way to rerun that fix and hope it sticks?
-
Got a message during the latest update that there was a problem copying something. Ran the updater again and it seemed fine. Now I login to CoV, enter password, chose a server, watch the load bar slowly move across the screen 40% of the way and it stops moving. 90 seconds later I'm booted out to the CoH login screen.
Anyone else found a way to fix this? -
After 75 months of game playing, I get the same message for every server:
No response from server..try another or try playing this one later.
Where's the love? -
[ QUOTE ]
Gosh, his [censored] must be HUGE.
[/ QUOTE ]
Best...post...ever
Except maybe the big Red ball -
[ QUOTE ]
I am Batman.
[/ QUOTE ]
Hello good citizen! My name is Batman. You could be my assistant. Would you like that? Would you like to ride with Batman?
Raises eyebrow...
I am Batman! -
Well, given my debt-gathering reputation over the years, I can only say thanks. Maybe we should declare December 9th Leeroy Jenkins Day in Paragon and the Rogue Isles and just leap into the fray, headfirst, eyes closed, yelling at the top of our lungs!!!
-
[ QUOTE ]
OK, gang.<ul type="square">
[*]The Devs have gotten lots of feedback on this already in numerous threads, so this isn't condescending to thanks for feedback. This is an announcement, not a request for feedback. In fact, this was announced earlier, look at the date of the patch note. It was discussed on the board then.
[*]Setting levels of rewards seems to have coding difficulties. When they try to close one loophole another appears. That's why HOs and SHOEs are hardwired to be only level 50 now. And so, no, you can't get a SHOE or HO reward from these trials/tfs. And you're going to have to live with a level 40 Titian-O if you're the right level. However, consider that....
[*]A Titan-O is a horrible reward. In my opinion. Even if at level 42 you got a level 45 Titan-O (that's +3 to you), you would outlevel it at level 49 and be forced to discard it. With the xp and other rewards of this tf/trial, you can easily buy a high level multi-aspect IO which won't ever be outleveled.
[*]No "Giant Monsters" here. Just Monsters. They're AV ranked foes. A team of 8 couldn't beat a Giant Monster unless its HPs were severely crippled.
[*]Rare Recipe Drops: I know for sure that the Eden Trial does give the choice of a rare recipe. I'm not sure though if it's a Trial Pool... it should be. If it isn't, bug it. Does anyone who's done the Sewer Trial recently know if there's a rare recipe option at the end? And if yes, if it's a Trial Pool?[/list]
Now, for Lighthouse: <ul type="square">
[*]Actually, don't know why the Sewer Trial was lumped into this announcement. The patch note had nothing to do with the Sewer Trial. Why was it mentioned?
[*]I'm kinda siding with some of the flak with regard to letting 'legacy missions' go unretouched. The devs beefed up Faultline and the RCS and got rave reviews. Positron admits the Positron TF is flawed and need revamping 'someday.' Do you guys really want a bunch of legacy missions and TFs cluttering up the ladder of advancement for new toons with klunky and kludgy design? I'd be happy if a whole new zone gets bumped back an issue if you spend one whole update revamping and cleaning up the problems in the legacy missions and TFs.[/list]
[/ QUOTE ]
A voice of reason and broader perspective. Totally agree with this post and particularly with your final points to Lighthouse.
Faultline revamp was an absolutely stunning improvement, as was the RWZ. Although, I am soooo ready to dope slap Fusionette every time I see her (the Jar Jar Binks of CoH) and Doc Delilah is THE WORST PET EVER
I'd gladly pass on invasions and other such new concepts, as cool as they look, for improvements and new content in the existing "gimped" zones: Perez Park, Boomtown and Galaxy City.
I personally still really enjoy the Eden Trial as is. I find no problem with having to customize the team a bit to make it work. Seems to me most Trials require some team tweaking to make things work. As long as it's not a requirement for there to be a Rad or Kin defender on every team, I'm cool with it as is.
It sounds like the Sewer Trial is a mess. I avoid it after a horrible debt-cap experience a long time ago, so I'm fine with whatever's done to it until it is completely rebuilt. I consider it a minor inconvenience compared to the pleasure of having new zones and revamped zones to explore. -
[ QUOTE ]
I was confused by the article. On the one hand, it was stated that the zone is open to anyone of all levels (and I believe I wandered into it on test). However another part of the article talked about travel powers and how you could go earlier than 14 previously, so you didnt have travel powers, so now the security clearance levels are 15-25.
So, is this zone open, or not? Or was the security clearance restriction simply a comment on the levels of foes, which would mean that most players adventuring there for real would have the minimum level needed for travel?
I found it a bit confusing.
Lewis
[/ QUOTE ]
Good point. I assumed it meant the spawns were in the 15 to 25 range, similar to what they've done in other open zones, so heroes wouldn't be given contacts or missions there until they were in their mid-to-high teens.
Nice write up though. Good break from work. -
Man, how did I miss this thread? Subconsciously I must have known about it, since about two weeks ago I changed my avatar to a really really big, very very hot red ball.
I think one like my avatar is a bad idea to kick around. But this is just a great idea. In case someone hides it, you could have a small red round blinking dot on your map indicating its latest location. -
I looked at a lot of the posts, almost all as positive as I feel about the changes. Funny how no one I saw mentioned air superiority in their attack chain.
I bounce between focus, attack, AS, attack, rinse repeat. Bosses never can get to their feet. Never.
And the AS helps offset that irritating lethal resist problem we face sometimes. Are my SG mates and I alone in our love of AS in this set? -
Nasty Wicked Overlords
We're a combination of the villainous side of the coalitioned hero supergroups Urban Cohort and Older Wiser Nicer. Currently at about 70 alts and villains (who can keep them straight???)
Friendly attitiudes, solid players, no PLing and membership is gained through recommendation by a VG member. Most of our members have been friends of existing members or people who've teamed with us in pickup groups, displayed a positive attitude and a focus on adapting to the team's needs and style.
Almost exclusively PvE. VG leaders are still trying to decide on their favorite villain (LOL) so tough to say who to keep an eye open for to get an invite. -
[ QUOTE ]
As some players have pointed out, Defense builds (Super Reflexes, Ice Armor, Stone Armor to a degree) have an inherent weakness in that there are a plethora of powers that debuff Defense in PvE and PvP.
In order to rectify this situation, we will be adding a Resistance to Defense Debuffs to a number of powers. This Resistance will not be enhanceable, but it will increase over level.
Our general philosophy was to make it so that a player could achieve at level 50 high protection against Defense debuffs; a Defense build absolutely depends on the enemy missing his attacks!
[/ QUOTE ]
My level 47 DM/SR scrapper thanks you from the bottom of his heart (though would have sure been nice back when he was in his 30s and dealing with DE and CoTs).
Much needed help on this front. Not uber enough for many I'm sure (I don't play PvP, so will skip that rending of clothes conversation.) -
[ QUOTE ]
Please do not suppress the stealth component of stealth-type powers when attacking. (I don't care about defense.) This change makes mission layouts, which players can do nothing to alter, far too important to the success of a specific individual or team against various threats.
Or is there some other reason for this change? Please, let me know the logic and I'll be happy to accept or debate it.
It does not make combat more tactically challenging -- it just makes it slower-paced, with less potential variety (like sneaking into position to make your first attack),
I really, really don't want to just have to have multiple tanks and/or defenders on every team, take on everything at once, rely purely on the weight of a teams buffs and debuffs, and forget about fighting smart.
I'm staying regardless. I love this game because I love the people with whom I play it, and the stories we've told in a great and interesting gameworld. Please allow Stealth, Defender stealth powers, and the combat Invisibilities to continue to provide their aggro reduction even while attacking.
[/ QUOTE ]
Eloquent statement! I don't play blasters, but I play controllers, scrappers and defenders. I almost never sneak through missions for the prize and I never play PvP. But the idea of aggroing everyone in a room with one hit introduces a significant reduction in the element of strategy in this game, and I would see that as a shame.
I'd like to know more about what the issue is that needs addressing with this power. And I'd like to know why selecting stealth would make any sense when
1) travel speed remained slow,
2) Endurance drain remained significant,
3) defense is halved right when I'd actually need it,
4) When I start my attack the mobs get to first strike me, even though I initiated the attack, and
5) if I attack all stealthiness in terms of aggroing nearby mobs is lost.
Why would anyone in their right mind select this power? -
Fascinating! Great job on this, Very unique format and approach. Like the options and the link to levels too. Also always nice to see another hero took the long Mind/FF road to 50. Well done.
-
I'm not a Kinetics player, but was teamed with a buddy who is and he noticed that he wasn't getting end from transference when I bubbled him. Once I stopped bubbling him, his end recovery rates jumped. Could buffing also play a role in this?
-
[ QUOTE ]
I have nothing but optimism for these vaguely announced changes. Why? Because there is nothing they can do to make my Mind Controller any worse. It can only get better from here.
[/ QUOTE ]
I must be missing something here. All I hear is whining about how much Mind Control sucks and that we're totally nerfed. At the same time, at least on the Triumph Server, I'm seeing more Mind Controllers than ever by a huge margin. There must be something OK about this AT.
Also more Fire Tankers than you can shake a stick at, but that's another issue.
I'd like to not see nerfing and I'd like the damage discrepancies changed a bit through upping it for some of us. Yeah, taking 30 minutes to kill a even con Warhulk solo is a bit funky, but I'm OK with letting things lie as is for awhile. I think most controllers who get up in level a ways start loving this archetype in spite of its weaknesses. Mind control improved immensely when the fear change occurred. Maybe more good will come of this.
Just take a deep breath and be glad that you at least have a forum to try to influence the direction of your archetype. That could be worse.
Disk 50 Mind/FF
Dark Cover 33 FF/Dark
Disk Glints 22 PB