Edana

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  1. If they can't change the colours to be the same saturation as the old UI then there is something seriously wrong with their graphics department.

    As for the changes in style there has been a continual shift from the lozenge shapes found everywhere throughout the game UI to rounded rectangles wherever they can fit them into new additions, regardless of whether they fit the look or feel of the rest of the UI. I can't understand why whenever something needs tweaking to add new features they redesign the UI element from scratch without paying any attention to whether it is stylistically consistant.
  2. At what point does something become a "gameplay issue" rather than just a suggestion? The new and pseudo-classic team UI cause significant eye strain. Is correcting the bad design a suggestion or an "issue".
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    The new classic is also painful to read. Green text on an identical green background with only a vague dropshadow to separate them is horrid. It's also bugged and team-mate numbers are sub-microscopic.

    Welcome to Issue 20: Eye Strain.

    Fix this, please. I won't hold you to task for greenlighting such awful design in the first place, but at least fix it so it doesn't stab me in the eye every time I try to read the names of my team-mates.
    Exactly! After a few days of raiding where there are so many people that I didn't need to even look at the UI more than to see whether people were alive or dead (swiftly started using the map instead since that told me where people were dead - which on that scale is more significant than who,) I went off into the normal game and joined an ITF.

    Neither the new white on gradiented and highlighted green or the bright green on bright green pseudo-classic can be read without my eyes pulling. The new window auto-scales to insane while docked and the "classic" blatantly isn't.

    For reference - since the new UI designer doesn't seem to have ever seen the rest of the game.


    <-- "Classic" | Actual old UI -->

    Until this is fixed I seem to be on an involuntary sabbatical
  4. Quote:
    Originally Posted by Winterminal View Post
    People are still going to be finished by the end of the month. Ran one today with a guy who already had a Tier 3 Destiny power. Granted, I don't know if he took the time to get any other powers (my guess would be no), but nevertheless, there will be those out there who have all of their T4s in about 2 weeks.
    Speaking as someone who had tier 3 destiny ready to slot before they'd unlocked the slot and now has tier 3 lore slotted, tier 2 judgement and working on tier 2 interface... Like hell am I finished, this stuff is fun.
  5. Quote:
    Originally Posted by Angelxman81 View Post
    In the trials, Siege got a completely different design. Also he is bigger. Nightstar is bigger too.
    They look boosted and overpowered for the trials and I love that.
    I hope the rest of the Praetorian villains who didnt got a facelift with GR are getting new and boosted designs if they ever added to upcoming trials.
    Also the devs should update the old Siege version in Maria Jenkins arc.
    Unless he upgraded because we beat him.
  6. Quote:
    Originally Posted by dior_union View Post
    If COH was a car, I would have taken it back to the dealer by now and demanded my money back - unsuitable for the use for which it was sold!
    You aren't going to get very far demanding your money back on a car you've been driving for 5 years on the basis that the free servicing and breakdown cover is taking too long.

    Quote:
    Originally Posted by dior_union View Post
    ...its pretty evident from the size of the program in relation to what it was a couple of years back that its becoming difficult to introduce new features without the probability of something backfiring,
    Over the last two years they've added the AE (2 years old tomorrow) and Praetoria. The art assets for those alone are significant. You can't determine the complexity of a program from the amount of space taken up by the data it uses.

    Quote:
    Originally Posted by dior_union View Post
    ...if NCSoft can make such a large donation to a worthy cause (as they did recently), its pretty apparent there is enough money in the company to dedicate to improving your image with your paying customers, and to getting developemant out of the gutter where it currently stands imho.
    Contrary to how a lot of people would like things to work you can't make a piece of software reliable by throwing more monkeys at it.

    Yes it is annoying. No I'm not very happy about the number of glitches in this issue. Yes I do wonder just what the internal testing department actually does sometimes. But to claim the game today is worse than it was 5 years ago is pure nostalgia at best.
  7. Quote:
    Originally Posted by EU_Damz View Post
    Nope both 1 HP left before all of us kicked off server. We go down in stages in health, 20/10/5/2 so a team doesnt get overtaken by bosses
    Technically I think that's 1% not 1HP
  8. Got our BAF trial with Nightstar on 1% and Siege on 2%.
  9. Quote:
    Originally Posted by Noyjitat View Post
    9cu hits you. plasma burst had a 95% chance to hit

    wtf?
    The 9CUs increase in damage and accuracy the longer they're around; at spawn they're normal bosses, by the time they've hung around a few minutes they're almost auto-hit and doing enough damage that 90% resistance barely keeps you alive for 2 seconds.
  10. Edana

    Veteran Awards

    Quote:
    Originally Posted by Rajani Isa View Post
    Opressive Gloom, too - but that uses a self-dot instead.
    Actually Oppressive Gloom costs 0.08 end a second as well as the self damage. For obvious reasons all self rezzes have no endurance cost.

    In answer to the original question however: Balance.
  11. Quote:
    Originally Posted by Ruff_Tuff_n_Buff View Post
    What happened to the original GUI developer? It's like someone new and completely underqualified is having a crack at this, throwing together random ideas without reason.
    I don't think they're that new; the original market interface revamp was almost completely unusable too. Getting that 'improvement' to have the required features and fit in with the rest of the game took quite a battle.
  12. Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ragequit: Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Dark Armor
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Body Blow -- Stpfy-KB%(A), KntkC'bat-Knock%(3), Stpfy-Acc/Rchg(5), Stpfy-EndRdx/Stun(5), Stpfy-Acc/EndRdx(7), Stpfy-Stun/Rng(7)
    Level 1: Dark Embrace -- S'fstPrt-ResKB(A), ImpSkn-Status(13), Aegis-ResDam/EndRdx(13), ImpArm-ResPsi(43)
    Level 2: Smashing Blow -- Stpfy-KB%(A), KntkC'bat-Knock%(3), Stpfy-Acc/Rchg(9), Stpfy-EndRdx/Stun(9), Stpfy-Acc/EndRdx(11), Stpfy-Stun/Rng(11)
    Level 4: Murky Cloud -- S'fstPrt-ResKB(A), ImpSkn-Status(15), Aegis-ResDam/EndRdx(15), ImpArm-ResPsi(43)
    Level 6: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 8: Repulsing Torrent -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(19), KinCrsh-Rchg/KB(23), KinCrsh-Rechg/EndRdx(23), KinCrsh-Dmg/EndRdx/KB(25), KinCrsh-Acc/Dmg/KB(25)
    Level 10: Obsidian Shield -- S'fstPrt-ResKB(A), ImpSkn-Status(31), Aegis-Psi/Status(31), ImpArm-ResPsi(42)
    Level 12: Confront -- Zinger-Taunt/Rng(A), Zinger-Dam%(31), Insult-Dsrnt%(33)
    Level 14: Hover -- Winter-RunSpd/Jump/Fly/Rng(A), Zephyr-ResKB(40)
    Level 16: Fly -- Winter-RunSpd/Jump/Fly/Rng(A), Zephyr-ResKB(40)
    Level 18: Jump Kick -- KntkC'bat-Knock%(A), P'ngS'Fest-Stun%(19), KinCrsh-Dmg/KB(33), KinCrsh-Acc/KB(33), KinCrsh-Rchg/KB(34), KinCrsh-Acc/Dmg/KB(34)
    Level 20: Group Fly -- EndRdx-I(A), EndRdx-I(21), EndRdx-I(21)
    Level 22: Combat Jumping -- Winter-ResSlow(A), Zephyr-ResKB(42)
    Level 24: Aid Other -- Heal-I(A)
    Level 26: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(29)
    Level 28: Stealth -- LkGmblr-Rchg+(A)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Concentrated Strike -- Stpfy-KB%(A), KntkC'bat-Knock%(34), Stpfy-Acc/Rchg(36), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37)
    Level 35: Oppressive Gloom -- Acc-I(A), Acc-I(36), Acc-I(36)
    Level 38: Phase Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Focused Accuracy -- ToHit-I(A), ToHit-I(42)
    Level 44: Laser Beam Eyes -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(45), AnWeak-Acc/Rchg(45), AnWeak-DefDeb/EndRdx/Rchg(45), AnWeak-Acc/Rchg/EndRdx(46), AnWeak-%ToHit(46)
    Level 47: Energy Torrent -- Ragnrk-Knock%(A), KinCrsh-Dmg/KB(48), KinCrsh-Acc/KB(48), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(50), KinCrsh-Acc/Dmg/KB(50)
    Level 49: Acrobatics -- KBDist-I(A), KBDist-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(39), EndMod-I(40)

    Definitely the wrong IOs.
  13. Whirling Mace is 14s, Shatter and Crowd Control 12s, all less than Footstomp or Fire Sword Circle's 20s.
  14. Fire followed ST by Stone and AoE by Mace I believe.
  15. Another possibility redside is "Eliminate demons, secure cargo" from Tavish Bell. Which type of possessed scientists you get is random but fixed on each character, if you happen to get fire based ones it can be rather good for ss/fire. It also fits your criteria of "in a boat".
  16. "Some" being an understatement considering the number of 2 billion bids on this item. Oh well
  17. If common salvage hits a steady million on the market then those people who have enough inf to spend a million per common salvage will do so; those who don't will play the game, have the salvage they want drop or roll it from the AE vendors and have excess to sell for a million a shot if they want to. If you look at the market where something is selling in seconds for 1mil and decide you're going to go sell it for 250 at a vendor instead there is nothing that can be done to help you short of remedial maths lessons.
  18. Is it even possible to get this onto an EU server?
  19. Quote:
    Originally Posted by Dispari View Post
    Here's a thought exercise. What do you consider the "correct answer" in any case? Call Bruiser is listed as having an accuracy of 1.00x. Is this correct output? Do you believe that's working as intended and returning correct information, a bug, or incomplete programming?
    In Call Bruiser like all full pet powers individual powers used by the pet are included in an expandable list which states the accuracy for each power, usually 1.00x but 0.60x in the case of Hand Clap and 1.20x for Knockout Blow. The obvious 'correct answer' for pseudopet powers is to either fully hide from the player that these powers use pets by making the accuracy number be that of the power the pet uses (the same as the list of effects is), or to not hide how the power functions by letting the power state that it summons a pet and list the power(s) that pet uses with full information. The current half-way-house implementation fails to provide the end user with the information that is required.
  20. Quote:
    Originally Posted by Dispari View Post
    The code is literally returning the accuracy of the power, which is what it was told to do. What you EXPECT it to return is the accuracy of a pet's powers. The real numbers returns the accuracy of the power just like it's supposed to do. The problem is not a bug, but in the expectation of the user, who thinks the code should just "know" to go return the accuracy of the actual pet (even if it has multiple powers, which would be an issue). Note that it COULD do that if it was explicitly programmed to do so, but that doesn't make it a "bug." Just mis-matched expectations and incomplete programming.
    In all cases of this issue the power itself deals no damage and it is the pet that does so; if the damage dealt by the pet is part of the power so is the accuracy with which that damage is applied.

    Quote:
    Originally Posted by Dispari View Post
    "Missing a feature" isn't a bug. If you buy a tax software and it doesn't have the feature to convert USD to AUS, that's not a bug, it's just something that never got programmed in.
    Except that we're talking about tax software that doesn't apply tax to any expenditures done after the 28th of a month. For most of the time the output is correct and it is doing exactly what it is coded to do, it still doesn't perform the task for which it is intended, so it is bugged.

    Quote:
    Originally Posted by Fleeting Whisper View Post
    A Warshade putting all 67 slots into one power and one-shotting Hamidon was exactly the way the game was coded. It's still a bug.
    What? When? How?
  21. Quote:
    Originally Posted by Dispari View Post
    No, that's just poor programming. If I program the computer to add 1 + 2 when I really want it to tell me what pi is, it telling me the answer is 3 isn't a bug.
    If I buy that program off you and there is a button labelled "pi" that returns the value 3, that is a bug. If you argue that places where the code is doing the wrong thing aren't bugs then there is no point reporting anything because the only 'real' bugs are hardware problems outside the ability of the developers to correct.
  22. Quote:
    Originally Posted by Rad_Avenger View Post
    Are you using the mid's activation time for Follow Up? Its wrong.
    By so much that I'm wondering how I didn't question it originally. Thanks.
  23. Well I've copied the build into mids (a data chunk or link would have been useful btw) but can't tell what you're trying to do with this. It looks like you're trying to softcap s/l but you only get there when running Invisibility and the +max-end and recovery bonuses seem unnecessary for an elec armour.
  24. At 70 Fury and with 95% damage slotting in all attacks :

    Focus->Slash->Strike gives 143 DPS and needs 186.5% recharge in Focus, 140.75% in Slash and 72% in Strike.

    Even without Fury I can't find any point where adding Follow Up to a chain increases the DPS. Surely that's not right.
  25. Quote:
    Originally Posted by Angelxman81 View Post
    Thank folks...
    But then, even if I slot only 5 IOs (with 5 I got enough damage, accu, rech, and end reduc.), it is better in knockout blow or foot stomp?
    Crushing Impact is a melee set. Footstomp takes PBAoE sets. Out of those two powers Knockout Blow is the only one you can slot them in.