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Posts
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Joined
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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. -
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".
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Quote: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.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.
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 -
Quote: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.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.
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Quote:Unless he upgraded because we beat him.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. -
Quote: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.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!
Quote:...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,
Quote:...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.
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. -
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Got our BAF trial with Nightstar on 1% and Siege on 2%.
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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.
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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.
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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)
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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. -
Whirling Mace is 14s, Shatter and Crowd Control 12s, all less than Footstomp or Fire Sword Circle's 20s.
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Fire followed ST by Stone and AoE by Mace I believe.
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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".
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"Some" being an understatement considering the number of 2 billion bids on this item. Oh well
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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.
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Is it even possible to get this onto an EU server?
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Quote: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.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?
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Quote: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.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.
Quote:"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.
What? When? How? -
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.
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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.
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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. -
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.