Graht

Recruit
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    18
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  1. In the options window, general tab, if you scroll down to the bottom you can save and load settings files. I love this.

    However, I have a small request. Would you please switch the locations of the Load Options to File and Save Options to File buttons so that they are in line with the four save/load buttons above them?

    I just know that someday I'm going to make/load a character and click on Load (Chat Settings) from Default File, Load (Window Settings) from Default file buttons, and then inadvertently click on the Save Options to File button when I really want to click on the Load Options from File button.

    Thank you.

    [image]http://www.theimpossibles.org/gallery/d/22154-1/options.jpg[/image]
  2. Instead of relying on CoH to make a wiki one could just take advantage of the already existing Paragon Wiki and copy and paste (and edit) the current guides on these forums as new pages at Paragon Wiki.
  3. The Santa Gloves are not available for Robes (but they are available for Sleevless Robes...)
  4. [ QUOTE ]
    I've been experiencing persistant rubberbanding since I8 came out. It's been happening in every zone and in every mission.

    [/ QUOTE ]

    Last night I remembered the troubleshooting tips in the tech support forum and decided to give them a try. I don't know if it was coincidence (that my ISP fixed something) but the first thing I tried did the trick: ipconfig /flushdns. After I did that I only rubberbanded 3 times over the course of an hour and a half (and none of them last more than a 1/2-1 second).
  5. I've been experiencing persistant rubberbanding since I8 came out. It's been happening in every zone and in every mission.

    I have 1Gb of RAM, a 256Mb GEForce 5700, am running up to date WinXP, and installed the latest NVidia video driver.

    Before I8 I occasionally experienced rubberbanding, but then everyone on the team experienced it at the same time so that meant it was server load. But now I'm getting rubberbanded all the time and no one else on the team is experiencing it, not even fellow players that are in the same city I'm in.

    There are also times when I'm getting rubberbanded and I can't activate any of my powers or use Chat, but I'm taking damage and can see read other player's chat, so it's like I'm recieving data fine but not sending it.
  6. [ QUOTE ]
    Yet a Super Group costume isn’t your creation, either. And yet people wear them.

    [/ QUOTE ]

    I don't

    I fight crime in SG mode but I do it in the costume(s) and colors I chose for my characters.
  7. (mild sarcasm) Woo Hoo! Our rent just went up! (/mild sarcasm)

    Sorry, had to tease a bit there. Heh, the SG I'm in only has 8 players but is nearly full with everyone's alts. We just raked in over 1.4M prestige
  8. By any chance did you have your bots in defense mode (where they and you share damage)?
  9. [ QUOTE ]
    I'm confused. What happens when multiple To Hit Debuffs apply or when a To Hit is there WITH a character with defense? Is that where the caps apply or do the caps apply at all stages?

    [/ QUOTE ]

    For the database minded:

    <font class="small">Code:[/color]<hr /><pre>
    LEAST(GREATEST(LEAST(GREATEST(0.5 + To Hit Buffs - To Hit Debuffs - Defense,
    0.05),
    0.95) * Accuracy * (1 + (Level Difference * .1)),
    0.05),
    0.95)
    </pre><hr />

    If you want to plug it into Excel replace greatest/least with max/min.
  10. [ QUOTE ]


    All the physics are client side only, and no information about them is passed from client to server -- so, it's strictly a visual on your machine. That means, there is no way for people to play volleyball, or kickball. We could put one in that only you, the player, would see, but I imagine that isn't what everyone would like.

    Sorry, folks.

    [/ QUOTE ]

    Um.. bullpucky.

    When someone knocks back an NPC everyone sees that NPC get knocked back. The NPC ends up in the same spot for everyone. They slide down the same ramp for everyone. In short, all of that physics is happening on the server. The arms may be flailing client side but the NPCs position is being calculated on the server.

    Do the same thing for a ball. Create it as an NPC without an AI (it won't run away or try to attack). Then add some code that treats damage done to the ball as knockback. Okay, that last bit might get a little tricky, but my point is that it can be done.
  11. [ QUOTE ]
    YES! Now, reduce the plot costs and everything will be sweet.

    [/ QUOTE ]

    Ditto that.
  12. [ QUOTE ]
    [ QUOTE ]
    The real code to make yourself Invulnerable to AS is as follows.

    Up, Down, Up, Down, Left, Right, Left, Right B, A, Select, Start.

    [/ QUOTE ]

    *I* thought the code was "xyzzy"?

    [/ QUOTE ]

    Nope, it's Plugh!
  13. I have a 44 fire/ice tank. He is built around Burn, because quite frankly there's nothing else to build him around.

    For solo play the proposed changes won't make much of a difference. I'll just have to use Burn an additional time to finish off the mobs I've got bouncing on the ice patch.

    In teams (where my tank spends most of his time) I don't think this will have much of an impact. The short term damage output of my team mates is already so much greater than Burn, or they're knocking everying out of burn *long* before the fear effect is an issue, that the changes won't affect that much either.

    So I guess my opinion is, why change Burn at all?
  14. [ QUOTE ]
    [ QUOTE ]
    I'm a huge fan of PvP games. I can play Unreal Tournament for hours (much to the consternation of my wife But the difference between a game like UT and CoH PvP is huge.

    In UT you can jump right back into combat after respawning. In CoH PvP I have to turn all my toggles back on and wait for endurance to regenerate. That does not make for a fast paced fun game.

    In UT even if the other guy has the flac cannon and all I have is the pistol, I have a chance. In CoH PvP if I get held it's game over and I get to look forward to turning all my toggles back on and waiting for my endurance to regen.

    CoH PvP isn't, in my experience, fun.

    Hm... I wonder if they could force first person view, and then make attacks aimable instead of targetable...

    [/ QUOTE ]

    It really sounds like the only reason you don't like PvP in CoH is because its not a FPS.

    CoH isnt a FPS don't make it a FPS.

    [/ QUOTE ]

    I used UT as an example because it's a game that comes close to emulating the speed of CoT PvP. I couldn't use something like... Homeworld, because CoT PvP isn't grand strategy.

    All I was trying to say is that my experiences have been very similar to the original poster's: one-sided and not much fun. I used UT as an example because I have a lot of fun playing UT, and tried to compare the differences in fun, not the differences in play.

    Fun (for me) = face paced, and challenging (possibility for either side to win no matter what the "odds"). I haven't experienced that yet in CoT PvP.
  15. I'm a huge fan of PvP games. I can play Unreal Tournament for hours (much to the consternation of my wife But the difference between a game like UT and CoH PvP is huge.

    In UT you can jump right back into combat after respawning. In CoH PvP I have to turn all my toggles back on and wait for endurance to regenerate. That does not make for a fast paced fun game.

    In UT even if the other guy has the flac cannon and all I have is the pistol, I have a chance. In CoH PvP if I get held it's game over and I get to look forward to turning all my toggles back on and waiting for my endurance to regen.

    CoH PvP isn't, in my experience, fun.

    Hm... I wonder if they could force first person view, and then make attacks aimable instead of targetable...
  16. Doh!

    Thank you Wasabi_Joe for pointing that out. I can't believe I didn't think of that. That will save me the hastle of reinstalling CoH.

    Thank you again
  17. Yeah, I'll probably reinstall CoH this evening in C:\CoH

    But at least now you're aware of the issue (maybe you should add that bit of information to the readme file or the installation step for others like me who ended up installing CoH in the Program Files folder).

    And as for replacing, check out BKReplace EM
  18. Gnarly, great job, except for one little problem.

    On my machine CoH is installed in C:\Program Files\City of Heroes, and your program didn't take the possibility of spaces in the root directory into account. Whenever any bind_load_file part if it tries to load a file CoH creates an error because it thinks I'm trying to give it four parameters "C:\Program" "Files\City" "of" "Heroes".

    Any chance you can make a change to your program so that when it writes the file paths to the text files it puts them in quotes so that CoH sees the entire path as one parameter?