Luminara

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  1. Quote:
    Originally Posted by Moderator 05 View Post
    Feel free to discuss fictional population sizes in other mediums like film and books, but from here on please don't discuss Mass Effect or any other game. Thanks.
    Understood.

    So, boys and girls, how about those awesome CGI-enhanced script proposals for that new film that's entering production? It's called Mass Effect. Looks like it's going to be entertaining.
  2. Quote:
    Originally Posted by galadiman View Post
    I should have totally seen that coming.
    That's what she said!

  3. Quote:
    Originally Posted by galadiman View Post
    Ever seen 100,000 psi of flaming gases go through a 1/2mm hole?
    Mmm... Taco Bell...
  4. Quote:
    Originally Posted by Durakken View Post
    You are arguing dissimilar things. It boat with a motor attached to it is no more or less complex than another boat with a motor attached it of a different size. What you are talking about is taking and making things more powerful to move the mass of a larger object which requires more efficient engines/motors and more fuel.
    What I'm talking about is so far over your head, it has an orbital altitude. I've explained it nine ways to Sunday and you're still clinging to your rope.

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    But you want to argue a ship become more complex because it has more doors. In a way that is true, but not relevantly so. The bio-dome of the ship would be separate from the actual ships functions which are unaffected by the size, save for the drive, either it's size or complexity.
    So keeping the air properly conditioned, the oxygen at a certain percentage, the water clean, the waste separated and recycled, the food uncontaminated, the meals cooked, the computers working, and even, yes, the doors functioning, none of these things are relevant or complex because... the drive is working. This is your conclusion.
  5. Quote:
    Originally Posted by Durakken View Post
    A ship does not get increasingly complex as it gets bigger.
    Really. So in your opinion, an ocean liner is no more complex in construction or mechanical operation than a dingy with an outboard motor. A glass sphere with air inside it is no more complex than a nuclear-powered submarine. A Chevy Bronco with an eight cylinder engine is no more complex than a moped with a single cylinder engine. The ISS is no more complex than a single space shuttle or rocket. A Beowulf cluster is no more complex than a PDA. And engineers all over the world have, somehow, missed this for thousands of years, and still don't know about it.

    You should totally announce your discovery to the world. I'm sure someone here can hook you up with any number of experts in the field of engineering. You could make bazillions. Just tell 'em about the rope.

    Quote:
    It has more stress points, but that does not make it more complex. In fact in ME, quite the contrary. The ship can get bigger because of a larger amount of Element Zero. None of the other part of the ship are affected save for placement of parts.
    Can a single window-mounted air conditioner properly circulate cool air for the Empire State building? No. You'd need hundreds of similar devices to do the same job in that building that one would do in a three room house.

    That's true across the board. One pump which would be sufficient to move water in a small ship would not suffice for a ship 100x larger. One circuit panel which would handle basic systems for one small ship would not be workable in a ship significantly larger. One hydraulic assembly to open ten doors will not even open a single door if it's hooked up to ten thousand doors. The larger you make the ship, the more equipment you need to make it function properly. The more equipment you add, the greater the complexity. And the greater the need for redundancy, and spares, which further magnifies the complexity because all of that equipment is capable of failure, must be checked regularly and monitored constantly. Whereas small ships can house small groups using small, comparatively simple systems, a single large ship capable of housing a population equivalent to the state of New York is going to need sufficient equipment to serve that population.

    The systems designed to support smaller groups of people have to be scaled upward drastically to support a population nearly equivalent to the population of the state of New York. 17,000,000 Quarians are not going to get by with one air conditioner, regardless of how many times you say it or try to convince everyone else that it's true. You need sufficient support to keep everyone alive, support provided in the form of multiple systems. A thousand air conditioners, all interconnected to provide redundancy in the event of failures in a few, with backup air conditioners in place and enough spare parts to rebuild the bare minimum number of air conditioners to keep the population alive. Every system has to be designed this way, and it is, despite your assertions, much more complex.

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    The size of the individual parts remain the same because there is no need to make them bigger...nor is there any need to add more.
    Unless you'd like to share that tremendous breakthrough that you've had which will permit us to cool entire 100 story buildings with a single window-mounted air conditioner, or pump water throughout an entire city with a 1 horsepower pump, I find your reasoning to be more than a little suspect.

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    The only parts that would get bigger or need more of that may be critical to anything is environmental control
    And the sanitation system, and the electrical system, and the computers, and the hydraulics, and the recycling system, and the food delivery system, and the...

    Quote:
    and those would be checked and the system would be full pressurized before inhabiting... and with a ship that big you're going to either have a minor problem which you could put off for quite a long period of time, or so massive that its going to kill you instantly.
    Your way, the latter is guaranteed.
  6. Quote:
    Originally Posted by Durakken View Post
    Luminara, You keep on saying bigger things are more complex.
    No, I keep saying that the larger devices are not inherently simpler devices, and that larger mechanical devices are composed of more smaller devices, which inherently makes them more complex, not simpler. If you knew anything about any of what you were attempting to discuss, you'd know how true that is.

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    They aren't. 10 feet of rope is not more complex than 100 feet of rope. It just isn't.
    Mechanical devices are not braided, twisted fibers. Ropes don't have millions, thousands, hundreds or even dozens of moving parts, circuitry or wiring, electrical components, pipes, hydraulics, doors, decks or anything else you'd find in a space ship. How you arrived at using rope as an analogy for complexity in mechanical objects is beyond me, because it isn't even remotely comparable.

    And despite that being the stupidest analogy possible, it can still be used to prove that you're wrong. When you extend the length of that rope 10x, you correspondingly increase the risk of breaking the rope as well. The longer it is, the greater the chance of failure at some point along the rope because it will have more flaws and you will have a greater likelihood of missing something during an inspection or repair. The only thing you've proven is that you know even less about any of what you've said than was previously in evidence.
  7. Quote:
    Originally Posted by Durakken View Post
    Luminara, a bigger ship is easier to maintain because there are less moving parts.
    There may be fewer total moving parts on one large transportation unit than there are on a thousand smaller transportation units, but the equipment on that one larger transportation unit is far more complex, prone to failure and difficult to maintain than the thousand smaller ones. No-one who knows anything about engines will argue that a single enormous one, like you'd find on a locomotive or ocean liner, is simpler and easier to maintain than a hundred basic ones, like you'd find on mopeds or chain saws.

    Furthermore, the larger your transportation unit, the more "stuff" you have to put into it to support the inhabitants, and unless you make it with magic, there is a point where that one large unit is using more "stuff" to keep it going than all of the smaller units would use combined. Additional cooling for working systems, extra backup systems to avoid wiping out the entire population in the event of failure of a single system, more spare parts which must be checked and tested for functionality regularly.

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    If you have to clean 100 tiny mechanism or 1 giant one it will take you usually several times as long to clean the 100 tiny ones than the 1 giant one.
    Except that you wouldn't have to clean those 100 at the same time. They can be maintained or repaired on the fly, or abandoned, while the rest of the fleet moves on or waits. And due to the increased complexity of the larger one, it would take as long to disassemble, clean and reassemble the larger one as it would to clean a preset number of smaller ones, which may actually be greater than the equivalence of ships currently in the Migrant Fleet.

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    Also having 100 smaller one increases the chances of 1 of those will break down, while the bigger one while just as likely as any one of the smaller one to break down is less likely in terms of once it's up an running.
    So many erroneous assumptions here...

    If one smaller one breaks, it doesn't put the entire population at risk.

    The larger one is more likely to break than a smaller one because it is more complex. Yes, it may have "less moving parts" than a hundred smaller ships, but that's irrelevant because 100 smaller units aren't going to suffer identical failures at the same time. In actuality, you can only compare the repair and maintenance time of a single large engine to the expected average for the smaller ships together.

    Analogy: A single semi has fewer moving parts than a hundred mopeds. But a single semi is not easier to maintain or repair than a hundred mopeds, because a hundred mopeds won't all fail at the same time, won't all fail in exactly the same way and won't require exactly the same repairs. Nor is it easier to work on that semi, because the complexity of the the engine, fuel system, hydraulics, electrical system and mechanical parts are all far, far greater than the complexity of the mopeds.

    The larger one is also more likely to break than the smaller ones because the parts are being used more heavily and with fewer rest periods for maintenance, replacement and adjustment. Smaller ships can stop, do maintenance or repairs, and catch back up to the fleet later. A large ship just breaks down and drifts, or kills the entire population if the failure is severe.

    Quote:
    And it also takes less material, so even if the big one break down its easier to replace.
    They need twice the material goods, minimum, plus space to store all of what they need for repairs, plus space and equipment to fabricate replacements and repair parts on site. One giant ship can't scavenge anything for repairs, because there's only that one giant ship, nothing from which they could scavenge. In addition to all of the parts it has actively working, it needs sufficient spares to swap out everything, or materials and space to fabricate replacements. And that's in addition to all of the backup systems that have to be kept on standby, and yes, they absolutely would have backup systems for everything. Electrical, environmental, engine, plumbing, sanitation, everything. One thing failing and not having an immediate switchover to a backup could kill the entire population.

    Read up on ocean liners. They operate essentially identically to what you're describing for a "city ship". They aren't as simple as you'd like to believe, they don't have the material requirements that you espouse and the same is true of spacecraft.
  8. A larger ship isn't easier to maintain, it's more difficult. Whereas a smaller ship may have a couple of miles of wiring, a ship the size of a city would have hundreds of miles of wiring. A few thousand feet of pipes for smaller ships, versus a hundred miles of pipes to carry water, steam, waste, air, etc. 500 square feet of hull to monitor for breaches, versus 50,000. The more there is, the more there is to check, monitor and repair. It becomes increasingly more difficult to track down and fix problems when you increase the size and complexity of the ship. Yes, you have potentially 17,000,000 skilled technicians to handle the maintenance and repair, but the reality is that the larger and more complex the device is, the more frequent and potentially catastrophic the problems are.

    So, essentially, you're saying that a space station the size of New York would be easy to maintain in comparison to discrete ships and shuttles (and you're not heading NASA? Inconceivable!).
  9. While you gentlemen are still poking at the bugs, go over the animation times, please. When you added Arcanatime, you did something that threw off several animation times, and none of them have been corrected. Hasten and Domination, for instance, are waaaaaaaaaaaaaay off.

    Fly is unlocking at level 4.

    Whatever you were supposed to do to fix powers working in conjunction with Fiery Embrace, it didn't. Lightning Rod for scrappers was the one I checked, it references the special Fiery Embrace/Lightning Rod pet, but instead of showing an increase in damage, it shows a substantial decrease, and ignores all other damage buffs.

    And why does the program default to all primary and secondary powers unlocked when it's started or an AT is selected? It's only supposed to display two primary and one secondary as available, not the entire list of both.
  10. Quote:
    Originally Posted by Ironblade View Post
    Seriously, we know it's easy to fix because this functionality occurs so many other places in the game.

    1) Hide Useful Salvage Warning
    Come on! I have to click this box multiple times every day I play! There's a whole boatload of these 'hide prompt' options that work correctly - why can't this one get fixed? It's been broken so long that it's genuinely ridiculous. It doesn't matter whether you click the setting in the pop-up box or if you go into Menu/Options - both settings fail.

    2) Hide Large Action House Fee Warning
    Exact same issue as above.
    Remember market window divider position.

    Remember state of memorized recipes (COLLAPSED, FOR THE LOVE OF FRANK).

    Remember e-mail window size.

    And add my voice to the clamor over that invisible poop-help (not a typo) window.

    Really frustrating to have to fight the UI to access the game.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    It's just as irrelevant as the colour their names written in. My "Mission Failed" flash text comes out red despite failing missions not being more than very rare, just as an idle pointless comparison.
    Red splash text is for warnings. It has absolutely nothing to do with rarity, of any sort. Your comparison has no bearing or connection to the drop system, how item drops are colored by tier or anything else being discussed in this thread.

    Quote:
    Incarnate Shards are the only part of the Incarnate system which drops, and their drop rate is almost the lowest drop rate of anything which actually drops, hence why they deserve a unique colour and a unique notification.
    Then I suggest starting a new thread to discuss that, because that's not the purpose of this thread.

    Quote:
    *edit*
    And "where they sit in the Incarnate system" is also completely irrelevant, since there's no stated rule that a drop's flash text should reflect its rarity.
    Yes, as a matter of fact, there are rules for that. You not receiving a PM to inform you doesn't mean they don't exist or aren't followed. Just as there is a rule which says Defense is purple and Healing/Regen is green, there's a rule which says that splash text coloring is specific to different things. Red for warnings, blue for enhancement drops, white for drops which are common within a system (recipes, salvage), yellow for drops which are uncommon within a system, etc.

    The developers don't throw stuff into the game at random, without any planning or design guidelines. Believe it or not, they actually spend more than thirty seconds thinking about how they're going to implement things, and they even try to maintain consistency in implementation. Shard drop notifications are white because shards are common Incarnate salvage, for the same reason that Nevermelting Ice drop notifications are white because they're common Invention salvage and Range recipes are white because they're common Recipes. The developers created those rules for themselves and follow them to maintain consistency. If you have an issue with those rules, take it up with them.

    This sidetrack is over. If you'd like to continue to argue, debate or ***** about splash text coloring not making sense to you, start another thread. This one concerns audible feedback for shard drops.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    That would be consistent if Incarnate Shards were common drops, which they most certainly aren't. They're probably more rare than actual Rare salvage, at least in terms of drop rate.
    Shards are common Incarnate salvage items. Actually, they're one step below common, but there isn't a color code to denote that, so they share the white used by common.

    One tier above that is the actual common components, the ones obtained by completing specific T/SFs or through purchase with Vanguard merits.

    The next step up is the uncommon Incarnate salvage, which is yellow in the Incarnate window. These are the ones which we create by combining a common component with eight shards.

    All of this is based on the same theme that was used to create the Invention system, so it's a given that there will be rare Incarnate components, colored orange in keeping with the established pattern. There may even be purple Incarnate components used in the top tier boosts.

    The fact that shards are the only Incarnate salvage items which actually drop, or what their drop rate is, is irrelevant. They're color coded white because they're bottom tier salvage for the system in which they're used. This prevents unnecessary confusion which would arise from, for example, players getting orange or purple shard drops and combining them into white or yellow components, which would be in contrast to the existing Invention system, and it means the developers don't have to create yet another color coding system which separately identifies Incarnate drops, which would also be confusing and add another unnecessary layer of complexity.

    So it doesn't really matter if shards drop less frequently than purples, or as frequently as rare salvage, or rain down from the heavens like Rikti during a raid, it's where they reside on the Incarnate salvage list that determines color coding, not the drop rate. And since they're bottom tier Incarnate salvage, they're white.
  13. Shard drops are represented with white splash text. I understand that, it's consistent with the theme of "common" drops. This does make it slightly difficult to distinguish between "Incarnate" and "Invention" with just a glance when one is, you know, somewhat focused on the enemies who are in the process of attempting to redecorate the walls with your organs, but since we do have the option of including reward text in a window, it's easy enough to confirm which type of item dropped with a second glance.

    However, there's no drop sound associated with shards. None. Zilch. Nothing. So here's a perfect way to help players instantly recognize that a shard has dropped. Give it a unique sound. Recycle the sound used during Trick or Treating. Something. Anything other than the standard drop sound or silence.

    This isn't a complaint, it's not really an issue if we're surprised to find that we've got more shards than we realized, but it would be an excellent opportunity to improve on the feedback that we get from this facet of the game.
  14. Quote:
    Originally Posted by DreamsRazor View Post
    So I am curious does anyone else have this obsession not with an archtype, but with a power set
    Trick Arrows.

    Quote:
    and why?
    I like archery. I like the animations. I like the diversity it offers. I like debuffing. I like not having to worry about losing an anchor or toggles dropping. I like the tactical aspects and advantages of OSA, and the additional damage. I like having powers which aren't dependent on a teammate or pet to function. I like the mobility. And I like the challenge of making it work despite the bugs, less than average mitigatory potential and poor balance in lower level play.

    So I keep playing it. I have TA defenders, masterminds, corruptors and controllers. I've put over 1000 hours on my TA/Dark and I'm still playing her. And I still have half a dozen and more planned TA builds of various kinds that I haven't even started yet. I've played many of the other debuffing sets, but none of them meets my needs the way TA does. So despite its flaws and having grown so familiar with it that sometimes I just have to stop and play something entire different (how i ended up leveling a Fire/Elec scrapper and Bane to 50) in order to keep my interest in the game, I always go back to TA.

    *waves pom-poms* TA cheerleader for life.

    Did you know that the "assume the position" emote looks like you're holding up pom-poms if you do it with Hasten active and not facing a wall?

    It also works for "JAZZ HANDS!".

    >.>

    <.<

    Everyone's staring at me again. I hate that. Stop it. -_-
  15. Quote:
    Originally Posted by Silverado View Post
    They're not bugs, they're correct info. They just point to a different stat than the one you expect.
    The purpose of Real Numbers is to inform players exactly what their powers do. Whether the information is correct for the specific pointer it's referencing is irrelevant, it's a bug because it's not performing the intended function of giving players accurate information on those powers.
  16. Quote:
    Originally Posted by Venture View Post
    If you activate an attack, you stop moving.
    Jump.
  17. Quote:
    Originally Posted by seebs View Post
    1. Are these "bugs"? As in, is it conceivable that people at ncsoft/Paragon would consider a report of such a thing to be a bug report, and possibly fix it?
    Absolutely. Whether they can or will have time to fix them, only they can say, but they're definitely bugs.

    Quote:
    2. Is there a single canonical list of all the cases where the real numbers are Just Plain Wrong?
    There will be when you're finished compiling it. Thanks for volunteering!
  18. Quote:
    Originally Posted by Electric-Knight View Post
    You're pushin' the line of humor and disrespect by replying to each line there, hehe!
    I reply to each point individually, in order. Always. It provides reference for the reader to see exactly what I'm addressing and clarifies the response. If there are fifty things to address, then I will quote fifty distinct parts and respond to them sequentially. I don't quote an entire post and tag it with a one-liner, or throw out a "naked" response with no quoted material to indicate to whom I'm replying or what I'm addressing, nor do I quote a post and try to respond to discrete points in that post with a single wholesale response.

    I've done it this way for over fifteen years, because it's clear, concise and very effectively conveys information specifically where it's needed in a discussion. It gives me the opportunity to fully address everything, organize my thoughts into a coherent response and at least attempt to say everything I want to say in one reply. It gives the reader the same options and allows them to more easily follow a thought process or conversation.

    If I wanted to give a humorous and/or disrespectful response, I would simply say something like, "Are you high?" and leave it at that. Capisce?
  19. Quote:
    Originally Posted by JayboH View Post
    Ok I am not sure why everyone missed the part where I said "(not on the website - in the game)" but the tier list looks different.
    Yes, it looks different, and yes, your post was read fully. It's a visual indicator that all of the Rare boosts will be valid for the Very Rare boosts, rather than only specific ones like the previous boosts. That's all.
  20. Quote:
    Originally Posted by Ghostwind_EU View Post
    We're talking about stuff that probably won't be in-game for at least a year...
    Are you high?
  21. Quote:
    Originally Posted by Ghostwind_EU View Post
    These facts are probably not set in stone. They are likely subject to change, might be redesigned after some data mining.
    Irrelevant. Everything is subject to change in this game. That doesn't invalidate current and verifiable information.
  22. Quote:
    Originally Posted by Electric-Knight View Post
    At this point... that is just speculation.
    No, it isn't. If you do what Nox suggested, hover your mouse pointer over any of the Very Rare boosts, you'll very clearly see that it states "[Ability Cost: Any two Rare]" at the bottom of the tooltip window which pops up.

    Quote:
    It could be that any of those will lead to either Very Rare path...
    Yes. Any two Rare can be used in the creation of a single Very Rare.

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    Or it is possible that all Rares will be required for each Very Rare path...
    It wouldn't say "Any two Rare", then, would it.

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    We don't really know.
    Yes we do.

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    We don't even know if they fully know yet.
    Yes we do, and yes they do, because all of Alpha slot material was ready to be released months ago. It was pushed back to I19 in order to add playable content to go along with the new abilities, as Positron stated when he posted about the Incarnate content being put on hold temporarily.

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    We can only speculate...
    Or we can forgo speculation in favor of reading the information made available.

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    Just try to do so without stating it as fact (unless your name is in red, then feel very very free to say what you know!).
    These are facts, provided by the development team. You owe Nox an apology. Get on it.
  23. Quote:
    Originally Posted by Jophiel View Post
    I assume many people by now already have their Uncommon piece for their Alpha slot and so are essentially "done" with that part until I20 (assuming I20 brings more Incarnate additions). Given that you continue collecting shards, what are you doing with them? Are you crafting extra Common/Uncommons to flip between Damage and Recharge and Endurance?
    That was my initial intention, but Cardiac Core is too perfect for my build for me to bother testing anything else.

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    Are you just hording them up so someday you can make an Extra Rare on the fly with your box of 350 shards?
    Well, I only have 12 right now, and an Ancient Nictus Fragment, but basically, yes, I'm hoping to save enough components to blitz the next two enhancements.

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    Have you slowed down on doing task forces since the shard motivation has tapered off?
    I've gotten almost all of my shards soloing, so... *shrug*

    I expected to stop chasing shards as soon as I finished the Cardiac Core, but I'm enjoying the additional range and smoother endurance usage so much that I'm still logging in nightly to spend an hour or three just obliterating spawns and watching for that giggle-inducing "Incarnate Shard Bonded" message.

    Having gotten enough purples, rare drops and relatively desired uncommon recipes to rack up 2.5 billion influence in the last couple of weeks (i had less than 25 million when I19 went live), as well as topped 700 badges, including Leader, hasn't done much to deter me from playing my main, either.
  24. Luminara

    VGA Announcemnts

    Quote:
    Originally Posted by Night-Hawk07 View Post
    Wow. ME3's already going to be out next Christmas? That seems rather quick; hope it doesn't suffer for it.
    ME2 was released about two years after ME, so ME3 coming two years after ME2 is an appropriate time frame.

    Was hoping to hear something about The Old Republic, but I'm not seeing anything here. :/
  25. Quote:
    Originally Posted by Test_Rat View Post
    This is a tool that is quite useful in other MMOs
    It's a tool for self-aggrandizing dick-waving more often than not, and the situations when it could be utilized to help a player improve his/her damage output only exist in this game in the form of AVs, GMs and Monsters, none of which are actually difficult enough for any team to defeat that they should need DPS tracking and analysis. The only instance when a DPS meter could be useful here is when a player is soloing an AV/GM/Monster, and if the player has reached that point, he/she damn well better know how much damage he/she is dealing already.

    Furthermore, if you're going to track DPS, you're obligated to track everything else. Healing, buffing, debuffing, controlling, pet commanding, phasing, everything. Anything that you don't track is someone's dick left dangling, which leads to bad attitudes and poor teammate selection based on falsehoods generated by a lack of information.

    You also create and encourage competition where none currently exists, or should exist, thereby fostering an environment of discontent and an erroneous belief that X doesn't contribute because X wasn't doing something that was tracked by UberSpecialMeter, or Y can't contribute because Y doesn't have a resume in the form of sixteen pages of IO set bonuses.

    So no, a DPS meter is not something we want in Co*. If you're that interested in watching dicks waving, read SG recruitment ads or look in the individual server forums for SG fights. They're just as misleading, useless and pointless, but at least they don't continually waste CPU cycles and memory after you're done laughing at them and moved on.