-
Posts
448 -
Joined
-
Quote:Since it's against the forum rules to invoke the name of a popular poster / meme on this boards (hint: rhymes with kdanger), I'll just say: No. Do not want.The water effect around Slow Field Generators should be removed -- it should not display any such effect, whether "active" or "inactive".
Not until we get a freestanding water tile as a decorative base item.
More accurately: The slow fields need to either be fixed to reflect correctly (they're massively distorted right now), or reverted back to the pre-I17 look.
Quote:Slow Fields, like all Defensive base items, are supposed to be "off" when no Base Raid was in progress, and only "activate" during a Base Raid. -
Quote:I saw really bad server slowdown (ITF-style: client/server recharge time disagreements and ultra-slow-mo ragdoll) during a Mender Tesseract's SF on Protector, as well as some missions on Pinnacle. Everyone on the team noticed it.It's noticeably worse on TF's than AE instances. The ITF almost unplayable & Sister Psyche and Posi P1 also had tray lag and load time issues during off peak times, like 2pm or 4am eastern. The Itf was at peak play time though. If its not a server issue isolated to Pinn, I can only image the loadtimes some of the higher pop servers may experience.
-
Quote:It's definitely server-side.I know when I17 was in Beta, and for a time after it first launched, running Vent would place a MAJOR slowdown on load times. They fixed it, but I wonder if that's back?
I've observed it happening on multiple computers simultaneously. In fact, when it happens, it always affects everyone until the map is loaded the first time. Everyone will pause for the same amount of time with no progress on the loading bar as the server itself loads / initializes the map. No local HDD access and minimal network activity. Once that finishes, everyone suddenly starts loading at the same moment, and of course the computer with the fastest hard drive / most cache wins.
A quick check in team chat verifies that everyone else also paused for about the same amount of time, regardless of ISP.
It doesn't happen on every mission, but I've seen it more and more lately. As for why, I have no idea. Maybe they're pulling servers out of the cluster and preemptively upgrading them in anticipation of GR, leaving less to service the maps (I've also seen some bad ITF-ish server-side lag lately in a few missions). Maybe there's a problem with the storage, and it's I/O starved trying to load the map, though it seems unlikely their setup would use a centralized SAN. Maybe a bug slipped into the code and it's waiting for a synchronization signal that never comes, and doesn't actually load until it times out.
It could be any number of things, and while I would LOVE to be able to study their server code to find out why, I know it's never going to happen -
Quote:Aside from what was already pointed out about having to buy the pack, the other problem with this is that the game engine disallows explicitly targeting yourself. For ally buffs it auto-targets the closest ally if you don't have anyone targeted. So, standard code rant applies.This did cause me to think of another way of dealing with the prompt for Mystic Fortune, however. If you target yourself with Mystic Fortune you should get a "no buff" invocation of Mystic Fortune (it marks you as having the power cast on you for the full duration, but does nothing). Then the power should be changed to avoid prompting the player if the character already has a Mystic Fortune buff on them (including the self-invoked null buff).
The only other way to do it without a general way to auto-deny or delete buffs would be to make a completely separate "Don't fortune me, bro" power, which is ugly to say the least. -
Quote:7.5% resist doesn't seem too bad. I think that would only make a difference for tankers/brutes/scrappers that are playing sets with medium-to-high resistances already. It probably won't do much for a squishy.That's starting to sound like piling on to the buffs. Even +7.5% res(all) is getting up there, for a random buff in a perk pack.
IMO the one that sticks out is the 30% recharge. I mean, that's almost half of Hasten, for 20 minutes, with no downtime or endurance cost... -
The effects look cool, but from the video it doesn't look like it actually lets you move very fast...
-
Quote:Sorry to hear that.Hello everyone,wanted to let you know I will have to drop from the team.I will be starting a new job on Monday and it will be 2nd shift.I just like to say thank you for letting me run with you,and good luck I will be stopping by and checking the thread from time to time,to see how everyone is doing.
We'll definitely miss you, but understand and wish you the best of luck. 2nd shift doesn't sound very fun. -
Just a quick update -- got a team page set up. Tried to pick a pose that seemed appropriate.
http://grayaccord.com/pages/knight_defenders
You can click on the names or pictures to see the individual character pages. We'll try to keep the levels and powers up to date as we go, to make it easier to keep up with how we're doing. Let me know if there are any special requests, within reason of course.
-
Quote:Ah, we were wondering if something came up. No problem, glad everything is all right. We hit level 12 before we called it a night. A good target is 10 -- we're planning to do a Posi first thing, so it would be good to have everyone at least 10 so that we can start it.Sorry missed out on the first night, my girlfriend was visiting from Nebraska thought I mentioned that in my original post but guess it slipped my mind, just lemme know what level you guys got around and i'll do some sewers or something to be ready for next week. =)
I think we may have one other joining us next week. Nemorin and I have a couple 50s on Justice so we'll probably be running a high-level mission or two at some point during the week to help get them caught up. If the timing works out you're welcome to join us.I'll send you a PM as soon as I have a general idea of when that'll be.
-
That's sad, but hopefully things will work out for the next one.
And who knows, maybe you'll be able to catch us some tomorrow.
I'll get on a little after 5:30 and take care of the invite. -
Quote:Well, didn't get there in time, but I was going to say just play whatever you want to. If you like tanks, play a tank, but don't pick that just because we "need" one.I made an ice/energy melee tank. name is deFade. Background to follow.
Looks like there's still 2 open spots, and a few days left until Saturday if anyone else wants to join. At this point I think another defender or controller would be most beneficial to team balance. -
Had a great start on this one! We ended up right at level 12. Hope everyone had a good time and that we'll see you next week.
-
Also sometimes you can exceed it in very large, or multi-part indoor zones where the various sections are far enough apart in virtual space. The two that come to mind are the thorn tree mission from villain respec/STF, and the eden trial.
-
Quote:I completely agree with you on this. Well maybe not on the NES (there's only so much you can do with such a limited palette), but some SNES era games still look quite nice.Graphics are a whole lot more than polygon counts.
Some games released for NES still have spectacular graphics.
Quote:If you have to admit that another game's vistas can often look subjectively better, then you just proved the point that its graphics are better.
In general, the CoH world feels a lot more immersive to me. Partly that's due to the level of detail that exists even in mundane environments. Partly it's due to mechanics (mostly collision detection on actors). Partly it's due to CoH having some quite spectacular vistas of its own -- sunrise in several zones with full bloom and depth of field enabled, the instanced island in Cim, St. Martial at night, Croatoa at dusk, etc. They're just a bit more subtle since the world is designed to more closely resemble our own. -
Quote:No. CoH with the upgrade it got in Issue 6 (not even counting Ultra mode) has considerably better graphics than WoW. Both technically more advanced effects, as well as higher resolution textures on scenery and players.A guy I went to high school with found me on Facebook and stated that he had tried COH, but found the graphics not as good as WOW.
A lot of people though don't realize that because they don't look at the graphics. They see a bunch of buildings in a cityscape and think "boring", without taking the time to actually look at them. WoW's landscape is much more colorful, varied, and (ironically) cartoonish. I have to admit WoW's fantastic vistas can often look subjectively "better" at a distance, even though up close they're polygonal and pixellated. The lack of actual detail is a little disappointing given how much of a bigger budget they have to work with.
As far as Ultra mode, WoW isn't even close. They got some limited shadow mapping on players only a while back. They're getting reflective water in the next expansion. -
-
Another trick for high-level characters. If you're solo, you can use your Ouro portal, run to the crystal, pick an arc that you know the contact is in the zone you want to go to, click the crystal to teleport there, then quit the arc. I abuse this to get to Cimerora without having to zone through the midnighter club first, or to the RWZ without an extra stop in founders.
My main badging character also is holding on to a Kora fruit mission in firebase zulu, which, combined with the mission transporter, came in handy for the Dimensional Explorer and Intern day jobs -
Quote:Single use Wentworth/Black Market porter temp powers can also be purchased for 10k inf a pop. It used to be listed under "fixed price", I haven't checked to see where it is under the new interface. Might still be useful to grab one before you have the day job one charged up.The Wentworth TP you can get from just logging out there will get you to SC near the Yellow line, AP, KR, or Talos. And the same goes for Talos's handy Green line and SG base portal. I mention the base portal because you can get into Crey's Folly, etc, much easier than any other way with the beacon tps.
While somewhat high for new players, once you get a few higher level toons, that becomes a drop in the bucket. Before day jobs I made it a point to always have one of these on my characters (and buy a new one immediately if I used it, since it ported me to WW anyway).
The recharge times of the mission and base teleporter powers (both vet and day job), Pocket D, as well as the portable workbench and Ouro portal are decreased by Hasten, global recharge bonuses, and outside buffs.
The Wents/BM ones give you a debuff that prevents you from using it again too soon, so recharge won't help you on those. -
Ahh, that's right. It's always bugged me that once you used up those charges you could never get it again. Kind of makes it Too Awesome To Use.
-
I also don't think that would work for the Wedding Band, as IIRC Peebles doesn't give it to you until you turn in the last mission and complete the arc.
EDIT: But now you've got me wondering if you can get unlimited Amy's by never completing KHTF...... -
On my pistols/kin corr, ninja run + sprint + siphon speed (not slotted for runspeed) is enough to hit the run speed cap, at least in the mid 20s. Not sure if I'll be able to hit it at higher levels.
-
Quote:CoH has always maxed out the CPU (or as much as it can on a multi-core system) for as long as I can remember. But then again, I always disable vertical sync, so it's rendering as fast as it possibly can.New datum: Desktop (the one with the 5770) doesn't display the leak if you run in Safe Mode. However, like the laptop, it does run very high CPU activity, in the 80-90% range.
Guess I'm just used to games running in a tight loop. -
Quote:It also depends on how they do their accounting. If they're using accrual accounting, they may not recognize the pre-orders as revenue until the goods are actually delivered (i.e. release date). It's considered a liability until then.Am I missing something (i readily admit that i lack any real understanding of financial data... i can barely follow my monthly checking account statement)? Would pre-purchases of GR account for the $1,100,000 difference between the estimated subscriber numbers and the actual revenue (can't convince myself that the booster pack theory holds any water)? Or is that 40,000 estimate just... well, bat-poo crazy?
I have no idea how NCSoft/Paragon does their books, but it's a fairly standard business practice to use accrual instead of cash accounting. -
Quote:I'm slipping on my kernel programming hat for a moment to fix a couple minor quibbles, hope you don't mindI do strange things like watch the real and virtual memory use of my applications. Before I16, CoH used to use around 500-750MB of real and virtual memory (1.0-1.5GB total) on load, and then relatively quickly rise to around 1GB of each (about 2.0GB total) as soon as I did anything non-trivial, and then it would slowly rise from there. In particular, every time I zoned (at least for the 1st time in a given zone) or met a large crowd of characters, my memory usage would increase. As far as I could tell, it would never go down. If it topped around 3GB of combined real and virtual memory it would crash. (This isn't totally unexpected, since 32-bit Windows limits processes to 3GB of addressable RAM.)
. Real memory is a subset of virtual memory. The virtual memory column in task manager shows how much address space has been allocated to the process, and the real memory column shows how much of that space is currently paged in to physical RAM. Virtual memory may also include shared pages, such as DLLs that are shared by multiple processes, memory that's swapped out to disk, memory that's been allocated but never touched, or even things like memory mapped I/O to the video card which don't correspond to main memory at all.
So, real memory will always be < virtual memory, and it makes no sense to add the two numbers together.
EDIT: I noticed that in the Windows 7 task manager at least, "real memory" has been renamed to "Memory (Private Working Set)" and "virtual memory" has been renamed to "Commit Size". Those names do describe what the values really are a little better.
Also, the per-process limit for 32-bit programs on Windows is 2GB of address space, not 3GB. 32-bit CPUs can natively address 4GB of virtual memory. Windows by default splits this in half. It reserves the upper 2GB of the address space for the kernel, and gives the lower half to user programs. When a context switch happens, the mappings for the lower 2GB change with the active process, while the upper 2GB remains static for the OS to use.
1.5GB-1.7GB real memory used likely corresponds to hitting 2GB virtual memory allocated once you factor in video buffers and shared pages. It's consistent with the CoH process crashing due to address space exhaustion, so it's really a "2GB crash", not a 3GB crash. The TL;DR version is that it's allocating too much memory and never releasing it. Whether it's an actual leak, or it's just trying to cache too much and needs to be a little less aggressive and recycle more, is impossible to say without extensive debugging.
You can tweak this a little. In XP, you can add the /3GB switch to boot.ini. This changes the setup, so that Windows splits it into 3GB user space and 1GB kernel space. In Vista and Win7, "bcdedit /Set IncreaseUserVa 3072" does the same thing. However, in order for a program to take advantage of this extra space, it has to specifically tell the OS that it's what Microsoft calls "Large Address Aware." 32-bit LAA programs will also be able to use the full 4GB address space when running on a 64-bit OS.
Given the age of the game engine, I'd doubt that CoH is linked with that option, but I don't have the development tools installed right now so I can't check. If anyone has Visual C++ installed, run "dumpbin /headers cityofheroes.exe" and see if there's a line that says "Application can handle large (>2GB) addresses" -
Yes, it does seem that abandoning a mission from a contact who gives missions randomly WILL cause you to sometimes get a different mission when you talk to them again.
I've found this to be especially useful in Striga. Peebles has always annoyed me to no end. She gives most of her arc in a random order, which is a nightmare on big teams as often you'll have to do the same mission 2 or 3 times, and that's with careful planning.
Now, you can just pick one, and everyone who got a different mission can simply keep abandoning until they get the same one.