MasterMarbles

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  1. Thanks gWrath for such a thorough and actually comprehensible guide! Holy crap, labor of love indeed; this obviously took heart to do.

    Incidentally I also got a better picture of choosing set enhancements thanks to this. Especially, since I've just come back from a 10-month absence, and thought that IOs would be really complicated and hard to get into.

    Now to all of you... I'm trying to "update" my Inv/Fire Tanker to current game status (that is, from Issue 5-ish slotting). First I want to do it w/o IOs, and then after I've gotten better reacquainted with the game (likely around level 50), I'll start working on actually getting the IOs. I'd really like some help with the build.

    Some notes for the SO-only build, as follows.
    <ul type="square">[*] Use Aid Self as mitigation for especially things like Toxic and Psionic.[*] Taking REn but skipping REl for reasons that people keep talking about.[*] I'd like to be able to tank for 8-person, Invincible missions... Of course, this means I'd likely receive buffs from teammates.[*] Flight is like the only "theme" thing in the build.[*] How could I fit Resist Energies in earlier? I was in an Ouroboros mission, exemp'ed down to 25, and died to a level 26 Shivan EB, while a helpful BS/Invul Scrapper took him out solo, albeit with low remaining health. Granted, I still had the old slotting in there and only two attacks -- Boxing and Scorch, but man that was disgraceful. [/list]
    With that in mind, here's the build...
    [ QUOTE ]
    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Miss Marbles: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- EndRdx(A), ResDam(3), ResDam(3), ResDam(5)
    Level 1: Scorch -- Acc(A), RechRdx(5), EndRdx(7), Dmg(7), Dmg(9), Dmg(9)
    Level 2: Dull Pain -- RechRdx(A), RechRdx(11), RechRdx(11), Heal(13), Heal(13), Heal(15)
    Level 4: Combustion -- EndRdx(A), RechRdx(15), Acc(17), Dmg(17), Dmg(19), Dmg(19)
    Level 6: Swift -- Flight(A)
    Level 8: Unyielding -- EndRdx(A), ResDam(21), ResDam(21), ResDam(23)
    Level 10: Resist Physical Damage -- ResDam(A), ResDam(23), ResDam(25)
    Level 12: Hover -- Flight(A), Flight(25), Flight(27)
    Level 14: Fly -- EndRdx(A), Flight(27), Flight(29), Flight(50)
    Level 16: Taunt -- RechRdx(A)
    Level 18: Invincibility -- EndRdx(A), DefBuff(29), DefBuff(31), ToHit(31)
    Level 20: Health -- Heal(A), Heal(31), Heal(33)
    Level 22: Stamina -- EndMod(A), EndMod(33), EndMod(33)
    Level 24: Boxing -- Acc(A)
    Level 26: Tough Hide -- DefBuff(A), DefBuff(34), DefBuff(34)
    Level 28: Fire Sword Circle -- Acc(A), EndRdx(34), RechRdx(36), Dmg(36), Dmg(36), Dmg(37)
    Level 30: Tough -- EndRdx(A), ResDam(37), ResDam(37), ResDam(39)
    Level 32: Stimulant -- Range(A)
    Level 35: Incinerate -- Acc(A), EndRdx(39), RechRdx(39), Dmg(40), Dmg(40), Dmg(40)
    Level 38: Greater Fire Sword -- Acc(A), EndRdx(42), RechRdx(42), Dmg(42), Dmg(43), Dmg(43)
    Level 41: Block of Ice -- Acc(A), RechRdx(43), RechRdx(45), Hold(45), Hold(46)
    Level 44: Aid Self -- IntRdx(A), Heal(45), Heal(46), IntRdx(46)
    Level 47: Weave -- EndRdx(A), DefBuff(48), DefBuff(48), DefBuff(48)
    Level 49: Resist Energies -- ResDam(A), ResDam(50), ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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    [/ QUOTE ]


    After feeling better reacquainted with the game, I'd like to proceed with getting fully IO'ed up. I'd like to do this without purple IOs, cuz I'm kinda lazy. :P Notes are as follows:<ul type="square">[*] First goal is resistances, especially towards Psi and Toxic.[*] Then comes Maximum HP.[*] Finally comes Regeneration.[*] I'm not so concerned with having very fast DP, because I have Aid Self to help heal.[/list]
    With this in mind, here's the build...
    [ QUOTE ]
    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Miss Marbles (IOs): Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx:39(A), ImpArm-ResDam/Rchg:39(3), ImpArm-EndRdx/Rchg:39(3), ImpArm-ResDam:39(5), ImpArm-ResDam/EndRdx/Rchg:39(45), ImpArm-ResPsi:39(50)
    Level 1: Scorch -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(5), C'ngImp-Dmg/Rchg:39(7), C'ngImp-Acc/Dmg/Rchg:39(7), C'ngImp-Acc/Dmg/EndRdx:39(9), C'ngImp-Dmg/EndRdx/Rchg:39(9)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:39(A), Dct'dW-EndRdx/Rchg:39(11), Dct'dW-Heal/Rchg:39(11), Dct'dW-Heal/EndRdx/Rchg:39(13), Dct'dW-Heal:39(13), Dct'dW-Rchg:39(15)
    Level 4: Combustion -- Sciroc-Acc/Dmg:39(A), Sciroc-Dmg/EndRdx:39(15), Sciroc-Dmg/Rchg:39(17), Sciroc-Acc/Rchg:39(17), Sciroc-Acc/Dmg/EndRdx:39(19), Sciroc-Dam%:39(19)
    Level 6: Swift -- Flight-I:40(A)
    Level 8: Unyielding -- Aegis-ResDam/EndRdx:39(A), Aegis-ResDam/Rchg:39(21), Aegis-EndRdx/Rchg:39(21), Aegis-ResDam/EndRdx/Rchg:39(23), Aegis-ResDam:39(46), Aegis-Psi/Status:39(46)
    Level 10: Resist Physical Damage -- ResDam-I:40(A), TtmC'tng-ResDam:39(23), ImpArm-ResPsi:39(25)
    Level 12: Hover -- Flight(A), Flight(25), Flight(27)
    Level 14: Fly -- Frbd-EndRdx:40(A), Frbd-Fly:39(27), Flight-I:40(29)
    Level 16: Taunt -- RechRdx(A)
    Level 18: Invincibility -- LkGmblr-Def:39(A), LkGmblr-Def/Rchg:40(29), LkGmblr-Def/EndRdx:40(31), ToHit-I:40(31)
    Level 20: Health -- Numna-Regen/Rcvry+:39(A), Numna-Heal:39(31), Numna-Heal/EndRdx:39(33)
    Level 22: Stamina -- EndMod(A), EndMod(33), EndMod(33)
    Level 24: Boxing -- Acc(A)
    Level 26: Tough Hide -- RedFtn-Def/Rchg:39(A), RedFtn-Def/EndRdx:39(34), RedFtn-Def:39(34)
    Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg:39(A), Sciroc-Dmg/EndRdx:39(34), Sciroc-Dmg/Rchg:39(36), Sciroc-Acc/Rchg:39(36), Sciroc-Acc/Dmg/EndRdx:39(36), Sciroc-Dam%:39(37)
    Level 30: Tough -- ImpArm-ResDam/EndRdx:39(A), ImpArm-ResDam:39(37), ImpArm-ResDam/Rchg:39(37), EndRdx-I:40(39)
    Level 32: Stimulant -- Range(A)
    Level 35: Incinerate -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(39), C'ngImp-Dmg/Rchg:39(39), C'ngImp-Acc/Dmg/Rchg:39(40), C'ngImp-Acc/Dmg/EndRdx:39(40), C'ngImp-Dmg/EndRdx/Rchg:39(40)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(42), C'ngImp-Dmg/Rchg:39(42), C'ngImp-Acc/Dmg/Rchg:39(42), C'ngImp-Acc/Dmg/EndRdx:39(43), C'ngImp-Dmg/EndRdx/Rchg:39(43)
    Level 41: Block of Ice -- G'Wdw-EndRdx/Hold:39(A), G'Wdw-Acc/Hold/Rchg:39(43), G'Wdw-Acc/Rchg:39(45)
    Level 44: Aid Self -- IntRdx(A), Heal(45), Heal(46)
    Level 47: Weave -- LkGmblr-Def/EndRdx/Rchg:39(A), LkGmblr-Def/EndRdx:39(48), LkGmblr-Def:39(48)
    Level 49: Resist Energies -- ResDam(A), ResDam(50), ImpArm-ResDam:39(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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    </pre><hr />

    [/ QUOTE ]

    I know this doesn't look very good; I'm quite new to this yet. How do you think this character can be made more survivable? Would it also be possible to improve her attacks?

    What other kinds of advice do you guys have?

    Thanks a lot in advance.
  2. Thank you for the great guide, Mystic_Amethyst! I thought it was clearly written and easy and fun to read!


    So I came here looking for some advice and critiquing. You see, way back before Enhancement Diversification, I built an Electric/Energy Blapper with the same idea you have here, and it was tremendously fun to jump into the mob spawn with complete invis before the group was ready, drain the mobs' end, disorient the boss with Total Focus and hold the Lieutenant, and proceed to finish off the mob with Ball Lightning, Energy melee attacks, and so forth. In other words, I was able to rather reliably solo +1/+2 large spawns, with no more than 1 boss.


    He reached level 49 before I6 and ED.


    But now, I'm finding him quite a bit less powerful than before, due to ED and the new invisibility "nerf". I saw your guide and thought that Aid Self made sense, but either I didn't know how to use it, or it was just my luck or something, but I didn't seem to find it very useful -- after I had respecced and was trying it out and became low on life, I couldn't reliably heal myself in time, and the most reliable way to stay alive was to pop Personal Force Field and then heal myself.


    In any case, here's my build. I'd appreciate any feedback from anyone who's had any experience with blapping.


    Exported from version 1.5C of CoH Planner
    http://joechott.com/coh

    Archetype: Blaster
    Primary Powers - Ranged : Electrical Blast
    Secondary Powers - Support : Energy Manipulation

    01 : Power Thrust acc(01)
    01 : Lightning Bolt endred(01) acc(3) recred(3) dam(5) dam(5) dam(7)
    02 : Ball Lightning endred(02) acc(7) recred(9) dam(9) dam(11) dam(11)
    04 : Build Up recred(04) recred(13) recred(13)
    06 : Hasten recred(06) recred(15) recred(15)
    08 : Aim recred(08) recred(17) recred(17)
    10 : Bone Smasher acc(10) endred(19) recred(19) dam(21) dam(21) dam(23)
    12 : Hurdle jmp(12)
    14 : Super Speed endred(14) endred(43)
    16 : Energy Punch acc(16) endred(23) recred(25) dam(25) dam(27) dam(27)
    18 : Health hel(18) hel(43) hel(43)
    20 : Stamina endrec(20) endrec(29) endrec(29)
    22 : Tesla Cage acc(22) recred(31) recred(31) hlddur(31) hlddur(33) hlddur(33)
    24 : Stealth endred(24) defbuf(46) defbuf(46)
    26 : Short Circuit recred(26) acc(33) dam(34) enddrn(34) enddrn(34) enddrn(36)
    28 : Power Boost recred(28) recred(36) recred(36)
    30 : Conserve Power recred(30) recred(39) recred(40)
    32 : Thunderous Blast recred(32) recred(37) recred(37) dam(37) dam(39) dam(39)
    35 : Aid Other recred(35) inttim(48) hel(50)
    38 : Total Focus endred(38) acc(40) recred(40) dam(42) dam(42) dam(42)
    41 : Personal Force Field defbuf(41)
    44 : Temporary Invulnerability endred(44) damres(45) damres(45) damres(45) endred(46)
    47 : Force of Nature recred(47) recred(48) recred(48)
    49 : Aid Self recred(49) inttim(50) hel(50)

    -------------------------------------------

    01 : Brawl Empty(01)
    01 : Sprint Empty(01)
    02 : Rest Empty(02)


    I saw your "Melee-Heavy" build and it looked really interesting because you took Acrobatics to counter the Holds and KnockDowns. But that build sacrificed the Disorientation protection from Aid Self. I'm interested in Acrobatics and its protection, but I'd also like to have Disorient protection and the downtime reducer that Aid Self is, since survivability has decreased with the whole invisibility issue...


    Do you think it'd be profitable to sacrifice my Stealth, Force of Nature, and Superspeed for Acrobatics? If I sack Force of Nature, that's one fewer panic button; and without Stealth, I wouldn't be able to just wade in to get a bit of a head-start (although PFF kinda allows me to do that, too, sort of, as well as enabling me to absorbe the alpha against non-mezzing mobs). I could switch to Electric armor, but then the lack of Stealth really hurts, doesn't it?


    You didn't take Stealth for your Melee-Heavy build. Are you able to survive well, in terms of jumping into the group first and maybe absorbing the alpha? Or do you just not do that at all?


    Argh, sacrifices... it's so difficult! See, this is why I came for help.


    I thank all of you in advance for any suggestions or comments you might have.
  3. [ QUOTE ]
    Is there a good way to use a path name with spaces?

    I don't want to dump my CoH binds anywhere but in my CoH directory (or a sub-directory). My pathname is:

    C:\Program Files\City of Heroes\

    I'm used to getting around the first part by calling it C:\Progra~1, but I'm not sure how "City of Heroes" would get truncated. Cityof~1? City o~1? I should know not to let the installer put a default name on a directory. . . oh well.

    [/ QUOTE ]

    This goes way back to like, DOS naming conventions sort of. Anything over 8 characters is truncated to the first 6 characters minus any spaces, and then a tilda (~), and then a number.

    Hence,

    C:\Program Files\City of Heroes\

    becomes

    C:\PROGRA~1\CITYOF~1\

    In other words, what you said.

    However, I am not sure if this works in CoH. I remember way back when I tried this (first half of 2005), I was forced for some reason to actually put these special TP binds into a separate directory without any spaces in the complete path.

    In many applications, putting double quotes around the path -- like this: "c:\program files\city of heroes\some key bind.txt" -- works correctly. In other applications, using the aforementioned truncation format is the only way to specify the path.

    Good luck; please do post your results!
  4. For all of you that missed it, the few replies from _Castle_...



    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    I want A Big Red Name to post about A Big Red Ball.

    [/ QUOTE ]

    No. You don't. It'd be bad news.

    [/ QUOTE ]

    [ QUOTE ]
    [ QUOTE ]


    [/ QUOTE ]

    That was pretty much my reaction, too.

    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 ]


    [ QUOTE ]
    [ QUOTE ]
    BRB = MOB - attacks - knockback resist + 100% dam resist

    [/ QUOTE ]

    That still means that only people with Knockback powers would move the ball, and it wouldn't have the physics aspects that you'd want, since it has to follow knockback rules rather than particle movement rules. It would not 'bounce' properly off of objects.

    All of that said, it *could* be done, but I doubt we have the free time in the schedule anytime soon, and even at that it would be fairly low priority. My guess is you'll see it around the same time as the Giant Tape Worm.

    [/ QUOTE ]

    [/ QUOTE ]
  5. What a nice guide. I have an Elec/Energy Blapper at level 49 and I can definitely attest to /Energy's power!

    I'm wondering though, what do you guys think of using Sonic/Elec instead of /Energy?

    /Elec has some pretty dmging attacks too; Havoc punch is stronger than Bone Smasher (at least in the CoX Character Builder). However, Havoc Punch doesn't disorient... TF is great dmg and disorient, but Shocking Grasp is a major hold but less dmg than TF...

    Shoot, I guess the answer is pretty clear, huh? But what do you guys think of the replacement anyways?
  6. My god, this is one retardly gigantic thread!!

    I want a BIG RED BALL too!
    Actually I'd like it bigger than the OP described... I'd like its diameter to be, say, a bus or two's length. And the amount by which it gets KB'ed would not solely depend on the KB skill, but include, say, the dmg dealt to it, or the speed of the impacting character.

    I'd also like to see pedestrians run in terror of the incoming BIG RED BALL!!! and if they're foolish to get trampled by it... BWAHAHAHAHA!! Just knock 'em down flat and have 'em get up again. And if you manage to get the ball away from the pedestrian, they'll come to you and give you an inspiration, as if you had saved 'em from some nameless Hellion.

    HEHEHEHEHEHE.

    In any case, this thread (not to mention the idea!!) deserves an award! So many posts, and so free of malice.
  7. [ QUOTE ]
    Oh, sorry to be confusing, I was more than a bit giddy. &lt;g&gt; Those are just lines from a few demos I've made. The array appears to be a way to recorde what the state of the dynamic map objects in the new I7 PvP zone. Idunno what the Sky deal is but it has only shown up in a Mayhem mission so far. Same with destroying parking meters.

    Now if you'll excuse me....

    [Zloth has defeated a Carboard Box! ;]

    [/ QUOTE ]


    Just came back from a year-long break... had to install game for the free weekend, and then I was hooked. Oh my, gotta start playing with this again... after I get myself reaquainted with the game.

    Hi to all and thank you for keeping this thread alive!
  8. Hi folks.

    Due to unforseen circumstances the website which hosts the files included in this post has been dismantled. I will endeavor to find another web space to host these files. Meanwhile if you need the files linked in any of my posts, please private message me with your request and your e-mail address, and I'll see what I can do.

    Thank you for reading. I apologize for any inconveniences caused by this.
  9. [ QUOTE ]
    Yo, quick question:

    How do I change the height of a character with the new issue 4 make-up? Is it possible to, or is it really complicated?

    [/ QUOTE ]

    Hi, Hippy_Mage and everyone else who reads my guide!

    I haven't had the chance to look at I4 changes yet, and I don't believe that the developers have so far updated the demo playback system to reflect the new dimensions.

    This means that the newly-recorded since I3 are read as "broken" when attempting to play it back.

    As demo recording is an unsupported and undocumented feature, we can only hope that the developers will decide to make it fully functional again.

    Also, I recommend checking out Zloth's Demo File Format FAQ.

    Thank you for asking, and I look forward to more questions and your own suggestions to be posted in here!
  10. [ QUOTE ]
    Ok, thank you for reading this Smile If you don't know already what a bind is, keep reading, if you do, you are a step ahead and can proceed to the example list, but I suggest you refresh what you know anyway.

    [/ QUOTE ]

    Nooooooo...! No no noooo..... Not a guide to the Winza Bind thread!!

    Nice one man. Now everyone can make your uncalled-for binds. Geezes.
  11. [ QUOTE ]
    Ok... I've noticed my main problem. I don't know how to convert it from a "Text Document" to a "COHDEMO File"... if you could remedy that for me, I believe my worries will end. Once again, any help is greatly appreciated.

    [/ QUOTE ]

    Hi.

    I'm not sure this is relevant to your situation, but it's the way I understand your issue, and hopefully this helps.

    I dislike Windows' default setting to not display file extensions for known file types. I believe that file extensions should be displayed at all times, just to avoid this kind of confusion.

    If you've configured your Windows to show extensions, then please consider disregard this entire post. Otherwise, please try following these instructions to show file extensions, so you can see right away whether you've saved something as a .txt file or a .cohdemo file.

    How To: Show All File Extensions
    1. Open up any folder. "My Computer" works just fine.
    2. Near the top there should be a row of menus, listed something like File, Edit, View, and so on. Click on "Tools", and choose "Folder Options".
    3. There should be 4 tabs at the top to choose from. Click on "View".
    4. Take a look inside the box with all the options with their checkboxes. Listed under "Files and Folders" should be an option called "Hide extensions for known file types". Make sure the box to the left of this option does not have a check in it.
    5. Now look above the box with the options and checkboxes, below where you select the tabs. Click on the button that says "Apply to All Folders".
    6. Click "OK" at the bottom of the screen.
    Now, go back into the folder where you saved all your demos, downloaded or self-recorded. You should be able to see that some of them end with .cohdemo and some end with .txt. The demos that do not "work" need to be renamed so that they end with .cohdemo.

    To do this, simply right-click on the file in question, and select "Rename" in the menu that comes up.

    I hope this helps, not just you but everyone else. I've had to do this for so many RL friends, and I still can't understand why Microsoft decided to make the option to default to hide file extensions.

    Good luck.
  12. Hiya!

    First of all, I want to thank Romance for writing this whole thing up. Now if we could only feed her some obscure and rarely-disturbed corner (you know, the whole "Dust Bunny" thing... the etymology of... the... nevermind), so that she could write up her opinions on Spines/Dark after I3...

    I'd like to ask everyone who's had experience with this for help.

    I just got to level 28, and was going to pick up Acrobatics. Someone then came and told me that Cloak of Fear is REALLY good and useful and all that, and I started wondering.

    Hmm...
    it does debuff the mobs' accuracy...
    but I'm still getting knocked down...
    it would need 6-slots to be fully effective...
    Quills + Death Shroud = mobs constantly attack me...

    What do you think? Is CoF worth picking up now? At what level?

    For your convenience, this is my build, with slotting up to level 40. I'm currently level 28, as yet untrained.
    Level 1 (Starting Primary) : Barb Swipe /Acc
    Level 1 (Starting Secondary) : Dark Embrace /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
    Level 2 : Spine Burst /Acc,EndRdx,Dmg,Dmg,Dmg,Dmg
    Level 4 : Death Shroud /Acc,EndRdx,Dmg,Dmg,Dmg,Dmg
    Level 6 : Combat Jumping /DefBuf
    Level 8 : Build Up /Rchg,Rchg,Rchg
    Level 10 : Obsidian Shield /EndRdx
    Level 12 : Hurdle /Jump
    Level 14 : Super Jump /Jump
    Level 16 : Health /Heal
    Level 18 : Quills /Acc,EndRdx,Dmg,Dmg,Dmg,Dmg
    Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
    Level 22 : Murky Cloud /EndRdx,DamRes
    Level 24 : Impale /Acc,Dmg
    Level 26 : Dark Regeneration /Acc,EndRdx,EndRdx
    Level 28 : Acrobatics /EndRdx
    Level 30 : Cloak Of Darkness /EndRdx,EndRdx,DefBuf,DefBuf,DefBuf,DefBuf
    Level 32 : Throw Spines /Acc,EndRdx,Dmg,Dmg,Dmg,Dmg
    Level 35 : Cloak Of Fear /EndRdx,EndRdx,Acc,HitDeb,HitDeb,HitDeb
    Level 38 : Ripper /Acc
    Level 41 : Oppressive Gloom /Empty

    Whaddaya think? Thanks in advance for any advice.
  13. Hey all.

    Please be ware that in Issue 3, recorded demo files aren't recording characters correctly. Zloth has written up the technical details about it, and I feel that it is appropriate to point you in that direction because he was the author of the guide to the demo file's format, while I authored the guide to create your own custom demos.

    Zloth's update is here.

    In any event, should you decide to record your own custom demo, just make sure you include your character's "size".

    Please feel free to post any questions or concerns you might have, right here or as a private message to me.
  14. Hi Spirit_Beast.

    To create the folder, go into the place where you installed the City of Heroes game. Usually, this is...
    My Computer -&gt; C: -&gt; Program Files -&gt; City of Heroes
    Modify that sequence depending on where you installed your game.

    Once inside, click: File -&gt; New -&gt; Folder

    A new folder will appear, and you can type in the name for it. Type in the following exactly:
    client_demos

    Then hit [ENTER]. That's it. You should have just created a new folder named "client_demos". Your in-game recorded demos will be stored in here, and you should put all the demos that you download, into this folder, as well.
  15. Hail, Statesman.

    Hope all goes well! I wanted to thank you for your post, as well as for the changes you -- and the development team -- have made and are considering making for mission difficulty. I believe that making missions more solo-able, as well as better informing the players about their missions are great ideas and further increase the overall playability and decrease frustrations associated with the game.

    While you consider changes on your end, I have an idea of my own that I believe will help increase the overall fun factor of City of Heroes. I propose that you add an option to the existing mission difficulty selector that when activated, would increase the number of villains within missions by a positive factor. City of Heroes features massive combat situations, and this option will further enhance the feature. Some archtypes are naturally able to handle a larger number of enemies; and the added option will make their soloing experience more engaging. Certain archtypes are naturally unable to handle too many foes at once; however when teamed up, they enhance group capabilities exponentially, enabling the team to tackle much larger villain groups. The added change will also reduce the amount of "herding" on the streets of Paragon City, thereby reducing unintentional "griefing".

    City of Heroes has the shining feature of massive combat situations, where players and teams are often required to -- and are equipped to! -- best large hordes of enemies. In previous games, if the team attracts aggression from more than one or two foes at once, the team would likely perish. As you well know, there are variations in difficulty amongst the villain supergroups in City of Heroes (e.g., Devouring Earth is arguably more difficult than the Council of War). I have found that, when fighting a relatively "easier" villain supergroup, facing a larger troupe of villains would have been even more exciting, as well as calling for better strategy and faster reaction times, giving an overall more immersing experience.

    Personally, I play an Ice/Radiation Controller, and he's at level 40 at the time of writing. While I don't have any proof or massive evidence to support this, I believe that many Controllers -- myself included -- think that solo missions at the current 'Invincible' setting is too easy. There simply isn't enough foes at the one-person-army, 'Invincible' door mission setting! With the option implemented, solo missions will be more fun because there will be a lot more enemies to combat, adding to the intensity of the battles.

    On the other hand, some archtypes are by nature less well-equipped to handling a large number of foes at once. Several versions of the Defender archtype comes to mind, as well as some Blasters. In addition, some players may simply find the added challenge a little too overwhelming when soloing. In these cases, the player merely has to visit the Hero Corps Analyst and unselect the option. The upside to these kinds of archtypes is that when teamed, they often receive the support necessary to increase the team's potential exponentially, thus enabling the team to handle far larger groups of villains than before. Defenders and Blasters certainly fall into this category, as do Mind Controllers.

    Often, archtypes who can successfully handle larger groups at once, do so in the streets of Paragon City, leading to the problem of herding and unintended griefing. Frequently, these players do so because door mission mobs are insufficiently challenging to them. An option to increase the number of enemies within a door mission with would gives these kinds of players an incentive to perform more door missions, thus reducing the amount of herding and unintended griefing in the streets of Paragon City.

    I hope I've managed to clearly present to you the excellent benefits of adding an option to increase door mission villain group sizes. It would make the grouping experience more engaging, especially when fighting the "easier" villain supergroups. Players who like to solo will be better challenged in solo door missions, since to some players, the current 'Invincible' setting for door missions is still too easy when performed alone. Certain ATs are by nature less able to handle larger villain teams but contribute greatly when teamed; this option gives them the flexibility to adjust the game for their maximal enjoyment. Lastly but certainly not in the least, this option has the potential to draw some of the herders off the streets of Paragon City and into their now-more-challenging door missions.

    Thank you for reading this far and your consideration of my proposal. I hope you've enjoyed the read, and I sincerely look forward to your response.

    -- MasterMarbles
  16. "demodata.txt", the file with all the NPC models, Effects, and Animations, has been updated.
  17. Hiya.

    I've been asked by a few people to write a guide on editing/creating a custom demo, so here it is. Most of the things I do, I discovered how by playing around with recorded demos by myself, and then applying Zloth's Demo File Format FAQ for technicalities (more on this later). Also, this is the first guide I have ever written. If you encounter any unclarities or outright incorrectness, please either private-message me or respond in here. At the same time, I welcome any questions or queries you might have.

    Without further ado, let's begin!


    THE BASIC STUFF

    Before we even take a look at what demos are, we need to know where City of Heroes puts them! Remember those months ago when you installed the game? Did you put it inside your C drive, in the "Program Files" folder? If that is the case, then your demo directory should be:

    c:\program files\city of heroes\client_demos

    Note the '_' character between the words "client" and "demos" -- that is necessarily exactly the way it should be, due to how Cryptic Studios made the game. (If you're savvy enough to install the game elsewhere, you would be able to make modifications as necessary.) This is really important, because if you can't find where city of Heroes goes looking for these demos, there's no way you would be able to playback recorded/created demos.

    Now. The first thing you need to know about City of Heroes' recorded demos is that they're nothing but text! In jargon, we call this "script". You can very intuitively liken this to a movie script, which lists when which actor should say what, where s/he should stand, how to enter/leave, and so on.

    CoH demos are, in fact, very similar, which makes it easy to edit once you understand how the whole thing works. The demo script provides the instructions, the timing, and which characters are present. This set of instructions is then looked at by the City of Heros game itself, which provides us with the characters, props, settings, costumes, and what have you, and acts them out according to your script.

    With me so far? Good.


    A SIMPLE DEMO

    In my personal experience, I've found that the best way to learn to do something is to actually do it. So let us continue by getting our hands dirty and actually create something. Yes, you! Even you can do it! And I'll show you exactly how to create your very own simple custom demo, from scratch.

    The demo we're about to create will have three actors in it. The three are: my main character Mister Marbles, Ms. Liberty, and a Vahzilok Abomination called Slab the First. They will be placed at the foot of the Atlas statue, and would be dancing to my boombox.

    1) Get your pen and paper!

    Click on Start, choose Run, and type in "notepad" without the quotes. Click Ok. A blank notepad window should appear. You now have a blank demo script on your computer screen. I find Notepad to be the simplest way to edit demos. You can use any other text editor that you choose.

    2) When and where would you like to set your demo?

    Type (or just copy-paste) these lines into the top of your new script:

    1 0 Version 2
    0 0 Map maps/City_Zones/City_01_01/City_01_01.txt
    0 0 Time 9

    Script Analysis:
    The first line should never be changed. If you alter it, it'd be safe to assume that your demo won't work as intended, if at all.

    The second line tells City of Heroes to load that particular zone. In this case, it's Atlas Park.

    The third line tells City of Heroes to begin your demo at 9 hours past midnight, or 9 am.

    3) Where do you want to put the camera?

    Add these two lines into your script:

    0 CAM POS 97 33 -290
    0 CAM PYR 0.2 0 0

    Script Analysis:
    Hmm... "CAM"... that looks like it might be "camera", doesn't it? Well, it is! The first line positions the CAM, and the second line orients it so that it points in the right direction.

    4) Who are the actors?

    Our first actor is "Mister Marbles", who is also my main hero. Add the following lines to your new script:

    0 1 NEW "Mister Marbles"
    0 1 PLAYER
    0 1 COSTUME 4 000000 -33 1
    0 1 PARTSNAME Baggy Cargo_01 None 1f0b00 ffffff
    0 1 PARTSNAME Armored Armor_Medieval_01 None 1f0b00 ffffff
    0 1 PARTSNAME Standard skin_glowing_eyes_01a skin_glowing_eyes_01b ffffff ffffff
    0 1 PARTSNAME Smooth Tech_Banded_01 None 1f0b00 ffffff
    0 1 PARTSNAME Pants_Baggy Pants Shoe_color 1f0b00 ffffff
    0 1 PARTSNAME Tech_05 tech_02a tech_02b 1f0b00 ffffff
    0 1 PARTSNAME Hood_01 Hood None 1f0b00 ffffff
    0 1 PARTSNAME None None None 1f0b00 ffffff
    0 1 PARTSNAME None None None 1f0b00 ffffff
    0 1 PARTSNAME Armored base M 1f0b00 ffffff
    0 1 PARTSNAME Smooth spiked_01a spiked_01b 1f0b00 ffffff
    0 1 PARTSNAME None None None 1f0b00 ffffff
    0 1 PARTSNAME None None None 1f0b00 ffffff
    0 1 PARTSNAME Mask_01 Reaver None 1f0b00 ffffff
    0 1 PARTSNAME None None None 1f0b00 ffffff
    0 1 PARTSNAME None None None 1f0b00 ffffff
    0 1 PARTSNAME None None None 1f0b00 ffffff
    0 1 PARTSNAME None None None 1f0b00 ffffff
    0 1 PARTSNAME None None None 1f0b00 ffffff
    0 1 POS 97 27.5 -300
    0 1 PYR 0 0 0
    0 1 MOV PLACEBOOMBOX

    Script Analysis:
    Up to now, we've seen one or two numbers at the start of every line. What they mean is very simple. The first number is timing. This tells the instruction to be followed at a certain amount of time after the previous one. The time is in milliseconds. Putting in a '0' will cause the instruction to be followed at the same time as the previous one.

    The second number is the object/character/NPC/whatever's ID. Just like many of us have a social security number, this ID number identifies the object. We see that "Mister Marbles" has the ID number of '1'. The camera's ID is always just 'CAM'.

    The second line, "0 1 PLAYER", tells City of Heroes that Mister Marbles is the main playing character in the demo. Usually when you record demos, the player is your own character that you were playing at the time you recorded the demo.

    After that, we tell Mister Marbles what to wear.

    The final three lines for Mister Marbles position him ('POS'), orients him ('PYR'), and tells him to make a move ('MOV'); which, in this case, is to show off his boombox!

    The next actor in our script is Ms. Liberty. Add these lines into the script:

    0 2 NEW "Ms. Liberty"
    0 2 NPC Model_MsLiberty
    0 2 POS 94 27.5 -300
    0 2 PYR 0 0 0
    0 2 MOV D_BLOCK

    Script Analysis:
    The first line creates the actor Ms. Liberty. We've assigned the ID number of '2' to her. The decision can be arbitrary, as long as it's a whole number, i.e. no decimals.

    The second line... whoa, wait a second, aren't we supposed to tell Ms. Liberty what to wear, here? Like we did above with Mister Marbles? Unfortunately, no, we can not (un)dress Ms. Liberty however much we would like to. NPC models were created by Cryptic Studios, and can not be altered.

    The last three lines, again, positions and orients Ms. Liberty, and tells her to act out a movement. In this case, we are telling her to dance with her arms up, waving her fists as if cheering.

    Our final actor is Slab the First, the Abomination. Add these lines to your script:

    0 3 NEW "Abomination"
    0 3 NPC Slab_01
    0 3 POS 100 27.5 -300
    0 3 PYR 0 0 0
    0 3 MOV D_MONKEY

    Script Analysis:
    Slab the First (see where his name comes from, now? -- second line!) has the object ID of '3'. We position him, tell him to face whichever way, and make him dance the monkey!!

    5) What actions follow?

    Since we're not trying to be too fancy and just want to get a feel for creating your own custom demo, we'll end the demo here. Add the following final line into your demo:

    10000 1 MOV READY

    Script Analysis:
    Remember that the first number is for timing, in milliseconds? This line executes 10 seconds (or 10,000 milliseconds) after the previous one, which was us telling Slab the First to dance the monkey.

    In this line we're telling Mister Marbles (ID number '1') to act out the move ('MOV') called "READY". This is nothing but your character standing straight.

    The reason for this line is to just make the demo last longer. We could've done without this line, but you wouldn't be able to really see any actions, since everything executes at the same time (timing values are all '0')!

    Unless you're making a very simple demo (like this one), this section isn't usually this short. It can be megabytes (and bigger) in length, with many movements, effects, object creation and destruction, and any number of other things.

    6) Save your demo!

    Click File, choose Save, and save it inside your City of Heroes -&gt; client_demos folder! Save the file as "dancing_trio.cohdemo", without the quotes. Make sure you do not save it as a text (.txt) file!

    7) Let's watch your demo!

    Depending on where you installed your City of Heroes game (we've discussed this earlier), to playback your demo, click Start, choose Run, and type in:

    "c:\program files\city of heroes\cityofheroes" -demoplay dancing_trio

    Do not leave out the quotes!


    A DEEPER LOOK...

    Wow, that was pretty cool, wasn't it? Now that you understand the structure of demo files a little better, go ahead and take a look at Zloth's Demo File Format FAQ for the commands that can be used in the game, how to use them, and what they mean. It is a really well-written guide and I couldn't have put it better than he did.

    You actually now possess all the tools and basic skills you need to create your very own customized City of Heroes demo! Here are some slightly more advanced notes to help you further.

    Position, Orientation, and the Coordinate System

    In CoH, positioning is done by a three-dimensional coordinate system. However, contrary to high school/college algebra, the system is not (x,y,z) but (x,z,y)! Keep that in mind when you create your demos and try to position your actors/props.

    Going North in CoH decreases your y-coordinate, and going East decreases your x-coordinate. This is counter-intuitive to what we learned in school, but Cryptic designed it this way for their convenience.

    To orient the character or camera, use the PYR command. PYR stands for Pitch, Yaw, and Roll.
    Pitch - points your nose down if you give it a positive value.
    Yaw - points your or actor left or right.
    Roll - tilts, so you can look at things sideways if you wish.

    The angles for PYR are represented in radians. In a full circle, there are 2*pi radians. For ACTORS, the Yaw value for North is pi (or 3.14), and South is 0. Facing South, if an ACTOR turns toward East towards North, the Yaw value goes from 0 to -pi. If the ACTOR faces South and turns towards West towards North, the Yaw value goes from 0 to pi. For the mathematically disinclined, this means that pi and -pi in radians are the same -- 180-degree angle.

    For CAMERAS, however, the story is a bit different. For cameras, the Yaw for North is 0, South is pi (or -pi), East is pi/2, and West is -pi/2. Pitch and Roll are the same for cameras as for actors.

    Using a Cameraman

    As you create demos, you might notice that sounds are a bit strange. If your main hero is an actor standing far away from the camera, you might hear sounds that you shouldn't be here, given the position of the camera. This is where the cameraman comes in handy.

    This is done simply by creating a character who is the main PLAYER, and position him at the same x- and y-coordinates as the camera, but about 5 ft above the camera in the z-coordinate. This makes the cameraman invisible, and the demo would play all the sounds that would logically be "heard" at the camera's location.

    Additional Models, Movements, and Effects

    I'm maintaining a list of all discovered NPC models, movements, and effects in the game. The list can be found here. The list is constantly being updated, and can be quite large. You can help contribute to the list by sending me your recorded (unaltered) demos! Just private message me.

    Miscellaneous

    <ul type="square">[*]Demos can be any length, from really short (like the one we created), to several megabytes (and beyond) in length.[*]In every demo, recorded or custom-made, the first three script commands must be present, namely: the version, the map, and the time of day.[*]Objects (NPCs, props, players) do not have to be created in any order. They can be created and destroyed as you wish.[*]For lengthy character movement across terrain, like running or jumping/falling, you might want to either record it in the game first, or generate it somehow. I use MATLAB, because I'm most familiar with it.[/list]
    THAT'S IT!

    For convenience, a copy of the demo we created can be found here. This is how the demo should look like.

    Also, feel free to check out the custom demos I've created:<ul type="square">[*]First Annual Rock-Paper-Scissors Tournament![*]Rough Party[/list]I also highly recommend Zloth's demo launcher. His demo editing tool is really good for removing a bunch of one type of lines from your demo, or deleting an entire object, or some such repetitive task.<ul type="square">[*]Zloth's Demo Launcher[*]Zloth's Demo Editor[/list]Happy demo creating! Hope you found this guide useful! Please feel free to post your questions, concerns, feedback, and/or corrections here, or PM me with them!
  18. Zloth2,
    You mentioned that costumes don't scale well with gigantic characters. That, I think, would be more bearable than in this screenshot (the demo is here).

    Apparently the engine renders VERY FEW polygons when the camera is very far away. In fact, this is so bad that it's laughable. Any ideas on how to make this better? I understand that there probably isn't, but thought I'd ask anyway.

    Thanks.
  19. Heh, dude, um, you did watch the whole thing, right?
  20. Zloth2,
    Hey man. Thanks a lot for writing this up! Thanks in a big part to this, I was able to make my avatar, and also my first custom demo.

    Doing this is just about as addicting as playing the game itself. In fact, I was thinking that this could be an alternate form of webcomic, with hi-Q graphics and sound for the CoH player, while silent animated GIFs for the general public... but not sure if it'll be popular enough, since the players would be playing, and the non-players would be... playing something else.

    In any case, here's a screenshot. Lemme know what you all think.
  21. [ QUOTE ]
    LOVEITORLEAVEIT:
    I don't think people should modify files. It's like altering a piece of art without the consent of the artist. It's just WRONG.

    [/ QUOTE ]
    I don't think this is the issue. We actually paid for the original software, and are paying for any and all subsequent updates. Imagine getting an apartment and finding out that you can't move around the existing tables or chairs, simply because the landlord said that "it's prettier that way." Or imagine buying a car and being told that you can't attach new rims, for example, because the original designer(s) of that specific model thought that they looked good enough as they are. If you paid for the original "Mona Lisa", you can hang it on your wall, burn it, paint over it, or tear it, as you please.

    [ QUOTE ]
    Death_Row_Marv:
    1. Durring test they found that useing overrides there was a way to exploit some features in the game to essentially "cheat".

    or

    2. They did not want to take the support calls stemmed from people modding their client.

    [/ QUOTE ]
    I am much more inclined to believe that either or both of these reasons are the cause. Also, it is possible to make mods in order to:
    a) make a profit by selling the mods
    b) defame Cryptic/NCSoft by blaming them for things they didn't do/make
    c) further reverse engineer their product, violate intellectual property rights and make a profit, and be all but undetectable about it
    d) other things that Cryptic/NCSoft have probably considered.

    I guess it's the lesser of two evils, seeing as how there are many out there who fail to discipline their own abilities.

    [ QUOTE ]
    [ QUOTE ]
    umm...you guys realize that they are adding controls for loops/particle effect..as well as stores on maps in patches soon right?

    ..or am I stil lthe only one who listens to what the devs say

    [/ QUOTE ]
    Cryopulse:
    Well, these options STILL aren't in, so....why listen to them unless they have ETAs?

    [/ QUOTE ]
    No kidding, right?! I just thought the ETA comment was a good one... otherwise I have no idea what the previously quoted comment was about.
  22. Hey The_Spinning_Top, thanks for the tips.

    After some painful positioning of my chars, I managed to make this... What do you all think?