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Posts
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Quote:Having the very limited, slowly growing pool of closed beta testers works out MUCH better than the "Everyone in the pool!" open betas. People mention a bug, then the (say) 100 other people in there take a look and test it, quickly. There's usually MUCH more focused discussion. That small core then becomes a resource when the next (say) 250 people come in (I am, of course, making up the numbers, I have no idea how many people in each 'wave') they can answer questions and help direct testing. (The direction not being intentional, but someone coming in, say, wave 3 and seeing "Oh, looks like they fixed this, anyone else still having Mastermind henchmen prefer walking on the ceiling?" is probably going to test that early.) It's also easier, with that smaller pool, for Devs to ask for specific feedback - it's like turning a rudder on a small motorboat instead of on an oil tanker, they'll get a faster reaction.If anything, it was the devs' fault. I don't know when that was.
Plus, as far as focus, if the devs have a specific requirement they're looking for - say, more direct PVP changes - they can tailor their "invitation list" as needed to get more PVPers in early. If they want to test, say, a wide variety of people with ATI cards, they can browse the forums and see who asks about ATI issues and who posts about them, and invite them specifically. They can't do that with an open beta since it, by definition, is open to everyone - and then they have to weed out specific responses from the "This is cool!" "This sux!" "Oh, I just got a puppy this week!" posts.
When there's just a small issue without many major changes, the "All in" is probably (by comparison) fine. With something like what we know is coming with I17 (and with whatever we don't know about it,) the closed -> growing pool -> open model works better, IMHO.
Edit:
And
Just have to point out that you can't know that. Can't go by forum posts - the times I've been in beta, open or closed, as well as on live most of my bug reporting is in-game via /bug, not forum posts, and you as a player won't see those.Quote:Not once did I repost an already reported bug -
Quote:Stuck on giant damn statues (I just gave it a quick skim, after all.)umm...helloooo....has anyone even bothered looking at this sugestion or is everyone just stuck on damn giant statues?
M_B: i think this is more to your liking? it would provide a way to view heroes/villians but would not intrude in the rest of the game.
It'd work for my "opt out" request, yes. Not sure how anyone interested in using the idea would react, though. -
wandering back a bit:
Quote:I don't particularly see a reason for anything other than a low, one-time fee for a base item. You're buying it for private display, after all.Or 50 million, 100k/month for a statue in the group base.
Public... eh. I've never been enamored of the idea, especially given some of the names/costumes I've seen around. >.< Throw in an option to turn off the statue locally, though, so I don't need to see a 50' 'satins asasin angle' and I wouldn't care how much INF anyone chose to throw at it.
Edit: Side benefit/additional problem - the City Vault's need to access character records, if I recall correctly, was the reason it never saw the light of day (or, rather, the massive load problems it caused in doing so was.) So either that could be a problem with this - or, conversely, if it worked for this, the same method might be applicable to a revived City Vault. -
awww, earliest ones that seem to be able to be pulled up (after a few random tries) are mid-2006.
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Quote:Just curious, but this video was from the alpha stage correct?
ftp://ftp.coh.com/movies/coh_720x405.wmv
They had some interesting power choices. And the fog in Steel was pretty cool looking.Quote:I chuckled when I saw Shape Shifting near the end of the list of powersQuote:I'm personally more interested in all of those villain groups that obviously got cut out.
Seraphim? Revelation? Twilight Men? Killing Crew? Fear Factor?
I'd love to see what these villain groups may have been.
*points to guide to early video in sig*
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Quote:They seem to do a few random ones. That or a clipboard that I recall.Aye, I want to say it's been around since Grandville came out. Well, except the tea part. That sounds new.
(And yeah, I wanted to say "since GV came out," but couldn't recall - just that it was there pre-Cim.) -
That's been around for.... well, quite some time. Predates cimerora.
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*dumps feathers on Rachel*
Hmmm. List.
1. More EATs. With actual story, no dropping the ball like VEATs post-20ish. (Both sides at once - no reason to restrict coralax or BotBS.) Unlock via task/strike forces, finishing an area's main storyline, etc.
2. Arcs and a TF in DA.
3. New villainside starting area. Yes, we're getting Praetoria. New villainside starting area
(and more, really. Something not done in Trash Dump Deco.)
4. Greatly improved base editor with "holding areas" for things when you want to replace rooms, deleting the old one, etc. and ... well, more.
5. Patrols that affect surrounding mobs (either alerting as they run past on fire, or relaxing them (-per, -def, etc.) for a few seconds if they're let past.)
6. SG-related stuff in the mission computer.
7. An Intangibility IO set. For grins.
All that comes to mind right offhand. -
Hmm. Kind of inclined to agree it doesn't work under win7 at this point...
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Also running off these assumptions : that the notebook is in the same spot when it's seeing those networks, and The card is the same one that was being used when on XP to connect.
Edit: And that the router's not set to "do not broadcast SSID." (What I'm thinking is that the driver has a different cutoff for when it'll show networks, and the notebook has the home network saved so it would display as connected.) -
OK. Yeah, network adaptor first. >.>
If it's not seeing the networks at all - not just "not connected" or "limited/no connectivity," but no networks - hmm. It should, I'd think, be fine with the vista driver. Antenna's in properly? (I know, basic question, but still.) -
Rgh. I just did that, too, trying to remember the process I went through. (Different adaptor, I'm looking more at the homegroup items.)
Under network, click on where it says "Public network." See if it lets you switch it to "Home network" there. It should, as I recall. After that, it should be able to let you join homegroups - you'll need the pw from the existing homegroup if one's set up. Of course, it needs to detect that wireless network.
Visual:


Does that not bring it up?
(FWIW, I've got a Linksys WMP300n that's completely unsupported under Win7, I found out - no, not used on this system. The wireless system I am using, on another computer, is built into the mainboard, an Asus M2N32-SLI Wireless edition. And that Linksys card isn't that old - rather irked it's not supported.)
Edit: Also, found info here for the 32 bit version of that card's drivers - haven't tried it, of course, but the info:
Okay, I spent the better part of half a day and got the WMP54G working under Windows 7 64 bit. Why Linksys/Cisco won't update their drivers is beyond me as they are readily available from the OEM Ralink (available since August!!).
I have v4.1 of the card which uses the RT256x chipset. If you have another version of the card, you may have to search to find out what version of Ralink's chipset it is using or do a little try and die until you get it. Here' is the link to the Ralink support page with all the drivers:
Ralink corp.
1. From the link given above, find your chipset (under part number column) and then click to download. In the case of my v4.1, it is the one listed as PCI/mPCI/CB (RT256x/RT266x). As stated before, do a Google to find your chipset (no identifiers on the card
). Obviously throw on a flash drive if you are downloading from another computer.
2. The download is an installer. Run it and make sure to choose the option to JUST INSTALL THE DRIVERS.
3. Now go into the Device Manager and find the Network Card (should be flagged under Network Adapters since the driver hasn't been found yet by Windows). If you don't have the network card installed yet, install it then look for it. If you have it installed and you can't find it, you may have already associated it with another driver and it is not working. Find it in the list of devices and uninstall it.
4. Right click on the Network Card in Device Manager and select Update Driver Software...
5. Select - Browse My Computer for driver software
6. Select - Let me pick from a list of device drivers on my computer
7. Select - Network Adapters if not listed yet
8. Select - Ralink from the manufacturers on the left (note mine had 2 and it was the first one for me which had the a/b/g drivers the 2nd has the n nic drivers)
9. Select - 802.11G WIRELESS PCI ADAPTER
Should install and work like a charm. Good luck and I hope I saved you from going out and spending another $40-50 on a comparable wireless pci nic. -
Hmm.
I wouldn't mind seeing them give the proper field of view support to widescreen, whether on one or on multiple monitors.
That said, it should - if implemented - be set up in Options ("Use multiple monitors if available,") as when I *did* have multiple monitors set up, I had chat windows, web pages and such hooked up in the other window, and found it far more useful for me in that arrangement. (There's a possibility of this coming back when funds get freed up so I can reclaim that other monitor, too. It's currently on my "TV" system. In which case I'd be running two non-homogenous resolutions again, 1680x1050 and 1280x1024.)
So, for me, the main focus would be proper-FOV, regardless of the setup being a single widescreen (which I am running) *or* multiple monitors, as both are impacted.
(Edit: I could also add a pie-in-the-sky wish to run like I used to run Autocad, with all graphical content on one monitor, all text - chat windows, combat logs, etc. - on the other, but that's getting into the realm of major rewrite, I'd say.) -
Nice.

You do realize that means you won't see another purple for a long time, right?
(Got 3 in one play session once, about a year ago - that character hasn't had any since.)
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While I might think 20 is a touch too low (30, IMHO, would be better,) I have no problem with them lowering the requirement. More people can enjoy Khelds then. (Oh, and those other, lesser EATs with the really horrid storyline and cruddy cutscene at the end.)
Yeah, I got mine unlocked at 50. I did it in I4 (heroside, obviously.) I have three Khelds at 50, a Widow at 50 and a Bane at 48. So what? Onoes, someone else can get them at 20? I don't see how this impacts my gameplay at all, other than having more Khelds to play with. -
Not that I know of.
As for the pool... I don't know. I'm not *against* it, mind you, it just seems lacking in something from the first read through. -
<qr>
Taunt is a tool. Some sets benefit from it more than others.
The only time I suggest someone *really should* take taunt is if it's their first tank, or first time playing a specific set. See if they need it - or just like having it. If they can hold aggro without it, great. They can drop it if they want. Season to taste. I, personally, like having it and will tend to take it at some point on all my tanks. If someone else doesn't - their tank, their choice. -
Quote:You do realize this has been updated so it offers slow protection now, right? Yes, it actually has a purpose (two if you count "another spot for a KB resist IO.")Temperature Protection (just in case capped fire resistance wasn't quite enough without it)
(And yeah, I do use Dimension Shift. :P Not typically in group builds, though.)
Useless -
Time bomb. I have yet to see anyone with it, in 5 years of playing.
Poison's Poison Trap. It does a good imitation of ze gogglez. -
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If only that were a problem villainside...

It could, potentially, also fix another complaint some have - of the "introduction" missions to the PVP zones. -
Quote:How it read to me:Point: That an animation, that doesn't even change the animation of a set yet only changes the idle stance, can alter the feel of a set. That it doesn't have to be a new power to do that.
OP: "They should add new stuff to this set."
You: "I picked up a totally different travel power and it completely changed the set!"
If you were talking about the alternate MA animations, it would at least have been in the same realm, to me. So no, reading through it, it didn't seem particularly relevant. It sounded like "My car seems like an entirely new car because I started parking on the other side of the lot."
(Edit: IOW, I see what you're saying, but it didn't read that way to me - and honestly still seems on the edge IMHO.)
You asked about abandoned ideas. I pointed out several that have potential, but have had nothing done with them. Sure, it "can" happen but it sure hasn't. Thus my bringing them up.Quote:Point: The devs don't abandon the work *that is currently in our hands*. The 'multiple-year-old' stuff that is in the game now. I'm not sure how combos or ammo shifting factors into this unless you're talking about adding new combos to those sets. Adding more sets that use these mechanics isn't what I'm talking about but I see no reason this cannot happen.
Do show me where I said "Don't waste our time," or even hinted at it. Go on. You've got a full thread of quotes. I've said it's not likely because of the *amount* of time and effort it would take versus the number of people it would impact. Totally different animal. I'd appreciate you NOT putting words into my mouth.Quote:Point: "'Wouldn't it be cool if...' No. Don't waste our time on blah blah blah"
If I'm accused of snark, will you not hold yourself guilty too?
Again, degree of work for just plain animation vs creating new graphics for a new form from scratch, fitting it in and animating it.Quote:Alternate animations for Martial Arts? Where's my Capoeira? Seven-Star Mantis? Kenpo?
Point: If the devs can decide what alternate customizations to add to some sets, they can do the same to future sets to alleviate that problem.
You didn't need to respond to what I said, which itself was said in response to one of the OP's replies. However, you chose, apparently, to take a general response personally and try to twist what was said (such as "not likely due to the time it would take among other factors" into "don't waste our time," such as was quoted earlier here.)Quote:You probably should have saved yourself (and me) the last 2 posts by just saying this and have been done with it. -
Quote:... of course, Ninja Run doesn't change MA OR shield's animations, but is a completely different power itself, so how one's relevant to the other...Animations aren't new powers though. Yet animations easily give old sets a new feel (running Ninja Run is a breath of fresh air to my MA/Shield,
How much work would go into animations for existing powers? Yes, we're going into customization - but don't forget, it's more than *just* the powers themselves. You want a new form, it's going to be more work than (say) a different punch or kick for MA.
And yet that's precisely what some say about Khelds, our only shifting ATs. I don't *agree* but it is said.Quote:And since we have no shape shifting AT or set, giving multiple shapes to Khelds would basically do that without needing to klunk around some strange (probably gimmicky) mechanic to make it work.
And I'd argue that yes, they do abandon ideas all the time. I don't just mean things like Avilians, which were initially how we were going to get wings (and which I'd still have loved to see.) There are, after all, still hints about them in game which will not come to light now. I mean things like Dual Blades' combo system. What else uses it? Other things certainly *could* use it, even if only in other ATs (say, control combos, blast combos, etc.) to maintain Dual Blades' "flavor," but I'm not holding my breath for it. How about the Dual Pistols ammo-switching? Do you actually think we'll ever see that mechanic anywhere else in the next - oh - three years?Quote:Besides, I'm of the opinion that the devs don't just 'abandon' their work. They improve it. That anything is 'multiple-year-old' has and never will have bearing on what the devs should do.
I was asking you with all seriousness to consider the work vs how much benefit for how many people. If you feel like snarking, point it somewhere else. As much as I enjoy the AT (three at 50, several at other levels,) Khelds just aren't that numerous - and even when they get unlocked at 20, I don't foresee a huge rise in population. They're more complex beasts to use properly. A different *animation* won't change that.Quote:And I will ask myself: Would I rather the devs create new powers/sets? Or add to the old? My answer - *Both!* Because they can do that. Or have you forgotten that?
Besides, when they "Add to the old," what have they done? Changed times and values. Changed skeletal movement. There hasn't been a power that has - say - changed your arm into a cannon. And even that would, logically, be simpler than *creating a whole new form* and animating the various attacks and powers - or, more precisely, animating the *same old* attacks and powers on a new body.
"Ahh, but they just made alternate animations!" Yes, they did. For some sets, And only a few powers. And those animations don't change your body type. They don't require new artwork, like creation of a new form would. New animation definitions (and even that might be questioned at times.) Thus my statement that it would be closer to creating a new *set* of powers as far as effort.
Plus, where do the new forms stop? You have someone mentioning a velociraptor type form. Meh, not interested. Where's my gorilla, my Lovecraftian-inspired form that whaps things around with longer arm-tentacles, my flying space-Quetzlcoatl-like-form, my giant dragon, my... my... Does everyone get their own individual form? What ELSE gets put off while resources are tied up in this?
Yes, the devs do add to the old. But they don't just rush off and add stuff whenever it comes to mind. One project that would affect a very small number of users and eat up a lot of one or two departments time (art/animation, plus of course working it into the UI, testing that it actually works in all instances as it should, etc.) - oh, and don't forget adding these new forms to Kheld lore, as being an epic AT they're tied directly to it and yes, some folks (like me, see sig) would hold them accountable for it - I wouldn't hold my breath.
TLDR version:
"Would it be cool" - Yes. Though you still won't have people happy with the choices.
Would it be likely - I wouldn't hold my breath because of the work involved vs the benefit. -
Saw one at 49 last night on Victory, mid-evening. Probably 50 by now.
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Henchmen AI can be... er... odd. Short of a passive stay - which doesn't do you much good - they'll decide to go running in because that's whatever attack is recharged, as I recall. There's no "Stay at ranged" setting, for instance, either.
Even a goto command will let them run after stuff. About all I can suggest is get your keybinds and keep a tight rein on them. Maybe setting up a bind or macro as /petcomall pas fol (passive/follow) for emergencies. (Think I remember that right.) Though you'll want to slap them back into bodyguard or retarget them right after, or you're at great risk of going squish.
Might want to just post in the mastermind forums, too - someone else may have better ideas. But that's what I can think of at 6 AM. -
Not sure about "with superspeed," but it does stack with Stalker Hide. Just checked my ma/reg Stalker.
Hide, PVE - 150
Hide, PVE with IO in Power Rush (Sprint) - 180
With an IO - Unbounded Leap +Stealth - on my Warshade. (Had to find someone with both.)
Superspeed - 35 feet
Shadow Cloak - 35 feet
Prestige Power Rush +Unbounded Leap Stealth IO - 30 feet
Total - 100 feet
So, working here.

