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Quote:NO species will be alive on this planet at that point. The planet will be dead because the sun will have died at 4.5 billion years, and will have expanded as it burns its fuel to the point where the planet is roasted, if not drawn into the sun, before that. Various models looking at the sun's increase in luminosity suggest it may be too hot in *1* billion years for water - and life - to exist on Earth.The species known as **** sapien sapien will not be alive on this plant in 4-5 billion years
Quote:And saying all those other types of animals doesn't work because when you talk about humans you mean a specific creature. Where as when you say shark or dinosaur you are talking about a general type of creature. Obviously a specific creature has a shorter longevity than a general type.
And that I pointed out the *exact same thing* when listing those - the point being that *nothing* has lived long enough to say a creature *can't* exist that long without minimal evolutionary changes, thanks to the various extinction events that have hit the planet - but that I doubt we would anyway, between our own evolution and our self-destructive behaviour? -
Quote:Current run for us as a species - 150-200k years.Anyone who thinks humanity is going to be around in 4-6 billion years needs their head examined (especially if they think we are still going to be on this planet).
Dinosaurs (no, not one species, I know) - 160 million years.
Sharks (again, not one species) -420 million years. Great whiltes are (arguably) 16 million years old.
Horseshoe crabs - around 400 million years, pretty much unchanged.
Various simpler animals (sponges and the like) can stretch back to 800 million years or so.
The problem with saying yes (or no) to us living 4-6 billion years is that the planet itself is barely that old (4.5 billion years or so.) There's a series of extinction events that the various animals that DID live during them had no means of detecting, understanding or altering. We have no proof one way or another that an animal species can *live* that long. (That aside from the sun dying in about 5 billion years - which, avoiding other catastrophes, we or our descendants would *have* to find a way to survive.)
Yes, I'd agree that if there's a "humanity" at that point, it'll be different from us. It's a safe assumption. We'll have to change from environmental pressure, if nothing else. Likely brought on by our own actions most strongly, and changes in solar radiation and brightness (with its affects on our temperature) as well.
Then again, I don't think we'll be around, evolution notwithstanding. We'll probably have someone cause mass extinction in the name of some religion or other, making room for something *else* to have a go at things. -
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Quote:/edits to change Emphatic to Lymphatic.
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Quote:i cant help but notice you are ignoring responses that deal with the correctly prescribed remedies and only fixating on an ancillary part of the discussion.
As far as in-game... yeah, I can't think of the last time I had anyone ask gender, and I play characters of both. The times it has come up (and I think it's been maybe... three? times since I started playing,) the conversation has typically gone like this:
Person: "r u a boy or girl?"
Me: "Yes."
Person: "Huh?" (Or sometimes "Lol, ok.")
The only time I've had to make a *point* about gender was on my first 50 (character was female.) The people I was playing with long-term on this and getting to know fairly well had apparently... well, forgotten (even though I'd talked about my wife (at the time) some time earlier,) which led to two rather... awkward conversations. (Well, one awkward, one "lol, I don't believe I forgot that - you'd better remind him, though.") I didn't "play the character as a girl," I was just consistent enough with the character that they got used to her "personality" and had managed to forget it wasn't *me.* (But the character did actually do some good in other ways.) -
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Quote:Before or after i13?Bill,
You're glossing over the fact that PvP has chewed up disproportionate resources over its history for the number of hours spent PvPing.
And who are you to say this?
Quote:Not to be dismissive of the PvP community's legitimate complaints, but the devs have done a pretty fair job of implementing what the players have asked for: the arena itself; zones; mini-games; rewards.
Mini-games: Were planned as part of the zones. No new ones, in arena or zone, were ever floated.
Rewards: Are the only thing that HAS changed since the introduction of PVP, with the introduction of PVP IOs (and regular drops.)
So that's one out of three. And you forgot there's one LESS place to PVP, with the removal of base raids from the game. Name one other area that has had that big of a chunk of content removed. Bonus points if it was removed and presented as a "gift" for someone else (Base raids being shut down = no need to worry about pathing, base builders, put stuff wherever you want! And I'm not saying that to put down base builders.)
Quote:But nothing ever stuck with the broader community, and attempts to make PvP more broadly popular have been met with, at best, indifference.
Quote:PvP has been a boondoggle in CoH, and I don't think any amount of dev and community time would fix it. -
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Quote:No, he said explain how it's a *better* solution. Again, you're bricking the garage door up because the car won't start. That doesn't fix anything, and makes other things worse, quite frankly (IE, removes an option to deal with the problem with AI that led to him using Walk in the first place, as well as removes the option for *me,* as I mentioned above, to do things like... well... walking up to somoene I've just encased in ice and hitting them with a mallet... y'know, using an RP power for a bit of RP.)If he can't use walk inside a mission it won't be active and prevent him from using a break free inspiration.
"Better" would be:
- Allow the combination of inspirations while walk is active.
- Fix the bloody AI so it actually can follow decently (and give the NPCs the speed to keep up.)
- Fix the pathfinding for the same reason.
Of course, the last two - singularly or together - would likely take more development time than letting people detoggle the power when stunned. Just on the basis of them not managing to fix it *yet.* Following has always been problematic since I've started playing (and yet players can target someone and hit "F" just fine.) -
Quote:Depending on how bad it is, first look here. If it's just someone being a nitwit, it's not stalking, but some of the info could still be handy.I hate getting harassed in game, and so I wish they would create a female only server. They have female only gyms for a reason. An online video game is not a dating site.
If we can have VIP servers please make one female only.
Thanks.
Second, is the person harassing *you* or your *character?* (IE, if you log on Blue Ice Maiden, the person starts up, but if you log in Beefy Shield Guy, he doesn't = character.) These will pretty much determine the steps to take.
Some are going to be the same no matter what.
1. Tell the person very plainly, "I'm not interested, leave me alone, don't bother me again."
2. Get their character name and global, write down the time, etc. (While you're at it, right click them, or click their name, and go to Add/Edit Note (near the bottom.) One star, write the same info down as "harrassment.")
3. If they start again with the same character, /petition them. Title "Harassment," in the body give the global, the character name, and give the info you wrote down before about when you told them to stop (and that it's happened before.) (Having chat logs on can help - but whether you have them on or not doesn't matter, support will have access to their own.)
4. Then /ignore @global them. Nothing they do will get through to you - no tells, no emails, regardless of character. You won't see them on globals. nada.
5. If they're in a supergroup with you, it's a little more involved - get ahold of one of the leaders and let them know what's going on. What they do determines what you do - if they take action, great. if not, you may want to clean out your stuff and leave the supergroup. You don't want this person interacting with you, after all.
If you let friends know, DO NOT get them to "Gang up on" the person, spread rumors or anything. Just make the harasser a non-entity. Though if they see him (assuming him) spreading other tales about you - well, add it to the email after the /petition.
Harassment *is* against the terms of service.
As far as the "Female only server," well... not going to happen. It's just not enforcable in the least, given parents paying for accounts, families sharing accounts, and just plain old false information.
Just take advantage of the tools you have available to you, play with the people you're comfortable with - you'll be fine. -
Quote:Yet your stance was that if PVP was so great, it wouldn't have kept needing fixes. The game *as a whole* kept needing fixes. Still does. So your statement should hold true for the entire thing.CoH started off as a good MMO and evolved into a great MMO.
Which it sounds like you disagree with.
Which way would you like to argue?
Quote:10% of the population is smallish.
There's a *wide* range of "PVP activity." And from the number of new faces I used to see going through the zones, 10% being involved to some degree with PVP - and yes, I'm ignoring those who just went in for shivans - sounds very low.
Quote:Yes what there was of the PvP community had zones and servers they preferred to play on.
And it didn't MATTER which server I was on.
As for "Zones" - they were in ALL the PVP zones. I could go from one group in BB to another group in SC to another in WB to yet another in RV and see mostly different people - in one night.
Post-I13? Yes, the population concentrated on Freedom, for the most part. Because it *drove away* so many.
Quote:And that changes what about how new players having to learn the PvP mechanics for a game they never played before? Even if PvP were perfect in this game new players would still have to learn the ropes.
Thought that ws pretty clear. "That changes what?" That changes how big of a barrier to entry there is for PVP, which directly affects interest and effort. More people are going to give up on it - as we can see from the now-usually-empty zones and arenas on most servers - when they have to re-learn everything.
Quote:So we're just quibbling over the percentages that represent the admittedly small PvP community. Well without hard numbers from the devs I stand by my estimate.
Quote:Actually I think what discouraged people more wasn't the PvP mechanics, but that tiny fraction of the PvP community that (vocally) behave like obnoxious jacktards when encountered. Their antics didn't encourage people when they are trying to learn how things work. Thus the larger good PvP community suffered.
Quote:It wasn't intended to. It was solely directed at the fact that all new players have to learn the mechanics of any game they are playing for the first time. -
Quote:Um... no, they don't.The even level part comes with all purchased enhancements. If you buy a set of Thunderstrike from the store, it'll always be even level (but you won't be able to slot it until level 27). The set is otherwise functionally identical to the invention set Thunderstrike.
If you buy a set of level 30 thunderstrikes, they maintain level 30 values. (Making up numbers, if they're 20% acc/20% damage at level 27 when you slot them, they'll still be 20%/20% at level 50. They don't increase in effect, they just don't expire.)
These, if you slot at 30, give level 30 values from what I'm reading - then level 31 when you go up a level, level 32 values after that, etc. They're getting more powerful as you level.
(Unless you're talking external store, in which case I still doubt it unless there are specific 'character bound' ones as well when you DO buy them from there. Have we had specific (and non-beta-NDA'd) word on that?) -
Quote:So COH itself was never great? Most of the fixes prior to I13 were, frankly, small adjustments, or adjustments made specifically for PVP.If it was so great it wouldn't have needed to keep getting fixed.
Quote:Wrong. It atrophied because this game was designed from the get go to be PvE, and as such has always had a dedicated PvE population. Nearly all of the playerbase has no interest in PvP and never has. Even in PvP's heydey it was lucky if the PvP population was 10% of the community.
I13 did kill PVP. And if it were a series of good changes, well, after this long I should see somewhat similar population in the zones getting used to the massive changes between it and PVE. Yet I go in and... crickets.
Quote:Exactly. PvP never worked right.
If "There are bugs that were never addressed" means "PVP never worked right," then COH as a whole has never worked right by your logic.
Y'know how people pick on je_saist for "being wrong?" You're giving his reputation a run for his money with this set of responses so far.
Quote:The devs aren't stupid. They focus on what pays the bills. In this game that has always been PvE content.
Some people DID play this for a different PVP experience, like it or not.
Quote:New players always have to learn a new games mechanics.
Seriously, if Croatoa suddenly had your character working *completely differently* (and not in a positive way) just for stepping into the zone, do you think you'd want to go there? Or do you think it'd be a zone that's completely avoided?
Quote:Once again that's because over 90% of the playerbase are PvE players and want nothing to do with PvP. Why on earth would they waste time learning the mechanics to a feature they never use.
Similarly, give me the numbers for the *hardcore PVEers* who - without the I13 mechanics changes - would never, ever touch a PVP zone. Yes, I do know they exist. Want to bet they're ALSO under 10%?
Most of the population falls somewhere in between those two extremes - at least until they learn that stepping into a PVP situation *radically* changes your powers, which turns OFF the casual player. That I *can* say with certainty, just from observation of the zones and my own decrease in PVP activity.
As it is, your response had *zero* to do with his statement that there are vets who have been here from launch who are still baffled by the current PVP system - again, such massive (and generally negative) changes to how powers work will tend to *dis*courage people from using the feature. -
From the sound of it, he had probably fought his way through and cleared to there. I know if it's a hostage mission I'm not 100% sure isn't a "Just rescue, no escort" (like Dr. Francois in Striga) I'd do the same. Also,
Quote:Originally Posted by OPNormally I DO detoggle walk - as soon as I see NPC ambush text.
Really, it sounds like someone who's had to deal with the bad AI in the game and had worked out a way they'd use to deal with it that just got jumped on this time.
Quote:A mez preventing you from turning it off it kinda irrelevant if the mob has alpha'd you while your trying to respond... and besides, if you're mezzed, what are you going to do even if you CAN turn off walk? Stand there and... still be mezzed?.. -
Quote:Well, 11.6 would crash on me badly regardless of what I was doing.Haven't had the time yet to play with the 11.7s but that's pretty much what the game would do to me on the 11.6s.
Unfortunately, I just had a crash going to a new tab in the auction house... so I'm rolling back to 11.5 to make sure it's the driver, as opposed to the patch. (*sigh* Time to turn down the settings in C&C again. Eh, I play this more, and AA doesn't have as big an effect there.) -
Yet they'll *always* be even-level to you, if you read more than just the set bonuses. With their effectiveness increasing as you level. They're going to have a tradeoff for that. And increased fury generation? Increased resistance?
Interesting concept. -
Quote:Then perhaps they should actually improve the AI (or at least the following routines) so that sort of thing isn't needed. A simple "follow me" is one of the most irritating things to deal with in this game.Good luck convincing the devs that they need to fix this because a player got stunned while running a power that prevents him from doing anything else....while escorting a hostage in a mission full of Malta.
"Oh, look, a shallow incline! I must run back and forth repeatedly, spin in place like a drunken top, then run backwards 500 feet... Player? Player, I've lost you!"
"OK, Fine, I'll follow - at drag-myself-forward-with-my-toes speed, stopping every five feet. If you're lucky."
Besides, with other toggles, at least you can combine inspirations. Having that ability with walk (go ahead and check - it's greyed out - double checked the OP) would work as well. Even if you can't use other powers because of animation issues, there's zero reason for that to be greyed out. About the only thing more idiotic would be not being able to use chat at the same time.
And re: Verene: I don't know about the OP, but I've had the same stupid AI inability to follow in regular missions. In something like sewers, I can halfway understand it. In, oh, lab maps with lots of nice, straight hallways... nto so much. And don't get me started on the broken Rikti portal room and SHard instance maps with the magical disappearing rocks, platforms and (untargetable when glitched by the map) NPCs.
Frankly, stun, hold, whatever - nothing should prevent you from *de*toggling toggle powers. That little limitation is ridiculous. -
Quote:Not until they fix the AI it isn't. There's a good reason - listed in a few posts now - where people ARE using walk inside a mission.I didn't say what your are implying at all, but since you brought it up what the devs should do is make it so walk is suppressed inside a mission.
Problem solved.
The problem would be solved by ... allowing it to be detoggled while stunned. Seriously, there is absolutely no good reason for that restriction. Zero. And that includes "Well, it's an RP power."
Edit: Especially because I've gotten more "Ooh, that's cool" when my characters, say, stick a hold on someone, toggle walk to saunter casually on over to what's held, then toggle it off to slam it with a mallet or other big hit to finish it off. The regular sprint we do (even without Sprint) doesn't have anywhere near the same effect.
The OP's not asking to turn ON toggles while stunned. He wants to turn one OFF. Your "problem solved" is akin to bricking up the garage because the car won't start. -
Quote:And that list is useless for finding an actual, good supergroup. (See prior comments.)Wrong.
This game has such a thing as the Top 100 Super Groups and its done based upon Prestige totals.
There's still no *game mechanic* that requires that.
And there's even *less* reason for it in the SG list.
Quote:I get that you don't like things that seem elitist but prestige isn't that. -
Quote:And on the flip side, it allows people like me to actually be able to help when asked. Or, if I see a problem (like the mid-20s tanker who kept getting stunned) to mention something like "You may want to look into your status protection power next so you don't keep getting stunned."It's my opinion that seeing powerset selections just gives the build nazi's something to act elitist about.
Most of the "elitists" (and I use that term VERY loosely with these people, as it's mostly their own perception) are the ones who won't invite X AT/powerset because it doesn't "meet a metric." -
Quote:... and you think being able to *de*toggle this while stunned is bad ... how again? Given you're still stunned and having to deal with that?You chose to make yourself vulnerable by using a power that was only put into the game for RP purposes and blocks all of your powers.
I'm (appropriately) stunned that this would (a) go to live this way and (b) anyone would argue that "yes, not only should you stay stunned, but you shouldn't be able to detoggle the power."
That's ridiculous. And the arguments I'm seeing against it are rather *thin.* I still think, quite frankly, that it's a bug that you can't detoggle it when stunned. "RP purpose" or not. If you're thinking punitively ("It's your fault you used it!" - which isn't always the case, as I've misclicked it on before) you're already adding time to detoggle it. And the argument's rather petty.
Seriously. This should be fixed if a bug, or changed if not. -
Sounds like a bug to me.
That said, Lemur, I *have* had to go that slow to get even rescues to follow me. No stealth, no anything, and I'd still lose them. Either that or do a backwards run for 100 yards, stop, watch that they were catching up, rinse, repeat.
If it's not a bug, yeah, that should be fixed. If nothing else, because you *can* misclick and hit it. Even if it's not on one of the primary trays -
See every prior thread on this and redname comment.
Short answer, not going to happen. -
Only thing I've had happen I can't say is specifically related to the 11.7s (since we had a game patch as well) - occasional game lockup while zoning. Gets about halfway throught he load screen and locks. Only listing I see in the event viewer is pointing at CityOfHeroes.exe as opposed to mentioning the video driver.