Mister Rik

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  1. So yesterday I came up with a "character concept" idea to create an all-female "team" of characters based on the solar system, with the "Planet Symbols" chest emblems on their costumes.

    So I created:

    "Mother Sun" (Radiation Emission/Fire Blast Defender)
    "Girl Mercury" (Kinetic Melee/Super Reflexes Scrapper)
    "Venus Lass" (Gravity Control/Earth Assault Dominator)
    "Erdmadchen" (German for "Earth Girl") (Plant Control/Storm Summoning Controller)

    Then I got to "Ms. Mars" (Broadsword/Shield Brute) and discovered the Mars planet symbol is not available to female characters. That led to also discovering that the Venus symbol is not available to male characters.

    Now, I understand that the planetary symbol for Mars, a circle with an arrow pointing up and to the right (♂), is also used as the symbol for "man"; likewise the Venus symbol, a circle with a cross pointing down (♀), is also used as the symbol for "woman". But in my opinion, if they're going to be listed under the category of "Planet Symbols" then all of them need to be available, regardless of character sex. Their planetary meaning is their primary meaning. The gender representation is secondary.

    So c'mon devs/costume people, make all the symbols available to everybody! Pretty please?
  2. Hmm. This just got more puzzling. I took my main, the same character who just quit her SG, and had her create her own SG. I went into "Edit Room" mode, and clicked the "Room Details" tab, and there were all the Wall Mounted Weapon Displays and Signature Character Items that she supposedly "lost" when she left her previous SG. Weird.
  3. I haven't read the entire thread, so maybe somebody has already said this, but I'll post anyway.

    I'm sure most here are at least aware of the fact that WoW has lost about a million subscribers in last year or so. As of tomorrow, I'm one of them (officially cancelled my sub last week; it runs out on the 26th). While the reasons for all those cancelled subs are varied, one common reason given is the simple fact that, once an expansion is released, Blizzard concentrates all their subsequent development resources into end-game, group-required content. And the result of that is that those of us who, for whatever reason, don't enjoy raiding find ourselves with absolutely nothing worthwhile to do at max-level. Running the same circuit of daily quests on multiple level-capped toons (I have six) is a sure path to burnout, especially when running this "solo content" doesn't provide any significant rewards beyond "more gold".

    A common sentiment I've seen expressed regarding MMOs is probably stated most simply as, "The playerbase has changed a lot since EverQuest". Basically, the playerbase has gotten older and more casual. I'm 45, and have been gaming for more than 30 years (the hours and quarters I spent playing Asteroids...). The people who were playing EQ in high school and college are still playing videogames, but their needs are different now. Speaking for myself, I want "more depth, less twitch" in my games. I have neither the reflexes nor the eyesight I had in my teens and twenties, and I'm more likely to play a videogame to relax, rather than to try to impress anybody or challenge myself.

    Regarding the "why play MMOs if you don't want to group" argument, I look at games like I look at books. I read a lot, and I've noticed one big thing about my reading choices: I tend to prefer long, ongoing series over one-shot standalone novels. I love the persistent universe in a series, the chance to really get to "know" the characters over the long term, and the feeling that the overall story doesn't end. Single-player games are like one-shot standalone novels. MMOs are like ongoing series.

    Linking reading with gaming, I'll mention the Pulitzer-winning novel A Confederacy of Dunces. One of the characters owns a company called "Levy Pants" (they make ... pants). The character inherited the company from his father, and one of his complaints about the company is the fact that his father insisted on "sticking with what made us successful", and ignoring the son's suggestions for changes. In the case of Levy Pants, that meant continuing to manufacture the same style of pants that were popular in the 1920s and ignoring changes in fashion, and by the time the character inherited the company from his father, in the 1950s, he was stuck with a product line that was 30 years out-of-date (the book is set in the early 1960s). By the same token, what customers want from games changes over time, and the games need to change to match what's "in fashion", not just keep hammering away at the same formula that worked several years ago.

    And then there's the superhero genre itself. It is, more than anything, a "solo" genre, historically. The main reason DC Comics has had to do such major reboots and retcons over the last couple decades is that when their major characters were originally created, those characters didn't even exist together in the same universe - they were all "solo" artists, or "solo + sidekick" at most. All manner of historical timeline-twisting and hoop-jumping and "alternate Earth" explaining had to be done to plausibly get all those characters to where they existed in the same universe and could plausibly interact with each other. And to be completely honest, while the majority of "super groups" are explained as "a way to deal with bigger threats we can't handle individually", the real reason for these "team" books is simply to provide a place for B- and C-list characters who can't support their own "solo" titles, so that the publishers don't lose the trademarks on those characters. That's also why, in the big, epic crossover storylines, the central hero character who ties everything together is almost always some B- or C-lister (Deadman in DC's Blackest Night/Brightest Day crossover event, for example).
  4. Wanted to add that the Paragon Market opened just fine a couple days ago, without crashing my client. There haven't been any patches to the game or any changes to my Mac between then and now, so I really think something funny happened with the Market.

    Edit: Wait, was there a patch on Thursday?
  5. Earlier this evening, my game client crashed with an "Assertion Failure" when I tried to open the Paragon Market. The PM window frame came up, but before its content could load, the client crashed.

    Now, I log into the game, and as soon as I load my main character (the one I was playing when I opened the Paragon Market prior to the crash) the Paragon Market window frame is still there, and promptly crashes the client again with the same "Assertion Failure" faster than I can click the "X" widget to close the Market window.

    I can log in a different character just fine. But my main is stuck with that PM window open, since she had it open when the client crashed. So until I can fix this (or until the Paragon Market stops crashing my client), my main is unplayable.

    Is there anything I can do, like delete or edit a preference/settings file somewhere that will tell the client to load this character without opening the Paragon Market window? Anything else that might fix this?

    Hardware Overview:

    Model Name: iMac
    Model Identifier: iMac8,1
    Processor Name: Intel Core 2 Duo
    Processor Speed: 2.4 GHz
    Number of Processors: 1
    Total Number of Cores: 2
    L2 Cache: 6 MB
    Memory: 4 GB
    Bus Speed: 1.07 GHz
    Boot ROM Version: IM81.00C1.B00
    SMC Version (system): 1.29f1

    System Software Overview:

    System Version: Mac OS X 10.7.3 (11D50b)
    Kernel Version: Darwin 11.3.0
    Boot Mode: Normal
    Secure Virtual Memory: Enabled
    64-bit Kernel and Extensions: Yes
    Time since boot: 11 days 2:26
  6. Okay, Impish Kat posted while I was still typing, and seems to have solved some of my confusion. I logged in the character who just created her own SG, and I found both the Wall Mounted Weapon Racks and the Signature Character Items at the end of the "Room Details" list. I'll assume they're in the same place on my other characters.

    Thanks
  7. I checked a few more things:

    • I went ahead and created a brand-new character just to test this stuff, to make sure the Base Items are actually showing up in the mailboxes of newly-created characters (just to make sure that the Base Items weren't only going to characters that existed when I spent the tokens). Yup, there they are, amidst all the Tailor Tokens, Respec Tokens, Experienced Temp Powers and Mission Teleporters: Wall Mounted Weapon Racks and Signature Character Items. So all of my characters to date have received these items, and if they're not in a character's mailbox, I can assume that character claimed the items.

    • I logged in a villain character who has been in a VG for a few months now, but who I haven't played in a few weeks. I entered her group's base, and the "Add Personal Item" button was active. I clicked it, and it brought up the interface so that I could place the Wall Mounted Weapon Racks. Then I went to her mail and claimed the Signature Character Items. I clicked the "Add Personal Item" button again, and the interface again showed me the Wall Mounted Weapon Racks, but not the Signature Character Items. Why are the Signature Character Items not appearing? Can those be placed only in certain kinds of rooms?

    • I logged in a hero character who just joined a SG a few days ago, and entered the base. "Add Personal Item" button is disabled. So either she has "lost" her Base Items, or her group permissions don't allow her to add personal items.

    • One of my characters, who has not previously joined a SG, created a SG of her own. As Leader, she has full permissions to modify the base. Her "Add Personal Item" button is still disabled, even though she has claimed the Base Items from her mail.

    I'm finding this whole thing very confusing and inconsistent. I'm on Tier 5 of Paragon Rewards, and have spent two tokens on that tier so far. Of the three remaining slots in Tier 5, two of them give base items ("Arachnos Flyer and Longbow Chaser" and "Posters of the CoH Comic Covers"). I'm reluctant to spend a token on those if they're just going to disappear/be unavailable.
  8. Yeah, I'm not worried about the stuff I actually placed in the SG base. It's the stuff that never got placed that I'm curious about. I'm not even that concerned about losing it, honestly. I'm mainly just curious about the devs' reasoning for making it disappear. Since these items were earned personally, not by the SG, then story-/lore-wise it would seem that these are items my character collected while adventuring on her own, and they belong to her. My character chose to "donate" some of it to her SG, and to keep the rest for herself. Like, to decorate her mansion next door to Manticore So when I leave the SG, what? Do the others in the SG come by my house and take my stuff?
    Quote:
    Originally Posted by Ironblade View Post
    It's because you don't have anything available to place.

    The stuff doesn't even exist until you CLAIM it (from email). Until then, nothing you do in any SG can affect it. The only items you can lose are those that you have already CLAIMED but not yet PLACED - i.e. they are sitting in your characters personal inventory.
    This is what's puzzling me. I just checked an alt that I haven't played in quite some time, and who is not a member of an SG, and checked her mail. Sure enough, "Signature Character Base Items", which I got from my most recently-spent token, is sitting there in her mail, under "Account Items". I'm leaving it there for now, unclaimed on that character. Meanwhile, I have another alt that just joined an SG. The "Signature Character Base Items" are not in her mail, which would indicate that I claimed that item on that character. However, when she enters her SG base, the "Place Personal Item" button is disabled. So on that character, it looks like she claimed the items from her mail, but they're not available for her to place in the base.

    It looks to me as though these base items simply disappear into thin air if they're claimed by a character who is not a member of an SG at the time the items are claimed from the mail. It's as though the game lets the character claim the item, then says, "Oh, but you're not in a supergroup, so you don't need those. I'll get rid of those for you." Which would mean that my characters are not getting the rewards I earned and spent tokens on, simply because they haven't joined a supergroup.

    One problem here is that there's no "personal inventory" where I can see if a character has this stuff, as far as I can tell. I can't tell the stuff is there until/unless I join a SG and click the "Place Personal Item" button.
  9. I've only joined SGs on three of my many characters, and the other day I decided to leave one of those SGs and form my own "personal" SG. Upon quitting the SG, I got the warning that I was going to lose all of the personal base decoration items that I hadn't placed. That's fine, no biggie. I've only earned 10 tokens so far, and the only base items included in my spending choices to this point have been the Wall-mounted Weapon Displays and the Signature Character Items. Though I never placed any of the Signature Character Items, so I don't even know what those are.

    But then it occurred to me, what about my 40 or so alts that have never joined a SG? Do they simply fail to have the base items in the first place, since they were not in SGs when I spent the veteran tokens? I just had one of my newer characters create a supergroup, and I noticed that the "Place Personal Item" button was grayed out when I entered the base, but I'm not sure if that was because the entrance portal room (the only room so far) just doesn't allow placing personal items, or if that character just doesn't have the items to place.

    I do wonder about the reasoning behind losing items that I never placed, though. I can understand not being able to pick up the stuff I placed and "take it with me" when I leave a SG - they're part of the base once I've placed them, and I've sort of "gifted" them to the group. But I kind of imagined the stuff I didn't place just sitting in personal storage somewhere until I was ready to actually use them.
  10. Now that I think about it, there was something similar in Founders' Falls, too - every contact wanting me to go talk to the same person. I've only gotten one character as far as FF, though, and now I can't remember the details.
  11. Quote:
    Originally Posted by Necrotech_Master View Post
    oh yeah those, i almost forgot about them since i rarely run any arcs till i get my toons in the 20s, by then they have bypassed most of that junk (and no i dont do DFBs either, just standard PLing lol)
    Quote:
    Originally Posted by Wicked_Wendy View Post
    ways around those annoying "go Talk to missions" now exist fellow heores! After laving what was once known as Galaxy City I run back to back to back to back DFB trials .. to earn the 4 buffs available. This usually allows me to leave Atlas Park a 14 level (almost 15 last time). I hop over to Steel Canyon and do the Inventor Badge missions (to get my free IO) and then do Monty's arc for access to the midnight club which usually gets me to around 17 level... Then I find a Posi 1 and 2 and by that time I am level 20 and off to Talos
    Yeah, I'm aware of those options. However, I'm still new enough to the game (started back in September) that, in spite of all my alts, I still haven't experienced all the available mission arcs at low levels. So I'm trying to to finagle different mission paths through Steel Canyon and Skyway City via choosing, as best I can, different contacts to be introduced to on different characters. And that means leveling "normally" via mission arcs.

    However, on my more recent alts I've started skipping most of Atlas Park, since I seem to have done all the arcs there, and instead using AE to get to level 10 and then hopping over to Kings'/Steel/Skyway. Once I feel like I've done everything those zones have, I'll probably start skipping them, too.

    My problem with the "orientation" missions in my OP is that they bring everything else to a screeching halt until I complete them. It wouldn't bother me nearly as much if I could accept the Hero Corps mission, then get "real" missions from other contacts, and just talk to the HC NPC the next time I happen to be passing through Kings' Row. Instead, none of my contacts will talk to me until I finish it. Or better yet, have the contact send me to the Hero Corps contact in the same zone, instead of making me travel to Kings' Row and back. I'm pretty sure Steel and Skyway have Hero Corps Analysts, don't they? Why do I have to talk to the one in Kings' Row?
  12. I used the term "orientation missions" in the title because I don't know what else to call them (maybe there's already a term for them, but I haven't heard it). I'm talking about the missions where you get sent to talk to the Bloody Bay contact, or to learn about Hero Corps, etc. (and the Redside equivalents). These are purely "metagame" missions that exist solely to inform the player, not the character about where these NPCs are and what they do.

    Suggestion: Give account-wide credit for completing these missions. Maybe via an account-wide badge or something, the same way you get the Knowledgeable badge for learning how to use the Paragon Market on your first character and then no longer have to complete that step on subsequent characters.

    The thing is, once I've done these missions a couple times, I know where to find these NPCs. Having to repeatedly leave Steel Canyon or Skyway City, interrupting whatever arc I'm working on, to travel back to Kings' Row, click on an NPC, and then travel back to Steel Canyon/Skyway City just gets annoying after 20+ characters.

    The biggest annoyance, though, is the fact that every contact in the zone will offer these missions when a character reaches a certain level, and none of them will offer anything else until I hike myself over to Kings' Row/the Bloody Bay contact. I can't just accept the mission from one contact and then go get a "real" mission from another contact. I must complete the orientation mission. This is analogous to going to my job every day and having to watch the same training videos they showed me when I was hired, before I can start my actual work each day.

    Adding to my personal annoyance is the fact that I'm not interested in PvP at all, so being "forced" to learn where to go for PvP on every character is wasting my time.
  13. Quote:
    Originally Posted by Neuronia View Post
    Fire Blast > Energy Blast, especially with procs.

    If Flambeaux has Energy Manipulation she'll have Boost Range as well...which gives her an edge. If she's Fire/Fire it's just more AoE goodness.
    She's Fire/Fire, the same as my main (the Fire Sword is the telltale - it's from the Fire Manipulation secondary set). Which, when my main was starting out and doing the Shining Stars missions, made me think, "I'm kinda redundant on this team..."

    Quote:
    Originally Posted by Kadmon View Post
    There is a simple enough solution to this. Get their power lists from the wiki, then make a couple of AE characters with those same power choices. Then set them against one another in a knock-down drag-out fight to the finish
    Sadly, Flambeaux's entry on ParagonWiki is woefully incomplete. Unless you're referring to a different wiki.
  14. Quote:
    Originally Posted by NekoNeko View Post
    My height slider as a default is set to what the CC says is about 6'6", but it doesn't really appear to be that tall in the game world.
    I discovered that Matthew Habashy, a "normal man", must be over eight feet tall, because I made a female character who is four feet tall according to the Body creation screen, and when she went to talk to MH in Atlas Park she ended up staring him right in the crotch.

    Quote:
    Originally Posted by CatAstrophy View Post
    Comic book characters are drawn different classic drawings.
    I have somewhere How To Draw Comics The Marvel Way, and I am going to check some details, but I remember that female legs are drawn much longer then in reality, and male shoulders are also much bigger then real ones.
    Specifically, female shins are drawn "longer". It's worth noting that this is exactly the illusion that is created by high-heeled shoes in real life — by angling the foot downward, they create the illusion of a longer shin. Thighs aren't usually drawn much longer than natural, because that's more likely to look, well, unnatural.

    As for the way I tweak female bodies in the game, I've had good luck with taking the same approach I've heard recommended for audio EQ: take away, don't add. So I'll often start by choosing the "Heavy" female model, and then using the sliders to reduce from there.

    I also like to increase waist size so that there isn't such a large difference between waist and hips. On some of my early female characters, I discovered that the combination of "narrow waist + round butt + long legs" resulted in a very noticeable, aesthetically unappealing "gap" between the thighs when the chacacter is running. Simply making the waist a bit wider mitigates that somewhat.
  15. Aha, I think I may have solved my recent +1 mob mystery, after running into it again:

    Malta. Would I be correct in guessing this enemy group starts at level 41? The Hero Morality Mission I mentioned earlier that was giving me trouble was full of level 41 Malta Gunslingers (lieutenants), and I got another Tip mission last night that had Malta mobs in it, and once again they were all level 41. The other Tip missions I ran that did not include Malta mobs were fine.

    Fortunately, I'm only a couple bubbles away from 41 myself, so this shouldn't be an issue much longer.
  16. Mister Rik

    Lion is awesome!

    I should have also noted that I still can't run Ultra settings, but that's more hardware limitations than anything else.
  17. Quote:
    Originally Posted by Father Xmas View Post
    Personally I would like to see MORE knockback. First it's a great soft mez. Second I think all powers that do smashing damage should do knockback if that attack defeated the target or if the amount of damage done is a significant percentage of the target's hit points.

    As for knockback affecting me? All's fair baby but we do have ways to counter it.
    Oh, I don't mind knockback at all if I'm the one doing it to them The difference, of course, is there's only one of me, but there are three+ of them. My complaint is related to, I suppose, either AI scripting or simple RNG, wherein every enemy in a group just keeps hammering away with the same attack, over and over. I'm watching enemies hit me with a ranged KB attack, and then run up to me and hit me with Brawl of all things, and keep Brawling me until their KB power recharges. Much of the time it appears that some of these enemies were given only the one power, and so they just keep going back to it. KB, KB, KB.

    Along with that, when multiple enemies all hit me with a KB at the same time, it appears that the durations are consecutive rather than concurrent. i.e., three enemies hit me with a KB and it takes me three times as long before I can get back up. And it looks like being knocked down also gives you a defense debuff. If that's the case, it would explain why I always die so quickly if I get surrounded while knocked down.

    Quote:
    Originally Posted by MaestroMavius View Post
    What's your Global? Next time I'm on I'll email you a Karma -KB.
    It should solve your KB issues.
    Same as my screen name - @Mister Rik

    Thanks

    Quote:
    Originally Posted by ImpulseKing View Post
    First off, welcome to the game! Another thought on addressing your knockback issues is the lowly breakfree inspiration. Breakfrees protect from knockback. But of course your inspiration tray is valuable so I have an alternative storage idea. Email your global name however many breakfrees you want up to the limit.
    ... I don't know why that never occurred to me. I've already been using my e-mail to store excess salvage.

    re: Inspiration tray - I think I'm going to do away with my column of reds (damage output is totally not an issue on this Fire Blast character) and fill that column with Breakfrees instead.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Actually, if you have access to a super group base that has an empowerment station, you can craft a temp Knockback protection empowerment that lasts for an hour with just some invention salvage. It's cheap and you can renew it every hour until you are done with your gaming session. Iirc its mag 10 protection so it handles most Knock back the game throws at you.
    Awesome, my SG base does indeed have one of those, but I had no idea what it was for.


    Anyway, I guess my big issue with KB is the "frustration" thing. It's not the dying that bothers me so much as the dying because I can't do anything. For me, this goes back 16+ years to when I used to play Magic: The Gathering and that game was still fairly new. I don't know what it's like now, but when I was playing people had just discovered the power of blue counterspell decks. Almost everybody in the crowd I played with jumped on that bandwagon. It just wasn't fun playing against somebody who hardly attacked, and just sat there and screwed with you by counterspelling everything you tried to do.
  18. Quote:
    Originally Posted by gameboy1234 View Post
    Good post from a new player. It's valuable to see how new players perceive the game.
    Heh. I've been wanting to post about how the lagfest that is the Galaxy City tutorial makes for a really bad first impression, but I figure that might just be my machine not liking that area for some reason

    Quote:
    That said, on your specific issues:

    Knockback: Universal Travel, Knockback protection. You can take a travel power at level 4, and slot this at level 7. Yes, I think it's like 100,000,000 on the market, but it's that good. Level a scrapper to 20, get 2 Alignment Merits, buy one and email it to your level 7 blaster.
    I'll look for that. Getting Hero Merits is no problem.

    Quote:
    Field Analyst: never heard of this issue; it sounds bugish. If you change your difficulty, a mission "in progress" won't change, because it's already been spawned. You have to "reset" the mission by Abandoning it, the talking to the contact again. That should respawn it at the correct level. If that doesn't work, it's likely a bug. What mission is it specifically? The mission itself might make a difference.
    Yeah, I knew changing the setting doesn't affect "in progress" missions. I've had the "-1" setting for some time, though, and the discrepancy has been pretty consistent from one mission to the next since I've been playing. I could understand, and wouldn't mind getting mostly +0 enemies with a few +1's tossed into the mix if I was using the +0 setting. But I was getting the reverse - majority +1 with a few +0's tossed in. So by choosing "-1", I was able to get mostly +0's with a few -1's.

    The specific recent mission where I got 100% +1 enemies was the first Hero Morality Mission I did after hitting level 40. I suppose it's possible that it was a level 41 mission - I'll check that if I can manage to get it again before I get to 41, though I'm almost there so not likely.

    Quote:
    Originally Posted by Demetrios Vasilikos View Post
    First it sounded like you said a fire blaster and I wanted to laugh. Sorry but that is just to much heat and not enough substance.
    What can I say? I rolled up a number of characters when I started playing to try out a bunch of different ATs and PS combos, and this was the first one I came up with that really "stuck" (by which I mean "the first character I had a lot of fun playing").

    That said, I couldn't really follow most of the rest of what you said. My fire/fire blaster isn't my only character, or even my only blaster. I have other characters that use many of the PSs you mentioned - the fire/fire character is simply the highest-level.

    I'm not the type to research all the options before I even start playing a game. I prefer to experiment until I find combos that work well for me and my playstyle, and if I find a secondary PS on another character that I like, I'm willing to respec my main from fire/fire to fire/"something else" if that "something else" would work better.

    Quote:
    Originally Posted by Cathulhu View Post
    This question could be the key.

    I have been away from the low level part of the game for several years, but I recall that some missions mobs were set at a certain minimum level, but you could pick them up even if you were below that level.

    As an example a new contact might be available at level 8 and give you a mission with level 10 5th column. I have NO IDEA if this is still the case or related to your issues.
    As mentioned above, it was the Hero Morality Mission for the 40+ range that gave me 100% level 41 enemies. I suppose the level on the mission could have been 41 even though I got it at 40, but I don't remember having that problem on the first Morality mission I did back at level 30.

    Quote:
    Originally Posted by DarkGob View Post
    It's worth mentioning that Praetorian mission content is generally quite a bit more difficult than Primal content from the same level ranges (even the newer Primal content).
    Yeah, somebody on another message board told me about that. His theory was that by the time the Praetorian content was created, the devs had grown accustomed to creating new high-level content and they sorta forgot that lowbies don't have the tools to deal with certain things.

    Quote:
    The thing with difficulty settings is definitely not supposed to work the way you describe, nor does it in my experience. It should be noted that missions spawned at +0 actually spawn enemies both at +0 and +1, but if you're spawning it at -1 then you shouldn't be getting +1s at all. I know there was a bug ages ago where only Lieutenants would spawn in a mission, and I don't think it was ever fully quashed (I haven't seen it happen in a while though). That might be what you're running into.
    I've actually run into a few missions where the enemies have ranged from -2 to +1. I'm not sure how that's happening.
  19. Let me start by saying that I'm really enjoying CoX. I started playing last September, right about the time Freedom went live for VIPs (and I am indeed VIP). I've been a WoW player for three years, but since I'm not a raider or serious PvPer, I've grown horribly bored with that game and came here looking for a replacement. I can happily say that CoX has been outstanding. I especially like the "The journey is more important than the destination" aspect of the game. As I mentioned above, I'm really not all that focused on max-level, "end game" content; I'm more story-driven and have been quite happy taking my time leveling while exploring as many mission arcs as I can (not to mention the fact that I'm a longtime comic book fan, and my favorite superheroes have always been the "solo" types, rather than the "team types"). I only got my first character to level 40 a couple days ago, and that's taken me since September. Granted, I already have a ton of alts, and that has slowed down my main's advancement, but that's okay with me. I'm having a blast.

    Having said that, I do feel there is room for improvement, and have a couple suggestions. And just because I feel like it, I will present my suggestions using sarcasm, with my tongue planted firmly in my cheek

    First off, I asked myself, "What one thing does this game need to make it even better than it already is? To really put it 'over the top'?" I gave this some thought, along with the fact that my main is a Blaster, and I came up with the answer: More knockback!

    You see, when I think about what I enjoy most in video games, I realize that what I most look forward to is spending a large portion of my time lying on the ground and standing back up. The best part of lying on the ground is the complete inability to defend myself. Nothing says "epic adventure" or "heroic" like dying 15 seconds after entering a mission because the first group of three enemies I encountered immediately unloaded on me with knockback attacks, sending me flying all the way back to the door where I now can't even see myself due to the camera being embedded in the back of my head, and since I'm unable to either defend myself or pop an inspiration, I'm promptly stomped into paste. The excitement I feel while flying the full length of the zone from the hospital back to the mission entrance to try again is quite a rush!

    The second improvement I have in mind involves adding more settings that don't work as advertised. The practical joke where I visit a Field Analyst and tell him, "I want to fight enemies -1 to my level*", and then the following missions primarily contain 95% enemies that are +1 to my level is pure comedy genius. Just yesterday, after double-checking my settings with a Field Analyst, my level 40 fire/fire blaster entered a mission where she discovered that every enemy (100%!) in the mission was level 41. Even better, all but maybe six of them were lieutenants. Engaging one of these enemies and only being able to get off two attacks (which missed) before being chain-knocked back-knocked down-held-immobilized-stunned and then dying without inflicting any damage on them had me howling with laughter!

    All right, I got that out of my system. I'll try to be serious and constructive now.

    The knockback issue just seems to be out of hand, from what I've seen in the game so far. I realize this is more of a problem for blasters, since we really have next to no defense against it, even at high levels, but even scrappers and brutes have trouble with it at lower levels. It's the primary reason I lost interest in playing any of my Praetorian characters after I got one of them to level 20 and she skipped town to take up heroing in Paragon City. Those crazy, drug-addled gang members (can't remember what they're called at the moment... "Destroyers"?) seemed to have nothing but knockback attacks. It was just frustrating and tiresome constantly falling down and standing up, falling down and standing up, over and over. I thoroughly enjoyed the Praetorian storyline; I just couldn't take the frustration of getting knocked down non-stop. The only thing I've found I can do for my blaster is plugging a Karma: Knockback Protection IO into her Combat Jumping pool power, though I haven't been able to do that yet. And if she didn't have Combat Jumping, she wouldn't even have a place to slot that IO.

    The issue with the Field Analysts/Fateweavers and the difficulty settings has bugged me since I started playing. I discovered I had to choose "-1 to my level" simply to get enemies my own level. If I kept the default "+0" setting, I found that almost every mission was full of +1 enemies. This was mainly an issue when I was still brand-new to the game and figuring out how things worked — all my characters were low-level, and with only two attack powers, fighting +1 enemies, especially lieutenants, was too much. The "+1 when I chose -1" thing seems more recent, like it started a couple patches ago (I play on a Mac, so this may not be affecting Windows players), so it may simply be a bug.

    I was trying to figure out why +1 lieutenants were giving me so much more trouble than +0 elite bosses. My conclusion was "preparation". Elite bosses usually spawn where I can see them before entering aggro range, so I can position myself, pop the requisite inspirations, and use my chargeup powers (and on my blasters, open up with a sniper attack for big damage). Lieutenants, on the other hand, frequently spawn, say, just around the corner at the top of some stairs, so I never even see them until I come around that corner and run smack into them, leaving me no chance to prepare before engaging. And if they're +1 to me, they have a much better chance of hitting me than I have of hitting them. So I'm affected by every knockback/hold/immobilize they attack with, while my own attacks frequently miss them and my blaster's one lonely immobilize power fails to immobilize them. What I'm getting at is that it's not "fun" getting repeatedly roflstomped by higher-level enemies purely because I can't do anything.

    * Yes, I know, easy setting. Like I said, I'm more interested in going through the story, at least at this point. I'll increase the difficulty later.
  20. At least it's not as bad as a certain other big MMO's forums. I've had cases there where I've logged in and typed up a longish post (and this can take me a while, since I like to make sure my language is clear to avoid misunderstandings), and then when I hit "Submit" I discover my session "timed out" while I was typing. Which means my entire post vanishes into thin air when the forum auto-refreshes my login. I had to learn to "select all and copy" my post before clicking the "Submit" button, so that if that happened I could simply paste my post back in instead of having to start all over.
  21. As shown in this image:

    http://www.mister-rik.com/hosted/cla...unk_belt01.jpg

    The female belt "Classic Steampunk 01" disappears underwater.

    I've noticed this with some female boots as well, though I can't recall off the top of my head which ones. But I've seen it when doing the low-level quest in Atlas Park where you have to enter the Hellions' cave after defeating 4 Hellions lieutenants. On some of my characters their legs get cut off at the knees (or at the top edge of the "boot" zone) when they're swimming across that lake toward the cave entrance. But only with certain boots.
  22. Mister Rik

    Lion is awesome!

    I just wanted to encourage anybody who hasn't upgraded to Mac OS X "Lion" yet to do so if you can. I upgraded my 2008 iMac a couple weeks ago, and the difference between Snow Leopard and Lion is like night and day. The game runs as smooth as butter now, and I've even been able to increase many of my graphics settings.
  23. Quote:
    Originally Posted by Hopeling View Post
    You could also make a macro (you'd need one on every character) to load the options you want while using that character, simplifying the process to a single button press when you change characters. Those macros would be something like
    /macro FX "optionload"
    /macro FX "optionloadfile <filename>"
    Thanks for the suggestions - I'll give them a try. Though I think I'd only need the two macros on this one character - one to load the "special" file when I log her in, and another to reload the "normal" options right before I log her out (of course, that would require remembering to click the macro before I logged her out...)
  24. Is there a simple way to save the graphics settings on a character-by-character basis? Or more specifically, can I "permanently" change the settings for one character without affecting the defaults I've set for other characters?

    Here's the problem: The "Dark Armor" power set is just ... too much. I can't even see this character when she has all her DA powers toggled on (and she's only level 27, so there are more powers to come). She's just this black cloud running around. Aside from the visibility problem, that swirling mess of smoke (or whatever it's supposed to be) is a real drag on my FPS.

    The only solutions I've found are to either choose "Enabled" on the "Suppress FX When Close" option, or drag the "Max Particle Count" slider all the way down to the minimum. The problem with this solution is that I have to manually go in and change these settings when I log this character in, and then manually change them back when I play a different character.

    So can I set these things for this specific character only, so that I don't have to open up the Graphics Settings window every time?
  25. Wanted to post an update on this: I think I found the problem.

    I mentioned that I was running CoH from an external drive. I was doing this for two main reasons:

    1) The external Firewire drive itself is much faster than my iMac's internal drive

    2) I wanted to avoid situations where the game was trying to read from the internal drive at the same time my e-mail client was downloading mail (for example), or during my hourly Time Machine backups (TM backs up my internal drive to yet another external drive)/ The backup process doesn't involve the particular external drive CoH is on.

    Anyway, I was poking around my Mac last night doing something entirely unrelated, when I discovered a copy of the CoH app sitting there in my Applications folder on the internal drive. And I noticed the "Last Modified" date on it was Jan. 12, the same day I performed the problematic update I discussed in my original post.

    That prompted me to look at the copy of CoH on the external drive — the copy I thought I'd been running all this time (and the only copy I thought I had) — and I saw it hadn't been updated since last October.

    So apparently, when I moved the CoH app over to the external drive, along with the NCLauncher app (back in October, apparently), I neglected to delete the original copy from the Applications folder on the internal drive. And ever since then, the NCLauncher has been downloading the intervening patches and applying them to the copy on the internal drive instead of the one on the external drive. And since the copy on the internal drive is apparently the one I've been running all this time, it makes sense that I wasn't seeing the performance improvement I thought I'd get by moving it to the external drive.

    Now, why there was such a large, additional performance nosedive after the most recent patch is still a mystery. But in any case, I copied the newer CoH app from the internal drive over to the external drive, made sure I then eradicated it from the internal drive, and finally configured NCLauncher to point to the fresh copy on the external drive.

    I've played for several hours since then, and performance has, happily, been nearly flawless.