Miuramir

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  1. Quote:
    Originally Posted by Arcanaville View Post
    On the one hand, you can pick almost anything. On the other hand, once you're done iterating you're usually left with a ranged scrapper. Every CO character I made either became a ranged scrapper, or an unplayed character. All those choices eventually funneled into ranged attacks, maybe a PBAoE or two, a defensive passive, and a block.
    My best character there was, in fact, in the above general model; but my second-best character was a very playable combination that's difficult in CoH, basically PBAoE damage + soft control + pets, with a bit of healing... I suspect a pet-optimized Crab with just the right mix of pool, patron, and Incarnate powers is now the closest we could come here, but you'd not really have your full concept until 53, where there you were pretty much rolling by the mid-late teens.

    In general, one of the few things that worked well there was that if you had a cool concept, you could be into it very early; too many CoH concepts don't really come into play until much later in your career. I found it much easier to bring in existing superhero roleplaying characters from decades of P&P games and have them feel somewhat like "themselves" within hours of play, not months. Plus, personally I was more interested in exploring the space of "interesting-and-workable-enough" rather than focusing on "minmaxed"; I came up with a number of really cool concepts that were fun to play and effective *enough* for standard content, although clearly far below PvP-grade optimization monsters.

    The other thing is that the types there were (by launch or a bit after, at least) arguably closer to typical comic book types; how often do "glass cannon" blaster types without significant defense of *some* sort actually become popular major characters, or really durable types with weak and short-ranged offensive powers? A much more comic-book (and comic-TV) split would be to give "heavy/melee" types Resistance, and "light/ranged" types Defense, for instance; but that's an entirely different discussion
  2. A few things that may be affecting some people's results; if folks (especially rednames) have more detailed info that would be useful. The more we understand how things actually work, the better we can help people troubleshoot and get things working.

    * As I understand it, the NCSoft launcher client downloads use one or more distributed content provision services, probably including Akamai.

    What this means is that if you have an Akamai server that is "closer" to you in a network-topology sense than the NCSoft main servers, you will get the benefits from downloading from that "closer" server. For many, probably even most people, this will be a significant increase in inherent speed; but it's not guaranteed to be faster, and in rare perverse cases might be inherently slower. Specifically, most ISPs have a much higher bandwidth and cheaper internal network than their actual "Internet" connection(s), and in some markets may have low-cost / high-bandwidth peering connections with other local ISPs and institutions; if you can reach an Akamai server via one of those routes, inherent performance will almost certainly be better.

    In my case for instance, my home connection is a small local broadband ISP, but which has a peering arrangement with a nearby major research university, which IIRC hosts an Akamai distributed content server in their machine room; I'm likely downloading from across town instead of across the continent, and get significantly better performance.

    * All of the above relates to "inherent" performance; unfortunately most ISPs these days use one form or another of traffic shaping, which will affect customer observed performance, possibly significantly. Smart ISPs with good setups may actually give Akamai-ized traffic *better* traffic parameters, as it costs them a whole lot less in the long run for you to get content locally that doesn't clog their expensive upstream pipes to the general Internet. However, some ISPs without good peering may lump Akamai in with "rich media" services in general, and strongly choke down the bandwidth they allocate to such things; all of a sudden you're no longer in the generally well-behaved (from a traffic standpoint) bucket of "gamers" but fighting for artificially-limited bits in the stream with all the Netflix folks. Cable modem ISPs tend to be more likely to fall in the latter category, given their competitive desire to make streaming video other than their own channels look bad.

    * As I understand it, there was supposedly some peer-to-peer (P2P) "like" features in the new launcher; I've not seen any direct indications of this but haven't poked at it in detail. These sorts of technologies usually depend on opening multiple ports and paths, sometimes significantly more so than a "traditional" connection. Some older or cheaper routers have problems with this sort of more "parallel" download, and may not perform as well. (E.g. We've got a system behind an old, cheap router at work that will work happily for months under normal conditions, but on the rare occasions we distribute something via BitTorrent the router needs to be rebooted every few days... some sort of route table garbage collection problem under load I suspect.)

    Additionally, even if your equipment is up to modern standards, everything between you and the outside world may not be. There might be less capable equipment in your apartment complex, in the building up the street, or even the local office. Some ISPs also reflexively throttle anything that looks like it even remotely might be P2P file sharing, under the theory that most of it is illegal anyway and it eats into their expensive bandwidth quickly; this is another case where for a few customers transiting to a technically superior service may run afoul of ISP bandwidth allocation policies and end up getting worse performance.

    * I've personally noticed that the actual *patching* process runs significantly faster on my computers; however, as some have mentioned it seems to want a lot more scratch / temp space than it used to. If you have a computer with limited or fragmented free space, you might not see the benefits, or might in some cases (nearly-full drives) see even slower patching. As a ballpark guess, you probably want something on the order of 10 GB (in other words, a bit more than twice the size of all of CoH) of clean, unfragmented free space over and above whatever your pagefile and OS needs are for best performance. Depending on exactly how their new patcher works, it may also be taking better advantage on modern systems of more memory, at perhaps the cost of some slowdown on older systems with less.

    * Note that none of the above are taking into account the "trickle" downloads; I don't normally leave my home desktop on to save power, and have it set to exit the launcher on game start for performance. However, if I'm expecting a patch, I can leave things on while I'm at work or sleeping and have it automatically be ready for me when I get back to it; in the long run this can be a significant user time saver. (Compare trickle downloads to a crock pot... things may take longer to cook, but if it requires no attention on your part and runs while you're at work, the user time from walking into your door and having food / game is shorter.)

    * In general, the old NCSoft launcher was horrid on Vista. The current version seems to run smoothly on Windows 7 systems with plenty of resources. I no longer have Vista systems to compare, however. I will need to upgrade before the deadline an antique backup laptop with limited disk, ram, and Windows XP; it will be interesting to see whether the new launcher holds up there or has worse performance.
  3. Quote:
    Originally Posted by Johnny_Butane View Post
    [b]When all is said and done, a Brute buffed to his limits, by any means, is superior to a Tanker buffed to his limits. That isn't right.
    I'd even wager a Scrapper buffed to his limits is still superior to a Tanker at his limits for almost anything in the game. That also isn't right.
    Let me be straightforward about this up front: I mostly play "squishy" ATs; my primary concern in all this is far less about how much damage the durable ATs do, as how well they can actually protect the less durable ones. In my personal opinion, I die way too often on iTrials; I'd like to see better tanking tools given to someone.

    I actually agree in a *very* limited sense with Johnny Butane; in a heavily-buffed iTrial setting, Tankers don't seem to be substantially more durable *in practice* while probably doing less damage. IMO that's OK... what they should be doing is tanking better, so that the league as a whole performs at a higher level. The obvious solution to me would be to give Tankers a higher aggro cap.

    A substantial problem on the iTrials, especially Keyes, is some Vicki coming along and spleening me (for ~2/3 my max HP when I've just lost ~1/2 my max HP to a pulse, for instance). My suspicion is that given the hordes of enemies, arriving reinforcements, and general positional confusion, the existing aggro caps aren't doing a very good job of reliably "touching" the enemies.

    Individual aggro levels are a bit less of a concern... when I am doing enough damage to Marauder to cause him to turn on me, or get double-ringed fighting Siege, I can back off a bit on the attacks, and at some level it's confirmation that I'm doing my job (damage) well. The missile blast or assassin strike from some IDF or Warworks reinforcement who has never been affected by a tank is far more a concern, and far more frustrating.

    To summarize:
    * Give Tankers (the AT) a higher max aggro than any other AT

    * Give them at least one improved or new tool for getting there (PunchVoke improvements are an obvious place to look, but I'm not an expert here)

    * This allows their higher theoretical durability to be actually useful, as they will be being attacked by more foes

    * This allows them to shine as clearly better at doing their primary conceptual job, tanking, than other ATs

    * This easily fits withing the conceptual moral side of things; Brutes, as villains, want aggro merely for personal performance reasons; Tankers, as heroes, want aggro so as to be able to protect those weaker than themselves. It's both logical and reasonable for Tankers to have "wider" aggro than any other AT, even if some can approach it in "depth".

    * This contributes substantially to overall team performance... dead blasters (etc.) aren't supplying DPS, and blasters (etc.) who have to clock back DPS to avoid death / sequestration aren't supplying as much as they could. The overall increase in team (league) DPS is substantially more than would be reasonable to actually give to Tankers directly, even if one thought that giving them any was a good idea in the first place (I'm not convinced).
  4. A possible suggestion: Based on redname comments elsewhere they already have the tech for giving you credit for things you've bought and added to your account.

    Perhaps a way to clear much of the objections would be to sit down and give ex-VIP returning Premium players credit for *something* for having purchased the various boxed sets over the years, especially since new upgraded-from-Free Premium players will have never had to have bought the game in a store. This is mostly applicable to the sort of person who buys the new expansion, plays for the included month or perhaps another, and then unsubscribes again; their total vet time might be less than a year even if they've been playing CoH off and on since the beginning. I don't know how many of these folks there are, but it certainly seems to be a dominant case in the people who are complaining about lost stuff...

    Some possible examples, obviously subject to discussion, and for this discussion "bought" probably means "applied the relevant code to your account prior to July 1":
    * If you bought any of the original CoH boxed sets, you would get permanently gifted with the Controller unlock
    * If you bought any of the original CoV boxed sets, you would get permanently gifted with the Mastermind unlock
    * If you bought the I14: Architect Edition boxed set, you would get permanently gifted with the AE unlock

    Note that personally, I think the existing model is fairly reasonable; but this suggestion is an attempt to see whether there's something that Paragon can do that doesn't cost them much, but makes many of the complaints moot so people can focus more optimistically on the cool stuff and drawing lapsed players back in.
  5. The EULA for Facebook is onerous to say the least, and their reputation for security and particularly privacy breaches is hideous. Most people I know who know anything about computer security or intellectual property rights refuse to have accounts; I'd certainly never sign away my rights like that.

    This would be a great opportunity to set up and test a public-questions part of the CoH forums in advance of CoHF; to draw returning and potential customers into the CoH environment and let them experience some of the cool community we have here. At the very least, you should accept questions here as well, and repost answers. Perhaps the best option would be to accept questions via a wide variety of means (forum post here, special email address, Twitter with a specific hashtag, Facebook, etc.), then post the answers primarily here, with a link to it posted in whatever medium the question came from.
  6. Quote:
    Originally Posted by Beber View Post
    A few days ago I started buying server transfers (with the sale going on). I bought 4 from Vigilance to Freedom. After those 4, I still wanted to buy some more, but every time I tried, I got an error saying that the payment was refused by my bank....
    Something else to check: Buried somewhere in your NCSoft account configuration is a field for "Max daily charge limit" or some similar phrase. IIRC the default is fairly low; you might be running into this limit if you've not explicitly changed it (or it somehow got reset in all the account rejiggering a while back).
  7. Quote:
    Originally Posted by EmperorSteele View Post
    ...How many friends do you play with? You seriously telling me you can't find 12 people on your server that you're on good terms with to run a raid or two?

    Also, what DO you find fun? Beating up bad guys? I'm sure that's the same thing you do in the trials. I'm not seeing the disconnect =(
    If you really think that the majority of people are in enormous, super-active SGs with a dozen actual friends or more on at all hours, that helps explain some of your otherwise baffling disconnect. It is certainly not the case for a lot of us that are adults with a wide variety of real-world responsibilities. Just to give you an example, the meta-SG I'm in has 2 nearly-full SGs and a VG on our primary server, plus at least 7 other SGs and VGs on other servers that get play with some degree of regularity. For special events, we have a peak simultaneous of maybe 16 people, but that's pretty rare and only for special events known well in advance. A typical Tuesday evening meetup, when we've been trying to do more structured group content lately, has 4-6 people available, what with timezones, kids, overtime, kids, sickness, kids, weather, computer problems, or whatever; sometimes as little as 3, sometimes 7 or 8. Some of them are long-term vets, some have been playing for a few years, some are new to CoH and only have a few lower-level characters. Sure, with rather more effort and less fun one can gather together with a bunch of loose acquaintances and some total strangers for big special events, but it's certainly not the norm.

    As far as I'm concerned, *primary* content, CoH's core strength and what most of us are here for, is content that has the following qualities:

    * Minimal entrance barriers, and preferably only for the leader; high-level and low-level characters can enjoy playing together without forcing unpleasant choices of the "do I earn rewards that help my character progress or do I have fun with more friends" variety.

    * Adjusts semi-automatically to the number of people who show up, over the range 3-8 or so, without prior knowledge; i.e. you can plan to run X and not have to change those plans based on having too few or too many people tonight due to RL issues.

    * Have at least some ability to further adjust difficulty based on how people are feeling; if everyone has had a bad day at work or whatever and just want to relieve some stress it can be turned down, if people are sharp and wanting a challenge it can be turned up.

    * Accommodates the real world; if someone's kid wakes up crying or needs a bit of help with their homework, if someone needs to go put laundry in the dryer or isn't feeling well and needs an extended bio break, or whatever... we can easily accommodate them and take a quick break because hey, we're all friends and RL takes precedence over our entertainment.

    * Allows people to join in and drop out during progress. We've got friends on the East coast who need to get to sleep because they have to be up before 5am to get into work by 7am; we've got friends on the West coast who work for megacorps notorious for long hours to meet project deadlines. On worknights they don't overlap much if any. Plus more sustained interruptions of any of the above sorts can lead to people needing to join or leave an hour or few different than what they planned.

    * Have an actual plot / story of some sort that is relatively fresh, something that we haven't done so many times it has gone stale. Doing things with different characters helps considerably with keeping things fresh; separation in time helps keep things fresh; the worst possible case is repeating the same content on the same character more than a few times in fairly short succession.

    * Offers some sort of progression, advancement, or reward for everyone involved except in the worst failure cases; partial success should yield at least something.

    The majority of content in CoH does a pretty good job of meeting the above criteria; in fact, it's industry-leading in many of the above qualities, which is *why we are here* rather than playing one of the many other MMORPG. There are a multitude of other MMORPGs that have practically Skinner-box endgame grinds for those that find that attractive; I don't get it, but unlike some people I acknowledge that there are plenty of types of people in the world.

    One of the many objections I have had all along with this Incarnate / endgame system is that it goes *directly* against CoH's strengths and the reasons we play CoH. It forcibly separates Incarnate play from ordinary gameplay, so you have to choose between playing with your friends and advancing your characters. The nature of the reward structure forces a focus on just a few of your characters, yielding less and less fun as they are overplayed, rather than playing whoever you feel would be fun tonight. And worst of all it forces a literally order of magnitude more repetitive content than before.

    How many ways are there to get from 49 to 50? How about 50 to 51? 51 to 52? To the best of my recollection, prior to the Incarnate trials I had never run any single piece of content more than 5-6 times on the same character, and that would be the widely-despised Baby New Year and Snaptooth grinds for the costume unlocks (and one character that might have done that many ship raids over the years). Most characters don't even see all the content, and few repeat anything more than a few times and it's usually months in between. The incarnate system expects you to run ten times that many repetitions, on the same character, in short order.

    Let's say you are part of a regular weekly gaming group, who enjoy getting together to roleplay and advance their characters. The GM has been hinting for months that they're working on an epic new system for taking your favorite characters further. Finally, you show up for the "preview" session, and it's oddly unappealing; it requires minifigure manipulation on the map that makes it much harder for the out-of-town friends who usually are only there via chat to participate, it has all sorts of seemingly arbitrary restrictions on power use that limit some characters far more than others, and the rewards are underwhelming. You slog through but start to have doubts.

    Some weeks later, you get the first actual taste of the new system. The rewards are decent, but incremental; you cast a bit faster, hit a bit harder, or whatever. There are still some weird limitations on what they affect, and you can only earn them playing a limited selection of high-end modules. Annoying and not what you were hoping for, but tolerable, and there's the promise that there's far more to come.

    Some weeks later yet, the full-bore unveiling of the new epic system! The requirements for getting the adventure started are unusually strict, it has all sorts of bizarre arbitrary fail conditions, and what you have to do to win is poorly documented. Even more annoyingly, the GM sets a timer and says that if you don't succeed before it goes off, you fail no matter how well you were doing up to that point, with no option to continue next week like you usually would. The first week doesn't go well, but you learn some of how it goes. Next week, you try again, and muddle through at great cost; at the end, your epic reward is... a strangely-enchanted gem? "If you collect dozens of these, you can turn them in for cool stuff!" says your GM. Dark looks are exchanged. "If you do things to purposely make it harder in direct opposition to common sense or any sort of tactical reasoning, you might get another gem! The gods love bull-headed stupidity far more than clever tactics!" The muttering gets much louder...

    When it is announced the following week that there are two colors of gems which unlock different things, and that you are going to be playing the same two adventures, with no changes, every week for the better part of a year until you've accumulated enough gems, this is the point at which most groups would threaten to microwave the GM's dice and/or get a new GM. Even the most tolerant of groups is going to snap after a half-dozen repetitions of exactly the same night of gaming with no changes in plot, setting, foes, or anything, and being told they're only a fraction of the way to the cool stuff, plus it turns out that most of the coolest stuff can't be used in normal play, only to get more gems. Offering to come up with a third adventure in a few months that can earn both colors of gems is not going to really mollify the players.
  8. Quote:
    Originally Posted by Arcanaville View Post
    I don't think taking time to lead or talk seriously hurts your participation.
    Quote:
    Originally Posted by Snow Globe View Post
    Every time I take the time to talk or lead seriously, I drop to a common from uncommon. Sorry, proof enough for me.
    My personal observation is with Snow Globe on this; the only time I've ever seen the "10 threads" bottom reward was the time I spent the most time actively explaining things to people, and one of my few Commons not connected to multiple disconnects was similar. It's highly likely that I was activating significantly fewer powers, killing / damaging fewer enemies, etc.; it's hard to see how that *wouldn't* negatively affect any sort of participation-based score.

    On the other hand, with some reflection it is possible that the fact that I *needed* to spend that much time explaining how things work to folks who hadn't done it before led to the league's overall "efficiency" score being significantly lower; and that might be a much more significant factor than my individual participation. In other words, the interesting question IMO is whether the results were from me having a significantly smaller slice of a somewhat smaller pie, or from me having a somewhat smaller slice of a significantly smaller pie.

    My primary objection on rewards remains that the trial seems to be designed to reward people *not* trying their best; I am reluctant to slack off in order to get the more valuable Commons, but other people with less integrity or drive do less and are rewarded more. Fortunately this is fairly easily fixed by manipulating either the exchange rates so that Uncommons convert to Commons at 1:1 or better, or the tables to allow you to pick from the lower levels.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Suppose you got nothing but uncommon drops consistently, which is what the average player seems to be getting. After four runs you'd have 4 uncommons and 68 threads. Almost enough to craft a rare component. Suppose your luck really sucks and you get 50% commons and 50% uncommons. After eight runs you'd have four uncommons, four commons, and 136 threads. If you did one each per day that's also 8 empyreans. That's enough to craft two rare components with resources left over.

    That means while your way of looking at that Lambda is that its not even enough resources to craft a common, my way sees each run as being 25% of a rare component. Quite a disparity. The question is: which one is more accurate?
    Both? Neither? Based on my experience, a decent run is around 4 Astral, 6 threads, an Uncommon, and a fraction of an Empyrean. Occasionally you'll instead luck out and get a Common or a Rare.

    To equip a Common in the first two powers, and a level-shifting rare in the second two, takes a total of 20 Commons, 2 Uncommons, and 2 Rares. The Uncommons are easy, and chances are good that during the process you'll get at least one Rare, and will have enough Empyrean to build the other; the limiting factor is the Commons. Each costs 20 threads; a typical run is therefore 6 direct threads plus 4 Astrals at 4 threads each plus one Uncommon at 8-10 threads each; rough average of 31 threads, or 1.5 commons. That's around 12 runs to get baseline configuration on a single character (assuming you luck into getting a few commons), if you're willing to take the risk of burning all of your Merits on stuff now instead of holding them for whatever they're actually for eventually. Getting to four rares adds maybe six runs if you're on the lucky side getting rares or commons, and possibly considerably more otherwise.

    So in round numbers, getting a single character reasonably well kitted out (four rares, no VR) takes 20 +- about 5 runs. Given that there are only two things to run, that's 10 repetitions of the *same* content... I consider that poor design at best even for people with only one character; I'm reasonably certain that I've never repeated the same rehashed piece of plot that many times on any character prior to this. For people with several or many 50s to incarnate or who want even one Very Rare, it starts looking like an insane soulless grind very quickly; the upstream poster was talking about five characters, so 75-125 repeats is about right, and mindbogglingly bad. There are plenty of players that have been around for ages with dozens of 50s...

    Personally, I have two 50s, and after getting my first one to four Rares (~19 runs, but I had parts left over, could have probably done it in a few less if I had planned better and been more willing to burn Uncommons down to less-than-half-a-Common early), I am sick of it enough that I'm having to take a break not only from the Trials, but that character, normally my favorite.

    To put things in a different light: It's roughly five times as many iterations of grind per character as the long-despised Baby New Year, except that it takes far longer per run and requires vastly more logistics to make each run happen.
  10. Quote:
    Originally Posted by Marcian Tobay View Post
    Your "Powers" team is comprised of four people. When all four work together, they can, with an 80% success rate, perfectly balance a power or power set once per patch. You patch once a month.
    Semi-cynical response: How much does the success rate go up if we assign fewer of them to balance something? (My limited experience is that at least the later-stage fiddly number balancing sort of thing is in fact best done by a single person, as seemingly orthogonal changes usually aren't as independent as you thought.)

    Week #1: Senior dev / producer / etc. monthly letter to community; summarize last month's patch as usual, and then talk about upcoming changes in general terms. Have a paragraph that says something along the lines of "We routinely datamine performance at several levels, as we'd prefer to catch problems before they become obvious to players. No solely numbers-driven review is perfect, however, and our Community Team has been paying attention to some of the recent forum discussions. This month, we're focusing developer attention on several balance issues, both entire sets and specific moves that have come to our attention. This is a good time to remind everyone, however, that due to the diversity of powers and situations in CoH, there will always be some cases where certain builds will outperform others to some degree. Our goal is to keep that degree down to a reasonable level while providing enough real choices to keep the game interesting. We ask that you help us out by providing our Community Team with clear, specific examples in the stickied threads they will be starting on certain specific issues this week; and hope to see you on the Training Zone later this month to give us some good data on the improvements. As usual, the live publish will include a freespec."

    W1 Assignments: Devs A, B, & C brainstorm and rapid-prototype ideas for fixing #1, Shepherd's Crook. Dev D work with Community Team lead to set up and monitor designated threads to discuss #2 (CoJ), #3 (Meekling), and a couple of other balance projects high on the to-do list; specifically including dev posts in the threads to focus attention. Someone on CT assigned to work with Devs ABC on research, including searching forum and off-forum HG boards for signs of #1 exploit knowledge spreading.

    Week 2: Meeting 1 (early in week), figure out which plan for fixing #1 gives the best combination of balance results while preserving both original intention and powerset feel for those who have taken it. Assign whichever dev came up with the best plan (we'll assume it was A) to flesh it out full time.

    Meeting 2a (also early in week), pull together the forum posts and additional datamining to try and figure out *why* the players think #2 (CoJ) is imbalanced. Even if the powers are numerically correct, there is likely to be something at the root of the perception; the power's looks, sounds, situational issues, popular enemies / maps / farms, incorrect documentation, or something.

    Assignments: Dev A full time on plan for #1 rebalance. Dev B,C, 0.5D on clever ideas for #2 fixes; may involve other teams if the issue really turns out to be about animation times or some such. D spends some time also checking over Arcanaberg's and remaining community suggestions for fixing #3, focusing on possible numerical fixes that don't require new tech or other resources.

    Meeting 2b (late in week): Bring together folks to pick an option for handling #2, assign someone involved with the best idea to deal with it (we'll assume B). Check to see if folks are generally OK with the concept of changes for #3.

    Week 3: A working full time on #1, B working full time on #2, D now full time on #3, although hopefully this will be mostly regression testing as the actual changes are quick. C works on New Stuff until late in the week. Test builds internally by mid-week. By the end of the week, A, B, and D are expected to be able to (independently) explain in a few minutes to C what their change *actually* does, and what it *looks* like it does, to someone who knows the powers system well but hasn't been looking at those parts of it all week. Dev D sends NDA'd PM to Arcanaberg and possibly selected other folks who made good suggestions on #3, outlining proposed changes. By end of week, closed beta build goes up so select players can bash on it over weekend; beta channel instructions are explicit that folks should focus on changes to #1, #2, and #3 (and possibly any minor New Stuff that worked its way into the build). If there's a competent and separate QA group, they start their checks.

    Week 4: Monday is evaluate closed beta data, final dev checking, and then publish for open beta Tuesday morning unless some parts are simply unworkable. Senior dev post on main boards discussing the opportunity to test out changes to #1, #2, and #3, and focusing . CT brought in again to focus sifting the firehose on forums and training zone channels. A, B, and D responsible for showing up at least once to an announced event on the training zone to interact with players about their temporary focus area directly. Encourage Arcanaberg via PM to work on a detailed post explaining how #2 is "now" balanced compared to similar powers.

    Late Thursday, big meeting to decide if things are working, or if *minor* tweaks are both necessary and possible; decision made as to which changes go into Release Candidate build Friday morning. (Hopefully, no changes from the Tuesday AM build, or minor typo stuff.) Check to see if Live servers having any significant problems from people figuring out #1, which may influence how desperate it is to get that into this month's patch.

    RC runs Friday - Monday, and unless absolutely disastrous last-minute issues will go live Tuesday morning. Senior person writes monthly letter talking about balance changes, starting off with #2 and mentioning something about "wanting to make the minimum changes necessary to bring the power into line with similar powers" etc. Describe #3 in terms of "We understand that folks have been unhappy with this for a while, but resources are limited", praise the community for being rational and involved. Be honest on #1, "Previous changes did not have the desired effect, and we have had to adjust SC to prevent it from becoming a problem. We have gone to a fair amount of effort to preserve the feel and flow of the set, and welcome detailed feedback on how SC performs on the Live servers." Consider sending Arcanaberg cookies.

    This all assumes that the problems are both urgent enough to try solving in a month's timeframe, and tractable enough that it can actually be done. If #1 blows up badly, it might be necessary to pull everyone onto that and push a hotfix; make sure it is announced as a temporary measure that will be refined as soon as possible.

    A somewhat more pessimistic take would be to assign 3 devs to #1 in hopes of getting something usable before it blows up on live, and the remaining dev to figure out a smokescreen change to #2 and to make a concerned but apologetic post on the #3 forum topic explaining that they acknowledge the player concerns, would like to fix the problems, but simply don't have the resources to do it right now.

    A somewhat saner take would stretch the process out over two months, with the first 2 weeks working on a crash priority quick fix for #1 that can be hotfixed in case it blows up on Live, then a more rational change process with at least a full week in QA+closed beta and a full week of Open, possibly two.

    I'd regard the detailed schedule as an "OMG, things are coming apart" plan, we get only a few person-days of dev work on new stuff out of the whole month, which is unlikely to be practical very often. It's got an OK chance of working if "simple" numerical changes can have the desired results, but as the complexity and/or weirdness of the changes needed goes up, the likelihood of success in this sort of timeframe plummets. With really good devs, you can hope that the fix takes much less time and gives you more time to regression test, but you can't count on that. The more I reread this, the more it sounds like a "hotfix" process rather than a "patch" process, despite having a month turnaround; and the lead dev and CT need to be on top of whether they need to pull the red handle and put everything onto a #1 hotfix even faster.
  11. Quote:
    Originally Posted by Wesker13 View Post
    Edit: It shows that I only have Intel HD graphics, however I have Nvidia Geforce GT 540M. It has a stupid feature where it runs in Intel HD up until a game is opened, then it switches over to Nvidia graphics. I have went into my Nvidia control panel and configured it where whenever City of Heroes is open, it automatically switches to Nvidia. I do wish I could just permanently have Nvidia running though....
    This is likely to be at least part of the problem. These "on demand video cards" have very poor driver support, and CoH is unusual in that it is seriously twitchy about any interruption of the graphics pipeline. (E.g. I have a desktop with a slowly dying graphics card I can't replace for another month or so; every other program occasionally will glitch for a moment to a black screen and then come back OK with a little warning message about W7 having restarted the driver, but CoH panics and locks up irretrievably every time it happens.)

    It's possible that the launcher vs. program is also part of the problem; you could try setting both so that they run under "game mode".

    If at all possible I would strongly recommend trying to find a way to set a performance profile that locks the CPU and graphics into high-performance / game mode, and switch to it before even starting the launcher.
  12. There are two important factors in choosing a UPS; the power rating it needs to cleanly supply the load, and the battery capacity needed to run that load for the desired time.

    I would suggest using a good power supply calculator (example), accurately measuring your system under max load with something like a Kill-A-Watt meter, or both. This will give you an idea of what rating it needs. For most home users just looking to have enough time to run through a momentary glitch or to have a few minutes to shut down cleanly, the default battery will probably be adequate; for those looking for longer runtimes, you'd probably want a unit that has add-on battery packs to extend runtime.

    On the lower end, APC makes some decent consumer units, and while their higher-end units can also be nice they're somewhat pricey. When I needed to replace/upgrade my previous model, I went with a CyberPower adaptive sine wave system, which had better features and more competitive pricing than some of the better known names; I've been happy with it.
  13. Quote:
    Originally Posted by Klatteja View Post
    GeForce 6600 video card in PCI Express x16 slot (256MB, IIRC)
    305W power supply
    I would suggest looking at the GeForce 9500 GT; we have some at work because it's about the best card you can put into a PCI slot (but you should be able to use the better PCIe x16 version); power consumption is also quite low for a semi-modern card. Typical prices would be $55 - $65 each.

    Exact comparison across such different card generations is difficult, but eyeballing some specs it may give you up to four times the performance of your old card.
  14. Quote:
    Originally Posted by Golden Girl View Post
    One of the Trails can be started with just 8 people - they really can't make them any smaller than that
    Why not? There's no mechanical reason that they couldn't design something balanced like, say, Dr. Kahn (built for 4-8), with the expectation that instead of 45-50, folks were 50 to 50(+1). We've got several existing examples of TFs where the PCs take on Incarnate foes with less than a team of 8, and they are some of the most popular.

    To look at it another way, they've already said that the early content will eventually become easier with increasing Incarnate-ness (as it would nearly have to). If the content is intended to be playable with 8 level 50(+0) characters, with only Commons in their Alpha, why wouldn't you be able to go through it with say 6 level 50(+2) characters Incarnated out the wazoo? In the existing game, you're free to show up to Dr. Kahn with 4 level 45 characters with SOs, or 8 level 50(+1) characters full of purples; the first group will have a significantly harder time than the baseline and the second significantly easier, but it is *left up to the players*, not some arbitrary limit; and there is no fundamental mechanical reason that Incarnate content could not be designed in the same fashion.

    On yet another angle, a significant fraction of the setting basis for the game is focused around soloers and small teams. What fraction of the most iconic and popular comics usually feature less than 8 protagonists? Superman. Batman and Robin. Birds of Prey. Fantastic Four. The X-Men... particularly relevant because when they threatened to get too large, they split into sub-teams. Are there really that many popular and long-lasting comics that have 12-24 protagonists regularly participating on the same mission?

    Quote:
    "Have" to?
    Of course, no one is forced to do anything. But we've got a wide variety of folks; some have been around since beta, have hundreds of characters and dozens of 50s; others have only had an account for about a year and a CoH-capable computer to allow them to play regularly for less than a month. The old-timers are understandably mostly interested in new stuff, and even the mid-range players want their signature characters to advance the plotline. If we can bring a level 35 character along to fight Romulus, and a level 45 character along to fight Statesman, Lord Recluse, or Reichsman, why can't we bring even a level 50 character to fight Neuron if they're not Incarnated... especially one that's already taken him down at level 40 and again at level 45?

    The devs are certainly capable of crafting new stories with new mechanics and interesting twists that are approachable by a wide range of levels, builds, and playstyles; and even have user-adjustable difficulty on top of the usual team size auto-scaling; the Leonard "Army of Me" arc is a great example, and once some of the bugs got shaken out the Dr. Kahn TF is a welcome addition to the TF lineup. But every person-hour spent developing content for an increasingly exclusionary sliver of top players is a person-hour not spent developing content everyone can enjoy together.

    Quote:
    I think we'll be getting some of that - it's quite likely that one or more of the Trials will have a countdown on it, or that stages of the Trial will have a timer.
    Hence my wanting to make it clear that it's not a good thing. Arbitrary timers benefit few or no people, and significantly hinder gameplay for adults with real lives. There are plenty of things out there more important than computer games, and one of the great things about CoH up to now is that in the vast majority of the content, the game was perfectly capable of accommodating RL concerns.

    Quote:
    The Battle Maiden bomb mechanic will make a return in some form or another in one or more of the Trials - it's too interesting and exciting to only be a one-off
    Some people may find it interesting and exciting; probably on average younger folks without physical handicaps, and with good computers and network connections. That's certainly nowhere near everyone who plays and enjoys CoH. Personally, I've got adequate reflexes and a decent computer and network, and merely found it annoying; others were quite blunt in saying it was a nightmare of un-fun and they have no intention of doing that again if at all possible. A MMORPG should be about the *character's* stats, not the *player's*. (And remember, everyone gets old and slow eventually, unless you plan on dying young

    Quote:
    But then that makes the Incarnate powers pointless - if we're getting mroe powerful, and fighting more powerful enemeis, then there's going to come a point where low level avatars simply would be effective at all - a Rikti or zombie invasion is fine, as the enemies are not excessively challenging for lower level avatars - but the kind of things we'e going up against as Incarnates are simply too powerful for non-Incarnates to handle.
    Show, don't tell. Shouldn't that be up to the players? I've got several low-level characters that simply cannot destroy a Bomb on their own, but the game doesn't keep me from trying. I've also got characters *lower* than that that can destroy a Bomb without difficulty; the difference between characters is greater than the difference between levels. Are you seriously suggesting that some random person's 50(+0) character, with a mix of Common IOs and a few cheap sets and a Common in their Alpha is that much better than a multi-billion-inf build optimized by one of the leaders of the Scrapper challenges, before they Incarnate? There are people out there that solo Lusca, for crying out loud... it's going to be a long time before Incarnate content has gotten so hard that a team of that grade of character wouldn't have a chance if they were allowed to take it. Isn't one of the most classic superhero moments of all when the bystanders gasp and say "No one could have survived that!", and yet somehow the hero pulls through? Aren't some of the more memorable moments in comic (and CoH) history when heroes know they are outclassed, but step up to the challenge anyway, because that's the difference between merely being superpowered, and being a hero? ("We're sorry, the Omega Team isn't large or powerful enough to have a reasonable chance of surviving, you're not allowed to click on the portal" would have led to a very different world...)

    From another viewpoint... the Incarnate system is "what we're getting instead of levels 51-60". If we actually *had* gotten level 51-55 and an appropriate set of Arcs in Issue 19, there's no reason that the super-sidekick system would have stopped working; and presumably characters of a range of levels would be able to enjoy playing together the new content. What we're getting seems to be *by design* more exclusionary, and that's pretty much by definition intending to keep people from having fun together.
  15. Quote:
    Originally Posted by Zombie Man View Post
    What?! In addition to the handful of 'solo-only!' people who make every thread about the Incarnate system into a whine-fest about non-solo content, we're now going to be hit by a group of 'small-handful-only!' lobbyists doing the same thing?
    This is not new. I at least have been saying all along that my friends are a comparatively small SG on a low-pop server. We tend to avoid TFs that require a full 8-man team of 45+ players already, because it is a major hassle, reduction in flexibility, and reduction in accessibility from other available content. We *have* tried the new Apex and Tin Mage TFs, and the vast majority of players were of the opinion that it was a major hassle and LESS FUN.

    Things that we do NOT want:

    * Completely arbitrary rules that make it harder to assemble a team based on who we have and who they want to play tonight. One of the greatest strengths of CoH is that a level 35 and a level 50 can play together on, say, an ITF... they are both contributing, both earning rewards, and both having fun. Every time you limit the range of people who can play together on content, you REDUCE THE FUN.

    It's bad enough now that we're having to say "We need to do the WST, and therefore you can't play with us tonight" to folks, or to not have 8 people on with high-level characters available and be forbidden to even *attempt* the WST. (Having Dr. Kahn this week is a lot better than last week, and we've got people looking forward to the end of the month when the WST will allow a far greater number of folks to enjoy playing together.)

    Given that the general theory seems to be not wanting more than a factor of two in size... we would want a lot of content for 4-8 players, some for 6-12 players, a little for 1-2 players, and possibly a smidgen for 8-16.

    * Content that enforces specific ATs, powersets, or small subsets. No content should *require* a tanker, a healer, a debuffer, or anything else; there should be a wide variety of approaches to a problem. The X-Men do not handle problems the same way the Superfriends do, or the Hellfire Squad. Strength in diversity, fun in repeat play value that is different each time.

    * Content that has hardcoded time limits. Most of our meta-SG are adults; they have jobs, kids, elderly relatives, and/or a wide variety of other obligations. If we need to take a 10-minute pause because someone's kid has woken up and is being fussy, or needs help with their homework, or their server has emailed them with an overtemp alarm they need to check out, none of us have a problem with that... we don't want a game system that will artificially penalize us for having real lives.

    * Content that harshly limits people dropping in and out, or unduly penalizes people with bad connections. One of the big problems with TFs is that you cannot rearrange once it's underway; if someone has to work late, either the entire rest of the TF has to sit around and wait for them to get home, or they miss out completely, because they can't join it in progress. We also have various people that don't have perfect computers or connections; if CoH crashes they need to be able to reboot and get back in without having penalized the team on time or being locked out.

    * Content that places a strong focus on player reflexes and low-latency connections. We're playing a MMORPG (where your dodge chance is supposed to be based on the powers, abilities, and gear on your character sheet, not the player's twitch reflexes and net connection) on purpose. There are plenty of RTSs and FPSs out there for those that want that sort of thing.

    * Content that gates the *story* of the game behind increasingly difficult *gameplay*. The last time the Earth was invaded, part of the whole *point* was that everyone mattered; whatever level or powers you had, there was something useful you could be doing. To this day, the Riki raids are a great opportunity for folks from all walks and levels to have a good time together. This time, the devs seem to have gone to an enormous amount of effort to develop entirely new technology for the specific purpose of throwing one of CoH's greatest strengths out the window and limiting the number of people who can enjoy the story to the smallest amount possible; this continues to baffle me.

    Quote:
    The only ones causing a ruckus are the ones who absolutely refuse to play in teams and regard a Raid System a deprivation though 99% of the game is still soloable.
    Absolutely false, and you're a better person than to use such a lame strawman. In our case, the average team size on a non-preplanned event night would be 3-5, and on a preplanned event night 6-8. One of the reasons we're playing CoH and not other games is that CoH is the industry leader in scaling content to the size and desired difficulty of a variable small to medium sized group; and it is really looking like the devs are chucking that out the window.
  16. Quote:
    Originally Posted by Dark_Respite View Post
    ...
    First: people coming together as a united front, supporting each other, and taking on much larger foes...

    Second: the "lighter side of CITY OF HEROES"... in other words, humour.
    Building on the Vanguard Pack and the Vanguard video, how about the lighter side of the Vanguard "we take anyone, really, anyone, please we're desperate out here" policy? Mixed with a dash of seriousness at the end.

    Perhaps Incandescent (in charge of Vanguard Herald) comes back from the UN for some meetings and takes Levantera, Borea, Serpent Drummer, and Gaussian out to lunch (or perhaps out for drinks after work), and they swap horror stories about new recruits and the pressures of their respective jobs. Maybe Incandescent (who has been mostly elsewhere lately) starts out with a "Do you have any idea how difficult it is to spin positive PR about some of these people?" take, and they keep coming back with stories about folks.

    Serpent Drummer: "The enigmatic man called Serpent Drummer is the head of the Vanguard's Gauntlet division. The Gauntlet was originally Vanguard's offensive division, but changing events have seen it shift those responsibilities to the Shield Division, while the Gauntlet concentrates on coordinating Vanguard's forces with the recent influx of super-powered volunteers. Even in the middle of such great changes, Serpent Drummer remains serene." in public... Get a few drinks into him and he'll rant for hours about bizarre extradimensional horrors, people wearing stripes with plaid, ERP leather-and-chains fetishists, and "more machine than man, now" whatevers exclaiming "I c4n'7 w4yT t0 t3s7 0u7 t3h p0w4r 0f m n3w bodi!" But he's got to stand there with an only vaguely grim look like a Tower of London guard, except it's not just tourists, they're recruits. Whatever they are. (Intersperse with flashbacks of particularly weird character outfits doing paperwork, sitting in the training theater, getting rated on the firing range, doing pushups, etc.)

    Why do they give you free gloves right at the start? He shudders. Seriously, wear the gloves at all times, if you've seen some of the things I have... they don't make bleach strong enough, some of the SOs that the poor quartermaster has gotten turned in to resell made the Dark Watcher go for the hand sanitizer, and he takes vacations in dimensions that would drive most of us mad. Well, madder. For the love of god, WEAR THE GLOVES. And a full body suit if you can manage it. (Gaussian is nodding all the while, and points out "I'm standing in a protective yellow circle with my hands behind my back FOR A REASON".)

    Bonus: If Incandescent isn't present in visual form anywhere, you could hold a contest to design (the unofficial version of) her outfit! http://wiki.cohtitan.com/wiki/Incandescent has some info on her background and powers, but it's not clear what the source is, or whether she's been described or drawn in any of the non-game materials.

    At the end, they're all back at work and Serpent Drummer heads out of the bunker door (possibly at Point du Hoc, with the ship in the background?) and there's all of the wacky and weird characters that we've been seeing throughout the video, now armored up in Vanguard-armor versions of themselves and lined up in rows, and he kind of shakes his head and straightens up and says something along the lines of "Wherever you came from, whatever you were before, we're Vanguard's Gauntlet now, hitting the enemy first, striking the hardest. 'We few, we happy few, we band of brothers; for he to-day that sheds his blood with me, shall be my brother; be he ne'er so vile, this day shall gentle his condition; and gentlemen in Atlas now-a-bed, shall think themselves accurs'd they were not here, and hold their manhoods cheap whiles any speaks, that fought with us upon this day.' (pause for effect, everyone salutes) Let's get'em" and everyone flies / jumps / charges over the walls at the nearest pylon as things fade to black, and then fades into the Vanguard poster. (OK, I'd actually suggest Gen. Cheatham's famous "Give 'em h***, boys!" as the final line, but given the context, I don't think it'd be allowed.)
  17. I'm having some difficulty staying completely objective after the thread so far; I will try to keep it to saying I am considerably closer in support of Eiko-Chan's point of view than most of the people who seem to be attacking hir. I will also point out that people less inclined or able to deal with a lot of other people in what is supposed to be their off time are going to be underrepresented as they're less likely to be interested in padding their post count or getting involved in a discussion unless it's seriously important to them.

    Objectively, what I am most looking for in a MMO is the opportunity to get together with friends and have fun adventuring; and superhero settings have been a favorite for doing that for some of us since the mid-80s. Paying ~$15 per month to have someone else come up with the plots, create the bad guys, draw the maps, and do the combat math is a great deal, even if it isn't always as good as homemade. CoH still leads the world in terms of the ease of getting folks together and letting them have fun as a group without having to spend a lot of time worrying about relative levels, gear, schedules, and other hassles; but there are alarming signs that it's no longer a development priority and the time for people to speak up is before it's too late.

    The two new TFs are an example of what seems like a particularly artificial change to make it harder not for people to complete them, but to get together in the first place to even attempt them; and there are worrisome signs that upcoming content is going to be worse yet. 8-person minimum TFs are bad enough, and something we don't get to do often; 8-person TFs that hard-require you to bring a level 50 character and that give you a completely arbitrary massive debuff if you've not gone through an unlock process with that particular 50 are not a good thing at all; and the hinted 12+ person Incarnate content may be worse yet.

    Seriously, why not make them a 45-50 TF without the -4 debuff for non-Incarnates, or even a wider range? Note that I'm not asking for them to be made one jot easier; I'm perfectly fine with it being designed specifically to be power balanced for 8 people with a slotted Alpha, and would be OK with going in with 6 people, some of them exemped up from a lower level, and having a tough time or even failing because of it... what I don't want is arbitrary limits that say we can't even try. (And frankly, the Alpha Slot and subsequent ones should be desirable because they're cool and useful in of themselves, not because you get slapped down for not having one.)

    On the previously fairly rare occasions we got folks to do a TF, why was (and still is really) the ITF the choice? Because anyone 35+ can join (not everyone I play with has even one level 50 character, and few have many) and it only requires 6 players. We've been trying to do more of the late-game TFs lately to try and get folks components, and it's been far more hassle to try and get people together... if someone's running late from work or has to pick up the kids or whatever, they can't join up in progress; if we don't have 8 people ready to start many of the TFs are locked out; it is a hassle for your character when you're locked out of other content during the week until you can meet again to finish, people don't get to play whichever character they want, and so on. We are spending noticeably less time enjoying the game together and more time being frustrated with arbitrary limitations.

    Again, I do not in general object to there being harder content; different people want different things, and there are times I want a tactical planning challenge as a change of pace myself. But I definitely don't want the main story of the game to be locked away behind an increasingly exclusive set of barriers that make it far harder for friends to get together and enjoy the game and its story, especially friends that have a wide variety in their available play time and skill levels.

    To give a more concrete example, over New Years we had a bunch of people get together locally along with some of our other friends online; up to 7 people in my apartment and another 4 remotely at one point. We did very little connected to new content, because several didn't have 50s at all, some had one or a few 50s but either didn't have the shards or didn't want to play that particular character, etc. Locking ourselves into even an existing TF was problematic, because people did come and go due to other commitments... and 9-11 players isn't a good fit for TFs, as it's too few to do two of most, but too many to go together on one. The odds of us getting enough folks for future 12+ person content even a few times a year are not looking good. We did have a blast playing CoH, but eventually the existing content aimed at this sort of play will get gradually staler, and it's not looking encouraging for it being a focus going forward right now.

    I've got more comments I could make in regards to direction, such as the godlike power process traditionally being a far more personal and specific hero's journey (or descent into darkness), but I hope to have a bit of time to actually play later tonight and need to keep this short.
  18. Quote:
    Originally Posted by EvilRyu View Post
    For shards has anyone tried this doing this instead? How about a team with 1 level 50 incarnate and the rest lowbies. Do a regular mission map set for 8 with 7 lowbies. Currently what I been hearing on the complaints is that the solo drop rate on shards is drastically different than whats on teams. Well what happens if you team but there is only 1 valid person who can get shards. This would be a nice test to run if I had 7 pcs and 8 accounts.
    While you could test it if you want, the current understanding is that every member of a team gets to roll for a potential shard drop on every kill that the team makes. I have personally seen more than one person say they got a shard drop from the same AV kill, so it's at least partly true. This is different from other sorts of drops, and explains why teams do much better in general.

    For most other sorts of drops, you're effectively looking at ((team kills per time) / (team size)), and so you're only really benefiting from any combined leverage effects (such as a kin and a damage dealer as a duo doing more than twice their individual kill rate). For shards, it's simply (team kills per time), as everyone gets an independent chance on every kill; a team which can kill several times as many foes per unit time will give *everyone* that many more shards per unit time on average.

    Additionally, the drop rate for higher-grade foes is substantially better; roughly 1/1000 for minions, 1/150 for lieutenants, and 1/50 for bosses, and believed to be even better odds for EBs and AVs (*). With the exception of certain specific sorts of farming builds and strategies, teams will usually both face a higher mix of bosses and upward, and plow through them more effectively.

    tl;dr: Current best info is that there's no specific "solo modifier" on the drop rate, it's just directly tied to the number and quality of enemies the entire team defeats per unit time. Most competent teams can kill both more and better enemies that most soloers, and therefore do better for shards.

    (*) My personal guess is that EBs are around 1/25 and AVs around 1/12, for a halving progression; anecdotally I've had enough shards drop from AVs that I'm pretty sure the drop rate is substantially better than 1/50.
  19. Quote:
    Originally Posted by Melancton View Post
    You are correct: Statesman is pretty much a jerk in the comics elsewhere, while in the backstory to the game, he is an inspirational and selfless leader. In the backstory, 1,000 heroes willingly follow Statesman to almost certain death (800 die) in the Alpha Gambit so that the Omega Team could enter the portals and disable them.
    (tinfoil hat) Or 1,000 heroes were willing to suffer 80% casualties in the last, best hope to free Earth from Statesman because they hoped he could be goaded into taking the alpha for everyone and therefore overwhelming even his defenses. They failed. (/tinfoil hat)
  20. Quote:
    Originally Posted by Arcanaville View Post
    Technically, the correct answer to "what is the accuracy of Rain of Arrows" is: Rain of Arrows is a location power, and thus does not actually check a tohit against anything, and thus its accuracy is irrelevant because its never used. Rain of Arrows does cast a pseudo-pet that itself attacks anything in its radius, and that attack does have an intrinsic accuracy of 1.0. Any other answer is technically incorrect. But you're unlikely to see that show up in Real Numbers anytime soon.
    There does seem to be a significant number of cases where a power does nothing except summon a pseudo-pet, where listing the pseudo-pet's powers down below as they are for "actual" pets would provide useful info with a hopefully minimal programming investment. Having a "Rain of Arrows" displayed down below, expandable to show the "RainofArrows" power, and so on would be arguably better than nothing.

    Looking at it in another way, if the game *knows* that the number in the Accuracy column is never used, wouldn't displaying "Special" or some such be better than an unhelpful number? Or both; "2.00 (Special)" in a browner shade of yellow than usual would present the most information for instance. Are there any cases where a summons actually does need to make a to-hit check for the summons itself? (And what would it be checking against if so?)
  21. Quote:
    Originally Posted by Avatea View Post
    Patch notes for build 1900.201011102104.23.
    • Trapdoor no longer stops Bifurcating.
    • Trapdoor will mix up the location of his bifurcations a little bit more.
    • Trapdoor can no longer be dragged out of range of his Bifurcations.
    This worries me for several reasons.

    Firstly, as others have noted, there's the fundamental "bad GMing" feel to it; this really sounds like "you're not winning the encounter the bullheaded way we wanted you to, clever players will be slapped down".

    Secondly, there's the comic book feel issue; a villain in a prepared trap at the heart of his power... while there are probably a few particularly stubborn heroes that would think "I just have to hit him harder!", the majority would be trying to figure out a way to get him out of his sweet spot.

    And most seriously, this means that if you're a squishy character who has a bad day, you're totally screwed. Hospital, restock on inspirations, back into mission, run around to the lava room... previously, that was enough for him to pop out about a dozen bifurcations, but he seemed to have an upper limit and would stop. Without a limit, there's nothing stopping him from Agent Smith-ing into enough clones to crash people's clients, well beyond any winnable state.
  22. Quote:
    Originally Posted by Test_Rat View Post
    This is a tool that is quite useful in other MMOs [citation needed], and I am wondering if its something we should ask for here?

    Think about it, a way to check participation of teamates on a TF!
    As noted above, I've yet to see clear evidence that it's actually useful in any MMORPG, even far simpler ones than CoH.

    In general, while inaccurate measurements are problematic, *wrong* measurements are almost certainly worse than none at all; and in most CoH situations any practically realizable DPS meter would be deeply wrong.

    (To illustrate what I mean by "inaccurate" vs. "wrong" in this context, if your nominal goal is to describe the nutritional value of a food, an "inaccurate" value might be where someone used a poorly calibrated instrument or inaccurate measurement while recording the amount of sodium, which resulted in a value that was off by an amount outside the acceptable error allowance, but not known to be off. A "wrong" value might be because someone thought that only meat could provide protein and never bothered to measure the contribution from the milk, egg, and soy ingredients... even if their math and lab technique were correct, the answer would be fundamentally flawed.)

    There are many reasons for all this, but one of the most fundamental is that CoH characters are far more complex and interesting than in other games. Even when you look at a Blaster, they usually have a wide variety of tools that can significantly alter the outcome of a fight in ways other than their own direct damage output.

    Some quick examples pulled out of my own recent experiences to illustrate the problems:

    * My Archery/Devices/Munitions Blaster has frankensloted Surveillance to provide -22.5% Defense to all, for 20 sec. What's the contribution to DPS when I fire it against a tough foe?

    The most optimistic view, with a high-Defense foe and a large group of Acc-debuffed allies, would chalk up something on the order of 20% additional damage from everyone in the fight for the next 20 seconds; it might be responsible for thousands of points of damage per click. The most pessimistic view, against low-Defense, high-Def Debuff Resist foes and with very high Acc allies, would be that it does basically nothing, being a complete waste of activation time and End.

    Crucially, the calculations necessary to figure out what's actually happening would be absolutely prohibitive on the server side, given what we know of the limitations of what the server can reasonably calculate.

    Then there's the aspects that transcend what can be measured by any rationally computerized means; if several pickup teams of people are fighting several tough enemies piecemeal (say, 6 Adamastors and 2 Akarists, like one point in last night's special event) and generally not exceeding their regen, having the giant red cross-hair animation point out one foe to concentrate more people on could easily change the course of the fight from "loosing gradually" (not really denting their HP bars past their regen, and an increasing number of people having to trek back from the hospital across the zone) to "winning steadily" (whittle down one with focused fire, then move to the next). How would you measure *that* in a DPS meter? And remember that this is one, fairly straightforward power, in perhaps the most straightforward damage-output-focused AT.

    * Mid-teens semi-regular SG team with six Demon Summoning Masterminds and my Arachnos Widow (long story, and prior to Inherent Fitness); the contribution to overall team damage from my running Tactical Training: Assault and Leadership: Assault to buff the damage of the giant horde of 18 ugly demons stomping about greatly exceeded my entire attack chain, to the point that when I ran short of End it was far more effective for me to stop attacking for a bit than to risk dropping the toggles. (Plus TT:Maneuvers seemed at that level to make a significant difference in their survivability, reducing time and significant End that would have been lost re-summoing and re-buffing them.) Again, this from an AT that tends to be thought of as a "damage dealing class".

    * My Storm / Sonic / Elec Defender has his sonic attacks frankenslotted with more focus on Recharge than Damage (not even counting the whole thing some people have about Defenders using their attacks in the first place). Layering the -Resistance debuffs more deeply on hard targets generates far more team damage than his own efforts could put out even with a more damage-focused build (and many of his mitigation abilities work on their own). The little orange numbers he sees floating up are almost a side effect of making everyone else's orange numbers bigger. Somewhat bizarrely, his highest "direct DPS" attack is actually his Ancillary Elec pool Immobilize, so when he wants to debuff foes he attacks them, and when he wants to damage them he controls them

    * Twilight Grasp: Out of the box, -50% Regen, -10% Damage, -5% To-Hit, and can just about be double-stacked; it's an awesome debuff that gets better quickly with slotting. Oh, and it also has the useful side effect that it heals all your friends In a damage-control hybrid class, how do you figure its contribution?

    * What's the real DPS of Howling Twilight? Sure, it does some direct damage in a radius, but if you've just saved three Blasters and their buffing Defender from a 60-second trip back from the hospital during a crucial point on an undermanned ship raid, the damage you personally log to U'Kon Gr'ai from firing the power is pretty much irrelevant.

    * I fire a cone that catches a badly wounded minion, seriously overkilling it; a slightly damaged lieutenant, not quite killing it and therefore allowing it to fire an annoying power (such as a group heal or buff), and doing some damage to a boss. What's the DPS of that cone even in isolation, and how do you compare it to a single-target attack that would have assuredly taken just the lieutenant down with some overkill before they could trigger their PBAoE heal? What about the DPS value of spending an extra second to line up the cone to include another minion?

    * What's the DPS of typing instructions?

    * To take it in the other direction for a moment, suppose in a moment of sleepiness my finger slips and I fire Gale rather than Howl at a clump of enemies as the team approaches. What's the hit to DPS? The Rain of Arrows from behind me landing on empty floor rather than a debuffed clump of enemies taking 20% more damage almost certainly outweighs the difference in the orange numbers I see personally.

    These are not rare, special, or unique examples; the majority of long-term CoH players could go on for ages listing examples like the above.

    To bring up another point: simply turning on and reading your log already gives you the exact damage output (to the second decimal place) and time down to the second. IIRC firing off a demorecord gives time accurate to the millisecond, and based on the server's "real" clock to boot. The reason there aren't more tools taking advantage of this is while you could create very precise *looking* results, they would range from at best "basically meaningless" to more typically "actively misleading".
  23. Quote:
    Originally Posted by 2short2care View Post
    Once more we must beat the crap outta mutated reindeer and snow monsters to rescue the ugly baby.
    The Lady Winter mission seems to be intended to be a credible alternative repeatable mission with the same reward table; and what we've seen of it so far looks pretty good. Depending on exact build and/or small team, some people may find either Lady Winter or Snaptooth more problematic; but in the worst case you're no worse off than before, and for the majority of characters there will be some much-needed variety.
  24. Remember that petitions are a request for immediate assistance from a GM with something they can help with (mission completion, stuck, etc.); if the game code is wrong they can't do anything about it. In contrast a bug report is entered into a tracking system that eventually works its way to the devs to be fixed in the underlying game in some future patch; there's no expectation of immediate response but more fundamental problems can eventually be addressed. (And the forum here, like it says up at the top, is a place to discuss technical questions and/or bugs with fellow players, it's NOT in general a channel to anyone official.)

    If you've not yet filed an actual in-game detailed bug report using the /bug command, your problem may not be getting to the right people. This sounds like a serious problem and you need to make sure it gets into the correct channels to be fixed. In some cases, and this may warrant it, a PM to an appropriate dev may even be called for. Make sure you write in a clear, factual manner; ranty-sounding bug reports or PMs are far less likely to draw positive attention than a concise problem report with detailed duplication steps.
  25. Quote:
    Originally Posted by nytflyr View Post
    what about "sidekicks", do they have to be 50 as well?
    They do not. I helped a friend's villain with the Mender Ramiel arc last night and the highest villain I had on that server was 39; she exemped up normally and we fought our way through with no problems. Of course, non-50s can't get their own copy of the mission and don't get the Alpha unlock or a shard at the end; but they can earn XP, Inf, Vanguard Merits, defeat badges (I picked up Centurion), and so on with no problem.

    There is a rumor that everyone needs to have Cimerora unlocked, having completed the appropriate arc and talked to Imperious; this would effectively set a minimum level of 35 to help out. I haven't tested this yet.