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I seem to suddenly be unable to access City of Heroes. Whenever I start up the NCSoft Launcher, I get an error message 'Unable to Contact Launcher Update Server' and that 'There is either a problem with your internet connection, or the update server is currently down. You may retry or skip the update.'
My internet connection is fine. Retrying just brings me back to the same message.
Skipping it give me the warning message that 'the NCLauncher was unable to reach the web address "launcher.ncsoft.com" This could cause unexpected issues to occur with NCLauncher.' and then tells me to contact support.
I have already tried the instructions on the "How do I resolve issues with the NCsoft Launcher?" page of the NCSoft help. (At least, as much as I can. I have no idea how to check if TCP port 80 is fully opened and unrestricted.) It has changed nothing.
I have even tried using GameAdvisor.exe to get more information, only to find it needs to connect to the same server, and it also can't.
Anyone have any idea what is going on? This is a sudden occurrence, I was able to access things just fine as of last Sunday. -
Quote:With some exceptions, I completely agree.A Praetorian-style event with separate phases that culminates in a GM would be pretty sweet.
Some GMs - Lusca, Deathsurge, and the Croatoan Monsters, off the top of my head - I think the event should begin with the GM encounter, and develop from there.
In some cases, I can even easily see how to branch the event...
For example, the Ghost of Scrapyard.
When the strike begins, in addition to the normal Scrapyarders on the streets, a large group shows up in front of the Hell Forge (or whatever it's really called.) There, they are facing off against Cage Security.
Here, the players are faced with a choice:
1) Break the Strike - defeat X number of Scrapyarders.
2) Start a Riot - defeat X number of Cage Security.
The first path would involve defeating continuous waves of Scrapyarders, (with some piddling help from Cage Security forces) until you finally take out a certain number of Foreman enemies (and possibly take out the Sea Witch along the way), which triggers the final phase, as the Ghost of Scrapyard shows up to crush your heads.
The second path lets the Scrapyarders invade the Hell Forge. While Cage Security is forced to deal with the riot, the 'allows the players' to sneak into a Cage warehouse and liberate a large quantity of the Red Coral Cage has dug up. Of course, the player's aren't the only ones trying to take advantage of the situation... they will have to deal with not only Scrapyarders and Cage Security, but Slag Golems, CoT, Coralax, and maybe Freakshow as well. This path either results in another encounter with the Ghost of Scrapyard, or in facing off against several 3-4 EB level enemies at one time.
Both paths should result in a reward table, possibly with separate badges for both paths. (And, if the Ghost of Scrapyard can be faced in both situations, these should not include Hammer Down.) At least one reward should be incarnate salvage (probably 2-5 shards?) but that one would obviously be locked to level 50s. (And probably can only be rewarded once every 20 hours.)
Another reward could be the Ghost's 'Spectral Hammer' (I know, he doesn't seem to actually wield a hammer, but go with it...) temp power. It would basically be like the Gabriel's Hammer power, but would do heavy Smashing/Negative Energy damage, instead.
That's just my thoughts on how to update that one event, though. I hope the Devs do consider revamping the GMs - and all other Zone events, for that matter - when they get around to touching up the old zones. -
Quote:After all the times they've had to 'fix' Energy Aura, only for it to fall short yet again?i'm surprised they gave Tanks Super reflexes and NOT Energy Aura.
looks like EA is gonna be WAY more Tanky.
The Devs probably want to make sure the set is finally acceptable to players, before porting it to the AT where it is the primary power. -
Minutely so.
Is the ability to hit 5 more targets in Cleave vs Head Splitter (Both attacks more likely to be used as single target, rather than as AoE, do to their limited cone size) make up for Broadsword/Katana having Parry/Divine Avalanche?
No, I don't think so.
So, here's to hoping Battle Axe gets a few tweaks sent its way. I won't pretend to know what should be done... but I think something needs to be. -
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Ouroboros... Bah!
They should make it accessible through the Midnight club.
AND have special missions (Hero, Villain, and mixed) as players race to ensure that damage is contained. Like making sure certain things and people weren't in Galaxy City when the meteors landed (even if it means, say, stealing the contents of the MAGI Vault?) That the war walls are maxed out to contain the impacts. And that the time-traveling forces of the 5th Column don't escape with samples of the new Shivan meteors...
That would be a LOT more interesting than just going to Ouroboros and visiting Galaxy City again, just to pick up the exploration badges and read the plaques...
Actually... what are they going to do about the plaques? Or will it require a trip to the echo to achieve the Pupil, Student, Intellectual, and Expert badges? -
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I do hope the devs give Battle Axe a once over with this proliferation. It's not a bad set, but I think if some adjustments aren't made, it won't hold up against Broadsword or Katana when directly compared to them.
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Considering that it sounds like EA will be relying on the 3.8% - 5.9% defense, still? That 'need stealth' park includes combat. Which is when I generally reallly want to see the character clearly.
Please Devs! Include a 'No Fade' option for Energy Cloak! -
Has there been any word on if there is going to be a 'no fade' option in the stealth yet? Because I actually enjoy seeing my character when I play them...
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True. But that was only because they had one, maybe two shots, and then they needed to discard the gun.
Now, don't get me wrong. Wielding a gun and blade at the same time can look awesome, regardless of how unrealistic it is. And in a game where people fly and shoot lasers from their eyes... realism isn't too big a concern.
BUT - it's a narrow niche appeal. Just like those forsaken Dual Pistol animations... they only fit certain character types, and if you don't play one of those, then it just looks stupid.
Now... a character that HAS bot, but uses them one at a time... that's got a broader application... -
Quote:...I'll just add something like Stone/regen should be good. Fault gives you much needed mitigation and time to use a click power if need be.
I had not even considered this combination until you mentioned it.
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I must consider this closely. I may be rerolling my Stone/WP brute as a Stone/Regen brute... -
Quote:If you are playing a /Regen, and have used ALL your panic buttons in a single battle, before one of them recharging... then you did something wrong.Ok then tell me how you gonna survive an av if everything is on cool down? For the record we are talking about SO builds not some crazy over the top gimmick with IOs or incarnate powers. I am just thinking of how bad something like the LRSF is going to be tanking on a regen. People need to wake up, this set is a shadow of a shadow of shadow of a shadow of its former self. I remember the glory days when a single regen could tank hami but those days are gone. This set will be very poor for tanking capped hp or not.
Regen is a very clicky powerset, and it requires actually thinking about when you click those powers, and actually having the powers to click.
Reconstruction? You will probably be using this a lot.
Dull Pain? If it isn't Perma (and on a SO build, it won't be,) this should be the first panic button hit when the going gets tough.
Instant Healing? This is basically a 90 second god mode, as long as you activate it when you've got the health to last.
MoG - Actually recharges faster than IH, and should be used as needed.
Revive - Regens die a lot. It really shouldn't slow you down much.
The saying goes that if a Regen Scrapper doesn't die in the first 20 seconds of battle or so, they aren't going to. I see no reason why this wouldn't be even more true for Regen Brutes. -
Huh, my dream of an evil Plant Control/Poison controller will be possible in i21.
Now... if only I could stand to play controllers... -
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Quote:Thank you!Okay, there's no way I can get those GIFs to be a reasonable size (especially Nuke) so I uploaded it to YouTube instead.
Click here to watch them.
It will be 720p once it's done processing.
Ice Block, Stone Block, and Fireworks are kinda meh... but Pure Energy and Nuke look awesome.
Ugh... this means I actually have to try and make enough E-merits to buy them. -
Do what you are told sums up things quite well.
One caveat - Be sure you orders are clear. I've been on Trials were we failed because people didn't understand what the people barking orders where saying. Also, make sure people know who the leaders are, and make sure those leaders all know what their roles are. Having contradictory orders is a great way to fail.
A rather embarrassing failure came when, on a Lambda, the leaders gave orders based on a map he had of where the grenades and acids may spawn in. He (?) gave some very specific instructions, that completely confused many others who did not have that map (myself included.)
It only got worse when our team leader used Grant Invisibility on our teams, and told us to just go for the acids - which was a real issue, because while I had no idea what the directions that Leaders barked out meant, I did know that our team (team 3) was supposed to concentrate on Grenades.
Yeah, this trial was a fiasco from start to finish, and I can't say the inevitable loss was a surprise. -
Yeah... no. There is only the one Steampunk hat for females. It's the same one that we had access to before.
The patch note suggested that they "Added extra hats" - which implies two or more additional hats. I'm seeing no additional hats.
Maybe the Devs can actually add them in when they fix the Victorian Chest Detail - which is currently clipping through the female body model regardless of what the sliders are set at. -
Why for you tell us there are new hats for female models, Devs? I cannot find any new hats...
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Quote:Er sorry, I didn't make my point clear.Just so you know, you can run the two trials without having even unlocked your Alpha slot; doing so will start building iXP so that it WILL unlock. Furthermore, you don't need to have any of the other slots unlocked to take part in the trials. They aren't some sort of uber-elite events designed only for the top 1% of players with twinked-out builds. And they're nothing like farming or power-leveling, either. They're basically just timed, multi-objective missions that a bunch of teams can all participate in at the same time.
I've run both the trials multiple times. I'm already sick of them, despite having only unlocked Judgement.
My point is I don't like running the same thing over and over again. The majority of the game, blue side and red, has enough options that I don't usually get too bored. But the 'End Game,' at least right now, consists of two task forces (that no one is running) and two trials that... I'm bored with.
If I'm not enjoying myself, I'm not going to push to continue advancement. So until there are more options, I think my level 50 is stalled, again.
(The point of Power-leveling and farming is in the whole 'running the same thing ad nauseam' aspect. I don't enjoy them at all, so why would I enjoy running two missions over and over again, no matter how many objectives there are in them?) -
Despite taking longer, I prefer Task/Strike forces.
I prefer a more relaxed environment, rather than the hectic nature of the Trials. I like the idea that I'm dealing with a whole story, rather than a single chapter... if that makes sense to anyone else.
(I also think that the trial rewards are still messed up... but that's a mechanics issue, and we can expect several tweaks to be made over the issues.)
There's also the issue that there are only the two trials right now, leading to my current inability to play either, despite not having unlocked the incarnate slots yet. (For the record, I dislike Farming and Power Leveling too. I guess I'm not an end-game player...) -
Quote:Two problems with that. First, as mentioned, Poison doesn't really need more -Regen. Secondly, that is ignoring this little thing called the 'Cottage Rule.'Poisons Trap = Traps version. The Traps version works 110% perfectly. Make it so.
This power, it seems, was balanced around the idea that Sleep is a potent kind of mez. We all know it is not.
My suggestion is as follows.
Now, IIRC, despite there being a visible 'cloud' of gas, it only actually hits those near it when it detonates. After that, the gas is just an effect. This should not be.
Adjust it so the gas cloud acts as a patch. Reduce the durations of the Sleep, but have the pseudo-pet make a to-hit check to reapply like the Static Field power from Electric Control. It's useful there, it will be just as useful here.
Secondly - have the End Drain also make multiple checks (although this may or may not be part of the sleep checks) End Drain is useless unless it can take a target to 0... but if this is a 25-30s pseudo pet that checks once a second, even at a low chance, that end drain can end up being significant.
There you go. THAT is a poison trap that would be useful, without violating the cottage rule, or being redundant. Probably not something complimentary to KB-heavy pets, but still useful.