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Posts
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The "problem" with simply suppressing rather than shutting off the (human) Kheldian power toggles (I'm not talking about Pool Powers here) is the endurance cost. While the toggles are suppressed, they're still draining END, because they're ON. That's simply a function of how they're coded (right now).
That could be all changed however if your (human) Kheldian toggles were recoded to have a 0 End/sec cost (or even a minimal/token cost, on the order of Combat Jumping) on the power, and then in the power properties, to apply an END Cost per Activation which then suppresses (along with the power) in Nova and Dwarf forms.
I'm referring specifically to this formulation you see in the properties of Repel in Kinetics:
Quote:A side effect of doing this however is that we might not be able to Endurance Reduction the cost of running our Kheldian Shields using this workaround.Self: - -1 Endurance [Ignores Enhancements & Buffs]
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Quote:Note that the above was posted on 12-14-2010, 04:02 PM in this very forum. Do a search for the term "unloadgfx" and you can find posts mentioning it as far back as 2006(!!).CoH is a 32-bit program. Most operating systems (even 64-bit ones) will only allow 32-bit programs to utilize about 2gb of memory. At that point, it crashes. It doesn't matter how much physical memory you have in your computer. You can still run the game if you only had 1g of ram, or even 512mb, but it'd be much slower as the system will use your hard drive for the extra memory instead of the ram.
As for a "fix", there might be some tricks to tweak your OS, but somebody else would have to answer with that. I never messed around with it myself. Other than that, we can only hope that the CoH Devs come up with a way to manage the memory usage better. It likes to hold onto tons of information that it never really uses (information about people you've teamed with, zones you've been in, chat, contents of windows you've opened, and other info). I mean.. it does actually use some of it later, but it's not like it would drop our overall performance to just load it again when it's actually needed instead of hoarding it all "just in case".
People have been complaining about memory usage for quite some time, and have crashed in the past with as little as 1.5g reliably. Each issue release brings more game content and more things the game apparently loads and saves. I've seen my average CoH memory usage (after "hours of play") go from 900mb when I started playing in 2006, to the 1.6g I see today. Eventually, my client reaches about 1.9g and crashes as well.
Something you might be able to do in the meantime: /unloadgfx$$clearchat
That should free up a little bit of memory (sometimes VERY little), but if you really want to make sure your memory usage doesn't cause you to crash is simply to check on it once in a while. When it gets to about 1.7g or so, you might consider closing your client and opening a fresh one.
As for whether or not the game "surely knows" what details are needed and no longer needed ... all available evidence points to the game client being very STUPID about memory management, at this point, and that it has been for at least the last 5 years. Here's hoping that Second Measure will create a Mission for the Programming Team to go into the Code Matrix and Defeat All Memory Leaks. Extra special bonus points to Second Measure if he makes it a Timed Mission ... -
Defender has better buffs/debuffs ... while Corruptor has better base damage. The thing to pay attention to though is that with the right combination of buffs, a Defender can match (or even exceed) the damage throughput of a Corruptor in a good many circumstances. So it really depends on your build, and what is "most important" to you when choosing which AT to go with.
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And yet ... you completely discount multiple and repeated statements by Zwillinger and Others in the weekly UStream Chats that the Devs ARE WORKING ON BASES and they just can't talk about what they're doing yet. When was the last time they talked like this about something they've got in the works?
Issue 21
Paragon Rewards
Paragon Market
Time Manipulation
Beam Rifle
Street Justice
Titan Weapons
New Dominator Powersets (that haven't been revealed yet)
First Ward(!)
Keyes Island Trial
Underground Incarnate Trial
... and on and on and on and on ...
So cling to your Assault Rifles and Religion of DOOOOM™ if you must, but the rest of us are paying attention to what the Devs are saying *NOW* about Bases ... LIVE ... on Internet TV ... almost on a weekly basis, and have come to a Very Different Conclusion about the future of SG Bases than you have.
Nice try though. -
Additional Datapoint for this issue.
Any time you click a door to exit the interior of a building in a zone (police station, bank, trading house in Imperial City, Studio 55, etc.) you will see the Zone Splash Screen and the graphical conflict between 2D and 3D that I mentioned earlier. In fact, it looks exactly like the behavior of /unloadgfx is being applied when you exit the interior of buildings inside a zone.
I also repeated my test of /unloadgfx in Underground Imperial on multiple occasions with multiple characters on Virtue server, and *apparently* I'm not seeing the Zone Splash Screen when using /unloadgfx like I do when above ground in Praetoria. I suspect that the reason why this may be so is because when underground, the sight lines are so much shorter and thus there are far less graphics to load ... meaning that the graphics are reloaded into the engine so quickly (especially from a SSD) that the Zone Splash Screen isn't give enough time on screen to register on the Player's visual sensors. Anyway, the "Underground Discrepancy" on this issue makes for yet another Interesting Datapoint in the new behavior of this command. -
Masterminds have known for some time that there is a VERY ODD command parsing discrepancy between commands for Pets that are typed into the chat window, versus those which are stored in a macro or a keybind (including /bindloadfile keybinds). The most obvious one, which runs "hot and cold" depending on patches to the game is the
Code:The former of these two, typed in manually will "work" but the latter will not when done as a macro or a keybind. And to be honest, I've never been able to figure out why these things would parse differently whether they're typed into the chat window or produced by a macro/keybind./petsayall <em *> chat text macro [] "petsayall <em *> chat text"
Well ... now I've found another one of these "weird discrepancy" behaviors with the /releasepets command.
If I have a Ninja (Jounin) Pet named "Yon" and I manually type in
Code:/petcomname Yon releasepets
Code:/petcomname Yon dismiss
But, if I'm using a keybind (from a /bindloadfile) that is
Code:shift+decimal "petcomname Yon releasepets"
Code:shift+decimal "petcomname Yon dismiss"
Note that the exact same formulation for Pet Controls so as to issue commands like Attack/Stay/Defend/Aggressive/Passive/Defensive/Goto all work they way they should regardless of whether those commands are issued via typing in the chat window, or via macro or keybind when addressing them to any combination of all Pets or a singular individual Pet. This makes the "indiscriminate" nature of the /releasepets or /dismiss behavior extremely odd, since they only work "globally" for all Pets and will not work in a targeted/individual fashion.
Needless to say, this seems (to me, anyway) to be a *NEW* behavioral discrepancy between how commands are parsed by the game in Issue 21, as prior to this point I could use my /bindloadfile keybinds to issue /releasepets commands to all of my Pets, specific tiers of pets (Genin, Jounin, Oni, in my case) or even individual Pets by name in Issue 20. And the root cause for this discrepancy appears to be how the game processes commands differently depending on whether they come from the chat window (manually typed) from from a macro or keybind (including keybinds from /bindloadfile).
Request investigation/analysis for why this should be so ... that there are any "differences" between manual typing and the use macros/keybinds to issue what would appear to be Identical Commands to the game.
Also, as a side matter for QA to discover the Root Cause ... when my Ninjas receive a /dismiss or a /releasepets command, they will do their Dismissal animation and vanish (as Ninjas are prone to do) ... but their shadows remain on the ground and are easily visible in (halfway) decent lighting conditions during daytime. What is weird about this is that the shadows of the /dismissed Pets continues to replay, over and over and over again, the animation used for the Dismissal. After *several* repeats of the shadows of my Ninjas doing the /dismiss emote, they will all suddenly "pop" out of sight very suddenly.
This tells me, that for Ninja Pets (at least), there were some ... shortcuts ... taken with the Dismissal animation/emote which yield peculiar behaviors when seen using the better graphics now possible in today's game (ie. better shadows). And while this may not be a high priority/"game breaking" bug, since it's more cosmetic than lethal, it could perhaps point towards something ELSE which it might prove wise to tidy up (if the people responsible for this sort of thing ever are given the opportunity to). -
Something I noticed when I started playing (finally) yesterday ...
/unloadgfx
Prior to Issue 21, the video would pause (briefly) to clear, and then reload all of the graphics in the 4 cardinal directions (N, S, E, W). Solid state hard drive sped up this process dramatically over a spinning platter hard drive, but the behavior was essentially the same.
Now in Issue 21, using the /unloadgfx is doing something new. Now it is causing the Zone Splash Screen to appear (uh, why?) while the reload of graphics in the 4 cardinal directions takes place. Even better yet, the graphical reload causes a "graphics clash" between the 3D zone to be rendered and the 2D Zone Splash Screen (again ... uh, why?).
This ... bug ... seemed to be Infinitely Repeatable and was definitely present in:- King's Row
- Atlas Park
- Imperial City
- First Ward
I am making note of this *NEW* peculiar behavior for /unloadgfx here, simply because it is such a clear, and easy to replicate, departure from previous behavior(s) of the game client.
Oh and just in case it is necessary for troubleshooting purposes, I'm playing using the Mac Client on OS X 10.7.1 for these results. -
For me, it looks more like THIS -->
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You need to post this in the Gameplay / Technical Issues & Bugs Forum. It'll get the visibility it needs over there.
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I'd like to thank Michelle, very much, for giving my signature main character, Redlynne, an appearance in this video ... from 2:43 to 2:48.
Yeah, it's all of 5 seconds ... but it's a totally awesome shot and location, and the action/direction just feels *totally right* for how The Extraordinary Death Defying Redlynne (Dances With Death) would casually stroll into First Ward like that. The other thing that I find interesting, given the placement in the montage there, is that unless you "know" that that's *MY* character, it's very easy to assume that's not a Player Character there, but instead is yet another (hostile) NPC making an entrance ... possibly as part of a cutscene or something.
So yeah ... I had a total*SQUEE!!*
moment watching this vid via UStream when Andy played it for everyone, and saw Redlynne striding into First Ward as if she owned the place. I had been totally expecting that if Michelle was going to use my avatar at all, it would be in some sort of combat scene, doing my signature "Flip Out And Kill Things" scrapping it out using Eagle's Claw or something "flashy" like that. But THIS! This was awesome!
Fantastic job Michelle!
Oh and uh ... any time you get the urge to do a Ricky Martin song video for no good reason, let me know. -
I got home from work like 10-15 minutes after Colin and Tunnel Rat got done with their "Wiggle the Granite!" show, but I just finished watching the recording of their timeslot this afternoon.
And yes, it must be said ... Tunnel Rat has way more CUTE power, in person, than anyone should ever be allowed to have on their own! I just hope she didn't marry someone named MARTy (although the "Honey Badger" stuff implies she didn't). So ... Tunnel Rat and Synapse get my votes for Best UStream Guests.
Oh and that guy with Tunnel Rat who did animations was really cool too. Invite him back another time to talk about stuff. I just wish I could have gotten home earlier to ask him some questions about VEAT animations for Crab Soldiers and how their backpack legs move/aim when doing things like Ninja Run.
Anyway ...
Tunnel Rat, as far as replacing Granite's costume animation and stuff ... it's hard to think of how NOT looking like you've just joined the Devouring Earth would be a "bad thing" for the power. The best thing that you could do though is to give people some "rough" ideas of what you're thinking of doing (preferably in picture form) so as to let people make comparison judgements and be able to work with you on the same "page" for any sort of discussion of an Evolved Granite Look.
So "yay!" for wanting to open up a dialogue on this subject! -
At the very least, Zwillinger has been the best Redname during this "Time of Troubles" for Mac players, meaning that he's been doing a better job of communicating with us than any of the other Rednames. So kudos for that Andy.
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I have a rather ... unfortunate ... update to my experiences playing with the updated Cider client on Live this evening.
The first and most important thing was that I was able to log into Virtue just fine and play for several hours straight (I was part of the Galaxy City Badge Tour hosted by The Cape Radio on an ad hoc basis). So the client appears to be (somewhat) stable so far.
The bad news is though ... that I had a Keybinds folder inside of my Transgaming folder alongside by coh and windows folders there. This allowed me to do simple commands like...
/bindloadfile c:/keybinds/*.txt
... so as to load up my bind files, and I had a huge stack of those saved there in that folder. As you might have guessed by the tone of this report ... after the Cider Update, my keybinds folder is simply AWOL, and I haven't been able to do anything to retrieve it from wherever the Cider Update sent it (because it wasn't the Trash).
Needless to say, this is a really MAJOR hassle that the Cider Update killed off my Keybinds folder, since this has **NEVER** been a problem with any other Game Client updates in the past. It basically means that I'm going to have to rebuild all of my Mastermind bind load files (...ooooooogh...) and all of my Kheldian bind load files (...ouchies...) and all of the individually tailored bind load files that put keybind tweaks onto all of my characters (things like the "Jackie Chan Bind" for all of my melee oriented characters) before my characters can become "controllable" again in the way they need to be in order to be playable. THAT is going to consume a rather large chunk of time this week that I had been hoping I could have to spend on playing.
No idea WHY the Cider Update would trash an entire folder like that, when things like the settings default .txt files inside the coh folder didn't get overwritten/trashed too.
OS X 10.7.1 Lion (in case that matters). -
I always said I wanted to grow up to be an Arch-hero.
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Well that was ... interesting.
I just ran the Launcher and it updated the Launcher.
Then the Launcher said (when I manually queried it) that there were updates to Beta (checked first), Test (checked second), and Live (checked last).
I then permitted all three updates to take place, starting with Beta and proceeding (in parallel) to Live.
All three announced themselves on the pop-up updater windows as Cider Updates rather than Client updates.
Haven't tried to launch any of them yet to log into any servers, but just found it ... interesting ... that these updates to Beta/Test/Live all billed themselves as Cider Updates.
And for those who are keeping score, I'm on OS X 10.7.1 ... -
This is begging for a 300 inspired "Spartan Warrior" styled guy named ... City States Man ... who is from Ancient Greek Earth and uses a Sword, Shield & Sandals costume theme.
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Quote:"Yeah, I was ambushed by a dogpile of crazy 5th Columnists, but I managed to escape from them without any trouble."Just want to point out that having a means of "safe" travel defeats the purpose of the ambushes that are spawned outside in the zones by certain missions.
"Really? How? What did you do?"
"I caught a bus."
"..."
"Y'know ... a bus. At a bus stop."
"..."
"Look, once I was on the bus, I knew they couldn't follow me."
"Is this the part where I'm supposed to swoon and cry out 'My Hero!' as I fall over in a dead faint, because you caught the bus?!?" -
Ever done the Mortimer Kal SF? There's some windows out onto Talos in one of the missions.
Ever been to Cleopatra's Office in the Cole Tower in Praetoria as part of Inspector Washington's Arc in Nova Praetoria? There are some really nice windows onto an exterior there too.
Thus ... under the heading of "if it can be done THERE, why can't it be done HERE...?" ... -
Even simpler would be to code all of those Helicopter Landing Pads to be able to give you a Temp Power that gives you Flight and transforms your character into a Helicopter (with your character inside) that has a very large hitbox (so as to give ground clearance and clearance away from buildings, etc. for "novice" flyers) that prevents use of Trams and Tunnels and so on to switch zones. The only way to "cancel" the Helicopter Temp Power would be to "land" on any of the Helicopter Pads in the same zone. And of course, while you're in Helicopter Flight, you have access to no other powers. Some zones, such as Peregrine Island and the Praetorian Zones however might allow you to exit the zone and stay in Helicopter Flight in the new zone, but you'd still need to find a Pad to land at to disembark.
You could even do something similar for Bus Stops ... where characters "transform" into Busses that are only allowed to drive on city streets (ie. special terrain type only, no jumping, etc.). The basic idea being that there are Special Locations at which you can "turn these powers on and off" at, and that the rest of your powers are locked out while you are "transformed" in this way.
There wouldn't be any real "advantage" to doing this ... other than (I suppose) Safe Travel ... since presumably it would be possible to code the Vehicle Forms as being untargetable by either Players or NPCs ... which in and of itself ought to be more than enough of an "excuse" for wanting to use this, beyond the sheer RP value and "Fun Factor" of being able to drive and fly around zones as Vehicles, rather than running/jumping/flying/teleporting around as Characters. -
Quote:The problem with this is that if you can use Pool Powers while shifted, why can't you use Kheldian Powers while shifted ... namely the Bubble Shields. It rapidly devolves into a problem "If This, Why Not That" once you open that can of worms. The ultimate end state of that process then is that the Form Shifts need to wind up losing their signature defining powers (ie. you don't get 4 powers extra with Nova and 6 powers extra with Dwarf) and instead the Forms just wind up applying modifiers to the Base Human Powers instead.1. Pool powers are available when transformed. If my stone armor alts can go granite form and still retain access to the pool powers then why not the Khelds? I find it hard to believe that it would make them "overamped".
In short ... there's a "you can't get there from here" limitation called The Cottage Rule that is preventing moving in the direction you're advocating, unless you're willing to pull out a Clean Sheet Of Paper and rebuild Peacebringers from scratch ... at which point you're not "tweaking" them anymore, you're engaged in Urban Renewal.
On what grounds? What is the supporting reason/rationale for such a thing, other than "I want it, GIMMIE!" Without a supporting argument, your request literally has no standing.
Quote:3. Squid mode: it's powers recharge faster and have a 30% damage increase. Conversely a slightly higher stamina burn to compensate for these changes. Also Pulsar and Photon Seekers being available in this form would be nice for PB, for WS Unchained Essecne and Dark Extraction could be available in squid mode
S imple
E asy
E ffective
... not being done.
Quote:4. Dwarf Mode: attacks recharge faster and have 30% damage increase, some resist to endurance drain, also they could benefit from a fury bar, I wouldn't mind if the teleport power was yanked from drwaf mode and another attack put in its place, also Dawn Strike/Quasar being available in Dwarf mode as well. Transforming into human form to unleash either of those attacks carries a risk at times, triggering the power when transformed with the usual stamina drain plus reversion to human form however may not be so bad.
I will however concede that it would be "nice" if White Dwarf Step were changed away from being a Travel Power copy, since Peacebringers "don't need" another Travel Power beyond Energy Flight, into being something far more akin to Shield Charge. If White Dwarf Step operated like a Shield Charge on a 20 second(!) recharge (as opposed to Shield Defense's 90 second recharge) it would go a tremendously long way towards giving White Dwarf its badly needed 4th Attack Power so as to smooth out the White Dwarf's Attack Chain relative to that of the Black Dwarf for WS.
Quote:5. Also for PB since lightform can now be made perma, aside from pool powers available while transformed (hence access to HASTEN), the lightform power should also be made available while transformed, thus removing the need/risk to revert to human form to reactivate lightform. For WS make eclipse available when transformed.
Quote:6. The constant KB/KD debate for PB.....how about special power customization where we can set powers to be either KB or KD?
Essentially what would happen is Kheldians would be given an Inherent Toggle which would function much like Swap Ammo does for Dual Pistols, which calls for different effects (damage, damage types, mez, debuffs, etc.) depending on whether the Toggle is ON or not. In this case, for Kheldians, it would simply be a matter of:
IF Toggle = ON
THEN Knockback = Full in Powers
ELSE Knockback = +0.67 Maximum in Powers (not including Enhancement)
The underlying game mechanics here is, much like in Dual Pistols, that the Powers Themselves contain the two alternates, and the Toggle "controls" which one of those two alternates is "active" at any given time. And because the controlling Toggle would be an Inherent Power, in the case of Kheldians, rather than a Taken Power, like Swap Ammo is for Dual Pistols ... it could also be coded such that Form Shifting does not "shut off" this Toggle, meaning it could be used not only for Human Form powers, but also for Nova and Dwarf powers equally.
It basically involves a bit of "trickery" and reprogramming/recoding ... but given the example of Dual Pistols, it would seem that this is something that is perfectly POSSIBLE TO DO given existing game tech. It would just require a place on the schedule for the Powers Team to implement it (and the Budget that that would require). -
Quote:Try 6-slotting Gale with Kinetic Crash and using it as a "Super Scooper" to hurl everything into corners. You get KB Protection (-3 Mag), +Regen and +7.5% Global Recharge out of the combo ... and the KB Mag on your Gale goes high enough to overwhelm most KB Protections, meaning you can toss Cimeroran Traitors around like toy soldiers. Gale is fantastic as a Tier 1 power for */Storm ... so long as you use it and know how and when to use it.Long time lurker here but heres something for Discussion. Storm secondary set, most secondaries that have a single target heal have said heal as the first power, in storm its the 2nd. Any chance of getting O2 boost moved to the first power slot and Gale to the 2nd? I would think that making this change would add to /Storm early lvl survivability and being group friendly.
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Quote:Gee ... you'd almost think that it would have been "smart" of Paragon Studios to recruit some Mac Community Members who are knowlegeable about these things EARLIER IN THE BETA PROCESS so they could have found out about these problems a lot sooner than they did, so they would have had more time to ... y'know ... fix them before going Live. Do we even *HAVE* anyone in our Mac Users Community who fits that description...?Even if you are using the correct version of the Mac client, there are a few major issues you should be aware of:
[snippity]
I'm hoping this transition to Freedom goes a lot more smoothly than I anticipate, but it always pays to be prepared one way or the other. Always hope for the best, but also be prepared to have problems, and to be on your own to solve them for a long time. This is a very large transition, and every large transition has problems. -
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What are these "Bases" of which you speak? Are they something in the game? Or are we talking about a pastime sport of the former 'Merikan States that involves hitting a ball into people?