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Posts
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Quote:The power supply should be sufficient, I've had it special-ordered. But if it isn't, I can get a new one. This isn't a problem. As for power specs, I have an I7 processor (4 physical cores, 4 extra virtual cores) though I'm not at my home machine and I don't know the clock speed off-hand. I have 8 GB or ram, so that shouldn't be an issue for the time being. The rest of the hardware should be up to scratch, really. Hell, the video card is pretty decent, too, but it has hardware problems of some kind, and I don't want to deal with sending it away for a week to contest a problem that's hard to reproduce.I'm no expert, but I do believe people will be able to provide a much more helpful advice if you provide your system specs and PSU output so they know what is actually compatible with it.
This reminds me to specify just a little bit. If I recall correctly, nVidia card numbers list the card generation first, then the card's class second, so a 285 would be a 200-generation 85 card. As such, wouldn't going to a 460 or 560 be a step down, or do the extra letters like "Ti" and "GTX" make up for that?Quote:Nvidia: "GTX 560 Ti" seems to be the card to get right now. Although there are people who would make a case for going for the more expensive GTX 570 or spending less on the GTX 460 1GB and OC the card. There is a GTX 560 but it isn't as good as the Ti version.
I made that mistake once upon a time of going from a 6600 GT to an 8500 plain and saw a loss of performance.
I'd actually be willing to buy an older-generation card that's more powerful than shoot for the newest-latest. As a hypothetical question, what's the beefiest 400s card that's still not astronomical in cost and how does that compare to a GTX 285? -
Quote:I disagree. I find swords and guns to be inherently cool, and the more amazing the thing you do with them, the cooler it is. The aforementioned helicopter jump and pistol shot wouldn't be half as amazing if the character in question tossed a fireball or shot a finger beam.I think at that point, the use of the weapon is maybe a tertiary component in any coolness happening.
Extra Credit do a very good job of getting into the core of the appeal for both guns and swords and how they reflect on culture and mentality. For me, my love for guns in fiction is rooted in my love for the intricacies of portable technology, the empowering aspect of a powerful weapon and the aesthetics of using a hand-held tool vs. pointing with your hand and having things happen. My love for swords has to do more with material science, acrobatic athleticism and the martial training and discipline required to attain that kind of mastery. Neither of those packages applies to non-weapon combat.
This kind of stance is a little depressing, to be honest. It asserts that customization in particular and visuals in general constitute "relatively little reward" if they don't carry numbers with them, and that the only way for a change to be truly meaningful and worth the cost of investment is for it to have a numbers-wise gameplay benefit. It also speaks very ill of power customization as a general concept, which is a notion that stands to ruin the fun of the game for me.Quote:This would probably STILL require a ******** of work for relatively little reward though.
Generally, I feel that cosmetic customization should be given a much higher priority than it currently is given. I know some people say that "Well, my character still plays the same so who cares?" but I also believe that there is enough of a demographic that goes for purely cosmetic changes just the same. Tempermanent powers can't account for the sweeping success booster packs have had, after all.
The Incarnate system is becoming dangerously meta-game. Having a bit more conceptual freedom can't be anything but a good thing. -
Possibly. But they're NPCs. NPCs don't have feelings, they don't have rights and they don't have freedoms. We, as players, are better than them, and it is our God-given right to hurt their feelings, wrong them, betray them and harm them as we see fit for the sake of our entertainment. That's what makes video games so much fun
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What the game calls "real numbers" have never been actually real. I raised a number of inaccuracies about them when they were being introduced, and very few of them were addressed. The numbers still lie very frequently, are often ambiguous, confusing or incomplete and generally cannot be trusted very much. Hell, Detonator still does NOTHING as far as real numbers are concerned

But at least City of Data doesn't try to be intentionally misleading. If a power summons a pseudo-pet, City of Data gives you a link to the pet and its powerset. If a power is a toggle, City of Data gives you its tick speed and the duration of its effects. Powers like World of Confusion look VERY different when you compare their in-game "real" numbers to their actual real numbers.
If I had to have a pick, I would choose City of Data over any other numbers source. I'd easily pick it over in-game numbers, and would actually pick it over Mids', as well. -
When it comes to the "colour" of the Steampunk pack, I'm not really upset that it was designed around brown Steampunk, but more so that options for OTHER colour schemes weren't given to much of it. The point of costume Boosters is greater customization, and that sort of assumes that you'd be able to customize those pieces in ways not necessarily consistent with the singular inspiration that created them.
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I have a question that's sort of short notice: I have a chance to snag a new video card, and I wanted to ask what a good, strong one is for the current generation of cards. I'm looking at an nVidia card, just to specify.
I haven't kept up to date on video hardware for some time now, ever since I got a GTX 285 that seems to be able to run most everything, so I haven't the foggiest as to what's current and what's a scam. Any advise on the subject is very welcome.
P.S. I'm swapping out of this one because it has a hardware gremlin somewhere that I'm tired of trying to fix. -
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Quote:How about taking down a giant enemy crab with a sword, or shooting down a Harrier jet with a rifle? How about leaping out of a helicopter in flight, doing a barrel roll and putting a bullet through the pilot of the enemy helicopter whizzing past you? Can you do that in real life? I can't, and I'm pretty sure it's not just because I haven't trained hard enough.I don't think it would've been odd at all. I've always found the weapon sets to be my least favorite, thematically. If you want to swing a sword or shoot a gun, you can do that in real life. It's firing lasers from your hands or summoning lightning storms with your mind that you need to play a video game to do.
I can tell you one thing for a fact - if the game didn't have weapons, I'd never have bought it at all. I've always been a fan of sci-fi anime where high-tech swords and other melee weapons are more dangerous than guns and traditional American super hero powers aren't very prevalent. Almost without exception, all my 50s are weapon users. I actually think at one point or another I've had a 50 of every kind of weapon in the game.
I've caught heat in the past for saying that we shouldn't "limit" ourselves by what can be found in American comic books, and I've always been told that comic books are broader and more inclusive than that. And yet I keep meeting with this attitude towards in-game themes again and again - comic books aren't really about that. I saw it with Dual Blades, I saw it with Shields, I saw it with weapon customization, and I'm seeing it again with Incarnates. And I really don't feel it's a good direction for the game. That's one of the primary reasons I care nothing for the competitors' super hero MMOs - I'm not all that into American super heroes. -
Quote:Personally, I'd like to see a Judgement power for at least every MAJOR weapon class, like one for cutting weapons, one for smashing weapons, one for bare hands, one for rifles and one for pistols. That's, what? Five? Yeah, I know it's a lot to ask for and I know it still lacks certain specific things, like a Judgement for a finesse fighter or one for dual blades, or one for a Devices user and so forth, but my point is that I want to see Judgement powers for characters who don't glow with eldritch power, so to speak.Void may be able to work, you'd have to hand-wave some explanation for it though. Or go the whole lame sword cuts with the vacuum it creates silliness. I would really like to see weapon based judgements though. Even something as 'simple' as a Hammer strike [Thor!]. I imagine they may be difficult to develop in a manner that's flexible without introducing a judgement style for every given weapon however. But can hope.
Incarnates in general seem to have been designed with a very specific thematic in mind - that of Thanos and the like, or the notion that power glows, more broadly. Which is kind of odd. It's like launching City of Heroes and all the powers you offer are Fiery Melee/Armour/Blast/Control, Ice Melee/Armour/Blast/Control, Stone Melee/Armour, Earth Control, Dark Melee/Armour/Blast/Miasma and Energy Melee/Blast/Manipulation with no weapons in the entire game.
Err... Why? They opened T2 Travel Pool powers up at level 6 to veteran players and the world didn't collapse in a singularity. What's so complex about simply opening Epic pools one, two or five power picks earlier? At most it requires some forward planning. Crucially, it changes almost nothing in the end game, which is all the development team cares about these days anyway.Quote:They'd have to completely redesign the levelling system to change anything now, and when you make changes like that, you start having to call it a new game.
I've suggested as much in the past, but with as many powersets as we have, this seems to be too much of a workload to do all at once, and it's something that you HAVE to do at once, as well. Can't add extra powers to, say, Scrappers but not to Blasters, after all. -
It's nice to see City of Data updated. It's really the only place that has real, unobscured numbers any more, like what active period a toggle has or what power summons which pseudo pet. That's definitely good news.
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I would personally like to see at least one more suit of specifically medieval armour. Not Greek, not Roman, not Fantasy, not Asian - Medieval European armour. We have one set that's pretty good - Medieval - but it's showing its age. Low-poly surfaces, low-res textures, crappy shaders, no shininess effects and so on.
I'd especially like to see new designs added to the Medieval Helmets category. What we have in it now is exactly what we had in it back in May of 2004, with the possible exception of a secondary detail or two. But we've never gotten any extra helmets for that, and I'd really like to see a few more. The bucket helms and round helms and cross helms are nice, but I'm sure we could see at least a few more like them. -
Quote:I've seen some of the new ones they added after the fact, actually, and the inclusion of Vigilante/Rogue-specific texts was a nice touch, indeed. However, I know I was recently gunning for the two Alignment Merits needed to get the BotZ status protection thingy, and I ran every single tip the game had to offer at that level range (40-50 hero-side, I think) at least twice, some more than that. This is because I had to confirm my hero status once for the 50 Reward Merits and then twice more, once for each Alignment Merit.Then you missed the ones they added. I've had a few pleasant surprises lately when it comes to Tip and Morality missions. Even to the point of unique maps I hadn't seen ANYWHERE else in the game.
I generally don't like repeatable content very much, to be honest. Yeah, it's good for grinding and yeah, it costs less to produce since you don't have to make a whole level range's worth, but it encourages the kind of repetition I don't want. Yeah, I've done all the existing contacts' missions many times over, but I'm pretty good at picking my characters such that I haven't played what I'm doing right then and there in at least a year or so. -
My point precisely. If, like me, you opted for the Metal Gear style of Katana user and threw in a bit more sci-fi, then a more appropriate epic for you would be futuristic guns, either in the rifle or dual pistols variety. Or if you picked a... *ahem* Energy Sword weapon, you may want to use Force Lightning, instead.
What I mean to say is that while Pools are as "sideways" of a concept as Epics are, and both are only as "sideways" as your concept permits. Picking a Pool or an Epic that fits your character is no different than picking a Primary or Secondary that fits - you get what's closest to your original idea and go from there. To draw a line at being forced to take Pool powers but not draw it at having to take any Secondary powers - while I can respect the sentiment - is just... Arbitrary. It's meaningful to you, I don't contest that, but it's one of the many points where such a line can be drawn, and there's really no "right" point to draw a line on. That's what the developers went with. It's neither fair nor unfair. They had to choose something and that's what they chose.
Incidentally, I face a similar quandary as you do regarding Incarnate powers (or would if unlocking them weren't such a grind), in that not all of my characters make sense to shoot lightning from their fingertips or throw great balls of fire. The aforementioned Kat/SR Scrapper that I have would make much more sense if his Incarnate powers manifested as exceptionally powerful sword attacks, or as literal guns, but that's not an option. I'm not sure it ever will be. And that's the easy part. For this guy, it makes no sense for him to have a "pet." I designed him before I even heard about City of Heroes, and I designed him as a loner. That's one of his defining characteristics. To get him a transparent robot with boobs is just... Wrong.
So, again, I can definitely see your point. I just think the game works either way. -
I don't see missions or contacts as "abandoned." If all people want to do is grind endless repetitive missions, then yeah, I can see how contacts may seem old hat TO THEM. Personally, I find contacts easily rewarding enough to play through, and I find they offer far superior and much more diverse content than the... What is it, like... 10 Tip missions per 10-level range? It's been seven years and I still have contacts I haven't worked with more than once or twice. I did all the Tip missions the game had to offer within about a week or two of that Issue launching.
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Arguably, the Terra Volta trial. There are paths up to the final level of the reactor complex, and I've taken them up, but most people don't know they exist and a fair few aren't skilled enough at moving about the world to use them.
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Quote:See, this I can get behind. I've always felt that pool powers should open much earlier in the game. Not quite as early as 24, granted, but earlier just the same.I wonder why I couldn't just take the extra Epic Pool power I have to skip later on instead of the standard pool?
On the other hand, riddle me this: You're playing a Katana/Super Reflexes Scrapper. What Epic pool is there that clashes with your powers less than, say, Fighting or Speed or Leaping? -
Quote:You're not "doing it wrong," you're simply stating a preference that goes against a design decision dating back seven years with only a vaguely-defined "fairness" as an argument. You're not going to get anyone to say you're wrong, simply a great many people who shrug and say "that's how it's always been."Never realized wanting just Primary, Secondary, and Epics was "doing it wrong", but I guess I am going against popular opinion here.
City of Heroes seems to have been designed around a system where you can take all of "your" powers and then some, rather than the more conventional RPG system where you have far, far more powers than you can ever pick and have them be meaningful. That's just how the game is designed. -
By the way, while I seem to dislike Vanguard Claws greatly, I'm finding that I really like all of the other Vanguard weapons... With the possible exclusion of Dual Blades, but that's besides the point.
I finally got around to remaking Emillia to use a pair of mismatching Vanguard Katanas, and I have to say, I'm really happy with the look. The long blades describe impressively wide swing arcs, the colours are pretty good and the longer weapons "feel" stronger than her previous short swords. The screenshot I'm listing is old, by the way, and I couldn't quite figure out what I did to get that look.
Still, while the claws may have hurt me, the rest of the weapons are very cool, two-dimensional as they may be. I'm actually planning for a character who will use the Vanguard Shield but swap to an identical costume without the persistent folded shield when out of combat. Just need either Axe for Scrappers, Sword for Brutes or Shield for Stalkers to do it
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This shouldn't be such a complex question. Throughout a character's career, that character gets 24 power picks: 2 at creation, 15 more levels 2 to 30, then 32, 35, 38, 41, 44, 47 and 49 for another 7. You have 9 primary powers and 9 secondary powers for a total of 18. That's 6 power picks that you have insufficient primary and secondary powers for, which means you have to engage in epic or pool powers. And, no, epics don't count as primary or secondary. The thematic matches aren't that strong or that frequent.
Is it fair for the system to work like this? Yes. Yes it is. Unless you want to operate under the assertion that you should never have to take a pool power, and I fail to see how that could be justified. The way the game is set up, there are somewhat few ways to build a particular powerset and fewer still to build a particular powerset combo. Pool powers, therefore, provide one of the primary methods for differentiation between characters of the same AT and powersets. -
Quote:See, this is an argument I can work with. Isn't that much nicer?This game was developed one way for a reason, although that reason is probably lost to time it still existed. So these (mostly) new devs changing summat other ppl did would be an insult (to me if it were my original creation) the quote from harry potter seems apt here. "progress for progress sake must be discouraged"

I'm not a fan of fixing what ain't broke, as the saying goes. Far from it, in fact. I'm furthermore not a fan of "fixing" things that work fine for the sake of making this game more like other games because those other games sell more.
However, I don't believe customization of any kind falls in the same category of change for the sake of change. From its very beginning, City of Heroes has shined because it introduced the concept of appearance independent of power that many games have since followed. The game allowed us to make OUR characters who looked how WE imagined them to look, rather than how a developer chose for us. I often say "this is what got me into this game" about a lot of things, but there's one, single thing without which I would never have even considered buying this game. When I was researching City of Heroes prior to purchasing it back in 2004, I looked through a lot of screenshots, easily a few dozen. And in a few dozen screenshots, I was not able to see the same player character twice. The closest I got was seeing someone with a red suit jacket vs. someone with a white suit jacket.
Coming from a game like Diablo 2 where the whole game gave me a total of 5 prefab player models who look like whatever gear I happened to have put on them, this was an amazing boon. "You mean to tell me that this game has so much customization in it that no two players have to look alike? I WANT IT!" I would no longer have to look "stupid" because because the graphic artist and I did not see eye to eye as to what looked good, I no longer have to fit any one genre or theme just because a developer wanted me to... I could make MY OWN characters, and this creates the kind of personal investment in the game that no amount of time, money or effort can ever replicate. I have stayed with this game for seven years now, because I love the characters I made in it, and when I do leave eventually, I'm taking them with me. I'll be taking screenshots of all of them, copying down their bios and burning all of that stuff on multiple CDs.
As such, I see customization as by FAR City of Heroes' greatest strength. The freedom of expression and freedom of creation is, to me, the most important thing in the game, far more important than loot, gear, end game or really anything else. No amount of customization will ever be enough customization, and the more we can customize, the better it will be for the game overall. With each new customization option that the developers open up, I can usually create AT LEAST one new character, which tacks on another 200-400 hours of game time onto my schedule until I get that character to 50.
The more the customization options, the better the game is. I don't believe this is just a change for change's sake. I believe this is a genuine improvement. -
Well, you could pay bi-yearly or yearly and pay something like $12-$13
I don't, personally, since I'm seeing fewer and fewer reasons tie myself down to this title for such long periods of time, but it is an option. You'd still pay more than other yearlies, but you'd pay less than now overall
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Quote:You assert that that's a good thing, and this isn't as obvious as you present it. You assert, more generally, that you should have both the right and the ability to know what powers a person has taken and what powers a person is using in combat. Beyond the fact that a fair few people would actually prefer to HIDE their power selection as much as possible, the game has never actually made it a point to keep power activations unambiguous. About the only precedent to this effect is "FX in PvP Only," in that BABs felt that activation and expiration of click powers HAD to be obvious to your opponents in PvP. However, that precedent in itself is its own contradiction, since that only applies in PvP, and we currently have an option to completely and utterly hide the effects of entire powersets. As a point of fact, you would be completely and utterly incapable of telling a SR Scrapper apart from an Inv one or from a Willpower one if all three chose the "NoFX" option.Samuel, I do realise that most powers have the original animations but more and more ppl are asking for more and more changes. It is this I do not want. Yes I can tell the difference from a blue RA to a green RA but it was easier before.
Now, I realise that you're probably aware of this precedent and don't want to see it perpetuated, but here's the rub: I do. And you're making your arguments such that the only thing I can respond to them with is just that - "I disagree." Which would be fine if this were a subject where we could agree to disagree, such as which is the best genre of Furry or which Illusion game was the best. But you're arguing that, in a roundabout way, I should expressly NOT have what I want. Can you see how I might feel a little defensive about an argument like that?
You are, essentially, arguing against me having what I want based on an assertion that isn't entirely solid. I want to argue the point with you, but the only avenue of argument you've left open for me is just that - "You're wrong!" I don't want to resort to that, but what choice do I have? -
Quote:You should be able to click the mouse wheel on your mouse like a middle mouse button. Unless you have a particularly eccentric mouse, this has been an option on every single wheeled mouse that I've ever used. It's kind of awkward if you're not used to it since you're pressing something which is also designed to turn, but you want to press it without turning it, but it should work.I was having trouble getting the full view because my mouse doesn't have a middle button, just the wheel, and when I'd try to zoom in to change the angle or view I'd wind up looking at my back again. Switched to a newer mouse and that did help the problem.
Speaking of which, I feel sorry for Apple people and their one-button mouse setup. Well, it was at one point
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Personally, I believe that any task which gates one large reward at the end is going to encourage people to rush it, skip to the end and repeat it as many times as possible. Yes, you can time-gate it (and you probably should) but time-gating is a really bad solution when it's the ONLY solution present. If you time-gate an activity to too long a period, you discourage people from playing past the gate, and if you time-gate it to too short a period then you just have speed gamers farming it for disproportionate gains.
I personally look to experience and what it has done to the game for me. I've always had a particular quirk when it comes to RPGs - I want to accomplish and obtain EVERYTHING I can before I meet a particular milestone, because in the RPGs of old, that meant I was "ahead of the game" and better prepared for its difficulties. More broadly, every time you have an activity which is itself directly rewarding with a smaller reward at the end, you give people more incentive to dive into the activity itself, rather than skipping to the end. If you take one big reward and spread it into bread crumbs all along the way, you make players more interested in the way than in the final destination. Yes, they can skip content, but that won't save them time or effort in the long run, it'll just replace time and effort spent doing one thing with time and effort spent doing another.
The experience system we have, I think, is about the best expression of this notion, at least looking at just City of Heroes. Yes, you CAN speed-run to the end of missions and collect mission rewards fast, but killing everything along the way is about on par with that. What this means is you have motivation to take your time, because the more enemies you kill along the way, the more reward you will leave the mission with. In fact, I recall clearing a large outdoor mission and scoring around 150 000 experience points. When I finished the mission, it gave me just 15 000.
I say about the Incarnate system what I've always said about it: I'd prefer to see progress broken down into far more, far smaller pieces which drop far more frequently, possibly even with a guarantee. Even if it actually took longer, removing the random aspect from the whole thing and removing the "big reward at the end, time sink before that" I'd still have a much more positive response to it. The trick here is that I'll be rewarded for my actions, not just for the results. And, really, the trick to making a cool game is to get the player interested in PLAYING it more than he is interested in BEATING it.
A system which rewards each micro step of actual gameplay is far superior to one which only gives rewards at the end, at least in my book. The former motivates players to play it all the way through, while the latter makes players resent the actual gameplay as a no-reward gate. And I'd much rather have the former.

