Samuel_Tow

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  1. Quote:
    Originally Posted by Skynetminor View Post
    Pls no foren trolls posts, that can“t help.

    Pls serious posts to his theme, which can help me and my team.
    OK, so as not to be a "foren troll" (there's a character name for you), could someone please translate the original post into English, please? Maybe I'm an idiot, but I have no idea what it's saying.

    And, by the way, I am just as foreign as you are, as English is not my native language. I still don't know what you're saying. Really do not know. I cannot comprehend. I don't know how other people manage.
  2. Quote:
    Originally Posted by Patteroast View Post
    Um... go a few posts further up the thread and you'll have a pleasant surprise!
    Oh. Yeah, I mistook one post for the other without reading them, so I didn't know there were multiple
  3. Quote:
    Originally Posted by Utopia View Post
    I'll have to try that. Of course, when I feel lazy, I just wanna play CoH, but then the characters will need to sell or respec or something and I'll feel guilty and the cycle continues, lol. I'm just glad that it seems I'll be busy in this game for a very very long time.
    Well, then you're not quite lazy enough I very much agree with feeling guilty with not doing something that I should, but... I should be doing my job right now, and here I am posting on the City of Heroes forums. I can live with feeling guilty
  4. Quote:
    Originally Posted by Anti_Proton View Post
    Not to say that it isn't a problem, but in open maps where there are already parked cars, why not just add a couple more cars that are tossable, maybe an extra dumpster or two.
    Open maps, yes. But would the power suddenly cease functioning when you walked indoors? That's the problem - you can't grab objects "from the environment," you can only grab objects from a specific list of throwable objects that have to be placed in the map by hand. In EVERY map. And even then you only get to throw the objects once, because I highly doubt the game can track a thrown object so you can pick it up again later.

    Almost all powers in this game are designed to work "by default," in that even situational powers don't need the developers to specifically programme situations where they can be used. You don't have specific circles on the ground in which you can place a Time Bomb, you don't have only specific maps where you can fly (thank you WoW!), you don't need to find ammo crates to shoot your gun. You click on the power and it activates regardless of where you are or what you're fighting against.

    The only exception to this is flight, in that certain powers require you to be on the ground and certain others that your enemy be on the ground. And you can see how often the developers resort to pure aerial combat, thanks to this precise problem. And even then, they have to provide jet packs, because... What if you didn't take a travel power? And these days, not everyone does.

    I agree with the notion that the game should have some way to allow us to chuck cars, crates and lamp posts at our enemies. I very much disagree that taking those from the environment is the right solution. I have gone on the record as suggesting that Super Strength's Hurl ditch its insultingly small chunk of concrete and replace it with a subset of Propel's thrown objects, namely the larger ones - forklift, car, air compressor, pool table, statue, etc.

    Animation is a problem, but the animation for pulling a boulder out of the ground exists, and theoretically, replacing the boulder with anything of a similar or larger size would make sense. Would it be awkward to pull out and toss a junk car in the middle of a high-tech lab? Oh, sure! Isn't it odd that you can pull an asphalt pavement slab out of a thin metal catwalk, though? Or that you can pull that out of the top of a metal shipping container? Or that you can pull that out of the glass roof of Wentworth's Fine Consignments?

    I agree that the inability to throw cars is a problem. I agree that a solution probably exists. I disagree that this is it.
  5. Quote:
    Originally Posted by Synical View Post
    Words alone cannot express the stupidity in your post je_saist...
    Actually, Saist has a point, because this is pretty much what BABs has told us. It's not "sprite-based" in that a sprite is a 2D shape, but it employs a system very much reminiscent of a sprite-based game like Knights of the Round or Cadillacs and Dinosaurs or pretty much every other old arcade game. An animator does not need to animate EVERY single frame, but an animator must very much sit down and define each KEY frame in an animation by hand. In BABs own words, City of Heroes has no capacity for animation blending. At all.

    Each of our animations is standalone, and it is up to the animator to ensure that the previous animation ends in such a stance that the next animation won't have to "snap" to a new stance to begin, and that said animation would end in such a stance that the next one can flow out of it. This is what necessitates that we have default stances in the first place - all of our combat animations flow out of a particular combat stance and then end in a particular combat stance, with animations for swapping between them. Everything is done by hand, per character, per power, per animation sequence. Pretty much like it would be for a sprite-based game.
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    The ammount of times I've suggested that, just maybe, all the superflous mobs and capes and caped superflous mobs might just have an impact on the lag...
    I mean, the bridge tops are full of engineers. What do engineers all have? You guessed it; capes.
    Minions have capes. The LTs have capes. The bosses have capes.

    If what BaBs said is 100% correct, then the valley of lag is probably a metric crapton worse off in part due to all the capes.
    I'd love to run a test by replacing just the Cimerorans with, say, any other mob. Just 5th Column. Carnies, Nems, I dont care. Just to see what the result was. No other changes, just the mob type.
    I think I'd be willing to wager it'd make a difference...
    The valley lag has nothing to do with capes or graphics at all. Capes are handled client-side, as are all of the graphics in the game, so anything they can lag is your computer or your connection on your end. The ITF hill lag does not exhibit framerate slowdown (not on my showfps) or connection slowdown (not on my netgraph). What it exhibits is server-side lag, meaning the server machine itself is slowing down and processing things slower with more pauses.

    The only graphical aspect of anything in the game that's server-controlled is ragdolls, and I've seen more ragdolls in the same spot than that without any server-side lag. What Castle pointed to as the culprit was the one thing that is ALWAYS handled by the server, which is the powers system. Cimerorans, apparently, have some of the most processor-intensive powers in the game, no doubt because of Phalanx Phighting and whatever AI drives them, and large groups of them drive the complexity of those calculations up exponentially (figuratively speaking).

    The only way to fix ITF hill lag is either to make Cimeroran powers simpler or to include fewer of them, neither of which seems to be an option.

    ---

    As far as capes go, I'd like to see multiple cape rigs available for characters, but it's a request that's highly unlikely to happen. Maybe one day when everything else is so damn costly thanks to Super Ultra Mode that capes pale in comparison. We'll have to wait and see.
  7. Quote:
    Originally Posted by Zombie Man View Post
    The could always add another Aspect of Rularuu, such as L'Ennuui, the Bored.
    I thought that every player on a typical Quaterfield team was a personification of that

    *edit*
    By the way, I agree - that TF sucks, and seems to be written by someone who didn't know what a "story" was. Just reading the souvenir highlights just how BORING the whole TF is. "First you defeated 50 Rularuu. Then you raided the first base. Then you defeated another 50 Rularuu. Then you raided the second base. Then you defeated another 50 Rularuu. Then you raided the third base. Then a little mushroom man told you that your princess was in another castle. You weren't quite sure what that was all about." It's hideous! It's like washing the dishes and taking out the trash - just uninteresting busywork.

    All of the Shard TFs need to be stripped down and re-written from scratch. I don't necessarily feel they need to be shorter, I just feel they need to be filled with less dead air.
  8. Samuel_Tow

    Time Stamps

    Chatlogging is not a good alternative to time stamps, because chat logging logs all channels all the time, and there is a LOT of channel spam in this game, especially in system and combat channels.

    I am, therefore, all in favour of adding time stamps to our chat as an option in the menu. Ideally, I'd like it to use my local time, as /localtime is already capable of doing, but I would not be TOO opposed to it using /servertime, instead.

    The reason I want this is because all too often, I'll spot a message in a channel or in a tell, and begin wondering when that message happened and if that message is still relevant. For instance, I return from a 20-minute AFK and see I've gotten a team invitation. I'm in a mission, so I never went auto-AFK, and I would like to know if the invite is still relevant, ideally without pestering a person who possibly long since forgot he invited me.

    So thumbs up from me.
  9. Um? What voice actors? All the game has is grunts and shouts. I'm pretty sure anyone can do that at least to the extent required in this game Not to mention there are probably plenty of public domain sounds to use anyway.

    That said, I'm still firmly in favour of the idea as presented and expanded upon.
  10. Samuel_Tow

    Shotgun

    Quote:
    Originally Posted by Psycho_Sarah View Post
    I love the Assault Rifle powerset. I really do. I love playing the natural hero. One thing that really bothers me though, is that there is no shotgun skin for customization. We have a sniper rifle, a tommy gun, an M16 with M203, why no shotgun?

    Please, for the love of cookies, add shotguns to the Assault Rifle weapon customization.
    I don't see why not. After all, the Tommy Gun and Sniper Rifle are already horribly inappropriate for what Assault Rifle can do (begging the question of what BABs was thinking at the time), so a shotgun model? Eh, it's not any worse.

    So... Thumbs up, I guess. We already have a shotgun model in the game. Why not use that?
  11. Quote:
    Originally Posted by Utopia View Post
    Unfortunately, I have a mild OCD that demands characters are maintenced. It keeps me VERY busy...
    I can understand that. I've been described as OCD, myself, in that I demand all of my characters have access to the same resources and find myself unable to "pool" resources from others into just one, but my cure for feelings of "needing" to do something is typically laziness. I feel the need to fix up all of my characters, yes, but the feeling that I couldn't be arsed is significantly stronger
  12. That's actually a pretty interesting list to look through. Be interesting to see you do that for City of Heroes, though I can imagine it would be a fair bit more involving.

    And probably less accurate, since a lot of the "big stuff" are over half-way over the zone ceiling. I'm thinking the Terra Volta reactor cooling towers and the spire in Eden.
  13. Quote:
    Originally Posted by lighttechyah View Post
    like i said


    "any other ideas besides picking powers that only need 1 slot???"""
    Yeah, take powers you're not gonna' use.
  14. I intend to do this character by character. The way I play, I already have tons of deprecated characters that I haven't logged into for a year or more, so this really won't be that much of a change from status quo. I log into one that hasn't been logged in for 700 days, and I do a respec... Which is little different from what I've had to do anyway, since most of my old builds suck.

    Doing all respecs all at the same time just feels... Unnecessary.
  15. And this brings up the age-old problem of "what do you throw when there are no throwable objects, otherwise known as the Museum level in Half-Life 2. Games where objects can be thrown are burdened with the need to design not just levels, but levels with objects to thrown, which increases overhead, slows things down and inevitably produces instances where said powers plain don't work.

    Darksiders, at the latest, allowed you to throw cars and trucks and, sure enough, the city was littered with them. For a while. As soon as you walked into the first dungeon, you quickly ran out of things to throw, simply because there WERE no things to even grab. And it just got worse and worse from there. Granted, by the point you ran out of things to throw, your weapons and skills were much more powerful than environment objects anyway, but the point remains - such a skill relies on the existence of objects someone needs to manually put into the game.

    And that's a problem.
  16. I like the idea, but I dislike them being origin-specific, even "just a little." Storyline decisions should not determine functionality. That's be like people of the Technology origin being "encouraged" to take Tech Wired or Techbot items, or otherwise "encouraged" to take rifles or pistols or Devices. Not a good idea.
  17. Quote:
    Originally Posted by MentalMaden View Post
    Quote:
    Originally Posted by Scarlet Shocker View Post
    City of Rip-Offs.
    broken
    fixed
  18. I don't think the speed cap is a technical limit so much as it is a practical limit. As I understand it, server load per player snowballs the faster the player moves, as the server needs to keep a much larger area around the player populated, and 3D space volume balloons at an alarming rate. It's highly unlikely that the Super Speed cap will ever budge from where it is now.

    That said, I'm not opposed to loosening up the caps on the other powers and giving Super Speed Ninja Run's jump height and air control to compensate.
  19. Quote:
    Originally Posted by Dark_Respite View Post
    You're welcome... and again, I'm nothing special.
    You don't give yourself enough credit. You are able to take a media which few manage to take seriously and produce decent work (both visual and written) which doesn't default to self-parody. I respect that greatly.
  20. The sunken Ouroboros citadel shows me a few things:

    1. Letter-writing-guy was right. Either I'll be by his side, or I'll be on the citadel as it plunges into the sea. And it has!

    2. "The coming storm" was supposed to be an invasion, and we're getting invaded by forces from Praetorian Earth. Coincidence? I guess them originally appearing with the Rikti invasion was either a sign that Silos didn't know what he was doing, or a writer's ploy to trick us. Or changing priorities for the development team. Who knows?

    3. The Ouroboros citadel appears to be on Praetorian Earth. It's enveloped by plant-like tentacles, it has trees growing out of it and there's that Giant Monster type Sardonyx on it. Could it have been there all along? Just somewhere out in the ocean on a world that's mostly cooped up in its own cities?

    *edit*
    That's a repost of something else I posted elsewhere. That Cole is the letter-writer would be a cool twist. Might not fit his style, though. We'll see.
  21. Interesting. I was ******** about there not being more weapons and large costume items, but power customization is just as good! Just goes to show these guys never sit on their hands. Rock on, dudes! That might actually make me try Sonic Blast for a change, so it's like a whole new powerset for me.

    No proliferation is kind of disappointing, but again - power customization! Can't have everything, and I'm fine with what we got. It must have been a lot of work.

    The sunken Ouroboros citadel shows me a few things:

    1. Letter-writing-guy was right. Either I'll be by his side, or I'll be on the citadel as it plunges into the sea. And it has!

    2. "The coming storm" was supposed to be an invasion, and we're getting invaded by forces from Praetorian Earth. Coincidence? I guess them originally appearing with the Rikti invasion was either a sign that Silos didn't know what he was doing, or a writer's ploy to trick us. Or changing priorities for the development team. Who knows?

    3. The Ouroboros citadel appears to be on Praetorian Earth. It's enveloped by plant-like tentacles, it has trees growing out of it and there's that Giant Monster type Sardonyx on it. Could it have been there all along? Just somewhere out in the ocean on a world that's mostly cooped up in its own cities?

    The war footage looks really cool, but I have the sinking feeling it will be restricted to "high-level task forces" only. I hope the Incarnate system will still be attainable by solo play of some sort.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    Where the disconnect occurs for me is the people that seem to feel it is necessary to get EVERY badge on EVERY character they ever create. Not only is it logistically impossible, but I don't understand why someone needs to have 30+ characters with 900+ badges.
    The answer to that is in the original post - so that people can reroll characters without losing badges that can never be gotten again. Some of us rode the coat tails of the suggestion to work in a few of our own desires, as well, such as not having to earn the same weapon two dozen times (something I've done before).
  23. Quote:
    Originally Posted by AnElfCalledMack View Post
    Why not try adding a couple of your own, try and keep it about good writing and believeable motivations
    I did just that in the same post.