Samuel_Tow

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  1. Quote:
    Originally Posted by Techbot Alpha View Post
    Not true.
    The Editors 'broke' around about I14, when AE hit.
    Actually, the ID editor has been bugged for as long as I've been with the game, and continues to be bugged to this day, though the bugs it has seen have been as diverse as life in the sea.

    All the way back when, the editor had a serious problem with text wrapping, randomly failing to wrap words to the next line properly, leaving them hanging out of the text box. If you then tried to backspace or delete over text after places this occurred, the word would alternate between being on the previous line and on the next line, shifting the text you're erasing left and right but NOT moving your cursor. So, for instance, you wanted to delete the word "go" in "Elizabeth then had to |go and speak with God." with the cursor placed at the vertical line. As soon as you deleted "g," "Elizabeth would shift to the previous line and you'd end up with "the|n had to o and speak with God." With the cursor placed at the vertical line, so actually hitting Delete twice would mess up your text in a big way. This seems to have been fixed for some time, but I still see it occasionally.

    For a while, the text box allowed 1024 symbols, but coded line breaks as four letters, so if you had a lot of line breaks that pushed your bio size over the limit, the text box would truncate your bio every time you zoned. I had a character for whom I wrote in "the last great war." over thirty times before I gave up, and it took her at least three years before that actually took.

    The text box has always had trouble with text manipulation at the edge of the text box. If you manage to string text such that your line before the space goes right to the text box border, you will be unable to backspace over the space and the game will decide it wants an artificial line break right there, causing you to have to literally delete entire words before it will actually take. For instance, if you had "take| that" wrapped at the horizontal line, then you can kill the space and it still won't wrap down as a single word. It'll stay separate. In fact, you can stand your cursor on the bottom line and Backspace, and it WILL kill symbols from the upper line, but will not bring the lower word up. At all. You can end up with "t|at" and it will still be wrapped despite there being plenty of room for it to shift back to the previous line. To the best of my knowledge, this has never been fixed.

    There used to be a time when the bio field would randomly kill your line breaks, and that happened long before the Architect, as well. It didn't do it right as you typed, it just randomly ate your line breaks upon logging in or zoning or something like that. I don't check my own bio all the time, so I don't know when it happens. I haven't seen it in years, not counting the latest Architect oops.

    And then there was the ever fun bug where the text box put artificial line
    breaks at the end of each
    line where the text box ended, which caused your text to come off in
    line-and-a-half blocks in
    the actual bio window, because the window is narrower than the text box
    itself. That was fixed fairly
    early on, but it was pretty ugly, don't you agree?

    And then there's the problem of mouse-selecting... Pretty much anything in a text box that you can actually type in. Click-placing your cursor is out of the question, as it simply does not go where you point, just "somewhere" within the text box. Drag-selecting text has the nasty tendency to either select nothing, or select something which has nothing in the slightest to do with where you actually pointed. And even today, auto-scrolling windows with scroll bars as you highlight text in them causes the scroll bars to rocket at the speed of light regardless of your scroll bar speed settings, so you can either highlight what's visible in the window, EVERYTHING above or EVERYTHING below, unless you have reflexes to rival the Flash. That has never been fixed, to the point of making the mouse useless for anything above putting focus on the text box.

    And then there's the problem of basic keyboard shortcuts working. Or rather not working. Sometimes. It's hard to tell, because it's so hard to predict. Page Up, Page Down, Home and End typically work, but Ctrl + End works sometimes and just reads as "end" at other times. Ctrl + C trends to work, but Ctrl + A doesn't always. Ctrl + Z doesn't even register. And with the way the bio field is set up, you can't even cancel your changes. If you delete a paragraph of text and change your mind... Well, too bad! Can't undo, can't cancel, it's gone. Either write it all from scratch (and from memory) or suck it!

    The text boxes in this game have been a frikkin' mess from day one, to the point where I'm dumbfounded as to why they decided to apparently re-write existing software and code their own crappy, buggy text editor from scratch. Even something as completely basic as... Err... Word 5, really, which I've actually used back in the day. It didn't have any of the completely unnecessary features of Word 2007, but at least it didn't have any of the completely unnecessary bugs, eccentricities and oddities of the City of Heroes text editor, and it dealt with raw text. Hell, Note Pad is superior right now, and it has all the features I complained about. Why did Cryptic (yes, Cryptic) have to go and reinvent the wheel? All they ended up doing is putting lots of edges on it so it doesn't roll as smoothly.
  2. That much I figured out, but it's the cocking mechanism (no snickering!) that has be somewhat confounded. As best I can figure, there is a pin inside the gun that strikes the percussion cap on a bullet's cartridge, but I've no idea how that works or how it's primed. A revolver is easy - it has a striker hammer that can either be manually pulled back until it locks, or one that travels back on a full press of the trigger if the gun has not been cocked previously. Where it all breaks down is why certain handguns seem to have BOTH a slide and a hammer, and how that even works. And why, for that matter, there are guns with only a slide and a smooth "back."

    Then on the other side are the different trigger action setups, such as single-action, double-action and the variants in-between. It's explained in Wikipedia, but apparently it means something other than what I thought it meant, because I thought single-action pistols were the ones where pulling the trigger both ***** and fires the gun, whereas double-action were the one that had to be cocked manually (or was that the other way around?), but apparently there are variants on these that I honestly can't recall without reading up on it AGAIN.

    And then there is the matter of high-powered, large-calibre handguns having mechanisms more akin to rifles than to pistols, which goes into territory I'm not in the slightest familiar with. Again, the Desert Eagle .50 Action Express, possibly THE large gun of fiction, is said to use something called a "rotating bolt" that is said to be more like a rifle, but I've no idea what a pistol would use by contrast, so this bit of info is completely useless to me. Specifically since I don't know what a rotating bolt is, either. Or, to be honest, exactly what a "bolt" even is, as it pertains to firearms. I know what a bolt action mechanism is, but since the term seems to be used for self-loading guns which cannot, by definition, be bolt action, I've no idea what it actually stands for.

    Basically, this is a question of technicalities in case someone feels benevolent and wishes to educate a complete fool in this particular field a bit

    P.S. And this must be some kind of record... A whole post without a single word that Fire... That "my browser" doesn't recognise
  3. Quote:
    Originally Posted by Grey Pilgrim View Post
    Anyway, I know what you are saying about hard targets, Sam, but you can solo through most of the game as a Blaster. If I wasn't in the mood, I might dodge Maria Jenkins's Praetorian arc and the Madame of Mystery, but as you have shown, you can defeat EBs as a Blaster. I know my AR/En Blaster has cleared out the Dark Watcher's story arc in the RWZ solo, though Manticore was a bit of a nasty fight with all those Nemesis lieutenants around him buffing him up with Vengeance. Other EBs in game are about the same difficulty or weaker than the Manticore and Positron, and I know my AR/En has mostly soloed his way to 47, without dodging much in the way of fights.

    If anything, two bosses is often harder than just an EB for my Blasters. Avoiding melee range with one target is easier than two, as well as the extra hit chances two targets get.
    That's just in - as I've been finding out lately, constant, grating bosses are the BIGGEST problem for Scrappers, much bigger than most any elite boss, in fact. This isn't because a boss is harder than an elite boss, merely because a boss is... "Harder than he is rare," to put it like this. Certain bosses, especially, are a pain in the ***, and they can spawn literally every spawn if the RNG decides it hates you today.

    As a caveat, TURNING OFF bosses makes pretty much the entire damn game soloable by any Blaster. In fact, it makes much of the game soloable with a greater certainty of success than by melee ATs, but that's because there are certain rare points which are harder for melee. Melee ATs still have a MUCH easier time soloing everything ELSE. Back when I had bosses turned on, every damn Zeus Class Titan or Master Illusionist I met had to be treated like an elite boss, and when a mission can span 15 of them, preparing for them is simply out of the question. Now that I'm all but guaranteed to not meet more than one in a long while, there really is nothing too terrible to solo through. Yes, including Maria Jenkins' missions. Most of them are in Portal Corp, so taking a trip back to her to restock on purples for the second elite boss in most missions is a small price to pay. Doing it once I can live with. Doing it 15 times... Not so much.

    At this point, the only things that really annoy me are high-level Crey, due to the stupid durability of the Tanks, and Rogue Vanguard in areas with a low ceiling. Not even Malta scares me that much any more, as while they ARE dangerous, they're also manageable.
  4. Quote:
    Originally Posted by Arctic_Princess View Post
    By the way has anyone else noticed themselves typing really carefully in this thread? Has anyone else subjected their posting to the level of scrutiny normally reserved by little children armed with a magnifying glass, hovering dangerously close to an anthill?
    I always type really carefully, simply because I never proof-read ANYTHING, so whatever I post, that's what comes through. Unless the mistake is something incredibly obvious like endless italics or mangled quote tags that I can tell from a glance at my new post, whatever I post is what stays behind. Then again, I use Firefox, which comes with an obnoxiously obvious red underline for misspelled words, I have no compunctions about checking a dictionary about words with a meaning I'm not sure of. This, combined with me actually ENJOYING writing in a... Let's call it "elegant" way means that while I DO pay attention when posting in this thread, I don't do so much more than I do in other threads.

    Without proofreading, though, embarrassing mistakes are likely to happen, like the time I took a lot of laughs over talking about the Lick King. Oh, well.
  5. Quote:
    Originally Posted by Prof_Backfire View Post
    For the record, most game developers don't know either.
    I think I heard something about the makers of I think it was Metal Gear Solid travelling around to actually see and try the real guns used in the game for the sake of authenticity.

    Beyond that, I think it's just good to know so I can know what looks feasible when I'm looking for something realistic.
  6. I realise I've been making a lot of "tell me about" threads, but this one is of particular interest to me, as I have never been able to figure it out. It's been eating at me ever since BABs made his thread about Dual Handguns suggestions (and has since been relevant to this forum), in that he asked for a handgun that could shoot out a lot of bullets. I've been looking at handguns and their trigger mechanics and I can't, for the life of me, figure out which is which.

    I could get into specifics, but since my knowledge is only second-hand, it will probably be wrong anyway, so I'll put my question in a much simpler form: Just how the heck do handguns operate? I've seen a lot of different designs, both for revolvers and semi-automatics, and there seem to be a few designs that I can't quite figure out.

    Revolvers are easy - a drum holds the ammo, a spring-loaded striker in the form of an arm lever at the back strikes them to ignite them, and the trigger spins the barrel before it releases the striker... I think. It gets a LOT more muddy when it gets into semi-automatics of more modern times, though, specifically in the specifics of the "slide." This is where I ask the REAL question:

    Why do some semi-automatics have a slide AND a striker, whereas others have only a slide? Are there semi-autos with only a striker and no slide, or would that necessitate them being a revolver? I've also heard of automatic revolvers, and heavens knows how THAT works. But this is primarily about slide-using automatic pistols and just how the heck they work.

    Now, I just spent the last several hours reading through Wikipedia articles about gun mechanics. This isn't to brag, merely to say that just linking me to Wikipedia isn't going to help, since I was there just now. Also while there, I looked through a few different and much more technically fiddly aspects of weapons, specifically in the area of auto-reloading functionality. I have heard about recoil-operated auto-reloading, but have also heard that it is a deprecated technology replaced by gas-operated reloading. Except reading up on it now, it seems most modern weapons I'm aware of are reloaded via something called "blowback-operated" technology, with "gas-operated" being I have no idea what in the slightest.

    This has been and on-and-off interest of mine that sees me occasionally reading through articles about it when I come across them, and the one that got me reading this time was an TVtropes that mentioned the Desert Eagle, explaining that it used "a rotating bolt like most rifles." Ignoring the fact that I was unable to find out what a "rotating bolt" was and what alternatives there were, reading up on the Desert Eagle shows it to have a striker separate from the slide, at least from what I can see. Which is surprised me, since I didn't think automatics had one, but I assumed they did and I just hadn't noticed. Which was a double surprise when I read up on "blowback-operated" firearms, which showed me a picture of the appropriately named "Colt Hammerless" pistol which... Does not have a hammer/striker visible outside the pistol. Hmm...

    I actually have a couple of toy guns around the house, they're those plastic air pistols that shoot tiny coloured plastic beebee things, both seemingly oversized. One is a silver handgun branded 9mm, but which is apptoximately a foot long and has a striker. The other I recently discovered seems to be a Resident Evil wannabe prop, as it has S.T.A.R.S. engraved on both sides of the grip, is EVEN LARGER, much heavier (I suspect artificially, though it has a metal barrel to the other's plastic one) and, if I remember correctly, does not have a striker. I'll have to check when I get home.

    Basically, and in all honesty, my question comes down to "What the hell, man? What the hell?" I've searched and looked and read up as much as I can and I'm still drawing a blank. Having never actually held a real gun in my hands, my ability to learn about them on my own is highly limited, so I'm hoping someone here is an enthusiast or an engineer or something, and wouldn't mind giving me a poor man's run-down.
  7. Samuel_Tow

    New Year

    Quote:
    Originally Posted by IanTheM1 View Post
    You mean like "coming 1st Quarter 2010"?
    Isn't that Q2 of 2010? I was under the impression we were looking at a release days something like April to June.
  8. Quote:
    Originally Posted by Slashman View Post
    My most survivable blaster is currently my Archery/Devices. I have literally soloed an 8-man Nemesis spawn with him. Devices, though, is not a 'typical' blaster secondary. And it's nature makes it a bit annoying to use on teams where people will literally ignore the fact that you're dropping a time bomb/mine to help soften up a spawn. Even when the team is having a tough time and could use the help, no one likes to wait.
    Devices is also a very SLOW secondary, especially if you try to play to its strengths. Teams tend to be a good litmus test - if a team would never, ever wait for you to do something, it might be a hint that what you're trying to do just might be too slow to be worth the benefit. There are other factors, certainly, but this right here is a giant red flag for me. Yes, it is technically possible to lay enough mines to wipe out full spawns, but the time this takes is COLOSSAL, especially compared to the benefit, and as mine was AR/Dev, he lacked any sort of self-damage buff if we don't count Ignite, so hard targets and general "kill first" strategies did not do well.

    This is, of course, another case where "decent" comes into play, but I look at things in this light - if a powerset trades off TOO much speed for safety, especially a Blaster set, then that set is not well designed. Yes, it may be safe, but it still lags behind all others. Personally, I'd see several of the Devices powers scrapped or heavily reworked, because as they stand, they either have such poor effects, such high cost or so little use that they're hardly worth the power picks.

    Quote:
    This is why I am wondering how Arcanaville's removal of the current AoE system would help. She hinted that blasters could get higher self-damage buffs and damage caps. Still, a higher damage cap does not equate to higher base damage. And higher self-damage buffs cannot be so high that we 2 shot EBs(although that would be amusing).
    For all Blasters - Devices and otherwise - this is what it ultimately comes to. For the sake of sane game design, certain enemies CANNOT be quick and easy to kill. For the same reason, such targets are usually either immune or highly resistant to control effects. With damage and control out of the way, a Blaster has... I believe the technical term is "diddly squat" else to defend himself with. It's catch 22. Hard targets need to resist instant death and perma-holds, yet Blasters need to insta-kill or perma-hold things to be safe from them. About the only way out is to abuse inspirations, but this just means minimising the presence of hard targets, and a lot of people feel turning off bosses makes them into wimps. It IS an option, however, and one that works out for me very well.

    The thing with the AoE sizes is that Blasters don't really have problems with large spawns of enemies, they have problems with hard targets. I don't think this will change even WITH changes to their AoEs, because hard targets need to remain hard or they lose their point.
  9. Quote:
    Originally Posted by Oneirohero View Post
    One thing I would like to see is a revamp of the character faces. At the moment all we have is a single, all-encompassing texture with a relatively small selection. (as far as facial diversity is concerned). Ideally, the ability to select different facial features individually, as well as colour tinting will help make characters and even some NPCs look more individualised.

    You'd be able to select different brows, eyes, nose, cheeks, lips and chin and can be sourced from the original faces we have now. You could possibly have face 1's eyes while having face 2's lips or face 3's nose. All the appropiate facial features could be tintable to allow characters to choose what colour eyes, brows, lips...etc you want, instead of the baked colour eyes they already have.
    To be honest, even as a huge supporter of facial details, even I can tell you that all of that would go to WASTE. You never see faces clearly enough to tell that much detail apart in-game. Ever. The only way to actually see that is to go in first-person view mode and walk right up to another character's face, which still doesn't work if your much taller or shorter. Even at the character selection screen, it's still just too far away for there to be much visible difference.

    That's one. Two is the technical challenge, which is NOT to be underestimated. Yes, Champions Online have something along those lines, and we've all see what that has led to - one face per gender. It's not even appropriate to talk about character faces there, because the game has a grand total of one character face, as in singular. One face. That's the price you pay for too much customization, because faces differ in a lot of ways. Just sticking on another those like you're wearing funny glasses is not an option, because that sort of thing LOOKS BAD even from afar. And I can guarantee you right now - such a system would SEVERELY limit the full variety of faces it can produce, and I rather don't want to have to do like I did in Champions and try to hide my face so it's not all the same all the time.

    Eye customization would definitely be cool, but our faces don't have enough detail for that to matter, and even if they did, not all of them have eyes.
  10. Changing my password actually CAN hurt because I'm liable to forget the new one, and I have to get through all of the security questions, which never really fit my needs, anyway. If players are working off a password list, won't I just update their list?
  11. Quote:
    Originally Posted by Ironblade View Post
    hm, you expect a 'knuckle-rapping' for taking the position that anyone who doesn't agree with you is, what? Deluded, stupid or lying?

    An intelligent person can observe the game and say it's obvious the population has declined, while another intelligent person can make the same observations and conclude it hasn't dropped at all. Without access to actual numbers, any method of observation is suspect - particularly since new game elements alter the dynamics of the population (shifting into missions, out of missions, to specific zones, etc).
    That's actually a good point, come to think of it. If you're gonna' take the position that "anyone who disagrees is wrong," then predicting negative reaction is a self-fulfilling prophecy. Kind of like predicting that poking Cthulu with a stick will get you killed. Yeah, I kind of figured that one out.
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    Oh, and related - very hard habit to break from COH.

    Here, I can take a level 1 and fight off 3-5 minions, sometimes more.

    There... One's a fight, two's a rough fight, three is pretty much guaranteed death solo. So when I see "oh, two walking around there, no problem..." um... yeah. That's cost me a few times. (And that's not even getting into their bosses!)
    Oi lordy! I've taken to playing at -1x3 as early as... Well, about level 4 or so, so for the bulk of my career, I'm taking on spawns comprised of five to eight enemies, sometimes even more. I swear I've seen spawns of at least 10 minions, all -1. Yeah, yeah, it's a bit of a cheat, but HOT DANG if it doesn't feel cool to wade in like you own the place and wipe out the lot of 'em

    And unlike other games, the higher I go in level, the more things I can take on by myself.
  13. Samuel_Tow

    A clock.

    Quote:
    Originally Posted by BBQ_Pork View Post
    Also:
    *Hit the Start(windows) button.
    *Small stick-on clocks are cheap, attach to edge of monitor.
    *Cheap clock next to monitor.
    *Wristwatch.
    I have a wrist watch with a broken chain that I grew out of the habit of wearing now that I have a cell phone, and I use that to sit under my screen. Very handy.
  14. Quote:
    Originally Posted by Zombie Man View Post
    That would be the literal sense of the roots, however, it takes on the sense of 'writings' as in Sacred Scriptures. A prescription that a doctor writes tells you what to do. A proscription is a (written) order telling you what *not* to do.
    Hey, I can still use English as a second language as an excuse for not knowing
  15. Ouch... Yeah, that smells a lot like a creeping bug in the works somewhere, like how combining Hercules Titans produce a Zeus Titan BOSS even if you had bosses turned off. That killed me yesterday.

    And here I thought mine was bad... The mission where I had to save Lady Grey killed me a bunch of times, but the first time was the cheapest. I save Lady Grey, then INSTANTLY three or four spawns appear out of nowhere, all within (their incredibly long) aggro range of me. And I'm on a Blaster. Not fun. I mean, I can understand ambushes, but one group spawned rubbing shoulders with me. What the hell?!? That's pretty much one step removed from dropping a bridge on me and claiming it was already there. How I got under it is conspicuously never mentioned.
  16. Quote:
    Originally Posted by Blue Rabbit View Post
    Proscriptivisc... I think you mean prescriptivistic (from prescribing) as in "an adherent or advocate of prescriptivism", which in itself means "The practice or advocacy of prescriptive grammar; the belief that the grammar of a language should lay down rules to which usage must conform". I'm a firm believer that grammar is to be applied a priori, not a posteriori as that only leads to sloppy language structures.
    I didn't look up Zombie Man's words, but I believe "proscriptivistic" is a heavily compound word in this context. At least as I read it, it breaks up into "pro" "script" and "ivistic," making it an adjective describing a noun as being in favour of writing. English is not my first language, and I say this not as a brag but to explain that my first language is heavily based in the use of compound words created out of multiple prefixes and suffixes, hence why I may be reading this not as intended. English spell checkers and dictionaries generally don't recognise heavily compounded words, possibly because they don't exist in common usage very often, hence why spell checkers wouldn't recognise things like "funnily" for a while.

    As a joke, we have the word "непротивоконституционствувателствувайте," which I'm told is a real word and breaks up into something like a dozen prefixes, suffixes and a bunch of deprecated crap that was dropped out of colloquial language 50 years ago, but it is, technically, a word. Basically, it means something to the effect of "do not oppose the constitution" but all crammed together in a single word. And if I can untangle THAT mess of crap and made-up word structure, I hope I will be forgiven if I see "proscriptivistic" as something other than what it was intended to be
  17. Quote:
    Originally Posted by Biowraith View Post
    While personally I'd be more inclined to use /search than a location, the most obvious location to me would be Cap Au Diable black market.
    Good point. However... Well, I've never really seen a lot of people around the Black Market, even back in the day. At most, I've seen maybe a dozen people camping out, but that was back when people spent literally HOURS in there just learning the system. It very quickly petered down to only a few at a time, and even then it hasn't dropped too much. But here's the thing - the Black Market is a functional location that people go to because it has a lot of their needs in close proximity to the same location, AND it's in a place that tends to be easily accessible from everywhere. You'd expect a lot of people to be there.

    Atlas Park, though? Other than boredom and some kind of flatline nostalgia, why WOULD you go there at all? I knew a few people who went there, and I know exactly why they went - the people. One liked the crowds, the other enjoyed studying the characters. When the people moved on to the Atlas Park Architect building, there was no more reason to hang out in the plaza. Those who went there for the people left, the people who hanged out stopped hanging out since it wasn't as crowded so they left, and no-one has returned, because no-one has had a reason to. In fact, expecting the crowds to come back to the plaza after the bubble burst is a lot like trying to unscramble an egg. It just doesn't work like that.

    And there's another reason why you rarely meet people in general. Ours is a HEAVILY instanced game, to the point of being almost entirely so. The few overworld missions the game does offer most people regard as junk and something to skip, and most of the travelling that the game offers is seen as a nuisance and a waste of time. The days of hunting Hydra in Perez Park are gone. Unless we had SO MANY concurrent users that the airspace were jam-packed, all you're really going to see is people dashing from one place to another, people who went AFK or people doing business in a public location like a store or a trainer. You're not going to see people in the streets en masse, because there is no REASON for them to spend much time outside. Let me quote Yhatzee from his Wolfenstein review. I think he says it best.

    Quote:
    It transpires that the in-game reality
    has pretensions of non-linearity
    It says get on your bike,
    go wherever you like,
    As long as it's in this principality

    But the freedom is a mere gilded cage
    that does nothing to inspire or engage
    It just means beating feet
    through the same boring street
    just to get to the next ******* stage!
    And it is difficult to quote Yhatzee without getting hit with the language filter at least once. While I am obviously not applying this as a direct description, as I don't feel our overworld is crap, the point remains that the freedom of exploration is limited, so there's not much of that to do, and as long as there isn't much to do in it, the overworld DOES become just an obstacle to get to the next ******* stage. Hence, you won't see a lot of people there.
  18. Quote:
    Originally Posted by Leo_G View Post
    I was kind of surprised so many just looked at the prospect 'it slows xp' and dismiss it from there and not look at the suggestion itself.
    I didn't think it was this many, myself. Personally, it's not the lack of need to add another levelling slowdown that I mind, it's the fact that this essentially FORCES people to occasionally drop out of levelling and work for these things, because there is no tradeoff for not having them. A character of a given level who has worked for this redundant system will ALWAYS be stronger than one who hasn't, given similar builds. Frankly, this isn't something else to do in the slightest. It's the SAME thing to do, but for different reasons.

    Practically speaking, I'd like to see a greater variety of actual activities, and a lesser variety of actual effects, such that it forces us to split our efforts a lot less. I DO NOT WANT to face the same problems I did back in the day with enhancements, where I HAD to stop levelling for a while and just build up Inf to replace them, or I would lose my enhancements and in so doing lose my ability to progress altogether. I don't want to see an actual mechanical benefit attached to turning out your experience gain.

    Once again, I'm not against this idea, not in a big way, at least, but if we're looking for post-50 progression, I would like to restrict this to the post-50 game and only the post-50 game. And even then, I wouldn't make it infinite. I expressly DO NOT WANT infinite progression in this game, because I am perfectly happy with my ability to "finish" it, so I can start over. Closure, as it were, is important to my game experience.
  19. Samuel_Tow

    A clock.

    You can use /localtime to get a direct dump of your Windows clock, though you have to call it specifically and it dumps in the System channel. You COULD bind it to a button, though.
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    Knew I forgot to list one - though in the game I mentioned, it's not *as* big a deal. Yes, within zone, hoofing it can take a while (though you can get some nice speed buffs.) But they also have two levels of "everywhere" transport - long distance in zone transportation, and inter-zone via teleport, as well. Of course... they go back to charging each and every time you use it (unless you have someplace bound - also at a fee the first time - or scrolls, which, again, cost.)
    That sounds a lot like Lineage II, and if it sounds like Lineage II, you're probably talking about Aion. Suddenly, your "pay for everything" comment makes so much more sense

    Quote:
    - Our use of enhancements. Oh dear $deity, you have no idea how much I love this in COH having experienced the "outside world." If you want, say, your Fireball to be stronger - you put in stronger enhancements. And you do it relatively soon. Heck, you can put in IOs. You don't run, hoping your gear can be improved, then pay for Fireball II, III, IV.
    I agree with you completely, but you neglected a key benefit here. In other games, if you want to improve a skill, power or spell, you basically have to pick it all over again. Not only does that consume a power pick which could have been used to take something NEW, it also doesn't let you pick WHAT you improve about it. In City of Heroes, if I want my Fireball to do more damage, I slot more damage in it. If I want it to shoot faster, I put recharge reducers in it. If I want it to cost less, I put endurance reducers in it. In Traditional MMO Redux, if I want to improve my Fireball's speed, I have to cross my fingers and hope Fireball II has better speed, which it usually doesn't. And, what the hell is up with stronger spells costing more? That just kills any sort of efficiency gains, making the benefit from an expanding mana pool somewhere between "far load of good" and "bugger all."

    ---

    And here's another thing you didn't mention - difficulty scaling and tailoring. Why is this so underused in current-generation MMOs? In City of Heroes, difficulty scales completely automatically and independently as your team size increases. So you can be playing solo and the difficulty will be about right, then you can hop on a team and the difficulty will STILL be about right. This is such a simple thing we take for granted, but it makes it possible for any number of people to take on any challenge and still have a decent time of it. Most other MMOs give you a static difficulty, which often makes things too hard when you're alone and too easy when you team up with a lot of people. Even if a lot of MMOs try to counteract that by limiting teams to, like, two people max, it's still an issue.

    And then there is difficulty tailoring. Game too easy? You can up your difficulty, take on more enemies, take on harder enemies, or both! Game too hard? You can make enemies easier and turn off bosses. Feel like being fancy? Do what I do - drop enemy strength but triple their numbers. You end up close to where you started, but it looks so much cooler! Despite the epidemic of bosses, I am having more fun now with the new difficulty settings than I ever have before, and I think I found my perfect sweet spot. At -1x3 no bosses, I'm in hog heaven. It's a relatively easy game, just the way I like it, it pits me alone against veritable LEGIONS of bad guys, just the way I LOVE it, and they do make up for being -1 by sheer weight of numbers, and it makes the "tough guys" of the game easy enough for me to match wits with an win on MY terms.

    Here's something that had me dashing outside to see if flying pigs hadn't made the sky fall - I actually ENJOY fighting Malta! For the past five years, I've done nothing but rant and rave about how much I hate these guys, how much they cheat and how much I think they should be redesigned, so imagine my sheer amazement when I took on them, with a Blaster no less, and I actually enjoyed the fights. Sure, they weren't easy, but they weren't cheap, either, as long as I knew what I was doing. Facing them at -1 meant that their stupid-nasty controls missed a good bit of the time and didn't last as long, it meant they died a little more easily, and it meant my controls lasted ever so slightly longer. Turning off bosses meant that the cheap, cheesy, unfun fights were simply GONE. However, their sheer numbers, with, on average, two lieutenants and a Sapper in every spawn, still made for good hunting. Such an unexpectedly powerful tool, the difficulty settings are. They made my game at least twice as cool
  21. Quote:
    Originally Posted by Mr. NoPants View Post
    You are right. Blasters need some sort of control or self buffs to help them defend themselves.
    While I realise you are going for sarcasm, that kind of skips over a point I made in the post you quoted. Things Blasters can't kill tend to be things Blasters can't control, either. Bosses, elite bosses and large groups of enemies in the absence of four AoE attacks are good examples. You can reduce incoming damage by killing things, but you can't kill faster than you are being killed. This is GUARANTEED to happen simply by how encounters are designed. Things you can't kill faster than they kill you, you can't actually control, either, not for the most part.

    As for buffs go, Blasters don't have any buffs that directly protect them from what I have seen, and buffs that boost their offence don't protect them when offence DOES NOT WORK as defence. A few sets to have debuffs which do offer some degree of protection, thinking of Ice Manipulation, specifically, but from my own experience, while they do help, they're not enough to protect you from a hard target.

    That's not to say Blasters can't solo hard targets. I made it a point to try all the common complaints of unsoloable targets, namely Nosferatu, Ghost Widow and the Madame of Mystery. Each I soloed with a Blaster that is not in the slightest power built. Hard targets are very much soloable, with inspirations and with the proper preparation. That is, if you expect a hard target and buy up, or it shows up so rarely that you can amass inspirations, then that works fine. But with the new difficulty changes, bosses have been showing up head over heel, and some enemy factions have bosses that, to a protection-less Blaster, act more like elite bosses, and I am simply incapable of taking on seven elite bosses per mission.

    In fact, I had a mission a while ago that spawned a Dark Ring Mistress or a Master Illusionist on HALF of its spawns. And that was on the Moth Cemetery map, so that's a lot of spawns to count. Thankfully, that was on a pretty kickass Scrapper, so it wasn't impossible, but it still took forever and killed me several times. That would have been out and out impossible on a Blaster, I can tell you right now. Following that, I turned off bosses in my missions and have not looked back. Eliminating the constantly recurring hard targets from missions has made my Blasters play a LOT more smoothly, and I can actually appreciate the occasional elite boss who won't scale down from his rank. I don't gripe about this, but I realise that saying that always makes people look down on me, like I'm cheating and therefore should have no right to hold opinions on difficulty.
  22. Quote:
    Originally Posted by Stuffd_Crust View Post
    And honestly, I do believe measuring a server's population solely by just looking at atlas park at any given time is a good indication on how busy that server is. It may not be completely accurate but it gives you a pretty good idea.
    Atlas Park is a pretty bad measuring stick for a variety of reasons. For one, it assumes that people loitering and NOT actually playing the game are a flat percentage of the population, so a higher population density will invariably produce more loiterers. While I have nothing against them, this is not a given in any sense of the word. Secondly, the developers broke the back of Atlas Park loitering with the Architect changes. When they instituted the Architect, the crowd moved to the Atlas Park Architect Entertainment building, because they could both loiter and powerlevel, so it made sense. When they kicked the Architect in the nuts, the easy money ran out and people left, but they never really returned to Atlas Park. See, people hang out under Atlas's butt out of habit and tradition. Once that was broken, few had a reason to return, and even those who did left when the many didn't.

    Finally, trying to judge player population by one single location is, to be quite honest, unreasonable. Easy question: what location would you measure City of Villains population by?

    Quote:
    You've been with CoH a lil while longer than I have, tell me you haven't noticed a decline in teams and people in general. That's all this thread's about, if anybody else has noticed this and any reason why it's happening.
    I've been with City of Heroes since May of 2004, and to be perfectly honest, no, I have not noticed a decline in teams. I HAVE noticed a decline in random blind invites, that much is certain, and for a while I did notice a decline in invites in general, but lately it seems like people just won't leave me alone, and I have to think of ever more creative ways to say "No, I would not like to team. Sorry." Especially now over the Winter Event, but the last few days, not a night has gone on without someone asking me if I want to do missions. I tend to be otherwise busy so I rarely take people on their offers, but the invites are there.

    As far as the Winter Event goes on, people have complained that not enough show up a lot of the time, and I have a very good reason for that one, too - both dislike events AND I'm sick of being invited to take down the Winter Lord. No, I very much DO NOT WANT to fight giant monster or take part in events. And I know I'm not alone.
  23. Quote:
    Originally Posted by Dispari View Post
    There's no better way to reduce incoming damage than to kill the enemy dealing it. True a Blaster can't rely on killing an AV to keep himself from dying. But no defense in this game is absolute.
    The problem, as it were, is building an AT around damage as a sole means of defence, when that damage can't defend them in specific situations that WILL occur with regularity. It's kind of like Controllers and the POTD. Even when a

    Scrapper runs afoul of a damage type he can't fight resist or defend against, he typically has other means to defend himself, either smaller amounts of another defensive type, heals, enemy debuffs or SOMETHING. When a Blaster finds something he can't kill, which is also something he typically can't control, he has no alternative but to cross his fingers.
  24. Quote:
    Originally Posted by rian_frostdrake View Post
    as the real world analogy goes, you cant complain about not enjoying a dance if all you did was stand in the corner.
    *look over shoulder* Quit spying on me!
  25. Quote:
    Originally Posted by Zombie Man View Post
    I extirpate your hegenomical proscriptivistic deontologicalism!
    The call for proper grammar and spelling is so that a person can be more easily understood. Being intentionally cryptic, therefore, proves nothing, other than that that particular joke was old before I was born. Come on, man. You're better than this.