Sapphire7

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  1. I sent an email to kickstarter to ask if something like this would be permitted through their service. It doesn't look like it, but I'm keeping my fingers crossed.
  2. Kickstarter was the first thing that came to mind. I have never started one, but absolutely will for this game unless someone with more experience wants to open it. We have to get NC Soft in discussion of selling the IP. If they're cutting it for monetary reasons, selling may be appealing to them. After all, they bought it from Cryptic.
  3. Thank you guys! Thank you for posting codes on the forums, and making the codes easy to grab, and posting a lot of them! Thank you x 10^42!
  4. Quote:
    Originally Posted by Arcanaville View Post
    I'm not sure if this is the sort of thing you're looking for, but since you have the two Player Summits up there you might be interested to know that their predecessor was probably the City of Heroes Freedom player focus group event held on May 7th, 2011, which covered the Freedom model and elements of Issue 21. The structure of the player summits is very similar to the format used by the focus group event, with less playtesting.

    As far as I know, none of the players invited to the focus group were told what it was going to be about until they announced it at the event, and as far as I know it was the first time anyone outside Paragon saw or heard about CoH: Freedom directly. Attendees had to sign an NDA which was mostly released when Freedom was publicly announced.

    It was also, as far as I can recall, the first time I saw anyone attempt to deliver ethernet between two commercial buildings with patch cables strung through trees.
    That's definitely an event I'd like to add, thanks Arcanaville!
  5. Historic Calendar is still being updated here:

    http://www.coloden.com/city/cal.html

    2/18/12: Added 2011 Winter event, 2012 Spring Fling, Player's Summit #1 and #2, i21.5 notable features, Who Will Die? 1-5 release dates, Double XP Weekend
    6/1/12: Added Who Will Die? 6 & 7 release dates, i22 & i23 release & notable features, Freebie Friday pilot, nemesis invasion, Summer Blockbuster event

    Please let me know if the Summer Event colors are too close to any of the other events for colorblindness. Also open to other suggestions.. Thanks!
  6. Wow, great diagrams! And thank you very much for letting me include them in the guide!
  7. Excellent, thank you very much Snow!

    Edit: I never knew about the stealth vents! Are those at the other end of the bunkers? I wandered over thataway once but didn't want to spend time "exploring" when there was work to do. Do they just collect the temps and then rejoin the league to use them?
  8. I'm putting together a quick walkthrough to replace the PDF on my site, which still has the pre-update objectives. I'm certainly no expert on the Keyes trial though, so I appreciate any feedback you guys can provide. Thanks very much!

    NOTE: ANTI-MATTER PULSE: There is an auto-hit, unresistible damage power that hits everyone on the map every 30 seconds during the reactor phases of this trial. Anyone who is not a Big Bag O Hit Points should stick with the group for heals as much as possible. The amount of damage dealt by the Anti-Matter Pulse is directly related to the amount of damage Anti-Matter has taken. The more damage he takes, the harder the pulse hits you. DO NOT ATTACK ANTI-MATTER UNTIL PHASE 4, AFTER THE PULSE HAS BEEN DISABLED. Do not use AoEs in the vicinity of Anti-Matter, target pets very carefully or dismiss them if they can’t be controlled. (If Anti-Matter dies before Phase 4, the trial automatically fails.)

    Phase 1: Reactor Hope

    1. Kill WarWorks Guards
    a. These guys are present near the entrance and as you approach Reactor Hope.
    b. After you kill enough of them, the Anti-Matter engages the damage pulse.

    2. Collect Glowies & Power Up Terminals
    a. Glowies give temp powers that are used on the terminals around the reactor.
    b. The reactor has 10 terminals, but only 6 need to be powered up.
    c. The terminals cannot be powered up as long as WarWorks are present. The mobs can either be killed or knocked-back to free up the terminal.
    d. There should basically be two groups at this time:
    i. Group 1: fight mobs on the ground and collect glowies
    ii. Group 2: run around reactor powering up terminals
    iii. Players can move between the two groups as they receive or use temps, but overall each group should stick together for heals and faster killing.

    Phase 2: Reactor Genesis

    1. Kill Goliath Elite Bosses
    a. The rest of the spawn dies when the EB dies.
    b. Stick together in one or two groups to take advantage of buffs, heals, and efficient damage.

    2. Collect Glowies & Power Up Terminals
    a. Same general premise as previous phase: power up six terminals.
    b. This time Anti-Matter must be near a terminal in order to use a temp power on it the first time on that terminal. The second and third applications do not require AM’s presence.
    c. It’s useful to have a tank or someone with taunt pull Anti-Matter around the reactor.

    Phase 3: Reactor Infinity

    1. Bunkers
    a. Split into 2 or 3 teams and break into the bunkers around Reactor Infinity (see map, above).
    b. The WarWorks re-spawn over time, and the glowies re-stock.

    2. Power Up Terminals
    a. Those with temp powers should gather around Reactor Infinity and power up the terminals.
    b. Anti-Matter must be present to use a temp power for the first time on that terminal, and WarWorks must not be present.

    Phase 4: Fighting Anti-Matter at the Truck Depot

    1. Disintegration
    a. A random person will be targeted for Disintegration. They will take damage over time, and if they die Anti-Matter heals a large amount of hit points.
    b. If you see someone with a bright green, glowing bubble, or calling for help, heal them!

    2. The Obliteration Beam
    a. Do not fly during this phase. Obliteration can target players in the air, and players on the ground will not be able to see the visual effect.
    b. You will receive an on-screen warning OBLITERATION BEAM FIRING! The Obliteration Beam is a large green visual effect on the ground.
    c. Do not get so absorbed into your attack chain that you become rooted. Get in the habit of moving a little bit after every attack, so that when the beam is coming, you are ready to move.
    d. Don’t run back into the green circle if you make it out, and don’t be under the beam when it fires!

    3. Entanglement
    a. Players are randomly assigned a red bubble or a blue bubble.
    b. Standing near someone with the opposite colored bubble will cause damage over time, and stacks.

    4. Time Stop
    a. At 80%, 50%, and 20% health, Anti-Matter will freeze time and retreat to recharge bunkers around the Truck Depot (see map).
    b. As soon as players can move, they should destroy the terminals around the bunkers (there are three or four). Anti-Matter regenerates health at high speed until the terminals are destroyed.


    Thanks in advance for your help! (Cross posted to RO forums.)
  9. Out of curiosity I did a side by side comparison of the feet on live and on beta. I was fine with the way they were originally designed, but I have nothing against the shorter toes, and hopefully more people will be happy with them. (I think my graphics settings are lower on beta, which would explain the lack of definition on the beta toes. I hope.)

  10. I think this is a case of people not understanding body proportions.

    A normal woman's foot is more than half the length of her thigh. Go ahead ladies, put the heel of your foot at the crook of your thigh and see how far your toes reach.

    I know this is a game based on comic books and it's hard to reach anything close to normal human proportions. I tend to pull the legs slider all the way down, move the chest slider down a bit, and the waist slider up a bit. That's as close as I can come to actual female body proportions, and it's close.

    Based on that, the feet we have currently in game are about the quarter the size they should be if the feet were proportional. The Pocket D boots are much more close to accurate proportions for the character model.

    If people don't like the appearance that's one thing, but to say they're too big for the body borders on dysmorphic.
  11. I happen to really love the Strap Boots foot from the Pocket D Pack. I'll be sad to see them trimmed! I put this together when the pack was on Beta..

  12. Quote:
    Originally Posted by SmegHead View Post
    To those that haven't seen it, the coyote in action:

    http://www.youtube.com/watch?v=-1sO1fyJ-_o

    The price may be a bit much, but I have to admit it is pretty cool.

    Thanks for posting the video! I do think the power looks cool, but I have exactly the same issues that others have brought up. Namely: Powers that de-toggle rather than suppress are a no-go as far as I'm concerned, and the price is way too high for such specificity. If the vanity pets (and now transformation power) were by species/group, I'd be more inclined to pay 600pp. For instance the "summon canine" power would let you pick from 5 different species (1 at a time of course). OR if that tech doesn't exist and we can only pay for one specific vanity pet/transformation-travel at a time, the cost should be FAR less.

    On the other hand, the Paragon market has been out log enough that they must have a decent handle on what people are willing to spend on a given item; one would assume they have data to back up the price point.

    IMO, a lot of the "sale" prices have still been overpriced, but at least it has kept me from blowing through all of my points. If Paragon Studios had priced the items on my wish list at what I feel are reasonable prices, I'd have given them double (or possibly triple) the amount of money I already invested. As it is now, I'm sitting on a huge pile of points, unwilling to purchase a lot of wanted items at such high prices. I can only hope that some of the pricier goodies come down later this year or next, but if not, oh well.
  13. Sapphire7

    Comic Relief

    Quote:
    Originally Posted by Electric-Knight View Post
    Oh!! Someone mentioned a great idea for a Titan Weapons option: a long pole... with an animated person tied to the other end to be used as a club!!
    Quote:
    Originally Posted by Kierthos View Post
    Okay, story time.
    When I first started playing D&D, my DM threw me up against (his own creation) Thorn Beasts, which required a blunt weapon, which I didn't have. My mage friend had a circlet of protection vs bludgeoning though, and had just turned himself into a 15' skeleton, so I grabbed him by the ankles and used him as my blunt weapon.

    Quote:
    Originally Posted by Kierthos View Post
    Scuba/wetsuit.
    Snorkeler's mask (optional snorkel)
    Swim fins.
    While a snorkel and fins would be cool (we'll never get fins, too much clipping) - you can already do a decent scuba suit. I'm anxiously anticipating quivers so I can make a proper tank. The pixels aura does a pretty cool bubbles effect, even if they're square.

  14. Quote:
    Originally Posted by Zwillinger View Post
    I hear you, and I understand what you're saying, but to play devil's advocate; we also tie your forum account to your game account, which is why we want to err on the side of security in this case.
    I totally understand and absolutely agree here. Of course I take security very seriously... I have firefox set to be in permanent private browsing mode. I don't want anything to be saved in temp files.. if I want it saved I'll bookmark it. And I have a separate password for every site I log in to, so while I know remembering several dozen passwords can be difficult, I just don't trust anything. Look at how many sites have been hacked (Steam, Sony, etc). And who knows, someone at some company you do business with may not be so honest, and may use your email address and password to try to log into as many sites as they can think of. Why risk it? So you can save a few seconds entering your credentials?

    While I understand wanting the cookie bug fixed, the idea of permanent login just boggles my mind.
  15. Quote:
    Originally Posted by Noble Savage View Post
    Sure, and it'd be *relatively* straight-forward because we already have the values set up for Metallic. Likewise, I've seen several requests for a plain, non-reflective, matte version. My guess is that we're halfway home on that one as well. The issue would be finding time in the schedule for such parts when there are dozens of other priorities to worry about. It's a difficult juggling act.
    Kinda off topic but related... do we have tights-sleek gloves and boots yet? I love tights-sleek, but have to use something else for boots and gloves. Can do, but would be nice for the option.
  16. For what it's worth (assuming a redname will see this).. I used the Signature Character Summon temp power, having spent a veteran token to buy it. And I found myself relying on it very heavily, and deciding I could probably justify repeatedly purchasing it. But after poking around the Paragon Market, the only thing I can find is the War Whistle. Can we purchase the signature summon on the market? I would rather save my vet tokens and spend points.. points are much easier to come by.
  17. Quote:
    Originally Posted by Scene_EU View Post
    similarly, the option to hit the spam button on emails from yourself should not be available, or should be greyed out. I've not done it myself, but with the default email window setting, the claim items button sit very close to the spam button. 1 miss click could... well I dread to think. Has anybody actually classified their own emails as spam?
    Yes, that makes me a bit edgy too. I try to be very careful about that, haven't accidentally clicked it yet.

    I have accidentally tried to claim something a few times when inventory was full.. you then have to clear space in your inventory, and try to claim something else, which will then give you an error that there's already a transaction pending, which will then drop the item into your inventory. Not sure what happens if you have nothing else to claim.. dunno how you'd force the "pending" item into your inventory.
  18. Quote:
    Originally Posted by Obscure Blade View Post
    I always had the impression that the delay and the one-item-per-email limit were deliberate design decisions, meant to hamper RMTers.
    Oh yes, and I agree with that purpose. It would just be nice if it didn't apply to one's self.

    Quote:
    Originally Posted by Xanatos View Post
    I'm sure the people working on this game are a great deal more frustrated with the bug than someone who just plays it for fun. So best of luck to them getting this fixed quickly.
    Well said!
  19. Quote:
    Originally Posted by Feycat View Post
    Nonsense. There's a difference between being a supporter and an apologist.

    Leaving game-breaking bugs in is what is going to enrage people. People were angry at a 6-hour downtime that was announced barely ahead of time - and frankly, they were right to be at this point, because 90% of what this patch introduced was a bunch of bugs that RUINED the game for many of us. I was fine with that 6 hour downtime when it happened - I'm not anymore, since apparently it was a 6-hour "destroy the game" patch.

    This needs to be hotfixed, NOW.

    This sort of stuff might be acceptable from a beta, or a brand-new released game. From a 7 year old veteran MMO? No. not even a little.
    I'm trying to be neither an apologist nor a supporter, I'm just stating what I know, what I see, and how I feel. As angry as the bugs are making you, I can point to someone who is just as mad at every unscheduled maintenance and hot fix. The things that make one person angry are not going to be the same thing that make another person angry, and the things that one person is okay with, another person might not be okay with.

    I don't consider any of the bugs "game breaking show stoppers". The UI reset can be fixed in a fraction of a second with /wdwload. I have been playing through the flickering graphics/FPS drop bug for a while, as annoying as it is, and that's not even fixed in this patch. I will grit my teeth through this bug tonight, and next week, and as long as I have to in my very limited game time until they fix it. I haven't been able to modify the costume on my Arch/Traps for weeks (or months?), but I can still play her. I am very sorry that the state of the game is so frustrating as to make playing undesirable for a number of people, but that doesn't mean it's literally unplayable. I can take a fraps video and prove how playable the game currently is. Frustrating? Yes. Unplayable? Not by my definition.

    And trying to hold a 7-year MMO to a higher standard to a new game isn't quite fair. While we've had longer to work out some of the kinks in this game, we also have orders of magnitude more content, which is more stuff that can randomly break in creative ways. A hot fix now has the opportunity to break the game even further, making it truly unplayable. Having fixes queued for the Tuesday patch lets them poke at these fixes internally a little bit first, to (hopefully) ensure that they fix what they're supposed to, and don't break anything else.

    I realize I am not likely to calm your fury about this, I'm just trying to give perspective on how I see things.

    Quote:
    Originally Posted by Benchpresser View Post
    Sappphire, I think thats why you may never see another maintenance/Publish combo again- the window of disaster recovery is too small. It was a nice idea to limit downtime but it just has too much potential to blow up.

    I also have a sneaking suspicion that the decision to push this issue live was pushed past the devs by a higher up management. The Devs certainly knew of the bugged state, hell the changes to the Alpha and Interface that Hawk posted about aren't even in Beta yet! (And they are significant changes)

    So I'm beginning to think that someone else (marketing maybe, who knows) determined that the patch had to go live NOW!!! Why? Not sure- maybe to keep up the stream of "new shineys"? Maybe to give the studio talking points for the summit? I doubt we'll know... but if I'm right, then this better be a lesson for Paragon- Deadlines are all fine and good and should be adhered to.. unless your developers present evidence that the intended product is indeed still not working.
    Very true, I've seen a lot of decisions come down that the people who have to implement said decision disagree with .. but that's corporate life. If you don't like what your boss tells you to do, you can quit and start your own company. (Assuming you're not in a union I guess.. We don't have many unions here in FL and I've never been in one so I don't really know how that works.) I mean, you can say "I disagree with this decision" all you want, but the boss gets what the boss wants, that's why he (/she)'s the boss.

    On the other hand, this might not have been pushed down from upon high, I have no idea. I do know that it doesn't really matter what happens, there will be angry mobs ready to torch down Paragon Studios regardless. Someone once said that if they gave us each a pony and a thousand dollars, there would be angry mobs upset that the ponies don't fly and puke rainbows. Others would be angry that the money came in $100 bills instead of $20s. It's just not possible to please everybody.
  20. Quote:
    Originally Posted by Vinceq1980 View Post
    so instead of fixing these bugs now like what they should have done they wait until tuesday because the devs all want to play skyrim atm? gee thanks for such a wonderful thursday suprise. best issue ever!!!

    oh and i demand compensation for this. this issue launch has been handled with such craptastic customer service. i demand compensation.
    As Garielle mentioned farther up the thread, the Paragon Studios team really has their hands tied here. There's a huge population of people who are enraged at unscheduled downtime, so if they bring the servers down today, they're going to make people angry. If they wait until normally scheduled maintenance, they make other people angry.

    I've personally had fantastic customer service so far. I had to file a support ticket because Street Justice was locked out for me last night, even though I had purchased it. I received a reply only an hour or two later that it was a known issue, and seemed to be resolved by logging out and back in. (Which worked for me.) I've filed bug reports and contacted customer service for another issue and each time have had quick, professional, and informative replies in generally short order, (above and beyond the automatic form letter reply). Having worked in customer service I have to say, hats off to the Paragon Studios / NC Soft customer support team. You guys are awesome.
  21. Quote:
    Originally Posted by Garielle View Post
    Well, I can tell you that running in Windowed mode and clicking on a different process seems to have the same effect. As for ALT-Tabbing, I found that in full screen ALT-Tabbing would sometimes cause the process to freeze entirely when I went back. WindowKey-Tabbing did NOT seem to cause the freezes, but did lead to the flashing. All of this is, of course, assuming it is the process switching which is causing it, which seems to fall in line with my experience as well.
    I too switched to windowed mode quite a while back, because in full-screen mode I would lock up the game about half the time I alt+tabbed. I switched to windowed thinking it was the alt+tabbing specifically, and thinking I could get around it by clicking on something in the task bar. I was happy to discover that alt+tabbing in windowed mode did not run the risk of locking up the game.

    I only started experiencing this new flickering/lag bug recently.. others have mentioned "around the halloween patch" which sounds right.
  22. Quote:
    Originally Posted by Garielle View Post
    Gahhh... I saw the build was the same, so was really hoping. I can play for a while, but after a couple of hours, the flickering/flashing begins and gets worse and worse until eventually I can't see anything at all without a reboot, which is not always feasible.
    I have been told that alt+tabbing makes it worse, which seems to fall in line with my experiences. I alt+tab quite a bit. Not sure if I set my second monitor back up and just clicked out of the window if I would get the same effect - that is, I don't know if it's the actual alt+tabbing or just temporarily changing which window you're focused on.

    I generally don't get the flashing at all to begin with, but the FPS drop is there as soon as I log in. The flashing then builds up over time. I only got to be online for about an hour last night so I didn't have much of the flashing at all, but tonight (when I plan on being online for at least six hours) I know I will start to see it before the end of the night.

    And I should clarify, I am assuming that the FPS drop/lag is related to the flashing/flickering graphics only because someone else was experiencing both and said they were related. I don't actually know that for sure, but I hope so!!
  23. Quote:
    Originally Posted by Garielle View Post
    Did this make it to live? Don't see anything about it in the live patch notes, but crossing my fingers.
    As of last night, no the flickering graphics/flashing and lag/FPS drop bug fix had not made it to the live server, which makes me a sad raptor. I am really looking forward to this fix. I count myself fortunate that I have thus far had remarkable patience with the bug.. I get so little time to play that I dare not sacrifice any of it for anything short of "literally unplayable" (like during the Chaos Event of 2009). 2-5 seconds of <1FPS with occasional 10-second bursts, with 10 seconds to 2 minutes of normal gameplay is ... well.. just barely bearable.
  24. Quote:
    Originally Posted by Part_Troll View Post
    5) They removed the (secret-ish) command to use /AH inside the base and instanced missions. I don't know WHY they think /ah inside a base is something to DENY.

    6) Why are emails mailed TO YOURSELF on a damned 15 second timer!
    To expand on what Raj said:

    The "secret-ish" /ah command is a veteran reward, which I believe was available on test to people who didn't qualify for it yet (tho I may be wrong, it's been a while since I was on test, and I *do* qualify for it). The problem with using /ah is that it requires downloading the entire auction house database to the instanced map you're in. So every time someone accessed the AH from a base or mission map, the entire AH database was downloaded to that map. Which is why, when this went live, there were enormous and terrible server lag issues. (We can argue about the programming decision here to require a total download of the database to the map, but it's moot. That's how it works and it's not going to change.) So they've restricted it to outside zones only, most of which already have the AH database loaded.

    On the other hand, you can still use /vault while inside a base or mish, which makes it easy to make room for additional drops if you accidentally find yourself suddenly full on salvage. You just then have to remember to open the AH as soon as you exit the mission and clear your inventory.

    I totally agree with you about the 15 second timer on self gleemails. I realize this is probably a tech/coding issue, but it's pretty annoying. I feel like I spend way too much time doing "maintenance" on my toons, shuffling inventory around to my crafter, etc. I'd love to see an "enhancement tray" type tech in gleemail, where I can just drag and drop my 20 items and then switch toons. In fact, I would (personally) be okay with a drop in the gleemail item limit to 10 items if we could just drag and drop.. having to switch toons twice as often would still take less time than waiting 15 seconds between each item!

    (I should clarify that I'm happy for the gleemail function at all though.. a cumbersome system is better than none at all. And waiting "until they could do it right" would mean we still would have no way to transfer items across servers, except for the risky "list it on the market and switch quick" tactic.)
  25. Quote:
    Originally Posted by rsclark View Post
    Yet it still needed to be tested. Even in the case of the survival pack, they changed an in-game power to allow charges to stack between purchased and earned versions. That needed to be tested. That information needs to be stored on the character, and who knows how many different places in the DB it is stored and what restrictions have been placed on it.

    Look at something like the doggie coming soon. Someone needs to be in the game walking that dog over every type of terrain in the game trying to get him to fall through holes, looking for anything that might clip the wrong way and cause a server meltdown.

    It's amazing the amount of testing that needs to occur on even the most minor of things. The severity of the bug often has little to do with the importance of the feature. The problem is they don't appear to be doing that needed testing on any of it - small or large.
    I agree that there are things within the game that seem trivial but require a not-trivial amount of work; I only meant to imply that the amount of testing that goes into something like the Undead Survival Pack is probably not anywhere near the amount of testing that goes into new actual content (like a story arc or power set). It wouldn't make sense for such a low-ticket item to consume a high-ticket resource. On the other hand, I don't think it's lack of testing that lets bugs get into the game, as there are plenty of examples of bugs being revealed while on test, by players, and still making it to live. Discovering bugs leads to figuring out why they're happening, which leads to figuring out how to make them not happen anymore. Those last two steps are handled by a different department than the first. So I still don't think the Undead Survival Pack interfered with the sudden appearance of other bugs. (I'm not an expert though, obviously, who knows. Maybe the undead pack CAUSED all the bugs...)