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Quote:Simple answer: We don't know yet, because no specs have been produced.This is Player Questions, so I'm questioning the players, not Paragon Studios.
There's no doubt I'll have to upgrade my 7800 GTX, but looking to the future, what NVidia card will let me play Ultra Mode in GR comfortably?
More complex answer: Until official specs for Ultra-mode graphics are produced, there's no way to be absolutely certain, however an nVidia 275 GTX card is hovering around the upper limit of what I would call the "reasonable" price bracket (for a 285 or 295 you're looking at "I must have the best and I don't care what it costs" money). From what I can see, though, the 9-series will work with at least some of the Ultra-mode bells and whistles switched on. Anything higher than that and you're looking at more features being available and less strain on the GPU. -
Quote:Thus effectively proving my point quite handily. Even in the social strata of the Rogue Isles, Lord Recluse will not grant a blanket "license to kill". Police powers, whereby someone who kills is subject to a higher authority, yes, but not a right to kill anyone the character chooses. It just happens that the criteria for viably killing someone are more relaxed. I don't think anyone here would disagree that villains can be murderous scum, but there's a VAST difference between being murderous scum and being state sanctioned murderous scum.Point now understood and accepted. Blueside, yes, killing tends to be the last resort (a la Batman, when I think about it) The odd case or so will tie in nicely with the Vigilanteismn of GR.
Redside though? Gonna disagree. Murdering *civilians* is a no-no, yes. Background canon is that Recluse doesnt like general crimes, and tends to have whoever is envolved paid a visit by someone rather nasty. After all, without his citizens, he hasn't got much of an empire. But getting fussed over a Destined On culling off Longbow? Luddittes? Wyvern? And even extending to people in Paragon? I don't think he'd so much as bat an eyelid.
Yes, it's still 'wrong' to the in-game society and world. Doesn't mean that Villains are going to be holding back the way Heroes do. And that should be down to IC player choice/character choice. -
Quote:I think the point AP was making is that killing someone is an abhorent act. It doesn't matter if the person doing the killing is a hero or a villain, societal pressures insist that killing should always be the last resort. Now, in the Rogue Isles there's a bit more leniency in terms of "you can do what you can get away with", but that doesn't make killing right to society as a whole.Quote:I think licenses to kill should be reserved for NPCs - when a player's character kills, regardless of flavour (redside/blueside) it's still an abhorrent act. more sense and be more believable if it were part of a one-off plot that explores those issues. To have it as something more commonplace would, in my opinion, be an exploration of total fantasy and not a particularly healthy one.
Redside has none of the conotations blueside has. You're a villain. Whatever level you want to take it to. Sure, you could just be a vigilante who ended up on the wrong side of the line. Or your a raging psycho with a log sized chip on your shoulder and a penchant to kill any idiot who gets in your way.
Yes, there are situations where killing someone is the only way to get the best out of it (Pious' bank robbery, earlier), but that does not in any way make killing right. What is right in that situation is using expedient means to secure the safety of innocents. It just happens that the "expedient means" in question are to kill the perpetrators. -
I once read an analysis of the CoH/CoV markets by an economics student (do we have any of those around here, currently?) and I try to find it every time this question crops up, and I never can, but the result is as follows:
Because the activity that creates money (inf) is also the activity that creates goods (drops), and because of established economic trends, merging the CoH and CoV markets will drive all prices up.
Essentially: Price(Hero) < Price(Hero + Villain) AND Price(Villain) < Price(Hero + Villain)
Since fewer people play Villains, the amount of Inf they can generate is less than the amount of Inf that Heroes generate, the supply will tend to go to heroes (because they can afford to overspend), eventually pricing Villains out of the market. -
Thank you, devs.
There's not a lot else for me to say, really. It's been a fun four years so far. I'm not quitting any time soon. Keep up the good work. -
Quote:sry, have to claim high tech ignorance. dont know what browser,and dont know how to check. but if i hit tools it goes to internet options. under privacy it has 3 categories settings,pop up blocker, and in private.no links to anything. would appreciate the help.
That's Internet Explorer.
Right, you want to be on the General Tab and select the horrifying button that is "Delete Cookies..."
This should wipe all cookies from your PC, and may require you to re-log in to many websites the next time you visit them.
The alternative is to do it manually (so that you only get the cityofheroes.com ones) - Tools > Internet Options > General tab > Temporary Internet Files field > Settings. Click "View Files" on the pop-up, and dig through them. You're looking for a file called "Cookie:username@boards.cityofheroes.com"
Delete it.
It also wouldn't hurt to delete ALL of the files registered against http://boards.cityofheroes.com from that folder.
Once you've done that, close all the boxes, and refresh. -
Quote:/facepalmWhy facepalm? This is actually a waste of resources that could have been used for something else. It was like someone said Hey man lets give em walk and see what happens. Can't use in combat, have to reapply all toggles, and I get the facepalm not the devs really?
BABs is the animation guy. He does not have anything to do with bases. His time is going to be spent working on animations. This is an animation change. Not a base change. Pester the base guys for changes to bases. If BABs had time to fit this in, that is not, in any way, going to interfere with any forthcoming changes to bases. -
Quote:I have NEVER (yes, never, ever, EVER) heard an American that I couldn't identify as an American from their native accent. (I do not claim to actually be able to differentiate between an American accent and a Canadian accent. Sorry. But I can spot a Geordie, Scouser or Yorkshire accent from a mile off!)That's exactly how we sing AND speak. With "no accent". Not everyone in America sounds like a New Yorker, a Minnesotan (yah dontcha know) or a Texan (Ah tell yu wut!).
Some of us speak "plainly" with a boring non-accent that can't really be parodied. And THAT is what I'm talking about.
The only (widely known) American that I consider to have ever come close to pulling off an English accent is James Marsters - and even that's not perfect. On the other hand, Hugh Laurie as House apparently does an amazing American accent.
Now, I consider a bland South-of-England accent to be "normal", so every American I've ever heard has an accent. Hell, everyone has an accent of some sort or another, compared to other English-speaking countries/regions. It just happens that to clearly enunciate when singing, tone becomes more important than accent, so the accent gets reduced.
To each person, the only way someone else can be considered to "not have an accent" is if you can imitate that person in your natural speaking voice. I can sing like The Wurzels, if I want to. And talk like them, too, but it's not obvious that it's me talking. They have a strong accent, and part of their singing style was to emphasise it. Modern "pop" artists destroy their personal variety in an attempt towards mass appeal, so they all sound the same. But I wouldn't say they sound "American" any more than I would say that they sound "British" - they're just singing. -
Quote:Pants-wettingly hilarious.Quote:
Bill Baileys Kraftwerk "Das Hokey Kokey" sketch)
His re-write of The Killers' "All these things that I've done" is quite chuckleworthy, too.
Hell, Bill Bailey, full-stop! -
Oh, so glad I'm planning to upgrade my graphics card.
Now I just need to decide what to upgrade it to and how much I can afford to spend.
Thanks, Birdy, it's great to get the perspective an EU player on the goings on over there, since you know the things that bug us and the things we want to see.
Keep up with posting info! -
Oh, goodness me, YES!
I don't mean for one minute that RPing should be anything but fun, but I am abundantly aware of how a premise that sounds like it would be fun on the surface, once you actually dig into RP the character, turns out to be a one-way ticket to Lonelyville, County Lonesome.
Unfortunately there's really no advice to give other than very general advice, since everyone is different, has different tastes, and wants different things. The stickied hints and tips thread has some extremely good advice in it, but the two things I always try to include in any new character are 1) A mystery, and 2) a weakness.
To expand on those a little, and clarify them:
1) A mystery gives you something to hook other characters with. I certainly don't mean "make your character dark and mysterious", because that has been overdone to death, IMO. But make a part of their history a secret, have them start saying something and then stopping mid-sentence, because they realise they'll "give it away". It doesn't even matter if you, the player, have no clue what the mystery is, to start with. You can always wait until inspiration strikes you. But having something that the character is concealing from other characters - for whatever reason - tends to engage RPers quite well.
2) A weakness is not the same as a vulnerability, which I would define as "something that can harm the character". A weakness might be a predilection for some particular behaviour, or an addiction, or a piece of hurtful information that someone might find out. The possibilities are endless. A weakness adds depth to a character and gives another hook that other characters can latch onto when interacting.
Those, of course, are just my personal options for how to deal with potentially unlikeable characters, and I've not really had a problem. -
This is a very interesting issue.
I tend not to RP my villains (except the ones that are stand-in characters for my heroes when they need to act in the Rogue Isles) very much at all.
Taking a prime case-in-point - my "main" villain, Psychonova is, and has always been intended to be, a not-very-nice person. I know of at least one player whom I respect and get on with very well who point blank refuses to have anything to do with him. I don't blame the player for that - in fact I think it speaks well of him as a person - because Psychonova is a sick and twisted individual. He's cruel for the sake of it, considers normal people to be his playthings, and acts in ways that I, personally, find repellant and disgusting.
I also find it somewhat disturbing that my imagination managed to create someone like that.
I play him as a plot-device character, as a foil to my main hero, and I have taken great pains to make him loathsome... once you know about his motivations and capacity for cruelty. Until that point, he's just a person: chatty, relatively friendly (albeit with a somewhat sneering attitude), and not too bad. But he will always let his true colours show, sooner or later, and I have yet to meet one single player who wants to associate with him, on any level, once they learn the truth. And that was intentional. He's meant to be the villain everyone loves to hate. He was designed expressly to be unlikeable. And that is exactly what I want him to be, because I like to think I'm a nice guy, and I don't like him, either.
If the terms "psychotic", "sadistic" and "no redeeming qualities" can be used to describe a particular villain, then I believe they should only be RPd if the player expects everyone to revile them. Otherwise, a player needs to go out of their way to enforce a contradictory pleasant mannerism or aspect to their villain, to allow RP to be more than "And Captain Crass annoys everyone, and they all hate him".
Make a friendly, personable, jovial villain who is casually cruel. Make a madman who says silly things and giggles when people laugh. Make someone with overblown megalomania, but who never has any good luck. Villains to be RPd as anything other than a target for other players have to be interesting and entertaining, otherwise it just doesn't work. -
Quote:This.I don't accept the canon story behind AE because I refuse to/cannot believe that any of my characters are so incredibly [censored] STUPID as to willingly stick their heads into anything that's a joint venture of Dr. [censored] Aeon and Crey. That would require an Idiot Ball the size of Atlas' globe, and I am frankly insulted that the Devs expect us to swallow this tripe and/or couldn't be bothered to take the time and effort to come up with a less absurd IC framework for the MA system. The people who care about lore and the setting deserve better, and the non-RPers aren't gonna care either way.
*pant pant*
Sorry. Button.
Pushes the button again. It was funny to watch. -
The quick answer:
Yes, you have 4 respecs available, but no free ones. To use earned respecs in CoV, go and see Arbiter Sawyer in Port Oakes or Arbiter Lupin in Nerva. -
Quote:-
European time Zones
GMT : 11:00 AM - 1:00 PM (beginning October 22, 2009)
Europe/London 12:00 PM - 2:00 PM (beginning 22-Oct-2009)
Europe/Paris / Berlin 1:00 PM - 3:00 PM (beginning on 22-Oct-2009)
Is it worth noting that as of 25-Oct-2009 the Europe/London time will actually be back to GMT? (Just to remind everyone that the clocks change.) -
I believe that Posi is on record for saying that they are putting in new low-level/tutorial content for Praetorian Earth... I would therefore be greatly surprised if it's restricted to 50s. (Any chance anyone can compile all the GR info from interviews and notifications in one place, so that we can reference them easily?)
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Quote:Well, you should know that petitions are not allowed on these forums, but you get my support fully, squire!Meanwhile, on the Earth Server....I applied for a new job the other day.....as English Community Co-ordinator for NCsoft Europe!!!!!! Irony?? I. Think. So!!
Soooo......who wants to start a petition to get me reinstated?!?!
Great to see you back in the land of the living - haven't seen you about at all, recently. Maybe hop onto MSN once in a while and wing a nudge my way? Or a phone call? (He never calls, he never writes...)
Catch you soon, squire, and I wish you all the best on that job app. If there actually is anything we can do to help you, just let us know, because there are sure as heck some good memories around here of our "local boy done good" player-turned-community-dude. -
I've recently just noticed (been solo testing an MA arc of mine) that on my main character (Shadowe, Union server) Power Blast sometimes performs the Sniper Blast animation instead of its own. It isn't at all consistent (or wasn't tonight on a couple of run-throughs of my arc) and will animate normally most of the time, and then will switch to Sniper Blast for two or three shots, before going back to normal. Toon's difficulty levels are set to +0 levels, x1 team, no bosses, no AVs.
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GG, how does this contribute to the thread? I'm not even sure why I'm asking. STANDARD ENGLISH PRACTICE WHEN DISCUSSING A PERSON OF UNKNOWN OR INDETERMINATE GENDER USES THE MASCULINE PRONOUN. It's called good grammar. Now, if you want English grammar to change, then fine, but this is not the right place to do it. This is a game forum. Talk about the game, not a percieved slight caused by someone with a better grasp of the English language and appropriate (not "common", appropriate) use than you.
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Looks like my Psychonova page has been hit again. Not in a position to correct it myself, so if someone would do the honours, it would be appreciated.
Edit: Got Zortel to block the latest round of bots. Problem solved for now. -
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I will just say it took Synapse 3 days, 3 hours and 9 minutes to post "We found the bug, stop testing!" having previously said "I tested this, and I can't find anything wrong". Considering how hidden this bug must have been, simply due to the nature of it, I'll happily hazard a guess that it took up a LOT of his time over those 3 days, because while his first guess was "they must be seeing things", he didn't sit back and say "my job is done, I've tested, and it's all good".
To me that says "I'll keep my eyes on it" means "I am going to damned well track this down, because those numbers just don't add up and it's going to nag me forever" to him, and I for one am glad. They found it. It's fixed. Synapse didn't dismiss the issue. Debugging the drop code in 3 days can't have been an easy task, even for professional developers. That says "dedication" to me, not "dismissal". -