-
Posts
72 -
Joined
-
Quote:I had mentioned something similar in another thread. Basically, if the devs want to leverage existing content then they need to have an Incarnate switch/setting (or some such mechanism) for Incarnate teams running plain ol tips, radio or arc missions. Some mechanism which will allow them to leverage all the existing content.I do see one other option, and that is to provide a harder Incarnate version of those TFs, where if enabled it also enables your Incarnate slots (higher than Alpha, as it's safe to assume they probably won't take it away at this point), but if it's disabled, so are your non-Alpha slots.
Otherwise, it will be a mess. If you "turn off" Incarnate powers for what might be large sections of the game then a lot of players won't bother getting on the Incarnate treadmill. If you leave the powers on, then as the players get further on the Incarnate path the rest of the game becomes obsolete. Not to mention that, if this is the case, they cannot create enough Incarnate rated content to keep the horde of new Incarnates satisfied. -
I have a 50 Kin/Rad and the toon is one of my oldest, seeing play since before Issue 1. In fact, I just did Khan last night with him. I do not have any special or expensive IOs on him at all and he did quite well.
I do not think that the debuff effects of the powers were given enough credit. Like Poison, Kin's can debuff the h*** out of a single target. It seems like they were made to help take down AVs. -Dam, -Recharge, Slow, -Regen, -Def (And not small numbers either) all serve to really add a lot to teams.
I have played a lot of defenders and it is true that in the lower levels, it was got pretty hellish running solo. Not because I was dying a lot, but because the battles were always a bit longish with having to heal/debuff during the fight. But, this combo is made for being on teams. -
The game has been working fine until the latest patch was downloaded today. On logging on, I am losing textures and if I try and rotate the camera I get complete game lockup. If I try to enter a door or teleport cross zone, complete game lockup.
I have been using Nvidia drivers version 258.96 since the summer with no issues. Upgraded to the latest Nvidia drivers and no difference. Changing video options to lowest also did nothing to change the issue.
I was curious if anyone else has experienced similar issues with the latest patch.
Cheers.
Update: Thanks Bonehead and Healix. I ran a defragger and I forced a redownload of the Pigg files and that has seemed to do the trick. -
Funny, I've been using 258.96 since it was released as Beta and have had no problems with them. Maybe it depends on the Nvidia chip? I'm running a 480.
-
I think that the HDD issue might be cleared up by booting and doing a CHKDSK. I've always used Spinrite to help out on major HDD errors and the latest version 6 is compatible with NTFS.
-
Quote:THIS!!! Jab really sucks in the whole context of the SS Tanker for which the power was originally built. Additionally, being forced to pick the first power of the secondary, for me, is intensely irritating. I could see the point IF the first power was a set defining power ( like Hide for Stalkers) but it mostly is not.Personally, certain forced powers like Gale, Electric Fence, Entangling Arrow, and Force Bolt usually wander off my bar and never come back by the time I'm in double-digit levels.
In fact, some of those forced powers cause me to not play those sets on certain ATs. I'd love to build a Shield/SS Tank, but Jab is in the way. On my SS Brute, I skipped Jab, and use Boxing (since I'm going to have Tough/Weave either way) instead. On a Tanker, I have to have both. One's just a wasted slot.
The powers you get at 1 should be powers you use a lot and rely on or are important. I can think of about a dozen that I'd skip entirely if I had the choice. All Blaster secondaries seem to force you into a power that sucks on purpose. Possibly cause Blasters are just so cool that they have to be toned down with crappy powers.
I don't think I should be able to take Hover instead of Jab. But I should be able to take Punch instead of Jab at least.
So, if Taunt was the first power in the Tanker secondaries then I could understand being forced to take it. But, that does not happen for a whole host of reasons.
I personally would LOVE the option of taking Air Superiority at Level 0/1 instead of Jab. That option is nothing but WIN. -
Cooler Master makes good cases and B is a good choice. I am currently building a new PC for myself this Christma and choosing a case is sometimes the hardest part of the "parts selection process" for me. This go round (I've been building my own PCs since 85), I had narrowed my top 3 to be the Cooler Master Cosmos, the Black Sniper Edition or the Corsair 800D. But, New Egg had a surprise sale and the Silverstone TJ10 went on-sale for a cool benjamin below normal price and I had no choice but to go with it. So far the case has been a joy to work with.
-
Excellent. I can't wait to play my main. See you there.
-
Protector - PI just crashed out during the event.
-
The in-game teaming tool in this game could be a whole lot better. That is why players resort to using Channels to arrange things. There are many things which can be done to improve the teaming tools. I am not sure why anyone would be against such QOL upgrades.
-
Quote:Which do you think was a bad idea?Fortunately for us the devs here don't make a habit of implementing Cryptics bad ideas.
Setting up an environment in which character names are not unique or using the account name as the unique tag?
I do not think that using the account name and displaying the account name was an option I would have chosen. Other options to accomplish the same thing exist though.
But, removing the restriction on unique names is a fantastic idea. I am very tired of not being able to use a name which fits a new character concept because "it is already taken" especially in a game which is 5 years old. -
Quote:It is not very inviting for new players at all. If the in-game system for finding/creating teams needs to be supplemented by "global chat channels" then that system is lacking and needs to be fixed.If after I completed the tutorial, or reached level 5 a list of 10 major global channels popped up I'd agree with everything you have said. But I don't think it is ideal that the workload falls on the player to facilitate teaming beyond throwing up their lf team tag and using the default zone-wide communication channel. It seems exclusive by design.
I do not have a particular opinion of whether or not servers should be merged; especially the whys or why nots. But a couple of issues being used as for reasons not to are really non-issues.
Names: CO has shown that you can create an environment in which any player can have any name. The uniqueness is based off the account name. The same can be done in COH.
Server Merging Means Death: If server merging occurred at the same time as a significant release then "the industry" or "people" would not be likely to think that the game is dying. For example, if NCSOFT choose to merge servers as part of the "Going Rogue" release. No one would think that the game was folding because of a server merge when a major new release was being delivered.
There are several "out of the box" concepts for increasing player density besides helping individuals find teams ( which I still believe a better Team interface would do more for resolving those complaints than server merging ). For example, lets say that starting with Going Rogue the devs begin playing with the concept of more "open world" missions similar to WAR and begin to lessen the amount of instancing in the game.
Perhaps, the devs have found out from data-mining and exit interviews that congregations of people lead to more people wanting to be around. What if the real benefit of the AE crowds were that it LET other people get to see each other instead of being spread out in instances. If the world "looks" empty to a newcomer than it IS empty in their minds and game experience. -
Just quite the game and am downloading a patch. I16 tomorrow?
-
Quote:Yep. I skipped Dull Pain completely because it was out of concept for my tank. I had to respec into it when GDN / ED hit. Gave up Punch to pick it up and have not had the attack since.Yep, and Unyielding used to root your tanker to the spot where it was activated and Perma-Unstoppable tankers were all the rage. The only thing that I miss about I3 Invulnerability was the fact that it was the one tanker set that allowed you to go with different permutations of the powers and still be effective. The higher resistance numbers meant that you could easily min/max your primary and concentrate more on your offense or you could respec into the aforementioned Perma-Unstoppable tanker. At one point I had a tanker that relied solely on passives, Invincibility and Tough Hide as well as one that was strictly toggles. It was an interesting time.
> -
Is there a way to tighten the lines together? I find I am scrolling a heck-load more and it is very annoying.
-
{QR}
Speculation on Going Rogue Trading Places Mechanics
I think that when the trading places mechanics will be based on xp earned during "typed" missions. Currently, in the game missions are either labeled as "hero", "villan", or not meaning neutral.
When playing a character in Praetoria you earn in essence 3 different types of experience, Heroic, Villainous or Neutral. When you have earned enough of the one type to make the next level you can choose to train for that type. For example, a tank in Praetoria runs nothing but villainous missions and earns enough "red" bars to make level. He can go to a villanous trainer and train as a villain.
They can either make it so that there are three running totals A red xp bar and a blue xp bar as well as the neutral xp bar or a tug -of- war type like the PVP Zones.
Also, neutral xp can be handled in different ways. Lets say at the start of the next level your toon first earns 500 neutral xp. He then earns 500 Villanous xp. The totals would be N 500 V 500 H 0. Next he earns 500 Heroic xp. This would make the xp total N 1000 V 0 H0. The heroic and villanous xp cancel out and join to fill up the neutral xp totals. This makes it easy to level at a more natural pace if you don't care about switching over and forces to you be very focused if you DO want to switch to the other side.
Additionally, they could level gate it by simply not making Hero/Villain missions until a certain level (like lvl 25). This system also means that it takes more to cross over for higher level toons. -
I'll be there. Been looking forward to a traveling tanker tuesday ending up on a server where I actually have a tank higher than level 1 at the start of the evening.
-
It has to be I15. The official version number has changed on my COH Update Login screen.
Before the pre-update applied it was Version 18.2009422.5T.
After the download it is Version 19.2009603.2T which is the same version currently on test.
So I would say it is BOTH I15 and SUPERBOOSTER III. -
[ QUOTE ]
[ QUOTE ]
I would like to make all my tanker powers transparent please.
[/ QUOTE ]
Agree. I'd love to get rid of/tint-'out' the Unyielding 'cage' effect at the very least.
[/ QUOTE ]
I would love it if I could "turn back ON" the original Invincibility effects. -
I agree with darkshield. I have a Samsung NC10 with 2 GB of RAM. I can play COH quite nicely with it as long as I avoid areas of high player concentration which slows it down. The screen size is way small and is more of an issue for me than the speed.
-
[ QUOTE ]
[ QUOTE ]
From what we've tried, with him running AAO and attacking he could pull aggro off of me(only one at the time mind you). Even though I was taunting and attacking his greater output of dmg was keeping aggro on him. It could be different if I slotted taunt in AAO and more taunt in taunt. I just may have to try that out tommorow.
[/ QUOTE ]
Depends on how many enemies you had on you, and whether or not they all fit into your taunt aura. The taunt value on Taunt (the power) is so high that I've yet to see anyone pull a Taunted enemy off of a Tanker. Obviously, if Taunt hit its target cap and the one not hit gets hit and the Tanker hasn't done anything else to them, it's very easy to pull an enemy away.
Things like this really require demo records and close analysis of said demos and their combat logs to surmise what's going on.
[/ QUOTE ]
I always thought that they should have a ring around your character indicating the radius of the taunt aura in use. I would make it so that the effect could be toggled on/off. This would tremendously help new tankers getting a feel for the radius of their powers and also help in reviewing demorecords to see if critters were really in range or not. -
[ QUOTE ]
[ QUOTE ]
Just made a Tank on Guardian in preparation for the 16th. If anyone wants to join me and see how far we can level up before then - send me a pm.
[/ QUOTE ]
Next one is on Infinity, not Guardian. I have a tanker on Infinity waiting as well.
[/ QUOTE ]
Ooops. Yep I meant Infinity. Going Shield/Axe. -
Just made a Tank on Guardian in preparation for the 16th. If anyone wants to join me and see how far we can level up before then - send me a pm.