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Please read this, it might clear up some difficulties:
Going Rogue Morality System - In plain English.
And this post seems to really make things clear for people:
http://boards.cityofheroes.com/showthread.php?p=3121266 -
You might want to look at the front page:
Quote:See the comment thread.Hey everyone, due to some high badnwidth usage on the Map Pack download, I have moved the file to a very safe and secure location over at Soundforge. The only difference for this particular downloadable file is it will take you to Soundforge's website to download the file. THis will safe the site a lot of bandwith. I hope you all find this not too troublesome, but it was something that had to be done.
On a side note, we should have the new Issue 18 Map Pack within the next week or two, we are still gathering all the information needed for the map pack.
Thanks,
Beef Cake -
Quote:Do you still have Fame points? You have to wait until they are gone until you can get more. Each Public Fame point has a 20 hour timer.The other night I completed 5 tip mishes. Today, the contact gave me only one tip mish. I was looking forward to completing the other 4. Can anyone help me out?
You can hold 5-Public Fame OR a max of 3 Tips, whichever is less. -
Quote:Tips come back instantly if you haven't done a morality mission before.One question that I think I know the answer to but am not 100% sure about:
If we enter the opposite zone (vigilante enters RI), our current missions drop. It indicates that we can get them back later if we switch back...is that correct? If I take a hero to villian and come back, I'll be able to get that mission back from the contact?
The other missions you have to call or go back to the contact to get the mission again. -
Quote:Are you running CoHLCD as an admin or without UAC off (Not really recommended)?Well, I am running into a wall with this .. could use some help.
So I installed the new HeroStats 5.4.0.0
Then installed CoHLCD
I chose the CoHLCD on my keyboard, and it does show up as active
Do I need HeroStats running in the background or not ..
.. I've tried both ways, and I just have the CoHLCD splash screen only
I am running a Win7 64bit configuration
Any thoughts?
Thanks
KP -
Quote:My design suggestion is something else from my code-rewrite suggestion. I think we both know that.*le sigh*
Snow, you could write the most awesome code known to man, but I'd still be of the opinion that your design would be unappealing.
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Other than my suggestion of a new hub zone, I've not made a design suggestion other than to say I like things how they are now. -
The evidence is nothing of the sort. It is an educated guess based on my nearly 30 years of programming experience. When people tell me that a large program has "simple fixes", it instantly causes me to think about Interior Designers that change structure because it is "inconvenient". When a proper construction team comes in to fix the problem, they get annoyed with the Interior Designer that should have done it right.
I've said it before, and I'll say it again: Any time I post it is my opinion. In this case it is an opinion based on my programming experience. What's your basis that it is wrong?Quote:Because as we all know, you wouldn't assert your opinions as if they were facts now, would you?
Show me the code that these would be "minor changes". Show me how the base, character, and group systems are designed. Until then you are guessing as much as I am, and the standard code rant applies to everything in this thread. The fact that I recognize that even my suggestions are subject to that same code rant is one of the reasons I try not to ask too much from the developers.Quote:Well ... that just makes it official now doesn't it? It would be EASIER to simply REDO EVERYTHING than to implement 2 minor changes that would leave the overwhelming majority of the existing base system intact.
And your evidence supporting such an assertion is ... what??
What you are suggesting is, based on a very educated guess, a bandaid that has several problems with it.
- It has the potential to change/corrupt the character if the group affiliation is stored as a part of the character. Logically this would be the best place to put the group ties to. However, I'm guessing that the developers are storing affiliation mostly in the group system, based on several factors (prestige earned, joined date, rank). Storing this on the character would also potentially cause more game checks (where is the prestige going to), and more game checks equals more latency.
- The suggestion has the potential to interfere with who knows how many patches/changes designed to block access for specific groups.
- The suggestion asks the supergroup system to do something it wasn't designed to do: store character info from opposite factions. Okay, we are getting this now. But instead of keeping things simple (opposite side can't enter/use the base, super leaders are demoted when they change sides, and opposite side can't get prestige), you want to add further complications.
What? That I've had to come onto projects and have to read undocumented code, find out anything that used the problem code, and still meet a deadline to get the code working? The majority of the time it is quicker to scrap the existing code and replace it with properly documented functioning code.Quote:This ... lol ... expl... lol... lains.. soooooooooooooo much. ROFL
One of the reasons I think that a rewrite is in order is that it would streamline and simplify code to allow for better access for everyone. -
Quote:While it seems on the surface to be simpler, what you are suggesting would be a nightmare to program. You're suggestion would have the potential of corrupting groups, bases, and characters.Simplest possible solution to this entire mess:
- Allow characters to be a member of 1 red side SG ... and 1 blue side SG ... simultaneously.
- Auto-kick/demote due to (lack of) log in/attendance will only accrue to a red or blue SG while that character's alignment is red or blue (and thus "in" the respective red/blue SG).
Red = Villain + Rogue
Blue = Hero + Vigilante
Set this up at the character level rather than at the SG level (ie. cross-faction SG coalitions), for maximum player freedom of associations, and you'll be golden.
Note that this requires only TWO modifications to the entire SG Base construct ... a "dual citizenship" model for character relationships with SGs, and a modification to the Last Login accounting system SG's use in order to dual track attendance (with only one of the two tracks being used for auto-demote/kick functions).
S imple
E asy
E ffective
Question is ... is this something that War Witch would even sanction and devote resources to?
I'd think that a total rewrite of both the supergroup system and the base system would be easier, and less prone to problems of this suggestion. -
Quote:This is inaccurate.As for the OP, fame degrades but your progress does not...unless you enter a co-op zone. Perhaps you need to stay away from Pocket D, Cimerora, the RWZ, etc.?
Edit:
Reason it is inaccurate is that the only thing that degrades the alignment bars (progress) is doing a morality mission (which resets all alignment bars).
Tip missions go into escrow if you go from a hero<->villain zones.
If you are a vigilante, the neutral zones will make the game think you are a hero. At this point the red side tips go into escrow. If you return to the red side zone before doing a morality mission, those tips come back.
If you are a rogue, the neutral zones will make the game think you are a villain. At this point the blue side tips go into escrow. If you return to the blue side zone before doing a morality mission, those tips come back. -
Quote:Not the player's PFF, the AV is shooting through its PFF. Something that Castle came out and said it was a bug that they couldn't replicate. I did, and have a demorecord to prove it. Admittedly there is 40 minutes of "hilarity" in trying to get the obelisks synced in that file, but the last few minutes the AV was attacking/killing players through his shield.
Castle said that the AV should be under an "Only Affects Self" while in its shield.
So this should not be happening:

Click for Ruladak crystal grenade explosion on me.
Neither should this:

Click for Ruladak shooting red energy blast. -
I still haven't been given any assurance that will be the case. Even though Gamestop.ca has changed to "Usually ships in 24 hours." I called the store I ordered from and they told me to call back tomorrow.
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I agree. I have a sinking feeling that it isn't just one system they have to deal with though. What I'd really like to see is a near complete re-write of bases and group code.
On one side I don't think players have a consensus as to what they want bases for. On the other players don't have a consensus about what they don't want either.
As far as groups, that code is likely even more mired than bases. The group system in general works for the majority of players. A lot of players are now upset because a few more freedoms were given out with Going Rogue, the freedoms they wanted were not given out at the same time. Those player's expectations did not match what was given. This isn't the problem with the system, but rather the player expectations. -
Quote:Well, I know of at least one way to grief whole groups that (a) hasn't been fixed, (b) was on the live, test, and beta servers, and (c) was going to be fixed eventually.Yeah, I bugged a reliable griefing bug in beta and got jack squat, so I'm pretty sure they're just not handing it out anymore.
Or maybe I should've just waited till it hit live before bugging it, who knows.
No, I'm not bitter, not at all.
It is still active...
As to bug hunter, I submitted well over 100 bug reports and while most got fixed, not all did. I didn't get BH. I did hear of two players that got it during Issue 17 beta, one of which found a money duping bug with the gleemail system. -
The problem stems from the fact that the common & uncommon Alpha slot isn't "stupid-awesome". It is an extra 5%-12% bonus to powers that are slotted to ED levels, and up to a 33% bonus to one aspect if it isn't slotted to ED. It is an extra Single Origin in all your powers that a part (1/6 or 1/3) ignores ED -- only for powers that accept that type of enhancement. Does that scream "stupid-awesome" to you?
The only aspect that could affect things is the level shift, and there is already means to balance it out: negative level shifts. Castle already warned players that even though players can get positive level shifts, enemies will get the negative level shifts. -
Quote:Check this post, it might clear up things:I think I am probably confusing Public Fame with tip points too. Still confusing me a little. If I have 2 tip points towards villainry, and 1 circle of public fame left in each, I wont get more tip points until I get the public fame to 4? which shouldnt matter as if i run my tip missions, then I can get more... so why worry about fame circles?
http://boards.cityofheroes.com/showthread.php?p=3121266
Villain/Rogue/Hero/Vigilante alignment bars chart your overall progress towards an alignment.
Public Fame shows how many counting alignment points you have earned in the last 20 hours.
If you have earned 5 fame points you can't earn any more alignment points until at least one of the fame points fades away. Players interested in quickly changing to an alignment will resent being delayed 20 hours to correct the "wrong" alignment mission. -
Quote:No, only if you repeat the same task force in a 18 hour period do you get less (not zero) merits.I put in a petition, but for all I know, you only get merits for the first tf you do that day.
Say you did 2 ITFs in two hours. The first ITF should have given you 26 merits, the second one would give 13 merits. -
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As a vigilante you can do newspaper missions to get contacts. You will not be able to do missions from those contacts until you become a villain though. You can still do all the hero contacts you have or team with villains to do their missions.
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Quote:Go to Dark Astoria, Terra Volta, Sharkhead, or Nerva. Defeat only bosses. If you spend more than 10 minutes without tips you have done counting tip missions that day.The whole system is annoying overall because of this. It makes it where low damage ATs are less likely to want to convert their characters unless a team is doing these. Personally I wont be doing this on any support ATs until they add a streak breaker. Its already too long of a process to have tips to be this way.
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Quote:I know the conditions to reproduce the salvage storage bug. I wrote up a three page document explaining how to consistently reproduce it for the developers. It took them a year and a half to fix it.Sure it does, under the right conditions. You just need to figure out what those conditions were to duplicate the bug.
I'm talking about at least 5 undocumented patches over at the period of 5-6 years. I've had to debug code like that. It isn't pretty. Fixing code like that tends to break things when they are removed because other coders borrow that code for other things and they don't document what they've used. Add employee turnover and it soon becomes easier to make something new rather than change the problem that was causing the issue.Quote:Since the devs have stated that some of this will be their intent, I'm willing to bet they'll be examining how changes in code effect base access. If you have a pre-existing condition that has been undone, that's presumably a starting point for potential investigation of how to possibly implement the previous bug as a new feature.
But they don't have that ability, you are asking for something to be added. In this case for rogues (villains) to be given access to hero bases and vigilantes (heroes) to be given access to villain bases. At the same time they have to make sure that "regular" villains and heroes can't access the opposing bases.Quote:Bases are currently available for use of team members of the same faction for doing single-side content. When you take away the ability of some team members to use the same facilities that are available to others in the same situation, you're restricting things beyond what they are now. That's the very definition of restriction, Snow.
Actually situations like what Ransim did was when the first "barrier" was put in place. The reasons, if I remember correctly, was to keep the two sides separate. This was done as early as Issue 6. The developers have put in more and more barriers to plug all the succeeding loopholes. One allowed players to drop Hamidon Origin enhancements into a villain base. This allowed cross-faction trading. There was another way found that you could teleport to a team leader's base if you died or used the veteran base teleporter. There are a bunch of others patches/barriers that I know of that all would have to be removed, if the developers could find them all.Quote:The last part of the above quote is because the content in each of those TFs is restricted to one zone and were implemented as the first full-time uses of co-op teaming in a time before the barriers of crossing factions were removed.
You see it as removing restrictions, and I see it as adding functionality. Even now they are not placing any more restrictions then was in place before Issue 18. What they did with Issue 18 was relax other restrictions. The restrictions relaxed dealt mainly with the ability to go to the opposing side's zones.Quote:If the situation is properly resolved, it could potentially allow people to actually step into their base during those TFs to stash items for later market sale when their inventories are full instead of vendoring, or allow them to use their base's inspiration storage, or use their empowerment stations -- you know, those basic functions we currently have available in every other situation for teaming in the game. Again, removing restrictions is a good thing, Snow. -
Quote:Kat, I disagree. My first post in this thread wasn't attacking anyone directly, it was directed at the idea that there shouldn't be any boundaries between heroes and villains. That and the numerous code problems I can make educated guesses at is the crux of the issue. Since that first post, some posters have felt the need to make personal attacks and those attacks were not in response to that post or posts in this thread, but other posts that I've made in the last couple of months.Nobody got on your case until YOU started getting argumentative. YOU came in with an argumentative attitude.
I want a distinction between heroes and villains. By allowing vigilantes into villain bases and rogues into hero bases, it destroys the uniqueness between the major alignments.
I want something that can be done about the travel issue without having to spend countless work hours to try to unravel. I think it would be a waste of resources.
I would like more vigilante/rogue only stuff to be made. I think they need to be made into a distinct entities apart from their parent morality. -
Reasoning:
http://wiki.cohtitan.com/wiki/Mercy_Missionary_Badge
Quote:http://wiki.cohtitan.com/wiki/Behavi...tment_FacilityYou have visited the Behavioral Adjustment Facility to extend a helping hand to the lost souls housed within. It took great courage to enter this forbidden area, braving the sonic fence and the hordes of belligerent guards on your mission of mercy.
There are no other signs of any Mother of Mercy hospital otherwise, and the description certainly fits the B.A.F.
In the south:
http://wiki.cohtitan.com/wiki/Broken_Mind_Badge
Note that there aren't a lot of Seers in this section of the underground. Above ground would sort of align with the Four Gables area. There are no identifiable hospitals in this area. There is the possibility that the Mother of Mercy hospital is somewhere else, but that wouldn't make sense either.Quote:Deep beneath the Mother of Mercy Hospital, the moans of misbegotten Seers echo through these forgotten corridors. Their sorrow seeps into the minds of those who hear them, disrupting thought and disturbing the emotions. Tarry too long and your mind shall be broken as theirs. -
In the north east section there are two buildings. In the space between the two buildings there is a door with a yellow triangle on it. That door is the exit.
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I don't know, people insulting me for having a different opinion ranks near the top of the list...
As to coalitions between hero and villain groups:
Quote:Try doing that... Seriously try it. If you can't (and that poster agreed players can't anymore), then those groups are coalitioned in error and the coalition should be removed.Not what I asked in this thread. I asked specifically if you could make a NEW coalition between a hero group and a villain group. You can't. You've admitted you can't.Quote:Demon asked me to check and see if my grandfathered cross-faction coalition with base access still worked.
It does in fact, amazingly the whole server doesn't appear to come crashing down when a villain chills in a base with a hero. I know, its a huge shock.
The only "evidence" that your groups are grandfathered is due to the game not breaking that coalition, not from any developer statement to that fact. They are a pair of groups that avoided a code change. It doesn't surprise me at all that a coalition like that exists when it took months just to remove Items of Power when the old Cathedral of Pain went active for one week -- after they ran the IoP removal routine TWICE. The whole base system and group system needs to be rebuilt from the ground up.
At any rate, the patch that removed the ability to form coalitions with the opposite faction wasn't described in a patch note (that I can find), which tells me that it was considered an exploit, not a feature.
Actually it doesn't mean I am trolling. All it means is that my opinion is different than yours. Having a different opinion is something that should be welcomed. I would suggest that you re-read the Forums rules & guidelines about calling people trolls.Quote:See here is the thing Snow, you're arguing against this and have been for ages now and the devs have already said they're going to try and allow this to happen again.
So that means you're just trolling at this point. Go troll elsewhere.
Additionally the devs said they would look into it. Not that they would do it, but look into it.
Feign wanted me to admit I was wrong about my "guesses". He provided no proof to the contrary. Neither have you. Yet you are continuing to insult me.Quote:Yeah, not so much.Quote:In addition, even though they are now going to be looking to even partially allow it doesn't mean that I was wrong in guessing their motivation.
Thing is, Snow, you keep presenting your guesses as statement of fact. You don't know what the dev's reasoning is any better than anyone else, so get off your freaking "all-knowing" high horse.
[Edit]Beta threads are no longer accessible, so no point leaving them in here.[/Edit]Quote:You KNOW it will break things? How so? I think "standard code rant applies". I don't think I've ever seen you explain it mechanics-wise. Usually YOU are the one bringing out the RP/Storyline argument to back this up.
Because I think bases should remain hero/vigilante only or villain/rogue only. Using bases for this would not allow the developers the option to make new content specifically for vigilantes and rogues only. Making a new zone would open this possibility.
I know you are trying to push forward your agenda to have personal appartments put into the game. I don't really have any issue with personal appartments. I think that personal appartments are a separate issue than the base system though.Quote:I've never really been much of a proponent for personal apartments in the past, but as I've said elsewhere, I think they might be an interesting solution to fill the gaps. They could be a scaled down version of bases, maybe a specially flagged plot size that allows for limited storage, travel, crafting & empowerment.
I don't see how you can be less insulting, or making a less direct personal attack.
I have a character that has the ability to hold 125 salvage on the test server. I got that ability through a bug in the game. This doesn't mean that it is still potentially possible.Quote:Ransim, thank you very much for dropping in here with the verification that such a thing is still at least potentially possible, as evidenced by your current coalition situation. I'll be very curious to see the result of your vigilante/rogue telepad experiments, as it might provide even more insight into what may or may not be possible going forward. I don't know code, so I won't speculate beyond that, but more information is always better than less information when troubleshooting any problem.
I don't see the lowering of all the barriers as a good thing. I see that we (or our characters) are defined by our choices and our limitations. If you remove all the limitations then nothing has meaning.Quote:For the record, I don't see this as "us against them" where the "them" is Snow, the Devs, or anyone. This isn't some personal vendetta or an ego-driven "I have to be right" deal. It's about looking at the problem that currently exists and seeing if existing resources can be used to solve that problem by uniting players and characters instead of looking at yet another way to create a divisive atmosphere with artificial barriers that seemingly flies in the face of the expansion's dismissal of some existing barriers. The expansion shows how few clear-cut barriers exist when personal choice of individuals is brought into the equation instead of blind obedience to any set of hard and fast rules. It's all shades of grey instead of only black and white.
In what way would not allowing vigilantes in villain bases be a further restriction? Likewise, in what way would allowing rogues in hero bases be a further restriction?Quote:People always complain about the lack of uses for bases in this game. I'm bewildered about why anyone would want to restrict the use of bases further, especially if that person has been involved in the base community to begin with. Bases with telepads are an existing resource in the game. What makes the argument against using said bases even more bewildering is that instead of tweaking existing content to provide the solution, Snow would actually suggest resources be used to provide the same functionality in a new area that the devs need to design, populate, and put into place.
To my knowledge, prior to Going Rogue vigilantes and rogues didn't exist. Prior to Going Rogue, the developers put in code to prevent villains from entering hero bases and heroes from entering villain bases. Even though Ransim has a pair of bases with a loophole, I can't on a mixed team use the a base in an ITF or LGTF due to code that was put into place in Issue 12-13 almost two years ago. -
Yes, you're right.

