Snow Globe

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  1. Snow Globe

    PvP badges

    Quote:
    Originally Posted by Dogma View Post
    Now admittedly, I may not know the whole story, but it seems awfully childish to punish someone for using a zone as intended.
    Depends, if the person was getting constantly attacked by the same attacker despite the PVP timer (more than once per 5 minutes), they might have a claim of harassment.
  2. Quote:
    Originally Posted by Romelus View Post
    Which seems to piss certain people off.
    I've learned to selectively ignore @Cancer.
  3. Quote:
    Originally Posted by Alexandria2000 View Post
    Anyone got a source for a checklist of defeat badges? I have a hunter concept character brewing in my mind, and I'd like to get all the defeat badges on him or her.
    If you put your character (and its badges) into City Info Terminal, there is an option for a personalized badge list for that character.
  4. Snow Globe

    Day Jobs

    Quote:
    Originally Posted by Blue Rabbit View Post
    Haven't checked in ages, but I think the Vanguard ones should still be counting double jobs:

    - Vanguard and SG Portal
    - Vanguard and Hospital
    Nope, those only count for one or the other (either vanguard, the sg portal, or the hospital).

    Patrol always counts unless you have a full ring of patrol xp.
  5. Quote:
    Originally Posted by Romelus View Post
    Thank you i will try that when i log in next.
    As an added bonus all new characters will have the same chat set up. This is likely why you keep joining the channels.
  6. Quote:
    Originally Posted by Romelus View Post
    As far as my joining and quitting when log in I somehow auto join 2.0 and lft I have no idea how I set that up
    Set how you want your channels to display then use the following command:

    /chatsave

    On your other characters use the following command:

    /chatload

    This way your chat channels will be the same on all your characters.

    There is also a bug if you delete a tab with only one channel you leave the channel.
  7. I hope you have a happy day of birth, Foo.
  8. I also had a similar suggestion: QoL-Itunes/Windows Media controls.

    Quote:
    A small Quality of Life request: Can we get control slash commands and icons to control music players (ITunes, Windows Media Player, Winamp, etc.)? Having the song title appear as either a generic system message or in a new "music" channel would be a great bonus.

    To clarify what I'm saying, I would like a play/pause, stop, next track, and previous track commands or buttons. A system message could possibly capture the track being played and show it to the player. Bonus would be able to increase or decrease volume.

    All this would only be local, so you would only hear what is playing on your own media player, not anyone else's.
    I hate to compare other games, but Champions Online had this feature (iTunes controls) from the start. There is a reason why: convenience for the users. This is why it is a Quality of Life feature. Quality of life features have to be looked at in a different light than other requested features. This one has no downside for regular users in that if you don't use it you don't see it. Zero bandwidth is needed. Nothing is being touched over the Internet.

    It doesn't need to be a full-blown media player.

    iTunes has a Software Developer Kit (SDK) to control iTunes with other programs. This would allow Paragon Studios to send and receive information to iTunes. The iTunes SDK "allows programmatic control of iTunes from languages like JScript, Visual Basic, C#, and C++" or Applescript. The function calls are exactly the same as any other internal function calls. The SDK has all the references needed to call the functions requested above (track listing, play, pause, stop, next track, previous track, volume).

    Apple has made a library of routines to access iTunes. This is similar to what nVidia and ATI do with their graphics cards. What the developers at Paragon Studio have to do is hook into this library (Apple provides the specs and documentation, and would work with Paragon Studios to get it set up) and call the related functions. This is basic object oriented programming. In fact, they could assign this to a new programming hire as a means to get them up to speed on how the game works (it is that simple).

    Winamp has Multimedia keyboard functionality built in for keyboards using the standard signals. So does Windows Media Player and iTunes. CoH can send those signals. Winamp also has an SDK, same with Windows Media Player.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    OK, this I honestly can't see. The old crashes were caused by multi-core rendering turned on (i.e. /renderthread 1) back when the game didn't officially support it, and even then it crashed, at least for me, when swapping keyboard layouts. This has been fixed and I've seen no further issues reported. When did the game crash for you and how often does it do that?
    I still crash occasionally when I alt-tab. Maybe the specific circumstances you've experienced have been fixed, but alt-tabbing still has problems for others.
  10. Quote:
    Originally Posted by Desum View Post
    Cry me a river. Troll some more. That is something I didn't know. You make it seem like my intent was to screw others by clicking the link. Go ahead, cry some more.
    A Troll isn't a person that disagrees with you. Likewise when someone politely shows where you are wrong, they are not trolling.
  11. Quote:
    Originally Posted by Sukothai View Post
    1. The Praetorian Badge: I think it should list the Praetorian AVs we have defeated, when we look at our badge list. For example: I know I have defeated 4 Praetorian AVs, and only 3 of them I can't remember who I defeated, I know I defeated Marauder, cause I have the Agent Badge.
    Personally I wish there was a badge for each of the Praetorian AVs. It would be crystal clear which one wasn't defeated.

    Quote:
    Originally Posted by Sukothai View Post
    2. Gladiators: There should be a list of the defearts we need for the Gladiators. (For example: Bladegrass, Corolax, Fortuna, Ink Man, Mu, Radar, and Swift Steel Gladiators, you don't get a defeat badge for them, but I would like to know how many more I need to defeat in order to get the Gladiator.
    This is something that I (and others) have fought long for: progress meters for the gladiator badges that are defeat based.
  12. Quote:
    Originally Posted by Lothic View Post
    I'm not arguing that the "AFK nature" of these badges is a good or bad thing. ThatÂ’s going to end up being a personal opinion regardless. I'm just making the point that many of these epic badges have already had their original requirements reduced to 1/10 (or more) of their original values.
    You are referring to outright typos (Empath) and goals that missed design (5 years of play) by a large margin. So what if the requirements were reduced to 1/10th or more? The fact remains that the developers guessed wrong when they set the goals. They overestimated the goals by a factor of 10-100. That kind of gross miscalculation demands corrections. They correct errors that favor the players, they should correct errors that don't as well.

    I'll also point out that the Leader badge was only corrected by 1/4 of its original value.

    Quote:
    Originally Posted by Lothic View Post
    Whatever your position on HOW you earn these badges is I feel that the huge reduction in the requirements is a more than satisfactory compromise on the Devs' part to all the related concerns that these badges were unfair for whatever reasons people have traditionally complained about. Basically as far as I'm concerned the requirements reduction effectively "disarmed" any other outstanding argument against these badges.
    I disagree. Just like the Empath double correction, the damage badges need to be looked at to actually fit the design goals. If that means removing the restriction of the bonus HP not counting, lowering the values, or both something needs to be done about them.

    The medicine pool might need looking at too for Characters that don't have heals in their primary/secondary.

    Quote:
    Originally Posted by Lothic View Post
    Frankly at this point the fact that there have been at least 4 badges lingering without their own unique artwork for years bothers me more than this. *shrugs*
    Considering that at least one badge has possible artwork in the game files, I'm annoyed about the lack of artwork for them too.
  13. Quote:
    Originally Posted by Desum View Post
    "These badges were a lot harder to get because the requirements were much higher. http://cityofheroes.wikia.com/wiki/Immortal_Badge . If the page was updated by the time you read this, to even get Immortal, you needed 1 billion points damage taken, not 100 million as it is now."

    Before you call me out on using an incorrect website, read further along, please. My intent with the link was to show the old requirements of the damage badges before its current status.
    No, wikia is a very bad site, it isn't updated by players anymore, and contains some very nasty stuff.

    DO NOT USE WIKIA. It doesn't matter what your intent is, wikia is a pile of nastiness that doesn't need to be inflicted on anyone.

    The true paragonwiki.com is no longer associated with wikia. Paragonwiki.com also has the original information, "The Immortal Badge formerly required enduring 1,000,000,000 points of damage. This was changed in Issue 16." More to the point, most of us in this thread were around for the change, and several of us were here for their introduction.
  14. Quote:
    Originally Posted by EU_Damz View Post
    Didnt they come as part of the COV pre-order pack? and if not they are now veteran rewards anyway
    Yes, they did come as a pre-order. Not as a pack, each was for pre-ordering at a different store. Just like the prestige sprints. And yes, both sets are now Veteran Rewards (much to the disgust of at least one player that I know: LiquidX).

    Quote:
    Originally Posted by Golden Girl View Post
    I think we'll see some interesting vet rewards in the not too distant fuiture
    Depends on how long the "exclusive" period is.
  15. Quote:
    Originally Posted by Golden Girl View Post
    No - at the time they wrote it, they're weren't aware that one retailer was going to suggest/ask for some in-game items as an exclusive.
    To call a spade a spade, any marketer working for Paragon Studio prior to this should have known that Gamestop or other company would do this. Anyone new to the company and not realizing this should have done their homework.

    This (and the controversy) is nothing new.


    • EB Games: Crab Spider Battle Helmet (male)
    • Gamestop: Helmet Of The Blood Widows (female)
    • Best Buy: Arachnos Mystic Helm (male)
    • All other U.S. retailers: Wolf Spider War Helmet (male)
    Anyone claiming that this comes as a shock needs to be questioned.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Think about those three big enhancements they give us in the tutorial. Think about what they could be if they were bound to the player and couldn't be traded or exploited by making tons of new characters just to get them. How about instead of a large respite, an enhancement that boosts recovery for an entire mission? Or an awaken that works like Soul Transfer? All possible with binding, all impossible without.
    Minor nitpick:

    TWO tier 3 Inspirations (Righteous Rage, Resurgence), two level 1 damage enhancements.
  17. Quote:
    Originally Posted by James_Donner View Post
    Well, your the one that took the time to earn them the first time. If you earned them without exploiting a farm you would have worked harder. Instead you worked smarter. See how that works?
    There is literally no way for anyone to earn 100 million damage taken during the 6 years this game has been active without a damage farm. None. No amount of work would get you the badge. The stated design goal was 5 years on an active character. Well they overestimated the amount of damage needed to be taken for that time frame. That makes "earning" the badge with an AFK farm a bug. Bugs that are not fun for players should be fixed.

    Quote:
    Originally Posted by James_Donner View Post
    I agree the epic badges are insane so I just don't bother trying to earn them. I don't care enough to bother.
    All the Issue 5 "Epic Badges" have had to be modified due to unrealistic goals. This is fact.

    The mentoring series had to be reduced due to the players showing that those goals were impossible in 5 years of play. The top mentoring badge needed something like 32,000 hours of mentoring.

    The debt badges were reduced when the debt caps were lowered.

    The mez badges needed to be farmed to get them, and were reduced with the last major badge overhaul.

    The healing badges were proven multiple times over to need around 30 years for a healing character to earn them through normal play.

    The Inf badges could be earned, Beef Cake did earn it. The developers considered the what others had to do to get it "aberrant" though because the badges promoted Inf farming. In addition, when the developers closed many loopholes to inf farming (Rikti Comm Officers), they reduced the goal to keep the badges still possible to get.

    The damage taken badge series is a problem in that they were required to get a villain accolade. It is noteworthy that 100 million damage was initially required for the Born in Battle accolade. Which is why there are plenty of people with Immortal now. People farmed it. So to prevent farming 100 million damage, the developers first reduced the accolades requirements to 10 million damage. This was still farmed, prompting a further lowering of the damage taken requirements for the accolade. To hopefully close the damage farming, the developers reduced the damage taken series with the last mass badge change. It didn't work, as the damage badges still need to be farmed to get.

    Quote:
    Originally Posted by James_Donner View Post
    The badge system is just a time sink anyway. It keeps you playing and keeps you paying.
    The point is that if your are in an AFK farm, you are NOT playing. Simple logic dictates that if you are not present that you are not playing.

    As a further point to this, the developers have clearly stated they do not want to promote farming for any badge. As such the damage badges still need to be looked at.

    Quote:
    Originally Posted by James_Donner View Post
    So if you don't enjoy it, don't do it. You don't have to come into every badge thread and continue to bash every badge created because it isn't just handed to you. Maybe those badges weren't conceived with players like you in mind.
    And you've progressed to making personal attacks (ad hominem) because I don't agree with you.
  18. Quote:
    Originally Posted by Lothic View Post
    Basically they were earnable before they were fixed and now they are that much easier. I'd rather this game have at least a few "epic" level badges like this that are still relatively hard than to have all these badges be almost trivial to get.
    The same arguments were made for the healing badges. Like the healing badges, the damage badges are still AFK badge, not game play badges.
  19. Quote:
    Originally Posted by Necrotech_Master View Post
    why were dmg badges ever made so that in order to get credit for the badges you have to go below base hp for your AT?
    Likely because the max base HP for each Archetype was a stable metric to measure against. No matter what else, max base HP for each archetype is the same no matter what powers or boosts are available.

    Quote:
    Originally Posted by Necrotech_Master View Post
    is there some technical limitation as to why it was designed that way? can it be changed?
    I think if could change, as the game does know what your current maximum HP is with bonuses (check the combat attributes). That is just as stable a value, and even easier to code for. Right now there are likely 12 different checks that could be replaced with one. As a programmer I would think that the developers would want to make the coding more efficient.

    Quote:
    Originally Posted by Necrotech_Master View Post
    IMO if you take ANY dmg it should count for the badge (as the badge implies), so unless there is a good technical reason for it (coding, ect)
    Just like inf earned, not all damage counts. Falling damage does not, by the way.
  20. Quote:
    Originally Posted by James_Donner View Post
    The last 3 badges are harder to get for a reason. Quit complaining about it. The devs aren't going to change a badge where you just sit in a lava pool or the like because you don't wanna work harder or smarter.

    Good luck on your badging
    I laugh at your "hard". There is nothing hard about being AFK while soaking damage, except maybe on a person's computer. If nothing else the only thing getting the Immortal badge did for me was to prevent me from playing the game due to lack of interest. I will never get these stupidly retarded* badges again.

    *Retard:
    • retard - cause to move more slowly or operate at a slower rate; "This drug will retard your heart rate"
    • retard - be delayed
    • retard - check: slow the growth or development of; "The brain damage will retard the child's language development"
    • retard - decelerate: lose velocity; move more slowly; "The car decelerated"
    The "epic" badges certainly fit the term "retarded" as they slow and delay growth of a character.
  21. Quote:
    Originally Posted by Blue Rabbit View Post
    Went from under 10M damage sustained to 100M in 21 days.
    I went from around 8.5 million damage taken to 100 million in about 30 days (lots of disconnects and such) resting in front of a CoT guide. I still don't think it is right. To me AFK farming should not be required for any badge. It literally is the only way to get the top three after playing a character for 5 years though.

    I spent a LOT of time on my Empathy Controller, so much that after a few days of ITFs on a double xp weekend I was able to get the 500 million inf needed for the last badge.
  22. Quote:
    Originally Posted by PowerStream View Post
    As many of you know I bought PS Jr. a Bamboo tablet back in November for his birthday. Well NOW my hard drive took a nose dive and I can't find my original copies of Photoshop that we'd been using. It was an old 6.0 version anyway. So I know I can't afford $500-$1000 for CS5 so what would your recommendations be for a good replacement that he could use to practice his digital drawings?

    Right now he still prefers pen n paper drawing and then scanning it and letting me play with colors but he has been trying to color some of his own things as well.
    Hmm, have you thought to try Corel Painter Sketchpad? (Free demo, $120 full, can't hurt.) Or Corel Painter 11? (Also free demo, but $320 price tag might be a bit much for you.)

    Both are compatible with PSD, and both are made with tablets in mind. Their focus is closer to traditional art tools (Paints) as opposed to Photoshop.
  23. Quote:
    Originally Posted by Shadow Ravenwolf View Post
    I will be finished with my characters when they pry my keyboard from my cold dead hands...


    ... and even then I may still run one more TF in Hell.
    But wouldn't running Dr. Q be a bit redundant?
  24. Quote:
    Originally Posted by SpittingTrashcan View Post
    One-time-only badges should be account-wide. Nothing else need be done.
    Quote:
    Originally Posted by SpittingTrashcan View Post
    Seriously, what does this solution not address? Badges that can be earned at any time can be re-earned at any time. Badges that could only be earned under one set of circumstances that will never come again should be account-wide.
    I agree fully. I would also think that it would solve more problems than it would create.

    After that the "better" re-roll system would be to make a new character.