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Hi all, I'm interested in forming a group that would try to get this badge:
Quote:I would like to set up a time to run this on a regular basis until achieved. The weekends are good for me, as well as early Friday evenings (4-8 pm PST).Master of the 5th Column Task Force

Zero defeats & no temp powers.
1. White Succubus (Ill/Emp/PF Controller)
2. UberBatz (Peacebringer)
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As of today, my main badge collector has entered the Day Job completion club.
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Actually, yes. Pocket D on Virtue (an oxymoron if there ever was one), is a prime example of why anything that trips on the line of "adults-only" will fail. Virtue has definitely earned its reputation.
Thank you for stating the problem in a nutshell. By the way, a lot of what happens on Virtue, especially in Pocket D, is covered by the EULA and could be /petitioned. That doesn't make it right, or even wanted in a game with a teen rating.Quote:People take advantage of anything and everything in game so get over it and create the female version of the MM Minion!
Women's rights groups are much more vocal than men's rights groups. Also Women's rights groups tend to sue more. -
Quote:The point (pun intended) remains that both capes and wings use the same attachment point. If the developers allow multiple wings (that are not "1 wing"), then they have to deal with multiple capes.I've already taken that possibility. Let's say that Jay, Babs, and the rest of the art team do come up with a single wing object that consists of 4 or more separate wings (unlike the current insect wings already available). At that point it would still be one object attached to the back point, the same point for wings. At issue with that is the problem that the multiple wings would have to work with all the existing character animations, and that was the reason we were given about fixed wings.Quote:Hmm...not if they split the wing into 'two' wings. As in, the upper right and lower right wings are actually both attached to the same point...
Valkyrie Cape or Wings, Magic Booster capes, and the 21 month Vet Rewards shoulder capes are all available from character creation. Care to put out another theory as to why capes and wings don't use the same anchor point? I say this because you didn't do anything to disprove my point: there is only one place to put either wings or capes, the back. This is why we can't have both wings and a cape (besides it looking funny).Quote:Neh. I know it could look really cool, but I can't actually see it working with any ammount of ease. Sorry. Oh, and wings are not level locked, capes are. Wings are available from level 1 (recipe) or 15 months (veteran wings) -
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Quote:The point (pun intended) remains that both capes and wings use the same attachment point. If the developers allow multiple wings (that are not "1 wing"), then they have to deal with multiple capes.Wings are different from capes. The reason multiple capes are blocked is that they use a physics system to animate, which is easy on the developers but hard on the user's computer. Wings do not use physics - they use bones like the rest of the character's limbs, which is much less resource-intensive to render. Like, a LOT.
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Quote:I can get behind this statement, with the proviso that the only explore badge so far with extra-ordinary requirements is Unabashed (badge in the Rikti Mothership). As long as the new explore badges avoids the need to organize a raid, things should be fine.Even assuming the new badges will have to be earned to unlock new SG teleporters I would hardly characterize it as a huge new burden that "takes long enough nevermind doubling it". If it typically took like an hour per explore badge I could sympathize with you. But since it doesn't I won't. *shrugs*
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Quote:Not likely to happen as even multiple capes were blocked from use due to lag that was induced to other players.In many Animes the power lvl or specialness of a character can be measured by the number of wings they have. In CoX most get thier wings at lvl 20, unless they have the vet reward, so I say let us get a second set of wings at lvl 40, and finally a third set at lvl 50.
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Issue 13. Prices dropped dramatically for plots and items (upgrade), upkeep was reduced (upgrade), path placement was removed (upgrade except for base raids), and base salvage was replaced with invention salvage (personal opinion: downgrade).
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I'm sure that there are people around that can say with certainty one way or another, however the beta is still closed.
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Quote:Robots aren't male...Why are ALL the summoned minions male? Mix in some females too. Like Female mercs, ninjas, thugs, and Zombies.
Anyways there are valid concerns about players controlling females, as stated above. I, for one, wouldn't want to see any "pimp" MMs.
In addition, there are very few female enemy types too (Carnies, Knives of Artermis, and a few AVs are the limit). Think about it and the reason for that applies as well. -
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Quote:Definitely not the /loc position as that would be too easy. Even the neighbourhood would be too much information.It would be cool if the little explore badge marker itself has a log book or GPS info. You'd still get the badges for wandering near them, but clicking on them would give a text pop-up that gives a *useful* text hint as to where the next one might be, and maybe the GPS location (/Loc position) of the nearest neighborhood marker.
Actually all the live explore badges already have /loc information on places like Paragonwiki and Badge-Hunter. -
Quote:http://boards.cityofheroes.com/showthread.php?p=2703703Hey All,
I checked the test server forums and the normal forums but don't see any patch notes? anyone got a linky?
Architect exploit fix.
Quote:COMBINED
Mission Architect
- Fixed a bug that allowed players to control high level pets in MA missions while exemplared.
CITY OF HEROES
- None
CITY OF VILLAINS
- None
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Quote:All the hero markets (North America and Europe) are tied together. The sole exception is the Test Server.In Europe the prices are (compared to US) a lot cheaper and even there I can't afford one of them.
All the villain markets (North America and Europe) are tied together. The sole exception is the Test Server.
These two statements have been true since the markets were put in.
Agreed. The drop rates for the Purple and PVP IOs are a bit too rare.
They do have a way to seed the markets (hero and villain). They've used it on the Test server before.Quote:I'm kinda hoping that NC will come up with a way to provide more recipes for the market.
This would be nice, but at this point there is so much inf out there that prices would take a while to reduce. -
Quote:I screwed up and actually earned on this weekend, now I can't earn them all in a day. Still, about 21 more days to goQuote:As of noon today edt, Oksah will have them all
http://spreadsheets.google.com/ccc?k...0wsVmj48auvJBw
Wasn't able to get them all in one day like I wanted...but still, they're finished. Now I'm sad...Ok, I glossed over where he got one of the Day Jobs last month. He got the rest in one day.Quote:Exactly. This is how PsychoPez could get all the day job badges in less than 2 days (even though he was aiming for less than 24 hours).
Quote:Two da... Wait, what?!
All the dayjob badges in 2 days? How the heck?!Yes, exactly. This is why I said "day job badges" not time earned.Quote:Likely he built up time on all of them until they had only an hour or so left then finished them all in one swoop
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Quote:I'm sorry that I read that as an attack. I've edited the response.sorry snow, wasn't trying to argue against it just trying to get a little better understanding of how it worked in other games.
The other superhero mmo from Cryptic has iTunes and Winamp controls built it. These two programs cover most (not all) media types. Both are available without cost.
The amount of code they would need is very small, especially if they only did iTunes support. I'm guessing that you aren't a coder/programmer, so I'll try to describe what is happening in general terms.Quote:i still do not see this as something they would want to do in this version of CoX. and again, i still see it coming down to the codes working correctly in the game.
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 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).
What it boils down to is that CoH, when given the command to play a song, would do something like:
That would be all that is needed to play a song.Code:music=itunes.play();
To get the track information:
iTunes would handle the request and tell CoH what track was playing. Winamp is similar.Code:trackinfo=itunes.trackInfo();
That is why I put QoL (Quality of Life) in the title. It isn't something that is needed for the game. People can still play iTunes, WMP, Winamp, or any other media player in the background. It is just one of those "it would be nice to have" things that doesn't harm anyone requests. -
Quote:My very first post on these forums had to do with this :P
http://boards.cityofheroes.com/showthread.php?t=209680
So I'm all for it!Not quite. Notable differences: I am not talking about a separate add-on. I'm talking about full integration with the game for everyone that would want to use a standard media player. I named the top 3 (iTunes, WMP, Winamp). That other superhero mmo from Cryptic has integrated iTunes support.Quote:As for extra feature that could be added (Cyborg had combat auras, Magic had Costume Change Emotes, Science had the Super Tailor) could add in an MP3 player functionality. Set up a playlist outside of your game and when in game with simple slash commands can manipulate it like any other media player.
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Back when I played Jedi Knight: Jedi Academy there was a player made program that did just this. A music player you could control from within the game itself. And when you used one of the commands it would give you a message that only you could see to tell you what song is now playing or whatever.
Okay this part is what I was thinking.Quote:/play *songtitle*
/pause
/nextsong
/prevsong
/vol%% (replace the %% with a number to manipulate volume levels, i.e. /vol67 to put the volume at 67% full)
/nowplaying (just as the name suggests, would tell you what song you're currently listening to)
How about the ability to load in a .m3u playlist and play MP3s internally? This way players can make their playlist(s) in the media player of their choice then play it in the game.Quote:run in windowed mode. the problem with this is there are to many media players to code to work with the game. and then you can't guarantee that it won't cause massive problems with the game.
/playmp3 <filename>
/playm3u <filename>
The only problem is that it is unclear if MP3s are out of patent-hell or not.
It doesn't need to be a full-blown media player.Quote:My response was that there be a special media player created for the game.
I'm going to break this next bit up to be clear which statements I'm responding to:
Besides that, Macs have media keys, and iTunes responds to media keys on both the Mac and PC. This fact is why I suggested iTunes first. Winamp is for Windows, Mac, and Linux. The only other player I suggested was Windows Media Player, which the majority of players use.Quote:thats good... would it work for mac users? you can't forget about them.
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. Actually playing MP3s internally would make it universal (Windows, Mac, Linux), but there are still questions as to whether the patents are still valid and Linux isn't supported.
This objection has absolutely nothing to do with the suggestion.Quote:and since it would be client side, so as to not offend anyone else, the devs can not guarantee it will work correctly.
You do realize that there are a lot of client-side only effects in the game right? Gravity Control's Propel for instance. Besides this, it would be very easy to test: try to play a sound file. It would be very obvious if the sound played or not.
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).Quote:i see this as an idea for a CoH/V 2 or another game but not this one.this just seems like something that would have to be built in from the very begining of writing code then something that can just be added in.
Zero bandwidth needed. Nothing is being touched over the Internet. All information would be transfered through RAM.Quote:also, how much band width would it take to run? would people with bare minimum rigs be able to use it?
An internal player would have all information in the .M3U playlist or the MP3 itself. -
Quote:Thanks! I expect I'll post something in the Triumph section of the forums soon.Gratz to all those nearing the end of their day job quest! And Snow, if you need help with a masters, let me know!
Actually transferring servers does "reset" the time on the login screen, but it doesn't affect progress towards the day job badges. I did this with one of my other characters and it still got the badge "on time".Quote:I ran into a problem with a few day job badges since I started collecting them. I wonder if you guys had the same issue
After I log a toon out of a zone to collect a badge, a few days later his logged in-number of days would change from say 10 to 0. Does this mean that I loose credit for those 10 days, or does it build upon the 21 making it 11?
I already petitioned this and never got a response back.

