-
Posts
33 -
Joined
-
Question on the new Wisp Aura...
Is this a limited time thing, or is it always unlocked by using the new launcher?
What I mean is, if I have a character that I rarely log into and start using the new launcher do I have to log into those characters now to get it? Or since I'm using the new launcher, will I get it on said characters if I don't log onto it for another month or two? -
Storylines/ideas that I'd like to see revisited or expanded on....
- The Gold Brickers: We hardly know anything about them despite their rather large presence in Cap au Diable and nothing about their leader, King Midas.
- The Patrons: I'd like to see more story arcs on red-side in the lower levels dealing with Lord Recluse's 'trusted' lieutenants. I mean, look at what we have in the lower levels concerning them...
- Ghost Widow: We do have an excellent story arc with Seer Marino, and this is what I'm talking about, but look at the others...
- Captain Mako: It's true that we don't have any low level story arcs dealing directly with him, but if you pay attention to whats going on in Sharkhead Island you do learn a lot about him and his past...but what is he doing now?
- Scirocco: I might have missed it, but as far as I can tell there is noting on red-side dealing with him at all until you get to the Patron Story arcs.
- Black Scorpion:....he keeps getting his Data Slugs stolen from him?
...perhaps they're stolen by the Gold Brickers?
- Ghost Widow: We do have an excellent story arc with Seer Marino, and this is what I'm talking about, but look at the others...
- Nerva Archipelago: I feel that the Dev's missed a big opportunity here. After all, Nerva isn't under the control of Arachnos which is why Longbow has built up such a large presence there; plus Crey is operating quite openly and the Circle of Thorns have something brewing in the northern islands while the Devouring Earth have made their presence known far from the Hive.
Sure, there are a lot of missions that dealing with backstabbing and behind doors deals...but the Nerva Archipelago is a power-keg ready to blow and there isn't anything really dealing with the balance of power there...
Plus, what's with that guy I always see rolling a barrel underwater?
- Wyvern: Here's another group that should be addressed. Quite frankly, there is little in the game dealing directly with them. Oh sure, they're around a lot but (like the Gold Brickers) there isn't any storylines dealing directly with them. Which is a shame since, according to their official information, they could be the poster children for the Vigilante Alignment.
- Mooks: Yet another group that the Dev's seemed to forget about. Sure, they do have a rather fleshed out in-game back story, but once you leave Port Oaks they're no where else in the game. You'd think that any origination that could survive fighting the Family in their home turf would be elsewhere in the game.
That's all I can think of for now, but I might come up with more later. - The Gold Brickers: We hardly know anything about them despite their rather large presence in Cap au Diable and nothing about their leader, King Midas.
-
Exactly. If it was occasionally it wouldn't be a problem, but on every single map I've had that had Legacy Chain on it it's happened to them and only them (one mission had Legacy Chain and Scrapyarders and the Scrapies weren't effected OR attacked).
Also, this isn't just happening with patrols/ambushes, it's happening to ANY Legacy Chain on the map. -
I noticed this happening as well.
In fact, in the "Take Down Sea Witch mission from Lorenz Ansaldo" mission (where you get the Seaweed Badge)I managed to locate the ambush spawn point and watched as the three mob spawn appeared and two of the mob immediately turned and attacked the third who fought back.
Also, as a curiosity, after i noticed this I switched to blue-side and went to the Hollows down by the the entrance to Skyway City and observed the Legacy Chain mobs there (the only place I know where to find then on blue-side). Taking a quick look I didn't see any similar behavior happening to there like I did on red-side. -
Objective Feedback:
Was able to download and install the new launcher with no problems and was able to launch Test, Beta, and Live (although this started up the current updater/launcher as Live is currently not active with this system) without any problems occurring.
Subjective Feedback:
The small "information window" (currently cycling between 'Buy the Animal Pack', 'Refer a Friend', and 'Strike Target 2/22 - 2/28') seems to cycle at a pace of 7-8 seconds. While that timed doesn't seem to long, sitting in front of my computer waiting for it to cycle through all the different choices seems to take forever; it would be great if there was a way to manually advance it like there is on the main CoX website.
Also, clicking both "Server Status" and "Patch Notes" launches your web-browser; with all the information available on the launcher, it would be great if those two pieces of information were available on the launcher itself. Perhaps it might be possible that when clicking on those options the requested information replaces the main CoX 'splash' (what is currently displaying "City of Heroes The Animal Pack!"). After all, if I'm going to have to have a big fancy launcher for CoX I would like it to have all the information directly tied to it (such as if there was a patch and what it was or if the servers are up or not) displayed right on it. -
Just remember that it is uninterpretable; once you start it you can't stop it. I've accidentally triggered it before when I meant to hit Mission Transport in the middle of a Sister; and I know I've hit it several times by accident while rearranging things in my trays. No lasting harm done (as there is no debt from blowing yourself up) but rather embarrassing none the less.
-
Quote:Exactly. Apparently the entire problem was something with how Inherent Fitness was coded. In order to fix the problem what they essentially did was completely remove Inherent Fitness then put a new version of it back in. Had there been any character on Test or Beta that never respected into Inherent Fitness before the changes were made they would have been fine. However, this also meant that anyone with Inherent Fitness lost everything that was in it (slots and enhancements).On test yes... On live no. Because they DIDN'T release on the 16th.
I've tested this myself both previously with the old Inherent Fitness and the new change. There is a code that checks if you have what is being referred to as Legacy Fitness (the power pool choices that everyone can select right now on Live) and if you do, noting is affected. If you don't have it (either a new character or one that is respecing) it will remove the ability to select Legacy Fitness and grant you Inherent Fitness at the correct level (as you are in the middle of a respec, all slots have already been removed and all enhancements moved into the enhancement pool so this will have no effect on anything).
The problem comes from those who had been on Beta or Test previously. If they either either respeced their toon from live or leveled up a new toon (Beta was giving a level bump) they would have had the old Inherent Fitness. The change done completely removed how Inherent Fitness was granted to toons and inserted a new Inherent Fitness; so toons with the old Inherent Fitness would have lost everything in it. Had I19 gone live with the old Inherent Fitness and their only solution was to use the new Inherent Fitness, then there would have been major problems.
This problem shouldn't happen when the issue is published, as there is still the existing code to check if you have the Legacy Fitness which will protect the slots and enhancements in it and, since the old Inherent Fitness never went Live, after respecing your toon everything will be fine.
Now, hopefully, there is no new problems that come up because of what was done. But hey, we have plenty of time to test for any new bugs. -
Quote:As you are still going on about this I must assume that you either...We do not know why they're delaying other than what is assumed about the dom/kheldian bugs. I still think they should push it through unless they came out with the specific case that the above COULD happen.
1) Missed my post on the previous page.
2) Have not read any other posts in the forums
or...
3) Arguing for the sake of arguing.
In the latest patch to the Beta server they have apparently (note the use of the word "apparently") fixed the Kheldian and Dom bugs. And guess what; it wasn't a bug with either Kheldian's or Dom's; it was an interface problem that was occurring due to how Inherent Fitness was interacting with those two arch types.
How they apparently fixed this was to rewrite the entire code of how Inherent Fitness was granted to us, remove the old Inherent Fitness then plug the new Inherent Fitness in.
The result? Had they published I19 on the 16th (like they were trying, but never guaranteed, to do) and applied the fix to the problem then every single character that respeced between the launch and the fix would have lost all enhancements and slots in the old Inherent Fitness and would have to have respeced again to regain their lost slots. However, all the enhancements (like those expensive Numina's and Performance Shifters) that were in the old Inherent Fitness would still be lost.
Now imagine how the player base would react to that.
Why did it take so long for them to change how Inherent Fitness worked? We don't know. Perhaps the way it was coded before actually worked better for what they have planned for future content, but were unable to pin down a fix for what was happening to Kheldian's and Dom's. Again, we don't know.
As to why they don't take what was just changed and publish to live right now? They just made a major change to how the characters work, so they need to test it to make sure this change doesn't effect something else. So the earliest they could even think about publishing it would be next Tuesday (Friday, Saturday, and Sunday to let people test the changes and see if any problems pops up because of said change and Monday to address/fix said problems); however nobody with the slightest bit of business sense would launch any new products or changes to something just before a time when there will be no one to support it or take care of any problems when there would be no one around to address it if something major happened...like just before a major holiday.
So again, I'm glad that the Dev's decided to wait and make sure that everything is working properly to the best of their ability and thank them for all the effort they've put into this. -
Quote:I would just like to point out this...I'd even go as far to say that they could have released the issue as is just so long as tanks, broots, scrappers and fire/kins weren't affected by any bugs. Most people would have found a way to play it and the delay to playing their main would have been just as long anyways for when the fix came as it would be by postponing the whole thing.
Quote:The next update to Issue 19 Beta will change the way Inherent Fitness is applied to your character. This transition may cause some problems to characters who have already received the previous version of Inherent Fitness.
The Beta server will be taken down at 4 PM Central, 2 PM Pacific. After this change is published, you will need to submit a new character copy for any character that you wish to use on Beta.
Thanks for your patience,
I don't know about you, but while myself and others might be a little disappointed (but understanding) that I19 didn't launch on the 16th; the entire player base would be screaming bloody murder if we were forced to loose several days worth of game play
I applaud the Dev's decision to wait until everything is fixed and their dedication to making sure that we have the best uninterrupted playtime possible. -
Quote:And Hami looks like a giant jello mold! We could get both dinner and dessert!So, how about more Halloween or a Double XP weekend to keep us busy over Thanksgiving? Or better yet, a GM invasion of Bat'Zul demons...they kind of look like big roasted turkeys.
Personally, while I'm a little disappointed in the delay, I'd rather wait for a finished product to come out instead of forcing a portion of the player base to be unable to participate in any of the new content.
Hopefully this will get fixed soon and, once again, thank you for both your hard work and keeping us abreast of the situation. -
Quote:I think the reason why there's such light traffic in Paragon City can be best explained by the description I came up with when I was making my SD/WM tank about a year ago...no this is not a bug report, but while running around the Portal Corp I noticed hundreds of people waling around and a parking lot that was mostly empty... same can be said for the roads in general, this is a busy city, there should be cars everywhere! the lack of cars in the Rogue Islands makes perfect sense, but not in Paragon City!
Quote:Head-on Collision
Description:
Mike Williams was once a taxi cab who worked out of the Bronx. In fact, Mike was one of the best cabbies who drove the streets of the New York borough. His reputation was so good, he was headhunted by the Paragon City Taxi Cab Union, Local 221. They offered him a great deal with good pay and benefits; so Mike drove his hack from the Bronx to Paragon City, Rhode Island.
Once in Paragon City, Mike learned just why good cabbies were in such high demand there. Between the crazy traffic patterns, the people running out into the street at any given time, the spandex crowd starting fights in the middle of the road for no apparent reason, people contantly trying to stiff you on there fares, and lets not forget the Vahzilok vomit...
...you can never forget the Vahzilok vomit.
So, after being stiffed his fare by some big black guy wearing metal gloves who jumped out of his cab because of some 'emergency'; Mike had enough and decided to take matters into his own hands. -
Quote:Exactly. I they had the tree that's up now but had {UNKNOWN} in the place where the Rare and Very Rare boosts were, then there wouldn't be as much discussion about what is or isn't coming in I19.If you were not in beta, would you have any reason to think "Alpha Slot - Unlocked in Issue 19" actually meant "Alpha Slot - Unlocked in Issue 19 but not with all the boosters we have shown on this very website"?
When they say it's being unlocked, and they have a page describing what is in it, that implies that what is shown on that page is what is being unlocked.
Oh...we'd probably still complain, but we wouldn't be as concerned/upset about it. -
On a completely unrelated note, I do have a suggestion to make after realizing something with the KM/Inv I actually started today...
I need to point out that in Pretoria, 3 of the 8 groups (PPD, Clockwork, Resistance) do Energy damage and 2 of the 8 groups (Syndicate, Seers) do Psi damage; and Invulnerability has no Psi defense or resistance and the first level of Energy protection doesn't happen until Unyielding at level 16. In other words, the progress up to level 20 (when you leave Praetoria or when you can start moving your toon to blueside) is going to be a bit more painful compared to what you have to face on red side.
...just food for thought... -
Well, another option that people tend to overlook is the Steadfast Protection: Resistance/+3% Def. It's a heck of a lot cheaper than a Gladiator plus it gives a little bit of Resistance as well.
-
While I personally am rather new at using Mids for builds myself; I did notice a few things when I stumbled in here (I'm looking at building an Invulnerability Brute myself).
The PvP IO has already been mentioned, but I'd also like to point out the three full purple sets you have in there as well. All of it is quite expensive; if you have the inf/merits to do it, more power to you.
I noticed something odd. In your Invincibility you slotted two Gaussian's; the To Hit Buff and the proc. While To Hit Buff is always nice to have, Invincibility is an important part of your Defense and should be slotted for that above To Hit.
Also, as previously mentioned, Endurance. Ideally all of your toggles should be slotted with at least an SO's worth of End Redux (well, except for Combat Jumping; it's extremely cheap endurance wise). I've found that, no matter what kind of recovery you have, you should try to get your Endurance Drain as close to 1/s or bellow as you can and (at the bare minimum) the difference between the Drain and the Recovery needs to be at least one (1) second for sets that have endurance tools built in...which Invulnerability does not have.
As for Superior Conditioning vs. Focused Accuracy...IMO Focused Accuracy is an extremely waist of a power no mater what the build; mainly because of the endurance cost. On the other hand, Superior Conditioning is an auto power that increases your base endurance by 5% (in other words, if your endurance is 100 pts, SC will give you an additional 5 pts.) a great and handy power over all that you could throw a Performance Shifter: Chance for + Endurance in.
Personally, I'm not a min/maxer looking for the best I can tweak from the builds I make; but I try to my best to make my toons as solid as I can. How I do this is I first make the build slotting with SO's with the goal of 3 Health and Stamina, 3 slotting any Auto armors for defense/resistance, and 4 slotting any Toggle armors for three defense/resistance and one endurance reduction. After that's done is when I start tweaking things looking at set bonuses. Just my little piece of advice; feel free to take it or leave it. -
I did that myself once, but it was for my tenth...on the other hand, after playing a lot on red side I couldn't pass up on the opportunity to beat up on Westin Phipps.
-
You know, I'm surprised that no one's mentioned this yet, but on blue side after you hit level 20, you can speak to the City Representative in City Hall in Atlas Park and you can run the Cape Mission to unlock the ability for your character to wear Capes. This arc touches on one of the most important events in the recent past for Paragon City.
-
Well, my last mouse died and I decided to go ahead and get myself a Razer Naga. I'm enjoying the setup and the feel of it, but I have a question for those out there who also have one...because something seems off to me.
This feels somewhat complicated to me, so forgive me if this rambles on...
When I enable the Razer Naga Mouse Tray and have the mouse set in the 123 configuration, whatever I place in the first slot in the Mouse Tray will be triggered by either the #1 button on the mouse OR the #1 key from the number row on the keyboard. It doesn't matter if I have the normal Tray set on 1 and the Mouse Tray set on 2; the keyboard and the mouse are now slaved to the Mouse Tray.
However, if I set the mouse into the Numpad setting and go into the Options/Keymapping/Powers and change all the Alt Tray settings to the Numpad...well, this is where I get even more confused. Whatever is now in the Mouse Tray is...activated by the keyboard and the normal tray is activated by the mouse...
...yea, I'm confused.
What I'm trying to so is set it up so I can have Tray 1 be used by the keyboard and Tray 2 used by the mouse (example...on a Archery/TA Corruptor I'd like to control the Archery attacks on the keypad and the TA debuff's on the mouse). I can accomplish this one of two ways:
First by setting the Mouse to Numpad, changing the Keymapping so that Tray Slot 1-10 are now set to Numpad 1-0, changing the Alt Tray Slots from Alt+1 through Alt+10 to 1-0 and it'll work.
Second, by DIS-abling the Razer Naga Mouse Tray, setting the mouse to the Numpad setting, and rekeying the Alt Tray settings to the Numpad settings and putting all of Archery into Tray 1 and all the TA into Tray 2.
This seems...way too complex and I'm wondering if something is wrong here. After all, it would seem logical to me that whatever is showing in the Razer Naga Mouse Tray should..you know, be activated by the mouse and whatever is in the normal tray should be triggered by the keyboard.
Writing this up and working through this, it seems to me that, with the standard Keymapping settings and the Razer Naga Mouse Tray open, the Mouse tray BECOMES the bottom active tray while the Normal Trays are shifted so that the bottom tray is now the Alt tray and one one above that becomes the Ctrl tray.
Is this WAI or is there something wrong here? Or is there something I'm missing? Because as is, either way I now loose the ability to put binds into the majority of the Number Pad because it's being used either way. -
The exit door from the BAF is difficult to find, however if you set your waypoint to somewhere outside of the facility, it should lead you to one of the doors that will lead you out.
-
I don't know about the 4 times thing, but I DO know that if you are targeting an NPC anything set to auto-fire won't go off. I also think the same applies to targetable objects as well, but I'm not a 100% sure
So, if you do a lot or trading at WW's or the BM, then it won't be going off if you keep the NPC there targeted. -
Actually, here's a question. Shouldn't the choice made if you run through the tutorial be counting as one of the 5 choices?
I was just wondering since I got a toon ready to lvl to 20 and she has the mission to go to the portal (I ran a straight Loyalist Powers) and she only has three and I know the fourth is when you chose where you want to go.
I made two toons on test and ran them quickly through the tutorial (one Loyalist and one Resistance), and neither got credit for the choice from it.
Is this WAI? If it is, then it's a bit misleading since it is a choice you make in the during your characters play. -
The third mission "Progress" from Dr. Hetzfeld.
There is quite a few ambush spawns throughout the mission, which aren't too difficult to handle; but the problem is that they spawn early in the mission while the combined time it takes for the 'downloads' needed to complete the mission ends up being 7 (seven) minutes. In other words, the map was completely cleared and no ambushed were left and I ended up standing around doing nothing until the downloads were all completed.
It would make more sense to have the ambushed tied to clicking the glowies or to later in the mish instead of at the beginning. -
On the Tip Mission "Just How Evil Are You" when you chose the Villain option to Eliminate the Heroes, the two heroes you have to defeat are both Longbow Officer. Nothing wrong with that, except that they have Leadership and that buff is being granted to the Council mobs that are surrounding them.
Like I said, not quite a bug, since the powers themselves are working correctly, but there is something thematically wrong about a Longbow Officer 'hostage' giving the Council mobs a buff. -
Personally, I'd love to see Poison get Alternate animations. The theme for my Poison/Thugs is that she's a chemist, but it would look so much better if, instead of throwing around and spitting her chemical cocktails, she were using thrown beakers (using the dynamite animation that the arsonist uses) or aerosol sprays (a good use for the hated 'phazer' in the Medicine pool).
-
Agreed. Everything has low damage and only Electric Fence has a DoT effect to it (and as a T1 power, the DoT isn't that great). If the rest of the Holds and Immobilizes had a decent DoT to it (which would make sense when you look at the set visually) that would make up a lot to the sets low damage.
It's not a great fix, I know, but I doubt the Dev's would ramp up the damage on the set overall and adding decent DoT effects would help some.