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Posts
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Directory symlinks do the job in Windows 7. Thank you for the information!
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This may be a silly question, but some quick searching didn't provide an answer, so:
I am running City of Heroes from a solid-state drive on Windows 7. Since SSDs are not optimized for the kind of disk activity that creating log files produces, I'd like to write my chat logs to a different location from the City of Heroes install path. When I ran CoH under Linux, I was able to replace the log file directory with a symlink to the directory I wanted to use, and that worked fine. I'm not sure a Windows 7 shortcut works in the same way, though. Has anyone else done this? -
It's been a while since I've seen a Giant Monster in Portal Court.
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As of Issue 21, the NCSoft Launcher will become required for playing City of Heroes. Until now, I have been playing City of Heroes under Linux, but the NCSoft Launcher currently does not function in Linux. I now have a few options:
1. Buy and install a copy of Windows. This is probably the simplest solution, but also expensive and undesirable for a number of reasons.
2. Stop playing City of Heroes. Also simple, also undesirable.
3. Hope for a technical solution that allows me to continue playing City of Heroes in Linux. Unfortunately, making the Launcher work in Linux is not a top priority for NCSoft, Paragon Studios, or the WINE team, so the chance of this is poor.
(Incidentally, I don't have harsh words for any of the previously mentioned developers over this. Linux has never been an officially supported platform for City of Heroes, and the fact that City of Heroes can be made to run under Linux has always been a happy accident rather than anyone's intended goal. The number of Linux users who play MMOs is vanishingly small, and with a launcher in hand that functions on all of the targeted platforms, it makes no business sense to create another launcher to support only a tiny minority of your customers. I have enjoyed the ability to play City of Heroes on my platform of choice, and I'll be sad if that is no longer possible, but it's not something I can summon legitimate outrage over.)
Is anyone else in the same situation, and if so, what are your plans? -
Why can't people understand
I've got a short attention span
short
attention
span
thank you, good night -
Back in the day, TF team size and level requirements were designed to be restrictive enough that only teams that were almost certainly strong enough to complete the TF could start it.
Players complained that the requirements kept them from starting the TF with a team that was strong enough to finish it, and that they should be allowed to decide for themselves whether they have enough firepower to complete a TF.
The developers now have created a TF whose team size and level requirements are quite lax, and let the players decide for themselves whether they have enough firepower to complete the TF.
Now players are complaining that it is possible to start the TF with a team incapable of finishing it, and the developers should tighten the requirements so that only teams that are almost certainly strong enough to complete the TF can start it.
The developers cannot simultaneously be and not be responsible for ensuring the players' good judgment.
(Personally, I wouldn't start Sutter with four level 20 characters, and for the sake of new players I'd probably attach a warning to Sutter to the effect that the strict minimal team will have a hard row to hoe. But if some loons want to make the attempt anyway, I won't say that their freedom to try difficult things is less important than protecting players from challenges.) -
I haven't had significant problems with slapping x4 groups with Seeds, so I can't necessarily say one way or the other how to fix a problem I'm not having.
Plant does have some alternative opening gambits available. Starting with Carrion Creepers, especially from out of LOS, is quite safe. So is letting the Fly Trap wander into aggro range and letting it take the alpha. It'll take some dings, but a Spirit Tree or Aid Other will take care of that. If worse comes to worst, there's always resummoning.
On my level 50 Plant/Elec/Ice, I will sometimes use Sleet from outside of LOS as an opener. This is particularly helpful against confuse-resistant Nemesis. -
Let me say explicitly what I previously implied:
I don't think the developers, personally, are sexist.
But when they feel they have to decide between maximum parity of availability of costume items per model type and maximum sales, I do believe they will choose to maximize sales. And I don't fault them for that. It's not their job to fight sexism; it's their job to sell product.
It is important to note that when you ask for parity of availability, you ask the developers to do one of two things: either trust that gender equality draws a bigger audience and more dollars than gender-specific costuming, or eat the losses in sales if this proves not to be the case. Yes, it's a sad thing when pandering gets more sales than principle. If the developers of a video game want to take a stand against that, then I applaud their principles (and, more importantly, give them my money!). But I don't expect them to do so if there is a provable financial incentive to do otherwise.
TL;DR: We will have equality when the developers are shown that that's where the money is. -
Quote:And it's not necessarily because the devs themselves have any strong opinions on who should wear what in the world at large, either. Remember that Huge isn't a gender, but it is a separate mesh type that doesn't always get everything the Male mesh type does either. Developing costume parts for multiple meshes is a nontrivial amount of extra work. If the developers think the demand for, say, skirts for Huge meshes is not going to be that great, they may just choose to spend that development time on something else.Let me just say that what is being pointed out is not sexism in costume choices, but rather Lack of Gender Parity or perhaps Gender Inequity in Costume Choices.
If Mr. Nakayama were to make a thread specifically dedicated to mesh proliferation for costume options, I would appreciate it, and I'm sure we'd all have plenty of suggestions (a few of mine: cornrows, cigars, and baron coats for female meshes, and padded gloves for male meshes). But I just want to emphasize that the likely motivating factor here is less sexism per se and more a calculus of return on investment that assumes (not necessarily accurately) a lesser demand for some costume items on some meshes. Now, that lesser demand may be attributed to sexism, and the devs may be assuming more sexism on the part of the player base than is actually present, but frankly at that point we're talking about whether the developers have an obligation to spend resources on fighting sexist assumptions for their own sake, and that's more than I expect of them. -
Quote:To the extent that being willing to play the market makes one like you or Arcanaville, yes, a player must be like you or Arcanaville in order to max themselves out in the inventions system. And this has been a source of friction, simply because some players don't want to do that activity. Just as some players don't want to do the Incarnate activities.It's been proven that it's not all that slow for anyone who simply sells what they get and does a bit of marketing. I really think folks underestimate how easy (and so little) time it takes to make inf in this game.
There are guides in the market section about how to go from 0 to 1 billion in a week with very little time spent at the market.
So no, I don't agree that you need to be a player like your or me to max yourself out very easily in the inventions system.
Speaking personally, I don't play the market much because I don't like to, and I'm not mad that I haven't maxed out my invention capacity. I also don't run the trials much because I don't like to, and I'm not mad that I haven't maxed out my Incarnate capacity. What I personally enjoy is punching dudes, sometimes alone, sometimes on a team, without a lot of extraneous fussing around. Between Alignment Merits and the Notice to Thread conversion, I pretty much have the means to get what I want, by doing what I want, in an amount of time I don't find objectionable. That is strictly my personal opinion, though. -
While I respect the validity of your opinion, I find it unusual and unlikely to find many backers. I know that I have always specifically opted for Hurdle in conjunction with Combat Jumping because the combination gives high jump speed plus good air control, and I have seen others praise the combination as well.
I think that not slotting Hurdle is the best remedy you will have available. -
I've been intrigued by KoA World (one of Tina McIntyre's one-offs, I believe) for some time now. I keep telling myself that one of these days I should make an AE arc where you drop in on KoA World on the day they're re-enacting the Great Gender War. Sadly, fake mustaches are not available as female costume parts...
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Do you want true villainy, or fun villainy?
Fun villainy: threaten global capitals with doom laser.
True villainy: get up, go to work, look the other way, collect paycheck, don't think about it too hard.
Fun villainy is grand and dramatic and ludicrous and doesn't exist.
True villainy is small and mean and dreary and happens every day. -
The other advantage of incremental multiplication over summation is that the values of given powers actually mean something relatively intuitive, even if the calculation is more complex. If total chance to hit is calculated using the formula:
0.5 * (1 - D1) * (1 - D2) * (1 - D3)...
and total damage admittance is calculated with:
1 * (1 - R1) * (1 - R2) * (1 - R3)...
then it's easy to say what a power that grants 5% defense or resistance does: it reduces your incoming damage by 5%. On the other hand, when the formula for tohit is
0.5 * (1 - (D1 + D2 + D3...))
and admittance is
1 - (R1 + R2 + R3...)
then the amount of mitigation provided by a given power depends heavily on your existing situation, as explained above, and defense and resistance no longer translate 1 to 1 as reductions of incoming damage. (Admittedly, there is a slight surprise to be found in this methodology: increasing the amount of defense or resistance from a single buff or debuff has nonlinear returns. Avoiding this requires calculus, though.)
Also, to address kusanagi's point in particular: you don't have to recalculate final mitigation values for every individual event, just when a buff or debuff is added to / removed from the stack. Furthermore, a change can be applied directly to the existing value; there's no need to remultiply the whole stack. To remove an effect, just multiply by the multiplicative inverse. (You'd want to do a full stack multiply every once in a while to clear out rounding errors, of course). Yes, this would be a horrible calculation for humans because it would produce lots of ugly decimal values, but for a computer one's as good as another.
Bear in mind that many of our current mechanics basically come from a human-powered game that uses simple math because humans are bad at arithmetic - there's no technical or design reason to do so. Better hard math and intuitive results than easy math and confusing results. -
Quote:Oh, to be sure it couldn't be done now. The more interesting point for me is that the developers tried to offer a choice between forming leagues the "old way" - by gathering at a spot and inviting from the applicant pool until a full league is formed - and the "new way" through the LFG tool, and I honestly don't think that the LFG tool was ever given a fair shake regardless of its own merits because people overwhelmingly chose to do things the way they'd always done them. If solo queueing had been the only way to get into a trial from day one, I strongly suspect we would be having a very different conversation.IMO this would be an unmitigated disaster. I don't think there is enough harddrive space available to the message board system to handle the level of screaming that would happen if this system were put in place. The current "problem" is that players turned out to be much more organized and cooperative than the developers anticipated. Undoing that is perilous, to say the least.
More personally, the idea of just dropping myself onto a queue and being shuttled into a trial PUG is exactly what I want from the system. To the nearest approximation it is player actions that prevent this system from working as I want it to, but it was the developers who gave them the choice to reject that option. Sometimes a choice isn't a choice in practice. -
Funny enough:
The other day, I was discussing the LFG tool's failings with my friends. From my perspective as a person who A) sees randomly assembled teams kicking tuchus all the time and B) does not like to wait for teams to assemble, the LFG queue's failing was that it allowed people to form premade leagues at all. And my preferred solution would be that LFG dissolves any group that enqueues, and assembles new leagues from the individuals in the queue. In other words, that premaking leagues would be completely impossible, and hopefully people would just stop trying and start enqueueing individually and rolling with whatever team results.
Because honest to heaven you guys, any random assembly of 8+ level 50 characters in this game is going to be incredibly powerful, and besides the LFG tool could be enhanced to try to build balanced teams that include multi-run veterans if only it were allowed to pick and choose from whoever happened to be enqueued at the time.
The fact that this would send some of the posters in this thread into an apoplectic rage is a wholly unexpected benefit. Because just as you privilege your desires over mine, I in turn privilege my desires over yours. -
Quote:One thing you should probably keep in mind is that Dominators are not analogous to Controllers. People see the control/active mitigation primary in both ATs and assume they play similarly, but this is a very incorrect impression. My personal opinion is that the closest analogue redside to a Controller is a Mastermind - both archetypes focus on strategic layering of complex effects to achieve a scenario of cumulative victory.Ah, thanks for the insight. I guess Charged Brawl is worth taking. Thunderstrike is an important power for my Elec/Shield scrapper, but you are suggesting that it is less important for a Plant/Elec Dom. Thunderstrike is knockback instead of Knockdown? (I read the description -- that's what it says.) That makes a difference.
I'm generally not all that concerned about DPA. I want to defeat foes reasonably quickly, but I am more interested in power effects and combos. I like developing strategies. (That's one reason I like my Grav/Storm controller -- it doesn't kill fast, but with some good strategy, it can be mostly safe and can hit hard.) I don't mind knockback at times, as long as it can be used strategically. If that is the intent of Thunderstrike, then I may take it to try it, but will keep your suggestions in mind . . . I may put it off for a second build.
My Dominator play snapped into focus when I started playing like a Blaster. Like a Blaster, the Dominator creates early advantage with active mitigation, then quickly sweeps up with overwhelming damage output. The main difference is that the Dominator's active mitigation is more effective, while the damage output is on average slightly lower. But in my opinion you should absolutely be aware of and focused on your personal damage output, because it is a significant part of the way Dominators play.
Note that, compared to a Controller, your active control does not last as long, and you have no fallback mitigation from a support secondary. This means that you cannot take your time defeating enemies, which is why damage output is important. In the early levels for my Plant/Elec, before Seeds came into play, my approach to a spawn would generally be to throw the ST hold on the most dangerous enemy, quickly dispatch the second with burst damage, then hold the third and beat down the first. Contrast with a Grav/Storm, which would not have the capability to take out any enemy quickly, but would have enough control and mitigation tools between the primary and secondary to effect a slow but steady takedown.
Another thing to take into consideration is that Dominators derive an enormous benefit from getting to 70% or higher global recharge (plus Hasten): permadom. Because your build will probably be aiming for this level of recharge, you won't need to have a lot of different active powers in order to maintain activity, so it makes sense to take the best and leave the rest. Against single targets, my Plant/Elec throws a hold to keep the target still and then alternates Charged Bolts, Charged Brawl, and Havoc Punch nonstop. Against multiple targets, I start with Seeds and then rain down whatever AoE is up. I don't have backup control powers: Seeds recharges in well under 30 seconds, so why bother? The AoE hold is worth considering, but Spore Burst is pretty much useless because one or another of your pets is going to wake up those enemies anyway. I used to have it, I don't have it, and I don't miss it. The only reason I'd consider taking it now is because I can put a cheap sleep set in it and get slightly more recharge than I get from my cheap snipe set.
Here's my short list of things that are not skippable:
Strangler
Roots
Seeds
Creepers
Flytrap
Charged Bolts
Charged Brawl
Havoc Punch
Build Up
Static Discharge
And that's it. Those powers are probably 95% of my core power use.
It's important to note that the Thunderstrike from Electric Melee and the Thunderstrike from Electric Assault and Electric Manipulation are very different powers. Elec Melee Thunderstrike has a high chance of knocking down enemies and deals about 50% of its damage in its splash zone. Elec Assault/Manip Thunderstrike has a high chance of knocking back enemies and deals about 10% of its damage in its splash zone. The radial knockback from Thunderstrike is almost never useful - it basically can't be used to consolidate enemies or to drive them in a particular direction, only to scatter them to the four winds. Melee Thunderstrike is a core power; Assault/Manip Thunderstrike is for entertainment purposes only. On the other hand, your AoE immob is also -KB, so if you throw it down first you can use Thunderstrike as a mediocre attack without the side effects.
One caveat to the above: until your build does start shaping up, you might want a few more powers to fill in the gaps, because using a less effective power is better than doing nothing. I did have Lightning Bolt and Thunderstrike in my attack chain for a while. But if you're like me, you'll eventually find yourself not needing them, and then it's time for them to go.
All of the above, I must emphasize, is my opinion. YMMV. But I wouldn't say it if I didn't have reason to believe it. -
I run a Plant/Elec, and right now she's one of my strongest offensive characters. Both Plant/ and /Elec give most of their value in relatively few power selections, granting considerable freedom to take ancillary or slot mule powers.
Elec Assault is notably stronger than Elec Blast, primarily because it gets versions of Charged Brawl and Havoc Punch that are almost as powerful as their Blaster Elec Manipulation versions. Thunder Strike is amusing, but since it has the low DPA, knockback and weak splash damage of the Blaster version rather than the significant splash damage and knockdown of the Elec Melee version I chose to pass it over.
The mandatory tier 1 blast, the two fast melee strikes, and the cone are sufficient for most of your combat needs; I also took the snipe as a set mule and occasional utility power, and the Sentinel for added DPA when fighting hard targets. The cone and the AoE immob from Plant add up to fairly decent AoE damage - it's no Fire, of course, but it does the job.
The Ice ancillary is, frankly, insane. Sleet is more or less exactly as good as the Def/Corr version, applying a large sticky debuff to defense, resistance, runspeed, and recharge, as well as making enemies inside the patch flop at random - quite handy when dealing with sleep/confuse resistant enemies such as Nemesis soldiers.
Hibernate is also particularly handy on Plant/Elec/Ice, simply because you have so many ongoing effects that can change the tactical situation while you are immobile and invincible. With confused enemies attacking each other, Creepers popping up, your two pets attacking, and Sleet, Roots, and Ice Storm ticking away, you can end up defeating a significant portion of a spawn while turtled up and be in a much better position when you come out than when you went in.
It's probably possible to build Plant/Elec for high defense, but I wasn't interested, so I made my ancillary power selections with an eye toward recharge. The Concealment pool is handy as a place to stick LotG +Rech IOs, and it doesn't hurt that Stealth + Superspeed grants full PvE invisibility, allowing you to maneuver for optimum cone placement before opening a fight. I also took Aid Other/Self, as I've found that Dominators tend to take a few hits even when everything is going relatively well, and it helps to be able to top up between fights.
I found Plant/Elec to be very effective from 1 to 50: you get a strong area control and two solid single target attacks very early, and a host of fun tricks as you level up. -
Stepping right up into the transfinites, are we?
Fine. Aleph omega.
Although, strictly speaking, that's no longer a number and more of a concept (and a pretty brain-bending concept it is, too).
Really, I guess what I'm getting at here is that mathematics has names and uses for some incomprehensibly huge numbers. -
I prefer no death penalty because I enjoy challenges.
A death penalty doesn't increase challenge. It incentivizes avoiding trying to do things that have a risk of failure. It incentivizes conservative gameplay. And conservative gameplay is the opposite of challenging gameplay.
To put it another way, when I am being engaged by a challenge, I want to keep trying until I succeed. The less time I spend recouping losses and the more time I spend engaging the challenge again and again, the more enjoyment I get, and vice versa. The penalty for failure is failure, and that's penalty enough.
I can think of a number of ways that this game could be more challenging. None of them involve adding time-wasting, low-challenge recouping work to each failure. -
Quote:Are we doing this?A(G, G), where A is the Ackermann function and G is Graham's number.
Then I play BB(A(G,G)) - a number so large that it is literally beyond the possibility of computation.
Your move, sir. o.q -
Quote:"Small".Seriously. I have absolutely ZERO clue what mathematicians call numbers that high.
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If a costume part ever has any effect on gameplay, that will be one less feature that distinguishes this game from its competitors, and more personally, it will be one less reason for me to continue playing this game.
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