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Posts
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Joined
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Quote:If the laptop wont connect to net then theres something wrong somewhere when you turned stuff off. Sounds like modem driver or something thats been turned off when you ran in basic mode.yeup, works in safe mode.
I already tried the basic run of the computer, and some reason, the laptop wont connect to the internet with that.
Checked the 3D settings, and its already set to application controlled.
The Hijackthis thing could be the key, but also try find if theres a program running something to do with your internet connection and turn it back on when you do your basic startup.
If you can get your internet working with the bare minimum programs running, at least we know if its a 3rd party program blocking it or if its something else.
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Well surely if they do bring in the jetpacks as an option for pool customisation it would be common sense to make sure they look right on the charecters?
The reason I mentioned the temp power was because its already got the models in game and wouldnt require as much work to bring in, repositioning and scaling is the hardest part of it.
As for the crushed ground effect I mentioned, you already get similar style effects with powers like foot stomp in game, its a case of pasting a black crushed type graphic over the ground where your standing, not actually changing the terrain. As for animation time with it, I see where your going with that and yes it would be an issue but giving players the OPTION to choose whether they want to wait those extra seconds/milliseconds for a better feel to the charecter wouldnt be a bad thing?
Its not going to be for everyone sure, but not every power in game is. The have a great system with the alternate animations its about time they used more of it. It really means that you arent stuck in the same rut as every other charecter of the same type.
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So after getting tired of reading the same suggestion across multiple forums now about getting whips on various charecters now, I believe I have come up with a solution...
Since the devs stated that it was very time consuming creating whips animations and they think its very unlikely they would design more anytime soon, how about simply porting these animations we already have into fiery melee?
For instance on power customisation, fiery sword could have an animation for corruption, greater fire sword could have lash, fire breath could have a crack whip animation.
Possible issues would be the fact whips were designed for a longer range, but since you are changing the animation not the power and you can still use whips at a shorter range on demons anyway then it shouldnt be a problem.
Animation times matching would also be an issue though I am aware but I am sure there would be a way to make the animations last a little longer without having to remake the entire thing?
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Says the guy with the japanese anime sounding forum name
I wouldnt be against the idea but I do think its an area that is a bit risky, the game was designed on western comics not eastern ones plus having cartoon style faces and stuff wandering around would kinda ruin the realism.
That being said there are certain anime stuff that wouldnt look bad in game when it comes to hairstyles and costumes etc if it was done tastefully.
Back on topic though, I agree that its a nice idea, I just couldnt see many people spending cash on it, plus having everyone around on flying carpets would get tedious very quickly.
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It sounds to me like something is blocking the loading process from completing, which I would say try turn off all your firewalls and stuff and try that.
You said it works in safe mode?
The only other thing i can suggest is try a basic run of the computer, open msconfig, and select only the basic programs from services and startup to run that you really need to get the computer running, after that press ok and restart computer and try running the game that way.
If it works just reactivate each program one by one till you find out what was causing it.
One other thing, check your settings on your 3d card, the 'forced settings on' features with some cards cause the game to essentially get confused so it doesnt load up as well. Set them all to 'application controlled' and try again.
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I get this issue too, where are you from can I ask?
Do you also get lost connection to mapserver messages around the time this happens?
Lately a few of us have been getting the same thing now, mapserver disconnection then loading spikes, if you go to a loading screen it may even boot you to login screen.
It seems it affects people from outside of North America though more right now and the devs know of the issue that people outside NA get more frequent mapservers right now.
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I will say that i suffer from this too occasionally, from what I have heard the devs seem to think people from outside of north america suffer more from lag issues and random dc's lately, particularly in Europe and its a known issue.
Are you from North America? Do you find you get mapserver issues before this happens?
In theory im starting to think the problem is related to the mapserver issue which has been hitting more people from EU than america, on two occasions now when the server started going a bit off with mapserver disconnections, thats when i got cut off to login during a loading screen without any messages. This makes me think the loading screen may have got a mapserver problem and cut off whilst loading, in which case it is a server issue and not client end really, its not the computers fault where its located
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Although SS and EM for scrappers would clearly need some form of extra balancing involved than the other sets, I do think it wouldnt be a stupidly bad idea...
In return though they should give Broadsword, Katana and Martial arts to tankers and brutes :P
If you want scrappers to have everything, its only fair the other sets get it too.
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So far from what I have seen, Ice seems to have the best synergy with Assault rifle, the mass slows from shiver, plus ice patch mean your enemies arent going to get in your face by the time you finish animating
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Quote:Thats why I counted the factor of damage per activation time as a modifier....Well, not being one that is much into PvP, I do have some logical concerns with your idea and how you seem to want to implement it. This is in addition to the fact that you think the Devs don't care about PvP, which I bet they do, they just really don't know how to fix it.
Now, onto my concerns:
1)
Wouldn't this mean that sets with faster animations times would always do better than those with longer animation times? If my tier one power animates in half the time yours does, but does the same damage, then I'll always win.
Quote:2)
Animation times is now PART of the damage calculation formula. It isn't the whole thing. Yes, Full Auto is a long animating power compared to the other Nukes, and does less damage, but it's also up far more often (and the 'fact' that Assault Rifle needs to be re-looked at anyways, most likely) and doesn't crash your endurance. As such, it should do less damage than the other nukes, despite the longer animation.
The damage should reflect the 4s your able to stand there an be hit, the fact you dont lose all your endurence is also part of this. You do have a good point, endurence use would make this single power unbalanced compared to the other nuke powers, hail of bullets and rain of arrows would also fall into this catagory of faster recharge nuke type powers but nothing is stopping those 3 powers being looked at seperately. 3 powers vs all the powers is a big difference
Quote:3)
Okay, now I'm confused. Basically, now the powers aren't doing the same damage per activation time (I know that you said this earlier, but this is where it really comes to light), but using that as the standard. This basically makes it so that each power needs to be re-done in PvP, and isn't a simple change at all. The suggestion basically comes down to changing all of the powers (again) for PvP, using a different scale.
Using a formula to adapt powers isnt the same as going through each one and inputting a number. Im not saying it wont take work but it would take much less work doing this than fixing the current system to any workable state.
Quote:4)
How would this work in the lower-level PvP zones? You know, when some sets have gotten their "tier-9 power" (under your classification) and others haven't? And where do the more esoteric powers fit into this classification? Is Soul Drain equivalent in tier to Build Up? What about Buffs and Debuffs? What about something like Ice Patch? Ignite versus Fireball? Voltaic Sentinel versus Bitter Ice Blast?
Using different base damage numbers for the powers of each tier would be the damage base of the set before activation time is taken into account with the modifier equation.
Of course the lower tier powers will hit less than the Tier 9 powers but at that stage the players will have lower resists/defence/debuffs too.
Soul drain has never been equivilant to build up in PvP but its up to the dev team if they want to change it so soul drain = build up, buffs and debuffs arent really broken other than slows so just leave them as they are.
This change isnt designed for every single power, its just for the damage ones which are clearly unbalanced all over. Stalkers and blasters are pretty much the PvP favorites right now because the damage numbers are screwed.
Ignite is a difficult power to begin with, its a higher tier power though so would deal more damage than fireball. In my view fireball would be a Tier 3 power where as Ignite would be a Tier 7 or 8 depending on location of flamethrower.
For the other two you mentioned, which I am glad you did, Ice patch and voltaic Sentinel are pets and control based powers, which would be unaffected by the change. The only pet based powers that would be affected would be masterminds seen as there a whole AT and not just one or two powers. Controller and Dominators would still have all there powers judged using the same method of Tiered damage,. although there highest damage powers would be the first 3 powers and the others would follow a lower base damage. So in Grav for instance, the first 3 powers would do the most damage. Crush, Lift and Gravity Distortion. Propel would use a lower damage modifier which makes up for the fact other sets 3rd power is an AoE immob type power costing more endurence. Illusion only has two attacks there, but in return it has a bunch more pets anyway so the 3rd Tier power would simply be blank in this case.
Im quite aware that some sets will struggle because of a more control based powers than damage powers thus will unbalance them but I arent claiming to have a global PvP perfect one time fix, like any PvP game there are simply going to be some sets better than others.
With so many choices theres always going to be ones that do better, just in this option you have a lot more of the ones that you could bring and not be laughed at like in the current PvP setting.
Quote:
5)
I think this would be a lot trickier than you make it out to be. Not everything is just cut-and-dry in this change, since everything then needs to be modified by animation time anyways. Plus the fact that not all powers are created equal, and certainly sets aren't. It's basically a complete rewrite of how attacks work in PvP.
Even IF it works and is easy, and you get powersets within an AT to be consistent, then you'd still have inter-AT issues to deal with.
The modifier by animation time is a simple mathematic equation, working out a fair value for every 0.01/s to modify the damage by wouldnt be horribly difficult...
Back to my original example, say jab has a 70 base damage, animation time 1.07s.
using the modifier for damage for say 1 damage for every 0.01/s difference upon 1.33/s animation time, this would mean taking off 26 damage due to animation time being faster which would equal a total of 54 damage unslotted.
By no means would this be anything like the final number its simply an example of how it would be applied. Of course tweaking to this modifier would probably be needed even on live but its an easier task than looking at each power on its own.
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Well I will say dark is definately one of the more challenging but fun routes to go whilst tanking.
Your secondary I will say depends on what you are wanting to do, if you are wanting to be a team based main tanker, the I would suggest looking into fire, ice or dark since fire has a lot of AoE type powers for agro gaining, ice has a fair amount of control and slows, and dark has another heal with it (although with dark primary the -tohit wont do you much good since you have no defence).
If you want to solo or PvP then SS or Energy are the best routes generally since they specialise in single target damage rather than AoE damage.
Mace isnt a bad choice when linked with dark since it has a fair amount of mitigation with the stuns, but there are better choices if mitigation is what you were after, although mace isnt too bad of a middleman between mitigation and damage since the changes.
Personally the most fun tanker I ever ran in all my years playing them on EU was a dark/fire. It was great to hold agro with and it had some big AoE capabilities yet still required some challenge to it with timing of dark regeneration in larger mobs, particularly in Cimerora
If you went with the spines scrapper version you would lose some resists but gain a bit more damage, spines is also possible to tank with but on a scrapper its miles harder but solo it would be much more efficient.
As a little tip if you want to tank with Dark primary tanker, with something with a lower mitigation like fire, consider taking aid self and slotting a single interupt IO in it. A few times now its saved my butt in harder hitting mobs because Dark Regeneration is down. Im not saying Dark is squishy, its far from it but it is a heal reliant build for the most part and having a safety heal in case of emergencys isnt a bad thing
As for Stone Melee being too end heavy.. I wouldnt know since I havent played the two together but I have played them both seperately to 50, and I will say both of them can be managed fairly easily following a simple plan of aiming to get endurence cost under 10 or to match recharge time if less than 10s with stone and with dark putting one endurence IO in every armor toggle on 0.33/s plus two in each toggle costing more endurence than that helps a lot. As a rule though, get dark regeneration slotted with 6 slots ASAP. I slotted mine with two accuracy, two endurence reduction and two recharge IOs since the heal portion is basically covered by amount of mobs anyway.
Also Physical Perfection in Epics is your best friend in any dark armor build
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Quote:The reason I put as a power and not a costume piece wasnt because it isnt physically possible, its just because its much easier to do considering we already have it in game with the temp power version.I agree with jetpacks, but I think/hope that would be a "back" costume element. (So that it wouldn't disappear) Since the jetboots already animate according to flight, a back option that does the same is no biggee.
Easier to implement suggestions are more likely to be accepted but I am with you with the jetpacks back piece, along with backpacks and other back related items. It really is an underused slot considering the possibilties.
At least with this option there is a semi permenant way to get it rather than being limited to the time you have until it runs out
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Not sure if its allowed in forum rules or not, but either way I'd like to refer people to a suggestion regarding PvP found here:
http://boards.cityofheroes.com/showthread.php?t=224080
On top of this I really think Paragon Studios needs to hire a developer specifically for PvP changes. Its not a system thats easily fixed and even long running titles have minor changes every now and then to keep them balanced.
In the current system we get a bunch of changes at once, then its not looked at again for an issue or so. If it was directly someones job to work on PvP issues then there would be no excuses as to why problems cant be looked at.
Granted PvP is not a huge area of the game but most of that is simply down to a bad system in serious need of work. i13 was basically a big dump of changes on the community with very little support afterwards, PvP isnt a one fix issue, there is no wonderfix that suddenly makes things perfect and when the devs realise that they will start realising the possibilities that high end pvp has. Endless end game content being the biggest one.
Anyway, flame away
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Its becoming a general concensus now that the developers are losing interest in PvP since the i13 changes, the lack of real changes in i17 has just added fuel to the flames. On freedom in particular there are a lot of players now who intentionally built there charecters to pvp but because its so inbalanced now there charecters are utterly useless and there forced into a select few builds.
This is an issue with many games with PvP and the problem is relying on developers balancing the builds frequently which im sure devs simply dont have time to do right now, especially with so many possibilities its going to take a very long time to do correctly.
I would like to suggest a simpler workaround.
In PvP you could have each tier of power do a specific damage number as standard across an entire AT. The differing point would be the secondary effects and the actual AT chosen along with animation time being a secondary damage booster.
I realise the current system was apparently designed around animation times but in all honesty I cant see how that can be true.. look at full auto for instance, 4s animation yet subpar damage. With my idea you would take a standard power animation time of 1.33s (going by mids) and use that as a modifier on top of the standard damage for the Tier of power.
As an example:
Jab animation time 1.07s total, now say your standard damage for a tier 1 power was 70 unslotted at level 50 on a tanker, using the modifier of animation time standard being 1.33s you would reduced the damage slightly overall.
Haymaker animation time 1.5s total, say your standard damage for a tier 3 power was 100, using the modifier you would raise it slightly because it takes longer to animate than 1.33s.
Powersets that get there stronger power earlier than the final tier, such as super strength and knockout blow, would simply have the order of the tier setup changed, for instance, knockout blow would be classed as a tier 9 power since its the strongest in the set, however it would remain in the same position as a power. This would be the longest part of the workaround identifying each power and registering its tier accordingly.
As for secondary effects like defenders debuffs etc, these would remain unaffected from current numbers since there are really no issues with them beyond slows not being quite up to scratch from personal experience.
I think Holds, Stuns, Immobs etc should all be made to last a little longer, up to a 6 second status change when slotted but in return be given a lot longer recharge as standard on non controller/dominator builds but still have the current mechanic where status resists reduce the duration as well by a set percentage.
Overall, using this mechanic would make the devs job a lot easier when it comes to tweaking and they wouldnt have to delay changes because it would just be a case of changing global modifiers for the AT on a certain tier if one is overpowered.
If any sets have a blatently obvious advantage then you can work from there on an individual basis, such as -recharge from psy, which is already more or less on a basic global effect (except for a couple of powers). This way you know where the issue is coming from if the entire AT is too overpowered or if there are certain powersets causing issues.
At least you have the entire AT set to the same standard rather than having to deal with everything individually and having to do one or two changes at a time.
Thoughts/Flames?
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I would like to suggest travel power customisation be added to the game, if possible along with epic power customisation once its unlocked.
With the suggestion for travel power customising, I would also like to add the possibility of alternate animations for each of them to be selectable. Since these powers are used on every charecter, it would benefit everyone.
Options for this would be things like listed below:
Fly - Jetpack options, different poses instead of using the /emote versions and different fx with it in the trail, such as flames, dark and bright as normal powers get as well as new options such as turning into a bird or phoenix.
Jump - Jump pack option, a more 'Hancock' and 'incredible hulk' style super jump involving crouching first and leaving a crushed ground type graphic below when you jump and land, regular graphics such as bright, dark and element options, new animal style options possibly a kangeroo type or cat type. Also include ninja run style options.
Super Speed - Roller blades style option with optional rockets on them, an fx off option, regular fx options such as bright and dark as well as element based ones, and new ones such as cheetah style animal changes. 'Feral' running emotes such as an all fours run where your charecter is hunched over. Also include ninja run style options.
Teleport - A wristpad activation style emote before teleport option, a 'wormhole' style animation where the player is sucked in, the regular bright and dark options as well as element based ones.
I could list several comic book heroes that dont fit in with conventional travelling methods already offered but the list would be endless.
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Not meaning to flame though but I am kind of getting tired about people complaining and wanting the game easymode... if anything the game is too easy as it is... Im looking at you AE
The endurence system has been in the game for years and its been one of the few challenging points of the game, remove that and theres no much else to challenge players pre level 22. After 22 everything is pretty much easymode as it is, even +4 isnt much of a challenge once you have a decent charecter slotted at 50.
If anything we need more difficulty not making the game pointlessly easy like a lot of the newer players seem to cry for. I point back to the hollows change, back before it was changed it was actually a fun, sometimes frustrating challenge to the game. Now its pretty much just another zone with no difficulty in it at all.
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Well after playing some of the most endurence draining builds in the game (every tanker there is and SR scrapper) i can safely say that its down to build. Endurence is only really an issue up to level 22 where you can get SOs.
Stamina alone without slots isnt good enough to help on things like SR, but regular slotting easily stops endurence use getting out of hand.
Fire/SR was one of the biggest endurence challenges I have had, the toggles alone can pretty much eat up your recovery without endurence reductions, but one SO level endurence reduction in each power and each toggle now stops me ever going below 70% endurence even in AV battles. This wasnt just at level 50, its been that way since level 22 when I always go for level 25 IOs that last me till level 50.
If you have endurence issues then all I can suggest is slot more endurence reductions. As a general rule, I tend to stick one end reduction on each toggle unless its over the standard 0.33/s in which case I use two. Sets mean you dont even need that.
I agree with you about endurence being a pain in the butt up to level 22 though. Ever tried playing a tank pre SO level? Its horrid! Your basically the only class in game that cant do your job, you cant use your toggles because it destroys your recovery, without that you cant hold mobs because you arent attacking and your resists/defence isnt at a point where you cant take the hits either very well. If anything needs help endurence wise pre level 22 its tankers and brutes since there the ones getting hit most
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3rd to recommend stone/wp.
I had one myself and I can say there a good safe choice. If you want an easier ride though stay away from super reflexes because there a pain in the butt to level and there defence is pretty much non existant until later levels.
Claws is nice as well but because of its speed with anything other than WP you will find yourself killing your endurence, its got low cost per attack but since it links up so damn fast your endurence goes like a shot too.
Super strength is the standard choice for a lot of brutes since its a nice balance and its got perma build up power and a nice mix, just a little light on damage early on.
Fire is nice as well, but fury gain lower levels tends to be a pain without auto brawl on.
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Well its not going to help but you should be happy its showing them at all
The last patch for the 440mx card that was on fixed an issue that stopped the game crashing when displaying the contacts pictures and costume change window pictures which fixed a few other 3d cards crashes as well.
However the fix still didnt make them display correctly and a lot are just odd pictures now, usually small pics crushed up in the corner of the window, others dont display at all but hey its better than crashing
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I only started getting this issue in AE missions tonight when I was coming out of them late on.
Just put it down to freedom been a pile of crap again because I kept getting massive lag spikes and mapservers for no reason whilst I was doing anything which isnt normal.
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Pretty much lol put it this way, I played an invul/ss tank for over a year pre i13 and only got killed once
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Just another typical marketing gimmick, still i dont really see why this has got people so annoyed.
Yes its typical marketing maneuver they were always gonna stick a new shiny in the boxed version but 5x enhancements that are DOs that dont even have the proc effect after level 20 are kinda pointless.. I mean nowadays I get level 20 in a matter of hours. Its not exactly gamebreaking.
Still, it is something they should think about including with the items pack when they list it on the website after release for the prepurchase customers.
Everyone wants the new shiny no matter how useless it is
As for the mousemat.. if thats got you annoyed your a nerdlol its a mousemat nothing more.. and you cant exactly download a mousemat with prepurchase anyway :P
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Not that I've seen no, and Ive been on union since i4 :P
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