T_Immortalus

Legend
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  1. Quote:
    Originally Posted by Aggelakis View Post
    You are wrong. This is what we're trying to tell you. You don't understand the mechanics correctly.

    There are two knock types in the game: Knockback and knockup.
    /facepalm
    DUH!!!!!!!


    TRUE KNOCK-DOWN = KNOCK-UUUUUUUUUPPPPPPPPPP

    knock-down = low magnitude knock-"up or back"


    TRUE = implied originally

    I
    M
    P
    L
    I
    E
    D
    ....not actually typed out.


    Illiterate?
    Never heard of the "you implied" in a statement like "Read up above." when directed at "YOU"? (or that very sentence where "Have you" is implied at the beginning)
  2. Quote:
    Originally Posted by MaestroMavius View Post
    I'm just wanting confirmation that something is still considered bugged before going through all the issues yet again.
    http://boards.cityofheroes.com/showthread.php?t=285357
    Issue 22: Death Incarnate - March 6, 2012

    Quote:
    Ice Control
    • Jack Frost's power choice AI has been improved. He should now use all of his powers as they come off recharge, with much less idle time.
    That is only the easiest instance for me to find, with another change to the Fly Trap pet lower int hat same page.
    It confirms that pet AI is not perfect yet. They are fixing it when they can.
  3. Quote:
    Originally Posted by MaestroMavius View Post
    You admit that MM's are overpowered as they currently are, yet refuse to see how much more OP they'd be with 100% control?
    1) Says who?
    The only people who have said this are other players with no more information than me, who just want to think of "this conspiracy theory is the reason they won't fix it and keep making a different bug".

    2) We used to have better control. It didn't make them MORE overpowered.
    Believe me, I played masterminds a lot over the years. They definitely used to not have any trouble behaving as they were supposed to, aside from the stupid Bruiser and other "melee only" pets. They broke the AI with the first fix they did to that, and they have been playing catch-up ever since to other problems with the AI.

    3) Ok, they do know how to fix the AI. Want to know how? Make a new game.
    There! That's the solution.

    4) No, they don't know how to easily fix the AI, in this game, because they don't think like me.
    I'm not formally educated in game programming. I haven't been working with their game for 8 years.
    I don't ever say "that would never work" without first considering "how it could work".




    You went from "they haven't fixed it" to the conclusion "they intentionally broke it", skipping right over "maybe they just don't have a good solution, yet".

    You jumped right off "Conclusion Cliff", you Lemming.


    I'm done with your conspiracy theory that "the developers are out to get us".
    THEY WANT OUR MONEY! They don't get that by breaking things; they get our money by making things better.

    Guess what?
    Masterminds are a "paid for" archetype. They want us to play them because in order to do so we have to pay.
    Demon Summoning and Beast Mastery are paid for sets beyond the archetype even. They want us to pay for them too.

    Obviously, they want us to like them. They want us to be happy with them. They want them to work well so that we will want them and pay for them.

    MONEY MONEY MONEY, GIMME GIMME GIMME!


    That is what they want, so it completely disproves your conspiracy theory.

    They're just ignorant of ideas or inept or incompetent, not evil.
  4. Quote:
    Originally Posted by T_Immortalus View Post
    Knock-"down" is really just a low magnitude knock-"up".
    This is what I said.
    As in, "true" was implied.


    The "knock-down" that is low magnitude "knock-back" is not "true knock-down". This is obvious when you hit a lower level enemy with one of these and they fly backwards instead of up then down into the same spot.


    Do I REALLY have to spell it out for somebody to grasp the obvious "implied word"?
  5. Quote:
    Originally Posted by Hopeling View Post
    This is what I'm disputing. You can look at the power info for any knockdown power, and it will be listed as knockback, not knockup. Usually mag .67 knockback. These powers behave visibly differently than low-magnitude knockup powers, like Air Superiority. Edit: And if you slot a KD power with KB enhancers, it will pass the threshold where it stops being knockdown, and will actually knock enemies back, not up. This is trivially easy to verify in any number of ways.
    Umm, so where do we disagree?


    You just said "knock-down powers are actually low magnitude knock-back" which I actually said myself.

    True "knock-down", though, is actually just low magnitude "knock-up", such as the power Air Superiority.


    My point was that the power may say, in info, "knocks down the enemy", but it will actually never have "detailed info" that says "knock-down".

    So any time a power is supposed to be affected by knock enhancements and is not, there is a bug.
    In this case, the bug is with Mid's.
  6. Quote:
    Originally Posted by MaestroMavius View Post
    So they did the easiest thing they could, rather than reinstate the old bug, and invalidate a major selling point for GR, they created a new 'ai oddity' that would work with Demons but also simulate the previous one MM's had been balanced around.
    Conspiracy theory apologizing for lack of solutions.


    1) I've heard the theory that "the bug is now intentional because masterminds would be overpowered if not for the bug", but you know what?
    THEY'RE OVERPOWERED NOW! If they wanted them to "not be overpowered" then they obviously wouldn't have kept it "as it is now".
    Maybe you just haven't noticed that any mastermind can easily increase the difficulty while many other archetypes want an even lower difficulty than the lowest one we have.
    A mastermind on SOs routinely solos huge groups, EBs, AVs and sometimes even GMs.

    2) The AI keeps being broken because this game is a MESS.
    They could easily fix the AI if they didn't have to work with the "push it out quick" crap that Cryptic Studios is famous for.
    The bugs in the code that arise whenever another fix goes in are because "this tire already has too many patches from previously going flat". It was never made to be as flexible a system as we have right now. Power customization was never intended to ever be allowed int he first place, as just one example.



    I'm not going to devote anymore time to "they broke it on purpose" conspiracy theories that ignore the fact that "angry customers, because of bugs, don't stick around".
  7. Quote:
    Originally Posted by Hopeling View Post
    No, it isn't. They are totally different things. You might be thinking of how knockdown is low-magnitude knockBACK. You can quite easily see this by how knockdown powers do not list their effect as knockup in detailed info, and low-mag knockup powers like Air Superiority act differently (the double-flip) than knockdown powers.
    Look, there are 2 directions for knock, vertical and lateral.

    Lateral knock, knock-back, can be turned into knockdown by making its magnitude less than 1, so that it doesn't move them backwards at all.

    Vertical knock, knock-up, will just toss them up in place to a certain height determined by the magnitude. Knock-down is only "down" in name; it is actually knock-up that isn't a huge magnitude, and may not be enhanceable to keep it logical.


    Now, I could be mistaken and there could be knock-"down", but that would not be enhanceable with enhancements that only affect knock-"back/up".
    That would explain the problem with Levitate, thus this thread.



    Edit:
    FYI, Levitate is meant to be knock-"up" because it tosses enemies into the air, instead of just "giving them a little push so they fall on their butts".
    It's an incorrect classification if nothing else.
  8. Quote:
    Originally Posted by Necrotech_Master View Post
    ah, and to correct you thats knockback resistance thats 10000%, knockback protection is usually only about 50-100 (50 for PTOD, 100 for some AVs base protection)

    and against normal mobs that have no protection i have not noticed a difference in launch height between a mag 12 or supposed mag 34
    I mixed up the percent and the magnitude.
  9. Quote:
    Originally Posted by Todogut View Post
    The point is, the show only free costume pieces checkbox seemed to mess up my character's cape.
    I'm assuming that it does, and will continue to, have trouble with costume options that are unlockable through in game means or purchasable through the market, such as the vanguard pieces and even capes and auras.

    Just another new systems that breaks things that worked well enough before.


    "Just keep patching that tire after it goes flat again, Devs. It may not go flat as fast or faster next time. /snicker"
  10. Quote:
    Originally Posted by Gaia View Post
    With IE its generally badly written javascript handling - it loads every function into memory for each tab - whether it is used or not.
    Because of this certain sites will use ridiculous amounts of memory.
    I wonder if NoScript and Adblock make this less of a problem?
    I know I run those with Firefox, and it could explain why I haven't noticed this issue.
  11. Quote:
    Originally Posted by Necrotech_Master View Post
    would a mag 34 knockup knock the baddies up higher? or just be able to pass through more protection?
    Both.

    Higher magnitude means "farther/higher"(depending on back/up directionality) and protection is always based on magnitude as well.
    Though, knockback protection magnitude is usually 10 thousand, so you likely won't get through protection.

    Thus, it is pretty much only there to increase the amount of time, a little, an enemy is knocked around and move them farther away.
  12. Quote:
    Originally Posted by Gaia View Post
    That's knock DOWN not Knock Up
    Knock-"down" is really just a low magnitude knock-"up".
    It's just like damage buffs and damage resistance just being positive or negative values of the same variable. Essentially, damage resistance is a negative damage buff, or however it is. They explained this was the issue with fixing HOs.


    Given the above, maybe they broke the way enhancements affect Levitate when they fixed the way HOs work in the latest patch.
    It makes sense.
  13. Quote:
    Originally Posted by MaestroMavius View Post
    As far as the Dev's are concerned, Pet ai is WAI...
    Incorrect.

    They know it is broken. They even know it is tied to the AI of every NPC(such as the sticky thread "Mob AI: RUN AWAY...").

    They just have trouble solving it. They still try, as evident by Jack Frost being fixed recently.



    I think they just need new perspectives and ideas, especially considering they're likely "stuck in their ways" and no longer as creative as another person who hasn't been stuck working on the same game for years after being trained a certain way in college would be.

    If you ever find yourself saying "that would never work" as an early response to an idea, then you're "stuck in your ways" and can't see what may be a simple solution.

    You need to consider the options and ideas before discounting them.
  14. Quote:
    Originally Posted by WanderingAries View Post
    Your wireless signal bar looks kinda weak, how far away are you? Perhaps there's some packets getting dropped.
    It says "Fair" and speed is 40.5 Mbps while the internet itself never lets me download above 60 Kbps.

    Of course, I have lost packets and retransmitted and duplicates. My netgraph in the picture shows that.


    But, my internet is extremely smooth and reliable, when nobody else in the house is using it heavily, so long as the game isn't causing problems.
    In fact, I normally get 100-200 ping when the internet use from others is low or none(usually all night and much of the day).

    I never actually used to get red spikes in the netgraph, until issue 17 and 18 when the graphical updates happened, even though my computer can handle them easily.
    It became MUCH worse once they started messing with the teaming system to add the new LFG system and added incarnates to the game, especially level shifts.

    Actually, lately my connection to the game has improved in high load situations such as mothership raids.




    Seriously, I've solved my connection issues, aside from it being a shared connection.
    It runs like a dream when I have it all to myself, no matter how much is happening in the game.

    The problem is the game code, which is most definitely much too vulnerable to the packet loss red netgraph spikes it has created for itself.

    The game is inefficient and coded like a tire that has gone flat and been patched so many times that the tire is gone and all that is left are patches that no longer can hold pressure in for very long.
  15. Quote:
    Originally Posted by Tyranny_NA View Post
    I refuse to believe that Mastermind code, which is at least 7 years old, is stressing a server that should, in all honesty, be less then half that in age and processing power. What I'm saying is the servers should be running circles around the code that CoH is throwing at it. Oh well, I'm probably wrong *shrug*
    Actually, that is possible.

    consider that even new "super computers" that we players use to play this game have performance issues still, which get worse with every patch instead of better as they should.

    The game is old, and each patch just makes it more unstable.
    Of course, it can and will perform worse on newer hardware and operating systems.

    Not all games suffer that, but poorly made games do for sure. This game was made by Cryptic who boasted "making a game in under a year". This game was poorly made, period.
  16. Quote:
    Originally Posted by Tyranny_NA View Post
    So what you're saying is it's the server that makes the Mastermind Pet A.I. stupid? or that perhaps the code for controlling pets is too complicated for the server to handle?
    No, I think he is saying that the code needs to be optimized to run on the server without using too much resources, especially considering the same code is used by every NPC out there(including every instance full of enemies).

    It's their shoddy code, but it's also hampered by server load.


    This could have been avoided with better design from the start to allow each individual client program control at least the enemies in a private solo instance, rather than the server, but they are unwilling to make a game that way to make cheating more difficult.
    It's a valid reason, but inherently problematic and flawed as cheating will always exist, especially the more they hamper the honest normal players with their anti-cheating methods.





    Anyway, my idea is relatively simple to implement.

    another idea I had recently was to give pets the same "Positioning" power that certain enemies, such as Longbow Eagles and Cabal Witches, use to make them keep their distance, or at least run away.
    Maybe they could make that activate every time they activate brawl as a way to cancel brawl and keep them at range.
  17. Quote:
    Originally Posted by Atomic_Avenger View Post
    It's some sort of problem I think with the shader code in CoH and the AMD driver because if I set the shadows to zero then the problem goes away however at that point setting AA even up to the max does nothing to reduce the jagged appearance of everything in the game.
    I thought it was something to do with shadows and possibly occlusion.

    Try turning off "ambient occlusion", with shadows still off and try with them on, and change your FSAA settings then.
    Does that help?
  18. [QUOTE=Gaia;4163714]
    Quote:
    Originally Posted by T_Immortalus View Post
    Oh, so it seems to be another of those "quirks" AMD/ATI cards have then.

    I have never seen weird bugs like this with any Nvidia card.


    QUOTE]


    Have seen this on an 8800 GTS - It was caused by NVidias bugged drivers setting a cooling profile that slowed the fan down the higher the load.
    That's simple overheating which tends to reset the graphics driver and make the whole screen black.
    His is just specific graphical stuff going black, not the entire screen.
    That's not normal for overheating.

    He also says the temperatures are fine, so it isn't overheating.
  19. T_Immortalus

    LFG bug

    Quote:
    Originally Posted by MisterD View Post
    Seriously..if you CAN join a event while on a tf..why should it drop the tf? Why not just make it impossible to Q while on a tf? Which would..ya know..make SENSE. Or how about a lil warning, saying that your tf will be ditched...and that you WONT even get into the damn event you have Q'd for?
    Because, they don't think of the obvious, but, even if they do, the game is a such a mess that making "the obvious" possible is not so obvious, and maybe not possible without breaking a lot more.

    Where is CoH2 when you have needed it for 7-8 years?
    (Edit: Yes, we needed CoH2 when CoH launched because they didn't even make it good enough to start with. Every patch may have added things, but it led to this mess.)
  20. Almost every time I team with a level shifted incarnate player leading the team....I have a major error either while teaming or after leaving the team during the same play session(having not logged out or switched characters), which results in a crash an average of 1-2 minutes later even if the major issue apparently fixes itself.
    It seems to happen most often when it is possible to log out and back in and still be on the team, such as AE missions or incarnate trials.

    The way this game tracks team status has a severe problem with level shifts.


    Tonight, I left a team with an incarnate leader and went to the Rikti War Zone.

    I started a story arc and found my power bars, both the custom and the default, empty. I tried sync and unloadgfx, but nothing worked. My default bar didn't even show which tray numebr was visible. I couldn't expand it to show the other 2 default trays that were hidden(though the arrow you click obviously showed that the game registered the clicks to expand it as it switched from up to down as it should after clicking twice).
    I tried dragging powers to all the bars. It failed, though later the trays I tried to drag powers to regained the icons they had. I couldn't even put powers in new custom trays I opened.

    I looked at my team window, expecting a problem, and found it showing the "quit strike force" button, despite the fact that I was not teaming or on a strike force at all, not even an Ouroboros arc. The button would not work anyway.

    Shortly after 2 of my custom trays showed their icons again, and about 2-4 minutes after the error, the game locked up.

    I think windows gave me an error with "nvogl32.dll"(Nvidia OpenGL 32 bit driver?), but it's certainly not the driver as it only occurs under specific circumstances that I can describe in detail every time. It is also not an error with the graphics display as everything else was fine and the trays were even fine, just missing icons and the ability to modify them.

    I'll try to edit a picture in, from before the crash.


    Edit:
    http://img710.imageshack.us/img710/9...ash3212012.jpg

    Image was too big, needed to place direct link.
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    Nice checkbox!

    ... except, on a character using only the base pieces (and Vanguard pants,) on a costume he's had since before Freedom... it put him entirely in generic grey tights.

    oops.

    (Plus it seems to have reset the head/face options completely, other than that... that gets fairly irritating.)
    This is why I haven't used that.

    1) I can easily and simply see if an item requires a payment and not use it.

    2) When have they ever made a new option that worked perfectly, even if it's supposedly simple?

    I just knew that would be buggy.
  22. Quote:
    Originally Posted by Ironblade View Post
    Imagine that; facts that contradict your 'fact'.
    What it looks like happened, is that you got a less-than-knowledgeable GM. It happens. We've seen cases where two GMs gave directly contradictory answers. But support *IS* available to non-VIPs, no matter how much you claim otherwise.
    Ok, I went through the web form "ask a question" this time for my newest issue.

    I happen to see that every report I have made in game gets is listed there with the same reference number system, but it is immediately listed as "closed" like a resolved issue even though it is not resolved.

    You would think that, since both methods of reporting issues use the same system in the end, they would contact me through email to resolve an issue.
    They don't unless you go through the web form as the first step though.

    That is stupid.



    And no, the GM wasn't just "less than knowledgeable".
    The system was either automated, and should not attach a GM name, or the GM didn't read and intentionally sent an incorrect response, probably because he was an idiot.

    Sorry, but I don't see a good explanation for any "confirmation email" if that in game report method is ignored, let alone an incorrect response supposedly from a real person.



    If anything, they should have that report function check your account status and tell you to go through the online page, not letting you report from in game if Premium/Free, or just fail to work for anybody but VIPs.
    It's another very poorly designed system.
  23. Quote:
    Originally Posted by srmalloy View Post
    One of the other odd bugs with the ragdoll animations is the "invisible bungee jump"
    That's what I was talking about in my first post above your post.
  24. Quote:
    Originally Posted by Snow Globe View Post
    This was your problem. I filed a ticket outside of the game via the ask a question page for my premium account and got help that way. My premium account has no access to in-game support or bug filing. You know this. This isn't something that is being hidden from players.
    1) the initial report was filed in game under the option "feedback", not a bug of any type.

    2) They sent an automated email reply(with a specific GM name attached, as if they read it or it reached them at least) or a copy+pasted standard "bug report accepted" email.

    3) The quoted response above was after I replied to their automated email.

    My reply said "I was just providing feedback. You didn't need to send me a response, and you sent the wrong response anyway. Do you even read these?".

    To which I received the above quoted reply, proving that they don't read even emails.



    You would think that any email reply to their automated system would put up a red flag that said "possible bigger problem".
    Maybe they would then make the automated replies(if they are automated, which I very much hope so) less retarded after seeing this happen.

    By the way, I will not say which GM's name was attached to that reply, but there was a GM name attached. That is why I don't know if it was just a poorly designed automated reply or a person who didn't read, which makes them look stupid at the very least.
  25. Robots/Force Field Mastermind


    People may tell you "they aren't relaxing, so choose a defender", but they fail to realize that the mastermind needs very few buttons, while the defender will have to attack using more, and more often.

    And also, masterminds are not hard. They're only hard if you choose a combination that isn't very good, especially if you do not know the simple basics such as "don't let the pets get far away".

    Robots/Force Field is always called "easy mode" for a reason.



    Edit:
    My most relaxing character, other than the bots/ff mastermind, is actually an Arachnos Widow, Fortunata path.
    They're just simple "toggle it up and blast away" characters, while being very survivable(especially with hover).