T_Immortalus

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  1. Quote:
    Originally Posted by Miakis View Post
    Given how British everything is in Night Ward, and it's supposed not that far from the other playable parts of Praetoria, it makes me think that the playable parts of Praetoria are in fact in Britain. It's never really specified after all, and they tell you very little about anything else in the world, though the airstrips imply there's something out there besides DE-Infested wilderness.
    First Ward is a clue, like "the lower 9th ward" of New Orleans we all heard about with hurricane Katrina. It's around New Orleans. The low-lying watery areas also are a clue to that.

    Emperor Cole's official bio has a timeline and track of where Hamidon emerged and the "final battle" it and Cole had. They fought in the general area of New Orleans and established Praetoria right there on the spot, according to the official word:
    http://wiki.cohtitan.com/wiki/Emperor_Cole
    I think in game plaques explain the part about establishing the city on the spot of Hamidon's "defeat".
  2. You should see the "bobbies" walking around that go with those "police boxes". They have the hat and coat down.

    It most certainly is a British Police Box reference, and the Tardis by extension given the world it is in and my idea for their function(modes of travel for the "bobbies", though still haven't seen one step out of one as a spawn point which would be awesome).

    Edit:
    If any developer is reading and wants to make that happen, the "bobbies" stepping out of the police boxes, you already do that with the Marcone guys in Port Oakes. It wouldn't be hard to make the Police Boxes have their own special door and copy the code from the Marcones.
  3. Quote:
    Originally Posted by Forbin_Project View Post
    Quick this man needs more character concepts STAT!
    Wouldn't that make altitis worse?
    Also, I'm picky about my concepts. Mainly I just am changing names and power set combinations too much.
  4. Quote:
    Originally Posted by UberGuy View Post
    Well, one reason I can think of is that it's not actually wrong very often. Very, very few characters operate at the cap with any frequency. By being wrong in that particular case just doesn't come up that often.
    ....incarnates(including Mender Ramiel's first mission)
    ....teamed with a kinetics character(pretty common in high levels)
    ....teamed with empathy characters too(Fortitutde)
    ....the "Keeper of Coral Lore" end mission from Vincent Ross in Sharkhead isle
    ....any time you pop enough red inspirations and/or use Soul Transfer(or whatever damage buff from drain like the Warshade one)
    ....are a kehldian teamed with the proper archetypes

    It's common enough to make that short list.


    And actually, it's incorrect even before the damage cap, depending on how much you have enhanced a power for.

    It's a mess. It's not intuitive.



    I just want to see it be more intuitive.

    I either want to see an actual "damage cap" listed in Combat Attributes in addition to the "buffs" or I want the "buffs" cap to be reduced to compensate for "the expected enhanced value of fully enhanced powers".


    Is it too much to ask for a little clarity within the game instead of having to ask the forums to argue about it for hours or go to the wiki and get even more confused because there is no ability to ask questions to get help understanding it?
  5. Quote:
    Originally Posted by gameboy1234 View Post
    That's not how it works though.
    EXACTLY!

    It is how it should work.
    It would make things much more clear IN GAME rather than requiring testing and earning bug reports form people saying:
    Quote:
    "Combat Attributes is not displaying properly. I am not seeing any increase in damage above 200% even though my damage is not capped. Fix this please. I want to be as strong as I should be."
    Come on!
    This is such a headache all because the number does not display the actual value in common enough situations such that it screws up logical calculations of damage totals.




    What would you do if you didn't already know that enhancements count against buffs?

    Would you add 100% base + 100% enhancements + 300% buff = 500%?
    Or, would you "psychically knowing that the number isn't accurate" add only 100% base + 300% buff & enhancements = 400%?

    That is my point.




    Where has common sense and simple math gone out the window???





    Edit:
    @Zombie Man

    That is my point.

    I'm not adding in enhancement values because I just feel like it. I'm adding them in because the "buffs" in Combat Attributes "invisibly add them in" because they do not actually add up to 300%(in the above example blah blah) on a fully enhanced power due to the damage cap cutting off the top enhanced value if the "buffs" are capped.


    Either the game, in the calculations, deletes the buff values to below the cap by the amount enhanced per power, and doesn't display it for obvious reasons, or the game deletes the enhancement values without showing that at all.


    The game shows "100% base + 300% buff plus enhanced value per power" and never tells you "the damage cap cuts off a big chunk of that".
    Players think "I enhanced my power to an extra 100% damage and I have 300% in buffs, that makes 400% extra damage for 500% WOOHOOOO!", but what they really get is only 400% in that situation.

    It's absolutely stupid because the cap should not truncate that much off your powers' "obvious performance listed".
    If they are going to do that then they may as well just reduce the Combat Attributes listed buff cap by 100%, to compensate for the truncation of value above the cap for a "fully enhanced to ED cap" power so that all powers' damage is easily and obviously calculated.
  6. Quote:
    Originally Posted by UberGuy View Post
    The damage buff cap is not +200%. It's +300%. (400% total) Period.
    I AGREE
    I AGREE
    I AGREE
    I AGREE
    I AGREE

    YOU ARE RIGHT!


    BUT, the number for "damage buffs" in Combat Attributes DOES NOT CHANGE with the enhanced value of a power, but the DAMAGE TOTAL BEFORE CAP CALCULATION CHANGES.

    300% is not always 300%
    It is only 300% for unenhanced powers.

    How often do you use unenhanced damage powers?
    How often do you use enhanced damage powers?

    Why display the number that only applies when people use the least used powers?
    Why not display the number they use when they use their most commonly used powers?






    Why not display 200%, which applies to all powers, instead of a "not correct very often" 300%?




    Edit:

    Buffs = 300%
    Attack1 = unenhanced
    Attack 2 = 50% enhanced
    Attack 3 = 75% enhanced
    Attack 4 = 100% enhanced

    Attack1 = 400% damage
    Attack2 = 400% damage
    Attack3 = 400% damage
    Attack4 = 400% damage

    Why the hell bother enhancing at all?
    The number is never correct unless your damage buff is under 200% or less.



    Buffs = 200%
    Attack1 = unenhanced
    Attack 2 = 50% enhanced
    Attack 3 = 75% enhanced
    Attack 4 = 100% enhanced

    Attack1 = 300% damage
    Attack2 = 350% damage
    Attack3 = 375% damage
    Attack4 = 400% damage


    See how much more accurate that looks?
    Everything adds up perfectly and all Combat Attributes has to show is 200% with the same hidden 400% number and enhancements totaling to the exact same amount.



    Edit 2:
    If that is not obvious and simple enough for you, to show you what I am trying to say should be done, then there is no hope for you.
  7. Quote:
    Originally Posted by newchemicals View Post
    If you want to call it "odd" go ahead. We will just have to agree to disagree on that.

    There are serveral players here running 1920x1200 including our Paragon Studios hosts when they had serveral display setups running 1920x1200 for the meet and greet.

    This is why *I* had said Todd needs to run in coh safe mode. Since that resets the game graphics to the min level.
    I agree.
    Sorry if I came across as argumentative or something. I assumed you knew "odd" was a personal opinion.
  8. To remove all doubt I will go into "kindergarten mode"....


    Explanation:

    100 = base damage
    100* = enhancements at ED cap
    300 = Combat Attributes displayed "buff cap" for MM pets cited in picture on page one of this thread
    200 = "buff cap" when enhancements are factored against the "damage cap"


    UberGuy said(simplified) on page one:
    Quote:
    100 + 100* + 300 = 400
    "We, the developers, do not want damage over 400(percent), so we are allowing buffs to reach 300% but subtracting enhancement values from that 'behind the scenes' to ensure that cap is maintained while making a complicated calculation, using non-obvious numbers that people will argue about on the forums incessantly until somebody actually tests to see how things 'really work', that we are not displaying properly."
    I have been saying in different ways:
    Quote:
    It should say:
    100 + 100* + 200 = 400
    "We, the developers, do not want damage over 400(percent), so we are capping buffs at 200% whether the power is enhanced or not, in order to avoid a complicated calculation, using non-obvious numbers that people will argue about on the forums incessantly until somebody actually tests to see how things 'really work', that we were not displaying properly."

    So, are the devs being honest and obvious with us? Is the 'buff cap" on combat attributes IN ADDITION TO base and enhancements?

    Or, are the devs hiding the truth from us, even unintentionally? Is the "buff cap" on combat attributes not accurate because enhancements SUBTRACT FROM buffs?
  9. Quote:
    Originally Posted by StratoNexus View Post
    First, enhancment values are not invisible, they are just displayed elsewhere (you know, in the power window, since they are usually different per power).

    Second, you keep acting like enhancement values = 100%, rather than being different per power, per build.

    Third the current method is not reflected properly in your little oddly written formula, but rather should just simply be:
    100% base + up to 300% (from buffs and enhancements).

    Finally, I do not agree your way is simpler, it is just different.
    1) 100% is about what Enhancement Diversification caps a power's enhancement total at. I used that as a "typically slotted damage power" for calculations.

    2) Reread the first page.
    UberGuy said:
    Quote:
    The attribute monitor turns the number blue and caps it at 300% when your global bonus reaches the buff cap, but the truth is that individual powers may have reached the buff cap well before then, because of enhancements. For folks that slot pets for ED "max" damage, you've only got around 200% headroom for buffs on them.
    Why the hell does it display 300% "buffs" when any enhanced power only gets 200% "buffs" because enhancements count against the "buff cap"?

    200% != 300%
    (that's "does not equal")


    The combat attributes are lying.
    It is not "buffs only" when it really is "buffs plus enhancement number that is not listed here but somewhere else and makes this total a lie".

    DO YOU UNDERSTAND YET?!?



    I'm saying:


    Make the combat attributes cap 200% and make it display JUST BUFFS, not enhancements displayed somewhere else taking away from the buffs displayed without showing that they do.
    (Edit: "We're sneaking in a -100% to your buff total that you can't tell is there unless you compare your power's damage to what you think it should be. HAHAHAHA!"

    Is that so hard?

    If enhancements really do count against your buff total then your buff total in combat attributes needs to show that somehow....by being accurately lower and having enhancements not go against that lower cap.




    Edit:
    That is all assuming that UberGuy was correct in his "damage cap = base + combat attributes, and enhancements count against the combat attributes cap for buffs" instead of the much more logical and simple "damage cap = 500% = 100% base + 300% buffs tallied in Combat Attributes plus maximum 100% enhancement".
  10. Quote:
    Originally Posted by StratoNexus View Post
    It already acts like this. This is how it currently works. You seem to be asking that enhancements not be included in the cap equation at all?
    No, I want it to be DISPLAYED as it acts.

    Show a 200% BUFF CAP instead of 300% that includes 100% enhancements that invisibly subtract damage buffs listed until damage peaks when the buff cap says 200% and still keeps counting to 300% even though players gain no benefit.


    Combat Attributes is apparently not displaying "just buffs" but is displaying "enhancements + buffs, but you can't see the enhancement numbers".

    It's like taking a photograph of two people on each side of a scale(total 4 people) so that the photograph shows the entire scene minus one person on one side(showing only 3 people).
    "How do we get to 2 people worth with only one person?"
    The game may know there were "2 people on both sides", but players are deceived as far as the "photograph"(combat attributes).



    Edit:
    I don't know if that analogy works the best.

    Players know there are enhancements and the base damage and the damage buffs they think are 300%.
    It's like the game is showing us 500%, because of base damage plus enhancements plus 300% "buffs only", but then the actual performance is only 400% due to the enhancements countign against the 300% "buffs only".

    If the "buffs only" total on combat attributes is 100% too high then why is it 100% too high?
    Why not show an accurate value or "total buff" that does not invisibly include enhancements invisibly counting against the total?
  11. Quote:
    Originally Posted by UberGuy View Post
    See my example above, but the short answer, assuming 100% damage enhancement, is the second option you list.
    So the enhancements detract(count against any buffs listed) from the buff cap listed in combat attributes?

    100% base damage + 300% buff = 400% damage cap
    400% damage cap - 100% enhancements - 100% base damage = 200% buff cap


    So which is combat attributes displaying?
    1) damage cap minus base
    or
    2) damage cap minus base minus enhancements


    See my problem yet?

    Either enhancements are completely separate, meaning the buffs listed in combat attributes would be in addition to enhancements....
    ....or, enhancements are "invisibly" counted in combat attributes such that damage stops increasing when combat attributes is at 200% and not capped.


    Therefore, if "enhancements are 'invisibly' calculated to drop the buff total of combat attributes" then....

    ....why not just drop the buff max shown in combat attributes by 100%, to show how much you actually benefit from buffs, and have enhancements calculated separately per power as they currently are anyway?


    You and game: A + B(+ "invisible C") = A + B
    100% + 300%(+invisible 100%) = 400%

    My idea: A + F(= B - "invisible C") + C = A + F + C = A + B
    100% + 200%(= 300% - 100%) + 100% = 400%

    It may look more complicated my way, but it is far more clear and simpler than having "invisible C" for the players.
  12. 100% base power + 300% buffs(including invisible enhancements for about 100%) = 400%

    The above is how you are explaining things to me.



    How I want things to be if the above is true:

    100% base power+ 200% buffs(max displayed on combat attributes) + about 100% from enhancements = 400%


    I just want the combat attributes window to be accurate on how much we benefit from past enhancements.

    Is it "enhancements + 300% buff cap in CA = 500%(including base)" or "(enhancements + 200%)displayed as 300% in CA = 400%(including base)"?
  13. Quote:
    Originally Posted by UberGuy View Post
    It isn't.

    The effect of enhancements is not accounted for at all in the monitor.
    Is the calculation 1 or 2 here? :

    1) 100% base damage + 300% buff + about 100% enhancements = damage cap(NOT "buff" cap) = 500%

    2) 100% base damage + (400% buff - about 100% enhancements) = damage cap(NOT "buff" cap) = 400%


    If #2 is true then the system is "invisibly" factoring enhancements(because they're not listed on combat attributes) into the "damage cap" calculation.

    Number 1 above is my idea if number 2 is how the game currently handles things.



    Instructions:

    1) Separate enhancement value from the damage cap.

    2) Delete 100% from the combat attributes damage buff cap to account of the loss of enhancement values in the calculation due to separation.

    3) Profit from clearer correct information on how much damage is being buffed rather than lying to players about their buff numbers as if their buffs were giving them 300% in addition to enhancements.




    Edit:
    My point was:

    Yes, "enhancements are not calculated in the monitor", BUT they do detract from the supposed total amount of buffs the monitor says you can have.(according to another posted above, possibly you UberGuy)

    Enhancements should not mean "you benefit less from damage buffs than you think".
    That is what you mean if enhancements are considered a "damage buff" limited by the "100% base + 300% buffs = 400% damage cap" you are apparently saying is how it works.

    It should be:
    100% base + 200% buff + 100% enhancement = 400% cap
    That is if 400% is the cap the same as the above.


    Just cut off 100% from the combat attributes so it doesn't lie to us.
  14. Quote:
    Originally Posted by Arcanaville View Post
    It took a couple of hours to test things and set them up and then record them, and I didn't want someone walking into frame and forcing me to reshoot something. Even if they don't walk into frame, walking past can trigger all sorts of dialog from NPCs that generates pop up text which can also mess things up. I basically wanted an empty Pocket D to video in. And who goes to D on test in the middle of the night?
    I was just expecting a screenshot(easy enough to get) or two and a little photoshop wizardry.

    I guess you were thinking "video" earlier than you let on.
  15. Quote:
    Originally Posted by StratoNexus View Post
    Every power starts with the base damage. So every power starts at 100%.
    Enhancements increase that more, but each power has a different value for that, so the display you are talking about CAN'T show those, since it changes per power.
    Exactly!

    So why is the enhancement value "invisibly" factored into the Combat Attributes value?

    Why not "cut 100% off the Combat Attributes value" and just let enhancements be a separate "per power" modifier that performs almost exactly the same, just without the "how much of my exterior damage buffs am I losing?" calculation hazard?


    I'm talking about simplifying the calculations for people and making them more obvious, without going to an outside resource. It would be a negligible change in functionality if any change.
  16. Quote:
    Originally Posted by StratoNexus View Post
    There is a power in the Summer Event that pops up a window for the player to read.
    /raises hand
    "How about Mystic Fortune?"

    Just make it a self-target call with a button click required to close or a time-out cancel.
    cope-paste-switcheroo-done.

    Where is my 5 seconds of pay for solving that problem?

    Edit:
    Btu yeah, it should be auto-fire from email claim.
  17. Also, I'm only suggesting the reward tier switch for AE creation and rewards if they don't provide a permanent purchase option for creation privileges.

    I would rather just have the permanent purchase option for 3 reasons:
    1) They obviously get more money.
    2) I retain reward access, namely tickets to use to unlock more creation content(custom costume items, maps, enemy groups).
    3) There are other reasons to go up in the reward tiers, so they would likely get the money for that anyway, making the AE creation access purchase extra money they would not have gotten if players were willing to wait to reach the free access.
  18. Quote:
    Originally Posted by Siolfir View Post
    I'm not a redname and in no way claim to speak for them, but I would assume that getting rewards from AE happens earlier in the Paragon Rewards program because in order for those farms to exist for people to get rewards on, someone had to create them - and the devs probably want the people creating them to have to invest more in their account so that they aren't disposable.

    Because they have acted to penalize the creation of farms in AE, but an account lock or permanent loss of AE mission slots penalty to a free account just means you create another free account and start again; once you put in the monetary investment to get to tier 6 the assumption is that it's not a disposable account.
    The farmers, the ones beating things up and creating the missions, are not the problem with farming.
    The devs want people actually out in the world experiencing the content or doing the stories for fun, not rewards.

    You want people in AE, or out in the world, for the stories and not the rewards?
    Make the rewards less common than the stories.


    Also, if you push back the point at which people can benefit from AE farms then they either need to move out of Atlas to populate ordinary farms, and rely on drops and INF rather than AE tickets to get what they want, or spend more money to get up to the point at which they can benefit from easy AE farms.
    After all, it doesn't take that much money to do a Fire Farm, once it is created by somebody else. The hard part would be if you had to create it yourself.

    It makes sense to me.
    The only way your scenario of "encouraging people to pay up to be able to create farms" would work is if AE missions were impossible to share with others so that they couldn't find a farm mission unless they made it themselves.



    It's a win for the devs against farmers while giving players creation tools earlier to keep them interested more than ever(I spend more time creating in games than actually playing, including too much time in the tailor here) while giving players fun with creation, which also slows them down instead of just plain hard leveling.

    win/win



    Edit:
    Essentially, you're talking about disposable farmer accounts right?
    They don't invest much because the rewards are all they care about. Other people created the farm missions for them.

    Making the rewards be a late tier thing encourages those disposable "gold farmer" accounts to spend a lot more money to reach that point(if they bother with AE), as well as not allowing very new players to get farmed up right away and bored of the game so fast(unless grinding the old fashioned way is too boring). They all would need to spend more money to do things that extremely easy(with Atlas having an AE, right out of the tutorial).
    Also, aren't tickets used to unlock special enemy groups or mission maps or costume pieces for your custom enemies? There is encouragement to get to tier 6 for rewards to build better missions then.(sadly, that would exclude me from using costume pieces I definitely purchased that I should have access to in AE because I purchased the player version, but I still want creation access)

    Having mission creation, especially only limited to one or two arcs, is not a problem. It encourages staying with the game and spending more money for what the game offers, while also enticign them with "you can get rewards for this too" stuff.
    It doesn't help them make the game less interesting or less worth money. It makes it more worthy of time and money.
  19. Quote:
    Originally Posted by jacktar View Post
    Item 3. There is a toggle to stop it flashing in the options menu! It does still stay red but better than the flashy thing!
    And I meant I want it to not be red at all unless I have an actual email from another player or myself, not items that I have not claimed and may never claim on that character.

    Edit:
    Can we claim the base items more than once?
    If not, I will most definitely be sitting on those until the end of time because I will never be sure I have found the correct super group to claim them and use them on.

    I preferred the old way of claiming multiple use items, and single use items. The email method is clunky with it being too easily for my mouse(with wearing buttons) to register a double-click and unintentionally click two items possibly on the wrong character.
  20. Quote:
    Originally Posted by Aggelakis View Post
    1) There's a toggle in options that turns off unclaimable rewards (e.g. lv50-only rewards on a sub-50 character).
    It still has the read email notifier. I don't want the items hidden, just the darn red email button unless I have an actual email.

    Quote:
    Originally Posted by Aggelakis View Post
    III) There is no III.
    ...in team.
  21. Quote:
    Originally Posted by Arcanaville View Post
    For some reason both test and beta have been down all weekend, so I didn't have an opportunity to take care of this. The gaming gods want to draw out my shame, or possibly Television did it when no one was looking because there's just not enough people in the new project to torture yet.

    Will have to find a quiet time on live now. A very, very, very quiet time.
    HERMIT!
    Somebody find me a picture of a hermit crab hiding in its shell with a "do not disturb" sign out front.

    I just find it funny that Arcanaville apparently "can't show her character's face" on the live servers. She's like a shadow, a wraith, a half-remembrance.
  22. Quote:
    Originally Posted by Techbot Alpha View Post
    Yeah, see some actual UI improvements from this mythical UI team who's time is so valuable... >_>
    What UI team?
    All we have is more mess rather than trimming unnecessary stuff consolidating things into one less obtrusive elegant interface that allows us to better enjoy the pretty Issue 17 graphical enhancements and particle effects of our powers.

    "Mythical" is right.
  23. Quote:
    Originally Posted by Darth_Khasei View Post
    Scarlett Johansen(?) ready to watch the show.
  24. Yeah, they're really pushing ratings boundaries on things lately. Just look at any game video from E3, or most TV.

    I have to wonder how old this "son" is. Yes, it's not my place to comment and is better than violence(weird how backward the ratings are there), but some things are embarrassing to have your child watching and talking about with his friends when you could just as easily be watching it for the same "enticing or gratifying" reasons.
  25. I wish Atlas wasn't the "hub of everything".
    Too many other zones are just empty. People need more than just temporary combat reasons to go to other zones. There needs to be something highly desirable that Atlas doesn't have.