Todogut

Apprentice
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  1. I was on Wolf-ire's team during the run of the Cathedral of Pain trial on Saturday night. We successfully coordinated defeating the three Psionic Resonator obelisks within 30 (or is it 35?) seconds of each other, opening the portal to the cathedral. Thus, we advanced to the second part of the trial with around 36 minutes left in the 1-hour time limit.

    However, we failed the mission because we could not defeat the Aspect of Rularuu. That is, we failed despite:
    - We had 24 players, many of them level 50 with extensive IO set builds, with a well balanced mix of archetypes and powersets.
    - Many players summoned Shivan Destroyers and Vanguard heavies as pets.
    - Many players launched Warburg missiles: biological, chemical, and nuclear.

    Why did we fail? I don't know.

    After we cleared the Soldiers of Rularuu mobs for the first time, dropping the impregnable energy globe surrounding the Aspect of Rularuu arch-villain, we hit the AV hard. Shivans and heavies were out and buffed with at least one Warburg biological missile. Warburg chemical and nuke missiles dropped on the AV while its globe was down. Players attacked the AV, doing damage. I fully expected to see the AV's health bar drop precipitously (like when I did the Faathim the Kind task force and a similar AV was defeated quickly after dropping Warburg missiles); however, nope, the AV's health bar only dropped by less than one-quarter, probably closer to one-fifth. ("What?! Uh-oh, I think we're in trouble!")

    After the energy globe regenerated and SoR mobs re-spawned, we repeated the cycle and tried again. Once more, we hit the AV with pets, missiles, and damage attacks; but, to even less effect than the first time. After that, we kept trying; but, with our resources depleted, we fared not so well. The AV and its minions showed us why the trial is named the Cathedral of Pain -- full team wipes.

    What could we have done differently? In the post-discussion, Wolf-ire suggested that we needed more debuffs and to hit the AV faster and harder.

    Yep, seems correct. Posts on the forums by other CoP runs on other servers told tales of how the trial was "crushed" in what was described as "a bull rush" and "steamrollered". Both part one (defeating the three obelisks) and part two (defeating the AV) were achieved in less than 1/3 or even closer to 1/4 the time limit. So, evidently, a blitzkrieg approach is effective.

    Is it possible, during our failed run, that the AV resisted our debuffs? While, in the successful runs on other servers, the AV failed to resist? The successful runs were launched on redside ... does this suggest that villain archetypes and powersets have an advantage?

    Other than getting luckier with the random number generator, could we have done things better?

    Regarding strategy inside the cathedral:
    - When we initially entered, we gathered all 24 players at the entrance, summoned pets, and buffed.
    - Should all 24 players stay together and proceed to the three Willforges in order, defeating the Soldiers of Rularuu along the way?
    - Or should the 3 teams of 8 split up, each taking on one of the Willforge spawns?

    I read a guide for the original CoP trial that suggested, after wiping out most of the SoR spawn, leave a few SoR alive so players can prep for the AV. Then, killing the last of the SoR will drop the AV's energy globe when then team is fully prepared to attack.

    Some guides suggest that certain debuffing powers are particularly effective; that is, powers that will keep the AV from regenerating health so fast. Radiation and Dark Miasma powers were named.

    It's a really tough trial. Many archetypes/powersets seem needed: tanking, healing, control, debuffing, buffing, damage dealing.

    Any ideas on how we can succeed next time?
  2. Quote:
    Originally Posted by Gehnen View Post
    Jump Kick looks outright crazy on non spider-hero guys.
    Indeed. A forward hand-spring into a mule kick, and then reverse back to standing? Does not fit all character concepts.

    How about more like what "Jump Kick" suggests? Two commonly seen options:

    1) As in Karate or Tae Kwon Do, the attacker jumps, tucks knees tightly to the body, and then kicks the lead leg out to the side, striking the target with the outer side of the foot; then retracts the kicking leg and lands gracefully on two feet.

    2) Like a drop kick in pro wrestling, the attacker jumps, tucks knees tightly to the body, and kicks both legs, striking the target with the bottom of the feet; then turns the body in mid-air to land belly-first on the ground, and quickly stands up on two feet.

    Any other variation you come up with will probably be better than the current animation.

    I don't see many characters that use Jump Kick. One player who did use it told me she chose the power because she liked the description; but, she was surprised because it didn't look like what she expected. She planned to respec out of it.

    Maybe if the animation looked more appealing, more players would choose the power?
  3. Two emails with 1 million influence attached (each) disappeared. I filled out a Support request, got an email reply indicating the request is escalated; waiting for further response.

    -- Are these emails that you sent to yourself? Yes.
    -- Are the emails 30 days old? Could be, don't remember.
    -- Do you have a full mail box (20 pieces of mail)? No.

    If emails expire after 30 days, it would have been nice to know before I attached 1 million influence thinking it would be available for use in the indeterminant future.
  4. Todogut

    CoH on a laptop

    Thanks for the replies, everyone. I'll give your tips a try.
  5. Todogut

    CoH on a laptop

    I just got a laptop and installed CoH on it. But, I'm stuck.

    When I started up the game, the screen showing my characters was larger than the display area, such that I could not see all of the screen. I could not see the clickable icons at the bottom of the screen to enter the game, go back to the server selection screen, etc.

    How can I change from full-screen mode to putting CoH in a scalable window that will fit in the display area of my laptop? Is there an option that can be specified in the startup command to specify windows mode or display size?

    Thank you.
  6. Mission Architect is a wonderful system ... but, it would be more wonderful if it worked better.

    When MA was first made available, I was very enthusiastic. Previously, I had used similar systems such as Strategic Simulations, Inc.'s Unlimited Adventures and Bioware Corporation's Neverwinter Nights. So, I eagerly tried out MA on the test server and later used it after live release.

    However, after creating several arcs, I stopped using MA because I grew frustrated. The system continually would not let me do what I want. I don't mind limitations such as "only 1 Add an Ally event is allowed on this map" because those mechanics actually help me to structure my storytelling. What I object to is when I try to do something that should work--such as, I define an event that should be allowed per the map notes--and it doesn't work. Continually trying to find work-arounds for these frustrations drove me away. Why use a system that doesn't work the way it's supposed to?

    The answer is, I guess, because creating a good story arc is fun and rewarding. After being away from MA creation for many months, I thought of a story arc that I wanted to create. The past few evenings, I tried to create the story arc but ran into similar frustrations.

    I'm trying to create a mission similar to the final mission of the Mender Silos task force. Here's what I want to do:

    - On a large outdoor map, the player(s) can rescue allies (not required) in the front and middle of the map.
    - After progressing to the back of the map, the player encounters an elite boss and must defeat him.
    - Defeating the EB triggers the spawning of an arch-villain in the middle of the map.
    - When the AV is damaged, an ambush event is triggered, bringing more elite bosses to help the AV.
    - When the AV is damaged further, an ambush event is triggered, bringing more allies to help the player.
    - Defeating the AV triggers a destructible object event, where the player must destroy five bombs, completing the mission. (Ideally, I'd prefer to have a giant monster spawn after the AV is defeated; reportedly, giant monsters will be available in a future release -- Issue 17, I think?)

    Unfortunately, I was dismayed to learn that outdoor maps (I picked Atlas Park Ruined) still do not recognize front, middle, and back. When I playtested, the elite boss (who I specified should spawn in the back) was the first NPC that I saw, near the entrance. The allies to be rescued were scattered randomly.

    Worse, the chained events did not work as intended. Instead of the AV spawning after the EB was defeated and the destructible bombs spawning after the AV was defeated, the AV and the bombs were scattered randomly about the map when I entered, before the EB was encountered. Do chained events not work on outdoor maps?

    I haven't yet added the ambush events, so I don't know if they will work as intended. But, I do know that the positioning of the Add an Ally and Defeat a Boss events did not work. And the chaining of events did not work.

    Any ideas on how I can get these features to work as intended? Or find work-arounds to achieve the storytelling goal?
  7. I don't know about stalkers, never played one; but...

    Thieving and stealing money (or influence) in CoX? Ooh, brings back bad memories from Ultima Online (UO).

    Yes, in UO, lead designer Raph Koster gave players enormous freedom to behave both good and evil--including a Thieving skill to steal money and items from other players and NPCs--with the notion that the players themselves would police the community. Argh! No, no, no!

    "Koster's Folly" resulted in murderous red-named Dread Lords and Dread Ladies amassing fortunes in gold and buying castles with no significant consequences for their evil deeds, thus making a mockery of a back-story based on seven virtues. (Ironic because, to a large degree, the UO experience was disgustingly bereft of virtue.) Player killers (PKs) and thieves found endlessly inventive ways to exploit game mechanics for the griefing of good-aligned characters--particularly newbies--to the ruination of an otherwise brilliantly realized pioneering achievement in online entertainment and virtual social interaction. Here are some of my experiences with thieving in UO:

    - As a newbie in Britannia, I wandered the streets and came upon a small pile of gold. Unbeknownst to me, the pile gold coins had been dragged by another player from his backpack to the street, but he had not released hold of them with his mouse; so, when I clicked on the gold to pick it up, my character was flagged by the game mechanics as a thief who had tried to steal gold from the other player. An NPC guard instantly teleported beside me and cut me down with one swing of a halberd. My belongings were left open for the griefing player to loot freely.

    - While inside a tailoring shop in Skara Brae, a thief tried to steal items from my backpack, but he failed his skill roll and so I was alerted, which was supposed to flag the thief; but, when I shouted, "Guard!", instead, somehow, I was flagged by the game mechanics (it was some sort of thieving exploit) and struck down by the teleporting, halberd-wielding, one-shotting NPC guard, allowing the thief to freely loot my entire belongings.

    - Deep inside a dungeon, I battled a dragon. Another player approached, which was always cause for alarm in the sick, twisted, hostile play environment that was UO; however, he did not attack me. Bewilderingly, he also did not help me fight the dragon--instead, he just stood there. Eventually, he ran off, and finally I slew the monster. But, when I clicked on the dragon to collect my loot, it was empty. The other player had used thieving skill to steal the loot from the dragon while it was preoccupied with fighting me.

    - To keep my belongings safe from thieves, I took extreme measures, which other players had devised and posted as recommendations on the UO message boards:
    1) I bought a wooden chest with a lock.
    2) I placed the lockable chest inside my backpack.
    3) I placed all of my belongings inside the lockable chest.
    4) I cast a Magic Lock spell on the chest, locking it.
    5) I covered the chest with some bear hides (largish icons that completely covered the chest icon).

    After all this, I was ready to go out. Once, in a dungeon, a thief approached while I was battling monsters and exclaimed, "Locked!" Evidently, he had used his thieving skill to open my backpack, dragged the near-worthless bear hides to reveal the chest, and tried to click on the chest to open it; but, he could only perform so many actions at once on an open backpack, and so he couldn't unlock the chest. Hooray, I had successfully protected myself from backback thieves -- but, what a pain!

    Thankfully, game designers have adopted more player-friendly systems.

    In response to the suggestion of Thieving in CoX, I say, "No!"
  8. Well, well, well, now, an MMO company has offered free character server transfers during December through March, nearly 1/4 of a year? Thus encouraging players to redistribute themselves across servers, likely consolidating on some populous servers, leaving others relatively under-populated? During the worst economy since the Great Depression? When players are complaining about some servers being virtual ghost-towns? During a Double XP Weekend, when former players are expected to return in large numbers, requiring the company to expend significant resources to process transfer requests? Why would a company do this? What is the business rationale? And what is the logical conclusion?
  9. Hi, I would like to participate as Pro-tector, a level 44 blaster with energy blast and energy manipulation, on any team with a spot. Thanks!
  10. Quote:
    how do I get to the good stuff? Does it even exist? And by "good stuff" I'm talking about missions where you get to do things like interact with the major characters of the game. Custom missions that aren't in the same warehouse, tunnel, or research facility that i've seen 1000 times before, killing the same old enemies, etc
    Mender Silos task force: check, check, and check. I read one player's comment that deemed this task force "the ultimate pay-off" for playing CoH. Yep, good stuff.
  11. When City of Heroes announced, a month ago, free character transfer between servers, I thought, "Wow, that's a lot work! Why would they do that?" Potentially, it could be a logistical nightmare, requiring a great deal of staff time and effort to process all of the requests. So, why would a company do it?

    The stated reasons were, it's a special holiday treat so you can play with your friends no matter what server they are on. (A holiday treat that lasts the entire month of January?)

    Allowing free character server transfers for an entire month is very exceptional, very unusual. Now, it's extended for a second consecutive month? By popular demand?

    Why would an MMO game company commit resources to this business action, lasting 1/6 of the new year? Do they hope that free character transfers across servers will help hold onto existing subscribers, make former players want to renew, and attract new players?

    Or, do they hope that players consolidate themselves on some populous servers? Leaving them with no choice but to shut down less populated servers?

    Is this really a way of getting out in front of an unpopular decision -- to consolidate players on a fewer number of servers and shut down some servers?

    In the latest issue of Beckett's Massive Online Gamer magazine, their "2009 in Review" article traces industry highlights and trends during the past year, including:

    Quote:
    October 15: Citing "the overwhelming success of the recent Free Character Transfer Service," Sony Online closed 12 Star Wars Galaxies servers. Players were given one month (from Sept. 15) to transfer their characters (for free) from one of these servers to another server.
    Are the current free character server transfers in CoX a prelude to NCSoft and Paragon Studios following this industry trend?

    I would not be surprised to see some CoX servers shut down before the release of Going Rogue.
  12. Two World War II arcs by @Ultimo:
    The War in Europe, Arc #256985
    Civil War, Arc #351303

    They feature his custom heroes and villains, including lots of Nazis, which makes for lotsa fun.
  13. In the current issue of Beckett's Massive Online Gamer magazine, an article titled "2009 in Review" notes industry happenings throughout the past year, including:

    Quote:
    October 15: Citing "the overwhelming success of the recent Free Character Transfer Service," Sony Online closed 12 Star Wars Galaxies servers. Players were given one month (from Sept. 15) to transfer their characters (for free) from one of these servers to another server.
    Should we take at face value the reasons given for the current free character transfer between servers in CoX: a special holiday treat, so you can play with your friends? Or is it really an industry trend? Will NCSoft and Paragon Studios follow the model that Sony Online implemented successfully? Will the current free character transfer between servers in CoX lead to some less populated servers being shut down?

    Will Going Rogue be run on the same servers as CoX? Or will it be run on newer, more powerful servers while CoX is run on older, fewer, consolidated servers?

    The Beckett's "2009 in Review" article tracked trends in the MMO industry, including proliferation of microtransactions. Server consolidation is another industry trend.

    Don't believe CoX is heading for server consolidation? Did you believe CoX would offer a for-pay travel power (Ninja Run)?
  14. Sounds fun! I enter the Krusaders base on blueside Infinity. @Todogut, @Star-bolt, or @Zenobi can give a tour. At least one of us should be available during the event.

    If possible, I would like to tour the other bases in the contest -- I love seeing the base designs that others have created.

    Thanks for sponsoring the contest!

    Todo
  15. In the Mar/Apr 2010 issue of Beckett's Massive Online Gamer magazine, the "2009 in Review" article includes the following industry note:

    October 15: Citing "the overwhelming success of the recent Free Character Transfer Service," Sony Online closed 12 Star Wars Galaxies servers. Players were given one month (from Sept. 15) to transfer their characters (for free) from one of these servers to another server.

    Does SWG's server consolidation indicate an industry trend? Will CoX's current free character transfer lead to some servers being shut down?

    Will Going Rogue be available on the same servers as CoX? Or do the improved graphics of GR require newer, more powerful servers? Will GR be available on new servers while CoX runs on fewer, consolidated older servers?
  16. Quote:
    Originally Posted by Turbo_Starr View Post
    Will fit in a 1X3 room starting. The Fusion generator fits in a 4X4.
    Thanks for replying. Among the available energy rooms shown on paragonwiki.com (http://paragonwiki.com/wiki/Energy_Room), I don't see a 1x3 energy room. But, the Turbine Generator is wider than our existing 2x2 Energy Terminal 1? A wider room is required? That is, the 2x4 Energy Terminal 2, 3x3 Energy Station 1, or any of the larger energy rooms?
  17. Currently, my supergroup has a Basic Generator. We're amassing prestige to buy a Turbine Generator. Will the new Turbine Generator fit in our existing 2x2 energy room? Or will we also need to buy a bigger energy room?

    Thank you,
    @Todogut on Infinity
  18. Arc Name: Challenge of the Krusaders
    Arc ID: 18886
    Faction: Heroic
    Creator Global/Forum Name: Eternal Red Dragon/Starrbolt
    Difficulty Level: default villains are level 35 Rogue Robots
    Features: 1 Mission, Large Map, maximum allowed number of events including: Ambush, Boss, Collection, Patrol, Release Captive, Ally, Defeat All, Arch-Villain
    Synopsis: Meet members of the Krusaders supergroup! Battle alongside them while investigating a mysterious threat from their past!
    Author's Note: The Krusaders are a colorful, eclectic team of superheroes that originated years ago back when I played the pencil-and-paper superhero roleplaying game, Champions, with a group of friends. The characters were developed by the players in our gaming group. It's fun for me to see the Krusaders brought to life in City of Heroes! I hope you enjoy adventuring with my old friends, the Krusaders, in my story arc!
  19. Arc Name: Save the Freedom Phalanx!
    Arc ID: 15686
    Faction: Heroic
    Creator Global/Forum Name: Eternal Red Dragon/Starrbolt
    Difficulty Level: 21-54
    Synopsis: Inspired by the E3 2005 City of Villains Cinematic Trailer: Raid an Arachnos compound! Battle Lord Recluse and his inner circle of lieutenants! Save the Freedom Phalanx!
    Estimated Time to Play: 5 missions, Long
    Link to More Details or Feedback: None