UberGuy

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  1. This was behaving pretty well late last week, but it really went to hell over the weekend, and is still really atrocious right now.

    Main forum pages fail to load for me with outrageous frequency. For a long time I was able to get the "outer" page fairly often, but I would hang up on some included resource, like a JS or CSS file. Now I just can't get the outer page, most of the time.

    As before, my requests go through immediately, even if I never get the web page. For example, if I post something, that post succeeds. When I finally get the page (often after dozens of retries) I find my changes successfully committed. The server just refuses to give me content.
  2. Quote:
    Originally Posted by Katten View Post
    I Kill. I survive. I'm totally free.



    Long live the scrapper.
    That screenshot is awesome. Kudos.
  3. Quote:
    Originally Posted by Ironblade View Post
    Really? So I should set that to auto-fire, instead of Healing Aura?
    All my characters who have Vengeance have it on auto fire. It's just so much easier to activate that way. (And I don't really use auto fire on anything else.)
  4. Quote:
    Originally Posted by Lazarillo View Post
    I haven't seen any problems on Lambda, but I've done my one'a'day BAF the last couple days, and on the day of the patch, it was a full group of 24, and, well, I've never seen lag that bad before.
    You're touching on the key here. It's a huge function of the number of people in a zone.

    It's not just the trials, by the way. I went to a Hamidon Raid on Wednesday that had the worst raid lag I've experienced since back when you could have over 100 people in the Hive. I quipped to people at the time that I could have rendered the frames by hand and kept up with my power recharge and ability to move after activating a power.

    This broke dramatically with the most recent patch. It was nothing like this on the prior patch level.
  5. Quote:
    Originally Posted by Silas View Post
    Who remembers when Scrappers were the gimp AT?
    I can remember when everyone felt that was the case.

    To be honest, very little has changed mechanically. We gained Criticals, and got a base AT damage mod boost as part of ED/GDN. The idea we were gimp was born of a couple of things. Probably the most significant is that not that many people were high level - the vast majority of folks were probably under level 30, and a large portion under level 20 or so. There was no "difficulty slider" - if you wanted over-level foes, your only choice was to street sweep.

    Even today, one of the biggest factors in victory against foes from levels 1-20 or so is dish out a lot of damage. Obviously, we all need damage to actually defeat foes, but at low levels, you can carry the day on pure damage and very little proper mitigation.

    Early on, very few low-level critters had ranged damage. Blasters all had ranged damage. Not only did this mean they could defeat stuff in great safety, they didn't need to chase stuff around. Scrapper AoEs couldn't compete with Blaster AoEs, with the exception of Spines.

    We actually got Criticals out of the perception that we didn't bring anything to teams. Scrappers were designed as the "solo friendly" AT, but people playing them wanted to feel like they were wanted on teams. Thanks to the perception that Blasters were more effective, safer damage (how things have changed, eh?), giving Scrappers more (random) burst damage was probably seen as a "quick fix". It was billed as making us "boss killers". For how people played at the time, I think that probably made some sense. It set us all on an interesting road, though - one that I think shaped how other melee ATs work since they were (eventually) balanced with respect to Scrappers without Scrappers really changing that much over time.
  6. Wow, I just found a saved copy of a post I made when American Steele (my BS/Inv) hit 50 ... on 04/22/2006.

    I took my time with him on purpose. Back then, I avoided hitting 50, because it felt like "the end". I did it with him before any other, even though I got others much closer first, because he's always been my concept favorite, it not always my favorite performer.

    Back then, I used to avoid 50, because back then, there wasn't really much to do then. Back in the day, there wasn't any repeatable content, not even TFs. Nowadays that's all radically different, of course, and Inventions breathed new life into me getting all sorts of characters to 50. But I got Steele there first.

    Ah, for the days of 3.75% defense per foe in range of Invincibility, when foes could be stacked infinitely, and there was no aggro cap.

    Speaking of stacking infinitely, I recall herding a ton of level 42-ish Nemesis Jaegers on the south end of PI, and hitting them all with Head Splitter. Despite pre-ED defenses, the resulting explosion(s) nearly killed me. Amusingly, people not on my team were passing by, and they actually stopped and looked because of the loudness and shaking of the blast. They said they thought that someone had used Inferno until they took a look at this bloodied Scrapper standing there with a Broadsword out. They actually did the chat version of cheering for me.
  7. My first character back in CoH pre-release was a Kat/SR Scrapper. I still have him. He's all of level 30. SR sucked for a long time, and I never really got attached to him as a result. He could be awesome these days if I'd just get 'round to him.

    My second character was a BS/Invuln Scrapper. He's level 50, and I still play him, often. Back when I created him, Invuln was pretty crazy, even though you had to be rooted to have mez protection. He didn't get mez protection until he was 30+ because of that. Back then, that wasn't nearly such a big deal. When he got mez protection, he became a tele-scrapper. Man, I do not miss how Unyielding used to be Unyielding Stance.

    Characters three through five were a Blaster, Tanker and Defender. I still have them all. There may have been an extra Blaster in there which I deleted.

    My next character, created just before I2, was a DM/Regen Scrapper. Those were the days for Regen.

    I'm a melee man for sure. Most of my L50s are melee characters. The largest group of those level 50s, though, are all Scrappers.

    Edit: By the way. Scrappers - the most popular level 50s, and the richest AT in CoH.
  8. UberGuy

    56 Billion inf ?

    Quote:
    Originally Posted by Bladesnow View Post
    I have this vague recollection that in Europe, what Americans refer to as a trillion is a billion. Could that explain it, perhaps?
    If they were told the number verbally by someone from Europe and wrote it down in "American", then yes, that could do it.
  9. UberGuy

    56 Billion inf ?

    Yeah, I have nearly 20B on hand in cash. I doubt I count for half of the total.
  10. I think I burned Threads to get from 70%-100% on something on my 1st character I did the new stuff with. Since then, I only use that method if I find myself less than 10% of the way to the end. My reasoning? I need to run a metric crapton of Trials to get the Incarnate salvage I need anyway, and I need a metric crapton of Common salvage, which I tend not to get as drops. So since I am normally going to need to get a bunch of Trials anyway, I will run more than enough to unlock my slots, and I need Threads to create commons. So I just stay the course and unlock stuff naturally, earn Astrals and Threads, and craft my way along till I get a Rare.

    If I got a Rare very early, I might see burning threads to unlock a level shift, but mostly I really don't see the value.

    Now that we can downgrade uncommons to commons, my thinking might change. I haven't been playing the Trials since they did that, because the lag is insane.
  11. UberGuy

    Drop Rates

    I'm also not interested in doing much large-scale content until they fix whatever they did to the button lag with the latest patch. It's not just the Trials, it's anything with a lot of people. I Hami raid all the time, and last night's raid on Justice was the full-time bullet time raid.

    The sad part is that I think we would have had an excellent completion time without the lag.
  12. It's not FireFox. It's not any browser. When this problem hits, I get problems loading the site with hand-written programs, and with an on-computer proxy server.
  13. Quote:
    Originally Posted by Chase_Arcanum View Post
    are they? and are they using a large enough sample size to verify that this is indeed the cause? do the reports take into account that multiple people might be reporting about the same single trial? has it still been doing so since the last patch. Heck, are all the people reporting it credible or are they just saying whatever they thing will reinforce their argument for a particular alternative solution?
    The thread in question.

    I consider most of the people reporting the occurrence to be reasonable posters. I do not think the sample size is very large, but it happened to multiple people, multiple times to the same people. That's highly unusual based both on past experience and past anecdotes.
  14. UberGuy

    Drop Rates

    To get firm stats I need to parse my logs, but I have been doing well. I have four Very Rares (three crafted) on my DM/Regen, and two crafted on my DB/Regen. The other powers have at least one Rare crafted.

    I also have 3 VRs and a Rare power on my Dark/Dark Corruptor. That took a while to get rolling, though - I started with lots of commons and uncommons.

    All the above was before yesterday's patch. I actually haven't had a chance to play since Monday night.
  15. Quote:
    Originally Posted by reiella View Post
    I dunno, I have a suspicion it may be their flash-headers, but I'm too slack to check the site with lynx... Hmm, although, I guess I prolly should add that to my list of checks if it occurs again.
    It's not. I wrote a Python program that downloads from the site, and it hits the problem. It doesn't do any page parsing, so it doesn't handle anything that's "on" the page, and it definitely doesn't understand Flash. It hits hangups downloading from the main site and the forum, but not the server status XML file.
  16. I'm with Silas. There are two easy to check points: max level, and min level. More people seem to check the max level than the min level, because for most goods, even though the min level may have a high price, the transaction rate is usually a lot lower than max level.

    Checking everything in between for a bargain takes time. If we've learned anything from the Market Forum, it should be that people are impatient, and they fuel their impatience with Inf.
  17. Quote:
    Originally Posted by Shadow Wail View Post
    How come QS gets to have multiple applications while Tar Patch gets one application at a time?

    On a BAF my Earth/ice/Ice Dom is laying down reallly large patches while my Sonic/Dark lays just one?!
    As mentioned, you can multi-stack Tar Patch.

    If you're asking why it has a longer recharge time, it's because it has -DR, which is a far stronger damage multiplier than the -DEF from QS.
  18. Quote:
    Originally Posted by MunkiLord View Post
    I can't speak for anybody else, but the influence cost isn't why I plan on avoiding the conversion. That kind of Inf falls out of trees in this game. But spending two weeks getting enough Emp merits for one very rare is just too much for me. For now I'll just save mine and see what they can be used for in the future.
    I'm confused. Creating them with Inf doesn't take any Empyrian Merits, and creating them with Empyrian Merits doesn't cost any Inf.
  19. UberGuy

    Fixed Rewards?

    Quote:
    Originally Posted by Katten View Post
    I believe the quote your referencing was clearly stated by one of the senior designers (Berionyx).
    I know what he said. My assertion is that it is not unambiguous. It almost immediately spawned a number of nearly identical questions seeking clarification from a number of players. Those questions have not been answered.

    Assuming is not sufficient. Interpreting is not wise. We each only know what we think he said. We do not know with certainty what he actually meant.
  20. UberGuy

    Fixed Rewards?

    Quote:
    Originally Posted by Blood_Beret View Post
    One Theory on why you are getting 10 Threads, is because you don't have enough teammates to carry your participation over the threshold of the Reward Tables. Try getting a Larger League.
    Possibly a decent theory, and also possibly a viable workaround if correct, but definitely not a good design, if working as intended.
  21. UberGuy

    MoLambda baby

    We don't serve your kind here.
  22. I am laughing my derriere off at the notion that those of us posting in this thread don't know how to organize the team, aren't using our Incarnate powers, etc., etc.

    You didn't reply to any of the actual detailed complaints in the thread, and basically posted (in some rather interesting, Yoda-like ways) "lrn2play".

    Thanks. We already know how to play. No one said this was hard. We said it was poorly designed. We said it wasn't terribly fair, and not terribly exciting to do, especially not 3 times over

    "Wrong your post is, why, it's easy if you read what say people"
  23. Quote:
    Originally Posted by reiella View Post
    Not just CityOfHeroes for me, all Plaync sites go kaputzen. So I can't even access my account information.
    That's interesting new info to me. I wonder if the web infrastructure for the CoH site (and forums) is shared with any of the core NC North America web infrastructure. If it is, it still could be something going on with a shared back-end (perhaps a single server hosting all the site databases). If not, that does point to some sort of network *****. That's somewhat supported by the phone always working, but oddly conflicted with the server status XML feed. It would need to be some sort of return packet screw up only for files above a certain size, or possibly only of certain MIME types. Anything is possible, but man would that be weird.

    Edit: The fact that it censors "foo bar" makes it look far worse than it really is.
  24. Quote:
    Originally Posted by Chuckles07 View Post
    Really? Picking between four choices baffles you? Really? Why are you running all those trials for something you don't even know that you want?
    I don't think anyone here is baffled. That's the second time you've used that kind of terminology (baffled, frozen with indecision) to describe what people have said, and I think I'd like to see you quote another poster who used the word "baffled" when describing their objections to this system.

    Since I know you can't actually do that, instead of leaving the matter there, I think I'll just point out some reasons I think you might actually be doing by posting that particular description.

    1. You aren't a native English speaker, and are having trouble using the right words to describe what you really mean.
    2. You understand and use English just fine, but cannot conceive of an explanation for objection to this system other than that the people opposed to it are actually baffled by it. Given say, mine or Obitus' command of things like sentence structure, vocabulary, and at least basic math (I don't think any algebra was actually wielded in this thread), I wonder if it strikes you as likely that we would be baffled by the choices in the Incarnate reward windows.
    3. You are constructing a argument based on logical fallacy, attempting to make your own objections to the complaints look better through a not so subtle effort to cast our positions in terms we never used. Depending on how one reads it, you could be forming a straw man argument (saying we described being baffled when we never did) or a loose ad hominem (we're so dumb we're baffled by a simple system, so our arguments aren't worth listening to).
    No one who has posted in this thread more than a couple of times has expressed any irrational fears of the reward window, or a terribly intellectual inability to deal with it. What has been said is that it's relatively easy to screw up with it, screwing up has a cost that seems high to correct, and there's no compelling reason it should be so costly. What we get from you is "it being costly doesn't affect me." That's not a very strong position of defense for the way it is. You see, I am fairly careful with the interface, and there are decent odds I will never have to side convert any salvage into another salvage of the same rarity as long as I don't pick a reward while half asleep or while Gaming Under the Influence. I still think it is too costly to side convert salvage for no particularly good reason.
  25. Quote:
    Originally Posted by Arcanaville View Post
    It suggests to me that connecting crafting costs to the relative value of everything except the thing itself being converted might only appear to generate reasonable numbers by coincidence, but the methodology itself would generate strange results if the reward system was only moderately modified.
    I agree. Measuring it as I did would definitely require revisiting the 10% conversion cost's equivalent value (measured as something like opportunity cost) if you actually changed, well, the opportunity cost.

    As with many things we've seen in the game, I suspect the devs just have to look at stuff like that, consider the various ways that players might valuate some obtainable thing, possibly consider which are more likely to be used (if they can foresee that), and choose a value that's a good compromise between the outcomes, maybe weighted by some fudge factor for expected frequency of use.

    They can ignore all that, just pick the way they prefer to think about the cost (which I think may be how we got the 150 Thread side conversion price) and go with that, but I think that can end up out of synch with how the players actually end up interacting with the system.

    That can cut both ways. In this case it seems to be considered prohibitively expensive by at least some players who think of the cost in a way different from that the Devs used. In other cases, the Devs might choose the valuation method that ends up seeming ridiculously cheap to players, and way more players opt to "pay" for (and thus obtain) the item faster than expected. I don't think there's a right answer. I just think there's an answer that aligns best with how I think it makes the most sense to valuate the item in practice. Well, actually I always think that answer is the right one. But I think folks know what I mean.