-
Posts
8326 -
Joined
-
Someone pointed you out in a Justice-centric Global channel I'm in probably at the time you were doing that. It was because there's a player in the channel who tends to play catgirls, so they were pointing out your character because of the mouse reference. [IMG]file:///C:/Users/UberGuy/AppData/Local/Temp/moz-screenshot.png[/IMG]Just kind of interesting.
-
I have never heard of anyone doing that, but I can maybe see it for PvP. I've heard of it for +recovery.
-
It's been working very well for me all day today.
-
I wrote a standalone program, and it has the exact same behavior as Firefox does. (I also get the same behavior out of IE8.) It is not related in any way form or fashion or Firefox.
-
Quote:They only do this if you have recently zoned.They still do. I have the Unbounded Leap +Stealth in Superjump, and it persists after I turn it off.
Go stand in a zone somewhere and make sure you are not stealthed. Turn the toggle with the IO in it on, observe stealth. Turn the toggle with the IO in it off, observe stealth end immediately.
If you zone, you break this behavior. The stealth buff from before when you zoned becomes disassociated with your toggle, and this allows you to still stack the stealths on zone. -
-
The SSL error probably just means your phone browser does not trust the signer of this site's SSL certificate.
-
I've had a theory about this for a while. I just have no real evidence to back it up. I could probably create test to prove it out, but, brutally honestly, I don't care enough to do so.
The theory relates to whether or not proliferation of things like IO set bonuses don't compound this. That includes other stuff too, like always-on accolades, Mystic Fortune, Mutation, and other temp powers. These things aren't just straight-on buffs, where you get the power, it lasts X seconds and ends if you happen to die. Many of these are actually implemented as passives, meaning the server has to track their refresh timers.
We also have had proliferation of effects that we were told are computationally intensive. Night Widows have resistance that scales with their health. Stalkers and Defenders both check for allies in range. Every Scrapper, Tanker and Brute attack now has to perform a check to see if Fiery Embrace is active. The point is that the amount of server-side computation our characters require has been on the rise for some time now. I can't help but wonder how that factors into this kind of thing, especially for situations where players (and now lots and lots of pets) are massed. -
This flies in the face of explanations for things like why the "valley of lag" happens in the ITF. The explanation given to us by the devs (Castle specifically) was about server side processing only. The "ally in range" calculations for the Cimeroran's version of the Shiedl Defense powerset, plus the processing time of the AI patrols and ambush pathing, were given as the reasons for the processing delays on that map. Nothing about that suggest that extra network data is involved - the Shield Defense and AI calculations are entirely serverside.
Unless you can indicate that the information you describe about the netcode being at fault came from a dev, I do not believe it to be the root cause.
Edit: I also don't believe you are correct about ticks being fixed in duration. Each tick is a point in time when the server is supposed to do a fixed list of update tasks. It is not typical for this processing loop to abort before completion, as this would lead to a lack of determinism about what has been completed without careful gatekeeping around each thing that needs to be updated. Adding the requisite atomicity to the sub-tasks to ensure they can be safely aborted mid "tick update" would add expense. Therefore, when there is more processing than can be completed in a single tick timecycle, the next tick is usually simply delayed. -
New info. I've confirmed that even when I cannot load forum pages or the main site pages, I can still get at the server status XML feed. That's hosted on the same IP address as the main page, and will load, repeatedly, even when the main page will not.
This is not a network problem. -
Quote:That's a strawman position. No one claimed every power would be useful in every situation. This is about attacks specifically, and how many attacks will be complete before something else defeats the target. Other powersets than EM have long activating attacks. Very few of them have the lion's share of their DPS contribution tied up in such animating attacks, and none of them have both that situation and an almost entirely single-target focus.Not every power will be useful at every point.
...so what's the problem?
That is the problem. -
Quote:While I can't comment on whether they have good or bad network code, this isn't an accurate description of the problem.I think the main cause behind it all is old and inefficient netcode. That, and the silly amount of data the server has to transfer between clients for not only the mundane stuff like player and npc positions, health stats, powers in use etc; but also costume data, power customisation data, buff data etc, etc. Loads and loads of stuff, lots of it which the old netcode the game was written with never had to handle.
I just don't think they ever updated it, and that's why we now have huge amounts of network lag whenever there's more than a single team on the go. It's still using the old dialup friendly netcode.
Bad network lag means you do something, and it registers later instead of immediately. That's not the same thing as time slowing down.
This "time dilation" means that the server is slowing down, not the network transmissions. This is why our powers don't recharge in time. Our client (and we players) think X seconds have passed. But the server doesn't think in terms of "X seconds have passed". It thinks in terms of elapsed "ticks". A tick is a discrete processing pass in which the server updates all the things that should have changed since the last tick, like where things have moved to based on their current velocity, or how much our powers have recharged.
Normally, so many ticks happen every second, making server-side processing feel real-time. When the server can't keep up, because too much is going on, each tick takes longer than planned. The server doesn't skip ticks, rather it just each one take longer, and when they take longer than their "tick/second" target, the server's version of elapsed time starts getting slower than real time.
You can also experience network lag, but that's not what the OP was describing. -
Maybe the fact that everybody else gets to deal damage to non-corpses without this issue?
Maybe the reality that basically everyone else with comparable damage scales can deal comparable damage to those things (and sometimes everything around them) without being locked into ~3 second animations that prevent them from doing anything else, like pop a heal, an Incarnate click power, etc?
Tying up DPS delivery into two powers that both take a long time to activate may deliver adequate DPS, but the game has been moving for a while away from "stand around and DPS stuff" as the best tactic. Mobility and the ability to switch what you're doing in the middle of a DPS chain is useful and sometimes important. EM in its modern form is very limited by that, and it doesn't really gain much for that limitation compared to its peer powersets. -
-
Yeah. Ship raids, invasions, even some 8-man-team TFs. I'm not sure what needs to be improved, but I can't help but think what someone experiencing this game for the first time being exposed to this effect on so much of its "big" content.
-
I can confirm that this is not true. We've tried it a number of times, and the cutscene went off with no one anywhere near the door.
-
There's a long way to go before we have a good grasp of this, but the "smoking gun" data aligned with anecdotes about things like leadership activities point down a path I consider dank and unpleasant.
If the devs have constructed such an activity-based metric, and were so terribly idiotic to fail to realize that it demotes reward for people who spend time leading via channel text rather than button mashing, I will be incredibly annoyed at our devs. I would rather permit leeches than dissuade leaders or punish people who have builds that don't call for frenetic power spamming.
Bearing in mind that we don't have proof yet, I don't like the look of this at all. -
Quote:What's the motivation for doing this? I'm going for the Very Rares, so it's almost impossible that I'll get stuff I can use to create enough common components without running enough runs to have earned all the iXP I'd need ages before then.I think it's counting on you converting any left over threads into iXP as well as what you get from defeats.
If you end up with 47 threads after breaking down any merits you are inclined to, there is no real reason not to convert those 7 left over threads into iXP. Those 7 threads aren't going to do you any good by themselves and there's no guarantee it will even out with subsequent runs.
And it costs money that I don't need to spend. I have more than enough, but I don't see a reason to spend it on that when I get unlocked so fast anyhow. The most common scenario I can see here is that I might be able to use the Common versions of a power a bit sooner.
The one bar that seems to take forever to fill is Lore, but I don't like Lore that much other than the level shift, so I have a hard time convincing myself to burn stuff to get it. I just grunt it out and use the spoils to work my other slots towards their Very Rares.
I have only spent Threads on iXP in a couple of situations. The most common is when I complete a trial and end up at something like 95% or more from completion. Then I get antsy and burn a few Threads to close the gap. The other was because people were planning on running a ton of successive BAFs and I was not done unlocking Interface, so I burned like 10 Threads and 25M to unlock it. It chapped my hide to do that, because Lambda just one Sector would have unlocked me, but the people I run with were focused on Judgment and Lore (for the level shift) at the time. -
Quote:Cool. That's what it seemed like, certainly.Debuff resistance should affect all active debuffs, even debuffs that have already landed, if they are still taking effect. Really no different than when a resistance buff reduces a DoT while its still ticking.
So Werner would be able to get debuffed, pop the resistance power, and have the debuffs lessened. Granted, the magnitude steps down fairly quickly, but it could buy time. I actually use things like MoG and Shadow Meld (and now, Barrier) to try and recover from heavy debuffs, but sometimes you're already so badly debuffed they can't pull you out of the hole. (It'd have to be a deep hole for Barrier, though.) A burst of actual DDR would be nice for more graceful recovery from that. -
Quote:What does "short trial" mean here? Basically every one I'm attending is "short" in the sense that it's basically a speed run, so I'm curious if it's the same thing.3. Every short trial I've run has netted me a rare or very rare so far.
I very infrequently get commons. I think four times so far out of around 100 trials. I usually get uncommons, fairly often get rares, and rather occasionally get very rares. To date, I've gotten more very rare windows than common windows. I have never seen the "10 threads" window. I've been on teams with people who did, though. -
Quote:This is how some of us on Justice are doing it, sort of. We split into four teams so that, barring an odd number of people in the trial, we can split into two pairs of teams, with each pair being equal size.Find it interesting that it is rare for the US servers to run the BAF 'MO style' yet on Union it's pretty much the ONLY style run, as in every run follows the 'Fight AVs individually at spawns, 1 team per AV with 1 additional team and 1 member from each of the other teams dealing with reinforcements'.
We then defeat the AVs where they spawn. We don't bother with full "MO" in the sense that we don't try to defeat the AVs with all their support down. That level of cat herding isn't usually productive. Other than that, though, we do all the MO things, including leaving the towers active.
Quote:Do the US servers tend to use the two 'choke points' either side of the tennis courts for the escaping prisoners or the way it was first done when trying it, 2-3 people to a door to deal with the prisoners? -
Quote:Actually, I'm not at all sure this is how debuff resistance interacts with debuffs. For quite a while I had Focused Accuracy on my DB/Regen as a place to slot Gaussian's set. (I ditched it for Tactics with I19.) The main thing I used it for was toHit debuff resistance when faced with Death Mages and large numbers of Council/5th Vampyres. Turning it on after I was already debuffed restored my toHit chance to reasonable numbers. The debuff from Death Mages is a tick (though a pretty slow one), but the debuffs from Dark Blast and Dark Melee powers used by Vampyres (and Death Mages at range) are clicks. If what you're describing above is correct, turning FA on shouldn't have raised my toHit by anything like as much as it did. We're talking 30-40 points at times when I was heavily debuffed.Debuff resistance isn't useful as a response to existing debuffs, so would have to be used ahead of time, so just put on auto, essentially. So then I just hope I'm at the first part of the cycle when the trouble starts. Maybe it helps a lot, maybe a little, maybe not at all. Extra recharge on Dark Regeneration is always nice, of course.
-
Quote:Got it. I figured assuming you got 8 Empyrian Merits because some of those 20 successes were within the same 20-hour windows, but I didn't think to tie it back to your breakdown.For the character I mention, 27 runs, 20 successes, 7 non-successes (failures, trial-crashes), 8 empyreans. That's confirmed by the fact that the character currently has eight, has never converted one, and the logs show eight total drops.
So you ran two of the same trial on the 9th but 20+ hours separated? Heh. -
Quote:Lambda is a joy comparatively for iXP purposes. I think it's a combination of things. If you do both trials straight through and pretty much only fight what is required to complete the trial, you still end up defeating more stuff in the Lambda Sector trial. I think there is also more opportunity for "collateral defeats" as you do things like take out the containment chambers and weapon storage boxes. Much of what you defeat in the BAF is either minions or LTs, or the two AVs, and if you defeat the AVs rapidly, you don't get as many supporting boss mobs. Combine that with the smaller league size and LS just progresses you a lot faster.I have gotten as high as 49% on a single Lambda run. That is an outlier, however.
Though Lambda does tend to run higher, in my experience, than BAF due to the smaller team size I suspect.
I probably average just under 33% progress on Interface per LS, and only about 10-15% on Judgement per BAF. -
Quote:I'm just curious about your Empyrean stat here. Do you mean that you've been on an average 12 failed trials out of 20? Or just that your total ratio of trials that provided an Empyrean to those that did not (including extra trails per day past the first) was 20 to 8?I missed the day that double-Incarnate rewards were activated on the servers. That's more than twice the earning rate I'm currently earning either iXP or Empyreans (I'm averaging about 15% iXP per run, and less than one Empyrean per two successful runs - 8 out of 20).