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Posts
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Quote:Where you go to resolve DNS does not affect how you get from your machine to somewhere else. It only affects who you ask to translate the "human-readable" hostname into an IP address. When you ask to send packets to that IP address, essentially routers between you and that destination determine how to to that routing. (Thus, their designation as "routers".To someone who knows: Why would I have been going through the same IPs (all the att.net ones) no matter which DNS server I was using? I tried OpenDNS, Google, and my default ISP, each after flushing the DNS cache, and all three went through att.net. Who/what controls the route?
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I do not believe this is a routing problem. Here is why.
I eliminated browser as a factor entirely and wrote a program that connects to the forum and downloads the home page. It always connects fine. It always sends the HTTP request fine. It frequently hangs waiting on a the reply. Sometimes it simply waits a while, and then suddenly gets all the data in a big burst. Sometimes I eventually get a socket disconnect from the web server.
Now, it is possible for the network routing between me (and many other people) and the forum server(s) to be broken in an asymmetric way. In this case, that would mean that my packets would get from me to the forum web server, but the server's response packets would not be able to get back to me. But if this were the case, I would have problems getting the initial handshake response back when I tried to connect my socket to the server. The fact that I can always connect and always send my request data immediately suggests that the problem is with the server's ability to send me a response.
This may be a problem with the web server, but in my experience, it is more likely that the problem is with the forum software. I consider it likely that the forum is getting tied up in something, possibly database queries, and not providing data for the web server to send back to me.
Edit: After a lot of poking the forum with my program when I have this problem in the browser, I finally got a socket error on connect. This could mean there really is a routing problem, but I continue to usually be able to connect and send without error, but either experience a long delay or out right failure on attempts to receive data. My most recent attempt was disconnected by the server. ("An existing connection was forcibly closed by the remote host".)
Edit 2: This morning I'm having a pretty bad experience with the forums, and I am back to consistently connecting and requesting. I am starting to think the connection error above was a fluke. Here's a typical output from my program, showing near-immediate connection, but a significant delay in obtaining data. The parenthetical numbers on the right are elapsed seconds since the start of the operation. Notice the more than 9 seconds between the request and the start of data received. Most of the time right now I never get any data back - instead I get disconnected by the remote host after around 350 seconds.
>>> getPage("boards.cityofheroes.com",80,"forumdisplay .php?f=547")
Connected... (0.341)
Request sent. (0.341)
Receiving...
-> 1516 bytes (10.081)
-> 4436 bytes (10.141)
-> 14676 bytes (10.323)
-> 18148 bytes (10.381)
-> 21620 bytes (10.388)
-> 25092 bytes (10.438)
-> 28564 bytes (10.496)
-> 32036 bytes (10.497)
-> 35508 bytes (10.553)
-> 38980 bytes (10.560)
-> 42452 bytes (10.561)
-> 45924 bytes (10.611)
-> 49396 bytes (10.617)
-> 52868 bytes (10.623)
-> 56340 bytes (10.668)
-> 59812 bytes (10.675)
-> 63284 bytes (10.682)
-> 66756 bytes (10.685)
-> 69388 bytes (10.687)
-> 70800 bytes (10.727)
-> 73624 bytes (10.733)
-> 76448 bytes (10.740)
-> 80684 bytes (10.746)
-> 83508 bytes (10.748)
-> 86332 bytes (10.791)
-> 89156 bytes (10.797)
-> 91980 bytes (10.803)
-> 99040 bytes (10.811)
-> 100452 bytes (10.816)
-> 101864 bytes (10.848)
-> 104688 bytes (10.855)
-> 107512 bytes (10.861)
-> 110336 bytes (10.867)
-> 114572 bytes (10.875)
-> 117396 bytes (10.877)
-> 120220 bytes (10.912)
-> 121722 bytes (10.918)
Disconnected. (10.920) -
I only learned about the 10 Thread table on Sunday, and someone I know personally got it in Sunday after being very active in blasting and debuffing with a Dark/Dark Defender.
My guess is that if participation matters, it's fairly binary. I would be extremely surprised to learn that it was treated as a weighting factor. To be brutally honest, for it to be as subtle as it would have to be based on what we're seeing, it seems advanced beyond the mechanisms we have seen the devs produce to date, to my knowledge. -
Quote:We don't need Inventions. We don't need to be level 50. That's a non-point. People want these things, and a large number of them are going to strive for them.Yes, we can use our Incarnate powers elsewhere. But if you're not doing incarnate designed content, you don't need them.
Quote:If you're a solo player in a massive multiplayer game, and some rewards are out of your reach because you choose not to involve yourself in that content, then I'm sorry. The fact that the devs even provided a way to obtain these rewards without participating in the content is a gift.
Quote:This is all in my opinion, of course. I don't see a reason to change it. I haven't seen a compelling argument that it needs to be changed. As EvilGeko pointed out, anyone who doesn't like it has the burden of proof.
To set expectations here, I am not worried about barriers to Incarnate progress for myself. I have access to a core of players who are already dominating this content. I have unlocked all four new slots on a character already, and have taken three of that character's slots to Very Rare, and the other to Rare, meaning I have both Incarnate shifts. I'm now ready to move on to another character, probably long before most people have unlocked all four slots on one character.
All that said, I still wish there was a way to make progress on the slots and shards that wasn't ridiculously slower, not because I don't want to team, but because I don't want to team all the time. I want to progress towards the new shiny, but I don't want to run Trials all day to do it. I want to do other stuff, too. And sure, technically I can do other stuff and make progress, but the rate of progress I make doing so is completely lost in the noise. It's so much slower that it's almost not even worth measuring.
I think it's notable that this is true on characters who are radically powerful. I would guess my level 50 characters are easily in the top 10% of solo performers for their AT and powersets. Despite this, the rate at which they earn any incarnate progress solo isn't just "slower" than what I earn on trials. It's so much slower that it's ignorable. It such a worse option that there is nothing that would compel me to chose it over running trials, since I have that option. If that's true for me, and my characters really are in the top 10% of performers, then 90% of the other people playing would find it even less compelling to do anything but run the new trials if they want to progress towards Incarnate abilities.
Whether I or anyone needs these abilities to play is just completely beside the point. I16's difficulty settings ensured that I can make good use of them on many characters whether I need them or not. The whole point of them being in the game is that they make our characters stronger, and stronger characters are, for me and many others, goals for their own sake. Giving us extremely narrow playstyle options for how to pursue such goals after seven years of extremely flexible choices was bound to chafe part of the player base. Some folks are being pretty darn obtuse about it, but I very much understand where at least some of them are coming from. -
I log all this stuff, and I looked to see if I could parse my drops ouf of my logs. I can but there's no good indicator of the end of the trial in the logs. Unlike a TF, there's no message saying "You saved/conquered the world!" at the end of the new trials. It's fairly annoying.
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Quote:I only used speed runs because that's an internally consistent measure for my own experiences. The people I go with speed run both the ITF and the new trials. Now, the reality is, there isn't all that much to speed past in the BAF, and mostly the only thing we really speed past in LS is the mobs defending the sabotage objectives. That's not an inconsiderable number of critters to skip, but the point is that skipping those, I still probably average 2-3x more Threads per trial than I do Shards per ITF, and the ITF absolutely requires that we defeat some four hundred critters minimum, and all defeats are performed by the same team. (If I understand the reward mechanics correctly, we do not get a chance at Thread drops for things our team does not damage in a League.)And as I said earlier, a speed run isn't a reasonable comparison for the ITF due to the fact that it earns far less shards. It earns more *if* you're counting the drop table at the end in terms of its *creation* costs - if you want that component for Alpha. But we're not counting the component in terms of its creation costs, but in terms of its breakdown costs to get to shards and then threads. And if we are, we should assume people run the ITF to optimize shard drops, which are not speed runs if the component counts as only one.
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Quote:This strikes me as an odd perspective in this forum, where we often agonize over a few DPS solo damage output.and because -10% RES is generally insignificant in non-teaming situations
Edit: It seems to me that there are a lot of variables that will affect which version works out to more DPS. How high your previous DPS was, and how many attacks/time you use to get there (because that affects how often you will apply the DoT). If you are on the low end of DPS the DoT is almost certainly a win. If you are high DPS and have sufficiently fast-activating powers, it seems to me that the -DR could come out ahead. For mowing standard mobs down, the DoT is almost certainly the better choice. However, I have to say I rarely optimize at this level for anything except hard targets. -
I want the new shinies. I want them so I can mess around with them. I don't really understand people asking what I want them for if not for the trials; they work outside the trials, and I want to use them wherever they work. It's like asking why I would want Inventions since I don't need them anywhere. I want them because they're there. People with variations on my personality are why things like this are added to these games.
I am like endless folks doing things that have come before I20. I want something, and I will inflict things on myself that I may not enjoy in order to obtain them. Now, unlike some people, I do actually enjoy the new trials. I am happy to run them a lot. I am also quite tolerant of repetition. However, even I can see that I am going to get tired of running these two trials at this rate.
So should I slow down and mix it up? That's great advice, but it conflicts with my goals. I want the new shinies. I don't want them just for these new trials. I want them for everything where they're allowed to work. Is that my fault? Well, it's certainly my decision, but stuff like this is why I play the game.
I know more trials are probably coming. I sure hope there are. I know it made sense to get us some trials now rather than waiting for more to be created. For my own goals though, it still makes me sad to only have the two, and to get the joy of the new shinies on more characters, I am going to make myself sick of these two trials. It's how my personality works.
By the way, I definitely agree with the people who feel that now is the time to get your cramming in if that's what you want to do. Everything I know of that's come before has worked like this. I don't believe for a second that people will stop running these trials, but I do believe ease of access to getting pre-formed team will cool off and become less frequent in coming weeks as the hardcore folks (like myself) start wrapping up their own cram sessions. If you want rapid progress early, I say ride the wave now. The community's focused engagement with the new content will tail off. It always has. You'll still be able to progress later, but it won't be as fast to find something as it is now. -
I feel like I'm missing something here. This looks like it is saying that Shards drop five times more often that Threads? I don't know what the actual ratio of the probabilities is, but I'm certain Threads drop significantly more often than Shards. I get probably 2-6 Threads per trial (not counting any breakdowns). I get something like 0-4 Shards per speed run of an ITF, which I think is actually a lot more required defeated mobs than either new trial.
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Quote:When someone wins the lottery more than once, is that random?When someone gets multiple rares and very rares... Is that random?
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No, what you have a problem with has nothing to do with whether the table you get is random. "Random" means you have no control over what table you get. It's based on a random number. That it is random has nothing to do with the appropriateness of the labels applied to the tables. Simply because the "uncommon" table appears more frequently than the "common" table does not mean the way it does so is not random.
For what it's worth, on the topic of the components being "common", "rare", etc., this really has always been problematic, even in the Inventions system. For example, every single Pool B (mission end drop) recipe is "Rare"... which is pretty clearly hooey if you look at the supplies of them at level 50 on the market. (In fact, we think they are evenly weighted, so that every one of them is as likely to drop at mish complete as all the others, meaning that none of them is rare.)
It's really best to just think of the Incarnate "rarity" labels to be indicative of how hard or easy they are to obtain, not how frequently they appear in the reward window. -
I watched a Devices Blaster get seriously pwnt by his own pile of Trip Mines because he was still right there (planting another mine) when the escapees came through the door.
I knew about the confuse, and was kind of wondering why I wasn't seeing it more on my own character. Then I realized... Tactics give protection and resistance to it. -
Quote:How is this not random? Is this another one of those things where someone is defining random as "equally likely"?Anyone came up with the answer? Because as far as I'm concerned, it's definetly not random. 4/5 of my tables are uncommon.
The reward window you get is random. It is heavily weighted towards giving you the "uncommon" reward window. "Rare" and "Very Rare" are correspondingly less likely to appear. "Common" is also less likely to appear than "Uncommon", presumably because it's not a very good reward. The window with 10 threads, which I have not yet seen and is incredibly sucktastic, is apparently extremely unlikely, as this is the first I've heard of it after dozens of runs with full leagues. -
Quote:That doesn't sound like anything I've ever seen them say. They've always said it was about the time invested in something like that to create something people would burn past in a matter of days.The problem is, for as long as I can remember, the Devs have always given the reason that they haven't raised the level cap to 60 is that the game engine won't handle it. Things start breaking down past a certain level, or something along those lines.
What you're describing sounds more like why they said they wouldn't increase the fly speed cap, not the level cap. -
Folks I play with commented on it. I can't possibly imagine it being anything other than a bug. Thus, I think submitting a bug report was totally appropriate.
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Quote:Actually, I'm fairly sure this is exactly how it's supposed to work.The problem with starting to give enemies level shifts is that progression becomes gated behind rare Incarnate powers. I'm pretty sure the theory, at least, is that rares aren't supposed to be a "necessary" thing.
Now, I can see this perhaps being a problem in regular content, because it would be pretty incompatible with the way SSK works. However, inside Incarnate specific content, which is level gated at 50 anyway, it only separates people who have different degrees of level shift. I'm not immediately concerned about that prospect.
For those of you considering Incarnate stuff "optional," I don't think that means what it sounds like you think it means. I don't think there's any promise on the table that you aren't going to need some existing Incarnate progress to be useful (if granted access at all) for future Incarnate content. It's "optional" in the sense that other, non-Incarnate content exists and will continue to be created, but I don't think it's safe to assume it will be optional internal to the Incarnate content itself. -
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Quote:The Core version is a 100% chance of the debuff, meaning that after four hits, you're guaranteed a 10% debuff (unless you have to stop hitting for some reason). I don't think that's beneath notice. Also, bear in mind that all these limited stacking debuffs are achieved by granting the target a temp power that it applies to itself. That means these debuffs don't follow the "purple patch" behavior - You'll apply the full debuff to a foe of any level you can hit.Pretty negligible; somehow I doubt you'd really notice it. I'd say just go for the damage proc and forget about the debuff on the Interface.
I'm taking this on my high-sustained-DPS melee characters. -
Quote:It will stack on a given target four times, total, no matter how many people apply it to them. These debuffs work similarly to how the Achilles Heel proc does, which is that they grant the target a temp power, and the target uses that temp power (involuntarily) to debuff themselves. Powers like this have a limit on number of copies one can have in place, and in this case the limit would be 4. So no matter how many people apply the temp power to them, they can't stack more than four at once.I still haven't found an answer to my question about the Interface procs from someone who has one. I keep reading that they only stack 4 times. Is that 4 times per person, or 4 times is the max on one critter? If the latter is true, and everyone goes Reactive, teams and leagues will miss out on other good debuffs.
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Sadly it's this. You lose access to unused slots when the store is offline. I believe this also includes slots obtained via veterans rewards.
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Is that true after accounting for their resistances to -regen? I haven't run the numbers, and I am definitely assuming it is resisted. A lot depends on your base DPS relative to their absolute regen, of course, so the answer will vary with build.
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Quote:In fact, when the "one-shot code" was implemented, this was exactly how it was billed as intended to work. That plan did not come to fruition.I don't believe, frankly, that the game could tell the difference between one attack reading "Chief Mesmerist smacks you with lethal! Cheif mezmerist smacks you with energy!" and an alpha where "Guardian smacks you with energy! Guardian smacks you with energy! Drone hits you with energy!" all at about the same moment.
On topic, I don't have a huge intrinsic issue with being one-shotted, but it can be frustrating if it's too consistent. The core principle here is that I think players should feel they have a chance to do something to avoid being defeated. I don't think it's kosher to overuse encounter design where the foes are designed to squash Tanker-level defenses with raw damage dealt as AoEs large enough to catch every "soft" AT in the general vicinity. The lightning AoE from Statesman in the Recluse SF is a good example of what I feel is borderline overkill on this sort of thing. Marauder really doesn't bother me, because (as mentioned) he gives quite fair warning - the player can, in fact, do something to avoid the one-shot.
Broadly speaking, in this game I don't think "one-shotting" is overly frequent, but basically only because they did give us the "one-shot code" protections. I think the devs need to pay a bit more attention to new, super-damaging effects that will explicitly bypass the way the one-shot protections actually work, where muti-typed damage and fast DoTs basically do mean one attack kills you before you (or anyone) can react. -
As someone from a server that has been succeeding at multiple Hamidon raids a week for years with no need for organization beyond a core of knowledgeable sub-team leaders and an announcer, I would not like to see Hamidon explicitly become a trial. Right now, for servers like Justice, Hamidon can actually be a casual experience, where you show up and participate, and if you know who to follow, you don't even need to be on a team. I'm not terribly interested in that being shoehorned into something with explicit league leadership. If it works, don't fix it.
If the turnstyle system could help people who disconnect keep their spot in a raid, I'd be all for that. Right now, it's not clear to me that this even works this way in the Incarnate Trials, but that's because they are currently somewhat unstable. -
Impressive. I think the last thread we had on this had the top inf earners hitting something like 30M/hour. If that was indeed before I16, they should be hitting around 60M/hour, all other things being equal. Of course, all things aren't actually equal, with Incarnate level shifts being an obvious recent one. Still, on its own that would only take that 60M number up to around 80M/hour, so if a bad farmer is making 120M/hour, the vogue in good farming has improved significantly.