Void_Huntress

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  1. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I'm losing developer time, apparently. Given this latest development, it now means that the developers are now "wasting time" on costume options that 2/3 of the models in the game can't use, since they've decided to forgo their traditional 2/3 get A and 1/3 gets B and allowed for 3/3 to get A and 1/3 STILL gets B.
    Don't forget that future 'B' quantities are likely to be significantly lower than they were in the past.

    There's a reason this is called a 'compromise'.
  2. For what it's worth, I've got an HP laptop with Intel graphics running WinXP from a few years back that was able to run City (sooorta) around 2008. Of course, with all the shaders turned off, it looks like a completely different game.. And I don't know how fill-rate intensive the new Atlas Park is compared to the old one. I know CoV zones really made it cry due to the unfortunate degree of overdraw.
  3. Quote:
    Originally Posted by PleaseRecycle View Post
    In fairness it is the upper half of most players that does the heavy lifting in terms of completing CoH content. Now if you meant a player split vertically, that would be more problematic.
    We have one-armed players already. So why not?

    Do we have any conjoined twins out there?
  4. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I distinctly remember the Mac Excel having 3 less functions than the Windows Excel. I can't remember which, I just remember being very upset when I found out they weren't cross-platform functions.
    There's been a long history of a lot of scripting options being completely unavailable in Mac versions of Microsoft Office. A large number of Excel spreadsheets are completely DOA on Mac Office because of this, since advanced Excel stuff will almost invariably involve some vbscript.

    For things like that, something like VMWare Fusion or Parallels is invaluable.
  5. Void_Huntress

    Grapple Swing

    Quote:
    Originally Posted by Techbot Alpha View Post
    So, wait...does THAT explain why my Drones and Protector bots absolutely have to, without fail, go and punch the AV in the face? Because I know they never used to do that.

    Although I did notice the problem seemed to kick in around the time demons went live, and then never changed, so....?
    As far as I'm aware, the Bots pets have ALWAYS done this. It's ebbed and flowed how much they did it, and it really spiked around the time demons went live, then only backed off a little bit.

    Quote:
    Originally Posted by William_Valence View Post
    This is interesting, which enemies "Stand off"? I'd like very much to play with them, and see how they act. Is this in AE?
    Longbow Eagles will actively try to get out of melee range if they end up there. They seem to give themselves an afraid effect to back off when they're close to an enemy. It's possible the wisps use a similar mechanic.

    Aren't Marksmen sniper enemies that can't move? Or am I thinking of something else?
  6. Void_Huntress

    Grapple Swing

    Suddenly, I feel myself flashing back to "That's because Werner can't do maths."
  7. Quote:
    Originally Posted by Zombie Man View Post
    Limited time offer is bad. As in gets me mad bad. There is no reason to do so. And mis-calling a clubbing-outfit pack a Valentine's Pack doesn't justify it. There is nothing Valentines-y about this pack. There is nothing Spring Fling-ish about this pack. There is nothing seasonal about this pack.
    Personally, I was REALLY hoping to be able to get the old costume bits we previously have had to go through the spring fling nonsense (which I despise even more than the winter holiday nonsense) to get.

    The fact this gets labeled as "valentine's" is completely baffing and offputting.
  8. Quote:
    Originally Posted by teflonshugenja View Post
    Yep. My DP/Mental does virtually the same thing, and hitting a half-dozen or more enemies with Drain Psyche gives me all the regen I need. Getting mezzed suppresses all my defensive toggles, however, which virtually guarantees a quick death no matter what. So Clarion is the winner by a mile for me.
    Yeah, pretty much. A funny thing: The way I have Talia built, she's not remotely endurance sustainable without drain psyche. I get killed more often playing on x2 or x3 than I do x5 or x6, because I expect to be invincible but without the drain psyche targets, my regen isn't high enough to survive detoggling (which will happen because my recovery isn't high enough).

    In teams, I've been killed by teammates firing off a judgement just as I'm jumping towards a spawn to drain psyche. I don't realize that's what's happening as I'm tapping the next key by rote reflex, and then suddenly I'm standing next to two or three EBs with only 15-20 HP/sec regen, and building hate because immediately after DP happens I queue up my nuke (also by reflex).

    "Huh, you died. I thought you were supposed to be invincible." "When someone doesn't set my power pellets on fire, yes." "Oh. My bad."
  9. Quote:
    Originally Posted by Arcanaville View Post
    Of course, I have both (they are the only two I crafted for my blaster specifically: tier 4 Clarion and tier 4 Rebirth). But I use Rebirth a lot more. I can think of few blasters that couldn't make decent use of Rebirth. Maybe a Dark/Mental?
    DP/Mental. I focus heavily on area attacks (my attack chain for most spawns starts with concentration -> drain psyche -> hail of bullets -> bullet rain -> empty clips, and then single target DPS for whatever's left), and World of Confusion and Drain Psyche are my lifelines. Prior to incarnate, I tended to just stick to running Cimerora repeatables at x6 with bosses, since they have no mez to speak of.

    Once I got Clarion perma, though, I now run pretty much whatever I want at x6 with bosses, and sometimes I go x8 just to show off. (this requires me to actually use inspirations, though, and I have to be on my toes).

    I do have enough recharge that I get back my big three powers (con/DP/HoB) almost within 30 seconds. So usually they're available when I get to a second spawn, or mid-fight to help me survive spiderlings pulling a second one when I'm not ready for it. DP isn't quite perma, but it's close enough that I tend to have most of my health.
  10. Quote:
    Originally Posted by Arcanaville View Post
    Even with something like Electric that has heals, I think its a draw between Barrier and Rebirth. The sustained regen from Rebirth (+200% regen) is better than the sustained buff from Barrier (+5% def/res) but Barrier is extremely strong for at least 30 seconds of its duration (still +32.5% def/res).

    Spiritual Alpha + Rebirth Radial is what keeps my Blaster alive in Lambdas when I find myself trying to solo a crate. And my MA/SR scrapper just loves that combination. You have a heal so it won't be quite as night and day, but that heal is not a fast heal like reconstruction: you'll probably still notice a radical benefit from Rebirth.
    Personally, I get a HUGE amount of mileage out of Clarion on my blaster. With the right branch you basically have either perma mez protection, or an always-available breakfree, depending on how you use it. But then, I'm actually unable to make much practical use out of Rebirth.
  11. Quote:
    Originally Posted by Tunnel Rat View Post
    Thanks! I'm happy with the reception they've been getting. I'd love to do similar effects for the other Darkness powersets, but the major hurdle here is time. It's just as time-consuming and costly to create a set of effects for an existing powerset as it is for a new powerset, which makes a complete Dark revamp unlikely. However, I do like the suggestions from Beta about proliferating effects for shared powers, like Fearsome Stare, into the older Dark sets.
    I understand the opportunity cost, but the old Dark effects look exceptionally dated at this point, especially when contrasted with the new Dark effects.

    I'll hold out hope it can be worked into the schedule at some point.
  12. Void_Huntress

    Tights!

    Quote:
    Originally Posted by Liquid View Post
    I'm actually happy with the original 2004 tights themselves as a base. I think the best things you could do to add more "superhero" options would be to make new, simple tights patterns, and add some improved versions of some of the old ones that have issues. For example, the color/skin blending on the old tights with skin patterns when using a grayscale color is something that bothers a lot of people (as I said in the old thread, make them more like Tank Top, so they're opaque when white or grey).
    This is something that has long frustrated me. If we could get opaque versions of the tights options (and masks), that would be FANTASTIC.

    Quote:
    Originally Posted by Liquid View Post
    I'd also like to see upgraded versions of the "with skin" options that match the Sleek tights, both for Tops with Skin and Bottoms with Skin. I'd like to be able to make a sleek leotard with exposed legs (which would require sleek "bikini" bottoms), or a sleek Tanker top to match with sleek leg tights.
    That'd be neat, too.
  13. Quote:
    Originally Posted by Doctor Roswell View Post
    When what they're getting is this:
    And it's fine when we're getting that, but sometimes it feels like we're getting this:



    And it's kind of hard to cut pieces out of that and reuse it like you can with the bucket of interchangable parts.
  14. After noticing this thread, I decided to hop in-game with my Dual Pistols blaster...
    And most of my casings are, in fact, vanishing. They are correctly going up then down when ejected, but the problem is they're mostly not STOPPING. They fall through the floor, with maybe one out of several dozen actually stopping on the floor. To fall out of view again later.

    That is pretty damn weird.. And unfortunate. I don't remember when this might have changed either, because I remember standing in huge piles of casings.
  15. Quote:
    Originally Posted by Arcanaville View Post
    I don't think they are dynamic in the way being discussed. They are dynamic calculations tracked relative to the proc: the proc goes off X times per second maximum. It does not reverse calculate by what percentage it should go off, if its slotted in a power with A recharge and B cast time, assuming C recharge strength buffs, adjusted every second.
    Found the posts:

    Quote:
    Originally Posted by Clockwork O1 View Post
    These enhancements are bound by procs per minute, this means that these enhancements don't have normal chance to proc, instead the proc rate is based upon the recharge and activation time of the power into which it is slotted. This means that slower recharging powers will proc more often than faster recharging powers.
    Quote:
    Originally Posted by Clockwork O1 View Post
    For example:
    Brawl has a very short activation time and recharge time. If you slotted a store bought enhancement into Brawl it would have a very small chance to proc due to the fact that Brawl activates and recharges so quickly. It would also be limited to a maximum number of procs within the space of one minute, so that if you got really lucky and it procced very early within the space of that one minute, it may not proc at all for the rest of that minute. In terms of numbers Brawl may have a 10% chance to proc with a max ppm (procs per minute) rate of 2.

    Take this same enhancement and slot it into a power with a long activation time and long cooldown time, say for example, a sniper power with a 1 minute cooldown (I'm not thinking of one off the top of my head). Because this sniper power has a 1 minute cooldown and has an exceptionally long activation time, it's proc rate could be much higher. In terms of numbers, Sniper may have an 85% chance to proc with a max ppm of 3.

    That being said, Synapse is really busy and I'm probably butchering his numbers, but I think you get the idea. I'll bug him to touch base on this thread when he gets a chance.
    So... unless Clockwork O1 was mistaken, or something changed since then...?
  16. Quote:
    Originally Posted by Nalrok_AthZim View Post
    They're not even 80% heroic, if that's what you're asking. They're technically not sanctioned by anyone (though supplied by NATO) and, according to the official website, they're fighting to control the Isles for the resources found there. We all know how popular actions like that are.

    Arachnos may be more out-in-the-open about their motives, but for every Arachnos Flyer that lands near a bank there's a politically questionable plan by Longbow to do something less than reputable.

    Even better, upon first encountering Longbow, the Praetorian PD's first reaction was "What? They use LETHAL weapons to subdue people?!"
    That's basically what Bosstone was getting at.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Most other games do not allow you to increase recharge rate on almost every power in an almost unlimited fashion. Doing the above would involve a lot of dynamic calculations on the fly for the procs to work out correctly.

    Also, most other games start recharging their powers when they activate, not when they complete casting. That throws the above calculations for a loop: they basically wouldn't work in our game as described without extra complicating modifications.
    I was under the impression from previous redname statements that the procs-per-minute were dynamic calculations.

    That's what it sounded like when we got an explanation in the Market Enhancement feedback thread, before Freedom went live.
  18. Quote:
    Originally Posted by Arcanaville View Post
    There are bugs involving progression so nightmarish I cannot even discuss them on the open forums, and I can't even say why I can't. But those slots may be a long time coming, depending on the level of resources allocated to ferreting out all the potential problems.
    I know in one of the relatively recent streams we got a remark that they're still finding new things that change broke.
  19. Quote:
    Originally Posted by Arcanaville View Post
    Neither is a prerequisite for Bug Hunter. In fact, many of the early Bug Hunter awards I'm aware of satisfied neither requirement.
    Neither necessarily helps, either. People in a position to give something that can be seen as 'favoritism' tend to be really cautious about doing things like that for people they like, specifically to try to mitigate that problem.

    And I've been in more closed betas since joining the game (just after I11) than not, I've been active in reports both in and out of closed betas, and I don't have Bug Hunter either.

    But then, I'm not terribly broken up about this fact, so maybe my opinion doesn't count.
  20. Quote:
    Originally Posted by Aggelakis View Post
    So let me get this straight. Instead of introducing the magic carpet as a customization option for the rocket board (because that's what it its), you sell it as a completely separate power, just because you can charge more for a separate power than you can for a customization option.
    That's awfully cynical. I'm pretty sure it isn't being sold as a separate power "just because they can charge more for it".

    I'm pretty sure it's because they either don't see a way to fit the programming time into the schedule (Because programming UIs requires more budget than full motion video, apparently), or because the programmers hit mysterious roadblocks in implementing the customization interface (because they're still working with a decade old legacy codebase that they can't seem to refactor into something more maintainable).

    Okay, maybe that's just as cynical, but there's now multiple flavors of cynical?
  21. Quote:
    Originally Posted by Bosstone View Post
    But here's the thing: nobody ever really talks about going into an iTrial or a TF with a minimum number of players. It's significantly tougher to do so, especially if there's some trick or gimmick to it.
    Counterpoint, because I love you: Old Positron TF was SIGNIFICANTLY easier with a minimum team than maximum.

    Especially before super sidekicking let us keep powers from 5 levels above us when exemplaring down.
  22. Quote:
    Originally Posted by PleaseRecycle View Post
    Forbin, have you ever tried to fill out a TF at off hours? It turns out you can rapidly find seven interested parties who were "not seeking" without much trouble on the smallest of servers. Seeking implies action on your part, it says nothing about receptiveness to the concept.
    Something that might not be obvious, to some people tells are analogous to phone calls. For someone with a perspective like that, getting a tell from a stranger with no direct reason to establish a connection is kind of like having someone you don't know the next suburb over call you at home ask if you want to a cookout. It can feel an intrusion.

    I'm not quite that bad now, but I was for a long while.

    I'm curious, are you an extrovert? We do get a lot of introverts in this game due to the instanced nature of play, and unexpected (or constant) social interaction can be quite a burden on introverted people.
  23. Quote:
    Originally Posted by Schismatrix View Post
    Good point. i think it's really the much rapid release of material now that's made it more annoying for some. Personally i have no problem with it, but i do sympathize with those who do. It would be another "first to do it, and do it better" for the game if CoH did become the first MMO with really good in-game documentation of market material. i think that's a matter for the people implementing the Paragon Store, so...
    Well, either the people implementing the website for the paragon market could suddenly become competent (enabling this functionality), or the devs could sacrifice the requisite scores of nubile virgins necessary to make a new UI for delivering this information.

    ... these possibilities feel approximately equally (un)likely, I'm afraid.
  24. Quote:
    Originally Posted by Coyote_Seven View Post
    Since CoH Freedom though, the Help channel has been given its own special tab!
    A very special tab for a very special channel.
  25. Quote:
    Originally Posted by Tenzhi View Post
    I haven't joined any extra global channels in a long time and I think I got rid of the couple I had joined (or else activity in them naturally evaporated). I don't like monitoring multiple chat tabs, and there's more than enough information scrolling through the global chat tab as-is (even with me removing System and Rewards).
    I just make multiple tabs so I can easily decide what I want to listen to. I don't go back and check the other sets of tabs typically; I switch what frame of mind I am in for how much communication, and exclusively use those tabs on my chat windows for a while.

    This is especially useful for the various LFG channels, so I only have to look at them when I'm trying to find a team.