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Quote:There is one. It's called a Super Group Base.I don't know about lore-wise, but this is something I was complaining about just recently, having made my first hero since City of Villains came out. Paragon City is so spread out and annoying to get from one place to another in, and one of the main problems is a lack of easy transfer spot between Green and Blue lines, as opposed to the ferry in the Rogue Isles which is the only method of transportation needed to access all level 15+ zones.
I imagine it was indeed an attempt to slow down travel, but these days that concept is very backwards and kind of irritating. They really need to add in some sort of central station from which you can travel to pretty much any zone directly, especially those hazard zones. -
general rule of thumb. Fire Aura has Rise of the Pheonix for a reason. It needs it. No matter what you do, even soft-capping your fire tank, you will eventually go splat.
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Question from Robert B of the Player Help forums.
Quote:Why are not the subway lines (Green/Yellow) connected at common transfers points in the same building? I've always wondered about this, while I cannot claim to have ridden every subway system in the world, everyone that I have been a rider on, if there is multiple lines (say North-South and East West) there have always been transfer points within a single building, yet with CoH the two lines are often separated by most of the zone (take Steel Canyon for example). -
Quote:I think this is probably accurate.Not positive about this, but may be related.
The original devs imagined that big teams would be running around doing missions, then, on the way to the next mission, all street sweep together to the next mission.
They didnt foresee that teams would just ignore missions(and story, content) altogether, and just street sweep, so they ended up incorporating mission bonus xp to move folks into missions(Thus having the playerbase ignore other created content such as hazard zones...).
So, if I had to guess, they probably imagined that people would street sweep between the tram lines...
Back when CoH launched, the reliance on instanced missions was something that was completely counter to the dogma taught by Everquest and Ultima. Ergo, the original game design focused on making an enviroment friendly to Everquest and Ultima players, something I referenced here: http://boards.cityofheroes.com/showp...5&postcount=11
The design of the city was also further fragmented. New players today might not know that the Trains in South Skyway and Founders Falls are relatively new. If you wanted to get to Faultline, the only way down there for a long time was to run the length of Skyway... and even after the introduction of Pocket D, it wasn't till the Faultline revamp that Pocket D got an exit into the zone. If you wanted to get to Founders Falls, Eden, or the Hive, you had to walk in from Talos... or pray your Supergroup had a teleporter beacon for the zones.
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Now, while I could be wrong, I believe the separation of the transit lines was originally supposed to be due to the damage wrought by the Rikti Invasion. The transit system we have now is supposedly still being rebuilt, something that's evidenced by going into ruined zones like Outbreak, Eden, or Baumtown that have wrecked monorail lifts.
There's also the problem of working "outside" the War Walls. We, as players, don't really know for certain what lies behind the war-walls of each zone. We can presume that working on re-establishing new or old transit lines is a bit difficult for work crews that can go outside the war walls.
Anyways, Manticore probably would be better suited to answer the lore background, so I'll go throw this in his lore questions thread. -
this bug also occurs on 10.3 fglrx under Cedega. I haven't seen it on Nvidia cards. I suspect it's an old Framebuffer problem. I'd wait until the 10.4 driver stable release though before pursuing the issue since 10.4 stable is supposed to fix most of the known CoH issues.
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I thought a typical day on the job involved being fanned by giant palm leaves held by interns, and being brought grapes on a silver platter?
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Adeon's probably right. We'd need to know what you were fighting, what your diff settings were, and what your slotting was before we'd have any useful data to determine if there's a bug or problem with the system.
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Okay, Sam, I think you need to read up on HyperThreading: http://en.wikipedia.org/wiki/Hyper-threading
Here's how I explained Hyperthreading several years ago: http://www.mepisguides.com/fti/rig-r...g-rec-cpu.html
Quote:The fact is, although you have 8 logical cores, you only have 4 physical cores. Under the restrictions of Hyper-Threading, those 8 logical cores will only come into play when the operating system is handling tasks that are varied. City of Heroes probably is not going to make calls that are varied enough to use those extra cores.Okay, at this point I should probably explain Hyperthreading. Hyperthreading is the term Intel uses to describe the technology that allows a Pentium4 processor to be seen as two processors by the computer system. Intel advertises Hyperthreading as a performance boost, like you are getting 2 processors for the price of 1. While not an outright lie, it is important to understand some factors behind Hyperthreading.
The Pentium4 has a small problem. It is an extremely fast processor. Given the amount of marketing made by Intel that speed=power, this does not sound like a problem, and it is easy to question why being fast is a problem. Understand two items
Being fast, in and of itself, is not a bad thing.
The ends do not justify the means.
The problem is in how Intel got the Pentium4 design to be fast. If you want an engineers side of the story, read over at Arstechnicia for a more in-depth view of the Pentium design. The short story is that the Intel Pentium4 design has an extremely long processing pipeline. Much like the factory at Ford Motor Company, a computer processor does its job in an assembly-line fashion. The Pentium4 has many different steps in the assembly line that do just a little bit of work.
The more assembly line units there are in the processor, the less work each unit has to perform, and the "faster" the instruction can move through each section.
This is known as "IPC" or Instructions Per Clock and refers to the amount of work that can be done each time the processor completes a cycle of the clock. The Intel Pentium4, by design, cannot process many instructions per clock cycle. But, because the Pentium4 design is so speedy, the design should be able to make up for the amount of processing work that is lost in simplifying each step.
The problem is, much as in an assembly line in a car factory, things break. Think back to Ford Motor Company for a second. When a product breaks Ford simply shuts down that part of the line until the broken product is fixed or replaced. Meanwhile, the work that is supposed to occure is either shifted to another assembly line or halted at that point.
Computer processors don't have that luxery. When a part of the process fails, the entire instruction has to be started over. This is when you get into things like Branch Prediction that is supposed to guess how an instruction is going to be processed. The better the branch prediction, the less likely part of the assembly line will break.
The problem is with the Pentium4 design is that there is a significant performance hit for missed instructions or aborted processing lines. There is also the problem that Depending on the instruction being processed, anywhere from 25% to 75% of the processor may not be doing anything. Hence the requirement of HyperThreading. HyperThreading allows for certain types of processess to be computed at the same time. So, if one of the processes breaks and has to be restarted, at least the processor completed SOMETHING.
The actual real-life impact of HyperThreading is that it allows the processor to be more efficient in some multiple application enviroments. If you do a lot of multi-tasking that uses different types of applications, the 2 logical processors can boost percieved performance. However, if you do a lot of multi-tasking with applications that are of the same type and use the same instructions to process, you will suffer a performance decrease. Similar to if you run an application that is written with 2 real processors in mind. Sometimes you will get a boost of performance, and sometimes you will get a performance hit.
Intel prefers to call their Hyperthreading technology under the term SMT, for Simultaneous Multi Threading. The intent is to indicate that the processor is capable of processing two processor threads at once instead of just one, which is typical of just about all other processors. However, Intels implementation of SMT is drastically different from SMP, or Symmetric Multi Processing. SMP refers to having multiple physical processors installed and available to the operating system and program. This allows the operating system and program full access to all of the system components.
The ineffieciency of the Pentium4 design plays into Intels hands for promoting SMT. With between 25-75% of the processor not doing anything, even enabling just part of that wasted power to be used enables the Pentium4 designs to be percieved as more powerful. However, with the thread and usage restrictions on HyperThreading, SMT is no substitute for SMP, and users should understand that SMT's only real function in the Pentium4 processor is to make a horrible design seem somewhat decent.
In most cases, forcing HTT on applications like City of Heroes will cause performance decreases... not performance increases. -
Apple's recent OS updates do bring updated drivers, and yes you will see some performance improvement in some applications...
however, that performance boost isn't actually that large across the board... and in some applications, performance goes down : http://www.phoronix.com/scan.php?pag...osx_1063&num=1
So no. Upgrading to Snow Leopard won't really help a Re-implemented Geforce 8600 / 9600 run Ultra Mode features on higher settings: http://www.techarp.com/showarticle.aspx?artno=88&pgno=7 -
Quote:*Nukes the Puppeh from Orbit**Gives the Puppeh a big cuddle!*
Hmm it seems the Puppeh has won. And now he can use his Catnip Cartel connections to have complete control over the catnip trade.
Hello Soundwave, hi Fuzzy Tiger
Nobody controls that which the Feline Fellowship controls. -
one of the factors to keep in mind about Going Rogue is that the developers are aware that not all of the game functions and rules are explained through the existing tutorial.
I suggest we wait and see exactly what Going Rogue's tutorial does before throwing suggestions against a wall and seeing if any stick. -
unfortantly, that's probably about right.
The test server has a limited amount of hardware allocated to it, so if you don't already have it downloaded, it'll easily time out. -
Quote:Rumor has it she was converted by the Corgi Continuum and takes place in secret rituals that involve Ipads and lots of barking.Actually what happened to P_P, she's been very quiet recently...
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*enters the channel bearing a banner with "We Wuv Puppeh's" printed on it*
As a member of the Puppy Outreach program, I hearby extend wuvs and huggles to all puppys. I also extend a heartfelt snuggle to any and all Sackpeople, may they never be chewed.
*eeps suddenly as the sound of a rifle crack is heard and a new headfurcut is gained*
It seems that I have been discovered. Perhaps is now the time to flee. -
Quote:Um... I'm just going through a list of stuff in my head here of the toggles non-melee's get.Most of those are powers I'd avoid when possible.
May as well pop a Breakfree at that point, if being mezzed is a big issue. Quicker than asking for CM, in my experience, and either way a number of useful toggles will have been shut off because reactive mez protection is too late.
I'm coming up with the Pool Power toggles for Leadership, the pool power toggles for tough / weave, the pool power toggles for combat jumping and acrocatics, the patron and epic pool powers with limited shields, choking cloud from radiation, a couple of AOE resist / stealths, and the debuff toggles on radiation and storm.
Okay, again, I can halfway see your point about some of these being turned off being a big issue for say a Radiation or a Storm which can easily depend on their toggles to keep enemies helpless or at bay.
For the most part, I'm just not seeing a real issue here in a teaming situation, which is what the anti-mez powers are for. If you are on a team and you have an anti-mez power, you probably shouldn't be taking point. Again, as already mentioned, in a teaming situation, you can pretty much forget about having to protect the melee types and just protect fellow ranged players / masterminds.
Okay, this is almost a fair point. My issue with it is that the Force Field sets gives up a lot more for this particular protection. The set has no enemy-status debuffs, and the dispersion bubble is limited in range. Against what each power does, Force Field is balanced for teaming situations.Quote:Dispersion Bubble is a million times more desirable than CM. A nigh constant AoE of mez protection AND defense, which is easily maintained while doing any number of other things. Take that, balance.
Now, I will admit there is a fair point in Sonic Resonance having done a better job of handling the anti-mez field. Sonic Resonance gets several powerful buffs / debuffs and doesn't have the auto-skip knockback bubbles that the Force Field set gets, but Sonic Resonance has it's own other balancing, being a resist set instead of a defense set, and lacking protection against Psionics... which Force Field offers.
Now, I don't think I'm going to convince you that the anti-mez powers aren't pointless. My suspicion is that you've probably played a lot on Freedom or Virtue servers and just haven't run with teams that know how to use the anti-mez powers effectively. As I suspect that has been your in-game experience, I'm not sure I can fault you for finding the power choices less than desirable. -
I'd go for this, providing BaB's gets a statue of himself in High Heels, Nelson gets a Statue of being assaulted by a short blonde girl, and Television gets a statue with ribbons draped on the antennas.
I'd also like to request a statue of myself running in fear from the devevelopers for making these aweful suggestions. -
Quote:Okay, I can halfway see your point on the length of the buff, but all anti-mez powers are like that. Clear Mind lasts for 1:30, Increased Density lasts for 1:00, Clarity lasts for 1:30, O2 Boost lasts for 1:00, Thaw lasts for 1:30, and Enforced Morale also lasts for 1:30.The disappointing duration makes it useless. It's too annoying to use proactively, and reactive use is too late. I find it to be one of the most skippable powers in the game.
So, as an anti-mez power, Clear-Mind is hardly the shortest in the game. Nor do I understand the reactive use to be too late. Defenders, Controllers, Corruptors, and Masterminds are largely supposed to play from a ranged position, and allow melee types to take point position. Melee classes come with an inherent anti-mez, although it is possible for several enemy groups to over come those mezes. E.G. Council in the Moonfire Task Force can overpower a Willpower Tanks stun resistance.
Just placing the anti-mez on an ally during this time and poof, they are back in fighting position.
I'm also pretty certain the developers have made it clear that the anti-mez powers are short for balance reasons. Yes, you can keep everybody on the team anti-mezzed... but in doing so you take up time when you can be doing something else... like attacking, debuffing, other buffing, or controller. -
Quote:okay, this I have to take issue with. Could you explain why an anti-mez power is "useless" or "disappointing"? Or are you just a player who can't stand powers that are for your teammates and not yourself?Clear Mind. Don't like to use it; don't care if it ever gets applied to me.
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My most useless / disappointing power(s) are:
Burn: from the Fire Aura set. It's just too situational for even my task-force dedicated builds to use.
Electric Blast - Defenders: this whole set. Electric is already one of the weaker blaster sets, and knocking 60% of the damage off turned the entire defender version into a freaking pain. Okay, the new vigilence brings back some of the damage while solo... but on teams I'm still a bit irked that it only seems like kills arive with fulcrum shifted Thunderous Blast
Neutron Bomb - Defender: I'll sign onto this one. Okay, it's a ultra-strong debuff, and the entire rad set is good for racking up some awesome IO bonus's... but it still irks me that it looks like I'm going to deliver a killing blow... only to deliver a water balloon.
Serum - mastermind: Okay. I don't have a mastermind with this powerset. Just looking at the numbers alone though, I'm forced to agree with many players on the forums. For what it does, when you get it, it just seems like there should be something more. -
which graphics card are you using and which driver set?
Recent ATi driver releases have somehow screwed up alt-tabbing for some games, although some users are now reporting that recent Nvidia drivers are also screwing up alt-tabbing. -
Quote:part of me hopes this new server technology is powered by a Penguin and not a New Termite.Greetings,
We are currently investigating new server technology and need your help. We have created two Training Room servers, Training Room 01 and Training Room 02. We need players logging in and playing missions on each server so that we can evaluate server performance.
We will be reverting to just one Training Room once the tests have been completed.
Thank you for your patience and for your assistance with this matter. -
Quote:super speed and cloaking device generally stack well enough for you to avoid mobs that don't have high perception checks.Fairly simple, really; I don't know which stealth options available to a Blaster will stack. Planning on using Devices, so, will Cloaking and Stealth stack at all? I know the stealth IO does, but I'm still a tad confused.
Basically, enough stealth to get into a mob without being seen (For Trip mine, etc etc) -
If you are using the default controls, all you should have to do is hold down the right mouse button.
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Quote:Granite is exposed to the player as an overlay costume, like the temporary costumes you can earn during the Halloween event. Due to this structure, the Granite outfit cannot use the power customization system that exposes many of the other powers. According to the developers exposing this functionality would require tech work on the engine itself, as well as tech work on the user interface.I'm sure I missed the thread where this is being talked about, but when will Granite armor get some love in the power customization department. The last I heard BAB was talking about trying to get something worked out.
After power customization's initial launch, most of the engineers were tasked to various Going Rogue projects. There simply has not been the development time or resources to implement the underlying changes needed to customize overlay costumes.
Also, the developers are extremely reticent to give out dates for anything. Case in point, the currently in closed testing Issue 17. The developers stated that I17 would launch in April, but that didn't stop several players from being very vocal that I17 was not available on April 1st. As is, there are several threads in the forums encouraging the developers to go ahead and Open Beta the Issue 17 client, even though the actual status of I17 in the closed beta is unknown. There is actually a considered possibility now that Issue 17 may not make an April launch, but could arrive in early May. Presuming Issue 17 does miss it's announced April launch merely adds fuel to the developers desire to keep dates as vague as possible, and not announce any specific plans until the developers are ready for an Open Beta test.
What this means is that you won't be getting a date for when Granite, or Mastermind pets, will get power customization. Until the work has been done that allows the customization to occur, no dates will be announced. You can also bet that it won't be soon. If I had to lay money, I'd say costume overlay modifications be in a 2011 issue release. -
Quote:You were kind and nice to a puppeh!!! to a PUPPEH!!!!! To a Member of the Canine Continuum!!!!*sob*
It's true.. I'm a failure, an outcast of kittykind. They threw me out for being to nice and kind to people.
Cats and Dogs living together, it was mass hysteria you caused!
