je_saist

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  1. Quote:
    Originally Posted by Texas Justice View Post
    I was talking to some people the other day and they told me that BAB is getting seriously injured during the attack on Galaxy City. As in life-threatening injuries.

    He doesn't die but his injuries are extremely severe and his brain is transplanted into a humanoid feline body, similar to Tigra from Thundercats.

    But they are going to keep that as an NPC only model and not allow players to use that new body style.

    They wanted to do something like this earlier but Chris refused to animate it. Now that he's no longer with Paragon Studios, no one else is objecting.

    At least, this is what I was told by some very unreliable sources.
    Quote:
    Originally Posted by Memphis Bill
    I heard it was Snarf.
    *douses both of you with liquid catnip, then plays the sound of a tuna-can being opened*

    Remember: You brought this upon yourselves!
  2. Quote:
    Originally Posted by Biidi View Post
    And I thought my idea of running old Posi with an 8-man team, no travel powers, enemies buffed and us debuffed was bad. You sir/ma'am are a sadist!
    You got a better method of getting a good 4 hours alone with the coders to poke their brains?
  3. I believe it has been stated that Back Alley Brawler is alive and well in the new Galaxy City.
  4. Quote:
    Originally Posted by Forbin_Project View Post
    /unsigned

    I'd much rather they stop listing the prestige earned altogether. The days when it actually meant something haven't existed for years. All it does now is encourage elitism and snobbery.
    This.

    There is also another factor that should be considered:

    http://paragonwiki.com/wiki/Inf
    http://paragonwiki.com/wiki/Prestige
    http://paragonwiki.com/wiki/Candy_Cane
    http://paragonwiki.com/wiki/Hallowee..._Event_Salvage
    http://paragonwiki.com/wiki/Base_Salvage
    http://paragonwiki.com/wiki/Invention_Salvage
    http://paragonwiki.com/wiki/Vanguard_Merit
    http://paragonwiki.com/wiki/Merit_Rewards
    http://paragonwiki.com/wiki/Alignment_Merit
    http://paragonwiki.com/wiki/Incarnate_Component
    http://paragonwiki.com/wiki/Incarnate_Shard_Component
    http://paragonwiki.com/wiki/Incarnate_Thread_Component
    http://paragonwiki.com/wiki/Ticket
    http://paragonwiki.com/wiki/Astral_Merit
    http://paragonwiki.com/wiki/Empyrean_Merit

    Okay. That's... how many different currencies that are currently in the game?

    How many do we actually need?

    I'd rather see the devs look at removing some of the existing currencies.
  5. btw, for those who missed it, there is a beta Windows NT6 (that's Vista / 7) 11.7 driver released for the AMD dDEBugger for OpenCL / OpenGL applications: http://developer.amd.com/tools/gDEBu...s/default.aspx

    http://developer.amd.com/Downloads/110619a-121104E.zip

    If you have not tried the Beta Driver, PLEASE DO SO.

    If the Beta Driver does not solve your crashing / stability problems, please file a bug report through Catalyst Crew Feedback: http://www.amd.com/us/CatalystCrewSurvey
  6. Quote:
    Originally Posted by Inazuma View Post
    I have no idea what this thread is about. What is this? Some webcomic?
    The site can be found at questionablecontent.net and the comic should be recent.

    btw: fair warning, Questionable Content has earned it's name a couple of times. My own opinion is that the verbal content of comic is no worse than something you'd encounter watching what passes for "prime-time" television these days.
  7. R.K. Milholland had some fun with Questionable Content's "Pizza Girl" in a guest strip.

    From Jeph, the author of QC... comes this quote:

    Quote:
    Our final comic for this guest interlude is brought to you by the inimitable and intimidatingly-bearded Randy Milholland. It also may be entirely canon (or not).
    Speaking for myself...

    A: I wish this was cannon

    B: It'd be hilarious if Paragon Studios were to get R.K. and Jeph to collaborate on an A.E. guest author arc about the search for a new Calzone Lass!
  8. Just give me Television, Doc Deliah, and Skippy Sidekick for a Dr. Q.
  9. je_saist

    Manip/Manip AT?

    Quote:
    Originally Posted by Cyclone_Jack View Post
    You know, I never thought of anything like that. Most of what I was thinking was along the lines of there no longer being a line drawn between Hero and Villain during character creation, thus they don't have to wait for 2 ATs before they can release.
    This... was never likely to begin with. I'm having to speak on guesswork here because I don't know the current studio policy.

    When City of Heroes was controlled by Cryptic Studios there were a wide range of epic archetypes planned for the game such as the Kheldians, Coralax, Avian. Cryptic's development policy to use "epic archetypes" to implement gameplay and / or costume ideas that would not fit within the existing archetypes. The Kheldians implemented a shape-shifting / multi-power choice type of game-play. We know that one of those Epic-Archetypes, the Avians, were canned in the lead-up to the Issue 8 introduction of Wings.

    When City of Heroes was bought out by NCSoft, the development priorities changed. The initial focus on the part of NCNorCal was side parity, and I believe it was publically stated that the Issue 12 Villain Epic Archetypes were created for that reason.

    During the development of Issue 12 NC-NorCal indicated that the V.E.A.T's were a one-off for parity purposes, and that no other new archetypes were planned. There were several allusions to a new policy that had permanently scrapped the various other planned Epic Archetypes, as well as a general no new archetypes policy. The indicated development policy was that any future game mechanics / costumes needed to fit within the confines of the existing archetypes and skeletal systems, rather than doing one-offs.

    Examples of these game-play mechanic changes can be seen in sets such as Dual-Blades which introduced combos; dual pistols which brought with it the [swap ammo] function; and Electric Control which implemented new chaining mechanics in [jolting chain] and [synaptic overload].

    Examples of the costume changes can be seen.. well... just by browsing the existing booster-packs.

    * * *

    Now, what I don't know is if this previous unspoken development policy is still in effect.

    In the run up to CoH: Freedom I've seen a couple of decisions go into effect that I honestly would not have expected. For example there is un-slotting which in the past the various development teams were firmly against.

    Which brings us up to here:

    Quote:
    However, I would not be opposed to something like a Premium AT. I could easily see myself paying $5-10 for a new AT, even one that's 'mostly' proliferated, since I know that there is most likely quite a bit of extra work 'under the hood', so to speak, when creating a new AT.
    My suspicion is that this would probably be the way to go if the developers are open to the possibility of new archetypes.
  10. Quote:
    Originally Posted by Halseth View Post
    So I've been thinking of leveling up a Dominator, but I've quickly discovered a distaste for the glowing rainbow aura that pops up whenever Domination either can be or is activated. Is there anyway to change the graphical effect for it to something different? I don't mind there being an effect, and I understand how it's important for there to be an obvious effect so that other players realize the Dominator is now a bit more dangerous, but having the graphical effect that's supposed to represent reaching the highest level of a Dominator's sadistic nature be...rainbows...just seems odd to me.
    Currently there is no player-exposed method of recoloring inherent powers.

    Tunnel-Rat has a dedicated thread for FX suggestions: http://boards.cityofheroes.com/showthread.php?t=260438

    That would be the best place to request the ability to recolor inherent powers.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    Personally, I'd be happy with getting an equivalent amount of Paragon Points to what I spent to buy Going Rogue. What was that, by the way? $20? Isn't that something like 1600 Points?
    Hmm.

    Might I propose:

    1200 Paragon Points for each Major Retail Code on a player's account?

    Major retail code defined as
    • any single City of Heroes prior to Good vs. Evil
    • any single City of Villains prior to Good vs. Evil
    • any single purchase code of City of Heroes / City of Villains OSX
    • any single Going Rogue code

    Basically it splits the difference, giving players who have been around and bought CoH, CoV, and GR an extra bonus going forward.
  12. je_saist

    Manip/Manip AT?

    I suspect that very few players would be interested in a manip-manip archtype.

    Under the previous business model I'd say you would have no chance of ever getting such an archtype made.

    As of CoH: Freedom... well... the chances are significantly better. Depending on the work-load required to "make" a Manip / Manip AT it could be profitable under the new Paragon Store system.

    Let's call it a "premium" archetype and sell it for... say... $5.

    CoH has what... 60k~70k subscribers.

    Okay, let's say 5% of a 60k population bought the AT ~ 3,000.

    At $5 that would be $15,000 back to NCSoft / Paragon Studios.

    Now, would I personally play one?

    No. I would not.

    Honestly if the developers were to approach such a concept, I'd rather see something in the lines of the Villain Epic Archtypes.

    1-24: Manip / Manip

    24: Career Split
    • Manip + Shields / Control
    • Manip + Shields / Assault
    Most of the Blaster Manipulation sets have existing shield / control / assault counterparts. Devices could probably leverage Weapon Mastery for shields, but there's really no assault or control counterparts.

    The conceptual idea is that as this AT levels it's able to plug some of obvious holes, such as loads of melee-range powers with no melee protections.

    Splitting the upper-levels into Control / Assault expands the gameplay possibilities, allowing players to go full tactical with lock-down abilities, or to give players some extra range and a bit more damage.
  13. Quote:
    Originally Posted by Father Xmas View Post
    You went from a 1.25 MegaPixel to a pair of 2 MegaPixel monitors. Possibly the scaling up of all the multiple frame and Z-buffers has eaten away too much of the video memory and now there isn't enough left to manage properly for immediate textures. The changing character texture level or flushing of the texture memory is, for a short time, allow the game to use the remaining memory more efficiently.

    Also I half remember a problem with nVidia and driving two montors with acceleration turned on for both of them, but I'm fuzzy on that.
    If I recall, Nvidia will only accelerate OpenGL on one display port a few years back: http://forums.nvidia.com/index.php?showtopic=71921

    Anyways, a GTX 460 1gb shouldn't have a problem with Z-buffers. However, there are multiple versions of the GTX 460, and both the 768mb and SE models would likely have problems.
  14. Run the Catalyst Uninstaller.

    When the Catalyst Uninstaller asks to reboot, TELL IT NO.

    Before you reboot, run this program: http://phyxion.net/item/driver-sweeper.html

    This will delete all of the existing ATi folders and driver information.

    Then you should be able to install an older driver set.
  15. Quote:
    Originally Posted by Mental_Giant View Post
    Yeah, if we really want a PPC power the devs have to introduce a heat management model.
    I'm sorry... I can't resist...

    Nah, heat management is in the Prescott and Northwood ancillary power pools.
  16. Quote:
    Originally Posted by BigBoss Eyepatch View Post
    That's the new character creation tool for after I21 lands? I think, call me old fashioned I rather the one we have now.
    we don't know yet if it's a finalized rework.
  17. Quote:
    Originally Posted by Forbin_Project View Post
    I'm glad you brought this example up Sam because it's the same thing we see every single time a new powerset is introduced to the game. There's always one person that wants to be able to change his powerset choices or even his AT because the new powerset fits his character concept better.


    And we all have seen how effective that argument has been.
    Effectiveness of an argument has rarely been a deterrent to the argument being used. A radical case in point being the infamous thread generated less than 72 hours after Matt "Positron" Miller shot down power-set respecs in a question and answer session. A less radical case in point being a more recent thread over re-writing Tanker descriptions and modifying tankers that has now been updated by the thread generator to try and leverage information derived from the upcoming Issue 21 release.

    Many players with an agenda simply do not relate "past failure" to "future failure." Just because the developers said no in the past does not mean that the developers will say no "now." Just because the idea was not liked in the past does not mean it will not be liked "now."

    Where issues arrive is when players lose sight of exactly what their idea or suggestion entails or results in. When players lose grasp of factual points and rely entirely on opinion and anecdotal data... is basically when things break down.

    To use myself for an example, I bang on about Linux compatibility for City of Heroes on a regular basis, and in the past months have been increasingly vulgar over NCSoft's C# based launched. I do so because I know what the traffic figures for the Mepisguides and zerias.blogspot.com guides look like. I know how many people I have personally helped get the game up and running for under Linux. I can easily point to sites like HumbleBundle as evidence that there is a Linux gamer market, and one that at first glance is in the price bracket City of Heroes targets. I can point to developers such as Valve and ID Software that have realized practical benefits in working with platform Neutral Technologies over proprietary vendor-specific technologies.

    Having said that, at what point do I go from a Linux advocate trying to get NCSoft to expand the market they sell into... to a fanatic who is blinded by personal bias? At what point is my technical knowledge overshadowed by what I want to see?

    The answer itself is subjective and varies from person to person. There's no hard line.

    Ultimately, players are going to express their opinions, for better or for worse. Yes, there are some ideas that I really wish will go away... but such ideas probably will not.
  18. Quote:
    Originally Posted by Dr Harmony View Post
    Power Boost doesn't boost the defense of powers which also provide Resistance.

    So that rules out the Kinetic Dampener temp power (which gives energy resistance) and the Vanguard Psionic Shield (which gives Psi resistance).

    Has anyone tried it with the Combat Shield day job Accolade power? That provides 14% Defense to Smashing, Lethal and Energy (and no resistance), which would boost to 28% if this did work. It is limited to half an hours use per week once its acquired, and patchy due to Power Boost's coverage, but could make for a very useful mini-god mode for the right /Energy blaster otherwise.

    Has anyone tried this?
    http://paragonwiki.com/wiki/Temp_Powers
    http://paragonwiki.com/wiki/Day_Jobs

    For the most part Temporary Powers / Day Job powers are unaffected by external boosts.

    While you are welcome to try this for yourself, I think you'll find that Power Boost will have no effect on a Day Job power.
  19. Quote:
    Originally Posted by Jazra View Post
    I seem to recall that when the game first launched, Gravity Control used a special type of damage called "crushing" which was unique to that powerset, and unresisted by typical foes. That was supposed to be its special "thing" to differentiate it from the other powersets in the same manner that Ice has slows, Fire has additional DoT, and so on.

    I also remember that it was very quickly changed. Does anybody remember why? Or am I misremembering? I notice that ParagonWiki has no mention of this at all, so my hallucinating is quite possible.
    You are correct.

    Gravity, as well as some other powers, used special types of damage. Over time these special damage types have been removed from the game.

    I recall Geko having a post about the change, but all of the original forum posts have long been deleted over the years. As far as I'm aware Red Tomax's City Digest only goes back to 2007, over two years after Geko was moved internally to work on Marvel Universe Online (2005).
  20. Quick technical note:

    Apparently players in South America are unable to use either the US or EU codes to add the facepalm emote to the game.
  21. Quote:
    Originally Posted by Arcanaville View Post
    Blaster: The Blaster specializes in taking massive damage at range. They have very little defensive potential, other than the ability to be a vengeance target. A Blaster can solo successfully, if your definition of solo includes having no enemies in the mission, but this archetype really comes into its own in groups, where Defenders, Scrappers, and Tankers can take the brunt of the enemy attacks, freeing the Blaster to use rez inspirations in relative safety.

    Controller: The Controller specializes in being Fire/Kinetics. This is perhaps the most challenging archetype to play, except for Peacebringers, Warshades, Masterminds, Stalkers, Blasters, Arachnos Soldiers, and Dominators. Controllers have very little defense against enemies they forgot to mez, aren't being attacked by pets, aren't debuffed to ineffectiveness, and not confused. A Controller who wishes to adventure solo must do so with extreme caution, as petless controllers are laughed at a lot, except for mind controllers.

    Defender: The Defender's powers focus on increasing their abilities and decreasing foe abilities, and healing. But they aren't healers, dammit, they aren't. The Defender has little offensive or defensive punch of his own, but can radically increase the effectiveness of even the smallest team - even if that team has only one member. The Defender is a suitable archetype for grouping, though soloing is possible. Difficult, but possible, especially when soloing Giant Monsters or Hamidon. However, the tremendous usefulness of Defenders' powers should guarantee that they will always be able to find a team to adventure with. Just say you have heals, even if its Aid Self.

    Scrapper: The Scrapper specializes in hand-to-hand combat and challenge missions. A single Scrapper should be a match for several foes of equivalent level, such as Jack in Irons and the Clockwork King. Scrappers do not deal in ranged damage, except for Claws, Spines, Kinetic Melee, and Electric Melee. Half of all Scrappers do not deal in ranged damage. Their balance of offensive and defensive potential makes Scrappers by far the best suited archetype for solo play. In team ups they still solo. In a league of twenty four, the Scrappers are all still soloing.

    Tanker: The Tanker is the "big man" of the hero world, except he isn't always big, isn't always a man, and isn't always in the hero world. He/She/Huge combines too much defense and too little offense. Tankers make effective solo Heroes, at their own deliberate (read: slow) pace, but they are also in demand by teams of players that need to lrn2ply. You know what just play a Brute already.
    I didn't know you were dating Steelclaw?

    (I kid, I kid)
  22. ... okay. I really... really... really... really did not expect an unslotting reward.
  23. Quote:
    Originally Posted by Reppu View Post
    . . .

    OH! OH. Oh my. I thought this was a serious thread.

    Phew, good. I can laugh and not feel bad anymore.
    well... I think Johnny is serious.

    I'm not of the opinion that the rest of us posters are capable of taking Johnny's opinion in a serious manner.
  24. Quote:
    Originally Posted by gameboy1234 View Post
    The "cheque" used is also incorrect in context. I assume je Saist was being humorous.
    http://en.wikipedia.org/wiki/Homonym

    Sew ewe sea, it is eh quirky intentional misspelling

    Quote:
    In order for choice of AT to come down to playstyle and playstyle alone, all ATs have to be roughly equal in power. Otherwise, certain playstyles are always going to be mechanically disadvantaged and that detracts from everyone's fun.
    Two words: Inherent Imbalance

    City of Heroes is based around the concept that not all Archetypes are equal. Some archetypes have various powers and / or abilities that complement other archetypes powers / abilities.

    The reality is, some archetypes in CoH are ALWAYS going to be "mechanically disadvantaged" by virtue of what those archetypes and their powers actually do.

    For reference:

    http://boards.cityofheroes.com/showp...38&postcount=2
    http://boards.cityofheroes.com/showp...11&postcount=7
    http://zerias.blogspot.com/2008/01/c...t-you-are.html
    Article on Inherent Imbalance and Beta-testing posted on Thursday 26th of July 2007 8:37:37AM. (note, last link will change due to the unique; i.e. why did Koshi do it like that; blog system)