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Quote:*pulls out the stick of poking and prods a Ghost Falcon*I hope they release more information on the 5xxx Radeon card's Ultra Mode performance soon. The graphics card in my wife's machine died and I'm looking to upgrade to either the 4890 or the 5770. *taps foot*

Maybe we can get him to answer... -
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Quote:9800 requires the same or more. The GTS 250 is just the same chip that's been through a die-shrink.The GTS 250 requires at least a 450W PSU. I don't remember what the 9800 requires. I'm a bit too lazy at the moment look it up. I would recommend upgrading the power supply before the video card as if you're not getting enough power, you run the risk of damaging not only the video card but your motherboard and CPU as well.
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Congrats on your promotion.
What I'm interested in is whether or not Dark Armor for tanks, and Fire Aura for Tanks and Scrappers are on the list of power-sets to re-examine and rebalance. While I think that the problems with these sets have been well documented in the forums beforehand, the quick run down is that power-sets have counter-intuitive powers.
I've mentioned some of these problems on the forums here: http://boards.cityofheroes.com/showp...75&postcount=5
and gone into greater detail outside of the forums: http://zerias.blogspot.com/2009/09/c...-and-fire.html
Are there any plans to rebalance these sets into something that actually makes sense? -
Ack! Blue Monster! KILL IT! KILL IT WITH FIRE!!!!
*dives into the weapons closet looking for the flamethrower* -
On one hand, I like the conceptual idea. One of the common misconceptions about the economy of City of Heroes is that it is not a quote, "zero-sum-game" where theres no reason why you can have something that I can't have. In many aspects, City of Heroes does have a zero-sum-game system behind it.
Okay, to frame the perspective on this, lets make an assumption. That assumption is that putting IO's on your character is an intended part of the end-game, and that the developers intent is that all players should be in a position where they can completely IO a character with Rare sets in less than a year. Okay, with that framing set...
Now, the method of how in-game currency enters the game has already been addressed. Players earn rewards for defeating enemies and completing missions. To the developers credit they have come up with new ways of providing a supply of various items into the in-game economy. Players can use Vanguard Merits, Architecture Entertainment Tickets, Candy Cane Salvage, Task Force Merits, and just plain influence to supplement some types of in-game currency.
However, not all rewards can be achieved from an outside method. As hard as you might try otherwise, the only way to get a purple recipie is to defeat enemies within a specific level range... and the drop rate is incredibly low... and like other drops, seems to be weighted to drop not-very-useful purple sets... I've lost count of the number of sleep and confuse purples I've gotten, where as I can count the number of Melee and TAOE purples on one hand.
Another issue arrises in the merit cost of items that can be purchased by random rolls, either with Architecture Tickets or by Task Force Merits. Well, sorry. I've done the whole random rolls are the way to go... and I'm very confident in saying, no, its not. If you have a particular enhancement in mind that's available from a merit vendor... get it from the merit vendor directly. Now while this is fine if you are only buying a single Luck of the Gambler Proc, or a Single Numina Proc, or a Single Miracle proc... it's not so fine if you want to outfit... say a stone tank. If you have bouquet hours to play each week, yes, you might be able to farm enough task-forces to get the items you want in a reasonable amount of time for one avatar.... Reasonable amount of time defined as... say, in the amount of time it takes for a new issue to come out.
Which really links into the real problem. Players who have purple recipies, and the bouquet amounts of influence to be trading billions back and forth... generally have time to farm. Most of these players generally have dedicated farming avatars, as can be evidenced by the posts announcing somebody else has joined the billion influence in the bank club.
The reality is that players who are already in the billions influence club generally have the means to farm and get influence very easily. They already have the purpled out avatars and the right builds. Ergo, an influence sink isn't going to do anything to lower prices or raise supply of items. The players who already can afford the high(er) prices in wentworths will simply be able to keep affording them, and whichever new influence sink comes along.
The casual player is thus locked out. Somebody who only plays for maybe 6 hours total over a weekend hasn't got a prayer of ever running enough content to generate enough drops to get a full purple set. Even hardcore players that put in 20 hours a week or more that aren't doing repetitive farming, have problems running enough content to generate enough drops to get a full purple set.
So it really does become a situation of nah nah, I can have this, and you can't. Sorry, that is the game reality.
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Okay, so City of Heroes is to some extent a zero-sum-game where some players are in a position due to time in game and free-time-to-play where they can pretty much afford anything that goes up on the market, because they are (mostly) the ones putting the currency items up on the market.
How to fix this problem?
We do know that the developers are aware of the problems. It's already been stated that Going Rogue will have a method by which level 50 players can make themselves more powerful. We don't know what that method is yet, but I'd expect a task force or event that garentees a purple drop. This would help increase the supply of purples coming into the game, and much like the old Hamidon Raids, players would have a shot at getting IO's they could use.
Another solution is to readjust the drop rate on current common and rare invention sets. The more recipies being dropped, the better chance a casual player has of getting a recipie they can use, or somebody else can use. Some recipies, like Pacing of the Turtle and Trap of the Hunter need to be scaled back.
While these may not be perfect solutions, or desirable solutions, I'm pretty sure that creating new stuff to sink influence into isn't going to solve the root of the supply problem. -
Quote:... Okay... since you didn't think about this.Um, may I ask why?
I'd be just as happy with serverless as I would with free transfers, but how would that be any better than free transfers?
What about Supergroups? What happens when anybody can transfer a character at any time? Why should anybody be in a supergroup? Where's the point of a community? Where's the point of finding a group of people you like playing with? Being able to transfer at any time to anywhere utterly destroys the concept of a close-knit-group of players working together. At least a serverless cloud enviroment means that Supergroups stay together and the community aspect is kept.
Then there's level pacts. What happens if somebody in a pact decides to up and leave to another server? What then? Again, a serverless enviroment sort of solves this problem.
Then there's the farming and transfer issue. The game already has enough problems with farmers and Real Money Traders on top of trying to keep the in-game economy moving. I know for a fact that I used the free server transfers to move several billion worth of enhancements from one server to another rather to seed a supergroup and my own avatars. Do you realize what I could do if I could transfer influence, salvage, and enhancements at any time? With any character? To any server? I know what I managed to move with the Christmas Gift transfers, and so I can easily imagine what other players could accomplish. If the game went serveless... well, you'd still have the problem of sustaining the in-game enconomy, but it'd be easier to track and fix than tracking several hundred thousand players moving everything behind the scenes.
Flat out, your idea Sucks. -
Quote:oh... you know. They just made sure that everybody has a chance to get their characters in line for Going Rogue.My hunch is that it's not that major a source of income or they wouldn't have been able to make it free for as long as they had. They may like us, but they're not crazy ...

6 transfers per week isn't a lot, and if you were using the system for free renames, you could go through all of the transfers very, very, very quickly. -
so unsigned. I'd rather see the game go serverless and adopt idiotic global naming handles like a competitor before seeing transfers go completely free.
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Quote:Forbin's nailed one of the problems with this suggestion on the head. Server transfers are largely a monetary advantage for the developers. Once January is over, the game will go back to charging money for transfers.Sure. Why not, and I bet they can even program an automatic $10. charge to your credit card for each server you transfer to.
So if you didn't use the free server transfers to free up slots on the servers you want to put new characters on with Going Rogue... hope your credit card is ready. -
Quote:You'll probably here a lot of suggestions to go fire/kinetics if you intend to solo, based on the abilities of Fire Control for initial mob contact. With fire's perception debuff, good stun, and good status effects, a Fire Controller can be into a middle of a mob where they, and their pets, can take full advantage of the kinetics transfusion, transference, and fulcrum shift kinetics powers. I, personally, am known for not liking Fire / Kins since they often drop the powerful anti-mez, Increased Density.I got my main scrapper (Kat/SR) to lvl 50 and since got quite a case of altitis. I knew I would eventually like to get around to playing a controller and I guess that time is now. I am confused though, what might make a good build that can solo pretty well. I like teams, but my playtime can be interupted often which is rough on teams (I hate being the guy who has to "brb" more than once in a mission), so I play mostly solo.
From what I've read, plant seems to be a decent solo build (I was eyeballing plant/rad). Any suggestions?
You'll also hear suggestions to take Illusion or Mind as primary powers. While Mind doesn't get any pets, it does get several sleeps and confuse powers, so you can turn mobs in on themselves. Illusionists get some sleeps and confuses, but also get pets that can take aggro. If you have the influence / merits to buy enough IO's to make Phantom Army permanent, or near-perma, you'll be able to solo easily... Case in point, I have an illusionist storm that can handle 6-player x level-2.
You'll probably also hear suggestions to take trick arrow as a secondary. It also has a perception debuff power, good resist debuffs, good defense debuffs, and coupled with a primary that does fire or energy damage, one powerful Damage over time in Oil Slick.
One of the important things to keep in mind is that most of these builds and suggestions are good for soloing at high levels... they aren't really that great for soloing TO high levels. Most of your avatar's outright damage will come in the form of your Primary Tier 9 pets, which you will get at level 32. So if you are soloing a controller up, it's going to be boring.
Another factor to consider that the buff / debuffs of controllers have high endurance costs. I've got an ice/Rad at 50, and on an SO build, I know that I often have a choice of either debuffing enemies, or controlling them... but not both. Even with IO builds it will still be a struggle to retain endurance and utilize both primary and secondary power sets effectively. -
Quote:We don't know yet.Ok .. I gotta ask .. My comp is a custom'd Shuttle, Windows XP Pro, fully updated, 3.0 gig Wolfdale Core 2 Duo CPU, 3 gigs of 800 memory, and an Nvidia 9600 GT. Monitor is 1280 x 1024.
Current CoV runs VERY smooth at max settings, will it be enough for the upcoming 'Ultra Mode'?
While the baseline for Going Rogue on the Nvidia side is the 9800 / GTS 250, we don't know yet what the resolution scaling is. If the developers resolution scaling is based against 720p, then a 9800 / GTS 250 would be the minimum for 1280*720 or 1440*900 (the common PC Monitor size), and your 9600 GT would not be powerful enough.
If the resolution scaling is based against 1080p, then a 9800 / GTS 250 would be the minimum for 1920*1080 or 1920*1200, and your 9600 GT would probably be powerful enough to drive Going Rouge at your monitors limited resolution.
... don't... base performance expectations for OpenGL games on DirectX games...Quote:Note, I've tried Champions Online as well, and was able to max out the settings without straining there as well.
That's your choice. If you want to use a product that costs more and performs less, by all means, do so.Quote:And no advertising ATI or AMD to me PLEASE, I've had my best luck with Intel and Nvidia, End of Story. -
Quote:... that's... an understatement...
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... ... ... I do believe I have been insulted.
*Sprays Cien with the water-hose* Bad Puppeh! Bad! -
Quote:It is. However, AION enjoys much greater play in other NCSoft Strongholds, such as Korea, where City of Heroes has little to no market traction.If I'm not mistaken I believe you're wrong, I believe that Aion ( their new baby ) is more successful than City of Heroes at the moment.
Anyways, my thoughts on this subject can be found here: http://boards.cityofheroes.com/showp...51&postcount=7
And yes. I know it got hell-repped because a lot of players didn't get like getting smacked around and made to look like idiots. When I'm right, I don't care what the hell-reppers say. -
Quote:... *tries to wrap head around the way these question were phrased*Will it still work well though? or does it mean it won't work for ultra mode???
I think you asked the following questions:
Will playing on Windows 7 work well?
Will Playing on Windows 7 not work for Ultra Mode?
To reiterate what Chad said, City of Heroes leverages the OpenGL Application Programming Interface. OpenGL is the graphics industry standard for rendering 3D graphics, and I do mean industry. OpenGL is controlled by the Khronos Group, which is staffed by representatives who have Promoter Membership. You can view the companies that have seats on Khronos's Board of Directors here: http://www.khronos.org/members/promoters
The list reads as a whose-who in the Technology world that you've probably heard of, with the likes of the list populated by AMD, Apple, ARM, Sony / Ericsson, Intel, Motorola, Nvidia, Nokia, Qualcomm, SamSung, Sony Entertainment, and Texas Instruments. The only two you might not recognize on the promoters member list are Freescale and Imagination.
The contributers list is where you'll find other companies you've probably heard of, like IBM, Autodesk, Activision / Blizzard, Broadcom, Creative, Dell, Electronic Arts, Fujitsu, FutureMark, General Electric, Google, LG, Mitsubishi, NEC, Opera, Palm, Panasonic, Via / S3, Toshiba, and Transgaming, which are the guys that do the Macintosh / Linux for CoH.
In fact, the only technology company you've probably heard of that is not invested in Khronos... is Microsoft.
So, your questions are actually valid questions.
Microsoft does not like OpenGL, OpenCL, or any of the other open standards backed by Khronos. Microsoft has their own proprietary technologies that they'd rather developers use. The fact is, if you use Microsoft technology, you are locked into Microsoft Platforms. Okay, that's sounds like it's somewhat good on the Desktop where Microsoft has maybe 65%-75% of the consumer desktop market. That's not so good anywhere else... and it's even worse when you realize that writing a game against OpenGL 2.0 ES would allow you to target the Iphone, Playstation 3, Xbox 360, Microsoft Windows NT5 (2000/XP), Microsoft Windows NT6 (Vista/Win7), Wii, Linux (Desktop Linux, Android, ChromeOS, MonteVista Linux, SplashTop), OSX, and smart phones using Symbian.
So... one code-base equals pretty much every platform a consumer can use. Another code-base means... a very limited selection.
Incidentally, this is why so many games that are lead developed on the Xbox 360 have problems on the Playstation 3, and why Valve won't release games for the Playstation 3 platform. Many game developers target DirectX and are at a loss when presented with anything that isn't dummy-moded. (and yes, I went there. DirectX is dummy mode).
Another fact is that Microsoft has been caught sabotaging OpenGL performance on their operating systems. Vista, for example, deliberately broke OpenGL support during the Alpha Testing. The programmer backlash forced Microsoft to unbreak OpenGL.. http://www.opengl.org/pipeline/article/vol003_7/ :: http://blog.wolfire.com/2010/01/Why-...nd-not-DirectX
As of right now, none of Microsoft's published operating systems are known to break OpenGL compatibility. So, in theory, City of Heroes: Ultra Mode should work as well as your graphics cards and drivers will allow under Windows 7.
Does this mean that you'd want to use Windows 7, or that it would work well?
Well, that's a subjective question. If you look through the technical support section you'll see lots of users having problems with various installs on Windows 7, across both AMD/ATi and Nvidia graphics cards.
Now, I can tell you this. If Transgaming's upcoming graphics engine rewrite works like it's supposed to, you'll get the exact same image running under OSX or Linux that you will running under a Windows system. If the game works properly, you'll also get the exact same image regardless of which version of Windows you run, be it 2000, Xp, Vista, or Win7. You should also have the exact same image across ATi, Nvidia, Intel, or any graphics chip that supports OpenGL 3.0 (presuming that's the API in use).
Now, that's theory. We don't know yet if that's reality. We don't know yet if Xp's lighter system overhead will give it a performance advantage with the same image quality over Vista / Win7. We don't know yet if Nvidia's and ATi's drivers will be up to the task of rendering UltraMode on all platforms equally.
For that, we do have to wait for the beta.
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Does this answer the questions I think you asked? -
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*dips Cien in blue fur dye*
Papa Smurf! Papa Smurf! Puppeh Smurf is cooking breakfast! -
Quote:I've run the idea before in another thread.Um... what? O.o
I've seen some pretty out-there ideas, but I think you just hit the ball out of the atmosphere.
The basic idea is formed on what we do know about the game so far. NCSoft / Paragon Studios contracts Transgaming to handle supporting the game-engine on the *nix platforms. NCSoft / Paragon Studios also is pretty adamant about maintaining the current processing engine and current graphics engine. These engines run perfectly fine on older hardware... or... on newer hardware that's found in the netbook market. We also know that Transgaming has been working with Google to work the 3D programming stack on Android / ChromeOS.
So... if you were a marketing executive at Transgaming... just... how cool would it be if you could convince a couple of game developers whose code other employees are managing... to use their games as demonstrations for a new platform? Can you imagine the jaw-dropping shock that would follow Google trotting out ChromeOS, being asked how it was on games, and then showing City of Heroes, WarHammer Online, or an EA Sports game running atop a Snapdragon or Nvidia Tegra based netbook?
Can you imagine how profitable that would be offering a hard-core game on the platform out of the gate?
Okay, I don't have any proof Transgaming, NCSoft, Paragon Studios, or Google are planning this. I don't think, however, that it's a marketing opportunity that they can really pass up. The netbook market is exploding, and just about every major vendor is now planning systems armed with SnapDragon or Tegra... Since MMO's are already built with the idea that in order to play, you are connected to the web, it would be a catstrophic kick-in-the-nads to any other MMO game developer. -
don't use OSX, but I can tell you that I can run Cedega and Virtual Box atop both AMD and Intel platforms using the VT-x and AMD-V hook-ins and OpenGL / DX pass through with Virtual Box and experience no problems booting NT5 or NT6 .VDI images.
As a side note, I only have done this against systems running with the 2.6.27 kernel, rather than a more modern underlying base operating system. -
Quote:heh. Pum's picture is priceless... buuut...There's probably already been a thread like this but I just wanted to be sure. Is there a possible way for super speed to ever have a wall running ability? I mean it's extremely limited compared to the other travel powers. I don't see what would be so bad about that? It would make it much easier to get around and what not.
here's the development reality. Programming Wall Running, Web Slinging, Grappling Hooks, or Zip Lines into the game would require adding connection points along non-horizontal geometry. Yeah, it could be done, but the entire underlying game world would have to be rebuilt. The process would also require additional processing power and memory storage beyond simple polygon builds. That would drastically change the underlying engines performance envelope, which at HeroCon, the devs are trying to keep.
Why they want to keep that performance envelope is up for debate. Personally, I think NCSoft and Paragon Studios might plan a push to be the first and only commercial MMO available on Android / ChromeOS. I could be wrong. -
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Quote:....Honestly I was disappointed when the colors update came out. With stone armor they let you color every power besides the most important one! Granite armor. I was hoping to see a bunch of different types of that beast but I was let down. Are they ever gonna change that?
I'm just guessing you didn't do any searching of the forums for the developers comments on why Granite wasn't colored. The short version is, Granite is treated as a separately loaded costume, like the special temporary costumes from Halloween Trick-Or-Treating, or the special temporary costumes you can get in game, such as the Arachnos Costume while doing the Faultline arc.
Since Granite is not exposed to the player as part of the normal costume options, but as a set-piece, it brings several problems to coloring. You can see some of these problems by rolling an Illusionist and popping up Phantom Army. Yes, you do have some color control over Phantom Army, but... large tracks of the Phantom Army spawns can only be one color, and you lose the transparent effect, and the powers they use seem to be untouched. The developers also showed off, I believe at Hero-Con, using the current coloring system to color MasterMind pets... and MasterMind pets were colored exactly like Phantom Army Pets. Huge splashes of single color and complete loss of texture.
Yes, color control will (probably) eventually be made available for Granite and MasterMind pets. However, that color control requires under-the-hood-engine-work in order to EXPOSE, which means make the color controls available, to the player. That color control will also require under-the-hood-engine-work in order to modify the USER INTERFACE, which means the parts of the screen you actually can click on, so that you can actually choose colors and color placement.
So no, it's not going to happen anytime soon, and no, it wasn't an oversight on the part of the developers. And yes, they were pretty clear about why several sets didn't have have color customization. You can Check out the Dev Digest and see what the rednames have to say on the subject: http://boards.cityofheroes.com/track...pe=&&language=
