je_saist

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  1. Quote:
    Originally Posted by BROOOTALITY View Post
    It's reasons like this that so many people switch to consoles.
    really?

    Quote:
    I'm so tired of this ati/amd jump through this hoop and jump through that hoop and maybe just maybe your game will work right.
    Okay?

    Quote:
    Is open gl that hard to get right
    Yes / No / Not really.

    For starters, there are multiple versions of OpenGL. Ratified versions of OpenGL include 1.1, 1.2, 1.3, 1.4, 2.0, 2.0 ES, 3.0, 3.1, 3.2, 4.0, and 4.1. In addition OpenGL also supports Vendor Specific / Proprietary Extensions.

    The original City of Heroes rendering engine was built with help from Nvidia and leveraged several proprietary Nvidia extensions for graphical effects. This was why ATi users had issues with depth of field and water effects for so long.

    During Going Rogue development Paragon Studios worked with AMD to rewrite the legacy graphics engine to use API calls only in the ratified OpenGL 1.4 / 2.0 specifications, which incidentally broke compatibility with Intel graphics chips that also depended on vendor-specific extensions. In addition AMD and Paragon Studios implemented a Ratified Specification compliant rendering engine based against OpenGL 3.0, I believe the first retail game to leverage OpenGL 3.0.

    Unfortunately, or fortunately, OpenGL is a complex API covering a wide range of acceleration technologies designed for fast-single-pass rendering such as those used in game, and multi-pass techniques used in rendering jobs for the likes of Pixar and Dreamworks.

    Changes to an OpenGL driver that improves performance for something Pixar does may have negative impact on performance for a rendering job such as that used by City of Heroes. This is also why Driver vendors often issue warnings with their drivers to not upgrade unless you need to.

    Quote:
    i mean c'mon this game is not graphically intensive by any means when you compare it to crysis, bad company 2, arma and other games out there
    Really? As far as I'm aware none of those games support the sheer number of potential players in a single area with anywhere close to the number of possible particle effects and other rendering techniques called for by Costumes and Powers alone.

    Whether you like it or not, CoH is incredibly graphically intensive in the Ultra-Mode settings.

    Quote:
    and they all perform the same if not better than any open gl game.
    Performance should be the same. According to the graphics masters at Valve Software and IDSoftware (e.g. Gabe Newell and John Carmack) there isn't a whole lot of performance difference between OpenGL and DirectX.

    Quote:
    As soon as i can im dumping this ati card and switching back to nvidia.
    Have fun with that.

    You do know that Nvidia is in major financial trouble, right? http://www.google.com/finance?client=ob&q=NASDAQ:NVDA

    Quote:
    At least when nvidia has a problem they usually have it ironed out in a little over a week.
    Bull Manure.

    It took Nvidia over 4 years to fix a bug in their 96 driver branch.

    Oh, and Nvidia has a total of 3 different OpenGL legacy drivers from the 71, 96, 175 branches to cover just how often their driver breaks, neverminding their current 275 stable branch and 280 development branch.
  2. I do not think the subscribers playing on Linux operating subscriptions are interested in a F.A.Q.

    We want to know why NCSoft feels like it can flip us a giant middle finger.

    Care to answer on whether or not NCSoft is actually comfortable with ticking off existing subscribers?
  3. Quote:
    Originally Posted by Slauterhause View Post
    Yea, I agree 100% it's an ATI issue. I had the same experience with 11.6 with all other things being equal. It wouldn't be the first time ATI/AMD has had this problem. Back in 2004 or 05, Creative had a similar issue with their audio drivers that caused me to lose a little hair.
    Reportedly the OpenGL rendering problem has been fixed in the 11.7 preview released for gDEBugger: http://developer.amd.com/tools/gDEBu...s/default.aspx

    Note: i haven't actually tested it myself.
  4. je_saist

    Let's speculate!

    no speculation is necessary.

    http://boards.cityofheroes.com/showp...&postcount=213

    Quote:
    So in the end, it's not designing one powerset. It's designing 3 different powersets:

    Dark Control/Dark Miasma for Controllers
    Dark Control/Dark Assault for Dominators
    Dark Blast/Dark Manipulation for Blasters
    With Dark Blast / Dark Manip finalized for Blasters that means that Sunstorm / Synapse have also finalized Dark Control / Dark Assault.

    The no new animations / artwork requirement for this round of proliferation means that Dark Control / Dark Assault have completely new powers that require new animations.

    Ergo, until art and animation assets are available to actually make these animations, these power-sets cannot be released.
  5. There is a known issue with OpenGL rendering and the official 11.6 ATi Catalyst release. Please file a bug to AMD: http://www.amd.com/us/CatalystCrewSurvey

    For the time being you will need to regress to a previous driver version, either 11.4 or 11.3.
  6. Quote:
    Originally Posted by BROOOTALITY View Post
    Devs, see title.
    please see top of forum:

    Quote:
    Gameplay / Technical Issues & Bugs Discuss gameplay / technical issues or bugs here! This is NOT a forum where official technical/QA support is available. For technical assistance email support@coh.com.
    Also, to answer your question, this is a driver issue with AMD, not a game issue with Paragon Studios. You need to go file a /bug with AMD: http://www.amd.com/us/CatalystCrewSurvey
  7. Quote:
    Originally Posted by Oedipus_Tex View Post
    Under those conditions I wouldn't change anything.

    I expect a lot of abandoned Controllers once/if Dominators get the set though. Thats not necessarily a bad thing. Controllers will still be better at killing a few hard things and support. Dominators would/will do so much damage they'd be able to blow through those enemies eventually, and be a lot more able to kill standard enemies.
    I suspect that Dominators would not receive an identical set to Illusion Control if the decision was ever made to proliferate the set.
  8. Quote:
    Originally Posted by JohnnyKilowatt View Post
    How about Rope Domination?

    >
    Okay, YOU be the one to tell War Witch and Tunnel Rat they have to model for the animations

    *logs in to find all avatars reset to level -50*
  9. Quote:
    Originally Posted by Gitch View Post
    I was just reading a forum post on kb in the blaster forums and it made me wonder if there were any plans to expand Null the gull's powers to include turning kb into kd. Has anyone heard of this, would it be possible? I was thinking he could apply a mag reduction to all kb powers untill under the .67 lvl.

    thanks,

    Gitch
    No. there are no plans to do so.
  10. Quote:
    Originally Posted by Bubbawheat View Post
    He quite possibly still has his standard game account, but he's no longer a dev.
    He does.

    He also posts on this board occasionally.

    His location is... "A Castle"
  11. je_saist

    The Chest Slider

    Quote:
    Originally Posted by Angelxman81 View Post
    I wish we can go futher, to the right, and also to the left for those who want to play with a no chest female or kid female.
    Also, we need more polygons on our characters and jiggle boob tech!
    /signed!

  12. Quote:
    Originally Posted by Sim_Bo View Post
    I use Ctrl+Tab for targetting. Fairly frequently, I'll forget to let go (or let go too slowly) of my left control key before selecting a power from my tray with the left mouse button, which changes my current permanent power. I'd like to keep the ability on RCTRL+LBUTTON, but could live with it on another key.

    I've tried:
    /bind lctrl+lbutton "nop"
    /bind ctrl+lbutton "nop"

    Is there any way to prevent this behavior, or is this just a UI issue that I have no control over? It's caused unintentional pulls, etc., when targeting without meaning to attack.
    You'd be better off changing your control + tab to another combination, which CAN be done through the in-game options.
  13. Quote:
    Originally Posted by Dr_Darkspeed View Post
    Just to check, are you saying make changes to the existing sets (defender, corrupter and MM) so that Dark Miasma is something that can be proliferated to Controllers? Or to just make a Controllers version that has those changes?
    I think Leo was giving the Sarcasm Detector a workout.
  14. Quote:
    Originally Posted by Clebstein View Post
    Obviously it would be optional. I'm in a couple of global channels and there's quite a number of people I play with often. But I hardly ever know who's actually on the team with me because most people's character names don't give away their global, and it's too annoying to check their globals and memorize who's who. It would be a lot easier to communicate, at least.

    So, I would love an option for the game to display every one's global names instead of their character names.
    /unsigned

    Forbin and 37 already cover the reasons why I wouldn't want this.
  15. Quote:
    Originally Posted by Lemur Lad View Post
    To be clear, we were told in the past that the reason this wasn't kept going wasn't player backlash, but because no companies were interested. Advertising is a tricky thing, and in the economy the shape it's in, I don't think many companies are going to find a few thousands of eyes on their ads worth the money.
    Advertisers also got burnt on Planetside. S.O.E. and their advertising "partners" vastly underestimated the intelligence of the player-base which very quickly had passed around instructions on how to block advertisements.
  16. Quote:
    Originally Posted by SlickRiptide View Post
    McDonald's made a deal with Maxis back in the early days of The Sims Online to add a McDonald's burger cart to the game. I don't know how well that actually worked for them as advertising but it shows they're not averse to trying such things.
    Hey, there could even be a McDonald's themed Task Force. Complete the Task Force and get a coupon for one free Hamburger (Valid only once per week)
  17. Quote:
    Originally Posted by Big_Soto View Post
    I was just thinking that since they are adding a new server for VIP’s, why not create an New Open World PvP Server.
    Okay. Question.

    Just how many people do you think are actually interested in this?

    Are you aware that from the launch of Issue 4 Colosseum in May 2005 to the release of Issue 13 in December 2008 the percentage of the player-base partaking in "PvP Content" never rose above single digit percentages?

    Are you aware that after the release of Issue 13 the existing PvP-player base says the community SHRUNK and that PLAYERS LEFT THE GAME?

    I can give you one good reason why the devs shouldn't create an Open World PvP server: Nobody Cares.

    Oh, and for the record, this has been suggested before, way back in 2005 when Issue 4 was launched, and again when NCSoft bought City of Heroes from Cryptic.
  18. Quote:
    Originally Posted by Zwillinger View Post
    At this time we don't have any plans on reviving the in game billboards for real life products, although we had considered approaching In-N-Out for a lifetime burger deal....

    Just kidding ...kinda
    Free burgers on demand?

    ... actually McDonald's might go for that promo...
  19. Quote:
    Originally Posted by GuyPerfect View Post
    Warshades can no longer receive any story content.

    *Snicker*
    heh. I didn't want to Zwillinger the thread THAT much...

    I just figured I'd go for the confirmation on the basis of a Zwillinger Tangent

    (I'm so going to have a seed of Hamidon spawned on me... I just know it)
  20. Quote:
    Originally Posted by Zwillinger View Post
    Coyote is present in the new tutorial.

    Thanks

    - Z
    While you're up and about, any word on Shadowstar?

    (and yes, good to know )
  21. Quote:
    Originally Posted by Jeuraud View Post
    I have seen houses jacked up, and the foundation torn out and replaced. It would have been ridiculous to say that the foundation was not going to be replaced because there was a renter living in the house.

    The point is you don’t set an arbitrary rule that says you cant repair something that is broken.
    Um. You do know that the Cottage rule is not about this?

    There is nothing in the Cottage rule that says the devs cannot repair broken powers.

    Quote:
    It does not matter what the rule says or why it supposedly says anything.
    So... the rules don't matter?

    Quote:
    If the Devs do not want to do something to a power or a set, then they take the responsibility for the decision.
    Yep. There have been several times when developers have outright stated that a power is working as intended.

    Quote:
    Cottage Rule is a form of Dev passing the buck
    Woah. Hold Up.

    You need to explain here why the Cottage Rule is passing the buck.

    Were you not around when the developers tried changing out powers... you know... "crappy, sucky powers that nobody liked" type of thing with wholesale deletion?

    Are you aware that their attempts to delete and replace powers are why all the Patron / Ancillary powerpools are now FIVE choices instead of four choices?

    Fact is, the player-base revolted.

    Quote:
    and it's a ridiculous form. It's not like it's a fricken law of nature.
    Um. Okay?

    What does a law of nature have to do with a video game?

    I mean, City of Heroes isn't exactly an Orange sitting on a tree?

    Quote:
    It's also confusing. Would taking the Stalker's AS out of the level 6 slot, placing it in the level 1 slot and moving the rest of the powers up in slot position, violate the Cottage Rule. This should have been done before Villains was released. Not having this immediately available
    Woah Woah Woah Woah Whoah Woah.

    Did you seriously, without joking, just say that the developers should have put an attack:
    • with a really long interrupt time
    • with a really long recharge time
    • does mediocre to no damage outside of /hide
    • has to be used from /hide for maximum damage
    Did you really just say that attack should have been the FIRST attack Stalkers should have gotten?

    I'm sorry, you just completely ruined what-ever credibility you thought you had. I can't take you seriously after that statement.

    The simple fact is this: By placing the Assassin's Attack at level 6 all stalkers are forced to accept at least one... ONE attack outside of the Assassin's attack. Why is that such a big deal?

    Tell me you don't remember the days of seeing builds like ... this one... running around.







    Now imagine if I was a new player who did that with Assassin's Attack as my primary power choice.

    Quote:
    is no different then not allowing MMs to have pets until level 6.
    Um.

    Masterminds get pets at level 1.



    Wow.

    Just. Wow.

    *edit*

    Before I get a "oh but it used to be like that" type of response... I went over to Paragonwiki and checked the history on the Mastermind page, specifically the 2005 post by Man with the Plan: http://paragonwiki.com/w/index.php?t...nd&oldid=82746

    Quote:
    A Mastermind is a leader of pets. Their primary ability is to summon a small army of one type of pet to do their dirty work. There are generally three pet powers in each power set, each of which summons more powerful pets than the last. These pet powers increase the number of pets that can be summoned as you gain levels. The maximum number of pets is three basic, two advanced, and one ultimate pet.

    lvl 1: first pet power
    So even back when the game first launched... 00:24, 3 November 2005 ... Mastermind's were able to select their first pet power at level 1.

    *edit*

    Second edit. The thought occurred to me that maybe the poster I just spent this post ripping apart was somehow trying to compare the obtention of Mastermind's pet to the obtention of a Stalker's Assassin's Attack. If that was the poster's intent... well. I don't think it changes anything else typed here.

    Quote:
    It was asinine
    http://dictionary.reference.com/browse/asinine

    1. See foolish.

    Okay. You got this badly backwards.

    I'm sorry, but, you don't know what you are talking about here, and I'm going to be blunt.

    Maybe I can put this terms you can understand.

    U B3 T3H asinine 1 H3R3 M473.

    Quote:
    that this was not immediately fixed, and here it's 6+ years later and it's still not fixed. Is that because of the "Cottage Rule"?
    Um. No. These haven't been fixed because these are not BROKEN.

    For starters, you clearly do not know what you are talking about with Masterminds. You didn't even BOTHER to log into the game and check to see if what you were typing was even accurate.

    Given that one of your primary examples was based on... I have no idea what... it does not leave me convinced that I can explain to you why stalkers can get 3 other damaging attacks before the Assassin's Attack.

    *edit*

    Okay, accepting for a second that your original intent was to say that Stalkers should have gotten their signature attack at the same time Mastermind's get their signature pet ... this is... well. Just as senseless.

    Maybe I can try and break this down very simply.

    The developers intended design is that all players will have at least one single quick recharging attack in their power-sets... no matter how the player designs their archtype.

    This ensures that on some level a player will be able to participate in combat.

    If the developers did what you wanted, it would be possible to create a stalker that would have nothing but the assassin's attack... and would be completely useless except when hidden and using that attack.

    Mastermind's get a semi-pass on this with their pets. It is possible to take a Mastermind to level 50 without taking any of the three native attacks. However, this is why the first tier of Mastermind pets are combat pets. The minion pets still fill the combat role of giving the Mastermind something to attack with.

    On some level both the developers and the players have to accept that Mastermind's are a bit more complex than other archtypes, and thus have different requirements to play. This design acceptence is one of the reasons Mastermind's are being placed behind a pay-wall for CoH: Freedom.
  22. Quote:
    Originally Posted by MajorPrankster View Post
    I just love it when someone cannot understand that disagreeing does not mean mis-understanding.

    Personally, I completely understand both side of the cottage rule argument and I still think the cottage rule should be abolished.

    Yes, it will upset some players, but so does every change.

    Yes, it will cause some forum rage, but so does every change.

    In some cases, the cottage rule really needs to go because big mistakes were made, IMO, and nothing short of removing powers will fix it.
    Okay. Hold up.

    If you do actually understand both sides of the issue, which powers are such big mistakes that they NEED to be removed?

    Quote:
    Disagreeing with the developers clinging to it
    So... you do not agree with the Cottage rule...

    Quote:
    does not mean I do understand why they do
    But you do not understand why the developers obey the Cottage rule.

    *headtilt* ... ... hang on a minute... Did you not just say you understood both sides of the issue?

    Quote:
    even if I don't make a post with circles and arrows and diagrams.
    I need a diagram just to figure out what you are trying say.

    So let's start over.

    Can you, if possible, give us a list of powers that are so awful, such big mistakes, that the only possible way to fix those mistakes is to REMOVE said powers?

    So far throughout this thread every power that somebody has claimed "needs" to be removed has fallen into two categories:
    • A: shown to either be an excellent utility power
    • B: can be adjusted within the cottage rules
    Nobody, as of yet, has been able to provide an example of a power so bad that the only possible solution to players not using it is to simply delete the entire power outright.
  23. nope.

    Not only do Brutes have a lower base, they also have a lower cap.

    I just created a junk build for a brute in Mids with a dark / willpower and focused on nothing but HP boosts.

    Even after capping the 1.125, 1.5, and 1.875 boosts to 5x; dipped into Purples and used Eradications; made sure High Pain tolerance was at ED cap before enabling Spiritual Core; and adding all of the incarnates: maximum hp still fell below 2800.

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Willpower
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13)
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal(5), Heal-I(23)
    Level 2: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(3), TtmC'tng-ResDam/EndRdx/Rchg(7)
    Level 4: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19)
    Level 6: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(23), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27)
    Level 8: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9)
    Level 10: Touch of Fear -- Empty(A), Empty(21), Empty(21)
    Level 12: Siphon Life -- Empty(A)
    Level 14: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Def/EndRdx(15)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Dark Consumption -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Rchg(33)
    Level 20: Taunt -- Empty(A)
    Level 22: Quick Recovery -- Empty(A)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(25), LkGmblr-Def/Rchg(25)
    Level 26: Tactics -- Empty(A)
    Level 28: Vengeance -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx/Rchg(29)
    Level 30: Soul Drain -- Erad-Dmg(A), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31)
    Level 32: Heightened Senses -- Empty(A)
    Level 35: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(36)
    Level 38: Resurgence -- Empty(A), Empty(39), Empty(39), Empty(39)
    Level 41: Strength of Will -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-EndRdx/Rchg(42)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(50), Apoc-Acc/Dmg/Rchg(50)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx(11)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc/Rchg(5), P'Shift-EndMod/Rchg(11)