je_saist

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  1. Quote:
    Originally Posted by Ironblade View Post
    Exactly. This character is generally believed to be the test of new holster technology.
    please read my post on the first page.

    This was not a test of any "new holster" technology.

    Maelstrom has functional holsters because the devs control EVERY MOVE HE WILL EVER MAKE.

    Maelstrom's holsters were not a test for implementing holstered weapons on a large-scale. They are a custom one-off set of animations specifically built to the actions Maelstrom can take, and are only available on Maelstrom's frame with his body build and exact costume parts.
  2. How did you change from Vista to Win7?

    Did you do a clean install by deleting the existing Windows directory, or did you use an upgrade disc?

    Actually, that really doesn't matter.

    Uninstall your nvidia drivers.

    Then run driver sweeper: http://www.phyxion.net/item/driver-sweeper.html before you reboot the computer.

    Then reinstall your Nvidia drivers.

    That should fix your issue.
  3. Quote:
    Originally Posted by Memphis_Bill View Post
    What he's seeing is not that the name has been released, but that trial accounts had "TRIAL" attached to them. The global for that test account, for instance, is @Trial ID6QLC - which is certainly not what it was on creation.

    Essentially, that name has always been held by a trial account. He just couldn't have known until recently.
    Ah. I was un-aware of this little tibit. Thanks for the Clarification.
  4. Quote:
    Originally Posted by Teeko View Post
    I have YET to see this work. Anytime I want to get on a trial I get a tell asking me to turn off my queue.
    that's because the queue itself is used to LAUNCH the trials.

    When you have a full team / league and you want to run a trial, the team leader simply enters the queu.

    If you are ALREADY queued for a trial, the team leader can't invite you because your queue position is going to be different than his queue position.

    And yes, it didn't always work like that. Itrials did launch with players being able to still be in their own queue when joining a pre-formed team... but that is also what caused most of the I-trial crashes as the game attempted to reconcile the queues each player was in.

    This is also why I-trials have such low average wait times.

    Think about it. If you have 16 people starting a Lambda, or 24 people starting a BAF, their queue time will only be a few seconds as there is no need for the system to try and fill the team out.

    Each of those queues is registered as a successful event start.

    However, if you are a single player on your own waiting for the queue, you have to wait until a non-full trial starts in order to get added.

    So if you wait.. say... 45 minutes... you have a single player with a 45 minute wait time... and 16 or 24 players with a 10 second wait time. What do you think the average is going to be?
  5. Quote:
    Originally Posted by CaptainMidnight View Post
    Since virtually day one, I have been trying DESPERATELY to get a name on the Virtue server (Check the Virtue forums... I'd give my left arm for Trickshot).First I was told that the original holder had left the game for good and that was out of luck.
    Um. Who told you this? As far as I am aware the developers aren't in the habit of saying who has what name.


    Quote:
    Now, I find that the name has been released, only to be tied to a trial account?
    Given that the last name purge was over 1293 days ago... I find this to be an incredibly DOUBTFUL statement.



    Quote:
    REALLY? to be honest, I don't think names should be tied to trial accounts, when a paying customer is more than willing to put them name to good use.
    Well, they are, and according to Memphis Bill's own little bot there, they've been so for over 3 and half years.
  6. Quote:
    Originally Posted by Bubbawheat View Post
    I thought that was all speculative by the players, and the devs never actually mentioned anything specifically referring to cross-server anything but might have worded something in a way that cross server had a possibility of maybe being attached to something they were working on sometime in the future.
    No. It was addressed by the developers in response to a player question, I want to say during one of the Q&A sessions. However it was made clear that cross-server teaming was something that was way down on the list of development priorities.

    As far as the players have been made aware cross-server teaming requires changes to:
    • The existing internal-zone teaming system - e.g. invites within Steel Canyon
    • The existing external-zone teaming system - e.g. invites from Steel Canyon to Skyway
    • The existing internal-zone league system - e.g. invites within R.W.Z
    • The existing external-zone league system - e.g. invites from R.W.Z. to Cimerora
    • The existing cross-faction teaming system - e.g. invites from Cap Au Diable to Atlas Park
    • The existing server structure system - everything currently on a global network uses a different server e.g. the auction house, global chat, and mission architecture
    • The existing Super Side Kicking ssytem - in conjunction with the teaming / league functions

    In addition entirely new code would need to be implemented to handle:
    • importation from one server to another server - e.g. Guardian to Virtue
    • exportation from one server to another server - e.g. Virtue back to Guardian
    • local name conflicts - e.g. what happens when "Flame Blaster" on Guardian logs in at the same time as "Flame Blaster" from Virtue?

    The last of which would require not just changes to the existing chat system, but likely a complete and total overhaul of the entire existing name @ global-name system to prevent conflicts.

    As you can see from the amount of work that the players have been made aware of, cross-server teaming isn't something that is going to be accomplished "soon"
  7. Nobody knows Bronze.

    It looks like we got another Meteor Strike inbound though.
  8. Quote:
    Originally Posted by Arnabas View Post
    Lambda trials are still being done?


    I have given up on trials because I wait about 45+ minutes for a group to form, then about 25 more minutes for everyone to figure out who is doing what. After that, I log off because I have used all my play time waiting for something to happen.
    It sounds like you are using the LFG queu.

    Most Itrials are pre-formed by players gathering in Pocket D, Rikti War Zone, or Cim.

    These pre-formed trials are why you see Average wait times measured only in minutes.

    Let's say you have 10 Itrials that are pre-formed with 16 players, and launch within 45 seconds.

    Then you have one person who uses the queue and waits around for 45 mintues.

    What's the average time?

    It sounds like you need to join some global channels or hang around a co-op zone, because yes, trials are still being done by lots of players.
  9. je_saist

    Lack of Alpha

    Quote:
    Originally Posted by OminousVoice View Post
    If you want to get shards I'd suggest running the high level TFs (STF LRSF, LGTF, ITF) they tend to dish out a few shards per run.
    Doing trials will net you plenty of Incarnate Threads which can be used to craft Alpha Slot enhancements (just scroll down on the Alpha slot recipe menus to see the Thread recipes). Doing trials will ultimately net you a quicker return on Threads than TFs will on Shards.
    Don't forget the Shadow Shard TF's; Sara Moore, Dr. Q, Justin, and Faathim for high level play.

    Remember, Shard drops are adjusted to be more common on teams, so you'll also see more shards drop on every TF / SF in the game.

    A full listing of each can be found here:

    http://paragonwiki.com/wiki/Task_Force
    http://paragonwiki.com/wiki/Strike_Force

    A list of Task Forces that Drop Incarnate Components can be found here: http://paragonwiki.com/wiki/Incarnate_Component
  10. Quote:
    Originally Posted by Dreaming_Shadow View Post
    I'm not sure I read that right. What I am gathering is that the demon farm was nerfed so even if I had the old mission active or I redid the arc and got the new one; either way demon farming is no longer possible at all?
    In short, yes.

    Yes, the developers have modified various missions that they felt were exploitable. It is possible that the Demon farm you remember has been changed.

    The developers policy is that they do not talk about such changes or modifications to the game. There are no changes noted to Harvey Maylor's arc on either the CityofHeroes.com patch notes or at Paragon Wiki: http://tinyurl.com/Harvey-search http://tinyurl.com/Harvey-search-2

    Also: please do not use the term nerf when addressing a rebalance, the fixing of an exploit, or the elimination of a bug.
  11. *watches the ribbon bombs, ribbon cannons, orbital banana cream pie trebuchets, and confetti launchers all fire on the Red-Name at once*

    ... dang... all that work and I only caught a Freitag??? That's a common!

    *resets the traps to catch a Rare Beastyle*
  12. A tangent implies that the line was at some point relevant to the conversation!


    Wait... do I really wanna poke fun at the guy who could spawn Hamidon at any time...

    Yes. Yes I do.
  13. not happening.

    The devs talked about this extensively back when Going Rogue launched. The tech to make situation-aware neutral enemies is not in the existing revision of the game engine.

    The Neutral-Enemies in Praetoria are considered to be a cheat in the system. The enemies are not truely neutral to the player. The exact details of how this cheat works has not, as far as I am aware, been revealed to the players. The common guess back around Going Rogue launch is that these enemies have a power that turns their perception down to zero, forming a "reverse-invisible" status effect. The game works around that engine cheat by placing all Praetorian characters into Praetor White's Powers Division, there-by avoiding the need to create a complex tracking and flagging system.

    The developers were very explicit back during the Going Rogue launch period that they had no plans to back-port the status change into existing mobs.

    * * *

    Now, you probably are wondering, "what's the big deal?"

    To start with there is the network transmission overhead. Let's say such a system was implemented. Now what's going to happen when you travel through a zone? How... Exactly... is your flag going to be exposed to the enemy mobs?

    Is it going to be exposed by a flag on your player?
    In this case everytime you get within range of a mob the server will have to do a look-up on your avatar to check your faction status, then send that faction status to the NPC logic, then feed that status back to you.
    Is it going to be exposed to a black-list to enemy NPC's perceptions?
    In this case everytime you load into a zone the entire database is going to have to reflag every NPC of the faction in that zone, as well as update the flags for any respawned enemies.
    Now, if you don't really have a grasp on just how much lag this is going to cause, here's a little experiment you can run yourself.
    • Get a character with Super-Speed.
    • Go find a location badge you don't have.
    • Don't get the badge yet.
    • Start up Superspeed.
    • Run over the badge
    • Start counting down the number of seconds it takes for the database to record that you got the location badge.


    Now, honestly, I have to get to class, so I don't have time to finish picking this suggestion apart. Besides, I did it before back when Going Rogue launched and I honestly don't feel up to rehashing network design 001 all over again.

    Suffice to say, this type of tech isn't happening in CoH without some serious engine modifications as well as a serious boost to the amount of network bandwidth required to play the game.
  14. ... don't forget something else that came out in the 1980's: http://en.wikipedia.org/wiki/Never_Gonna_Give_You_Up

    For all you know Zwillinger was rick-rolling you.
  15. Correct me if I'm wrong, but would not the Gravitic Interface set with the Debuff Secondary Effect also lower Ghost Widow's Ability to Hold a target?
  16. Quote:
    Originally Posted by MondoCool View Post
    No, this is stupid. Gaining special powers from defeating enemies or completing mission arcs is why temporary powers exist, and City of Heroes does NOT need to be an item-based game.
    Quote:
    The entire idea of City of Heroes' costume generator is to allow people to make their character look like what they want to without being constricted by ridiculous looking "gear" that they have to wear, but screw that, apparently.
    Most of the time when MondoCool posts something (*cough* clown power set *cough*) I shake my head, do an epic facepalm, and find something better to do with my time.

    Even so, I do think MondoCool is correct in this particular matter. One of the major features of CoH is that powers and abilities are not limited to costume parts. That feature, the Enhancement System itself, decouples Items from Abilities, and ultimately gives players far greater flexibility in building their avatar.

    I would remind you Evangel that when MMO Developers incorporate wide-ranging changes to their base gameplay in order to make their existing game more like another MMORPG the ending result is often a near total loss of all existing subscribers. Case in point being S.O.E. Star Wars Galaxie's New Game Enhancement which netted catastrophic subscription losses. A far less drastic drop in subscriptions was also witnessed in S.O.E. Planetside as changes such as Battleframe Robotics and the Lattice Link Unit systems were rolled out.

    Copying and implementing other game concepts on a wholesale level often result in a general failure to recruit subscribers from existing games, in that such "potential" subscribers will likely not see a duplication of features as an adequate reason to leave the game they currently subscribe to. In this case I would remind you of WarHammer Online which EA/Mythic thought was going to pull from Activision/Blizzard's WarCraft audience. As the final sales records showed... that never happened. For the most part WarCraft players weren't interested in a relative duplicate of the game they were already playing.

    Given the industry track-record for such changes or shifts in design goals, the idea you suggest is poorly researched at best. In either the best or worse case scenarios, such changes would not draw in new players, and would cause the existing playerbase to leave.
  17. http://paragonwiki.com/wiki/Hit_Points

    Archetype: Blaster: base - 1204.8 :: max - 1606.4

    Nope.

    Remember, Blaster's share the same hit point cap as other squishies such as Controllers, Defenders, Corruptors, Dominators, and Masterminds; as well as the not-so-squishy stalker.

    As far as your overall question goes.... well... There's no good way to put this.

    You can't make a Regen blaster.
  18. First: ... why in the world did you use a title that would make the Freakshow proud?

    Second: As Forbin rightly points out, games designed for a keyboard and mouse input rarely transfer well to gamepads. Keep in mind that of the cross-platform games before-hand, such as Final Fantasy XI and DC Universe Online, these games pretty much required keyboards to fully utilize their interfaces, a testament to the complexity of the average MMO.

    Thirdly: A portable version of City of Heroes is actually likely... just not for a Gamepad. Do keep in mind this posting from 2010: http://semiaccurate.com/2010/09/13/a...obcat-systems/

    Both AMD and Intel used the recent Computex to show off their newest entries into the Netbook, low-end notebook, and so-called Cloud-book market: http://www.theregister.co.uk/2011/06...enge_to_intel/

    Most of the computers in these segments will likely be running some form of Android, ChromeOS, or other Linux derived Operating System such as HP WebOS. The low-end processing requirements for City of Heroes fits in right around the rendering power both AMD and Intel are offering in that market segment.

    If NCSoft is smart, they could position a native Linux client for City of Heroes and settle into that mobility market.

    No, I'm not taking bets now on whether or not NCSoft is that smart.
  19. Quote:
    Originally Posted by Residentx10 View Post
    Why do we need a zone? The LFG will activate wherever you are. So just start it next to the market and you'll go back there after the trial. Why are you posting this?
    Because many players don't like to use the LFG tool.

    Most existing "trial-leagues" are pre-formed in existing co-op zones, and a pre-formed team / league can only launch a trial when they are all in the same zone.

    Anyways, I question the "need" for a separate zone just to launch trials. It would immediately run into the same technical issues that Pocket D and RWZ already run into. The zone population would be capped (on average), forcing players to seek another instance to gather up if they are joining a pre-formed team.

    A possible longer term fix to the zoning issues would be allowing league leaders to launch trials regardless of whether or not pre-teamed / pre-leagued members are all gathered in the same zone.
  20. they aren't. You are awarded the extra slot on your next level up or when you respec.
  21. Quote:
    Originally Posted by ArcticFahx View Post
    I would love it if the Mids people were to make a builder for non-Windows/Mac OSes, or, heck, if Paragon were to make one. Ideally, it'd be free, though I would probably be willing to pay a buck for it on Android (I'm planning on picking up a EEE Pad Transformer to bring to classes, rather than lugging my angular brick of a gaming laptop).

    For best coverage, it'd want to cover Blackberry, iOS, Android (2 and 3), and Windows Mobile, since I believe those are the only 4 smart phone OSes left (is PalmOS still around?).
    Just make the app inside of QT : http://qt.nokia.com/products/

    That alone should give the app the ability to cover all of those platforms with one code base. Well, except for Blackberry. That would probably require using QT Jambi to work under the Java limitations.
  22. je_saist

    ATI Driver

    no problems with the 11.5 drivers here.
  23. je_saist

    Buffers rejoice!

    Quote:
    Originally Posted by Not_BC View Post
    To me, this change, while welcome in general, represents a couple more nails in FF's coffin in particular.

    FF's peculiar niche is damage mitigation and AoE mez protection, with a side of direct damage (but, of course, defenders already have a secondary for that). FF's ability to mitigate damage with distance is, at best, problematic, and, at worst, counter-productive (Det. Field is an oddity -- it was a throwaway power added late in beta to replace a third +def ST buff).

    What we've been seeing for years is an increase in the number of +def / +res buffs (Sonic, Thermal, Cold, Traps), a system that makes it easy (bordering on trivial) for melee toons to soft-cap defense (Inventions), an increase in AoE mez protection (Traps, Sonic), Barrier, and now ID becomes AoE.

    FF's niche of providing protection + mez protection has been eroded, nearly into irrelevance.

    Something's gotta give, and Repulsion Bomb, simply, doesn't make FF stand out from the increasingly crowded field of buffers.
    wow.

    Have you ever got this backward.

    let me get this straight.

    The ability to buff all your team-mates, and pets with your mastermind, with a 4 minute, non-degrading, constant Defense buff, that also offers toxic-resistance and end-drain resistance..

    Doing all of that... with two clicks...

    is somehow making the set... less... let me repeat so I understand it... LESS... desirable to play?

    ... Are you even playing City of Heroes?

    I get the impression you aren't logging into the same game I'm logging into.

    Last time I checked all of those incarnate-buffs players "Claim" to be killing Force Field with only can be gotten at level 50.

    If you are playing Force Field as a secondary you can get both shields by level 10... meaning that as a Force Field, you can do all of that buffing... you know... for ALL THE CONTENT IN THE GAME.

    No matter how you cut it, for 95% of the game, Force Field, Sonic, and now Kinetics, are the ONLY sets that can give an anti-mez AOE...

    And last time I checked, Increase Density's timing wasn't changing... meaning it's still going to run out.. meaning Force Field and Sonic are STILL the only constant anti-mez aoe affects available.
  24. Quote:
    Originally Posted by Aluminum_Dave View Post
    All that aside, the Devs have kinda tried to go in two directions at once with the 2 changes (MM upgrade and AOE buff). It is bound to create this kind of annoyance in players without more explanation or insight into what they are thinking.

    IMO they should split the difference on both changes. Drop the MM end use a bit (but not all the way back) and raise the end levels on the now AOE buffs. It makes sense gameplay wise to me.
    I would find this an acceptable compromise.