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Quote:Please see this thread from last December: http://boards.cityofheroes.com/showthread.php?t=248204Yesterday after I downloaded the patch had to agree to a new thingamagig which mentioned Ncoin, I believe these were used in the game EXteel to buy in game items.
Since Exteel is no more I was wondering will Ncoins be used in City of heroes in the future?
anyone have any word on this in general?
Specifically these posts:
http://boards.cityofheroes.com/showp...06&postcount=1
http://boards.cityofheroes.com/showp...19&postcount=4
http://boards.cityofheroes.com/showp...8&postcount=16
http://boards.cityofheroes.com/showp...3&postcount=21
Then read these posts by Tex made yesterday:
http://boards.cityofheroes.com/showp...84&postcount=5
http://boards.cityofheroes.com/showp...6&postcount=14 -
Bug.
DOES NOT WORK WITH EXISTING CEDEGA ENGINES
There's a particular tune running through my head right now. It's by Toby Mac. Some of you might have heard of it.
It's ShowStopper.
Here's the big problem. The NCSoft Launcher requires usage of the .NET Framework.
.NET is not supported on either OSX or Linux.
That means that this launcher is knocking out a significant number of your existing players. More than likely, it's knocking out your most effective testers and the players who give you the most detailed and thorough feedback. E.G. the players you really don't want to be torquing off in the first place.
Somebody in Paragon Studios needs to grab NCSoft by the ear and yank them into a back corner, and put the brakes on switching to the NCSoft launcher until the launcher gets redone in QT/Webkit
If NCSoft is bound and determined to force a unified launcher on players, NCSoft NEEDS to use a development API and UI Rendering Engine that is platform independent
DO NOT USE A PROPRIETARY VENDORS API / UI RENDERING ENGINE
Now, yes, I am being a bit blunt on forcing QT/Webkit. Why? Because it's probably going to be the quickest and easiest toolkit / UI Rendering Engine combination to not only get help on, but also turn around and get a viable software solution for testing out on.
If NCSoft had made the transition to QT/Webkit... you know, back in 2010, this wouldn't be an issue today.
If NCSoft wants a unified launcher? Fine.
It needs to be done right, and it needs to be able to integrate with the existing software support structure. It needs to be done in such a way that it will not remove the ability of any of the existing players ability to access and play the game. -
Okay. Here's my feedback.
It's crap.
That whole .NET base requirement? Kills Linux compatibility.
Maybe I haven't been loud enough to get the point across.
There's better ways to tick your players off than forcing crap software on them.
.NET IS CRAP SOFTWARE.
Somebody in Paragon Studios needs to get up the guts to turn and tell NCSoft HELL NO to using .NET.
Do the launcher in QT/Webkit.
It will be more flexible.
It will be platform-neutral.
It won't knock out existing players.
You can turn around official OSX compatibility without having to jump through more hoops than a Circus Lion. -
sorry Av.
No can do.
There's a pretty serious bug with Cedega support. The public Maudite releases; 2010121, 2010101, 2010071, 2010052, and 2010051; all crash with unhandled exceptions when trying to install the NCSoft Launcher.
The old Cedega 7.3 engine series also bails out. Unsurprisingly, iut's on the .NET Framework 2.0 requirement.
Here's a word of advice.
Don't actively piss off your players by forcing them to use crap software.
.NET is crap software.
So no. No downgrade to the NCSoft Launcher Here. -
Quote:...I'd like to be able to customize epic and patron pools. For example, I've got a blue flame customization for a fire/fire blaster, but when I got fire armor from the epic pool it was the original orange and unchangeable. So customizing these would be cool. Note, if my Icon-Fu is weak and I just missed where to select epic power at the tailor, ignore my ignorant ramblings.
http://boards.cityofheroes.com/showp...postcount=1258
http://boards.cityofheroes.com/showp...7&postcount=14
http://boards.cityofheroes.com/showp...77&postcount=5
I'm starting to sound like Steve Ballmer.
Developer Resources
Developer Resources
Developer Resources
*flicks the light switch on and off and waves a glow-stick in the air*
Developer Resources
Developer Resources
Developer Resources
*Monkey Dances!*
Developer Resources
Developer Resources
Developer Resources
Okay. Short, Short, Short, Short Version.
The developers already told us that additional power customization options would be looked at AFTER GOING ROGUE LAUNCHED
The Earliest Point in Time that any additional Development on Power Customization could have started was August 18th, 2010, after Going Rogue Launched.
Exposing Power Pool, Epic / Patron Pool, and Costume Overlays to the editing system Is not an easy task, nor is it low-hanging fruit.
Exposing these options to players requires additional Database work, additional engine modifications, as well as additional UI work. This is going to take Time to get through. The developers KNOW that we want this stuff. They already done told us more modifications were on the way.
Now, are these customization options ultimately going to be exposed to Patron Powers Explicitly? Nobody knows yet. Some of the developers have mooted the idea that Patron Powers will retain their native colors as those powers are not "natural player powers" as the Epic Powers are. Such murmurings are often accompanied by the possibility of additional story arcs unlocking Hero Specific Patron powers, probably the same power lists that are unlocked as would be gained by completing the Villain Patron Arcs. -
for reference please see this thread: http://boards.cityofheroes.com/showthread.php?t=248204
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Quote:yep. several differences between the two as well.So let me get this straight..
Unlike Fire Imps where you can summon whenever they are and just replace the previous imps you cannot summon a new set of PA until the previous one has expired?
Fire Imps can be killed. Phantom Army is Untouchable.
The developers had never intended for players to be able to have Phantom Army out all of the time. The Decoys are simply too powerful. However, the developers have expressed the opinion in the past that because "Perma Phantom Army" is so hard to reach, they didn't see any particular need to punish players who had managed to get there.
In recent issues the Developers have begun modifying PA's specific behavior, such as allowing Hamidon to blast PA away, to try and mitigate situations the developers actually want players to be in. -
Quote:Perma PA is being able to summon new PA as soon as the old one's disperse.I seem to be having trouble with perma PA on my ill/rad, right now my global is at 113.75 and with perma hasten and AM its at 213.75.
My PA recharge is 1min and 58sec.
I know global recharge begins to dwindle as you acquire more but form the guides I have 213.75 should be enough fom what I've seen yet my PA summons a fraction of a second after the previous PA expires.
Can anyone help me with this?
You cannot replace PA already in the field.
Nor can you activate new PA if the old PA are still out.
The system is supposed to be designed so that you cannot, under any conditions, have two PA's out at once. -
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Quote:While you are poking around, don't forget to ask some of the older guys about the sudden influx of Windows 98 users a few years back that occurred after an update to CoH broke Cedega's Win2k compatibility mode.Hey folks,
As most of you probably know, I'm still a bit new around here. I'll poke around and see if I can find out if there is anyone internally who can answer some questions regarding the Mac client and issues related to it.
AFAIK, there are no current plans to upgrade the mac client to a newer version of Cider, however I could be wrong.
As a recent Mac convert (well, at least for my laptop needs) I understand your frustration and will see if I can help to at least get you some info.
Thanks!
- Z
Basically, don't forget that there are several players that count on the Transgaming connection for "un"-official Linux support, and have done so long before the OSX client was ever announced or arranged. We wouldn't mind having a bone tossed our way as well one of these days. -
Quote:http://paragonwiki.com/wiki/Invulner...esist_Elementsresist elements/energy or divine avalance which would net more survivability... im redoing my kat/invuln scrap and thats the toss up..
Granted i already have tough weave.. maneuvers and shadow meld.
http://paragonwiki.com/wiki/Invulner...esist_Energies
Resist Energies does more than protect against Energy and Negative Energy damage. It also prevents endurance drain. It is a significant utility power for not just high level play, but also for low level play where enemies such as Clockwork can rapidly eat away at your endurance.
Resist Elements also does more than protect you against fire, cold, and toxic damage. It also prevents slow debuffs. Again, a significant utility power for not just high level play, but also for low level play. -
Quote:Well, I disagree with this because there are better ways to sell the basic purpose. The stated purposes of the "lifetime subscription" from Hellgate / Champions is that it was to raise money right?I disagree.
A lifetime subscription offer can be a good source of additional income at the start of an MMO's lifespan. The catch is that there must also be sufficient regular subscriptions to maintain operating costs and pay for further development once the initial boost of cash provided by the lifetime subscriptions runs out. That is where the problems usually start.
Well, why don't games sell very well to begin with? What happened to making an initial bundle on the original retail release?
Well, one factor is the initial starting cost, $60 or so for a major retail game. That's actually kind of expensive. You aren't making an impulse buy for a game. You are making an investment.
Another factor is the short tail economics. Major publishers like EA, Sony, Activision, Take 2, and the like only count on any particular game to have an active shelf life of 3 or 4 months. After that time period is over, such publishers consider the amount of sales to have peaked.
The problem is, there is ample proof to suggest that these two factors actively harm games, and the industry itself. Nintendo, for example, works on a Long-tail economics model. Nintendo fully expects major franchises like Metroid, Mario, and Zelda, to still be selling in volume 6months, 8months, 12months, 15months, 18months, and so on down the line. And Nintendo is right. Franchises like Mario Galaxy, Zelda Twilight Princess, and Metroid Prime still appeared in Top 10, 20, and 50 game sales long after 3rd party products released in the same time-frame had been pulled from store shelfs.
Part of Nintendo's advantage is the lower cost of entry. Sure, $50 is still a lot of money... but it's a bit easier to swallow than $60. Then there's the DS phenomenon where the average entry price for a new game is around $30.
Lowering the cost of entry is just one of the ways publishers and developers can make games more attractive to a wider number of players. Learning how to work the "long tail economics" is another.
Valve's Steam is one of the best known examples of Long-tail economics in practice for Video Games. "Ancient" games such as Star Wars: Knights of the Old Republic, still moves massive numbers, enough to stay in top 10 or even top 5 total sales rankings. Publishers and Developers genuinely don't know how to handle games that do this. Many never considered the possibility that, low and behold, somebody who never played a game released 10 or 15 years ago, might actually want to have a go at it.
For MMO's, figuring out how to work both a lower entry cost and a long-tail sales plan is a much better plan than Life-Time Subscriptions which are a short-tail approach only.
A couple of ways off the top of my head.
1v1 launch subscriber subscription for expansion(s).With this model, every dollar the subscriber spends on a subscription can be used to buy expansion backs or add-ons. This less money over all for the developer / publisher, but a player will feel more comfortable if they know that any future expansions are part of the subscription price they are paying
Adjusted launch subscriber bonus.With this model the launch subscriber pays a bit more for each month, but they get expansions for free, and maybe even the game for free. Let's say that a group of developers release a game for $40, and plan two expansions for release after the initial game also with price tags of $40. That's $40*3 or $120.
These are just two examples of ways that developers can get an increased cash flow or larger subscriber rate at the beginning of a game, and be more likely to keep those subscribers as changes get worked into the game and the bugs are ironed out.
The publishers / developers then take a percentage of that money, let's go ahead with dividing by 3, so back to $40.
The publishers / developers then divide that $40 by 12 for 12 months, around $3.33 cents.
The subscription the user pays is increased by $3.33. So if the subscription is $10 a month, a launch subscriber would pay $13.33 per month.
However, the launch subscriber would get the game, and both of the planned expansions, for free. In total the launch subscriber would spend $80 less than they would buying the game and both expansions.
Unlike Lifetime subscriptions, these methods don't punish the developer / publisher in the long run. I'm sorry that you don't agree, but in every economic and financial sense, my statement still stands. Lifetime Subscriptions Are Are A Bad Financial Idea. -
Quote:Lifetime subs are what killed both Hellgate: London and Champions Online. The basic problem is Economics 001. It's not even Economics 101, it's that basic.I see that the Distinguished Competition has been offering this, but I don't really think I want it. I WOULD take advantage of a "lifetime" sub to CoX, as it's proven itself to be the source of thousands of hours of creative recreation. Yet I don't find an option for this in account management.
Who else would shell out for a "lifetime" sub?
Let's say Hellgate: London had somehow managed to last 7 years.
Okay. How many months is 7 years? Multiply 7 by 12. You get 84 months.
Okay. If you were charged $10 each month, how much money would that be? Well. It'd be $840, which is 84*10.
Okay, so how does that compare to the life-time subscription?
Well, to reference Champions Online, they wanted about $200 for a Life-time subscription. Hellgate: London only wanted $149.
Okay, so how many times does $200 go into $840?
Next question, how many times does $150 go into $840?
Well, you should have answers of about 4.2 and 5.6.
On a $10 a month plan against a $200 lifetime subscription, the developer and publisher would be accepting over a quarter of the money less for players who stuck with a game for 7 years.
On a $10 a month plan against a $150 lifetime subscription, the developers would only be accepting less than a FIFTH of the of the money that would result from each individual player.
A $200 life-time subscription against a $10 a month game would only be the equivalent of 20 months.
A $150 life-time subscription against a $10 a month game would only be the equivalent of 15 months.
What happens if the game lasts longer than 20 or 15 months? What happens the game DOES last for 7 years, with years 8, 9, and 10 looking pretty healthy?
Where is the operating money to fund the developers going to come from?
Where is the operating money to fund the servers going to come from?
How large can the support staff be?
What's the business model going to be?
What happens if a large number of Life-Time subs start asking for their money back because the game was crap?
This is why Champions Online has had to revert to a Micro-payments and has been bleeding subscribers. The economics for a Life-Time subscription simply do not make sense for a game that a company intends to keep updating and developing.
The bottom line is that Lifetime subscriptions are a BAD FINANCIAL IDEA for any MMO game. If you see any game, and I do mean ANY GAME offering a life-time subscription... here's some simple math you can do.
Divide the life-time subscription by the basic monthly payment.
That's about how many months the developer actually intends to support the game before they go and do something else...
leaving you with a game that won't be updated and won't be patched. -
I can face that fight with an Energy Melee / Dark Armor Tank, a Dark Melee / Stone Armor Brute, and a Stone Armor / Mace Tank.
EM has a couple of deep-timed attacks, such as Total Focus and Energy Transfer, neverminding the root on Dark Regeneration. Stone Armor itself is a movement penalty.
One of the things Incarnate Content is going to FORCE YOU TO DO is to LEARN HOW TO BE FLEXIBLE AND ADAPT. The entire intention of the Incarnate Content is that you cannot approach any of the scenario fights with the same tactics that you use in non-incarnate content.
For the Battle Maiden fight, you have to be ready, and willing, to change up how you play. If you rely on a lot of Deep-Timed powers and your soft-capped IO build to get you through non-incarnate content, you are going to have to drop that particular playstyle, and work with powers that fire off quickly. So for archers, that probably means no Rain of Arrows... which is lousy DPS for that kind of fight anyways. For single hardened targets spread out as in the Battle Maiden fight, Archery is best served with an attack chain of Snap Shot / Aimed Shot / Snap Shot / Blazing Arrow / Snap Shot.
On top of that, you need to keep an eye out for the patches that are falling. There is a very visible indication, even on the lowest graphical settings, of the Spear about to fall. You need to be able to pay attention to the surrounding area, not put an attack on auto and then walk away from the keyboard.
If for some reason you are Blue Colorblind and simply cannot SEE the spear falling pre-animation, fine, go file a bug report that you have a physical disability that prevents you from playing through that encounter. Technical problems like players being unable to see the spear's pre-animation can be dealt with.
If you have a team-mate who has blue colored powers similar to the spear's color, ask them to switch to a costume without those power-colors. If the team-mate refuses, ask the leader to kick said team-mate for griefing. Again, this is a problem that can be worked around. -
Quote:A GTX 260 will only buy you about 30~ fps @ 1680*1050 withI have a gtx 260 216 core i7 6gigs of ram. When I set it to ultra mode, everything become extremely laggy. I know you sacrifice performance for quality but I don't exactly have a terrible computer. I just updated my video chip driver. Could there be anything else? And it's not like this game has intensive graphics. I can dual box world of Warcraft with both on highest setting and raid with them.
It's so confusing because this game is supposed to use less resources than those higher graphic games, I.e. Crysis.- High Shadows
- High Reflections
- Ultra Water
- Performance Ambient Occlusion
- 100% World Detail
And yes, this game does have intensive graphics. A GTX 260 is around the starting point for ultra-mode support in 1680*1050. The starting point is the GTS 250... which actually has more shader power.
For reference, the GTS 250 has the following through put rates:- 11,808 MegaPixels
- 47,232 MegaTexel
- 70.4gbps Memory
- 16,128 MegaPixels
- 41,472 MegaTexels
- 111.9gbps Memory
Fortunately, or unfortunately depending on your point of view, Ultra-Mode is rendered through the shaders. Which means that for this particular game, your GTX 260 isn't likely to outperform a GTS 250... and more than likely, will perform a bit worse. -
Quote:I'm going to give the short version as I know it. This may or may not be entirely accurate.I know it's transgaming, I know it's not directly PStudios, but dammit, the mac client is a piece of crap. Memory leaks, assertion failures, lockups, black screens, constant use of /unloadgfx...
Transgaming derives Cider from Cedega. Major upgrades and improvements to Cider arrive after, and ONLY after, those changes have been fielded in the Cedega engines and are stabilized.
About 2 years ago Transgaming started a complete overhaul on the Cedega engine with the code-named Maudite Series. The Maudite Engines replaced several segments of legacy code from the WINEX days with new code. In some games Maudite was delivering 4x the performance over the older 7.x Unibroue engine.
However, CoH support only stabilized under Maudite against a couple different engine releases. Maudite 14, for example, was stable with CoH and Ultra Mode graphics. Maudite 15 promptly introduced a regression that broke compatibility.
As I understand it, these regressions, changes, and other problems resulted in Transgaming being able to provide a stable Cider engine based on Maudite for / to Paragon Studios.
The problem was further complicated by a change in Transgaming's strategy which came down the pipeline earlier this year: http://gametreelinux.com/
What we don't know is whether or not this change on Transgaming's part will have an effect on the Cider engines. It is presumed that Cider / Cedega will remain linked. Transgaming does their development on Cedega, stabilizes, then produces a Cider client based on that stabilized code.
If this order has changed, or if Cider is now to be developed separately of Cedega development, Transgaming has yet to clarify. Nor has it been clarified if this change in strategy means that game developers themselves will be able to work on the Cedega engines directly, and merge their own changes through the GameTree development network.
Given the rhetoric delivered by NCSoft's public relations staff, I believe that Paragon Studios is serious about trying to maintain a client for OSX users. Whether or not a compatibility layer such as Cedega / Cider is really the best path to take... well... that's unknown as well. -
Quote:yeah, not the best place, but we've already had a threadjack so far before the sticky.Probably not the ideal place to post this, but... I'm looking to upgrade my video card. I currently have a 9600 GT, and am having crashing issues. Any recommendations on a decent Ultra Mode card for around $200-250? I see GTX 460s for around 200, or are Radeon 6800s decent? So many options D:
I'll be honest. Right now, the only way I could tell you with a straight face to buy an Nvidia card is if you wanted the absolutely highest performance, period.
If you don't care about having the highest performance on the market, and you don't have $500 to spend, Nvidia really isn't a viable option. At pretty much every price point AMD cards have either more performance (RadeonHD 6900 and 6800 series), or similar performance with much lower power usage (5770 / 6700 series) and much less heat.
That being said, AMD's been tweaking the OpenGL driver for the 6000 series of cards, and those changes are wreaking merry havoc down the line-up of cards back to the 2000 series. I couldn't give you a date on when support will stabilize for the OpenGL driver. -
Quote:another vote for You Don'tSubject sort of says it. How do you close off the psy hole in Ice Armor's defense?
Not every armor is going to be almighty against every type of damage, nor does every armor have to be almighty against every type of damage.
The design of the game is that each set has... get this... trade-offs! That's right! You don't get to have your cake and eat it too. Sometimes you have to choose whether or not to put that cake on display, or nom it all.
In the case of Ice Armor, the set has virtually no resistances. Anything that hits you (outside of chilling embrace's -damage debuff) is going to hit you for max damage. However, the lack of resistance is balanced by Ice's ability to 45% soft-cap on SO's to Smashing, Lethal, Energy, and Negative Energy damage. Ice's Hoarforst has the ability to reach the old Hitpoint cap, and contains a powerful heal. Ice can also sap Endurance from enemies. Two swipes of endurance modification slotted Energy Absorbtion and most enemies won't have any endurance left.
Using Ice Armor effectively involves putting All of these mitigation techniques to use. Not just one or two.
You have to be prepared, and willing, to deal with enemies that are not convenient to play against. Psi based enemies are intentional problems for Ice Armor. You have to learn to be flexible and adjust what you do when you come up against opponents with Psi damage. Sometimes that means setting back and letting a Dark, Willpower, Electric, or Stone Armor with Minerals take the point. Sometimes it means having to settle for the fact that you will have to use hibernate. Sometimes it means that you'll have to settle for the fact that something CAN defeat you.
And that getting defeated, and not being all-powerful in every conceivable situation... is NOT a bad thing. -
Quote:tools like that are not precise, nor are they accurate.That BETTER not be the problem... It's a brand ******* new card. Only a few months old.
Also, forgot to mention this, but I run EVGA Precision, and I have it display the temp in the system tray. I never saw it climb above 50 C.
They don't measure the actual die temperature.
The only way you get the actual working temp is if you physically take the heatsink off, lap a bit off of the gpu casing, and run a probe straight across the GPU itself.
If you can trace the event of failure to a specific action, in this case the increase of the clock speed and power consumption from the 2D rendering mode to the 3D performance rendering mode, then there is a clear hardware problem at hand.
What you are describing, an immediate failure of the card to render properly in any and all circumstances, strongly resembles a heat or thermal issue.
Now, not to say I don't like telling people I told you So, I've been telling people for a long time now that Nvidia has thermal issues. Nvidia Products Run Hot
Now, if the card is indeed a few months old, you might be able to get it RMA'd. That should be the next step you take.
Contact EVGA and get the card replaced. -
you are not going to like what I think.
This sounds like a heat issue and you'll need to replace the graphics card. -
okay, so far I see:
Rockmelt.
Yahoo Toolbar
Ask Toolbar
and AVG9 which is a system resource hog all on it's own.
Kill the RockMelt, Yahoo, and Ask installs, and turn AVG off, and see what happens. -
Quote:He may or may not be full of it from his point of view.Some guy on my team says that if you get more debt, you get more shards and he "tested" it. I want to say he is totally full of it, but maybe someone here can tell me that it's true?
It's called the perception phenomenon. Players in a game tend to notice when things that are unusual happen. E.G. players tend to remember attacks that miss, rather than attacks that land.
It is very possible that the guy on your team only noticed the shards dropping when he had debt because he was looking for any kind of relational behavior: He performs the X event, which causes random Y drop event to occur.
It is very possible that an identical or larger sum of shards were dropped while the player was NOT in debt, but those drops were either ignored or did not register because they didn't fit any particular relational pattern.
It is also very possible that due to the random number generator, the guy may have only gotten shards while in debt due to the timing and the rolling of the random number generator, and the debt was simply a coincidence.
The development staff at Cryptic and now Paragon Studios have been very clear in the past that item drops are all based off their own separate generation systems. There is no intentional You do X event and it causes random Y drop event occur behavior coded into the engine.
Most of the player held theories on X performance causing Y random drop event are often disproved by simply running HeroStats.
Case in point. Everytime there is a patch, some player comes running to the forums screaming that accuracy has been nerfed. Two or three herostats sessions later and the logfiles show that no, accuracy was not nerfed. The player just noticed a string of misses and it stuck out.
By the same token, everytime somebody comes running into the forums saying that X performance causes Y random drop event... chances are some stat tracking later will show that there is no relation. -
Quote:Actually. Good point.Let me rephrase that then.
I find it odd that they removed Windows 2000 from the OS list while still leaving nVidia GeForce 2, ATI Radeon 8500 and Intel i865G video cards on the list.
Basically, if you are going to remove one set of obsolete items out, removing the rest of them would make more sense.
My guess would be that a large enough number of players are still using that obsolete hardware with Windows Xp. I would think it unlikely, but NCsoft / Cryptic / Paragon Studios haven't really been forthcoming with data on what hardware the playerbase actually has in hand.
The only reason I could see to maintain an OpenGL 1.4 shader path, if not for those users, is if NCSoft / Paragon Studios were planning to tackle the mobile market. However most of the tablets and other mobile devices in that market pretty much start at OpenGL 2.0 ES support... -
if you can't find a driver for your chip, check this post: http://boards.cityofheroes.com/showthread.php?t=220618
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Quote:engine's been through some changes since a while ago.yerp lol, it sucks i know but i remember i played a while ago and it never did it.
You may be able to get an updated driver that is compatible with OpenGL 3.x from: http://downloadcenter.intel.com/defa...me_downloadctr