je_saist

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  1. lemme guess.

    Intel integrated graphics?
  2. Quote:
    Originally Posted by RaikenX View Post
    Was considering popping a range enhancement in there, as i've seen that very thing mentioned on the boards here and there. Didn't realize that the proc would hit BEFORE yanking stuff to where ever i stuff them.
    Actually, due to the way Wormhole works, enemies will fire on you anyways. The Stun effect is only applied after the teleport effect... so for the whole time that the teleport is animating a mob can turn and unload on you.

    Of course, since you can activate Wormhole without being in line of sight of said enemy... a simple corner or barrier will offer an effective solution to taking that alpha strike.

    One of the major problems that many players have with the gravity set is the lack of any quick power to mitigate alpha strike damage. Ignoring the mass holds, all other control sets get some kind of power that offers an immediate alpha shut down on the part of the player: Salt Crystals - Sleep; Stalagmites - immediate stun; Static Field - Sleep; Smoke - perception debuff; Flashfire - immediate stun; Flash Freeze - Sleep; Mass - hypnosis - sleep; Spre Burst - sleep. Illusion gets a different alpha mitigation as Phantom Army can be launched while stealthed.

    The problems with Gravity have been brought to the developers attentions. Colin was assigned to work on the set: http://boards.cityofheroes.com/showp...1&postcount=11

    Beyond that, there hasn't been so much as a peep.

    * * *

    Now, for my own Grav, I just tossed two teleport enhancements for the 8% regen boost and found better places to put slots.
  3. je_saist

    Tin Mage.

    Quote:
    Originally Posted by ir0x0r View Post
    Have someone stay outside, rest go in click glowies, then tp recall everyone outside. Buff up, go back in, stay at door and pull D11, kill him at the door. I've only went for the Mo once and that's how we did it.
    After the devs pulled the stunt with making the door one-way... I'm half-expecting an Anti-TP field.

    Anyways, I ran with a team that DID try this method, but the mine-layers came up to the door and blew us up anyways.

    Also ran with a team that tried to do the fight with group fly in the rafters. The mine-layers hopped up to the rafters.

    Tried to do it with a team that staggered TAOE's to try and keep the mine-layers in a defeated state: ill / storm controller with freezing / ice storm; ice blast / storm corr with ice storm / freezing rain; fire blast / cold dom corr with rain of fire / sleet; and an archery something. Somebody else had a rain, I think the main tank was packing Ice storm as well. That method failed as well.

    Even tried with a team loaded down with blasters and controllers with auto on the immobilize powers in an attempt to fight D11 from range. Mine layers just where-ever they pleased.

    Like Penny, I just don't see, or just can't think of, a way to get the Midnight Dodger badge without relying on temp pets to generate the sustained damage needed to topple D11 in under 30 seconds.
  4. Quote:
    Oddly, they removed 2000 from the list of supported OS's.
    Not so odd.

    Microsoft officially terminated support for Windows 2000 and there's been several API breaks between Win2k4 SP4 and WinXP Sp3.

    No technical support staff wants to try and support a product the original vendor no longer wants to associate itself with.
  5. je_saist

    Tin Mage.

    Quote:
    Originally Posted by PennyPA View Post
    On a side note, normally, I believe the devs have reasons for doing certain things in the game, and accept it as part of their design. But if it comes to light that the players can find no other way to get this badge and it is required/expected for us to use temps/pets to get the badge, here is a case I find it wrong since those things are optional (as are badges it could be said). Maybe they want players to go into PvP zones and pick up the powers and/or burn merits for VG pets. But I find that a far stretch. I guess time will tell if other ways are possible.
    The suspicion is that the D11 fight was balanced against Incarnate Abilities that have yet to be exposed to the player-base.
  6. je_saist

    Regen questions

    Quote:
    Originally Posted by firespray View Post
    It's got some decent burst damage, but the DPS comes in at a fairly anemic 143.

    ...

    The damage, however, is amazing, with almost 260 DPS
    Question.

    How exactly are you determining DPS?

    Thing is, we just had a recent thread from last year that even F.Grubb weighed in on: http://boards.cityofheroes.com/showp...4&postcount=49

    The full thread is here: http://boards.cityofheroes.com/showthread.php?t=246895

    I think you should read it, especially this post from Miuramir: http://boards.cityofheroes.com/showp...3&postcount=45

    Now, I'm not going to rehash that entire thread. It can be summed up in one sentence: DPS DOES NOT MATTER IN CITY OF HEROES

    Very few players care if you can do 260 damage per second against a pylon or a hardened target such as an Archvillain. Most players realize you will never get that kind of DPS in a typical mob fight where you have to switch targets on the fly and your chain of attack is affected by enemy buffs / debuffs.

    Now, I'm going to be blunt. Soft-cap on a regen is relatively pointless. You have no Defense Debuff Resistance. All it's going to take is one defense debuffing attack from an enemy... and you're out of soft cap and back to relying on your heals and regeneration.

    As to which build you ultimately take? Well, that's up to you. Broadsword and Claws are completely different play experiences.
  7. http://paragonwiki.com/wiki/Inventio...Damage_Scaling

    At level 50 the proc will only buy you 71.75 damage.

    You'll only have a 1 in 5 chance of it going off: http://paragonwiki.com/wiki/Explosiv...mashing_Damage

    Is that really worth it?

    That's up to you.
  8. je_saist

    Tin Mage.

    Simple way: prep for a beat down.

    The most common method so far is enter D11's room and wait out the countdown timer on the glowies.

    Take the ambushes.

    THEN start clicking the glowies.

    When you get down to ONE GLOWY... STOP

    Have everybody gather at D11's spawn point.

    If you don't know where the spawn point is, go back to the door to the room. The wall on your left is lined with several boxes. D11 will spawn about in the middle of this wall in a clear space in the boxes.

    At this point, start summoning Pets. Shivan's or HVAS's are best.

    Once the Pets are spawned, have a single player go and click the last glowie.

    As the player is clicking, trigger any and all PBAOE buffs

    D11 will spawn in, and proceed to get hammered by your team and the pets.

    Defeat him in under 30 seconds, and you'll get the mine layer badge.
  9. Quote:
    Originally Posted by Aneurysmo View Post
    1) The 'mez toggles' show a mids cast time of 1.17s, does this mean their mez effect procs every 1.17 seconds?

    2) Do the mez toggles override their own mezzes, or stack i.e the duration of a 'Cloak of Fear' mez is 13.6 seconds so with a 1.17 second proc that'd either override its own mez 11 times (13.6/1.17) resulting in a continuous uninterrupted, but not aggregating, 2 mag fear, or it would stack to a 22 mag fear (11 applications of +2 mag). Which is it?
    The mez's are delivered as a constant non-stacking point-blank-area-of-effect.

    This means that the stun and fear auras will only deliver the exact magnitude of that effect to an enemy. If an enemy resists the magnitude of that effect, the effect will be ignored.


    Quote:
    3) What should my slotting look like here? What are Dark's weakest points and how should I use incarnate/IOs to overcome them?
    Dark's weakest points? Everything.

    Quote:
    4) Does anyone have a build they're currently running/have run and feel comfortable with solo? May I see it?

    5) Does anyone have a build they're currently running/have run and feel comfortable with as a main tank? May I see it?

    Thanks guys and girls!
    http://zerias.blogspot.com/2010/05/d...elee-tank.html


    * * *

    Okay, the biggest problem with Dark Armor is that the set has never really been revamped for the defensive aura changes. Dark Armor was designed for a time in the game when you could only activate one armor at a time and you had to pick which aura was best for whichever situation. The set was only ever really balanced to work with Dark Melee's Dark Consumption power as the aggregate endurance consumption of all possible enabled toggles is only numerically surpassed by the aggregate endurance consumption of Stone Armor's non-granite armors.

    The set faces additional problems as a Tank armor. The mez mitigation effects that work well for scrappers or brutes run counter to the tasks of a tank. It's not really a big deal for a brute or a scrapper if an enemy wanders outside of melee range whiled stunned, or tears off down a hallway in fear. It is a big deal for a tank as effective aggro control is all but lost.

    To be blunt, Dark Armor for Tanks... SUCKS.

    With that being said, if you scrap the idea of playing like a Tank, things can get interesting. Dark Armor might be a lousy set for traditional tanking and aggro control. It might be an outright horrible armor set on the Single Origin Enhancements the developers balance the game against.

    It's a power-house on IO's and Incarnates.

    * * *

    To put it this way, with the base Cardiac Alpha enabled on my own Dark / EM Tank, I use less endurance with Super Jump running than I use without the Cardiac and Super Jump turned off.

    Dark is also easier to soft-cap than it's resistance cousins with a few points of defense in Cloak-of-Darkness. It's not much, but it's enough. You'll still run into the problem that any enemy with a defense debuff will rapidly take you OUT of soft-cap, but a few seconds may be all you need to get Dark Regeneration off.

    Which brings up the high-point of Dark Armor. With capped ED slotting, you'll only need about two enemies to drive a 2000 point heal. As you increase recharge and endurance recovery, and decrease endurance consumption, Dark Armor really does approach the point of being unstoppable. All you have to do is survive long enough to trigger Dark Regeneration

    * * *

    Now, is Dark / Fire / Pyre really the best way to go?

    yes / no / not really.

    Dark / Fire isn't a bad combination. I've got one. Granted it's not my play Dark Tank, but I've got one.

    The biggest problem with Dark / Fire / Pyre is that it made sense up until Going Rogue when one little power was made available: http://paragonwiki.com/wiki/Soul_Mastery#Darkest_Night

    Darkest Night is hands down the most useful power you can take. Period.

    Granted it wasn't available for Tanks when I did my walk-through in May 2010. It's on the current build though.
  10. je_saist

    Drive Angry 3D

    Quote:
    Originally Posted by Xzero45 View Post
    3D is just a fad.
    My eyes hope it is...
  11. The reason why there is no hardware accelerated 3D sound is simple: Direct Sound was removed from NT6

    Quote:
    Windows Vista features a completely re-written audio stack based on the Universal Audio Architecture. Because of the architectural changes in the redesigned audio stack, a direct path from DirectSound to the audio drivers does not exist.

    DirectSound and other APIs such as MME are emulated as WASAPI Session instances. DirectSound runs in emulation mode on the Microsoft software mixer. The emulator does not have hardware abstraction, so there is no hardware DirectSound acceleration, meaning hardware and software relying on DirectSound acceleration may have degraded performance.

    It's likely a supposed performance hit might not be noticeable, depending on the application and actual system hardware. In the case of hardware 3D audio effects played using DirectSound3D, they will not be playable.
    The suggestion has been made to the developers to convert the existing audio system to leverage OpenAL: http://connect.creativelabs.com/openal/default.aspx

    OpenAL, while not entirely vendor neutral standard, was licensed under LGPL prior to version 1.1. It is currently promoted as an "Open Standard" by Creative and other Vendors, but has not been accepted by the Khronos.

    Currently there is no official Architecture Review Board for OpenAL itself. Development of the API does continue through the public mailing lists: http://opensource.creative.com/piper...ry/thread.html

    One of the rumors that pops up every now and then is that Khronos wants a proper OpenSL release to complement it's other Vendor Neutral API's, but certain hardware vendors (*COUGH INTEL COUGH CREATIVE COUGH*) are not interested.
  12. Quote:
    Originally Posted by HelinCarnate View Post
    Have you ever considered changing the game to a FPS? Those are quite popular.
    Actually saying "ya know, I think I could make the game work from a First Person viewpoint" might actually GET you hired.
  13. http://boards.cityofheroes.com/showp...49&postcount=7
    http://boards.cityofheroes.com/showp...72&postcount=1
    http://boards.cityofheroes.com/showp...91&postcount=2
    http://boards.cityofheroes.com/showp...73&postcount=3
    http://boards.cityofheroes.com/showp...27&postcount=4
    http://boards.cityofheroes.com/showp...87&postcount=3
    http://boards.cityofheroes.com/showp...30&postcount=3
    http://boards.cityofheroes.com/showp...8&postcount=14
    http://boards.cityofheroes.com/showp...55&postcount=6
    http://boards.cityofheroes.com/showp...26&postcount=1

    Yes. This topic comes up a lot.

    And no, there's nothing the developers have to do here to enable Stereoscopic 3D.

    Stereoscopic 3D is handled by the graphics driver.

    Most games that run in Stereoscopic 3D through Nvidia Surround View or IZ3D have had absolutely ZERO input or development from the game developer

    Your best bet is to contact IZ3D and let them know you are waiting on Stereoscopic 3D support for City of Heroes.
  14. Quote:
    Originally Posted by Zombie Man View Post
    Did you have any feedback that comes from actually using the NCSoft Launcher that could help alleviate your concerns about it, or, do you an unfounded a priori hatred of the NCSoft Launcher based on hearsay?

    Because this feedback you just left is simply useless.
    I suspect several players remember the atrocious version of the NCSoft launcher that was in use back when Tabula Rasa launched, and that most of the vile and bitter hatred directed at the launcher stem from past versions.

    My own "hatred" of the launcher is largely caused by the underlying technologies used to power previous versions launcher. A common saying in the programming circles I travel in runs something to the effect of this: "If you want something done quickly, use Microsoft. If you want something done right, don't use Microsoft"

    Setting aside Linux / BSD compatibility for a moment, Microsoft has constantly proven to be an untrustworthy company. They have been caught, and in many cases convicted, of implementing secret backdoors, deliberately sabotaging code, and of collecting information without the users permission. In terms of security Microsoft is only able to remain competitive with other products by refusing to release information on bugs and obfuscating reports that do make it out.

    Case in point is Internet Explorer. Microsoft loves to trumpet when Internet Explorer has less bug reports than Mozilla Firefox. Slight problem, Mozilla has an open Bugzilla located at: https://bugzilla.mozilla.org/ Microsoft does not have an open bug tracking system for Internet Explorer. So Microsoft can name any number they choose to. There's no proof that any number Microsoft cites is accurate.

    * * *

    Then there's the problems of deliberate API breakage. Referring back to Tabula Rasa, all during the beta period Destination Games used a set of Microsoft API's that were identical across Windows 2000 SP4 and Windows XP SP1. As the beta drew to a close and retail launched approached, Destination Games suddenly switched to a library update in Xp Service Pack 2, an update that was supposed to be in the canceled Windows 2000 Service Pack 5. That change killed compatibility with Windows 2000. It did not matter that Windows 2000 had the same kernel, same driver model, same DirectX version, same everything else. All it took was one tiny file in an API update that wasn't released for Windows 2000... and that was it.

    Right now Windows 7 and Windows Vista are going through a similar breakpoint. Windows 7 has received Service Pack 1. The corresponding Service Pack 3 update for Vista is still Missing in Action, and Microsoft would love to kill the Vista association so much they may not actually do a Service Pack 3 or a Platform Update like they did to synch Vista SP2 with Windows 7 Launch.

    API breakage is a very serious concern when using Microsoft Software. There is no guarantee that any software produced using a Microsoft API or Microsoft Tools will continue to be compatible with the Microsoft Operating Systems.

    All it's going to take is for one day Microsoft to say "no more .NET updates for Windows XP"... and poof, that's it. Developers either have to keep using an older and un-patched version of the .NET framework and tools, or just junk the platform.

    Third party tool kits and API's, such as OpenGL, Webkit, QT, GTK+, OpenCL, and the like, don't have these API breakage issues. As long as the third party API's and their corresponding libraries are in place, software can still be compiled and updated. In some cases new versions of an API or Toolkit deliberately go out of their way to provide fallbacks or alternative operating modes to support previous versions (OpenGL).

    This 3rd party support is one of the reasons why City of Heroes can leverage DirectX 10 class hardware under Windows XP. While Microsoft won't ever update Windows Xp to DX10, City of Heroes uses the OpenGL API. As long as OpenGL 3.x support is exposed in the graphics drivers, that support can be leveraged by the game. So hardware capabilities that are not, and will not ever be, exposed under DirectX, are exposed and usable on the same exact Operating System platform.

    * * *

    Then there's matter of Patents, a story that goes all the way back to 2003. Microsoft has several software patents on the .NET framework and API. Microsoft "says" that they will not use these patents to sue end users or the Mono-Project. Slight problem, Microsoft has said they wouldn't sue over patents and reverse engineered software before, then turned around and sued anyways. Those software patents are the equivalents of landmines.

    Going back to deliberate API breakage... what happens when Microsoft stops releasing security updates for .NET on Windows Xp and Windows Vista and only releases those updates for Windows 7? A developer could get around those security holes by using a 3rd party implementation, such as Mono, that never had the holes to begin with. Of course then the developer is open to being sued by Microsoft for violating the patents Microsoft holds.

    * * *

    Now, I could keep going on and on and on about why .NET is an API / Framework that should be avoided at all costs, not just for multi-platform development, but for just Windows development alone. I could keep slamming a sledgehammer on the point that .NET is simply a bad business choice for any developer or publisher to look to accomplish any computing task.

    The only way .NET could ever be trusted is:Neither of these are likely to ever happen.

    Now, does the potential use of .NET in NCSoft's launcher mean that I'll stop subscribing and go play another game?

    No. I'm just one subscriber, and the number of players who actually care about this stuff the way I do probably would have difficulty capping the population on a single zone.

    That does not mean that I'm going to sit back and simply let an event that I see as a critical risk to NCSoft, Paragon Studios, and the Players occur without raising bloody hell.

    Maybe I'll get lucky and somebody who matters at NCSoft will look at this thread, then start asking the legal and programming department to give them a full run down on just what repercussions could result from using .NET software. Maybe I'll get lucky and somebody who matters at NCSoft will find out from the programmers that using non proprietary tool kits and API's will give every game a multi-platform advantage. Maybe I'll get lucky and somebody who matters at NCSoft will realize the potential of being able to hit entire separate ecosystems of system targets with relatively one code base.

    Maybe I won't.
  15. Quote:
    Mobile Intel(R) 4 Series Express Chipset Family
    Intel Integrated graphics.

    There probably is no driver update available since performance graphics are not exactly what Intel does.
  16. I've got an Elec / Elec brute and she's... deadly.







    The advantages are that the resistance set makes most damage consistent and predictable. Elec also fairs well against exotic attacks, so as the enemies start to gain more buffs and debuffs, eletric armor doesn't suffer that much. Elec has a high resistance to slows, a fairly decent base recharge boost, and an excellent resistance to endurance debuffs. As you hit the higher levels with Energize and Power Sink, endurance and sappers turn into non-issues.

    Then there's the endurance drain. With power sink slotted out you can rival Ice Armor's Energy Absorption for removing enemy endurance.

    The disadvantages are... plentiful.

    For starters, Elec is only a resistance set and has no native defenses or defense debuff resistance. So, even if you rack up on defense buffs with IO's, all it will take is one good shot and you can kiss that defense buff goodbye.

    Then there's the resistances themselves. Even with the Rare Cardiac boost, you'll still struggle to top 62% resistance to smashing / lethal damage with tough. Resistances to everything but energy will be somewhere around 40%, maybe 45% with the Rare Cardiac.

    So survivability through taking damage... isn't really what Elec excels at. Survivability through delivering damage... well. That's a completely different ball game.

    For me I went after IO boosts for Maximum HP cap and recharge, then took the Spiritual Alpha for it's Recharge and Healing boosts. So I've got around 1943hp, and I haven't even gotten to the accolades yet.
    • In energize without an Alpha Equipped I clock around 31.57 hp per second regeneration with around 748 on the heal.
    • In Energize with the Rare Spiritual Total Radial Revamp I'm clocking about 34hp / sec regen and a heal worth 819hp.
    In terms of attacks, Lightning Rod is down to about 43 seconds recharge rate with the Spiritual Total Radial Revamp, and has about a ~30 second actual recharge with the 87% base recharge rate bonus. At the higher levels the Patron Power Darkest Night also increases survivability by a good bit with significant debuffs to enemy damage and to-hit.

    Now, some electrical melee players rely on Lightning Clap for survivability. Me, not so much. In the incarnate end-game some effects, such as stun, don't mean a whole lot unless you can reliably stack that effect. If I was doing this build on a tank, I would go for Lightning Clap just for the few seconds that a high-mag knockback and low mag stun would buy, just for that extra survivability in a crunch situation. I also know how I would do it. I'd drop the vengeance power for lightning clap, then drop the slots on Maneuvers and Tactics, and slot out lightning clap for the 6.25% recharge. Ultimately I'd only lose about 1.13% of max hp and 1.25% of base recharge. Not really huge numbers.

    I'm not really sure that extra survivability is worth it for a Brute in Solo Conditions... and on team conditions, I'd rather have the vengeance. Just personal play style for me.

    The only practical disadvantage to my particular build is Single Target damage. Hardened targets can be a bit problematic to put damage down onto. I've been playing around with a build on Test that swaps out Soul Tentacles with a Decimation Slotted Gloom.

    Hope that answers your questions about elec / elec.
  17. Quote:
    Originally Posted by Zwillinger View Post
    • So I have this idea...hear me out...World of...Lady GAGA...Online.
    ... I'm going to bill you for the therapy I'm going to need from seeing that in print.

    anyways, stuff that won't get you hired at NCSoft.
    • So, I was thinking, we can port everything to run atop the Unreal Engine, and get this, we'll use Nvidia Physx!
  18. je_saist

    Stuck at lvl 43

    missions is missions is missions.

    doesn't matter where you do them or with whom.

    You get your most rewards by... COMPLETING MISSIONS.

    So hey, having a hard time? Go knock out a few story arcs that you gave up doing and you'll be leveling up once again.
  19. Quote:
    I have alts in a variety of servers so I can play with different groups of friends or gaming atmospheres. While I am very comfrotable with the Champions Server, was thinking how about have a neutral server, where folks from any server could virtually move their character to adventure with other players from other servers.
    you... are... aware that the devs already said Cross-Server teaming was on their list of stuff to do with the game... right?
  20. UNSIGNED

    Seriously.

    This is a Multi-Player Game. It is a Massive Multi-player ONLINE Game

    Somethings are going to have requirements to have... you know... Multiple Players.

    Not everything has to be soloed.

    Not everything has to be duoed.

    Sometimes, it's okay to have limitations to make starting some events more difficult.

    Sometimes, yes, it's going to be hard to get things going because of the server pop.

    That being said, this game does not need to be turned into solo-city where everything can be done without ever interacting with another player or getting outside your own personal comfort field and actually... you know...interacting with other players beyond saying hi at the auction house.

    This game does not need to account for every single instance where a player wants to do something and there is nobody else on their server.

    If nobody's on your server when you play, go to a different server. If you don't want to transfer, you can always make a new character.

    Okay, in all fairness, EU players do get a bit of leeway here since they only have two servers and a really low server pop... But I'm not NCSoft Europe and I don't know what clue-by-four it's going to take for them to do something positive in relation to the game.
  21. Quote:
    Question 7: I’m on a Mac. Does the NCsoft Launcher work for that?

    Answer 7: There will be a Mac OS version of the updated NCsoft Launcher, but this round of testing is focused on the PC version only. Until the Mac testing begins, Mac test customers do not need to make any changes to their login process or game client.
    This kind of leads into the question I want to see answered but isn't addressed.

    In the past the NCSoft Launcher has traditionally leveraged Microsoft .NET, which is only fully available on Microsoft Windows platforms.

    Currently, and for both the foreseeable and unseeable futures, .NET is only available on Unix-type platforms, such as BSD-Darwin and Linux, through Attachmate Mono: http://www.mono-project.com/Main_Page

    The implication that there will be a BSD-Darwin (OSX for those who don't know what BSD-Darwin is) Client indicates the possibility of an NCSoft launcher that either leverages Mono, or dumps .NET in a wastebin (where it belongs, but that's just my opinion now isn't it) and leverages a native multi-platform tool-kit or tool-kit combination, such as QT/Webkit to provide the program framework and user interface.

    One of the reasons why this is directly important to me is that running .NET applications in a *nix environment tends to be a rather large pain in the rear-end, largely a result of Mono support lagging behind the Microsoft .NET point releases, and the (debatable lack of) quality of .NET itself. The subject becomes critical in the case of games that are run with emulation or code conversion techniques, such as through W.I.N.E. or Transgaming Cedega / Cider.

    So far NCSoft / Paragon Studios haven't clarified if the relationship with Transgaming to provide support for *nix platforms is still ongoing. If Transgaming is continuing to help provide development resources for managing the City of Heroes executable through Cedega / Cider tech, then the requirement of the NCSoft Launcher may not be quite a critical issue for gamers who do use a Linux Platform to play City Of Heroes, at least not with the Cedega tech going free of cost through GameTreeLinux.

    * * *

    Is it possible then to get a clarification on what technology is being used to back the "new" NCSoft Launcher then?

    Is it possible to get a clarification on NCSoft's / Paragon Studios relationship with Transgaming?
  22. Quote:
    Originally Posted by freewaydoggy View Post
    I mean, shouldn't the pinball machines be interactive in Pocket D? Like, you spend say,..25 inf on a game, play a pinball mini-game, and win prizes/rewards & such, no? I think that would be a fine idea, don't you?
    The suggestion has come up before. It's also been shot out of the sky with a howitzer.

    The simple answer is: the game engine doesn't work like that.

    Here's the complex answer:

    Technical Hurdle #1: Keyboard Input
    There are a couple of engine requirements for mini-games inside of an outside game to work. One of those is the ability to capture and re-route the input commands from the player. Currently there is no exposed method for the developers to capture player input and map that input to I/O commands for a sub-game.
    Technical Hurdle #2: Indirect Video Capture and Re-routing
    Nor is there any particular method to capture the player's camera and zoom in on a specific object. Yes, the game does have cut-scene capabilities that can take control of the player's camera. However, you can still activate keyboard commands, such as text macro's, while in a cut-scene, and your own personal text will render into the camera viewpoint. Nothing like shouting "Fuzzy Furry Purry Kittens will Kick Romi Tail!" half a dozen times during the Romulous / Nictus cut-scene.
    Technical Hurdle #3: Mouse Capture and Re-routing.
    Mouse driven interaction isn't a solution either. Currently in the game objects that can be interacted with by the mouse, such as glowing boxes, computer panels, train doors, and the like have a three dimensional depth and are surrounded in a bubble. Why? Network latency. In terms of processing time and network transmission, it is much easier and much less performance expensive to create a bubble effect that can be clicked on and simply change the object rendered inside of that bubble effect.

    The bubble effect on objects effectively makes mouse-driving mini-games impossible. Mouse driven effects are only given full precision for certain portions of the User-interface that are localized on the user's client and don't require transmission back to the server. E.G. selecting a text field in the Auction House Interface, interacting with the options menu, or clicking in the text box. None of those mouse movements or clicks have to be transmitted back to the server, although they can create events that ARE transmitted back to the server. There IS a difference.
    These are just 3 of the technical hurdles the developers would have to overcome in order to produce a viable mini-game experience, and as of right now, there's no particular need for the developers to implement these kinds of changes in the existing engine.

    Yes, Sony got around many of these hurdles with their Sony PS3 Home project. Sony also had a much larger budget for command processing, as well as a much larger network budget. Each Playstation 3 has a multi-core PowerPC processor with a high clock rate and a requirement of broadband internet. Sony didn't have to worry about somebody with a Socket A Sempron and a Geforce FX 5200 trying to run PS3 Home on a 56k connection.

    Paragon Studios DOES have to worry about players with Socket A Sempron and a Geforce FX 5200 trying to play this game, City of Heroes, on a 56k connection, since a not entirely insignificant number of players still use that class of hardware and network support (Brighthouse cable and AT&T DSL, I'm glaring at you here) to play the game.

    So, nice idea. Would be nice.

    But it's not happening.
  23. Quote:
    Originally Posted by Sam_Sneed View Post
    The description says 45%

    When you right click it and go to detailed numbers it says 15%.

    I checked Brawl though and it sayd 45% so it is apparently just a typo. Thanks!
    If it helps, the best way to think of the Alpha Slot is that is an extra Single Origin Enhancement for each power. If you are capped into Enhancement Diversification, an extra Single Origin Enhancement isn't going to buy you much performance enhancement.

    This is one of the reasons why the Endurance reduction global is so potent. No IO set (that I'm aware of) will cap the endurance reduction of a power. Players running on SO's / Crafted IO's likely won't be spending the slots on 3 endurance reductions either. This means that power effect for power effect, a player is more likely to benefit from an additional Endurance Reduction effect compared to other powers.

    This is also why some of the effect buffs are the levels they are. All of the Alpha Buffs follow the Schedule Enhancement table from when Enhancement Diversification was implemented.

    Since most players slot for damage, recharge, defense, resistance, or accuracy, they won't notice as large as an effect from those buffs until they hit the Rare / Ultra rare where more of the extra enhancement ignores the Enhancement Diversification Limit, up to the level of a Single Origin Enhancement (66& of 45 is 30%).
  24. Nvidia has enabled OpenGL 3.x SLI acceleration in their drivers for City of Heroes Ultra Mode. SLI support is still very early, and some multigpu cards (such as the GTX 295) have multiple issues with City of Heroes.

    AMD has yet to enable OpenGL 3.x CrossFire support in their drivers... probably a good thing since performance changes for OpenGL on RadeonHD 6x00 series are causing merry havoc with regressions on older GPU's.