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Quote:First, Incarnate does not go below 50.^^^^^^^^^^^^^^^^^^^^^^^^I didn't participate in the Issue 19 Betas and I've only took a quick glance through Zombie Man's Incarnates guide. Still, I'm am stumped as to why there had been so much discussion and rants regarding insufficient respecs to pull out Purples/Hamis/etc in preparation for Issue 19?
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Especially since the Alpha Slot doesn't exemplar below 45.
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So, someone enlighten me please. Why were you pulling out enhancements for Issue 19?
strike that. According to the patch notes, they are supposed to go down to 45. Doesn't match with my own experience when I sk'd an incarnate 50 to a 47 and lost incarnate abilities, but I'll buy that 45 exemp is how it supposed to work, and that it has been fixed / addressed.
Second, as to your actual question, you have to consider that many of the posts from players on these forums are from a distinct minority of the game. The build-help forums are largely contributed to by players who wring every last bit of min-maxed performance out of any particular build.
For many of these min-maxers the Incarnate System offers new opportunities to try different sets that might not be as effective in any particular power.
I don't think there is actually that many people stripping out IO builds because of changes they can make with incarnate abilities. -
looks that way. I just went to look up curse of weariness and see how long this debuff lasted...
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Shubbie: the developers were pretty explicit that the Incarnate content is supposed to be harder to accomplish than "normal" gameplay content.
I'm sorry if you somehow didn't pay any attention to anything that was ever posted about the Incarnate content, but you might want to get used to the idea that unless you are a tricked-out soloing power-house, you are going to need a team and friends in the game. -
log a /petition from another character
A GM will be along shortly to move your character to another zone. -
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okay. Clebstein, if you've never watched Scrubs, you might want to at least watch this clip: http://www.youtube.com/watch?v=eAhgJ27mGd0
Quit Digging Your Own Grave. -
Quote:if you didn't take advantage of the pre-download for I19, it will need to download the I19 delta patch.It did that long "apply" process and now it definitely says "downloading" and at a miserable 56k/sec. I have about 19 hours to go haha.
Given that the servers are... SWAMPED... (seriously, both Ouro and RWZ are posting two instances on more servers than Virtue), it's gonna be a while. -
Quote:... Evil. You and I need to stop agreeing. It's creeping me out.

I'm speechless. Seriously, I don't even know what to say to this. This is the craziest complaint I've seen in a long time. I almost can't believe that the OP is serious.
As far as craziest complaint... okay. Yeah. This is up there in probably one of the all-time craziest complaints EVER. -
Quote:Btw, for those semi interested, G.I.M.P. can directly save to the .psd format: http://www.gimp.org/We use the .psd format for a few reasons:
--layers allow us to easily modify your submissions (i.e., makes it easier for us to get your work into the game)
--format/software is relatively intuitive and easy to pick up
--format is widely used in the art world (and is our 2D software package of choice in studio as well)
Hope that helps explain the reasoning. Remember, you can get a free trial of Photoshop from Adobe's website if you'd like to try it out.
Inkscape can't directly save to .psd, but it can save to formats such as Cairo .png that will retain layers, that G.I.M.P. can safely convert to .psd: http://inkscape.org/
I also checked Krita 1.6.3 and 2.2.2. Neither can save to .psd, but they both can save to .png and .tiff formats. That being said, if you are using Windows, that version of Krita is well... preliminary: http://www.koffice.org/download/
So, if you don't want to use Adobe's software, you don't have to. There are other options to create the content and G.I.M.P. will let you put it into Adobe's format. -
Quote:Basically Valve has been running a private and extremely closed build of Steam on Linux for... probably about 8 months now. Most of Valve's games built on the Source Engine are already compiled / patched / updated to run native code across Windows, OSX, and Linux. Unfortunately for fans of Valve games, games prior to Source (Half Life 1, Counter Strike 1.6, Op-For, Blue-Shift), aren't likely to receive ports.while your post had a lot of good info, you got me at the above... Half Life 3!.. I know Portal 2 is comeing soon, but HL3!!!!
Half Life 3 itself is probably the worlds worst kept game secret by this point, everybody knows Valve is working on it, but nobody knows exactly what the development status is, or what the launch date is.
Warning: the next segment is long, over-analyzing, and possibly boring.
My guess is that the launch won't be soon. Valve's keeping their cards close to their chest on when, or what, HL3 will be. My suspicion is that Valve will likely announce and / or show off Half Life 3 at the Portal 2 launch party.
Now, I don't put too much stock into the rumor that Valve is waiting for the Linux Client to be ready for public use before unveiling HL3. While doing so would be swift kick to the pants of all of the publishers and developers that have slagged off Linux over the past however many years, it would only be a brief PR spike.
My opinion is that Valve is prepared for most of it's Linux OS sales of games to be indy-games that are already thriving on Linux, games like World of Goo. Valve wants a slice of that independent platform developer pie. Most developers and publishers don't think about cross-platform releases and building platform-neutral code, and bean-counters are hung up over retail box sales and short-tail market presences, rather than the extremely long-tailed market opportunities that Steam presents.
Think of like this. Most publishers, like EA or Activision, only count on major titles like Call of Duty or Madden to sell strongly for a few months. After 3 or 5 weeks in the top 20 games, the publisher is content for the game to slide off the market.
Valve, as a publisher and a developer, is aware of what happens when the games industry makes knee-jerk reactions. Valve is very much aware, through the already released OSX client for Steam, just how poorly major publishers and developers are positioned for multi-platform releases. Valve themselves were in such a position not that long ago either, as Gabe's comments on the PS3 revealed. Valve didn't have anybody internally who was versed in OpenGL or Linux, which severely hampered Valve's ability to work with the PS3.
Publishers like Nintendo count on games having a long retail life-span. Nintendo fully expects Mario, Metroid, Donkey Kong, Zelda, and all their other franchise titles to still be posting sales numbers 8 to 10 months down the line, if not longer. If you look through NPD's sales tracking figures, you'll see Nintendo franchise titles still in the top 20 sales long after other publishers franchise titles have plummeted below the top 100 mark, and some still in Top 50 sales long after other publishers have pulled franchise titles from the retail market.
The concept to publishers that old games released 5, 6, 8, 10 years ago still selling, and selling in volume, is, well, unthinkable. Yet, that is what happens on Steam. Titles like Star Wars: Knights of the Old Republic drive healthy sales, long after LucasArts and Bioware moved on.
Given Valve's practical market experience, and their long-term goals with Steam, my opinion is that Valve is prepared for actual sales through SteamLinux to be less than SteamOSX, although the potential market to sell into is... well... according to Valve's own install figures when they can detect WINE, Crossover Gaming, or Cedega, is in fact larger.
Many Linux gamers have gotten tired of the slagging from major third party publishers and developers, hence the vibrant Indy community. I think Valve realizes that very few Linux gamers are going to take overtures from any major publisher or developer without barrels of salt in hand.
In this light, that of trying to repair the damages done by companies like EA, Activision, Take 2, and so on, Valve might possibly reserve Half-Life 3 for unveiling when the Linux client is launched, just as it saved Portal 2's unveiling for when the OSX client was ready.
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Bill: the oddity of ME defending Nvidia is NOT lost upon me. -
I'm unable to duplicate the type of corruption described with my HD 5770's running under Windows 7, Windows Xp, or Linux, across the Catalsyt 10.5, 10.6, 10.7, 10.8, 10.9, 10.10b, 10.10c, and 10.11 drivers.
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Now I just have this mental image of Recluse interrupting a slumber-party consisting of Ghost Widow, Barracuda, and Silver Mantis, and the three bullying him into playing Dress-up.
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I note that of those you listed only one is .Deb based, and, well, I've got my own opinions about Ubuntu... driven mostly from having interacted with Mark Shuttleworth and what passes for the Ubuntu developers. Given that, I can understand the perspective that Nvidia is that bad on Linux.
However, an Nvidia Fanboi, (and trust me, I call him a fanboi because he's met all of the criteria, including defending the NV driver as a legitimate open-source strategy) has collected together various scripts and wrote some of his own to simplify installing various graphics drivers under Linux. His webpage can be found at http://smxi.org/
SMXI is largely a series of Debian scripts meant for APT and .Deb systems, but according to the SMXI documentation, the scripts also work on RPM based Fedora and PACMAN based Arch: http://smxi.org/site/faqs-sgfxi.htm#...tros-supported
SMXI can largely be installed by opening a terminal, swapping to root, and then posting:- cd /usr/local/bin && wget -Nc smxi.org/smxi.zip && unzip smxi.zip
- telinit 3
- root
- root password
- sgfxi
Granted, things can get a little more complex. Case in point: If you are using an ATi system with a recent X.org ATi driver, you'll actually have to run SGFXI twice for fglrx to install.
The Nvidia side is, well, worse. The first problem is that the xorg.conf file created by Nvidia's installer may, or may not, give you a proper resolution. The solution is pretty simple. After the SGFXI scripts have finished, quit out of them (it'll give an option) and simply type in- nvidia-xconfig
- 71.86.xx series - Geforce 3 and Previous
- 96.43.xx series - Geforce 4 and Previous
- 173.14.xx series - Geforce FX to Geforce 9x00, GTS 250, GTX 260, GTX 280
- 260.xx.xx series - Geforce 6 to Current as of this posting.
While AMD users have been dealing with this kind of cut-off since 2006 (when the Radeon 8500 series was retired), and then again in 2009 (when the Radeon 9x00 - x1x00 series was retired), the reality is that the X.org ATi driver is faster than Fglrx in most 2D desktop tasks... and lets be honest... you probably aren't planning on running a cutting edge Linux desktop complete with 3D compositing, or play Half Life 3 and Portal 2 (oh yes, native clients are in development), on a graphics card that was brand new in 2005.
So the lack of 3D / OpenGL performance in the X.org ATi driver probably isn't a big issue to most users. Things like tear-free video and video hardware acceleration are probably much more desirable on older graphics cards.
Now, in all fairness, there is a significantly advanced Open-Source effort to reverse-engineer and produce a fully-functional driver for Nvidia graphics cards: http://nouveau.freedesktop.org/wiki/
Thanks to impatience on Linus's part, Nouveau's profile has been raised much further than Nvidia would rather prefer, and several distributions are already including the driver. -
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Quote:You also skip over a pretty important "fact" in those events. They were players with heavily tweaked and "time expensive" or "farm expensive" or "auction house expensive" IO builds.Actually, yes. There are players who have done solo and duo Mothership raids.
Players who have accomplished such events were not casual players with Single Origin builds, mixed SO/IO builds, or casual IO builds.
The reality is, not everybody in the game has Perma Phantom Army. Not everybody in the game has perma-AM. Not everybody in the game has Perma-Hasten, Soft-capped defenses, high regeneration, and high recovery. I've been biting my tongue since Oedipus's way out of line quote from earlier in the thread:
The number of players who have Illusion builds that are capable of doing this can probably be counted without even having to use all your fingers and toes. The number of players that can pull this off is not, by any means, a significant amount of the player-base.Quote:I'll say nothing about the Control set with the immune-to-everything pets that has been soloing content meant for groups of 20 or more.
Which is just one of the many reasons the developers haven't taken any steps to "deal with" builds that players can see as over-powered. Very few players ever reach that over-powered state, and the developers are largely content to allow the players to feel a sense of achievement at successfully working the Invention System to do something their character was never designed to do to begin with. -
Quote:*snip*I think Bad_Dog pretty clearly stated that the cause of his conclusion is that he had been playing, and percieved that he had been missing more often. He posted another thread, previously, and was informed by the forumites that accuracy had not been nerfed. He was given an explanation that at the time seemed to be acceptable.
I somehow missed that other thread... that's probably a good thing though. So the psychological perception was addressed then previously.
... also... *peers at own post* ... I dropped a sentence somewhere about Mid's UI being confusing. oh well. -
Quote:You forgot an option:oy.
So, OP, you have two options:
1. You are misunderstanding the data you're seeing.
2. There's a conspiracy between the devs and the rest of the playerbase to hide an accuracy nerf. Nobody will admit to anything, except *you.*
Which, logically, is more likely?- 3. Nemesis Plot
I do have a question to pose to the original poster, Bad-Dog:- Where did you get the idea that global accuracy had been changed to begin with?
From my point of view, if we, as the player base, can figure out where you got the idea to begin with, then perhaps steps can be taken to ensure that no other players make the same error:- Was it something in the Wiki that is mistyped?
- Was it confusion in the MIDS user-interface?
- Was it something that is said in the patch notes?
- Was it something that somebody posted in the forums?
- Was it perceived behavior from how you feel like you are hitting in the game?
- Was it something somebody said in game?
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Quote:depends on the proc.Wait, what?
I was... told this was untrue, at least at one point (if not several).
If I'm beneath the level of the proc, the proc still fires?
Numina, Miracle, Performance Shifter, Kismet +To-hit, and Regenerative Tissue procs all fire on power activation. As long as the power is active, the proc will activate. These proc's auto-fire when placed into passive powers such as health, stamina, fast healing, quick recovery, or Phalanx Fighting. As long as you have the power, the proc will fire, regardless of the proc level.
Luck of the Gambler and Gift of the Ancient procs are based on passive performance. These types of procs are subject to the enhancement boost must be within 3 levels to activate since they are not dependent on a power firing to take effect. -
Quote:short version is this: Price Caps won't work because players do not have to use the auction house.AI've been mulling this around in my head as an idea but I'm not sure how it would or could work - and I can see great benefits and I can see huge pitfalls too - maybe.
But I'm no economist and I'm not sure if I've covered all the bases. At this stage I'm not even sure if I know what the bases are so there are big gaps in my knowledge
But it occurred to me that there's a discussion that's worth having here, and just seeing what other opinions are - what benefits and what disadvantages would it give?
As is players are already trading various recipes or crafted IO's off of the market for more than the player personal wealth cap. Granted, most of these are PvP recipes traded between private cliques.
Placing price-caps on the Auction House would simply send players off the market to sell their wares to get the prices they want. This would in turn create an even greater shortage of items available on the market for any particular price.
The only way a price-cap scheme could work is if the prices were capped on all items on all forms of transfer, a theoretically impossible task to cover in the game as is. Implementing a price-cap scheme that forces players to sell products at lower prices would pretty much require taking massive steps backwards on quality of life components such as email and base storage.
Case in point, players can send emails with items or inf to any global name, without receiving payment in advance. A player could use the email system to bypass a hard-cap on how much an item sells for. Want a numi-proc? Email me 80,000,000 inf and I'll email you the proc. Players can also store items in supergroup bases, which would allow another method of bypassing caps on trades or purchases. Just invite the purchaser to the SG after receiving the influence. -
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another vote for: PUT IT IN HEALTH
For the most part action procs like Numi and Miracle are best when placed in powers that are inherent or passive.
About the only time I wouldn't put one of the healing procs in health is if I was running a Willpower or Regen and had another healing passive; or on Stones where I'll put the +regen proc on rooted. -
Quote:*snip*I think there is a good chance that Energy Aura tankers could be just over the horizon. But don't quote me though

Not likely.
Basic problem is that there have been some murmurs on a defense rework. The developers have flat out stated they never intended for so many different types of avatars to be able to reach a soft-capped defensive state with Invention Origin Enhancements, and that the creative usage of pool powers and proc-sets to reach defensive caps was something they had not envisioned.
Until the developers finalize what their long-term plans are going to be to lessen the importance of defense as a combat mechanic, they aren't likely to do anything to or with pure defensive sets such as Energy Aura.
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As to the original post, I'm with Firespray's call
Quote:Tone down either the base resist or defense numbers just a bit. Replace one of the recharge buffs with an endurance recovery power similar to consume or dark consumption. Replace another of them with a self-heal similar to dark regeneration.


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