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Quote:If the system is asking you for the admin password, then CoH was installed using administrative rights. You won't have the read/write access required to play if you disable the admin prompt.Windows 7, UAC active, on Standard account.
Is there any way to get the system to auto-approve CoH without having to type in the admin password?
also, here's something else you might want to know: http://boards.cityofheroes.com/showp...50&postcount=6
and another time UAC has come up: http://boards.cityofheroes.com/showp...82&postcount=2Quote:... Captain Photon beat me to it.Quote:You might as well just turn the UAC off altogether. It's quicker, doesn't require a download, and the bloody thing's useless anyway.
Short version is that UAC won't do a thing to actually stop the most common viral entry points. Clicking on a bad link in an email, visiting a web-page loaded with malicious java-script, or downloading a trojan-horse application. Nor would it stop more innovative attacks. Microsoft, for example, can use Windows Update to bypass UAC and install software anytime they want to as long as you have an internet connection. And no, this isn't wild theory, Microsoft has actually done this before. Microsoft has used Windows Update to force additional software onto computers even when admins had do not check for updates checked. So it's of little wonder that virus writers also had little problems getting around UAC.
In short, UAC doesn't actually do anything but annoy the user. As far as security jokes go though, it's right up there with the claims that IE is a secure browser.
Quote:might as well turn UAC off.
It's about as successful as any other Microsoft technology at preventing unauthorized access to your computer.
It doesn't actually work.
Just under a year ago 8/10 malware programs were already bypassing UAC: http://www.zdnet.com/blog/security/w...e-samples/4825
I can assure you that while the malware in use has matured over time, Microsoft's ability to create secure software has not. So if you are keeping UAC turned on for some sort of security reason, I have the bad news of telling you that it doesn't actually have any security benefit. You are just as vulnerable with it turned off as you are with it turned on. -
Quote:Layered Vision is handled by the driver separating the camera positions of the game into separate rendering views, not by the game. I just went over this not long ago: http://boards.cityofheroes.com/showp...27&postcount=4Anyone hear if there will be a patch so that COx will use NVISION??
I know that other video games support it and holy crap would that be cool
Real 3D is the sauce.
Quote:...
okay. You seriously need to read some my posts on the subject of Multi-Monitor / 3D Vision Surround Support:
http://boards.cityofheroes.com/showt...t=stereoscopic
http://boards.cityofheroes.com/showt...ic#post3010830
http://boards.cityofheroes.com/showt...ic#post2723058
http://boards.cityofheroes.com/showt...ic#post2721555
http://boards.cityofheroes.com/showt...ic#post2688126
http://boards.cityofheroes.com/showt...ic#post2520954
http://boards.cityofheroes.com/showt...ic#post2453139
As you can see, the subject comes up on a regular basis. You are not the first poster to think that Stereoscopic 3D is something that has to be enabled by the developer.
Stereoscopic 3D is handled by the graphics driver, not by the game. In a nut-shell, Stereoscopic 3D is simply taking the camera position given by the game, then separating that camera position into two different frames of reference, then feeding back the off-center angles to the monitors.
As mentioned many of the times this subject has come up before, various 3rd parties have been doing this angle separation outside of original developers support for years, such as IZ3D and Nvidia. In most (95%+) of the games Nvidia offers Stereoscopic support for there has been absolutely zero input or work done on the game to support Stereoscopic viewing on the part of the game developer. All of the work to support the stereoscopic rendering is done in the Nvidia driver.
So if you want Stereoscopic 3D support, you need to go talk to Nvidia. Not Paragon Studios.
Let me repeat that.
You need to talk to Nvidia. Not Paragon Studios.
* * *
Now, since I am sure some jerk is going to bring up multi-monitor support, aka Matrox Triple Vision, AMD Eyefinity, and the deliberately confusingly named Nvidia 3D Surround Vision, these types of technologies are not entirely handled by the graphics driver.
In the case of City Of Heroes, the game essentially includes it's own internal window manger, allowing the positioning and in many cases, resizing of the internal dialog windows. The window manager seems to be one of the technical reasons City of Heroes breaks when trying to run in triple-monitor configurations. It's not the only one, but it is one example where the game developers do need to do some internal work to account for how the game will perform on a 3rd party feature.
Multi-GPU support is another such situations. CoH famously doesn't support Multi-GPU modes, mostly because neither AMD nor Nvidia have fully matured OpenGL 3.x / 4.x drivers and CoH Ultra Mode was the first commercial OpenGL 3.x fast-pass oriented rendering system they had to work with. In many cases Multi-GPU support can be forced at a driver level, but there are some code-optimizations the developers can perform on graphics engine to leverage the presence of multiple GPU's. -
Quote:Actually it's not a guess.MM Pet customization in general has been asked for since CoV beta. I'm sure that it is on the developer's to do list but where it sits on that list is anyone's guess.
We do know where Mastermind Customization sits on the list: After Going Rogue Launches it would be looked at.
It was made very plain and clear to all players by multiple red-names, including a demonstration at one of the conventions, as to why Mastermind Pets are not customizable. Mastermind pets are exposed to players under a costume-overlay system, similar to how the Stone Armor set's Granite Armor is exposed, how the Kheldian Shape Forms are exposed, and to how Halloween Costumes are exposed.
Allowing customization of costume overlays requires several more changes not only to the user-interface, but also to the processing engine, and to the database storage engine. The exact difficulty of exposing costume overlays as customizable options is so extensive the developers at one point considered a completely new stone armor design to replace the existing Granite Armor Overlay.
Now that Going Rogue is out, development resources might be available to implement the required changes to the game's internal engines. Which brings us to other things that we know about MM pet customization.
At this point, the intended plans seem to be to allow humanoid pets limited access to themed costume parts. E.G. Thugs will have a variety of vests and pants, but will lack options like Camouflage. Mercs will have costume options with military jackets, camo-pants, bandoliers, and other assorted uniform / military gear. Ninja's will have mostly robes, and so on and so forth.
As far as I am aware the subject of robotic pets has not been addressed by any Paragon Studios employee in an official manner, non-official manner, or off-the-record manner. My guess is that rather than trying to simply filter existing costume parts into each MasterMind theme, the developers will simply introduce new robotic models as pet options. -
Quote:No idea. AMD's OpenGL 3.x Crossfire support is still immature. As of the most recent drivers OpenGL Crossfire still doesn't work on Heaven 2.1.Them? As in two 480m's in Sli? Wow...Maybe I can find a place that fit's crossfire, but there is also this issue: I am unsure if CoH will be Crossfire enabled anytime soon. The Dev's have stated issue 19 bring's sli capabilities, but I am unsure if this also goes to crossfire.
That's a hard question to answer. On paper the desktop GTX 260 has nearly twice the memory bandwidth, and depending on the core, anywhere from 30% to 40% higher shader fill.Quote:Edit: If I went with a 5850m, would it at least beat a 260 GTX (desktop)?
However, both the GTS 250 and the GTX 260, in real games, despite having higher texture fill values, shader fill values, and memory bandwith amounts, didn't exactly slam-dunk outpace the RadeonHD's 4000 series on launch.
Given that, on paper, the 5850 mobile chipset is probably going to go somewhere in between the RadeonHD 4850 and the RadeonHD 5770 on performance, it's difficult to say whether or not a desktop GTX 260 would be more powerful.
On paper? Yes.
In real games with a real processor? I don't know. -
Quote:Yes, this is true for Nvidia.Hm. Alright, thank you for the advice. I assume this also goes for Nvidia. Mainly, I was looking for something that can bear my desktop at CoH.
SLI support for CoH is only in the most recent Nvidia drivers. As in this month's drivers.Quote:It is currently running 2 260's GTX in sli, and is only getting 10-15 FPS in CoH. It also has a 2.82 GHZ processor, not an i-3/5/7 (older Quad Core).
Nope. Laptop chips have both thermal and power consumption limits that desktop chips don't have.Quote:Anyone have any idea if their will be graphical updates soon for Laptops that will be able to handle CoX on max?
The 5850 mobile will easily outrun them. On paper all of the 5850 mobile chips, the 5830 mobile chip, and the 5870 mobile will all outrun the GTX 480m.Quote:Edit: Ive been looking at other laptop builds. While I dislike Nvidia for multiple reasons, several places are offering GTX 460M's. Not sure if these are any good, just wondering. -
Quote:on paper yes.Can a Thugs /dark solo gms and heros/AV? Has accomplished this and what tactic did you use? I also have a demons/dark should i just stick to that build? Both are level 50 but Im going to start spending money on sets.
While the Thugs themselves don't really have that large of a repertoire of debuff effects, dark Does.
Howling Twilight, Twilight Grasp, and the Dark Servant all have -regeneration powers. If you have around a 100% recharge bonus, Howling Twilight can be pulled up every 45 to 50 seconds, delivering it's massive 500% regen debuff.
Couple that with Tar Patch's resistance debuff and you have one powerful combination for laying down damage that an enemy won't be getting back. -
unfortunately your best bet on this is going to be over on Nzone: http://forums.nvidia.com/
As of right now, this is what Nvidia's own forums returns on CoH and Optimus:
Quote:Sorry, but we did not find any matches to display. Try again and broaden your search criteria. If you were searching for new posts since your last visit, it's possible that there are none to show. -
Maxed settings?
No.
The most powerful of the 5850's, as there are three, only does 25,000 megatexels: http://www.techarp.com/showarticle.aspx?artno=98&pgno=3
The mobile GPU's slower memory and lower texture power places it between the range of the Desktop 4850 and the Desktop 5750: http://www.techarp.com/showarticle.aspx?artno=88&pgno=3
At this point there is no Mobile GPU on the market that can run CoH in Maxed settings. -
Quote:right up until it's decided to retcon the entire story so that it takes place right after episodes 4-6.i09 reports.
Granted the topic of whether or not a sequel trilogy will happen has been kicking around since 1977, so I think we can all agree that George can't make up his mind.
. But I do like the idea of setting it far in the future and having it not be about the Skywalkers. That way the EU will avoid the brunt of ensuing canonpocalypse. -
Quote:In effect, it is.Because in my case the answer seems to be "interminably long" (I should have timed it.) I dread every patch because of the length of time it takes to install. You'd think it was installing the game from scratch.
Thing is this: the City of Heroes game is contained in a semi-unique package format called .pigg.
Any one patch requires the modification of multiple .pigg files. Ergo, when writing a new patch in, the game is having to open up each .pigg file and modify the data.
So yes, this is normal. This is how the game is built.Quote:Considering the decent download rates I can get I wouldn't be surprised if it would be faster to download the whole game again! (Okay, that's a stretch, but..)
So is this normal, or do I need to decouple the dilithium matrix? I don't know what method CoX uses compared to say, Steam, but those download/install quickly and painlessly. -
Quote:I wouldn't say that.AMD's is reported to be ready I think 2Q 2011. Also a new socket, AM3+. Current AM3 CPUs will work in it but the new CPUs won't work in the older AM3 motherboards.
Some of the Bulldozer demonstrations have been on existing AM3 motherboards that you can buy today.
The catch is the same as the Socket AM3 to Socket AM2 compatibility. The Bulldozer chips won't be as fast on the existing Socket AM3 infrastructure, and will need the new socket in order to achieve maximum performance. -
Quote:Nvidia doesn't provide OSX drivers.
Apple writes their own OSX drivers for Nvidia hardware. Apple may have access to the BSD source code and may pull from the BSD driver. -
Quote:UPDATE YOUR GRAPHICS DRIVERS PLEASE
Video Device Name: ATI Mobility Radeon HD 4500 Series
Manufacturer / Chip: ATI Technologies Inc. / ATI display adapter (0x9553)
Driver Version: 8.632.1.2000
Driver Date: 8/18/2009 2:20:38 AM
Once again, the link to update your drivers is here: http://support.amd.com/us/gpudownloa...b_win7-32.aspx
Also, what I said earlier about the 5450 still applies to a 4500 series graphics card. It's still way too weak to run Ultra-Mode options. -
Quote:The suggestion was made several months ago to follow Valve's lead and re-code a new launcher using QT / KHTML / WebKit. At that time the developers were receptive to the idea of using QT / KHTML / Webkit, but there were two barriers:Old and annoying issue.
Instead of building a new wheel they used the one Microsoft provided while making the patcher.
Not sure if it's ever been largely complained about.
- Barrier 1: Development Time: No work could be done on a new launcher until after Going Rogue launched.
- Barrier 2: NCSoft itself: NCSoft does have it's own launcher software. However, that software leverages Microsoft's .Net Framework, and I think that speaks for itself.
-
There is a thread on the forums detailing all of the graphics settings: http://boards.cityofheroes.com/showthread.php?t=219534
Also, the list of Mobile chipsets that can run City of Heroes in Ultra Mode is fairly limited. The starting point on the Desktop Side of the graphics cards is the RadeonHD 4850 and the Geforce GTS 250.
This is about 10,000 MegaPixels / 25,000 Megatexels on the R700 Architecture, and about 11,000 MegaPixels / 40,000 MegaTexels on the G80/G92 Architecture.
Of the Mobile segment on the RadeonHD side, only the Mobile RadeonHD 4850, 4860, 4870, 5850, and 5870 are capable of driving Ultra Mode graphics.
Of the mobile segment on the Nvidia side, only the 265bit GTX 260, the GTX 280, and the GTX 285 have the on-paper performance to drive Ultra Mode graphics.
On paper, the GTX 460, 470, and 480 are significantly weaker than their older 2xx generation friends, although I think Techarp has the performance fields for the GTX 460m and GTX 480m swapped : http://www.techarp.com/showarticle.aspx?artno=98&pgno=7
* * *
Dell's page for this laptop is here: http://www.dell.com/us/p/studio-1558/pd
The specifications for these laptop are here: http://www.dell.com/us/p/studio-1558/fs
The most they say about an add-in graphics card is a 512mb ATi card. However, there is no ATi graphics card presented as upgrade option through the web-interface. As best as I can find, strangely rfrom the Refurbished section, Dell seems to have shipped the Studio 15 with a RadeonHD 5450: http://www.dell.com/us/en/dfh/notebo...55&cs=22&s=dfh
The desktop 5450 isn't capable of running Ultra Mode, and the mobile card is significantly WEAKER. However, the 5450 is an OpenGL 3.3 capable graphics card, and it will try to render in OpenGL 3.3.
So, what is going on is this: you are asking the graphics card to do something it just can't do.
Turn Ultra Mode options off, and you should be fine.
Also, download updated Catalyst Mobility drivers:
32bit: http://support.amd.com/us/gpudownloa...b_win7-32.aspx
64bit: http://support.amd.com/us/gpudownloa...b_win7-64.aspx
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Then, next time, don't buy a Dell. -
Quote:http://www.cityofheroes.com/news/pat...patch_not.htmlHow is the damage distributed in Lightning Rod? I heard that it's dealt in several radii but I can't find the numbers.
http://paragonwiki.com/wiki/Patch_No...Charge_ChangesQuote:Shield Charge Changes
* Made several changes to correct balance problems introduced a few months back:
* Brute Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 1.8 Stage 2 has a 20' radius and does scale 1.275
* Tanker Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 2.04 Stage 2 has a 20' radius and does scale 1.445
* Scrapper Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 2.7 Stage 2 has a 20' radius and does scale 1.9125
So... both not only the main webpage patch notes, but also at Paragon Wiki in the patch notes... That's not really that hard to find.Quote:Shield Charge Changes
* Made several changes to correct balance problems introduced a few months back:
* Brute Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 1.8 Stage 2 has a 20' radius and does scale 1.275
* Tanker Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 2.04 Stage 2 has a 20' radius and does scale 1.445
* Scrapper Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 2.7 Stage 2 has a 20' radius and does scale 1.9125
* * *
AND INSERT MASSIVE FACE PAW HERE..

I just read back through that and realized you asked about Lightning Rod, not Shield Charge.
The combat numbers aren't much help here:


They don't make a note of the radii change on Shield Charge, so if there is one on Lightning Rod, it's not listed.
The patch notes also don't say much about lightning rod either: http://www.cityofheroes.com/news/pat...00909184t.html
http://www.cityofheroes.com/news/pat...patch_not.htmlQuote:Electric Melee - the Stalker version of Lightning Rod received a moderate damage increase.
Quote:Corrected combat spam for Lightning Rod * * *
So, since there is no clear answer, let's go ahead and find one.
Take one part ice / electric tank and find a bunch of nemesis:

Stir in 1 Cup Lightning Rod and check Pet Damage

Okay, from the combat spam, it seems that Lightning Rod is kicking off a constant damage across all targets. There does not seem to be a radii split between targets that were close and targets that were far away. -
Quote:Kiss Nvidia goodbye if they do another price drop. Nvidia's cost to actually physically produce the GTX 470 and the GTX 480 graphics cards was already over the retail MSRP of the cards, as evidenced by the price-points Nvidia kept talking about in the months prior to the release of the GTX 470 and 480. It was well known that the GTX 470 and GTX 480 were not exactly bringing in profits, one of the reasons Nvidia pushed the GTX 465 out the door despite the 460 respin that was only a few weeks away. The GTX 470's new price point reportedly places the MSRP way under the physical construction cost.The long and the short of it.
The 6850 is positioned to compete better with the GTX 460 than the older 5830. It's faster than the older 5830 (but slower than the 5850) but priced around $180.
The 6870 is faster yet less expensive than the 5850 (before the rebates and sales we will see to flush the 5850 inventory). While the GTX 470 is still a bit faster, the 6870 like the 5850 still uses around 80 watts less power.
Both cards close the performance gap with nVidia while priced aggressively enough to make them attractive. Of course the scuttlebutt is nVidia will be slashing prices on the 460 and 470 again, soon. We'll see.
The example given before with the GTX 200 series of cards is that Nvidia was having to wrap the chips with $20 bills in order to get board partners to take the chips. With the GTX 470, if the information I have is accurate, Nvidia's having to wrap the GTX 470 with a $50 bill.
The GTX 460, from the best information available, was possibly the first chip Nvidia had since the GTS 250 that cost less to actually make into a graphics card than the targeted price point, hence the swiftly dropped price on the GTX 460 784mb cards. However, the new price point of the 460 may once again put the card in the area where Nvidia is having to pay vendors to take the chips since the physical manufacturing cost is probably greater than the MSRP cost. I say probably because I don't actually know the exact break-down of the factory reference Foxconn GTX 460 1gb card. It is possible that the GTX 460 1gb might still be profitable at it's new price point.
I do know that many board vendors, such as Galaxy, Sparkle, Zotac, MSI, and Asus, were cutting corners on construction of various Nvidia cards in order to eek out profits. Given that little bit of information, I'm inclined to believe that the price drop on the GTX 460 and GTX 470 is likely to decrease the number of Nvidia board partners.
Basically, I don't know what Nvidia's strategy is right now, and I look forward to upcoming investors calls. Reports have been brewing of a GTX 580 card, presumably a suped-up version of the GF104 used in the GTX 460.
http://support.amd.com/us/kbarticles...10aHotfix.aspxQuote:Also there seemed to have been a problem in the 5xxx series filtering algorithm that's been fixed on the 6xxx, the reviews make a point about it. I wonder if that was the cause of some of the "spots" in UM that people have been reporting.
AMD has a new Anti-Aliasing implementation currently listed as: Morphological Anti-Aliasing
Now, I don't actually know all that much about MAA. According to Guru3D the new feature will also work on RadeonHD 5x00 series cards, and can be used under DX9, DX10, and DX11 API's: http://forums.guru3d.com/showthread.php?t=331108
If what Guru3D says is true then MAA should also work across OpenGL 2.x, 3.x, and 4.x API's, which should mean it will work in City of Heroes. The big question is whether or not AMD will backport MAA to any previous graphics cards. As I understand the previews MAA has a significant performance penalty, and there's a chance that previous generation cards simply may not be able to process MAA.
Also, the HotFix driver lists some issues with OpenGL acceleration, which may indicate some other uncovered errors that would affect City of Heroes rendering.
Sadly I wasn't in the pre-press on the 6850 / 6870, so I can't really give any insightful information about the cards themselves.Quote:Reviews of the 6850 and 6870 on the majority of the various tech review sites. -
Quote:Yes. Resist Energies gives you 25% resistance to end-drain effects.Shield/SS
During missions involving freaks I am getting drained pretty bad. Other than staying away from the bosses that rez drain is there anything I can do to help avoid this?
Thanks
It is available at level 12 on Tanks. -
Quote:Suggestions for an older version of any particular game tend to be fairly popular for many MMO's. In some cases, such as Sony Online Entertainment's Planetside and Star Wars: Galaxies, there are clear breakpoints where the developers went from a good or great game into something that really needed to be rolled back right after introduction. E.G. Battle Frame Robotics and New Game Enhancement.Is anybody still around who played CoH back when Regen Instant Healing was a toggle and there was no cap on powers like Invincibility? We have flashback missions, wouldn't it be nice to be able to access a special mission, event, or Arena type zone where certain powers were returned to the way they used to be? Maybe this could be for lvl 50 toons where XP is required anymore? Maybe make it like an ITF except with way more enemies and waves and such. Anytime I see a broadsword/regen scrapper (the rare times I do) I always get nolstagic about my first love who I leveled with no parry and when Integration didn't regen health. What do you think?
For most games the breakpoint between what players liked and what was good for the game are not as clearly defined. As already covered by other responders in this thread, the glory days some players are hung up on, like the godlike fire tanks and fire hose instant healing are offset by clear deficiencies in other classes. The closest City of Heroes has ever come to a decidedly clear breakpoint in releases has been the I13 Player Versus Player revamp. That particular breakpoint involves a percentage of the player base that is in the low single digit percentages, if that.
I know some players do like to cite Enhancement Diversification as another breakpoint, but the subscriptions recorded by NCSoft showed no short or long term impact from the ED change. Most players also realized that ED was something that did need to happen in order to get the game in balance.
* * *
There are some other technical problems with the desire for an older version of the game server. One of those issues is fairly simple:
That Server and Client Code May No Longer Exist.
When game developers commit changes to the source code, somebody might make a back-up of the old source code in case there needs to be a revision history. After enough changes have been made, or if entire sections of the code are replaced, the old copies of the code are likely to be deleted. There's little point to keeping archived copies of known to be bugged code if the current code is exhibiting no regressions.
This is one of the reasons some bugs take forever to track down and fix, like the 9/6 anchor level split (have somebody at level 41 on a 50 team, and everybody down to 44 gets exp from the mobs). The developers may not actually have the actual source code from when the original error was made, and a programmer has to go through a lengthy reverse engineering process.
In some cases, referencing SOE's Planetside and Galaxies again, the publisher stepped in and deleted old source code copies, effectively burning the bridges between the new code and the old code, and forcing the developer to keep building on bad game design choices.
* * *
Another technical issue is the actual hosting of the code. Presuming that the original source code was still available, who actually handles the hosting of that code?
In the case of City of Heroes the game is hosted by NCSoft. Would NCSoft be willing to provide server hardware and network bandwidth for an older version of the game? Would hosting an older version of the code that is not going to be maintained or updated because it has already been maintained and updated be a wise expenditure of NCSoft's resources?
* * *
One of the common suggestions when the lack of the older code, or the availability of hosting that older code, are brought up is the suggestion to simply implement the old power effects into the game under the current engine and the current code base. The Tech is already in the game to alter the method by which powers work based on other factors. E.G., powers in PvP zones can have different values, or completely different effects, than they do in PvE zones.
There are several big technical issues with this suggestion. Never mind the elephant that is GAME BALANCE.
At some point somebody is going to have to sit in a chair and manually code the new power separation status in.
At some point somebody is going to have to sit in a chair and manually code the new old power values in.
At some point somebody is going to have to sit in a chair and manually code new mission and zone parameters in.
Who is going to do that? Is it really worth NCSoft's money to pay somebody in Paragon Studios to re-implement older aspects of the game when that developers time would be better spent on new content?
No. It isn't.
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From all aspects, glory days of MMO's don't happen because they just aren't financially viable, from any given aspect. They aren't worth the cost to the hosting company to maintain and host code that is already being maintained and updated. Nor are they worth the cost to the game developer to re-implement under the current engines.
Let's say that SOE did own up to Planetside's B.F.R.'s being a huge mistake, and rolled back to pre-B.F.R. days. How many other changes have been made to the game in terms of weapon balance and game features? How many new vehicles and weapons have been added that were actually thought through? All of those would have to be re-implemented, and chances are the existing source code wouldn't be a copy-paste into the older source code.
So, wave goodbye to the horribly unbalanced days of the past. Glory, they were not. -
Quote:as many other posters have said, Working As IntendedI have held my tongue long enough. I have died more than enough times on my lvl 40 fire/shield scrapper with 41% Melee def and 36% ranged def in a Devoured Earth mish only because a measly quartz pet somehow phenomenally boosts all mobs accuracy to the point I am hit EVERY single time no matter how many pills I pop. Its crazy, please oh please do something about this devs!
It's also likely that you will see more of the Devouring Earth in Future Praetorian Content, given that the Hamidon and the Devouring Earth are among the Praetorian Lore's Big Baddies.
Pets like the Quartz are looking to be one of the methods by which the developers intend to reign in the player base's obsession on Soft-Capped Defenses. Against Quartz buffed enemies, your best friends are heals, resists, and a high HP.
Now, this does not mean than every future mob is going to shred through Defense like it was butter. The developers are fully aware that there are power-sets in the game that only have Defensive Buffs, such as Ice Armor, Energy Armor, and Super Reflexes. Other sets, such as Stone Armor, Shield Defense, and Willpowerare also heavy on the Defensive side of powers.
It is likely that future mobs will carry extremely short term defense debuffs that any archtype with Defense Debuff Resistance will shrug off. The suggestion has also been made that Defense Debuff Resistance be given a protection similar to mez debuffs, and that Powersets with Defense Debuff Reistance would also get a protection modifier.
Powersets without Defense Debuff Reistance would be shredded under such a system, allowing Defense Based Powersets to continue as normal, while encouraging powersets without Defense Debuff Resistance to think about different ways to improve their performance. -
Quote:... oh where is it...I don't remember exactly how long ago it was, but it can't have been much earlier than August. I don't know if this affects the Windows client either. However, a couple months ago, we (or Mac users) lost the ability to change our shader settings. They appear as N/A, but they're still in use. These got auto-set to medium or higher. I used to keep Shaders on low so the game would maintain an acceptable level of frame rate in all zones, even when my computer was hot. When I sent in a support ticket about it, I was simply told "the option will return soon". Well, I think it needs to be readded now.
Now, I wrote this specifically in response to somebody who was using an Intel Graphics card, but the same holds true for what you want.Quote:Because those graphic settings really don't exist anymore.
Building Ultra-Mode also allowed the developers to clean up certain messy hacks in the older engine and make appropriate OpenGL API calls. E.G. Water Effects are now fixed on ATi cards.
Intel cards have also been one of the biggest kludges in the engine. Keep in mind, Intel doesn't actually make a GPU. They make Graphics Accelerators. In almost all of the shipping Intel graphics chips the central processor is used to accelerate graphics functions that are/were handled on the GPU by ATi, Nvidia, XGI (and their parent SiS / Trident), S3-Via, Matrox, and even going back far enough, 3DFX.
Unfortunately, if you are using an Intel card, you are pretty much stuck on either waiting for the developers to re-kludge the engines, or for somebody on the Intel Windows Driver Development side to fix the Intel drivers.
For this issue, you are going to be better off going and talking to Intel. Not the CoH devs.
Ultra Mode Features are ONLY exposed through the Highest Shader Model leveraging the OpenGL 3.x API.
Ultra Mode Features are NOT EXPOSED through lower shader models. So, like Zombie already said, you have an Ultra Mode Feature turned on. You will need to disable Ultra Mode features in order to leverage a lower shader model.
Now, if you don't know what is an Ultra Mode feature, I can help you there. I've got a nice long post in the Technical Support thread detailing all of the available graphics options as of Issue 18: http://boards.cityofheroes.com/showthread.php?t=219534
Deary, I'm quite familiar with the Apple Line-up. Your machine might exceed the recommendations for the original Graphics Client.Quote:Why? My computer exceeds recommended specs for the game and always ran fine.
However, outside of the new PowerMac's with RadeonHD 5770, there hasn't been an Apple system sold that meets the Ultra Mode Minimum Requirements. Ergo, I can probably safely tell you that your computer does not meet the minimum requirements for running Ultra Mode Graphics.
Turn Ultra Mode options: OffQuote:And it still will, until my fans start spinning. Now, I know that sounds like a heat issue, but it isn't. City of Heroes is the only game where my FPS will drop to anywhere from 15 to 3 once my laptop gets warm (other games using Wine stutter a little, native games continue run fine and show no slow down). It didn't use to do this except when I had shaders up too high. And I know it's the shaders, which are stuck on medium/high/whatever and can't be changed, because the only thing I can turn down that gives any appreciable effect on frame rate is the 3D Resolution, and even then I have to drop it almost all the way down. Setting graphics to Minimum has almost no effect.
Try actually dropping by the Technical Support section instead of Suggestions and Ideas.Quote:So please, let us change our shader settings again. I'm sick of having ludicrously low framerates in any place other than low-shader mission maps without turning my screen into a blurry mess. I want the framerate I had in Praetoria when GR launched. That zone and its specific instances have become all but unplayable for me. -
Quote:Uh huh. That's what I thought.Because brutes have fury o.o +40% damage to them wont be as much as +40% damage to a corruptor...or stalker or blaster (which is who I use it on as much as I can)
Okay, here's something you did not know about Fury.
Brutes need fury to match the damage of other archtypes.
Somebody, not me, actually worked out the numbers. A Brute needs to average somewhere around 63% base fury in order to match the damage output of a scrapper at the same level with the same exact enhancement slotting.
This means that in an average solo situation a Brute with identical slotting to a scrapper is actually not going to be that far ahead of a scrapper in terms of total damage.
http://paragonwiki.com/wiki/Patch_No...0-08-16#Brutes- # Modified the Brute Fury Formula so that there is a more gradual degradation of Fury Build Up while attacking/being attacked instead of a sharp fall off at 80%. The fall off begins at 30%.
- # Reduced Fury Decay Rate from 2 points per second to 0.75 points per second.
- # The overall result of these two changes to Fury Generation is that it will be easier to maintain low levels of Fury, while gaining very high levels of Fury will be more difficult.
At 80% Fury, a Brute should be more powerful than a scrapper in casual play with the same exact slotting.
* * *
Now, in teaming situations, that dynamic does change. Scrappers do benefit more from damage boosts than Brutes: http://paragonwiki.com/wiki/Damage_Cap#Damage
A Scrappers maximum damage cap is 500%, or to your display tracking, 400%. A scrapper's critical does 2X damage, This means that a scrapper floored into their damage cap will actually have a damage bonus of 1000% on a critical strike.
The brutes maximum damage cap is 775%, or to your display tracking, 675%. Because the Brute's damage cap is so high, they pretty much require two full fulcrum shifts in order to actually cap their damage... and they will still be doing less effective average damage than a scrapper. This also means that Brutes will continue to benefit from OTHER PLAYER'S DAMAGE BOOSTS long after everybody else no longer gains any practical benefit.
uh huh. Safe to nuke. Okay, yes I can see this most nukes do -1000% recovery and painbringer can counter that...Quote:Just like how I use painbringer with an endmod/recharge IO on blasters who have nukes and tell them its safe to use nuke and it wont kill their recovery
(except for when the tank needs it more. )
but... really... really horrible example.
Thing is, you don't understand what Forge Does.
Forge isn't just a Damage Boost. It is also a To-Hit boost. Brutes drive Fury not only by being hit, but by hitting enemies. Increasing a Brute's to-hit enables them to land more hits and drive higher amounts of Fury.
Forge is just as valuable to Brutes as it is to every other archtype. It can actually even more useful to brutes because Brute's have such a high damage cap to begin with, and will benefit from the application of Forge as just a Damage bonus even with other archtypes are capped.
So: Why use Forge on a Brute?
BECAUSE IT IS THE SMART THING TO DO YOU FOR YOUR BRUTE FRIENDS.
Trust me, your Brutes will thank you for looking after their damage and to-hit. -
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actually, they do exist. It is not a rumor. They are not covered by any current Non Disclosure Agreement.
They were first confirmed to exist during the GR beta.
Developers put no restrictions on telling other players about the Tier 4 inspirations as I believe they were still listed in the auction house when GR went into the closing weeks.
Among one of the new Unique Tier 4 inspirations is the Level Shift known as Ultimate, granting a temporary 1 level advancement bonus to the player. What was unknown, and unable to be tested, was whether or not the Tier 4 Level Shift would stack with the known Incarnate Level Shift power, giving a player an effective two level advancement.
The intimation from both Positron and Castle is that players will likely find the Tier 4 inspirations to be useful in the future Incarnate Missions and Task Forces. -
Quote:All tabs within the main chat window can moved anywhere within the window.Is there any way to move the Global, Help, Combat chat next to the Chat window (instead of above).
So yes, you can drag tabs on the top split to the bottom split.
There are also a series of numbers (1, 2, 3, 4) across the top of the main chat window. These open up into sub windows where you can place more chat tabs.
There are no user-exposed method to modify field of view.Quote:I am also looking to increase Field of View. The narrow FOV gives me motion sickness.
There are no developer-exposed methods either. According to Television, implementing various resolutions that require Field of View changes, such as those supported under AMD Eyefinity and Matrox Triple Head2Go, requires some hefty changes to the back-end.
Off the top of my head there is no method exposed to users inside of the game.Quote:Lastly and this is for extra points, If I jump on a crate which is at the highest point of my jump, I tend to jump again (double jump). Is their a way to slow down the repeat on key presses so that I dont immediately jump again when I hit the ground?
In theory you may be able to modify key-stroke repeat levels through the Operating System itself.
