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Quote:This mission cannot be set to auto-complete. It is one of the missions that is modded by the player's chosen faction.The Bring in Vanessa DeVore mission from Praetor Tilman is the type of mission that makes even the most stalwart loyalist betray their Emperor! Such a mission requires an Auto-Complete option!
So no, it does not need an Auto-Complete option, and it will not be getting an auto-complete option. -
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how do we know that Pohsyb didn't knock Tele out and take over Tele's keyboard?
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... ah.
So I see that all those hours of All My Aeon's got to you... -
Quote:When I19 goes on test, I'll be testing it.Someone please do a benchmark. I'd like to see if there's more than a 50% improvement over one card. As much as I think SLI is a gimmick, I'd still like to see SLI be supported on more MMOs.
Never.Quote:Oh and when is CoH Physx going to switch from Ageia to Nvidia? Seriously.
Nvidia Physx is largely a dead-end for several reasons.- First, it is limited to Nvidia cards only.
- Second, Physx running in software mode is deliberately much slower than running in GPU mode.
- Third, the future of Nvidia, as a graphics card company, is seriously in doubt.
http://boards.cityofheroes.com/showp...32&postcount=1
http://boards.cityofheroes.com/showp...42&postcount=3
http://boards.cityofheroes.com/showp...7&postcount=26
http://boards.cityofheroes.com/showp...01&postcount=7
http://boards.cityofheroes.com/showp...4&postcount=10
http://boards.cityofheroes.com/showp...&postcount=379
http://boards.cityofheroes.com/showp...15&postcount=2
http://boards.cityofheroes.com/showp...03&postcount=5
If the developers want to implement hardware accelerated physics, their best bet is the OpenCL API, the Industry Standard for cross-platform GPGPU operations.
The fact is, a much larger percentage of the player base is going to have computers with hardware that can accelerate OpenCL calls than hardware that accelerates Nvidia PhsyX.
There is no argument anybody can make that Nvidia PhysX should be implemented in any game. It's already been admitted by game developers that the reason many of them implemented PhysX to begin with is that Nvidia was offering cash incentives, and Nvidia simply does not have the money to keep bribing game developers to use PhysX.
Now, what should replace PhysX? Well, I've already made the thread suggesting that the developers look at the Bullet Physics Engine: http://bulletphysics.org/ :: http://bulletphysics.com/Bullet/BulletFull/
Given that current Graphics Partner AMD is already throwing their considerable weight behind Bullet + OpenCL, it's highly likely this will be the solution Paragon Studios will look at: http://www.blendernation.com/2009/09...opencl-bullet/
Moving to the bullet engine could have several advantages. The first advantage is pretty obvious:- OpenCL + Bullet will hardware accelerate physics on pretty much everything including Nvidia.
- OpenCL + Bullet will likely be faster than PhysX in hardware acceleration mode
- OpenCL + Bullet will be faster than PhysX in software acceleration mode
Now, if Nvidia wants to accept patches to PhysX that enable optimized hardware acceleration on Intel graphics accelerators, AMD graphics processors, or performance optimizations from other vendors? Yeah, sure. At that point PhysX might be worth looking at.
Till then, it is not. Period. Stop. -
WHOOO HOOO!!!!
Got the items from the emails back! -
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Quote:Gonna respond to some of these...Ok, so over time as playing I've been keeping a little text file with suggestions I've come up with as I've played the game (only for the last couple weeks or so...it's not a LONG list).
So anyway, here they are in no particular order except the first:
Never going to happen. The potential for abuse is too great and opening up the controls beyond super-group rankings is just asking for trouble.Quote:2. The ability to better control access to base storage. Such as: The ability to type in a toon name or global name to have access to said storage regardless of if they're in the SG.
One of the reasons the developers won't do this actually.Quote:(I.E. Having a toon run a "bank sg" while the rest of your toons are in your main sg, but can still access via coalition)
It wasn't, but what you suggest would simply make it easier for players to create and engage bank SG's.Quote:The alternative here is that many people have taken to running "single player sg's" which I feel hurts the game, as it is not a single player game, and I don't think it was the devs goal for that to happen either.
Never going to happen. I think it's been officially commented that the developers have no interest in duplicating projects already being run by the community. As of right now then a MIDS type tool is not on the list of things for the developers to look at.Quote:3. An in-game build editor similar to Mid's. Create your builds, modify, tweak, etc...then load up the respec screen and simply hit "apply build"
There also are some problems with your respec screen idea. While the respec User-Interface is probably in for a semi-overhaul, with the ability to move powers around by selectable levels, and the ability to manipulate slots in a respec per level, there are still several mechanical actions that need to be taken by the player, such as placing each enhancement.
Never. Going. To. Happen. This isn't quality of life suggestion. This is how can I break the game some more suggestion.Quote:4. More slots! WE don't even get HALF of the total amount of possible slots we could potentially use. If it were changed to simply getting 3 slots at ALL slot levels, that would be a very welcome increase, and not game breaking either. (I believe this would only result in 15 extra slots) Or maybe give us a way to EARN more slots? That would help the game in more ways than one. (It would get people out of AE, which would also result in more drops/more items on the market)
No.Quote:5. For the love of god, can you PLEASE rework all the level 1-40 Hero side contacts? (except hollows, fault, striga, croatoa, rwz, and PI) Bring them up to par with at least CoV contacts, if not even Praetorian contacts? I would love to play the games content, but as it is right now, the hazard zones and tf's hero side are pretty much the best story arcs and leveling. As a matter of fact, I don't think a lot of people would complain if you devoted an entire issue to reworking some of the old stuff in the game and making it into new content. Or maybe, for the next few issues going forward, one hero zone per issue could get a contacts revamp? That wouldn't be so hard, right?
The developers policy is to leave existing content as existing content. Case in point: Old Positron Task Force, old Maria Jenkins Arc, old Tina McIntyre arc, and Calvin Scott Task Force (I19).
The developers policy is that they will design new content with new stories using new tools. Players who want to re-write old content are free to do so through the Mission Architecture System. In many cases, Mission Architecture will give the players more flexibility on older arcs than the developers had themselves.
Oh hey, an actual Quality of Life Suggestion!Quote:6. Increase Titan-O's to dropping at the characters level range. As it stands right now, limiting them to level 40 has made them worthless. Or make them like IO's, so that they can't be outleveled. And on that note, maybe also make it so you don't have to be between levels 39-41 to start the Eden Trial?
Yes. The Titan Origin enhancements drop range does leave players with a gaping hole in the mid-40's. However, the Titan Origin enhancements are exposed to the player through the same system that Training, Dual, Single, and Hamidon enhancements are exposed through, and thus have a limited level range.
Should the Titan enhancements be given an unleveled status? Well, since the Eden trial is the only way to get them, that probably is not a half bad idea.
The Eden Trial starting bug is a known bug. It will be fixed when the developers can track down the bug and fix it without breaking other sections of the game.
Never going to happen. This is not a Quality of Life SuggestionQuote:7. Wings WITH Trenchcoats!
This is a how can I kill network bandwidth suggestion. The point of fact is, the developers limit the number of movement capable items on avatars for a very good reason. The extra character detail chews up network bandwidth and creates a larger processing load for the server.
Never going to happen. The developers already ran into the problem that players treat the email system as Global Storage, which was in and of itself an entire can of worms.Quote:8. Global storage! (And more than 30 pieces of storage in SG salvage racks!)
Known bug. Not sure what the problem is, but I think it's been passed on to the NCSoft web-crew.Quote:9. The ability to log in and STAY logged in while browsing the forums with Firefox.
...Quote:10. NO MORE EMOTE ONLY BOOSTERS!
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Yes.
Whoever came up with the party pack and it's price point was dipping into the catnip.
Baumtown has long been scheduled for a rework. The big question here becomes developer time. During the ending cryptic days, the development staff did not have the resources to actually do anything with these zones. With Going Rogue finally out the door, and a fully trained development staff, there's a good chance that some of the plans for these zones will be carried out.Quote:11. Give us a reason to go to Boomtown, Dark Astoria, Terra Volta and Eden! Other than GM's and the Eden/Respec Trials. Personally, I think boomtown could use the Faultline treatment.
Now, will they be carried out in the life-span of the current game? Will those plans be carried out in a sequel title if NCSoft plays the CoH2 card? At this point, nobody knows.
What we do know is that Miss Melissa (War Witch), likes taking old and annoying zones and making them places you want to go to (like Hollows). So there's a high chance with her in the Lead Design spot that some of the staff will be tasked towards coming up with things to do in the remaining Hazard Zones.
It's dead.Quote:12. What ever happened to the WoW Armory type service that the devs were gonna give us?
Not so much quality of life suggestion again. Noble Savage has several threads on this topic.Quote:13. More costumes! Especially animal type costume pieces (Bird head, cat head/face, etc)
Please see this thread: http://boards.cityofheroes.com/showthread.php?t=240616Quote:14. Make the anniversary badges (Celebrant, etc) account level!
Probably... not.Quote:15. Longbow and Vanguard Epic Archetypes.
The big issue here is the point of Epic Archtypes. Several years back there were a whole range of Epic Archtypes planned. The primary reason was that the developers could do power set combinations in Epic Archtypes that wouldn't fit in the original 5 Hero Archtypes, and then the 5 Villain Archtypes.
Case in point:- the Kheldians have shape shifting
- the Arachnos have careers
- the Avians had wings
This is one of the reasons why the subject of Praetorian Epic Archtypes is such a hot button issue. If the developers come up with some gameplay concept that simply won't fit in the current archtypes, then yes, they might make an Epic Archtype to expose that concept to the players.
Unfortunately, the Longbow and the Vanguard are pretty stock enemies, and the potential to do something unique with them that isn't able to be done in the existing classes is pretty much... nothing.
Um. The arcs in the Ourobous Crystals are already arranged by the level you would do them at as a player. I have no idea what you are on about with this request.Quote:16. Reorganize the arcs in the Ouroboros Crystals so that the arcs are in the same level range as the badges they award.
Let me rephrase what you want in three words.Quote:17. Give us a UI with LUA scripting. You know how much people love user created addons?
GAPING SECURITY HOLE
No. City of Heroes does not need User Created Addons, and I will fight every chance I get to keep anybody from thinking that this horrible idea is in any way, under any condition, of any form, in any presentation, resembles anything that looks like a good idea.
It is not a good idea. It is just asking for trouble.
Lack.. of... content... in 30-39? Um. Okay.Quote:18. PLEASE stop packing so much new content into the 20-29 and 40-50 level ranges! Give 30-39 some more lovin, please???
(*looks around at the rest of the forum: anybody else going huh?)
Um. Again. Ouroborus lists arcs at the levels players can access them. Rikti War Zone missions are listed in the level 50 range due to the Ouroborus missions not actually being the same player initiated missions.Quote:19. Please move all arcs in Ouroboros into the level range that they award the badges for. For instance, Jenny Adair's arc awards the 20-24 badges, but is in the 25-29 range. Ouroboros Initiation is in the 46-50 range, but awards the 35-39 badges. I would also suggest that some arcs (like welcome to vanguard) be moved into the level range that they can be ACQUIRED at. Just because you can run it all the way up to 50 doesn't mean that it has to be in the 46-50 range. Also, some more content in the 40-45 range would be GREAT. (Because running Division:Line at level 40-45 and grinding those badges out is extremely laughable considering you can do "Welcome to Vanguard" for the 46-50 badges.)
While they do give the same reward, the Rikti War Zone missions are both Co-Op exposed, and some can be started at relatively low levels.
So, no issue. Working as intended. This is not a quality of life suggestion.
Already shot down as a never going to happen.Quote:20: Allow multiple auto powers. For example: Hasten, Secondary Mutation, and Practiced Brawler
Often requested. Biggest problem is rekeying Safeguards and Mayhems to different unlocks. This is probably one of the lowest priority changes to be made to the game, and will likely only get implemented if something other than a Safeguard or Mayhem requires additional work to expose through Ouroborus.Quote:21: Access to Safeguards/Mayhems via Ouro
It's met with I19.Quote:22: (Suggestion may be met with I19, not sure yet) Add a way to acquire all Praetorian Badges through Ouro.
Really. Most of these suggestions are not suggestions. Many of these are requests for stuffs the developers shot down, either at conventions, on the old forums, or here on the current forums, on the beta server, on the test server, or on the live servers.
I'm going to be blunt. If many of these changes are your idea of quality of life changes... you probably are going to consider City life downright miserable short of Sony Online Entertainment or EAMythic buying up City of Heroes and replacing the entire dev team with monkeys. -
Reporting same issue.
Figures, the one time I decided to save overnight. I lost 5 oblits, a Numi unique, and a Miracle unique. Petition already filed with the support staff. -
Quote:Actually, Nvidia HAS been active in Tessellation: http://http.developer.nvidia.com/GPU...chapter07.htmlThanks for the extra info on the subject je_saist, I knew nVidia didn't have much to do with Tessellation until recently but didn't quite know how many ATI cards used it. I also didn't know that Ultra-mode was focused on particular OpenGL versions too.
Also, I've managed to recover the missing second video I was trying to link earlier and edited my post as such.
They actually have at least one patent on Tessellation technology, and that was from 2003.
Now, I don't know why Nvidia never really pursued Tessellation as a gamer benefit. Nvidia isn't exactly known as a reactive product company. They generally don't wait for a competitor to make a product, then build something to match the competitors product.
Nvidia has never had a problem with simply throwing hardware at a problem until the problem goes away... which actually is one of the sources of their current issues. Nvidia's G80, G90 respins, and Fermi architecture cards are massive monolithic beasts. Given that Nvidia's entire product strategy focused on tossing as much hardware as possible into a chip, and then figuring out at a later date what bits could be cut out to make a cheaper product, one would think they would have been on the Tessellation Freight Train ahead of everybody else.
Again though, Tessellation, at least as it's exposed in OpenGL 3.2, is pretty much too large a performance hit on anything weaker than a RadeonHD 5750. In that light, it is theoretically possible that the older AMD RadeonHD 4850, 4870, 4870x2, and 4890 cards might be able to run OpenGL 3.2 Tessellation fast enough to be usable in a game... I just somewhat doubt it. -
Quote:actually, tessellation has been around for years. It is not a new technology, and it is actually extremely mature. Just look up ATi Truform: http://www.xbitlabs.com/articles/vid...deon-8500.htmlI don't know what the technical side of Tesselation involves, but I do know that it feels like too new of a technology to be looking into quite yet. As part of a brand new engine designed for a brand new game, maybe, but when you want to introduce features into an engine that just about rivals that of the original Half-Life, more or less, you need to pick your battles. I'd like to see this in action in a game I can buy and play before I can go ahead and suggest we get it in this one.
It just hasn't been used largely due to politics. Up until DirectX 11 / OpenGL 3.2 there was no industry standardized method or implementation of Tessellation. This meant that the developers implementing Tessellation had to use a vendor specific software development kit and make vendor specific API calls.
It also is possible that Tessellation is already in the CoH engine, or at least internal Paragon Studio builds. Some time ago Tele cracked that the dev team was doing things in OpenGL that weren't even supported in some driver sets. The implication is that Tele already had a build of the CoH engine running under OpenGL 4.0 targets.
The reason why the current UltraMode engine does not have Tessellation is that it is built against OpenGL 3.0 targets, and Tessellation is only exposed in OpenGL 3.2 or higher.
Yes, AMD did actually have the same Tessellation setup engine across their entire RadeonHD lineup, and in theory, all RadeonHD cards should be able to leverage Tessellation as exposed in OpenGL 3.2. Nvidia, however, did not. Tessellation, as exposed in OpenGL 3.2, is only available on GTX 400 series graphics cards from Nvidia. So if a future version of the CoH game client exposes OpenGL 3.2 Tessellation, in theory, all RadeonHD users should be able to benefit from it.
In reality, well, I'm not so sure. Tessellation, while making an image look better, is a huge performance hit, and UltraMode settings are stressful enough as is. Cards that can get max on UltraMode settings now might easily be brought to their knees implementing OpenGL 3.2 tessellation.
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bleh. complete and total brain-numb when writing. Truform was ATi's name for their Tessellation engine on the 8500. Smoothvision was the name given to their new Anti-Alaising technique at the time. Shows what I get for grabbing an old 8500 AIW box and glancing at the buzzwords. -
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go to http://us.ncsoft.com/en/ and login to your account.
The clients are available to download there. -
please see this thread: http://boards.cityofheroes.com/showthread.php?t=240616
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Quote:Ai. As far as I am aware Apple has access to the types of documents that X.org Driver writers have with AMD (http://www.x.org/docs/AMD/) and Intel (http://intellinuxgraphics.org/) graphics, and that Apple writes their own drivers for the platforms. Apple is also heavily involved in the development and publication of the Xserver and will reportedly be using Xserver 1.9 as the base for the next XQuartz: http://www.phoronix.com/scan.php?pag...item&px=ODUzNASLI support will take two ingredients: Apple building SLI into the nVidia drivers (which they might have already) and Transgaming building SLI into its driver so that the Windows game in the Cider wrapper knows it's there.
Transgaming's in-house tech can leverage some types of SLI and Crossfire acceleration as is, so in theory, as long as SLI / Crossfire are enabled in the X.org driver, support should be exposed to the resulting application.
Now, will Apple take the time to actually add SLI / Crossfire support to their XQuartz system? My gut reaction is not likely on SLI.
As of now Apple is selling Crossfire enabled MacPro's with 2x RadeonHD 5770's. According to Wikipedia (I know, not the most reliable source of information), all other previous multiple GPU factory systems were using Quadro cards, which do support SLI. However, the Quadro drivers are not optimized for single-pass fast rendering, which is what video games leverage. The Quadro-Drivers are optimized for accurate target rendering, and really use the second gpu for General Processing, or GPGPU.
Nvidia's done shot themselves in the foot, repeatedly, with Apple and other vendors, and it's highly unlikely that outside of Nvidia getting bought out by another company, that Apple will use them in the high-end systems again. It's also likely that if Bobcat lives up to expectations, Nvidia will be loosing the MacBook Air contract as well... and as well known with the Ipad, Apple went with their own A4 system instead of Nvidia's Tegra... another slap to the Nvidia company.
The reality is that, as a gaming system, there are enough MacPro's in circulation with consumer HD 5770's to justify Apple and AMD making sure gaming Crossfire support works for gamers with OSX.
There is not enough, and probably won't be enough, MacPro's in circulation with Nvidia's Consumer graphics cards to justify Apple adding gamer SLI support. -
Quote:SLI is supported on OSX, but only on Quadro Cards: http://www.tomshardware.com/news/nvi...i-os,7434.htmlThe MBP, while having two video devices, does not run both at the same time, so SLI isn't possible at the hardware level. Unless Apple fixed this on the more recent (read last 3 month) releases.
Also, it seems SLI isn't even supported in OSx, also, unless thats been resolved recently... So it's not so much, CoX not supporting OSx SLI, but Apple dropping the ball. -
*points to the thread stickies*
http://boards.cityofheroes.com/showthread.php?t=231628
http://boards.cityofheroes.com/showthread.php?t=219502
More information about your computer would be helpful. -
According to Nobel Savage SLI support will be arriving with Issue 19
http://boards.cityofheroes.com/showp...2&postcount=12
AMD Crossfire support has not been confirmed as of this update. -
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news story here: http://www.phoronix.com/scan.php?pag...item&px=ODY2OA
This release may be of interest to CoH players since there are a couple of memory leaks exposed through Cedega's testing engines, such as the Loading Message Stores...Done lock up error, that may be addressed in the release. There is something, well, interesting in the notes themselves. I've highlighted the important bit.
Quote:* Kernel module build fix for x86_64 kernels with security fix for CVE-2010-3081
* Generalized kernel module build fix for CVE-2010-3081 to work on RHEL and SLED/SUSE
* Ubuntu 10.10 early-look support (Xserver 1.9 support)
* Updated packaging scripts to support Ubuntu 10.10
* openSUSE 11.3 production support
* Fixed packaging scripts for SLED/SUSE
* Updated packaging scripts
* Checks for available video memory in CCC-LE before allowing to enable memory-intensive features
* Fixed Xserver segfaults and soft hangs when VT switching back to X
* Fixed missing CCC-LE icons in the System-Preferences menu
* Fixed corruption in Xinerama mode
* Fixed CCC-LE Gamma correction applied to wrong displays on openSUSE 11.3
* Fixed text corruption in Steam games
* Added missing maverick symlink in Ubuntu packaging script directory
* Fixed X version detection problems in installer, fixes installation on Fedora 11 -
Quote:Dark Armor is really set-up to be used with Dark Melee.Was bored last night an thought about making a tank. After looking at the sets DA looked the funnest to me and kind of got a little concept. But after looking at the secondaries I kind of got lost. I was wondering what was a good secondary for DA. I have never tanked before in COH, if that makes any difference. Iv been looking over the forums and it seems like DA is kind of a end hog is I probably rather a end easy set, but up for any suggestions.
You can use other sets, but you'll be hurting on endurance recovery even with physical perfection and conserve power from the epic pools. -
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Okay. It looks like I'm going to have shut down some more ugly green things under a bridge.
Here's the fact: I've taken, at this point, 2 empath / rads, an ice / sonic with a stone / bubbly, and a dark / fire tank with a dark / energy melee tank, to level 50 under the level pacting system.
I know, for a fact, that when one of these avatars was gaining double exp through patrol exp, and the other was offline or not on the same team mission, as well as on the team, they were getting flat exp amount, not the boosted patrol exp. I've filed various bug reports on these differences to the devs including screenshots and total exp numbers.
If the system has been patched so that Patrol Exp is now awarded to the level pact, fine. I don't particularly care. There's been nothing in the patch notes to suggest the problem has been addressed.
Basically, here's the thing. I know what I'm talking about, and I'm getting tired of some two-bit jerks thinking they know better than me.
You don't.
Get over it. -
*cough* Patrol EXP.
Patrol Exp only applies to the player, not to the level pacts. So when you are burning through that Double EXP, your controller will be enjoying double exp, while your defenders will not.

