je_saist

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  1. Quote:
    Originally Posted by Fedor View Post
    *Hops over and gives Saist a snug.*

    Hi Saist
    oog, rug burn!

    *pats the Sackthingy*
  2. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    Is this ATI-specific or does this happen with nVidia cards too?
    specific to ATi 5x00 series cards at the moment.

    AA+AO has been fixed on the OpenGl 3.x cards: RadeonHD 2x00 - 4x00 series.
  3. If only I had a kitty to huggle...
  4. Quote:
    Originally Posted by timothy42 View Post
    How D folks. OK so I am having graphic issues with Max Ultra Mode for reasons I cannot fathom. It surrounds everything with, well blocks basically. When I use the recommended settings the game looks really good. OK here is what I am running...

    Windows 7 64-bit
    AMD Phenom II x4 Quad 3.2 GHz CPU
    8 Gigs DDR3 RAM
    2 ATI 5770s (with the up-to-date 10.6 drivers)
    Directx 11 (backwards compatible)


    Any suggestions?
    Yes. Turn off Anti-Alaising or Ambient Occlusion.

    Doesn't matter which one you turn off, just turn off one of them.
  5. Quote:
    Originally Posted by Absorber_NA View Post
    Is there some type of trick or something that I am missing, because I see all of these IO's for millions of influence, and its just out of my price range.

    I have about 20 mil on my 30 tanker, and he is looking at IO's that are 100+ mil, so my question is how do I get these IO's.

    How do I make the big bucks?

    I know there is the buy common IO's and sell them, but theres no way ur making 100 mil doing that.
    Farm.

    Farm.

    Farm.

    Farm.

    Farm.

    Farm.

    The big problem is that the prices on the market have basically spiraled way out of reach of the average player. Some players can afford to farm all day. Some players build archtypes specifically FOR farming. Some players specifically work the market, sitting on cheap bids then turning around and placing items they win at higher prices.

    So, your options to get those megabucks enhancements are fairly slim. Either you farm, farm, farm, farm, farm, farm, farm, farm, every chance you get, or you hope you get really lucky and score some purple drops you can sell for mega-bucks.
  6. Quote:
    Originally Posted by Syster Syn View Post
    Hello,

    My game keeps crashing, this has been happening for a little over a week.

    I tried changing my graphic settings, to no avail. I've sent a request to Tech support, but I don't have an answer yet.

    I'm running on an ATI X700 video card and was wondering if that could be the problem.

    I've already reviewed the " ATI Issues and Settings Recommendations" thread, but it didn't work for me.

    Any ideas?
    Last driver set to be released for the x700 was the 9.3 driver in 2009. This card has been officially retired by AMD.

    At this time the rollup legacy drivers have known issues with the game, so if you've installed an updated 10-x series driver from AMD, you need to drop back.

    Here is the driver you need for Windows Xp: http://support.amd.com/us/gpudownloa...?&lang=English

    Here is the driver for Windows Vista: http://support.amd.com/us/gpudownloa...?&lang=English

    As a note: this card is not officially supported under Microsoft Windows 7 release, but as 7 and Vista are the same operating system, the Windows Vista driver will still run this card.
  7. Quote:
    Originally Posted by The_Terrorizer View Post
    I am disappointed, especially seeing as how this had been explained as being included with Going Rogue, and now it isn't, leaving me (and I am sure a few others) feeling as if we were just teased.
    Okay. Show where the Incarnate system was explained as being included with Going Rogue?

    Quote:
    However, in light of the fact that you "say" you're going to make the system more useful than the small gains that were reported during your beta, then I guess much more can't be said about the issue.

    I certainly hope you live up to your word on this one.
    And they didn't live up to their word previously?

    Far as we were told last year at Hero Con, Going Rogue was probably going to be a Spring release. That didn't happen. It's now a late summer release. This is why the developers almost never attach dates or guarantee anything for future issues. This is why marketing hasn't been able to go hog-wild with promoting the game. The actual planned release is still in flux.

    Welcome to Game Designing 101.
  8. Quote:
    Originally Posted by Bright Shadow View Post


    Is there a link to any official information about it?
    not as such, no.

    The most information that was released was that Going Rogue would have a preview of the Issue 19 Incarnate Slots.

    What those were, are, or will be, has yet to be described from any developer. There is, however, a significant chunk of conjecture over what the system will be like.
  9. je_saist

    CoH 2

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I would be very surprised if they did something like this. I could possibly see soemthing to allow you to covert your costume over but importing your entire character seems unlikely. Making an MMO sequel is always going to be a risky business. You will lose some of your customers who can't or won't make the switch and you risk splitting the player base and ending up with two MMOs neither of which has sufficient players. The main reason to do so is therefore to redesign the systems from scratch to update it and fix anything that seemed sensible at first but proved to be problematic in practice. Allowing import of characters (even if they are reset to level 1) forces you to adhere to certain aspects of the old design that might not have been optimal.
    The problem I have with this is that it assumes that a CoH2 would be developed like any other MMO. Paragon Studios / Cryptic basically built their business on NOT doing what other MMO's do.

    Ergo: if you already are tossing most of the MMO rule book of bad design choices out the Window, why bother keeping any of them. One of the big problems Everquest ran into is that players weren't willing to leave behind their epic level avatars from the previous game. Why repeat that mistake?

    The thing is, CoH's Archtype system isn't broken. It's actually been proven to be fairly predictable and a stable basis. Many of the limitations the developers have run into is not with the basis of how the avatars play, but in how some things are processed in the game, such as Water Effects.

    A new processing engine would be able to address the majority of problems the developers have run into, but a new processing engine that could accommodate the changes the developers have expressed interest in would have a higher processing requirement. That would mean a new game.

    That doesn't mean the developers have to chunk out everything the player-base has already worked for / achieved.
  10. Quote:
    Originally Posted by Goliath Bird Eater View Post
    Color me disappoionted; I was looking forward to a sneak peak of the Issue 19 stuff.

    But thanks for letting us know out here in the open forums in advance about the change. As someone who'd beta tested a lot of games, I know that sometimes big, hyped things get pulled for various reasons; I'm relieved that in this case, it's because you're not satisfied with whatever the Alpha slot currently does and not because the whole system can't be made to work or something.

    I'm guessing your post was C&P from something in the beta forum, and that inclusion of the above bit just wasn't removed before making this post. Because, you know, it does kinda go against rules 1 and 2 of closed beta.
    hey, every once in a while everybody forgets where they are posting :P

    That being said, if the system wasn't working out as expected, better to cut it and work on stuff that will work in time. I actually am kind of glad that the Incarnate Slot was never advertised on the Going Rogue website or the PlayNC Store. Shouldn't be too many expectations that a taste of Incarnates would be included with Going Rogue.
  11. eeesh...

    that relationship STILL makes me shudder...
  12. Quote:
    Originally Posted by NekoAli View Post
    So, business as usual in the Rookery....

    *stamps over to the gifts shop, wondering how they have pants inside that should be larger than the entire store...*
    they keep them on pallets in the back!

    with free aerial shipment back home!
  13. http://www.hardocp.com/article/2010/..._460_review/10

    linking to the final conclusion since that's probably what matters.

    Nvidia's finally answered the call for a card to match AMD's offerings with the GTX 460. According to HardOCP (and other reviews that I've glanced through) it basically does what the RadeonHD 3x00 series did for the RadeonHD 2x00 series: turn a dog into something you'd want to spend money on.

    As an added bonus, the GTX 460 has an MSRP of $199, which puts it $30 less than the Average Selling Price RadeonHD 5830 it can match. It also overclocks better than the 5830...

    I see just one slight issue... The ATi RadeonHD 5850 and 5870 were both supposed to launch at far lower price-points than they actually did... and it's been hinted AMD's board partners could sell the 5850 for $200 and still make a profit.

    Hopefully then the Geforce GTX 460 will see what gamers have been asking for since... well... January actually: something that will force board prices down across the board. From what I've seen so far, Nvidia's finally gotten back into the game.
  14. Quote:
    Originally Posted by NekoAli View Post
    Silly. Kitty Kong does not wear pants. Have you tried to find size 300 jeans?
    Yes. The Jungle Gift Shop sells them.

    *operation distraction: successful. new plan: RUN!*
  15. *head tilts*

    I honestly haven't a clue...

    Quote:
    If I am having a problem with Crossfire (which it seems to be), shouldn't disabling the Catalyst AI resolve that?
    No, you'd need to disable Crossfire itself, not Catalyst A.I.

    I'm not sure whether or not the 4870x2 is going to expose the option to disable Crossfire support since it's supposed to default to a Crossfire mode.

    A possible problem could be the default to a Crossfire Operating mode. Television mentioned some time ago that multi-gpu acceleration was somewhere in his list of things to get done. It's possible that one of the recent patches to the Live Server is trying to activate Crossfire support, but instead is generating a memory leak or other driver level problem.

    I'd make sure you file a bug report of this event here: http://www.amd.com/us/CatalystCrewSurvey

    I would also post it on the AMD forums: http://forums.amd.com/game/categories.cfm?catid=279

    Also: I don't know if he reads his PM's right now (probably because he's busy), but I'd PM Ghost Falcon as well with the problem.
  16. *distracts Kitty Kong by depantsuing Kitty Kong!*

    ... now just where am I going to find a flagpole in the jungle...
  17. Quote:
    Originally Posted by SwellGuy View Post
    Perhaps if you knew how to read it wouldn't be the imaginary problem you are making it out to be.
    No. I read you correctly. I also called you, correctly, on just ONE aspect of how bad your idea was. If you had bothered reading what I had said you would have noticed something. Let me spell it out for you. Here, I'll even bold, underline, and italicize the line you did not read for you.

    Quote:
    Really Swell, I can't begin to describe just HOW bad this idea of your is. I can give you a good case in point of why it's horrible though.
    I just gave one example of why this was a bad idea. I did not say this was the only reason that your idea was bad. I just gave an immediate case-in-point, an example, something that is already in the game, that your suggestion did not account for. ... I also botched my grammar. Spall Cheque please.

    Now if you'd like, I could continue to rip apart your suggestion point by point.

    Quote:
    You play on multiple servers? Which one are you on NOW. That is one column. That is what 'online' means in English.
    Okay. So now you do what another player on the forum does and outright put words into my mouth that I didn't say. Congrats, you have successfully passed Trolling 101.

    Let me go ahead and just destroy whatever point you thought you had here with one question: Why go through all the trouble of making a system that deliberately makes the number of players directly online vague?

    I'm going to go ahead and spell this out too. Big Servers stay big because they are big.

    The case in point here is Freedom and Virtue. These servers maintain large populations because they are large to begin with. New players login on weekends, note these two servers are in a yellow condition, and promptly join these visibly active servers.

    Listing precise numbers of whose online at any time would make this I need to find the most active server issue even worse on spreading out the player-base. Listing active players numbers is fine for small scale MMO's like Phantasy Star Online or Monster Hunter Tri, where there is only a limited amount of players per each instanced server. In an MMO like CoH where hundreds of players could be online at once, it's a lousy indicator of actual activity.

    Let me give you a flip case example of just why this is a bad idea by describing a possible griefing technique. I happen to know that Triumph Server is pretty much dead from around 2~3am EST to the server reboot. If I wanted to prove that Triumph Server was completely dead, all I would need to do is just report the numbers during these hours and I would have statistical numbers to indicate that Triumph Server has no player-base.

    There's also another empirical problem at hand, one that relates to now and will become even easier in the future. As of right now I can switch to any server I want to, at any time. I monitor several badge channels, and if I'm not doing anything important on one server, and somebody does something interesting on another server, I'll switch.

    Poof, just like that, I'm online on a different server. This type of switching happens... all the time. In addition, the developers are working on a system where you can switch characters.. without logging off.

    These are just three examples off the top of my head that wreak havoc with a system that displays number of players online:
    • Discourages players from trying other servers
    • Can be used for griefing
    • Doesn't account for players switching servers


    Quote:
    What was the max population of the previous day/week? The would again be tied to online at the same time. We used to get max concurrent users for all servers in the quarterly reports.
    There is a difference between max concurrent users and max pop of the previous day.

    One of the reasons NCSoft stopped reporting max concurrent users... Is that it was not accurate. Which means you still miss the critical problem with your idea. It's based on the concept that a single player is only on one server. Max Concurrent users don't know how to handle players that switch servers.

    Again, fine for FFXI where you were pretty much limited to one server.

    Not so great for a game where you can switch servers pretty much on the fly.

    Quote:
    I suspect people with a grain of literacy will understand my suggestion.
    Look deary, if you are going to try to participate in a game of witticisms, you need to do better than showing up without any ammunition.

    Trying to keep my tongue out of my cheek, don't go trolling somebody who has a better grasp on the game mechanics and system then you do. It's only going to end poorly for you, as it just has.

    Now if you'd like to continue going the rounds on what, quite frankly is something... actually.

    Power_NA. I need to extend my apologies to you. You are not the holder of the worst ideas put forth on this forum. That award now goes to: Swell_Guy.
  18. Quote:
    Originally Posted by SwellGuy View Post
    Here is what I would suggest to help people:

    Next to each server name put the current online population and the max population of the previous (day/week).
    What happens if somebody plays on two different servers? How would they be presented to the real login numbers. Would they be counted as two different players? Would their last login session only be counted?

    Ignoring everything else, any kind of tracking system for this many people play on this server would be inherently broken BECAUSE PLAYERS CAN PLAY ON MULTIPLE SERVERS. This isn't Final Fantasy XI in it's early days when you only had one server to choose from unless you had a World Pass.
  19. je_saist

    HP debuff?

    Quote:
    Originally Posted by Zamuel View Post
    I know there are powers that buff your own or your ally's max HP. Are there any powers that lower an enemy's max HP?
    yes. They are called attacks.

    okay, no. I know that's not what you asked.

    No, there are no debuffs that decrease maximum enemy Hit Points.
  20. Quote:
    Originally Posted by FeyDuex View Post
    *comes in wearing a tan vest with many pockets, tan short shorts with many pockets, and a tan explorers hat* Um... I'm not dressed for the jungle today... *heads for the coffee spring with Vexxxa*
    *pads in wearing a cute little jungle explorer's hat, a fluffy lace camo skirt, a poofy shouldered blouse also in camo, knee high combat boots with a twig pattern, and impervium laced stockings... also in camo*

    One of these days I hope somebody programs the automatic costume machine with a setting OTHER than Kawaii Kitty...

    *sets out through the jungle growth searching for the Mysterious Cities of Catnip*

    Children of the Sun
    See your time has just begun
    Searching for your ways
    Through adventures everyday

    Every day and night
    With the balloon in flight
    With all your kitties in tow
    We search for the Cities of Catnip!

    Ahhhh-ah-ah-ah-ah
    Wishing for the Ci-ties of Cat-nip
    Ahhh-ah-ah-ah-ah
    Someday we will find
    The Ci-ties of Cat-nip!

    Dooo doo doo do
    Ahh-ah-ah
    Dooo doo doo do
    Ci-ties of Cat-nip
    Dooo doo doo do
    Ahh-ah-ah
    Dooo doo doo do
    Ci-ties of Cat-nip

    Children of the Sun
    Someday soon you're gonna find
    That your destiny
    Holds the secret, holds the key

    Ahhhh-ah-ah-ah-ah
    Someday we will find
    The Ci-ties of Ca-aa-at-nip!
  21. Quote:
    Originally Posted by Goblin_Queen View Post
    I've gone through many server mergers in other games as a player and as a dev. I totally agree with all of this.
    why thank you.
  22. je_saist

    CoH 2

    Quote:
    Originally Posted by Vitality View Post
    Wow...negative rep for what I thought was a legitimate question.

    No mercy on these forums haha.
    well, it was a legit question, but there have been some problems with particular players using the forums to troll. The development staff has recently hired a new moderator who does seem to be pro-active in dealing with the problem elements. If you feel that somebody who left you a negative rep has broken forum rules, you can use the bright red triangle on your post to report the post and have a moderator check the rep comments.

    Anyways, onto your question.

    Basically, we don't know exactly why NCSoft went ahead and trademarked City of Heroes 2.

    What we do know is that NCSoft has committed itself to a multiple-year support of the City of Heroes Franchise. Which is the key-word here. NCSoft sees the City of Heroes brand name as important and valuable, and to be worth their investment. Cue the line: "We liked it so much, we bought the company!"

    From what we know, NCSoft and Paragon Studios have no immediate plans to act on a second City of Heroes game at this time. That does not mean that NCSoft and Paragon Studios have no plans for City of Heroes 2 at all.

    The opinion I've voiced on the forums is that CoH2 is NCSoft's Nuclear Option if Going Rogue and following issue releases do not return high enough sustained subscription numbers. For most MMO's you can only get a reliably view of the player-base by looking at 3 month, 6 month, and 12 month increments. Going Rogue is set to launch in August, and will be selling through the Holiday Season. If you figure an average 3 month play time on-top of the initial 30 days, Going Rogue will be entering it's 4th month in December, which is in the middle of the Holiday season, December.

    For NCSoft they won't be able to make any real calls on the performance of Going Rogue and subscriptions until after the Holiday Season is over. Accounting for the subscription churn then: those who are going to keep picking up subscriptions versus those who only play for 30 days, this would be about 2 to the 3 months after the end of the Holiday season. Thus probably around March, and maybe April of 2011. If subscription rates are not at whatever NCSoft's expectations for them should be, that's when NCSoft will likely make the call on whether or not Paragon Studios should work on a CoH2 or should keep working on future issue plans for CoH.

    From there on out, everything is sheer conjecture. The rumor is that Paragon Studios won't do a second game unless you are able to import your existing CoH avatar into that game. Enabling avatar importing would also mean that a second game would largely keep the same base avatars and power systems as we know them to be, meaning that a second game wouldn't drastically change the Archtype / Power Selections we have now.

    Another rumor is that a second game would be designed with Power Mixing in mind. One of the big deals with Guild Wars 2 is that you can shoot an arrow through a Fire Wall and have yourself a merry little ranged bonfire. The example idea is that if an Archery Blaster were to fire their arrows past a fire tank, through Bonfire, or over a lit Oil Slick, the arrows would gain a fire damage component.

    These, however, are just rumors of what players would like to see happen. That does not mean they are based in any kind of truth. Right now, if anybody tells you that they know facts about City of Heroes 2... you can be pretty certain they don't know anything at all.
  23. Quote:
    Originally Posted by Fleeting Whisper View Post
    Counterpoint: Engine does work like that in PvP.
    eh.... I'm pretty sure there's a difference between NPC's initiating target lock and players initiating targeting lock. The code that's in place to handle what a player does may not necessarily work when initiated from an NPC.

    I can see one potential problem... that of lack of resistance: http://paragonwiki.com/wiki/Taunt_%28Status_Effect%29

    The basic problem that I see is that taunt implemented on NPC classes could, in-effect, permanently lock players out of being able to attack that enemy alone. Lets say you are fighting an EB, Monster, AV or a Hero with a large surrounding mob. If the Critter taunted you, you could be locked into only targeting that monster and be unable to deal with the surrounding mob.

    I suspect adding a targeting-lock effect to players would require significant work under the hood to either add resistance values for the taunt effect, and ensure that players aren't perma-locked by the NPC critter.
  24. je_saist

    "Arresting"

    Quote:
    Originally Posted by Fleeting Whisper View Post
    I'm going to be honest: I don't particularly like the idea.


    On the other hand, I've been sitting here for 5 minutes trying to come up with a solid, logical argument against it. So my only argument is "I don't like it".
    yeah... this is how I feel. I don't like it... but I don't like it for balance / point of build / experience reasons... stuff that I'm not able to actually logically spell out.