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Quote:shield is getting rebalanced remember. It won't be the nuke it is in a couple patches.Global buddy has a sd/electric melee, and gets paid 10-20 mil per solo farm run. Sd/SS would be great too. Shield charge will damn near kill everything and then Lightning rod, or foot stomp would have all but bosses dead. I would go SS because it has the ST dmg for the bosses. or SD/FM.
Honestly really anything paird with shield defense will do great. Maybe a fire/fire/pyre will out perform, but that is only 20 seconds at a time. -
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Quote:you don't see animals because the skeletal system does not support animal frames.I would like to see actually animals in the game for instance cats and dogs, how can you have a city and not have stray cats and dogs? One of the missions for heroes could be get 10 stray dogs and 10 stray cats and put in humane society shelter. For villians it could be capture 10 stray dogs and 10 stray cats and bring to lab for experiments. Now I know alot of people do not like animal experiments, but this is a game and we already have a redside mission where we capture homeless people for someone to do experiments on.
Granted I wish my kitty girls would get down on all fours to scamper around, and that I'd have pouncing animations and... wait, phone's ringing...
what... BaB's wants to see me? Out back? In a Dark Alley? At midnight? Are you sure? Can't I at least bring some backup? -
Cabal Trainer: Are you female? From Salamanca? You could have a future as a True Witch!
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... oh look. It's server-merge thread time!
I'm beginning to feel like Linkara reviewing anything Frank Miller writes.
Okay: here's the short version: Games tend to merge servers to either force players to work together, or to to lessen support costs.
At this time the City of Heroes servers are paid for, and there's money left in NCSoft's bank to continue paying for bandwidth. There's no immediate rush to shut down equipment to save operating costs.
At this time the City of Heroes franchise is going into a major expansion after having several months of competitors offering their wares. This expansion will be selling throughout the Christmas / Holiday season. It will be another 6 to 8 months after the launch of the expansion before NCSoft will be in a position to judge whether or not the subscriber base has genuinely fallen to non-recoverable levels, or if the dropping rate of players is due to external game factors. As such, there's no immediate rush to consolidate servers to try and force the existing player-base to play together.
City of Heroes, as a game, was never set-up to handle a server merge, with each server having multiple unique identifiers ranging from Super Groups, to global names, to individual names. As the typical reasons for consolidating players do not apply to CoH at this time, there is no reason for the developers to examine options that force players together at this time.
The most likely result is that if Going Rogue is not able to result in a sustained return to previous subscriber levels, NCSoft / Paragon Studios will instead focus on the City of Heroes 2 project, which will likely deal with a cloud environment and be built with the idea that players will share a common global server access.
The point of this is that as of right now, Paragon Studios doesn't have an incentive to actively develop any sort of cross-server functionality. Cross-server functionality, if it arrives, would likely be with a sequel title, rather than trying to implement a cloud-like system into the existing engine. -
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Quote:First: the developers are largely against attaching powers to standard costume effects.I was thinking, we can't make ghostly heroes. Like Numina. I want a outfit that make me a ghost : D. Or I want a Invisibility power that keep me invisible forever like Numina, it don't have to give you anything. I know there is Stealth but that power slows you down.
Also that Invisibility powers sucks to me, everyone can attack me but I can't attack them. Now if it was the bubble where I can't die it would be ok
Second: The developers aren't about to change Invisibility. It's a pool power. It has those limitations for a reason.
Third: The developers like to keep some options to their own signature avatars, such as Animated Hair on Ghost Widow. This helps separate signature / canon characters from player characters.
Forth: there is no technical reason the developers can't enable the invisibility option as used on Numina to the player. There is, however, a gameplay reason the developers do not.
That gameplay reason is tied to PvP play. An invisible costume effect would give a similar benefit to player characters in PvP enviroments as taking a stealth power. However, an invisible costume would not be subject to the perception / stealth calculations that affect actual stealth powers.
While a ghostly costume would work outside of a PvP environment there is the major problem that the PvP system uses the same exact engine and content sources as the PvE system. In order for an invisible costume to work as you would like, the developers would need to write in a large amount of new code to account for invisible or partially visible costume parts and disable / enable these parts during transitions to / from PvP environments.
Yes, I am aware of the irony that I just used a PvP scenario as an inhibitor to potential options within PvE play.
Anyways, because of these reasons, you won't be seeing invisible costumes outside of straight out powers. -
Quote:It was exaggerated on purpose given the genesis of this thread.I'd just like to point out that your example images are a little on the 'exaggerating' side; your first image has all 9 trays showing as floating trays, plus the first 3 trays again in the normal window. The rest of the images show 8 floating trays plus the first 3.
Now, I'd love more options for power tray management, but even if you want to show all 90 power slots (and I've never wanted to do that, honestly), it doesn't require that much screen realestate. -
Quote:*looks down the slope**gets hit mid pogo and is carried along by the board*
What the heck? (part 2!) Oh, hi there saist. *hugs*
Umm, can you aim this thing over towards the coffee machines? Or maybe some nice hot chocolate would go well today.
I think I can hit Detra's hot chocolate pools!
*aims the snowboard for the hot-chocolate pools!* -
Quote:Correct, it's not. Willpower also gets Terrorize protection from Indomitable Will.Dark Armor is also the only melee AT armor set that includes fear protection.
ERM....WTF?
The statement that Dark Armor was the only melee AT armor set with fear protection was true up until Willpower was introduced. -
Quote:KITTEH!!!!*gets dislodged from her bed in the rafters by all the sudden snow and falls into a big snow drift*
What the heck? Christmas in July? Well.. I guess I'm up now....
*makes her way over to the coffee machines, pogoing through the snow*
*aims the snowboard for Neko Ali and flying-kitteh-snuggle-snowboard-tickle-tackles Neko Ali!* -
Well, Ice can soft cap to smash / lethal / energy / neg energy on SO's


So, you don't really need to chase after defensive IO boosts.
You really can't chase after resistance IO boosts since they are few and far between, and very few sets that an Ice tank has access to will allow you to slot for resistance.
Rather, for an ice tank, there are three things you do want to go for:
Recovery
Recharge
Regeneration
Ice Armor is the third heaviest active combat toggle set in the game. Only Stone Armor and Dark Armor's stackable toggles use up more endurance. However Granite is offset as only Mud-Pots and Rooted will stack with Granite, which places it in line with other defensive sets, and well... okay. No excuse for Dark. But I've bugged Castle so much on that I think he's ready to put all of my avatars in pink tutus.
Anyways: Ice Armor's heavy endurance drain is offset by Energy Absorbtion. You can top off a full endurance bar with only 3 enemies. However, this means you pretty much need to stay in mob combat to fuel your endurance consumption. Against Single Targets, Ice doesn't fare so well...
So, you'll want to focus on Endurance Recovery boosts to make up for those moments when you get stuck in a prolonged fight.
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Next, focus on recharge. Remember, as your recharge increases, so will the amount of endurance that you consume. Double your recharge without doubling your endurance recovery, and you'll quickly be in trouble even with EA.
A higher recharge will bring EA around quicker, which will keep you topped up on Endurnace and Defense.
A higher recharge will also being Hoarfrost around quicker. It's more of a buff than a heal, but you can hit HP cap with it... and it really doesn't matter what your fighting... 3200 hp will boost your regen rate as well as increase the number of hits you can take.
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Regeneration. Given that you can hit HP cap on Hoarfrost without really having to work the IO boosts, you'll free up slotting opportunities to work on having both Regen and Recov boosts in the same power sets.
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Lastly, don't be afraid to Hibernate. -
Quote:That's NT6.I'm running Win Vista 64bits. I always run the OS as an administrator, never use anything else.
Also, I got the game to run, but getting it to run a second time, now that's the problem.
What happens when you check in "Run as Administrator" from the desktop shortcut? -
Well... a couple things I see right off hand. You've got a couple of USB audio devices that have out of date drivers.
Also, Stardock is considered by some to be malicious software and is associated with random behavior such as the type you describe.
Admunch is also associated with weird internet lockups.
I also see KeePass.exe which is associated with Malware.
MCTadmin is also a suspect executable.
Also looks like you are running NOD32 antivirus. -
Whoo hoooooo!!!!
*slides down the Rookery on a snowboard* -
Right off hand it sounds like you installed the game as an administrator, but are trying to run the game as a user.
If you are running Windows NT6, right click on the icon on your desktop and choose properties.
Then left click on the Compatibility tab.

You'll probably need to check in Run as an Administrator -
Quote:Nope.Well isn't that already listed in the database when your part of a SG ? Meaning Each Bin already holds the tag for which rank can access it. Each Bin is going to be marked with a unique ID to keep track of it.. So with that being said..
The short version is this: The Supergroup storage system is treated differently than your own personal storage, which is why multiple players within a supergroup can access / view the contents of a supergroup storage bin.
Read above. Accounting for every permission with every rank is going to take a severe amount of not just storage overhead for data, but also processing overhead.Quote:When your looking at the invention computer It is just going to access the bins only labeled for access to your rank. Your basically using a different interface to access the storage bin. The data is still there on some sort of table.
There's also the added problem of players drawing on the same salvage within the same latency cycles. Again, this isn't a problem if you are the only player in your supergroup, but not every supergroup has only one player, and the developers have to consider and approach every possible use with an overlaying system.
yes / no / not really. Read the above problems.Quote:Your not going to be pulling it out from the bins from the computer interface. It is just going to be used up and deleted from the storage bin.
Your saying global name, but that wouldn't matter since the Storage bins go by rank not global name..
Some is an understatement.Quote:Granted there is some coding work that is going to require for the invention computer interface to see the storage bins..
In addition to the processing engine, the engine that determines the underlying calculations and storage operations, there also needs to be updates to the user-interface to indicate that you are pulling from another storage space, and also updates to link your actions to the actions of anybody trying to view the storage bins.
Essentially, what you want would put all of the storage bins on a single global access point, and would require permission locks on all of the storage bins. This would mean that any time anybody in a supergroup accessed an invention table they would cut off access to the storage bins, and any time somebody had a storage bin open, they would cut off access to invention making.
This would be the only real way around conflicts where players tried to get the same salvage at the same time. There are very good CODE AND ACCESS reasons why only one player can view / interact with salvage bins at a time.
Oh, you conveyed the idea properly. It's just not going to happen.Quote:I see it more as the invention computer checks your rank then calls out to the storage bin IDs to determine which bins you have access to. Then it just does what it normal does and checks to see if the salvage needed for a particular invention is listed in the bins.. Granted I'm over simplifying it, I'm just going by weak c++ skills to relate to the programming involved.
Yea I don't know how open the Bank vault system is or the storage bin system is. Meaning if they coded it with just the specific reason to hold data, then I could see it being an issue to revamp. But I would have to believe they keep track of everything to prevent duping exploits and such. So there has to be some access to the data.
I don't know what engines your talking about, I don't know if we are possibly talking about 2 different things here.. Again I might have not conveyed my idea properly.. -
won't happen.
http://boards.cityofheroes.com/showp...68&postcount=8
Also, Arcanaville has a good explination on the the design behind the illusion set: http://boards.cityofheroes.com/showp...8&postcount=58
The short version is this: Illusion Control does not fit the intended Dominator Play style. Beyond anything else, building domination would be extremely difficult and would require significant changes to the set itself, which would no longer make it an illusion control. -
Quote:Warhammer Online did... basically, you could get turned into a chicken if you tried to PvP in a zone you were out of level range of.The villain ATs are entering Hero zones as Heros, or well, as good guys.
Warburg is FFA PvP as has been stated.
FFA PvP is the number one put off factor in any game for me, because I have never encountered a game which stopped a max level beating on lowbies, or in general where people respec your lack of desire to PvP.
Planetside also did... but that was skill based, not tab-target / animation / gear based. -
Quote:welcome to City of Heroes.Mysterious coincidences!
Shortly after Blizzard announced this, I was asking a friend who plays CoH for information, and he pointed me at this thread. By a further amazing coincidence, a couple of hours later I had a trial account.
I may well end up resubbing to WoW, depending on how the rest of this plays out, but I am thus far finding CoH an interesting change. It's a hard sell for me, though, because fundamentally I want to kill internet dragons.
Still, CoH seems pretty friendly. Also, Levelling Pact, best idea ever. Awesome.
BTW, I am totally aware of the irony in posting by the name I'm most widely known by in order to gripe about how stupid it is to make people post under their "real names". Back in the late 80s, I mistakenly concluded that there was no need to worry much about privacy, and at this point, well, it's a bit late to change my mind.
May you enjoy our game.
A quick note: many servers have dedicated Badge or Teaming global channels. Joining your server's global channel community will aid in finding a continuous source of teams. -
as far as SuperGroup storage bins go:
never gonna happen.
Primary reason is that the bins can have individual permission codes set on access, and coding around the permissions would likely require a lot of both engine development resources and User-Interface development resources.
And yes, even if you are the only Global-Name in your supergroup, and every single one of your avatars is highest rank, it's still not feasible. The developers still would have to program for every super-group member, with every possible rank, and every possible salvage variables.
I'm sorry, but the "ease of use" factor here isn't going to be enough to justify the dev time.
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Pulling from personal vault storage? Well... maybe. I like the feature in Monster Hunter Tri, and in theory, this would require a simple table look-up... so this one might be a possibility for the devs to look at implementing. -
also: as a note:
As of right now, on ATi Graphics Cards, Ultra Mode works with Cedega Public Beta Engine 2010052 and Catalyst Driver 10.4
To install this driver with smxi, drop to run level 3:
You should be able to do by tapping control-alt-F1 which should drop you to a command prompt.
Log in as root.
Then type telinit 3
and hit enter.
Then run the command: sgfxi -o 10-4
follow the prompts and UltraMode should be working if you have a RadeonHD 4850 or better. As a small note, Ultra Mode does not run as smoothly as it does on Windows....
Catalyst Drivers 10.2, 10.3, 10.5, and 10.6 have various issues that prevent CoH from running on the Beta engine.
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as of right now, if you have an Nvidia card, Ultra Mode will not work at all, reguardless of whether or not you use Transgaming Cedega, W.I.N.E., or Codeweavers Crossover Games. -
check my signature.
Right now Transgaming's Cedega is as close to "official / unofficial" support as you'll get with CoH on Linux.
If you need help installing the correct graphics driver, SMXI should work on any Debian distribution: http://www.mepis.org/docs/en/index.php/Smxi
