ransim

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  1. Just a quite update from the trenches regarding the server move.

    The new server is ready to go, however we're having issues importing the data (there is too much text!). This week we're going to attempt to manually important the vast majority of the current content into the site. I'll keep everyone appraised about whether or not this process is actually going to work or not.
  2. You do realize Virtue already has its own Wiki, right?

    http://www.virtueverse.com

    The Unofficial Handbook to the Virtue Universe.
  3. Option 1

    I don't use the ancient stuff, it looks hideous, especially on my machine with ultra mode cranked up.

    As long as the updates are one or one, I see absolutely zero reason to hold on to the old stuff.
  4. Quote:
    Originally Posted by UnSub View Post
    It's a fairly significant change to how characters are built and there will be consequences as a result of those changes.

    We don't know what those consequences may be just yet. On a per character basis, inherent Fitness looks positive, but there may be some negative outcomes at the overall level. We'll have to wait and see what happens when inherent Fitness goes into public testing.
    Actually the dev seemed to have taken a lot of the negatives into consideration based on what we were told at the panel. Its precisely why they waited to do it. So I'm fairly confident we aren't going to see any nasty side effects. But who knows.

    Its possible the numbers are going to be a bit different then they are for fitness as a powerpool.
  5. Quote:
    Originally Posted by Zombie Man View Post
    Sorry, I haven't read the past 200 posts, but to address something that keeps coming up over and over again regarding the super secret I20 Beta:

    A lot of supposition has been over "What new systems? CoH2.0?! Cross-Server Stuff?! Et Cetera?!"

    If you watch the video, Positron makes it very clear that the I20 Beta is for testing the new systems of the end game content.

    That's what it's for.
    I was there and missed that part myself... doh.

    Too much time spend trying to type out the important bits to Twitter in a timely manner.

    The cross server question came during Q&A and Posi's comment was that its on the list, but nothing more. Which I believe I said, so not sure why people would think we'd be doing a beta for that in a week.

    Also... how in the world did this thread get so massive?
  6. Quote:
    Originally Posted by Emperor_Justin View Post
    Was the Party Pack addressed at all?
    Also, thanks so much for the updates. You rock!
    No it wasn't and honestly I completely forgot to ask about it. But I assume we aren't getting costumes in it because Sexy Jay is apparently overbooked for mysterious unknown reasons.

    As far as the signed NDA and Issue 20 beta.

    What we were told, which was decidedly vague, is that Issue 20 is going to include some systems and items in the game which are unlike anything else ever done. Its a major major thing and because of that they want to do a pre-beta closed period thats ultra top secret to test the ground work before going into Issue 19 closed beta.

    Issue 19 beta, from what I understood though I could be wrong, won't start until after the Issue 20 closed beta period that will start in about a week.

    I also had a brief moment to talk to War Witch about bases and the state thereof and while they really want to re-approach bases its not a simple issue. The system is old and has issues, they are aware of, and its not an easy job to fix or change.

    It also runs into the same problem they are having with trying to use new Praetoria assets with old assets. It just looks bad next to each other. There are also apparently other issues that make including those assets into the base system hard to do. She is very interested in looking back at bases, but its really about determining its priority and whether something else should be shifted to allow it to be addressed.

    I am now off to bed after fun at the meet and greet. I'll try to check this tomorrow if anyone else wants clarification on my frantic tweeting.
  7. As a note two people were filming the panel so video should be up eventually.

    Also someone else made a smarky comment about issue 19 being what didnt make it into issue 18. He devs admitted this and that they did it to ensure we got a quality release with less but better features then a lot of subpar average items.

    Again sorry for shortness and typos on my phone still. So I have only briefly gone over the thread can't believe its 14 pages.
  8. Quote:
    Originally Posted by EvilGeko View Post
    Sounds like Issue 19 is like Issue 15 and will go directly to Open Beta.
    Issue 19 will have a normal beta after issue 20. Issue 20 includes a lot a of new systems that will require more beta time. Also sorry for typos on my phone.
  9. Quote:
    Originally Posted by Hero Prime View Post
    Perhaps you didn't read the discussion, but it's really not about having gallery images with large pictures. The modern browser can view PNG images in-line, which means that designers have the opportunity to create multi-layered pages that include transparencies. Unfortunately, PNG images can be large (in file size, not dimensions), if they have a lot of transparency. That is what I was shooting for - a design element that utilized the power of the PNG.

    Now, don't get me wrong, I understand the issues of server stability and bandwidth, and I hope I've made that clear in previous posts. I've offered to to host my own images, but understand why those settings won't be enabled. But when discussing design, to say there's no reason large files (once again, in file size, not dimensions) to be used is just silly. Now maybe there are good reasons they're not right for the UVHU, but those reasons have everything to do with the server and nothing to do with design.
    Truthfully, from what I've heard in discussions I've had while doing this migration the desire to add off site linking is there. The key problem however is the lack of a large enough and active enough pool of people moderating content.

    There have been a few instances of content going up that directly violated the web hosts TOS. And really without that constant large group of eyes over content its too hard for one person to patrol the pages to check off site images.

    So if you have a solution to that problem, by all means share it, that would definitely put that option into the realm of more likely to happen.
  10. Quote:
    Originally Posted by Hero Prime View Post
    And that, ransim, is where I guess we'll have to agree to disagree. Ten years ago, when the majority of Internet users were still using dial-up, it might have been a reasonable restriction, but in an age when over three quarters of the population (and probably 99% of the players of CoH) have broadband connections and downloading at 300-1000k a second, there are plenty of good reasons to have higher quality images on a web page.

    But these are two wholly different discussions; the UHVU has a restriction in place not because its users might have trouble downloading an image, but because the server is getting along in years and tends to be cranky one moment and senile the next. Believe me, I understand this completely, which is why I'm not railing against it so much as just wishing it was different.

    As for the image quality, the particular image I'm working with has a lot of transparency. I've used every trick in my fairly significant bag to bring the file size down, and have just now managed to double-posturize the image to get it to 119kb - still 19 above the file size limit. I'll keep working on it.

    EDIT: I used that file resizer website, ransim, and it actually produced a larger image by 32k. *chuckles* However, I've uploaded a smaller (as in dimensions) version of the image, weighing in at only 97k. While it changes the look of the page in ways that make me a little sad, that should satisfy the issue and appease the server gods.
    We're going to have to disagree on this. Because there really is zero reason for overloading a page with gigantic images. Because even with a high speed connection your just needlessly wasting bandwidth on images that don't need to be print quality for viewing on a profile on a website.

    Beyond that its something that someone else is paying for. They're the ones paying for the bandwidth and the server disk space to contain everyone's content.

    Its not exactly a simple issue. Even if the server is new you should still try to take some consideration into the fact that you're sharing the space with others. And I will tell you, the new server has three times the disk space and way more processing power. The restrictions however will not change. Because otherwise people will abuse it and just fill up even more space.
  11. Quote:
    Originally Posted by Hero Prime View Post
    I'm with you there. The main piece for Hero Prime's page - the cropped in-game screenshot in the upper corner - has a transparency and was HUGE. The first iteration was 250k, which is way beyond the limit. The current one is still 145k, which is probably too big, too. To drop that 105k, I posturized the image down to 32 colors, dithering the colors to maintain gradients. It's still not as small as it should be, but I can't manage to get it any smaller and keep the look decent.

    If they'd enable $wgAllowExternalImages or $wgAllowExternalImagesFrom, I could host all my own images off-site. With unlimited bandwidth, I could go with images as large as I'd like. Same with the $wgRawHtml tag. *shrugs*

    Editing to clarify: This is not an attack or criticism, but rather just an observation, and I understand the dangers involved in enabling any of those functions, so I don't blame them for not having them available.
    Per your edited comment, yes it is in fact a risk to the site and the people who pay for its hosting. Its very hard to control what people include on pages using a hotlink. Forcing people to upload means that each image can be reviewed to make sure it doesn't violate the hosts TOS.

    I've never had any issues with decreasing my file sizes to the necessary size, and I do it without major degradation.

    If you use Adobe Photoshop I'd suggest checking out the save for web/devices function under the file menu.

    http://tricks-collections.com/reduce...osing-quality/

    There are some good tools otherwise here you can use to do it.

    You can also try including a lower res version on the UHVU page and link it to say Deviant Art or photo bucket with a full rez larger version.

    There is absolutely no reason to ever include a file inline in a HTML page that is over 100 KB unless its an art website like deviantart and you've chosen to do a full view.

    Let me just give you guys a snap shot from what I know. The images folder for UHVU is 4 GB of data, the database itself is 4 GB of almost all page text. I'm actually lending a hand to Kadekawa and the Admin to try an migrate the data to a shiny new server. Problem is its too much data, especially in the database, so its not playing nice with the migration tools.

    So that is why the file restrictions are in place, the site is too popular for its own good.
  12. Demon asked me to check and see if my grandfathered cross-faction coalition with base access still worked.

    It does in fact, amazingly the whole server doesn't appear to come crashing down when a villain chills in a base with a hero. I know, its a huge shock.

    See here is the thing Snow, you're arguing against this and have been for ages now and the devs have already said they're going to try and allow this to happen again.

    So that means you're just trolling at this point. Go troll elsewhere.

    Original picture from beta time period
    http://www.agentsofscorpio.com/hero-in-vill-base.jpg

    Picture I just took:
    http://www.agentsofscorpio.com/zomg-...se-still01.jpg

    Maybe I'll make it a personal project this week to get a character into the Abyss VG and add teleporters to see if a vigilante can use them to travel in the Isles. Maybe a rogue in the Order of the Abyss can use the Shinsengumi teleporters, oh the horror.
  13. Quote:
    Originally Posted by Emperor_Justin View Post
    I know Fort Trident is in the Lake in Atlas Park, but where's the villain base?
    Cap Au Diable.
  14. I almost feel like this should use the Sid Vicious version of the song.

    http://www.youtube.com/watch?v=CIp_N6bjj64






    Just kidding >_<

    Awesome video!
  15. Just a reminder guys!

    Villain raid tomorrow right after the Hero raids!
  16. Quote:
    Originally Posted by Catwhoorg View Post
    The 5 ' Fame bubbles' under the bar.

    Each takes 20 hours to deflate.

    No tips will drop if all 5 are full
    Wait 20 hours per bubble? Is that right? I thought it only took 20ish hours to reset all five to continue on the path towards something else.

    And I've gotten drops after I did my morality mission last night. I got two actually before I ran off to enter Paragon from Sharkhead.

    However I do know people who are getting these unexplained dry streaks where they can't get tips to drop at all as if there is some sort of timer. My understanding was the only timer is on the ability to earn alignment points.
  17. Quote:
    Originally Posted by IanTheM1 View Post
    Quick update. Tonight I turned off dynamic shadows, going back to normal stencil ones. Played a good number of hours with no lock-ups.

    Whether they're the direct cause, or if they just help memory usage to balloon out quicker I don't know.
    Quote:
    Originally Posted by Cynical_Gamer View Post
    To update: I'm not having any crashes and it does indeed seem to be linked to both dynamic shadows and ambient occlusion.
    Glad that helped you guys too because it definitely helped me out. I thought the flickering at some points in Nova was going to give me epilepsy like I was playing Beat Hazard.

    Though I've decided to just hold off on really diving into Praetoria till the new shiny syndrome goes away.
  18. We're looking to do a villain Hamidon raid immediately after the Hero side raids on Saturday. The goal is to test how the rewards are handled if someone goes to both raids on a Vigilante or a Rogue.

    Basically we want to see if the reward timer is the same for the blue and red side hami raid or separate.

    When: Saturday August 21st @ 6:30 PM EST 5:30 CST
    Where: The Abyss
    What: HAMI TIME!

    Note: The hero raid starts at 5:00 EST. So we'll be following the two hero raids that typically happen.
  19. So...

    Did anyone test whether or not the timers for blue and red hami are tied?

    IE can I go raid red side on my rogue/vigilante then immediately go raid blue side for 100+ merits?
  20. Happens to me as well, I reported the issue in Beta.

    GTX 260 - most recent drivers (i can check the numbers when I get home)
    Vista 64

    You can stop this from happening by turning shadows/occulsion down/off.

    It seems to be perhaps caused by latency and the game trying to update the shadows to deal with movement/time of day.
  21. Quote:
    Originally Posted by Aura_Familia View Post
    Right, except for the part where Ransim forgets to mention that the trails are barely if ever run.
    We could debate on why that is.

    I run the sewer trial periodically myself, but I don't bother with the other two hero side.

    Primarily because its low rewards for the effort because of exploits people use to do them quickly.

    I do think the sewer trial is a blast though, and the thorn tree trials are fun as well.
  22. Quote:
    Originally Posted by High_Jinks View Post
    Yeeeeep.
    Works for me.
  23. I think its very important personally to highlight over and over that tourists (vigilantes/rogues) CAN NOT enter the bases of the opposing side, for any reason.

    Its my one peeve so far in this entire issue, and it annoys me especially given I have a group with a pre-existing coalition between a hero group and a villain group and they can enter each others bases.

    But I can't replicate this anymore. I don't even seen a valid reason why this happens, and it was an on going discussion in beta without real input from the devs on why its force to be that way.

    But as someone who uses their bases for more then just functional reasons I really dislike that I'm barred from allowing a rogue into my hero side base and from allowing a vigilante into my villain side base.

    I'd even be okay with not being able to coalition. But if I'm teamed with a vigilante on my villain I want to be able to say they can come enter my base to either use the porters or just hang out.
  24. Quote:
    Originally Posted by PennyPA View Post
    Thanks ransim. That give me much more hope on this trial.
    I'm looking forward myself to giving it a go again, I haven't since right after CoV launched. But I'm just waiting till it hits live next week to really start beating the drum to get a group rolling with trying it out.

    I just wish we could allow members of the opposing faction in the base to do it. As it stands right now a vigilante can only do hero group CoP runs and a rogue can only do villain group CoP runs. Which sucks.
  25. Quote:
    Originally Posted by PennyPA View Post
    Wow, IMO, I consider that really poor design and will wait to later on to see if there are changes to the CoP.

    I love to see more challenge in this game since I consider it too easy. And zero issue with going to PvP zones to get temps, but to know you have to do all this before even attempting? I guess I am believer in flexible content that players should be able to do things and not require X,Y,Z ATs and/or have A,B,C powers.
    Its more an issue of a broken character transfer to test. People can't port over their more powerful/slotted characters and are instead generally relying on more poorly slotted characters they had on test.

    Personally from what I've seen of this trial I expect it will be doable without nukes/shivans or any other temps. Much like how Hamidon raids are done now and the LRSF. The hardest part, like a LRSF and a Hamidon raid is that it requires a lot of coordination.

    A lot of people scream the sewer trial is hard, but its really not, you just need good players who listen and leaders who know what they're doing. Its a challenge, its not impossible.