Fleeting Whisper

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  1. Something like this is not totally impossible (with regard to game design, if not to implementation). If implemented, the salvage would definitely be hard to come across. Buying it would probably cost more than buying all of the separate salvage pieces for a purple recipe, too.
  2. Quote:
    Originally Posted by Tokyo View Post
    Much of my pugs I find in badge, LFG, Broadcast and TF channels.

    So... quite a bit?
    Maybe I'm biased because usually the only global channel I pay attention to is Repeat Offenders, but I've never been on a team organized from a global channel that I would consider a PuG. Or maybe I just have a different definition of PuG than you do.
  3. Quote:
    Originally Posted by Bright Shadow View Post
    This is REALLY a huge load on the machines if it's practiced regularly.
    It's not a huge load (or even a noticeable one) if the game's rendering is even something remotely approaching intelligent. I'd like to give the devs the benefit of the doubt on that, and say that they're using a reasonable hidden surfaces algorithm for their rendering process.

    Quote:
    Originally Posted by Bright Shadow View Post
    I still do think in this case, having multiple instance of this design inefficiency does have an impact on performance; it's minor, but it's not negligible, in my opinion.
    Unless there are extraneous vertices being hidden (which we wouldn't be able to determine without opening the building model up in a 3D editor), what you've shown here is actually design EFFICIENCY, not inefficiency. And even if there are extra verts there, the inefficiency produced is approximately 4 bytes of data per extra vertex, give or take depending on what sort of data structure is used for the verts. And even then, it's only inefficient if there are more hidden verts than there are visible corners along the seam between the two joined buildings.

    Quote:
    Originally Posted by Bright Shadow View Post
    Does anyone know how I could get a developer response on this? I'm really curious as to why they've designed the map like this.
    Send pohsyb a PM.
  4. The same rule applies to mezzes, too. While it's common knowledge that you need to apply 2 Holds to a boss in order for it to work, it's not because the boss needs mag 6 (each Hold being mag 3, or two mag 2, or a combination) in order to affect the boss, it's because mag 3 is equal to the boss' protection. This can be easily shows with Mesmerize, the single target sleep in Mind Control: Mesmerize is mag 3.5, and will sleep a boss in one shot.
  5. Quote:
    Originally Posted by Blitzwulf View Post
    OP, try stone armor and problem solved. ^.^
    Problem not solved. [Rooted] and [Granite Armor], the two powers in Stone Armor which slow you down, are resistable slow effects. Speed Boost grants 175% slow resistance, which negates the slow from Granite/Rooted entirely. Then SB adds 50% speed on top of that.
  6. Quote:
    Originally Posted by Retrogression View Post
    I think it's pretty reasonable to expect your future romantic interest to share other of your interests, including your gaming interests.
    I agree. However, I also think that part of making a relationship with someone you like work is making compromises. I say find someone you like and don't worry whether they play CoH or any game at all. If they like you as well, they'll at least try out your hobby, even if they ultimately decide they don't enjoy the pastime. And if they don't, so what? You don't need to play the game 24/7; take some time off and spend it with your partner
  7. I definitely agree the VEAT arcs are total weaksauce, especially when you compare them to the Kheld arcs. Whatever your opinion on the Khelds as characters, their story arcs are much better than what the VEATs got shafted with.
  8. Quote:
    Originally Posted by Father Xmas View Post
    Obligatory Boom de Yada video.
    Don't forget the sequel
  9. Quote:
    Originally Posted by beyeajus74018 View Post
    MOAR Jenkins antics!!! Change his first name to Leroy, too. It would be appropriate.
    But it kills the pun.
  10. Quote:
    Originally Posted by Tokyo View Post
    What makes players so much more involved in this game and its community than any other MMO are the CHannels. believe it or not, whether it be the RP Channel, TF channels, Badge, channel, etc. They all create a sense of community.
    What does any of that have to do with PuGing?
  11. Quote:
    Originally Posted by enrious2 View Post
    Think about it...keep the toons you want to keep at 49.5 with xp off (ok, no purples).
    Aside from the obvious, this right here is another reason against the idea.

    Super rare "Purple" IOs were added to the game as an extra tier of power for level 50 characters to strive for. Only level 50 characters can slot purples, and kitting out a character full of purples generally takes a long time. If 50s get retired, then purples LITERALLY become useless.
  12. Quote:
    Originally Posted by Slope View Post
    And so this is for Going Rogue? I thought that you hero could become a villain and vice versa, or in between, a rogue. Anyway it happens it would still be cool.
    Going Rogue will have characters of a few different types:
    Hero: Access to Wentworth's Fine Consignments, the CoH zones, and the Praetoria zones
    Vigilante: Access to Wentworth's Fine Consignments and all zones
    Rogue: Access to Black Market and all zones
    Villain: Access to Black Market, the CoV zones, and the Praetoria zones

    Presumably, since you can also start non-EAT characters in Praetoria, there will also be Praetorian characters who have yet to pick a side, and are restricted to Praetoria until they get off the damn fence. But we don't have very much information on that.
  13. Quote:
    Originally Posted by Arctic_Princess View Post
    And I know this is 'another dimension and all but in this dimension, Ghost Widow was a member of Arachnos. She was also a Night Widow. And a thug. I wonder why she's joined them in Praetoria.
    And in Praetoria, the Carnival of Shadows are called the Carnival of Light, and they're heroes instead of villains. The clockwork were created by Positron and Synapse's counterparts, instead of by the Clockwork King. Lord Recluse's counterpart is dead. All of the counterparts to the Freedom Phalanx are evil. Nemesis never became a megalomaniac.

    Just because something is true in our dimension, doesn't mean it's true in Upsilon Beta 9-6. Hell, Belladona Vetrano never even died in Praetoria, unlike Ghost Widow who died in 1989.

    Also, I wouldn't call a Night Widow a thug. The Night Widows are Arachnos' corps of assassins.
  14. Quote:
    Originally Posted by Bright Shadow View Post
    As you can see, there is a big chunk of fully-rendered wall INSIDE that building, and it's not even visible from the outside! The computer is rendering two separate faces of two different geometries, and we only see one of them! I can only assume that the entire building is a bunch of textured cubes clipping into one another. It even has doors!!!

    Isn't this inefficient design? Could it be that the lag of CoV (relative to CoH) is due to numerous number of these design flaws?
    Unless the CoHV world is being drawn with a Heedless Painter algorithm (and I rather doubt it), this is actually much less of a problem than it appears. The wall-behind-the-wall is only being drawn for you because your camera is inside the wall. If any kind of hidden surface algorithm is in place (and I'm willing to bet a considerable amount that a HS algorithm of some kind is being used, though I can't pretend to know which one), then your Figure 3 isn't actually drawing the hidden wall at all (or your character, apart from the hand, for that matter).

    If the HS algorithm is any good, then the decision to not draw a hidden triangle is extremely fast, so has negligible impact on performance. The only impact is the memory requirement to store the vertices of the model. Unless there are extraneous vertices along straight edges, that's not really a problem either. In fact, in the specific example given, not having overlapping models would require more vertices, and therefore require more storage space for the model.

    CoV graphics lag comes from models with higher polygon counts than CoH, and overlapping surfaces where the near surface does not completely obscure the far surface (ex: grates on the floor in Grandville, or the webbing in the Tangle)

    For clarity: Two opaque models overlapping is not a very big issue. One model with extraneous vertices, overlapping faces, or overlapping vertices can be a problem or not, depending on the way the model is rendered. Two overlapping models in which the near model can be seen through is similar to rendering the two models side-by-side.
  15. Since you've kinda got a historical bent on your fanfiction (letter dated 1646), it should be noted that the second attempt at colonizing Roanoke Island failed, though nobody knows why. John White left the Roanoke colony in 1587 to try and obtain supplies to help the colony. However, because of England's war with Spain, he was unable to return until 1590. The colony was abandoned, with the letters "CRO" carved into a tree, and "CROATOAN" carved into a fence. I'm sure you could fit that 1587-1590 timespan into your Croatoa fanfiction
  16. The only real benefit I can think of would be official support. If it's linked with the game client, it's also automatically up-to-date.
  17. Sounds interesting. Though I'd still put "Team looking for more" as a higher priority
  18. Quote:
    Originally Posted by Pyroguy View Post
    But if it was clearly labeled, if your contact said in red letters "Archon Whatshisface may try and escape this one, better be prepared" maybe it would mitigate it a little since everyone would know what to expect.
    Aside from the red letters bit, that's basically how they already are. Most even have similar text as mission title in the navigation window, so even other people on your team who don't read the mission text will know.

    Now, what might be interesting would be a "Stop soandso from escaping!" mission where stopping them from escaping means doing something other than killing the target. (Cinematic example: the hero hacks into the computer systems of the villain's lair to shut the blast doors out of the base before the villain escapes)

    This would essentially be like putting a timer on the mission. If you could slow the target down (eg, vulnerable to slow/immob/hold/stun/sleep, but invulnerable to damage), it would be a timer that you could have some control over, depending on team composition.

    It would also lead to a neat kind of "showdown" fight: you've just locked your enemy inside the base with you, preventing his escape, now he's going to stop trying to escape in order to fight back.
  19. Reiterating what others have said: The best defense against a Stalker is your movement keys.

    Or playing a villain and staying out of Warburg...
  20. Quote:
    Originally Posted by Thirty_Seven View Post
    No on sharks.
    But we alreay have them...

    Quote:
    Originally Posted by Thirty_Seven View Post
    CoH is NOT in a Fantasy setting!
    Are you saying magic isn't fantasy?
  21. I don't know what you're talking about!

    >.>
    <.<
  22. Quote:
    Originally Posted by Stormfront_NA View Post
    Your number of merits per hour, is actually not accurate. The developers data mine each Oro Arc, mission contact thread, and TF/SF, and use a median time value to determine how long the event takes and thus determine the merits these activities yield. And in the case of oro arcs, they throw a further 60% penalty modifier of 60%, so in reality the earnings are 1 merit per 12.5 minutes based on the median time it takes to complete the event.
    Err... I believe I already said that Story Arcs, Trials, and Task Forces have different target MPM. Story arcs don't have a 60% penalty to their merit rewards, they have a 0.4 TaskMultiplier for the equation to determine the reward. Yes, that's 60% less than a Task Force (TaskMultiplier of 1.0), but by the same logic, Task Forces have a 16.66% penalty when compared to Trials, or a 33.33% penalty when compared to Raids.

    Quote:
    Originally Posted by Stormfront_NA View Post
    I suspect the recipe drop rate is bugged
    Prove it before complaining. I'm not saying it's impossible - we've proved issues with the game's RNG before, specifically in relation to drops on certain specific special maps. But without data to back up such a statement, you're blowing a lot of hot air for what's more likely just your own crappy luck.

    Quote:
    Originally Posted by Stormfront_NA View Post
    the influece you get from doing activities is comically low versus the cost of the recipies you want at the market. So what is a gal to do, to get the recipies she needs to improve her alts? The answer is simple, get merits, and then redeem them for the recipy you want.
    I haven't run a TF in at least a month. Possibly two, I don't recall. And yet I recently added three purples and a SHO to my MM's build. I wonder where those came from? Considering neither SHOs nor Purples are obtainable with merits and my MM hasn't run the RSF in almost a year... it's quite puzzling, don't you think? I mean, apparently the only way to get any good enhancements is by splurging on overpriced IO recipes at the merit vendor...

    Quote:
    Originally Posted by Stormfront_NA View Post
    I also have an issue with the metric of merits for time, for it does not allow for good game play, and even more punishing for good team play, in fact it seems it wants to reward the opposite. I believe the reason developers uses the mean time measurement is to mitigate the punishment for superior tactics, etc.
    I don't even know what you're talking about any more. The merits over time metric encourages the powergamers to run content as quickly as they can. Unless you equate "fast" with "bad", I don't know what conclusions you're drawing here. I don't even know what you mean by "punishment for superior tactics".
  23. Quote:
    Originally Posted by FredrikSvanberg View Post
    But those aren't Arbiters, they are contacts. The Arbiters are trainers, but unlike the hero-side trainers they don't have any history or personality and they barely have an identity.
    Some contacts are Arbiters, though

    Namely, Arbiter Leery and Arbiter Daos. They even have a faces
    There's also Arbiter Sands who shows up as an AV/EB in Faultline, with a distinct personality.
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    Isn't there already a 2 billion inf price cap on everything?
    Yeppers.

    Also, I'm going to reiterate once more that a price cap of 1 million is laughably low. While a level 10 character isn't likely going to have 1M without being lucky, a marketeer, or having turned off XP for some time, a level 50 character can earn 1M by just running a radio mission or two.
  25. Quote:
    Originally Posted by Calash View Post
    So, a Seer and Fortuna are playing "Go Fish"...who wins?
    We do.