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Quote:The tables in the user_data schema also have an additional column indicating whether the row has been deleted, in which case the corresponding row in the data schema will be ignored by the program. And it'll be full outer join, because left/right outer join wouldn't give all the information needed.So you're left outer joining the "Official" table to the "User Changes" table and if the "User" table value isn't null then using that?
Thanks for the offer. I'll keep you in mind once I start testing things with multiple peopleQuote:If you need testers let me know. I'm a Java web developer as well so funky exception messages don't scare me. I use Linux in here as well so happy to do some cross-platform testing when you get to Beta (or even beforehand if you've some reason to want to).
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This is true of all MMOs I've ever looked at. That doesn't stop people =/
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Quote:Add on:You know, I'm going into game design, and the more I look at other MMO's the more things I see bafflingly wrong about them, and the more things I see CoH doing right. If I ever get around to designing an MMO (and I hope to do so, look for it around November 2035), here is my big list of designer commandments.
1. Make the player feel special, powerful and IMPORTANT.
2. Playing in groups should be encouraged, and players should WANT to play in groups, but grouping should never be REQUIRED.
3. Never put a brick wall between a player and his real life friends. If two characters want to play together, they should be able to, level and skill differences be damned.
4. At the level cap the player should feel more powerful than 80% of the foes in the game.
5. Customization should only be as deep as a player wants it to be. If they want to tweak every nuance of their character, let them. But if they just want to forget about customization and play, also let them.
I might think of more, but these five are a good start.
6. Moving from point A to point B is not content! -
Quote:I'm pretty sure one of the devs said CWK never became the CWK in Praetoria. Not sure if the person he was is still alive, but the CWK as we know him (brain-inna-jar + junkbots) doesn't exist there.It is quite plausible there IS a Praetorian Clockwork King. In fact, I'm going to go ahead and speculate that there will be an arc in the Loyalists where the Blue Clockwork are going haywire and attacking Praetorian forces and *gasp* you must track down the reason.
People never give the Clockwork King enough credit. He murdered an entire planet with his MIIIIIIIND.
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And I'm neither a whisper nor a fleeting presence. What's your point?
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Yes, that could run CoH. I'd spring for the 2G RAM, but it's not a terrible computer.
You'll lag during thinks like Rikti invasions, but then so does everyone else. In normal gameplay you should be fine. -
It's also possible to fire Vengeance off of a person who used Self Destruction, despite the fact that they have no corpse to target. Set Vengeance on autofire and repeatedly select the teammate in the team window until it activates
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Quote:Java, mostly customized L&F of swing, and custom swing components. It's really the simplest answer for cross-platform compatibility. Unfortunately, there's nothing like WinForms' designer view, so getting everything set up is harder for me than it should have been for Midnights originally.As an aside I'm curious what language/tech you're using to build the cross-platform version.
I'm also using a fully relational database to store the information in (Apache Derby, which is also Java-based, so there's no compatibility issues), rather than a mix of binary and flat files like current Mids' does. There's a bit of overhead, but it makes my job easier and lends itself to a redesign of the database editor which I think is really slick. Specifically, the db stores the "official" information, and then stores the changes the users makes to that information; you don't get to actually modify the database, but your additions/modifications/deletions are reflected in the program regardless. The advantages here is that updates to the program don't automatically cause conflicts with changes you've made, and the entire process of reverting a change back to the "official" values is to simply delete an edit from the db.
(Edit: For those interested in the technicalities of this process, look up Outer Join) -
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Quote:The one such system I've tried before was part of Guild Wars' Halloween event, the "Costume Brawl". I actually enjoyed myself, because despite the fact that I'm no good at PvP and have nothing resembling a PvP build, it didn't matter. The Costume Brawl in GW sets all players to level 20 (the level cap), with a specific costume based on your gender and primary profession, and a set of abilities and attribute distribution based on your primary profession (AT). The costume/ability/attribute combinations are based on characters in the storyline. For example, my female Elementalist became Cynn, one of the Henchmen you can pick up throughout the game.I think he means PVP mini-games like some other MMOs have (Age of Conan, Warhammer Online, etc). Many of them are objective based, often some variant of capture the flag. The players que up for a game, when there's enough on both sides, it launches and the players are automatically teamed. The mini-game is timed and when the time runs out, the side with the most points (acquired by killing the opposing team and, more lucratively, by achieving the objective) wins and gets rewards.
I actually think this is a good idea. It could be incorporated into the existing arena system, even. Objective based PVP would be very good in this game, I think, and maybe be interesting enough to draw some PVE players in.
I didn't mind the PvP event, because everyone was truly equalized; there were no elite PvPers ganking newbies with builds built from farming for hours on end. Rather than a million different builds ranging from PvE newbie to PvP veteran, there were 10 different builds; one for each profession. I'm not experienced enough to tell you whether those 10 builds were balanced between each other, but it took any equipment advantages out of the whole thing. -
Quote:In fact, /demorecord stores all of this information and the camera position in a simple text file.This info is already being sent over the internet, so it should be readily available to store off.
It would be some effort to edit the camera position manually in a demorecord, and the renderer used for demos isn't quite up to par with the renderer used by the game, but there's precedent. -
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Quote:I've found the best strategy is to get 2 or 3 teams of 8 working on the event in the zone, with each team sending 2 people to each banner. This is generally sufficient to make the banners vulnerable (2-4 people killing guardians) and to defeat the banner in a reasonable amount of time.Irony: It's easier to get the badges with less people.
If you have less than four teams, everyone needs to split up to attack the defenders so that the Banners become vulnerable. And once the Banners become vulnerable, then everyone in the zone needs to converge on the same Banner to take it down. And when that happens, everyone gets all four Banner badges because they all worked on all four Banners. Then they're all the same distance from the GM and it's easy for four or under teams to each do the 10% prerequisite damage to get the GM badge, and then, you automatically get the Accolade.
The only problem with this strategy is if a group reached the GM first and begins wailing on it without telling everyone else where it is, since the Deadly Apocalypse GM is pretty weak. -
I've got to admit, it's funny that he keeps bringing up that we're the world's most popular superhero MMO, as if it's a huge market.
We've got one direct competitor, and a second coming out in the future. And last I heard, our one direct competitor wasn't doing as well as expected. -
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On the plus side, they refunded my $8.11 and let me keep the storage pane
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Technically, you can debuff anything to -100% defense; the hit chance calculation just makes the minimum at 5% after factoring in base tohit and accuracy

Minimum movement speed is -90%. Rooted alone is already -90%. Glue Grenade is -90% speed, and -5.25 max speed. So, barring speed buffs, running Rooted and getting hit by an Equalizer's glue puts you at the same speed.Quote:AoE locational glue that ISNT locational but lasts for damned ages and makes me worse than a Stone Tanker?
For that matter...what the frag does it DO to Stone armour? I think that thought it too horrible to think...
Neither Rooted nor Glue Grenade are unresistable, so a power granting speed resistance (Such as Speed Boost) would reduce their effectiveness (and in the case of SB, increase speed as well). However, because Glue Grenade has -maxspeed and Rooted does not, a Tanker with Rooted could potentially reach the normal run speed cap, while someone under the effect of a Glue grenade would never be able to. -
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Quote:Unless the Leadership is coming from a buffing AT (Defender, Controller, Corruptor, Mastermind, Arachnos), you're not getting anywhere near the cap for any of the Leadership toggles, even stacked (Vengeance is another story...). Tactics, while you won't reach the cap, will easily get you to the useful limit in PvE (few enemies have so much Defense that you need more than a couple Tactics and a single Accuracy SO).The powers do stack without any diminishing returns. However there are limits on how much you can stack a particular buff.
On the other hand, Leadership toggles do stack with your existing defenses, so if you're an SR Scrapper with all of your defensive powers slotted up (you're at ~30% def), you can get to the Defense softcap with just 5 slotted Maneuvers coming from non-buffers (Scrapper, Blaster, Tanker, Brute, Stalker)
Thugs Masterminds can easily cap their Henchmen's defenses by slotting Enforcers with Defense (Enforcers have very effective Maneuvers), taking and slotting Maneuvers, and teaming with a few other people with Maneuvers (or other Thugs MMs, since Enforcer Maneuvers affects ALL Thugs, not just your own) -
Quote:Yes, send me money!Alternatively, try sending Fleeting Whisperer some money. He's trying to code up a Mac Mids to read off the same database.
>.>
<.<
I still wouldn't be able to make any guarantees of any sort on the release date, but I don't mind money
For anyone wondering about the linked page on Paragonwiki tracking the progress of my cross-platform Mids' project, while the most recent version posted was some time ago, my most recent work was actually yesterday, so it's far from abandoned
Quote:um... If I recall correctly the main thing about mids not being mac usable is the fact that it's uses Microsoft's .net framework.The closest we've come to getting Mids' to work on Linux/Mac is with Mono, but apparently there are parts of the codebase which aren't supported by Mono, so even that won't work. Until I finish my cross-platform version of Mids' or someone else does something similar (or Mono adds support for whatever it is that make it not work with Mids'), there's no Mids' on Mac.Quote:But there are WINE implementions of .NET. Linky. I haven't tried them myself though so I've no idea (a) If they work with Mids and (b) If you could get them running on an Apple Mac OS.
PS: I would have responded to this topic sooner, but NCSoft mistakenly banned my master account Sunday afternoon, thinking I had committed payment fraud while buying a Xunali storage pane for Guild Wars, and I just got it unlocked today
Really annoying to be banned for 5 days over $8.11 >.>


