FloatingFatMan

Forum Cartel
  • Posts

    4959
  • Joined

  1. ^ That's even more lame than the Proliferation story...

    Once upon a time, the devs claimed that there was a "CoH bible", that all updates were roughly done according too. It apparently had all the background story to explain the origins of all groups etc in the city, as well as the future plans for story development.

    Somehow, I think that got chucked out when Jack left...
  2. Quote:
    Originally Posted by Razia View Post
    Ok, if that is the case, then I am with you. Now the big question: Is the story behind proliferation ingame or where did you read about it? Because I missed it.
    It's part of the Issue 12 "story".

    Quote:
    Using his newly built Resonance Manipulator, the Villain scientist known as Dr. Brainstorm™ has discovered a way to alter the energy strands which connect every Hero and Villain to their powers. This discovery has not only opened the door to new powers for his fellow Villains in the Rogue Isles™, but has also done the same for the Heroes of Paragon City ™! Specifically, new characters of almost every Hero and Villain archetype gain access to an additional primary and secondary powerset that they didn’t have access to previously
    http://cityofheroes.wikia.com/wiki/Issue_12
  3. Quote:
    Originally Posted by Doctor_Gemini View Post
    It has nothing to do with powerset proliferation. That could have been done without a story and I doubt anyone would have had a problem. However, if the devs were determined to create lore to "explain" it, then we have every right to expect a good story behind it.
    Exactly, and if there was one thing that the "story" behind powerset proliferation proved, it was that the devs couldn't care less about this games' storyline making ANY sense at all, or even being any good.

    I find that quite sad, tbh.
  4. Quote:
    Originally Posted by Inazuma View Post
    I do not think those words mean what you think they mean.

    You think?

    Go read the storyline explanation for powerset proliferation, then come back, suitably chastised.
  5. Quote:
    Originally Posted by Golden Girl View Post
    They do
    Two words.

    Powerset Proliferation.



    I win.
  6. Quote:
    Originally Posted by shaggy5 View Post
    I am reading a lot in the forums about how people do not like this storyline or the continuity doesn't make sense because this contact shouldn't have knowledge of this or what not.

    When I play, I just "go with it" and enjoy. Often, I am not even aware of the storyline, just the objectives. Am i riding solo here?

    Please don't think I am asking others to feel like I do. I say enjoy the story, get frustrated at inconsistencies, whatever. All I am saying is that I am not there.
    Nah, you're not alone.

    The devs don't care either.
  7. Quote:
    Originally Posted by Golden Girl View Post
    Heroes are always heroic
    Hero = Someone who gets other people killed.
  8. Quote:
    Originally Posted by Aura_Familia View Post
    EDIT: I STILL say they need a revamping of the older content, because RIGHT NOW players are going from the new and shiney 1-20 Prae into a game that really needs a new shiney coat of paint. Those 20-50 arcs are no way near coming soon enough for players to ignore the glaring differences between Prae and the legacy content, especially in COH.
    The transition from Praetoria to Paragon/Rogues at level 20 is probably THE most shonkily handled bit of story ever.
  9. Quote:
    Originally Posted by Arbegla View Post
    What if the dev's realized a story arc that had you go back and repair everything? or build robots that can repair things in an instance, or some such other 'explained in game' explanation for the fact that things get fixed faster then they get blown up?

    Would that make you happy?

    I mean seriously, this is a SUPERHERO MMO. We have gods/immortals/magicians and such that can destroy entire worlds.. why can't we have a city full of super heroes repair itself in record time?
    O rly?

    Tell that to Faultline, Eden, Boomtown and The Hollows.

    There is no 'instant city rebuild' capability in Paragon, or those places wouldn't be mostly wrecked.
  10. Quote:
    Originally Posted by Inazuma View Post
    You seem to have some unrealistic expectations from an MMO. You won't see "long lasting damage" in the actual zones. The game cannot work like that. No MMO could. The zones have to remain static for new characters and players. They cannot cater to old characters/players in that way.
    Completely and utterly wrong. Other MMO's can, have and DO update older content to tie up with new content. I'd mention one in particular, but forum rules forbid it.

    It's a matter of resources only. So far, in i20, I've seen NOTHING to justify the secrecy of the signed NDA, and was hoping something like an old zone update was one of the things they were wanting to keep secret till launch, but nope. Instead, they waste resources on a stupid "participation ranking" system for the new trials that no one wanted, or likes.
  11. Quote:
    Originally Posted by MrHassenpheffer View Post
    to FFM

    That's all their budget can do.

    A tiny little piece of this and that.

    Limited resources = Limited production

    I guess...tone back expectations?

    If people want more than whats being delivered then the budget for this game needs to increase.

    I'd love to see it live up to the hype.
    If they're not going to do the job right, then they shouldn't do it at all. All they managed to do was intro some new content that completely breaks immersion for anyone who actually tries to take the storyline seriously.

    They build the damaged zone regions, they should drop the new assets into the existing zones and relocate newbie missions to other areas.

    Or quit blowing up newbie areas, that's good too.
  12. Quote:
    Originally Posted by Amerikatt View Post
    By the time I actually get *into* the Trial, half the robots in the first encounter have been defeated and I can look forward to a reward of Uncommon or lower.
    This always confuses me... Every time I run that trial, there seem to be people who are able to move and commence fighting whilst the cutscene is still playing.. HOW!?
  13. Quote:
    Originally Posted by Inazuma View Post
    Sorry you don't find giant killer robots, an evil Incarnate-charged Tanker, one of the most powerful heroes in Paragon, and the invasion and destruction of Skyway, to be epic.
    See, this is what I hate about all the new content we've been getting lately since GR. Skyway is NOT destroyed, I assure you, it's perfectly fine. I just took a flight around there and it's looking just like it always does. Same for Kings and Steel. All places wrecked by this "war" we're apparently in with the Praetorians.

    Until such time as we SEE all of this happeing in the world zones, it isn't happening. It's completely ridiculous to go in to a mission, see a large area of a game zone totally wrecked, and then when you come out it's all perfectly fine.

    It utterly destroys any kind of immersion or continuity, and tears the 4th wall down whilst mooning the players.
  14. Something I noticed today on my PB, during a BAF and Lambda.

    Usually, I tend to concentrate on bosses, EB's and AV's with my mixture of single target and AoE's. Up till now I've been mostly getting uncommons, with one or two commons. No leacher table.

    Today I decided to focus on the minion and LT class mobs a little more than usual. Both trials, I got the rare table.

    Obviously, 2 runs is NOT a representative sample, but maybe the number of mobs your attacks hit has something to do with the participation weighting?
  15. Quote:
    Originally Posted by Master Zaprobo View Post
    Excellent - Masterminds ID'd as an issue and changes made to compensate. Job done.
    No reward system based on participation is EVER going to be fair unless they have weighting tables for every single build possible in the game.
  16. Quote:
    Originally Posted by UberGuy View Post
    While I can't comment on whether they have good or bad network code, this isn't an accurate description of the problem.

    Bad network lag means you do something, and it registers later instead of immediately. That's not the same thing as time slowing down.

    This "time dilation" means that the server is slowing down, not the network transmissions. This is why our powers don't recharge in time. Our client (and we players) think X seconds have passed. But the server doesn't think in terms of "X seconds have passed". It thinks in terms of elapsed "ticks". A tick is a discrete processing pass in which the server updates all the things that should have changed since the last tick, like where things have moved to based on their current velocity, or how much our powers have recharged.

    Normally, so many ticks happen every second, making server-side processing feel real-time. When the server can't keep up, because too much is going on, each tick takes longer than planned. The server doesn't skip ticks, rather it just each one take longer, and when they take longer than their "tick/second" target, the server's version of elapsed time starts getting slower than real time.

    You can also experience network lag, but that's not what the OP was describing.
    Ticks do not take longer just because there's more to do. A tick is a tick and always takes the same about of time. However, having to send MORE packets than it used too (remember, the netcode is still 56k friendly, so the packetsize is unchanged, there are just more packets), will take more ticks to do the "same" thing.

    The client handles the UI aspect of when powers are recharged, so that doesn't slow down at all, but as the server just hasn't sent you the recharged packet yet, you get the "ooom" when you fire it.
  17. Quote:
    Originally Posted by Techbot Alpha View Post
    Before, it was fine...
    Then suddenly everything started lagging during the prisoner phase. ANd every stage on both has power lag. Godawful bloody power lag...
    I think the main cause behind it all is old and inefficient netcode. That, and the silly amount of data the server has to transfer between clients for not only the mundane stuff like player and npc positions, health stats, powers in use etc; but also costume data, power customisation data, buff data etc, etc. Loads and loads of stuff, lots of it which the old netcode the game was written with never had to handle.

    I just don't think they ever updated it, and that's why we now have huge amounts of network lag whenever there's more than a single team on the go. It's still using the old dialup friendly netcode.
  18. FloatingFatMan

    Server Downtimes

    Quote:
    Originally Posted by The_Spad_EU View Post
    Thing is, once we go all Server List Mergey, you have to do the work at the same time on all servers otherwise it doesn't work
    Sure it does. Individual servers can be up and down in the list without affecting others, no problem. Besides, the EU servers are already located in the US datacentre.
  19. Quote:
    Originally Posted by Slazenger View Post
    The comment was maybe we in the EU should get used to having our primetime taken away from us.
    Which is a fairly typical response from certain quarters. Of course, were the shoe on the other foot, said persons would be spitting bullets.

    Quote:
    Originally Posted by Slazenger View Post
    Is this going to be the case from now on and maybe could be worse when we merge servers?
    The EU servers are already located in the same datacentre in the US as the US servers. They were moved a few months ago, which is when they started putting downtime in our primetime.

    It really is, IMO, unacceptable. When you run a game that has servers specifically for a different timezone, they you need to adjust your maintenance schedule for that servers to take that timezone into account. If you're not willing to do that, there is NO point in regional servers.

    Maintenance windows was one of the primary reasons for the EU servers in the first place...
  20. FloatingFatMan

    Server Downtimes

    Quote:
    Originally Posted by Forbin_Project View Post
    Sorry FFM but our Aussie brethren have been having their prime time gaming hours disrupted by server downtime for 7 years. Please remember that the game is played all around the world so it's always someones prime time hours. It just so happens that it's your turn now.
    I think the only fair way to do it, is to set the downtimes to times suitable for the region the servers, serve.

    I'd be all for AU getting their own Oceana servers.
  21. FloatingFatMan

    Server Downtimes

    ^ Actually, yes.. It almost certainly WAS ready yesterday or they wouldn't have posted that they'd be patching today, as they wouldn't have known it would BE ready. These things have to be tested and passed by QA before released, you know.

    So yeah, they COULD have done the patch first thing this morning, IMO. But they probably thought that might not be enough notice, so end up doing it in prime time. Genius.
  22. FloatingFatMan

    Server Downtimes

    Ever since the EU servers were moved to the US, we've had to suffer having our servers taken down for patch releases etc during the height of our prime time. It's NEVER the US servers which are scheduled in their prime time, always ours.

    This is now getting extremely irritating, especially with the hotfix due today. I mean, seriously, 8pm to 10pm UK time? for a lot of people, that's their evening's play gone.

    Now, I fully understand that patches have to happen, and that they need to be done during the devs working hours, but 8pm is about 12pm PST, so why can't the devs just patch in their morning instead? Seriously... if you need pre-patch tinkering time before taking down the servers, do that the day BEFORE, then do the publish first thing the next day, 8 or 9am local time. That equates to roughly 5-6pm UK time, right when people are getting home from work, or sitting down to their dinner. It's also about right for most EU folks dinner time, too.

    At least then, you still have all the devs there, and NO ONE's prime time is ruined by the patches.
  23. Quote:
    Originally Posted by Wicked_Wendy View Post
    First I always love the fact that any time anyone comes here and voices an opinion about something there is always some JERK that immediately dismisses it as whining.
    The instant you resort to personal insults, is the instant you lose the discusson. Ta ta.
  24. Quote:
    Originally Posted by Ardrea View Post
    if the behavior of the rest of us negates that, it'll end up being yet another orphan functionality in the long run.
    I'm pretty sure that's already the case.
  25. Quote:
    Originally Posted by Ardrea View Post
    I'd like to see the Devs fix the problems with leagues that make everyone go out and do Zone-Tetris to begin with. That's the core problem here. No one should need to hunt down multiple instances of Pocket-D just to join the Trials Queue.
    I don't know about the US servers, but in the EU servers, no one is even using the league queue. It's a complete non-starter here. In fact, if you're in the queue, you can't even join a league that's forming until you drop from it! Laaaame.

    Simple solution? Allow players to join and start the league when they're in other zones. That way there's no need to gather in one spot at all. Oh, and fix the league queue, too.