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Posts
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Joined
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Quote:I didn't fall victim to the Sewer PLers in Atlas, due to IMO several features. Probably first off was my desire to get/experience *everything* the game had to offer, including storylines as well as superpowered battles.They don't, and once they've been indoctrinated by the AE PLers in Atlas, they won't care, because they'll think that the game isn't about content, it's about getting to 50 as quickly as possible.
I can fully understand when a long-time vet who has "done it all before" doesn't want to wade though it all yet again and opts to PL a new toon.
And while I don't understand new players for whom it is all about the number in the top right of their screen (by default), I don't begrudge them that choice. Yet at the same time, by not learning what many would consider even a rudimentary knowledge of the game, they should know they are limiting their ability to interact both socially and in teams outside of AE.
Quote:To my mind, the solution to the problem of farming in CoH are easily soveable (or at least vastly mitigated) by two simple methods.
1: Remove AE buildings from Atlas and Mercy.
2: Force the tagging of 'story' or 'farm' for AE arcs to allow publish, and give the farm tagged arcs bonus rewards to incentivise farmers to be honest.
Eco.
Here's a thought. Make the AE buildings their own zones. That way the requests for PLing, even on the broadcast channel, won't permeate the whole outside map. Though I would still love to see a way to specify in a search "Farm or Story". -
Quote:I wouldn't object to removing AE from Atlas, but keeping it elsewhere. But I would still like an easy way to distinguish "Farm" from "Story".Pull AE out of the beginner zones. Do we really need one in every zone?
Or maybe making the AE in each zone 'conform' to that zone's level range -- So the AE in Atlas will only get you to, say, lvl 10? After that, you'd need to go to another zone's AE to continue upwards, possibly breaking the chain when players see there are other zones... -
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When I first joined a little over 2 years ago, I was completely new -- this being my first MMO, and this was before AE. I didn't know the game, didn't know the interface, didn't know squat. I had been poking around on Atlas with my first toon, managed to find my first contact in city hall and did a couple of missions even. Iirc, I was level 3.
Then I got my first invite to a team! I immediately clicked 'yes', and followed along as the team promptly went... into the sewers. In a matter of hours (blazingly fast compared to before), I was at level 10 (maybe even 12). I was thrilled!
At least until I found out about out-leveling your contacts and being unable to complete all their missions, even if for no XP at all. At that point, I felt cheated -- partly due to my own ignorance of the game, partly by the way the game is designed (out-leveling? WTH?), and partly by those Sewer-ites who were getting PL-ed.
And when AE came out, and I saw what most of the community was doing with it, I said "No thanks, I'll pass on Farms" because while I love action, I also love content. I especially passed on (imo) stupid ones like the "save the world and click on a bomb" ones.
But now, I've created a *single* toon expressly for farming (gasp!). It seems the only thing to do to be able to afford even half of the IO's for my developing toons. But even so, I doubt I'll ever pay someone else to PL me.
If I had known about out-leveling, I would have passed on the Sewer Teams from the get-go. I wonder if people new to the game (and new to MMOs) know about out-leveling? I didn't. -
Was it just me, or did it seem... odd how T_Immortalus and CactusBrawler seemed to take turns, als tag-team, in this 'discussion'? Yet neither quoted the other even to show support or lend additional thoughts?
T_Immortalus: 1, 26
CactusBrawler: 46, 56, 65, 71, 72, 90, 134, 137
T_Immortalus: 139, 156, 162, 164, 168, 169, 170, 171, 172, 175, 177, 179, 180, 185, 186, 188, 189, 193, 196, 197, 199, 203, 204, 205, 207, 211, 213
CactusBrawler: 226, 227, 229, 231, 237, 239, 242, 244, 246, 251, 254, 256
Coincidence, or maybe one is a sock? Just a thought. -
Quote:O.M.G. Seriously?That person got a huge settlement for their own stupid mistake, and I'm pretty sure it was actually intentional, especially since nobody could prove the coffee was too hot after it spilled, even a burn on the skin could be faked especially if planned ahead of time.
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If I wanted to make a guide detailing the nitty-gritty details of item placement in Base Building, would I post it first in a thread and put a link to it here? Or some other method?
And does such a guide already exist? I haven't stumbled across one yet, but I could have missed one. -
Quote:Barring the addition of a checkbox: Farm. in either the creation of the mission/arc, or in the feedback by the players, I had some thoughts/questions about AE.But the farm arcs aren't even comic books in the eyes of the creative types. I don't mean 'competition' in the sense of 'oh, someone prefers a farm arc to my story arc', to me, that's like I've got a restaurant and someone posts a review saying 'This restaurant fails badly at selling me lapshades' lol. By competition, I mean that both farms and story arcs are 'on sale' in the same place, the AE interface. And because of the mechanics of how farms are played, ie over and over, repetitively, they're going to rise to the front pages.
Please understand that it's not about 'popularity'. However many people like and play a farm arc is irrelevant to me, because I don't write farm arcs. if there was a farm tab and a story arc tab in the AE interface, I'd never open the farm tab, and my arcs placing in the story arcs tabs leaderboard would actually be meaningful because it would be in a place where it would be judged amongst its peers.
I try to avoid using language like 'legitimate' and 'genuine' arcs for story arcs, since a farm arc, as long as its not an exploit, is as legitimate as a story arc. They are both arc, but they are not the same in terms of what they're for or how they're made, and they shouldn't be gathered together in the same place.
Eco.
1. Is the "default" order in which one sees the missions in the search engine determined by the number of plays it has gotten? If so, maybe changing it so that fast, repeated plays by the same toon contribute a decreasing amount to this value. IMO 100 plays by the same toon in a day should not count the same as 100 different toons playing it once each within the same period.
2. When a toon plays the same mission again, the player is given the opportunity to rate it again. Does this rating count with the same weight as their original rating? If so, why? Wouldn't it be more accurate to view it as an update to the original rating instead of a completely separate rating unto itself? IMO ratings by the same toon shouldn't count the same as one rating each from 100 different toons. IMO this goes for both Farms and non-Farms.
Before AE there were Sewer Runs, The Wolf's Throat, and other areas that could be "Farmed", though not usually as quickly repeatable as AE allows. Maybe AE missions should have a "respawn time"? -
Quote:This site:Simple. The VIP's suffering "Gottahaveitnao!" whenever they see a new shiny will end up paying real money for the privilege of being the first to get it.
Meanwhile the patient VIP's will simply wait a month or two and get the shiny for free. Heck the patient players may not even have to wait because they'll probably have a surplus of free points built up.
http://prezi.com/vvvu_aav4koa/city-o...dom-sdcc-2011/
Says, among many things, "New arcs once a month". I'm not sure exactly what is and is not included in the meaning of the word 'arcs', but if they are producing stuff faster than 'waiting for it' accumulates points to get it, then one still 'falls behind'. Further and further behind as time passes. That is the main point I was attempting to make. It may even be a tirivial/moot point to many. -
Quote:Hmm, interesting idea. Though a 1x1 room doesn't have much room for being a "maze within a maze", if I understand your intent.I've always wanted to try a weird maze design I came up with one day. A grid of 1x1 rooms connected by doorways, with each actual room being divided up into multiple (2 or 3) levels. The 'maze' part is that each level doesn't open onto each doorway. The concept is interesting, but I haven't actually gone through to try and make a prototype yet.
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Quote:Hmm. I wonder how this will affect the "generalist", i.e. the altoholic. I can see a possibility of 'needing' to spend one's PP on an excess of game components*, and thus the person who plays "all powersets across all archetypes" becoming less tenable than it is now. Which means that it could encourage people to "specialize" within the powersets/archetypes they do have access to.I don't plan on getting every power set anyway.
I have played only a few combinations from a few ATs so far. I am glad that I can spend my points on things that I will actually use.
*Which in and of itself isn't exactly bad. But too much of it might make the free game feel deliberately gimped to encourage people to shell out real money. The only other MMO I've played was Runes of Magic, a F2P with micro-transactions. Imo it was exactly like this, and I don't play it any more.
Disclaimer: The information in this thread was my first exposure to any details of CoH:F. So if my conjecturing is off base, be kind. -
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First off, I'd like to ask if the Developers could *please* just rearrange the order that the base items appear in each category? It'd make base building less of a hassle due to all the scrolling back and forth, back and forth though all the hodgepodge arrangement.
For example:
1. In "Arcane", group together:
A. All the floor & ceiling domes,
B. All the individual & circle spikes & spires
C. All the 'hands'
D. The two heads
E. All of the crystals
F. All of the 'Blocks'
G. All the Balconies, Bridges, and Wall Platform
Some of the other categories are not bad, being almost fully sorted, but Tech is as bad as Arcane. Room Details is kinda a 50/50. Could you group the Planters/Potted plants/bushes together, the Rubble/Dirt Mounds, and the Stairs?
Now on to Base items that aren't just a rearrangement of the display...
Here's a few that shouldn't be too difficult (in my inexpert opinion), and shouldn't significantly affect the amount of rendering:
Item #1:
"Floor Piece 1": Take the 'Wood Straight Counter' and:
A. Stretch it's depth to the same value as the SG Floorplates (i.e, same 'footprint').
B. Chop it's height to 1/3, making it the same height as Rubble 3.
Item #2:
"Floor Piece 2": Take the 'Gray Straight Counter' and do the same steps as with item #1.
Item #3: (A little more work, but would be greatly appreciated.)
"Floor Piece 3": Take the 'Rubble 3' and:
A. Make it into a square with the same 'footprint' as the SG Floorplate. The pattern on 'Rubble 3' is a repeating pattern with a period the same dimensions as the SG Floorplate.
B. Give it a 'hard' top surface like the two 'Straight Counters' above so that things can sit on it.
Item #3:
"Interior Wall 1": Take the 'Tall Wood Shelf w/Books #1' and:
A. Clone the back onto the front (you can remove the books from the inside if you want).
B. Stretch its height to 150% of current value.
Item #4:
"Tall Interior Wall 1": Do everything the same as with Item #3, except stretch its height to 200% of current value.
Just to be absolutely clear, I'm not suggesting changing existing items, only adding new items that are modified versions of existing items.
Thank you for all that all of you have done so far! -
While I would like to help, Marsha, I consider myself still not 'there' yet when it comes to base building. Not to mention that I really dislike the fact that making multiple floors within a room is so d@mn3d hard. It feels like a 'square peg in a round hole' because of the problems with so many of the base items.
A few minor tweaks to a very small sampling of items or just the addition of three simple items (yes, only three, Devs!) would solve *so* many of the difficulties. -
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Quote:Well, to be fair there were requests (for example) for a greater number of 'animal' costume pieces (mine included). And while it took about 1.5 years from my pov, it did happen. Maybe they're just backlogged all the way up the flume ride?Still, the only "win" I'm interested is is genuine developer interest in expanding/updating the SG base system. As opposed to the many, many layers of wish list requests wrapped in feigned developer interest. The base building community has thrown literally dozens of base wish lists at them, some at their request. Nothing has come of any of them. When they act on the lists they already have, I'll take new ones seriously.
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*bump*
I just got an AMD Radeon HD 6970 (Sapphire), but haven't had the chance to explore the possibility using stereoscopic mode (?) with CoH, since I have a 3D HDTV w/ glasses.
Is this something the video card does on its own, or does the game have to have been coded for it? -
Quote:Just bought one. Thanks for the tip!Currently Amazon is selling new copies for $3.88
http://www.amazon.com/City-Villains-...6495247&sr=8-2 -
Quote:Hello, first time here. I bought the Collector's Edition of City of Heroes a few years back, with the intention of installing and trying the game. Well, the box went on the shelf, and I got busy with other things and never got around to using it.
I am curious to try the game now....and just registered tonight for a game account as I see there is a 7 day free trial.
I would like to know if the activation code in this retail box will still work, and if I would still get the 30 day use of the game? Is there a better way to install the game ie from the disk I have and then I imagine there will be quite a few updates....or just download it and not bother with the disc?
Thanks in advance!
Steve
I wa lucky enough to find a Collector's DVD Edition in a closeout store for $10 about a year and a half ago. It worked fine, though the updating took a long time. Got Prestige Power Slide that way!
Last November, I bought the full version of the game (retail package) to get Going Rogue. Purchased on Cyber Monday for (iirc) $10. All I had to do was enter the product code to 'unlock' the ful game, since it was already fully downloaded.
I'm planning to buy a Collector's Edition of CoV just for the in-game perks, and the Heroclicks figures. -
Okay, I've been poking at this problem in my head (and on Mids') for a while. I've also been away from the game for the past month, so I apologize for the thread necromancy.
Anyway, here is what I have worked up. It's an E^3 "Blaptroller", light on the "ap" (and possibly a little light on the "bl").
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Petavolt final: Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Charged Bolts -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Dmg/Rchg(34), Thundr-Dmg/EndRdx(37), Thundr-Acc/Dmg(40)
Level 1: Electric Fence -- DblAc-Stun%(A)
Level 2: Lightning Bolt -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(33), Thundr-Dmg/EndRdx(33), Thundr-Acc/Dmg(33)
Level 4: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(5), Det'tn-Acc/Dmg/EndRdx(5), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rng(13)
Level 6: Short Circuit -- P'Shift-End%(A), P'Shift-EndMod/Acc(7), P'Shift-Acc/Rchg(7), P'Shift-EndMod/Acc/Rchg(9), P'Shift-EndMod/Rchg(9), P'Shift-EndMod(11)
Level 8: Hover -- Zephyr-ResKB(A)
Level 10: Maneuvers -- RedFtn-EndRdx(A), RedFtn-Def(11), RedFtn-Def/EndRdx/Rchg(15), RedFtn-EndRdx/Rchg(21), RedFtn-Def/Rchg(21), RedFtn-Def/EndRdx(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(17), GSFC-Rchg/EndRdx(17), GSFC-ToHit/Rchg/EndRdx(19), GSFC-ToHit/Rchg(19), GSFC-ToHit(43)
Level 18: Boxing -- Amaze-Stun(A)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A)
Level 22: Weave -- RedFtn-EndRdx(A), RedFtn-Def(23), RedFtn-Def/EndRdx/Rchg(23), RedFtn-EndRdx/Rchg(29), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx(31)
Level 24: Tesla Cage -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(25), Lock-Rchg/Hold(27), Lock-Acc/Rchg(27), Lock-Acc/Hold(29)
Level 26: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(46)
Level 28: Zapp -- ExtrmM-Acc/Rng/Rchg(A), ExtrmM-Dmg/EndRdx/Rchg(45), ExtrmM-Dmg/ActRdx/Rchg(45), ExtrmM-Acc/ActRdx/Rng(45), ExtrmM-Dmg/EndRdx(46), ExtrmM-Acc/Dmg(46)
Level 30: Thunder Strike -- FotG-ResDeb%(A)
Level 32: Thunderous Blast -- Posi-Dam%(A)
Level 35: Power Sink -- P'Shift-End%(A), P'Shift-EndMod/Acc(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(37)
Level 38: Shocking Grasp -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Rchg/Hold(39), Lock-Acc/Rchg(40), Lock-Acc/Hold(40)
Level 41: Shocking Bolt -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Rchg/Hold(42), Lock-Acc/Rchg(43), Lock-Acc/Hold(43)
Level 44: Surge of Power -- ResDam-I(A), ResDam-I(50)
Level 47: EM Pulse -- Stpfy-KB%(A), Stpfy-Acc/Stun/Rchg(48), Stpfy-Stun/Rng(48), Stpfy-Acc/EndRdx(48), Stpfy-EndRdx/Stun(50), Stpfy-Acc/Rchg(50)
Level 49: Static Discharge -- Posi-Dam%(A)
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Level 1: Brawl -- P'ngS'Fest-Stun%(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- P'Shift-End%(A)
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Set Bonus Totals:- 22.5% DamageBuff(Smashing)
- 22.5% DamageBuff(Lethal)
- 22.5% DamageBuff(Fire)
- 22.5% DamageBuff(Cold)
- 22.5% DamageBuff(Energy)
- 22.5% DamageBuff(Negative)
- 22.5% DamageBuff(Toxic)
- 22.5% DamageBuff(Psionic)
- 7.375% Defense(Smashing)
- 7.375% Defense(Lethal)
- 13.31% Defense(Fire)
- 13.31% Defense(Cold)
- 21.44% Defense(Energy)
- 21.44% Defense(Negative)
- 3% Defense(Psionic)
- 8.938% Defense(Melee)
- 32.38% Defense(Ranged)
- 23.63% Defense(AoE)
- 3% Enhancement(Stun)
- 16.25% Enhancement(RechargeTime)
- 7.5% Enhancement(Held)
- 14% Enhancement(Accuracy)
- 23% FlySpeed
- 108.43 HP (8.998%) HitPoints
- 23% JumpHeight
- 23% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 6.6%
- MezResist(Immobilize) 4.4%
- MezResist(Sleep) 1.65%
- 20% Perception
- 15.5% (0.259 End/sec) Recovery
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.875% Resistance(Energy)
- 23% RunSpeed
- 1% XPDebtProtection
Set Bonuses:
Thunderstrike
(Charged Bolts)- 2% (0.033 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Lightning Bolt)- 2% (0.033 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Ball Lightning)- MezResist(Sleep) 1.65%
- 1.875% Resistance(Energy)
- 1% XPDebtProtection
- 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
(Short Circuit)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.875%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Hover)- Knockback Protection (Mag -4)
(Maneuvers)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Fly)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Tactics)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.875%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Tough)- 3% Defense(All)
(Weave)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Tesla Cage)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Build Up)- 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
- 20% Perception
(Zapp)- 1.5% (0.025 End/sec) Recovery
- 18.07 HP (1.5%) HitPoints
- 2% DamageBuff(All)
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Power Sink)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.875%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Shocking Grasp)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Shocking Bolt)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(EM Pulse)- 2.5% (0.042 End/sec) Recovery
- 22.59 HP (1.875%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
- 3.125% Defense(Ranged), 1.563% Defense(Energy), 1.563% Defense(Negative)
Strange. Mids shows his Defense totals as being higher:
S: 18.2%
L: 18.2%
F: 24.2%
C: 24.2%
E: 32.3%
N: 32.3%
P: 13.8%
M: 19.8%
R: 43.2%
A: 34.5% -
Quote:Glass mazes are imo *supposed* to feel cramped.Yeah, it's certainly POSSIBLE, but it's going to feel pretty damn cramped.
Quote:The absolute minimum height that's usable is 8 feet high (the max height of a base is 48 feet), but that means only smaller characters are going to be able to enter the space. Even then the small people are going to get a crick in their neck. You ideally want about 12 feet high to accommodate the largest characters.
That's not a bad idea. -
Quote:Hmm. Being a tech, I'm sure you keep your drives degragmented...As far as windows updates, I'm not sure. I did update my ATi Drivers, but, it wasn't an immediate difference. I updated them and everything was fine for a week or so, then it started acting up. I went back (Uninstalled the drivers, used driver sweeper, and installed an older set) but the problem persisted.
Since you have a spare drive handy, did you try doing another Win 7 install? I would expect it to behave the same, but if it doesn't, that might point to something wrong with the current installation (a corrupted file, or bad Registry entry perhaps). -
Quote:I built (and dismantled) my 4-layer glass maze. It was small, but convoluted. And it used only two kinds of pieces -- the Tech Supergroup Floorplate 2 and the Supergroup Glass Logo 2 (the smaller one). Each one is 1K a pop, and it takes two of those Glass Logos to "wall off" one side of the square. So it was not cheap, which is why it was small.I have found that about the most you can reasonably fit into bases is three levels. Any more and the floors don't have enough height to be comfortable.
About the only thinner pieces that I can think of you might use for floors are the green Tech long crate thingys, and some of the fluorescent ceiling lights. Both would require a lot more pieces, though, and in the case of the lights potentially a lot more Prestige as some of them are 500 a pop.
-np
With the maximum amount of height available (no raised floor or dropped ceiling), you can stand 4 of the Supergroup Floorplate 2's vertically and it's a perfect fit. True, it might not accomodate oversized toons, but I wanted to see if I could build it. -
Quote:Was there an OS or driver update around that time, a few weeks ago?It has 4 GB. I've been running Win7 on this machine for the last 8 months, and it only started doing this a few weeks ago. None of my internal components have been upgraded.
EDIT: I built this system brand new 8 Months ago, at which time I installed Windows 7 as the primary OS.