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Posts
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Quote:Feh. Public schooling below the collegiate level (at least in the US) hasn't been anything more than simply daycare/kiddie-jail for the last 25 years, minimum. At best it's craptastic vocational mis-training.Also misinterpreted.
When did they stop teaching about homonyms?
Command of the language? The teachers are too overburdened by simply reading, verbatim, from the class textbook. -
Quote:Yup. The author has no control over what you believe they wrote.That's the thing about words, they are interpreted by the reader not the author.
Of course, some people read the bible and come away "thinking" the world's less than 6,000 years old too.
Simply because you can interpret something one way doesn't mean your interpretation is correct in context. -
Quote:In short, because you're unduly sensitive to a particular turn of phrase, you were offended.Chinese actually, but you summed it up perfectly Critkat.
For the record, I realize the OP isn't "that kind of person", thus the request to have the wording changed.
The problem, Dinah, resides with YOU, not with the OP. -
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Quote:Shrink: Tell me. Vy do you think your teammate is a clockwork?Nothing worse than having your team wonder if you are a clockwork in disguise!
FreakedHero: DUUUUUDE! We crashed a SPACE SHUTTLE into him! AT MACH 10! AND HE DIDN'T BUDGE!
Shrink: O.^
Shrink: Tell me more about zis clockwork teammate of yours! -
Quote:I've actually tried this a couple of times now and when I log back in at the door I end up just stuck in the ground instead of falling. Am I potentially doing something wrong? Do you need to be standing in a certain spot beforehand or closer to one of the doors than another?
EDIT - Gah, nevermind, I was at the wrong door. There is one that looks suspiciously like the area you're supposed to be at, I saw another person trying to use the same one in fact, and I was trying to use it. Just got the right one. As everyone else has said, this room is AWESOME and I'd love to be able to use it in AE for a mission. Would make an awesome map for a straight up showdown with a virtual villain or something.
No problem. I had a couple wrong doors myself as I don't have much directional sense using the coordinate system. -
Quote:My plots make Nemesis look like the ignorant piker he is.Arrgh, Hyperstrike. When you've come to expect a very detailed "no" from you and you do this, well, it really isn't good for the balance of the universe.

It is an interesting idea, and it would help redside on many things.
Edit: And did you just label me the anti-/jranger? -
Quote:Hey Defiants!
Well, I have sadly come to the end of my Trial account. I have definately decided I love this game and I'm going to subscribe. Unfortunately that wont be for a few weeks due to financial poo bums!
So, see you all in a few weeks!
PP
As one of your Brothers From Another Mother from across The Pond. Welcome to The City! -
I dunno. A 2 hour Posi ain't bad for a team that really hasn't played together before.
Fire/Rad Superteam from MidLevel Crisis

No ghosting. Just killing everything we came across on way to the objectives in "kill boss and his mob" missions. The only reason it didn't go faster was because our coordination at first...well...sucked a bit. Bu the end though it was just AMx7/hold/cook/next/hold/cook/next until we were done. -
As Je Saist said, your system is pretty much maxed out for it's capabilities now.
Throwing some hugely expensive video card at it would be a waste of money. And nothing in your $50 price range is going to make any difference (save a negative one). -
Quote:Play now...milady?After all, we don't want CoH to be seen with the same stigma as, say, 'a certain another annoying game with the most misleading ads on the planet.'

This actually isn't a bad idea. The local chain out here is somewhat amenable to stuff like this.Quote:4) Hit your local gaming stores and mention to the owners that "hey, GOING ROGUE is going live hopefully by June - would you mind if a couple of us brought in our computers and gave a demo?"
I wish there were more places like this here. Unfortunately the "internet cafe" kinda died a slow, horrible death in this area once broadband became more ubiquitous. Even the regularly scheduled LAN party scene ain't much to scream about anymore.Quote:8) Local meet-and-greets - we had one recently here in Arizona at Howie's, one of those places where you can rent computer rigs for massive LAN parties. The organizers contacted the mods and we got posters, mini-figures, etc, and with 20 or more of us yelling as we ran through TFs and SFs and the like, we were an event unto ourselves. I lost track of how many people came over to ask, "What are you guys playing? That's CoH? Tell me more." -
Quote:Never mind that infantile behavior like this chases people away too.And any ****** who thinks chasing people away from the game is a good idea is an idiot.
Pot: Hey Kettle. Black? Much?
Are you really any different?Quote:What does bother me is how much you people only care about what you think is good.
Sit back, take a chill pill, slurp a Coke and look at it objectively for a minute.
(Yeah, asking a lot.)
Can you REALLY say the behavior you're exhibiting here is in any way, shape or form different than what you're accusing people of?
If the person is being compensated for their advertising, it is not (by definition) free.Quote:You all should have come in here and got behind the idea because it is FREE ADVERTSING for this game.
Couldn't have said it better myself!Quote:/duh -
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Okay, YOU are the one advocating in-game rewards for out-of-game interactions. People aren't saying that having a Facebook App or somesuch is a Bad Thing. They're objecting to an in-game reward system (other than maybe the current carrot of free time).
I know it's tough to watch your precious baby idea get knocked about a bit. But keep telling yourself "tough love".
Repeat after me. "Tough love". That chip on your shoulder ain't making it easier either.Quote:Instead of thinking about yourselves...
Most of those Zynga games don't have a 3 GIGABYTE client download and are played in a more transparent manner than CoH would. They're picked up because they're cheap, easy to learn, and easy set up.Quote:Why not think about the 35 million people using sites like Facebook. They are already spending money on those Zynga games. For some, it might be cheaper and more fun to play an unheard of game like CoX.
And you are? Yet another loudmouth on a web board? Welcome to the club! There's an awful lot of us out here! It's almost as crowded as Hell!Quote:Ya I said it.
So one person. ONE PERSON, goes "Facebook? NAH!" and you act like a bunch of people are crapping all over it because of Facebook? C'mon. Is your POV so shaky that you start hurling insults the second someone disagrees with it?Quote:Get your head out of your ***. Seriously people.
Getting more subscribers is arguably a good thing. Giving people in-game items for it? Arguably not.Quote:Any way to get more subscribers to this game, is a good idea.
Agreed.Quote:And YES they should be having links people can post to their pages. Offering 7 days or 14 days of FREE time. No CC required.
Doesn't mean that a cost/benefit analysis shouldn't be done beforehand.Quote:Word of mouth only went so far. Now it is time to try new and different ways to get people to play.
Anecdotes are nice and all. But a poor substitute for actual analysis.Quote:For the longest I thought it odd that the people @ my local BestBuys didn't even know what CoX is/was. Well Its because word of mouth didnt do it. It didnt ultimately spread the word - enough -.
As a general point, I agree. It's when we get down to the brass tacks that we find several people sitting on them...Quote:They need new ways to get the word out.
This is just a plea for yes-man bandwagoning. If the idea is good, it'll stand on it's own merits regardless of whether or not some forum droll thinks (and I use the term charitably) "it smells like dookie".Quote:So, instead of knocking this idea...
No. It's time to start posting ways we think would be EFFECTUAL in bringing new blood into the game.Quote:Its time to start posting CHEAP ways to advertise the game.
"Could". You ARE, of course, familiar with why web advertising brings such disgustingly low ROI?Quote:And links on POPULAR personal webbys like Facebook and Twitter, could definately get the word out there to more people.
Sure, we COULD possibly have a slashdot-style flood of new subscribers.
Then again, we could NOT.
And this is why you fail grasshopper.Quote:*disclaimer*
Yes I know calling people ***** may not be the best thing to do. But, frankly I dont really care.
Unlike rage-trolling. That keeps people REALLY close. Right? Right?Quote:This community chases people away with their snobbish attitudes.
And I'm not going to say "sorry if you're offended". Currently I'm not. If you want civility, you have to BE civil. -
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Okay, gears up, sits down, grabs the controls of the *HELL NO!* cannon.
Quote:Hmm. Interesting concept. I'm betting there'd be a programmatic problem with implementing something like this though...NOTE TO THE DEVS: The IO system is great - it really adds a fun dimension of planning and tweaking. The Flashback system, together with the rules for IO Set bonuses make it even more interesting.
The market in most IO set recipes seems quite thin, at least on the villain side. The dilution comes from two sources: (1) the number of IO sets - each offering a different assortment of bonuses, and (2) the availability of each recipe at each combat level. This dilution slows the market down, depriving subscribers of some of the fun to be had playing with this aspect of the game.
So here's a suggestion to get the market moving a bit faster:
(a) consolidate the IO set levels into just three - corresponding to the three levels of invention salvage (Low, Mid and High)
(b) modify the invention Workbench interface to permit the user to choose the combat level of the enhancement to be created at crafting-time, and to pay the influence/infamy price according to that level using the game's current pricing scale (restriction would still apply per the game's current recipe range structure).
A Low-level recipe could thus be used to craft the underlying enhancement at any level from 10 to 25, Mid-level recipes could craft enhancements from 26 to 40, etc.
Since the Low, Mid, and High level ranges are 10-25, 26-40, and 41-53, respectively, this change could increase the market's liquidity by a factor of up to thirteen to sixteen-fold. -
Quote:Nope. Unfortunately there's no way to offline invite.So, for the past four years me and a few others have been together in a sg and to be honest things have started to get very childish so i have decided to walk away from everything and start my own sg.
So, my question is:
Is there a way to send invites to my other toons offline so i do not have to inconvience a friend to sit there while i log all my toons in? Or wait for one of them to log in.
I appologize if this info is listed somewhere, i did look for this for quite awhile.
Best you can do is get a friend to help you out. Have them create a throwaway. Recruit it into the SG and bump permissions to just below the SG Leader/Owner/SuperLeader. Then have him recruit your alts in, bump their permissions, and then you can boot him (or he can quit). -
Quote:Your system, even on highest settings, doesn't render the whole zone. Ever. It'd grind to a halt if it did.Because it is not at all being used at the moment and it could potentially impact things like loading time and zone geometry since it's one more thing, albeit a small thing, the server and the player's comp have to deal with.
You're only rendering what's in your FOV.
As for zone loads, if you don't have to unpack the resources for the Matrix room from the PIGG files, it's not affecting your load time in any reasonable manner. Even if it did, you're talking the difference between a 2 second load time and a 2.01 second load time.
That's just what they've done. The data from the object is kept and not seen in the game. You have to utilize a geometry hole to ever be aware of it.Quote:They can keep the data from the object and still not have it be in the game. They can save all that data on another disk or off server without having it in the live game, and still pull it up to be used later.
As to "saving it off to another disk", the game doesn't work that way. The client software you have on your machine has a bunch of PIGG files with all the graphics, geometry data, etc necessary to render everything in the game. The server is not handling rendering of anything. It's merely handling all the positional data and communicating it back to the client.
Again, the game doesn't work like that. When I say "sharing resources", I'm talking artwork, graphical effects, etc. Not system resources like RAM, disk space, etc.Quote:Assuming it is sharing resources with something else in the game at all. It was meant to be used with the Arena but the Arena system was built to bypass it completely. If it is sharing resources with something else in the game, all the more reason to pull it out so those resources are more dedicated to what ever else is using them.
Sorry, but you don't know what you're talking about. By decoupling it, I don't mean making it physically inaccessible. I'm talking about all the basic art, rendering, effects, etc resources that the area utilizes. Additionally, any particular "hooks" in the arena system that may still be referenced to or through this room are preserved. There could be programatic "pointers" buried in the Arena program architecture that would break (possibly badly) if you remove this. Rather than fiddling with a completed system, they hide the stuff that isn't used.Quote:Valid point except they did kill all the possible references and decouple it from anything else in the game it might affect.
Again, you're simply mistaking "physical access" for how the program code that makes it part of the game ties back into everything else. If it were as simple as removing one area seamlessly, it probably would have been removed before the Arena was released, rather than leaving it in 10+ issues along.Quote:The room is sitting below the map, the doors don't work, no way to access it and it is so completely removed from the game that many people didn't know, and still don't know it's their.
Again, simply because it's normally physically inaccessible doesn't mean that it's decoupled from the game. You're thinking spatially. I'm talking about programmatic issues.Quote:They've decoupled it from the game already, what's the point in having it sit their?
And you know this HOW? Have you seen the code for the game? If you're unpacking the PIGGs and hacking the servers, the devs want to have a talk LONG with you.Quote:I was simply stating I was very curious as to why something like this, so completely un-used in the game has been left to float below Peregrine Island for years through countless updates and issues and never was fully removed. In fact I'm still curious about it. The points you made above are valid, but they aren't the reason.
In closing, simply because something is not being used in the game doesn't mean that you can simply rip it out willy-nilly.
Case in point, old storage containers with multiple hundreds of pieces of salvage in them. Were the programming necessary for them to simply "go away", people would lose a lot of salvage items. -
As others have already said, welcome to the game!
Okay, blasters. Glass cannon.
They put out phenomenal damage. But you need to remember, while they have some melee-range attacks that are hugely powerful, they are NOT melee characters. They simply don't have the defenses or resistances that a melee character (like a scrapper or tank) would.
So while you're levelling, raw damage output is your friend.
Also, do NOT forget to invest in some accuracy for your attacks. You could be doing enough damage with an attack to melt your enemy down into slag, but if you miss....
With a blaster, you need to be aware of the ranges at which your attacks will hit and start assaults on enemies from there (and try to maintain those ranges when possible). The reason why blaster melee attacks are as powerful as they are is because if you have enemies in that range, you're already in deep doo doo.
One of the standard tricks for survivability is to take Hover from the Flight pool early on. This allows you to get up and out of melee range from opponents and STAY there. This will force enemies back on lower-damage, lower accuracy ranged attacks. Meaning you'll usually survive if a couple of them hit you.
One other thing to note. The blaster inherent. Defiance.
Essentially it allows you to continue attacking even when mezzed. Note works only with single-target, non-snipe attacks. So if you get mezzed you aren't ENTIRELY boned.
If you want to get up in people's faces, I'd suggest either a scrapper or a tank. If you're looking to simply output a lot of damage and beat the living snot out of your opponents, go with the scrapper. Tanks, while hugely survivable, are NOT damage-oriented. Their main function is to draw as much fire from enemies as they can and survive it. Their damage output beyond that is more in the nature of an afterthought.
Okay, I'd keep going, but right now I have to bail for work. Again, welcome to the game. Now go break your foot off in someone's backside! -
Quote:1: Why delete something that doesn't impact your gameplay?So this room has sat, unused, from the time of it's development through 14 or 15 issues over the space of 5 years or so, and the Devs never bothered to simply Ctrl Delete the room?
2: Why delete something that MIGHT have a new use found for it later?
3: Why delete something that might be sharing resources with something else that IS being used in the game?
4: Why take the time to delete something, kill all the possible references, decouple it from anything else it might affect, etc when you can just hide it and spend all that time bringing something NEW into the game instead? -
Okay, most of us who started last night are currently parked at L10.
A couple things we need to work on.
COORDINATING AM drops! This is the main reason we TPK'ed a couple times at the end last night.
When someone calls an AM check, do NOT drop AM.
Simply state if your AM is ready to be used or not ready.
Appoint one person the job of declaring AM drops and checks.
Do the "gather for AM" group hug and drop them all simultaneously.
We had some problems with this last night. Probably from people who aren't necessarily accustomed to playing rads in this manner. But give us a bit of time. -
Quote:One of the powers. "Just shoot him."Absolutely. I firmly believe that pistol Epics need to exist for at least all melee ATs, and I'd give one to all of them, as well. They don't even have to be all attacks, or indeed all pistol, just as long as it gives a couple of pistol attacks, I'd be fine with it. Be no weirder than Weapon Mastery already is.
Your toon just shakes it's head, sighs dramatically, and then pulls out the pistol and fires it from the hip, killing the guy (or at least doing mega-level KD). -
Quote:Ah, an ad hominem and an appeal to ridicule.There's a quote that we use down south. "Shot dog hollers."
That means, if I say somethin' and you bark at it, it's because you're probably guilty of it. Just sayin'.
This is just a version of "Damned if you do, damned if you don't".
I'm sure it's nice and all for those who absolutely HAVE to be "right" on the internet. When you can come up with a real reason why he's wrong (and not just cast aspersions at him), then come back and play. -
Way overslotted on RPD.
You're underslotted on all of your attacks.
Swift is way overslotted.
Health is overslotted.
You don't have enough of what you're trying to put into DP to let me make a decent suggestion. Looks overslotted.
Stamina is overslotted.
Fly is overslotted and it's a waste to put a stealth proc in it.
Conserve Power and Hasten are underslotted.
The frankenslotting is doing little for you..
As for your defenses and resists? Cant' tell, not enough info. Looks like too much in some places though.
What are you trying to go for? Defense cap? Max HP/Regen? What?
Right now with what you have slotted in there, you're getting very little real benefit from set bonuses, compared to a straight common-IO build.
Compare to this:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Hyperstrike - Unkillable at 30 - Final: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), P'ngS'Fest-Acc/Dmg(9), P'ngS'Fest-Dmg/EndRdx(11)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 4: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), P'ngS'Fest-Acc/Dmg(19), P'ngS'Fest-Dmg/EndRdx(21)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25), RgnTis-Regen+(27)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33)
Level 22: Weave -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(34)
Level 24: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rchg/Rng(34), Zinger-Acc/Rchg(36), Zinger-Taunt/Rng(36), Zinger-Dam%(36)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(37)
Level 28: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 30: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/EndRdx(40)
Level 32: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 35: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-Psi/Status(43)
Level 38: Rage -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
Level 41: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(45), Armgdn-Dam%(46)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 47: Laser Beam Eyes -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48), Apoc-Dam%(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
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