IanTheM1

Forum Cartel
  • Posts

    2034
  • Joined

  1. Quote:
    Originally Posted by Clave_Dark_5 View Post
    I think they were speaking before Ultra Mode had been thought of yet.
    I'll admit, I'm willing to take cheap shots in this case.

    No CoH makes IanTheM1 something something.
  2. Quote:
    Originally Posted by Clave_Dark_5 View Post
    The devs have said in the past that adding in weather effects would adversely affect older machines for that five minutes of "wow this looks cool" before we moved on to other concerns.
    Too bad I17 did exactly that already.
  3. No, it's nothing as simple as "I can't download the right file from nvidia.com" I'm afraid.

    Now, I don't know for sure that it's what's causing my current sluggish performance with I17, but it's easily possible that I just don't have a driver that's up to date enough. I'm currently using an nVidia 7900 GS (AGP) with the official 175.19 drivers, which are obviously a bit old.

    Just one problem: Updating to any nVidia driver past the one I already have outright breaks DirectX. I get all sorts of fun missing polygons and torn textures, even within the nVidia control panel's preview window. Of course, that matters little to CoH, which uses OpenGL...but a good 90% of my game library uses DirectX. As far as I know, this a critical compatibility flaw straight from nVidia themselves.

    So am I completely sunk here? Are there any newer nVidia drivers or 3rd party drivers that are confirmed to work with AGP? Is there some way to hack something together that'll give me a fresher OpenGL driver without changing my DirectX one?
  4. They're Devouring Earth Devoured. And yes, they've been there since CoV launch.
  5. Well that cat's finally out of the bag.
  6. Quote:
    Originally Posted by macskull View Post
    The lag is horrible. I thought it was just an issue with test, as it had been going on throughout closed and open beta, but it's still very present on live.
    This right here killed *all* of my enthusiasm for I17. Especially since I know that I personally reported the performance issues in Closed Beta, and there were ongoing mentions of it from others, without any dev response.

    Missions are still playable, but it's incredibly difficult to actually make it across any zones, and it's just not worth the struggle.

    As someone on an older machine who was supposed to be largely unaffected by UM, I'm very, very disappointed.
  7. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    Personally, they could probably just do a different graphic and sound effect for the super run and make it a motorcycle.
    How would combat work on a motorcycle? How would strafing and turning work on a motorcycle? Would it be a good idea to let heroes run wild in a motorcycle inside of an office complex?
  8. Between the programming required and liability concerns, I don't see that as particularly feasible.
  9. Quote:
    Originally Posted by Fleeting Whisper View Post
    Yes, because there's nothing to do in Grandville.
    I can't really think of anything you'd specifically be doing in Grandville, outside of running arcs, and not even all of those actually keep you in Grandville. Maybe hunt Toxic Tarantulas? Of course, my villain who I'd get Heat Seeker on already has that badge..

    Even so, it's less there's nothing to do in Grandville and more there's a whole lot else to do in another zone. Can't play the market or craft anything in Grandville, for one.
  10. Free respecs from new issues are generally given out so that you can alter your build due to whatever changes came with the patch. You shouldn't need more than one, nor bank them, then, especially if you're not even affected by the changes.

    However, due to the dual builds system, clearly something needs some tweaking as now it is perfectly valid to require two free respecs. I'm fairly certain the devs are already aware of this need, though.
  11. Quote:
    Originally Posted by Lightfoot View Post
    Captain America (Steve Rogers version, thanks to Bucky's cybernetic arm, I might qualify him as more tech than natural) - His shield was created using an alloy process that was not repeatable, using two "science fictional" metals (vibranium and adamantium). When Steve needed to get around, he used either a motorcycle (modified by Starktech to exceed the specifications of a normal motorcycle) or used an Avengers Quinjet (also Starktech) or S.H.I.E.L.D. transportation (mostly "superspy" tech level). Captain America's equipment definitely crosses into the "tech" arena without hurting his status as a natural hero.
    Isn't Cap more Science origin, with the super soldier serum and all?
  12. Quote:
    Originally Posted by Fleeting Whisper View Post
    If you want the flier, you should group up in Grandville, not some other zone and only gather up once you see the message.
    I'd expect that kind of nonsense in some other MMO. I don't feel that players should be expected to camp a GM spawn just for a badge simply because it's programmed to be annoying.
  13. The best way to do it, that just came to me:

    If you are a villain, and have already unlocked PPPs, and switch sides, you get access to both sets of APPs. Why would the mace you got from Black Scorpion vanish? How does Scirocco revoke your Mu lightning powers?

    Basically, each side unlocks their APPs by default, but then can unlock the other side's by switching all the way over to the other faction, and then keeps them no matter what.

    This would add another dimension to side-switching and the idea of "undercover" characters. Establish your hero as a villain in order to steal Ghost Widow's magical secrets, and so forth.

    Obviously this doesn't make very much sense for hero APPs, but that's part of why this is a problem in the first place.
  14. I think the biggest hurdle would be programming the whole card game 'emulator' in. That can't be terribly easy or time-efficient.

    That said, as a cool little minigame, I do like the idea. Especially since they could adapt the card maker as well so you could put your own characters into your decks.
  15. IanTheM1

    Mez knowledge

    Of course, I'd rather go right to the source and just make Rooted not suck the way it does.
  16. Quote:
    Originally Posted by Mercury_Down View Post
    I don't know what their hero equivalent APP would be.
    Probably Scrappers. Possibly Tankers.
  17. What bothers me about this is what happens when they change a power and have to give out a respec? Presumably you can change back to proper faction to get the correct selection of ancillary power pools, but in the same chat it was said that moving one degree takes approximately one week of work.

    Definitely smells like this is going to (have to) be hammered out in beta.
  18. IanTheM1

    Woohoo!

    Quote:
    Originally Posted by Snow Globe View Post
    Ok, a bit of bitterness here: I've spent since December 2008 to get a specific exploit shut down. I've not told any other player how to do it, I've /bugged it several times, PM'd it directly to a community rep (and answered the relayed QA Team's questions), PM'd the entire proceeding conversations to Positron (at his request) over a year ago, and during this beta I told Ocho about it. The bug still exists and it I can still repeat the process to activate the bug in question (yes, detailed instructions given back in 2008 still work), but the exploit has been shut down with a recent test change.

    In addition, I've helped compile (and find/report a few more) badge bugs list for the developers to fix. I have not gotten the Bug Hunter badge on a single character.

    So congratulations on the Bug Hunter badge, but after all the disappointment in trying to get the badge, I have to ask myself if it is worth the bother to ever report another bug again.
    It's posts like these that show why it was a bad idea to create the Bug Hunter badge. See also: The old Dev's Choice badge.
  19. Quote:
    Originally Posted by Forbin_Project View Post
    I'm mainly going by what I remember being discussed from an older thread suggesting the same thing as the OP. They explained events that occurred before and during the first Rikti invasion, and it had to do with CoT and Rikti.

    I'll admit I could easily be misremembering things, and it would be nice if someone who is up on the subject could confirm or deny my vague recollections.
    Unfortunately the Paragon Times isn't available on the official site anymore, but I dug it up with the Wayback Machine.

    From here, this is what I was referring to:

    Quote:
    The 1930s and 1940s brought another problem to the transit system—that of congestion and traffic due to the increased popularity of the automobile. “Many of the sections ran through heavily populated areas,” says Mr. Cooper. “My dad, who ran the Garment District section in Kings Row during the late 1930s, would complain endlessly about the traffic—the gridlock, you’d call it today—that these trains created.” A special commission was created in 1940 to investigate possible solutions to the problem. After much discussion, including serious consideration of creating a subway system—a consideration suddenly rejected after special (and mysterious) input from Statesman—a commission member named Harold T. Bradbury, a former Chicago transit supervisor, suggested an elevated system. On September 4, 1941, the commission voted unanimously to recommend an elevated railway. Unfortunately, the recommendation was shelved due to the events of December 7. It was not until late 1946 that the recommendation was resubmitted and finally approved by the city.
  20. Quote:
    Originally Posted by Forbin_Project View Post
    According to game lore there used to be underground trains and I believe they shut them all down because of CoT incursions.

    I'm sure some of our historians can correct me if I'm wrong, and/or provide more details.
    I think they didn't build any subways at all, on Statesman's word, hence all the trams.

    The main problem is that a lot of those outdoor maps are re-used in different contexts. Putting some kind of tram depot at the entrance doesn't make very much sense if you're going to Praetoria via a Portal Corp. portal.
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    Color coding... only question I'd have on it ( as I generally like the idea, pre-generated or custom, either way) would be what happens if they re-enable base raiding. I'm not sure if we can have "friendly" vs "Enemy" maps, one with the coding, one without.
    I could be wrong, but I think the map is outright disabled in an enemy base. Of course, I'm only basing this on the fact that it's what happens when you try to look at the map of a base that isn't your own.
  22. Quote:
    Originally Posted by Basilisk View Post
    I wouldn't care so much about these unlocks if there were something similar in game to replace it with at character creation. For instance, a basic roman armour set available to everyone at character creation, and the ITF unlocks a "deluxe" version. This way, at least, you're not gating character concepts behind tasks that may well come in at the very end of a character's 1-50 journey.
    Very much agreed. I know I've asked for a traditional witch hat a few times so that Katie Hanon wasn't the only way to get one.

    Quote:
    Originally Posted by Memphis_Bill View Post
    I'm not really a fan, in most instances, of global unlocks for armor. But the token idea, I'm actually fine with. Sure, SuperPerson has paid their dues and gotten that roman armor - but they're handing it down to someone else who can actually use it. (And with the upcoming email changes, they don't have to be on the same server if it's an in-game token as opposed to an Icon/Character creation "you have X characters worth of armor you can use.")
    I am a fan of the token concept, but it's not perfect either. I dislike the idea of having to create the character, receive the costume token, then get to an Icon to make my proper costume. Plus, I'd presumably have to use a free costume change token to actually do so. (Of course, I think that all unlockable costumes should also come with a free tailor token, but that's another thread.) That clunkiness is what has me leaning towards global unlocks.

    An alternative would be to create a costume unlock bank on the character creation screen where you can pick any unlock tokens that are currently up for grabs on your account and instantly apply them to the character. But obviously this requires the most work out of any of the three options.


    (Also, since they came up, I'm obligated to say: Rar, rar, Vanguard Merits, etc.)
  23. I did this way, way back in the day before any of the XP boosts were around. Every story arc (except for Croatoa), every badge mission (except for the very first one, which I missed), and every TF (except Moonfire, I think).
  24. Quote:
    Originally Posted by Charcoal_EU View Post
    Thats the part that bothers me, really. A heavy presence at the start, a backstory and reason for being, plenty of potential story hooks - and it all goes nowhere.
    That's largely City of Villains in a nutshell.
  25. Quote:
    Originally Posted by Eiko-chan View Post
    I support this idea. The work has been done by the player, and tying specific costume options to specific characters just doesn't seem to fit either the theme or the nature of this game. Character creation options, for the most part, should not be limited by level.
    This is something that gets overlooked - some of the costume unlocks don't really make a whole lot of sense anyway. Most of the characters that I'd be doing the ITF with are not going to inexplicably put on Roman Centurion armor just because they received it. I'd much rather transfer that whole set over to some other character, whether via a recipe, a token of some kind, or just by making the unlock global so that I can make a proper Centurion character.

    I actually like that idea, even if it's still a bit flawed - you're not unlocking the costume, you're unlocking the theme. For some that means just putting their existing character in Roman armor, for others it means being able to actually roll up a Roman character.

    Weapon unlocks are similarly unfair and restrict even more concepts, notably characters that already belong to a particular faction. Good luck making a proper Family gunman or a Nemesis lieutenant when you have to go slog through repetitive hunts to get their respective assault rifles.

    This has always irked me because they just re-used existing badges for all of the unlocks. Illusionist gives the Strongman Mallet. Unveiler gives the Nemesis rifle. Yet the enemies you're required to defeat don't actually use those weapons. So even if you wanted to justify it as "you're stealing their weapons"...you can't, really.