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  1. Quote:
    Originally Posted by Scrumtrelescent View Post
    Welcome from a fellow CoH noob. I just came here after playing LOTRO for 2+ years. A very good friend of mine recommended CoH and I am completely amazed--it's an incredibly deep game with tons to do and from a new player's perspective seems to have infinite character development options.
    I agree with this 100%. I've been playing 2 and a half years, so I'm not exactly new, but by no means an 'old-timer'. Currently I have 65 characters on my "somewhat active" roster. Some more active than others, of course. Ten of those are level 50, six are level 10 or below, and overall they have an average level of 26. That's playing fairly casually, mind you, mostly on weekends with some friends.

    Despite all the different combinations I've tried, I'm still coming up with new ideas, and there are some themes I feel like I've barely scratched the surface of. I have a friend who has well over a hundred characters, and still hasn't tried everything.

    Quote:
    Originally Posted by optigray View Post
    I'll probably check out Freedom, as it's got the highest population. Though, I'll definitely check out the various server boards to ask about other PST players. Once I decide, I'll be sure to let everyone here know!
    I tend to prefer lower population servers, but if you like seeing lots of people running around outside (and spamming broadcast channels ), Freedom is the place to be. Virtue is close in population, and may even surpass Freedom some days.

    Whichever server you pick, keep in mind that CoH is a heavily instanced game, so if people are on missions you may never see them. Find out what global channels are active on your server and join them -- that seems to be a good way to keep up with who's doing what.
  2. No, for set bonuses, the only thing that matters is the level of the enhancement. It makes no difference if you have access to the power or not.

    Procs (including the Miracle and Numina uniques) of course don't work if you can't activate the power they're slotted in, but set bonuses and set-bonus-like global IOs (Luck of the Gambler +Rech, etc.) only care about the level of the IOs.
  3. It's a little too late to pick it up this year, but if have DJ Zero as a contact or can find someone who does, I found that the valentine's event mission is pretty good for farming Toxics.

    Just set the team size to x7 or x8 and do a quick pass of the map. It's a fairly small map with lots of arachnos spawn points, and there is consistently a random boss at each on the right settings. Avoid Snaptooth, make a circuit around it checking all the points, take out any toxics, then head back to the boat and reset. Even better on a team.
  4. Quote:
    Originally Posted by ClawsandEffect View Post
    Not sure about damage procs, but imagine they would work the same (it's only fair, you're giving up enhancement of the power in order to slot it)
    Damage procs do work, but their damage scales with your level. They still can be a nice bonus at lower levels even despite that, especially in AoE powers.

    Also, all damage procs have their values set as unenhancable, so they are unaffected by damage buffs like Build Up, Assault, red insps, Defiance, Fury, etc.
  5. Quote:
    Originally Posted by Morbid Star View Post
    Yeah, it can get pretty interesting, especially considering they are untargetable in tree form. And dont leave tree form untill aggro'd. Includeing Eochai the GM.
    Was lucky enough to run across Eochai in tree form the last time I was hunting him.

    Not so well hidden...
    Oh my!

  6. Quote:
    Originally Posted by Arcanaville View Post
    Strike one. If its something you've heard of before, I'm pretty sure its not that. I am pretty sure that on the day I discovered the issue, I was the sole person aware of it, and to the best of my knowledge it has not been discussed or even mentioned on the forums from the day I discovered it to this day. You are not going to get it by random guessing.

    This is a change that could have saved you, or killed you. From virtually level one to level 50. You just wouldn't know it was responsible.
    But random guessing is so fun, especially when people are giving cryptic hints

    Hmm, let's see, something that could be perceived as a critter power level increase, is a fairly obscure mechanic change, possibly related to survivability but not necessarily in an obvious way, and possibly exploitable in some way. I do love a good riddle.

    Well, the only critter power level changes that come to mind are Malta getting "buffed", but IIRC that was really just an AI script bug fix. The obvious example is the Titans not using their ranged attacks up close. They always had those nasty attacks, but very rarely used them, so they seemed easy. That's not how they were intended to operate, and the devs fixed it.

    BP Totems do seem more dangerous now -- they used to be a complete pushover. I don't have any hard evidence on that one, just perception which may be flawed, but I suspect it was a similar issue (not using all of their powers).

    That seems much too straightforward to be the answer we're looking for, however. And it was discussed on the forums a bit, which rules it out.

    As far as game mechanics that are possibly exploitable and related to survival... Hmm... A while back there was a change in the way powers that were in the process of activating when a critter is mezzed / defeated are handled. Originally I recall being able to hold an enemy that was in the middle of animating say, Hurl Boulder, and have the enemy power be effectively interrupted and not go off. Ditto for defeating them mid-cast. A few issues back in (curse my memory, I need to start taking notes of these things), there was an undocumented change so that in BOTH these cases, the power would successfully activate and deal damage. For a while, this caused some amusing "double KO" scenarios where a critter would defeat you after you had defeated it.

    The defeated case was reverted at some point after that, so now on live, if you defeat an enemy mid-cast, the cast still fully animates but does no damage. They still do damage if you mez them mid-cast, however, which might be perceived as a nerf to control sets. I'm not sure this is what you're talking about, however. The defeated case was discussed, but I don't recall the mez change drawing attention.

    The only other readily exploitable mechanic I can think of is the rooting mechanism. That's well-known, though, and as far as I know there haven't been any changes to it. Well, I know don't if "well-known" is the right word, since many people exploit it without even knowing that they are, by jumping up from behind cover with a power queued, or using momentum to carry you out of range of an enemy during the activation time.

    There's still a bug somewhere in the animation priorities that occasionally causes you not to root when you should. I haven't narrowed down which animation it is that's the culprit.
  7. I love my Earth/Storm/Ice Mastery troller. Probably one of, if not the most fun character I've played so far.

    With those three, you get so many targeted AoE powers, you can wipe out entire spawns without being hit, or even seen. You can fire off quicksand, volcanic gasses, freezing rain and/or earthquake, and once they're under control, Ice Storm does some nice damage. All from around a corner. Drop a lightning storm over your head just in case some of them manage to escape and come after you (I'm looking at YOU, wolves...)

    Stone Cages + Tornado is a lot of fun, too, though very endurance intensive to keep up.

    All of the location AoE patches also make for some interesting slotting possibilities. Lady Grey and Explosive Strike damage procs can be had for relatively cheap. For a bit more, the Impeded Swiftness proc in Quicksand and even Snow Storm give a surprising amount of AoE damage capability. They only thing I really found lacking is single-target damage, but that's true of most controllers except maybe illusion. At high levels isn't not horrible with the pet and Ice Blast, but I definitely did Croatoa to get the rune of warding.

    I leveled with a friend playing Plant/Rad and we hit 50 extremely fast, duoing plenty of task forces, AVs, and giant monsters along the way
  8. MTS

    Arbitrage in GR

    Quote:
    Originally Posted by Smurphy View Post
    I blame high prices on arbitrators.
    I have a feeling you're joking, but I find this amusing.

    I do cross-fraction arbitrage on WoW as my primary income in that game, and while it's not a simple or risk-free process there, it's certainly a lot less than a 2 week turnaround.

    I've found that the net effect of arbitrage is actually to lower high prices, as it smooths out the sudden demand spikes or supply shortages. Generally I end up buying at a little bit less than market average for one side, and selling at a little bit more than the long-term average on the other, but still much, much lower than the currently listed "buy it nao" prices. Flippers must hate me . With enough volume, after a while they meet back close to the middle and I move on to something else that's unbalanced...

    ...and make a tidy profit in the process. Hey, everybody's gotta make a living somehow.
  9. Quote:
    Originally Posted by Beef_Cake View Post
    Yes, sorry about that guys, I use my own icons for certain things and when Vanden sent me his update, I forgot to remove my icons.

    I have corrected the issue with the installer and replaced my icons with Vanden's Icons, so feel free to download the installer and reinstall overtop of what is already there.

    Once again, I apologize, I have a lot of things on my plate and I made a boo boo
    Aha, and judging from the change set, that was your mission teleporter icon that slipped in, too. I noticed the color had changed.

    The alternate fortune icons certainly looked nice, they just gave up a lot of the utility factor that I like from Vanden's
  10. The latest pack on vidiotmaps.com definitely changed the mystic fortune icons. *Forutune.texture show up as changed when I go to sync my data files across computers, and in-game I'm seeing the purple star, as well as the color-changed fortune buffs. I've never had Corva's or any other alternate icons installed.






    I have copies of the old ones, so I can revert them locally. I much prefer the consistent orange icons, as it makes it easy to see who on a team has a buff and who doesn't.
  11. Quote:
    Originally Posted by MLEdelen View Post
    I don't like the marketeers either. They make everything WAY overpriced.
    Quote:
    Originally Posted by GMan3 View Post
    Obviously we can not know for sure, but I don't think so. The "fix" in this case would be two fold and starts with putting limits on sales at WW/BM based on the rarity of the drops. Say:

    Recipes:
    Common 500,000
    Uncommon 1,000,000
    Rare 50,000,000
    Plum 100,000,000
    Economics 101 time. Marketeers don't make everything overpriced. Buyers, inflation, and the lack of influence sinks makes things expensive. When people have billions of influence and nothing better to spend it on, they can and will spend hundreds of millions (or more!) to be first in line for purple or pvp recipe drops.

    If you put a 100m limit on purple recipes, here's what it will look like:

    Ragnarok: Dam/Rech/Acc
    0 for sale
    1217 bidding
    Last 5 transactions:
    100,000,000
    100,000,000
    100,000,000
    100,000,000
    100,000,000

    Want one? Well, put in your bid for 100m, and see you in a couple months...

    The only way to lower prices on rare items are:

    1. Increase drop rates. Of course, that makes them not really rare anymore, so I don't think the devs want to do this.
    2. Add influence sinks to reduce the ever-growing amount of money in the system. Something that you either have to regularly spend inf on, or want to spend it on. Cool costume parts or temp powers that you unlock by dropping gobs of inf on them. An inf penalty for dying (a la "repair" costs, maybe for high-end IOs only). Increase crafting costs. Maybe let you buy a respec for 100m inf.

    Increasing the market cut doesn't really work, because that will just drive more people to private trades, especially with email in I17.
  12. Quote:
    Originally Posted by GATE-keeper View Post
    Video Device Name: Mobile Intel(R) 4 Series Express Chipset Family
    Manufacturer / Chip: Intel Corporation / Mobile Intel(R) 4 Series Express Chipset Family
    Long standing graphics bug that happens on Intel integrated chipsets (possibly on anything that falls back to the texenvcombine renderer). Honestly I don't know if it's even on the radar to be fixed.

    Using "-compatiblecursors 1" on the command line may help, but didn't work for the one laptop I've encountered this on.
  13. Quote:
    Originally Posted by Niviene View Post
    A War Witch Task Force, wow, I really like the sound of that. It’s a bit self-serving, though, isn’t it? Maybe if others clamoured for it, it wouldn’t sound like it was coming from me
    We need a WW task force. If we don't get one by issue 19, I will quit the game.

    ...

    Ok, I won't really quit. But add the WWTF anyway!
  14. Simply dressing in red, white, and blue will not get you generic'd. It's not only possible to come up with original patriotic ideas, but I've done a while team based on it. In fact, I'll take the opportunity to show them off because I thought we looked really good together

    http://koatriumph.org/pages/team_usa

    (I played Amendment on that one)
  15. Quote:
    Originally Posted by Master-Blade View Post
    I don't remember the tooltip feature ever working like that at the Stores. I've been right-clicking > Info for a long time.
    You definitely used to see them when you moused over the enhancement in the store. I remember being highly irritated when they stopped showing up. For some origins it's obvious enough, and most of them I can tell from the color and the order in the list, but there's still a few I have to right click to double check.

    I think it broke around I14-ish.
  16. Quote:
    Originally Posted by Amy_Amp View Post
    Because I got my Kin/elec into the 40s and then saw what a Fire/kin could do with better mitigation and better damage.
    Fire/kin... mitigation? I don't think I'd be jealous of fire/kin's mitigation by any stretch.

    I say this after having leveled a pair of fire/kins together. Sure, they have decent control, but it's very binary and has very little margin for error. Either you get everything perfect and you win, or something goes wrong and you're dead before you have a chance to recover.

    Earth/storm, on the other hand, now that's mitigation

    I do agree the defender /elec damage is very low, and you could probably say that any AT/powerset does better damage. On the one defender I have with it, I gave up and slotted for endmod, but was lucky enough to be on a static team so doing next to no damage wasn't an issue.
  17. Quote:
    Originally Posted by UnicyclePeon View Post
    If you want mayhem, try a Grav/FF controller. Between Wormhole, Dimension Shift, Force Bolt, Detention Field, Repulsion Field, Repulsion Bomb, and Force Bubble, you are an unparalleled grief machine.
    And don't forget about Singularity! It's repel is a lot of fun when you summon it right in the middle of a large un-aggro'd group
  18. MTS

    Speedy toon

    It's not exactly what you were asking about, but I have a speed-themed toon that I took in a little different direction.

    His name is Plaid, and he's a level 38 kin/arch defender. Yes he wears a kilt

    Didn't take whirlwind, but between hasten, super speed, siphon speed, and speed boost for teammates, my goal is to have truly ludicrous amounts of runspeed and +recharge.
  19. Quote:
    Originally Posted by ThugOne View Post
    My group's habit: Cast the card on the name below yours on the team list. Bottom-most player buffs the top. Do that when you first enter the map; the whole team's buffed in a few seconds. The sound of the buffs ringing out will remind those who forgot about it, and there's no need to pause for conversation to ask who buffs who.
    Vanden's icon pack colors the fortune buffs a distinctive orange, making it very easy to see at a glance who has them and who doesn't. My method is to just look at the list from time to time and use it on the first person who doesn't have one.
  20. Quote:
    Originally Posted by Gaia View Post
    You can see this outside of mishes as well - e.g. in Talos as you head back to the main area from the DA entrance some of the rock outcrops disappear until you get closer. Other objects further away are still visible.
    I assume this is to do with the visibility distance settings and is done to reduce load on the GPU
    No, what's happening on this particular map is much worse, and a different phenomenon. In Talos (and other zones), the "missing" objects slowly fade in as you get closer to them. That's just a case of the "doodads" (not sure what CoH devs call them, but they're stock objects pasted on top of the terrain) having a shorter draw distance than the map geometry itself.

    On the LGTF mission, and at least one other arc where that map is used (don't remember offhand), vast chunks of the geometry are disappearing simply from spinning the camera around. Not those a ways off, but sometimes the walkway that you're standing on top of. IIRC partial objects are being displayed as well, where in Talos for instance it's an entire rock at a time that fades into view.

    EDIT: And while we're at it, the first cutscene of the rescue Lady Grey mission in Gaussian's arc (Spring the trap on the Renegade Swords) is bugged and shows black space somewhere outside of the map.
  21. Quote:
    Originally Posted by Schismatrix View Post
    The best thing is that you now get good cell coverage even in an ancient Roman city.
    Quote:
    Originally Posted by BlueRaptor View Post
    Well player convenience always seems to count higher than story or consistency of the game world so I shouldnt be surprised.
    Still...
    *shakes head*
    Just more proof that Cimerora isn't really in the past, but rather an elaborate "theme park" style facade created by Lord Nemesis for some nefarious purpose.
  22. [QUOTE=Mouse_Man;2460770]
    Quote:
    Originally Posted by Tally View Post
    Here's the thing though, out of all the Oz missions in the 45-50 range it was the only one that even allowed a lowbie to sk into it. The rest of the missions won't let you start at all. I honestly thought it was working as intended.
    Is it that far a stretch to think, after the capsule has been opened, that a mentor couldn't teach his apprentice the reason that capes were special?
    Meh, would have been nice to keep it, but lvl 20 isn't so hard to reach these days anyway.
    That is a little odd that it worked. I've tired to "exploit" the base crystal before to see if I could get a lowbie team to do the Maria Jenkins arc for fun, but it won't let you start the arc if anyone on the team is below the minimum level. I don't know why the cape mission would be any different.
  23. Quote:
    Originally Posted by BackAlleyBrawler View Post
    This type of stuff has proven to be nigh-impossible to replicate on a local client/mapserver environment...which is the only environment where I can actually monitor the state machine of both the mapserver and client and see what's happening.
    I don't know if it's worth the trouble to set up, but if any of your systems people are unix geeks, here's an idea that might be worth tossing their direction to see if it's a doable.

    Like many systems, FreeBSD can bet set up as a router/firewall. The interesting part is that its ipfw firewall has a feature called DummyNet. With that, you can limit the bandwidth, add a delay to create latency, and even tell it to randomly drop packets with a specified probability.

    I believe Linux has similar capabilities with something called netem (Network Emulator), though I don't have personal experience with it.

    So if you have somebody there who has some experience with one of these systems, you could throw one of them on an old obsolete computer and put it between your in-house test client and the rest of the network. That way you could test things that are only reproducible on bad connections.

    As I said, I don't know if you guys want to take the time and effort to set something like this up, but it is a possibility if you really want to track problems like this down

    EDIT: Looks like Arcanaville beat me to it, with a premade distribution even. Running it in a VM is certainly a novel idea, though the local network setup might be a little complicated to ensure you're routing through it.
  24. DVI = HDMI

    Seriously, it's the same exact wiring, HDMI is just a more compact connector, and a couple extra wires for sound. You should be able to easily find a DVI<->HDMI adapter or cable. That's more likely to work and give good results with an HDTV then a VGA connection is.

    Good luck!

    EDIT: Some more technical details.

    DVI and HDMI both include a digital video stream. VGA is of course, analog. DVI also includes in its specification (though it's optional) that around half the pins are analog VGA-style output. So that little DVI to VGA connector is just an adapter to let you connect your old analog monitor to the DVI port and still get a signal.

    HDMI's digital part is identical to DVI, but it doesn't include the extra pins for an analog signal.

    In practice, the signal degredation from going through an analog (VGA) step will vary based on your quality of cabling and the connectors, and how much interference you get. It will be more obvious with high resolutions than lower ones. You may also encounter phasing problems with the VGA cable if the HDTV has a fixed pixel grid, such as an LCD. You can work around that by using a special test pattern, and letting the TV re-sync to the signal, but in general it's easier and more bulletproof to just use the digital connection.

    EDIT Again: More on the phasing issue. The test pattern is here:
    http://www.techmind.org/lcd/phasing.html

    If you go to that page on an LCD that's connected by an analog cable, you'll see lots of motion and jumping around.