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Posts
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Joined
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Generally there is one basic reason why i want this. I suffer from a sub condition of CRS know as CRSAF = Cant Remember **** After Work. Beyond this i usually don't name my characters according to there powers for the fact that it give it more realism. That being said i do remember some of them but usually its only 4-7 of the 36 and of them i only remember because there either an epic or a main one. Another would be that since i can only play one character at a time i usually haven't played some for along periods of time. Its not unusual for some of them to have a last played number over 100 days. some even are higher then 500 and one is saying 806. I know it should be higher because once i forgot what sort of brutes i have and just logged into them all to see.
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ok ok stop picking on me :P need sleep and just wrote that down before i go to bed
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Quote:Uhm Not trying to be rude but did you read the OP's request?
He wants additional information added to the character selection screen before you log into the game.
That screen has nothing at all to do with PvP zones.
Useing the picture the characters powers would be show under the image either above or below the location info (preferable above)
john doe transfer
assault rifle/traps
atlas park -
Quote:Uhm Not trying to be rude but did you read the OP's request?
He wants additional information added to the character selection screen before you log into the game.
That screen has nothing at all to do with PvP zones.
Useing the picture the characters powers would be show under the image either above or below the location info (preferable above) -
Since the expansion of the servers to allow more then the base 8 slot trying to remember what every characters powers (super strength/willpower) are has become difficult. Especially when you have a full 36 toons on a server. Could you add a line to the server listings to show what a character is under there name in the display section.
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When I started playing I noticed that below my menu bar there where no buff icons at all even when i use inspirations. When i joined a team they where not showing next to the team menu also. The strange thing is even though i could see the other players buffs mine where not there. The others on the team could see mine in there view.
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How is this then. Going for the dual form build
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Hero Profile:
Level 1: Glinting Eye -- Empty(A)
Level 1: Incandescence -- Empty(A)
Level 2: Gleaming Blast -- Empty(A)
Level 4: Essence Boost -- Empty(A)
Level 6: Bright Nova -- EndMod(A), EndMod(7), EndMod(7), ToHit(9), ToHit(9), ToHit(11)
Level 8: Proton Scatter -- Empty(A)
Level 10: Thermal Shield -- Empty(A)
Level 12: Luminous Detonation -- Empty(A)
Level 14: Quantum Shield -- Empty(A)
Level 16: Group Energy Flight -- Empty(A)
Level 18: Incandescent Strike -- Empty(A)
Level 20: White Dwarf -- ResDam(A), ResDam(27), ResDam(29), EndMod(29), EndMod(31), EndMod(31)
Level 22: Reform Essence -- Empty(A)
Level 24: Pulsar -- Empty(A)
Level 26: Solar Flare -- Empty(A), Empty(50)
Level 28: Quantum Flight -- Empty(A)
Level 30: Glowing Touch -- Empty(A)
Level 32: Dawn Strike -- Empty(A)
Level 35: Restore Essence -- Empty(A)
Level 38: Light Form -- Empty(A)
Level 41: Conserve Energy -- Empty(A)
Level 44: Photon Seekers -- Empty(A)
Level 47: Shining Shield -- Empty(A)
Level 49: Gleaming Bolt -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Flight(A), Flight(50), Flight(50)
Level 10: Combat Flight -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal(A), Heal(42), Heal(42)
Level 2: Stamina -- EndMod(A), EndMod(43), EndMod(43)
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Level 6: Bright Nova Bolt -- Acc(A), Dmg(3), Dmg(5), Dmg(31), DefDeb(37), DefDeb(37)
Level 6: Bright Nova Blast -- Acc(A), Dmg(3), Dmg(5), Dmg(33), DefDeb(36), DefDeb(39)
Level 6: Bright Nova Scatter -- Acc(A), Dmg(11), Dmg(13), Dmg(33), DefDeb(37), DefDeb(39)
Level 6: Bright Nova Detonation -- Acc(A), Dmg(13), Dmg(15), Dmg(33), DefDeb(36), DefDeb(39)
Level 20: White Dwarf Strike -- Acc(A), Dmg(15), Dmg(17), Dmg(34), DefDeb(36), DefDeb(40)
Level 20: White Dwarf Smite -- Acc(A), Dmg(17), Dmg(19), Dmg(27), Dsrnt(34), Dsrnt(40)
Level 20: White Dwarf Flare -- Acc(A), Acc(19), Dmg(21), Dmg(25), DefDeb(34), DefDeb(40)
Level 20: White Dwarf Sublimation -- RechRdx(A), RechRdx(21), RechRdx(23), Heal(23), Heal(25), Heal(42)
Level 20: White Dwarf Antagonize -- Acc(A), Acc(43), Taunt(45), Taunt(45), Taunt(45), Range(46)
Level 20: White Dwarf Step -- Range(A), Range(46), Range(46), EndRdx(48), EndRdx(48), EndRdx(48) -
Heres what I'm planing. Please note I'm not going to use any IO's. Too lazy. The character is only for PvE. Thanks in advance for any help or advice.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Concealment
Hero Profile:
Level 1: Glinting Eye- (A) Accuracy
- (3) Accuracy
- (34) Damage Increase
- (39) Damage Increase
- (50) Damage Increase
- (A) Resist Damage
- (31) Resist Damage
- (39) Resist Damage
- (A) Resist Damage
- (3) Resist Damage
- (37) Resist Damage
- (A) Accuracy
- (5) Accuracy
- (5) Damage Increase
- (40) Damage Increase
- (40) Damage Increase
- (A) Accuracy
- (7) Accuracy
- (7) Damage Increase
- (31) Damage Increase
- (31) Damage Increase
- (A) Recharge Reduction
- (9) Recharge Reduction
- (9) Healing
- (50) Healing
- (50) Healing
- (A) Resist Damage
- (11) Resist Damage
- (11) Resist Damage
- (A) Accuracy
- (13) Accuracy
- (13) Damage Increase
- (34) Damage Increase
- (46) Damage Increase
- (A) Resist Damage
- (15) Resist Damage
- (15) Resist Damage
- (A) Recharge Reduction
- (17) Recharge Reduction
- (17) Recharge Reduction
- (A) Accuracy
- (19) Accuracy
- (19) Damage Increase
- (29) Damage Increase
- (29) Damage Increase
- (A) Accuracy
- (21) Accuracy
- (21) Damage Increase
- (A) Recharge Reduction
- (23) Recharge Reduction
- (23) Healing
- (39) Healing
- (A) Accuracy
- (25) Accuracy
- (25) Disorient Duration
- (43) Disorient Duration
- (A) Accuracy
- (27) Accuracy
- (27) Damage Increase
- (37) Damage Increase
- (40) Damage Increase
- (A) Endurance Reduction
- (A) Recharge Reduction
- (A) Accuracy
- (33) Accuracy
- (33) Damage Increase
- (33) Damage Increase
- (34) Damage Increase
- (A) Accuracy
- (36) Accuracy
- (36) Damage Increase
- (36) Damage Increase
- (37) Damage Increase
- (A) Recharge Reduction
- (A) Recharge Reduction
- (42) Recharge Reduction
- (42) Recharge Reduction
- (42) Recharge Reduction
- (43) Resist Damage
- (43) Resist Damage
- (A) Accuracy
- (45) Accuracy
- (45) Damage Increase
- (45) Damage Increase
- (46) Damage Increase
- (A) Endurance Reduction
- (A) Endurance Reduction
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 1: Energy Flight- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Healing
- (48) Healing
- (48) Healing
- (A) Endurance Modification
- (46) Endurance Modification
- (48) Endurance Modification
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Sory got the builds mixed up
Reiraku
Why did you pick grant invisibility over stealth. Especially when they work off each other? Also why no slots in stamina
blackjuggernaut
Why no placate? And why conserve power over energy drain? -
Just a few question
Reiraku
Why no placate? And why conserve power over energy drain?
blackjuggernaut
Why did you pick grant invisibility over stealth. Especially when they work off each other? Also why no slots in stamina -
Need help figuring out what I'm going to do for my stalker. Any help is appreciated. I left some blank because i don't know what do do with them at all. I'm a total newb when it comes to IO's. The only IO's I have sloted right now are the Mako's Bite the rest are what I'm thinking of putting in. As of this post i have Musculature Radial Bost sloted for incarnate. Thanks in advance for all feed back and help
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Energy Aura
Power Pool: Flight
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Body Mastery
Villain Profile:
Level 1: Sting of the Wasp- (A) Empty
- (3) Empty
- (3) Empty
- (23) Empty
- (36) Empty
- (37) Empty
- (A) Empty
- (40) Empty
- (43) Empty
- (A) Empty
- (5) Empty
- (5) Empty
- (23) Empty
- (37) Empty
- (37) Empty
- (A) Endurance Reduction IO
- (A) Hecatomb - Damage
- (7) Hecatomb - Damage/Recharge
- (7) Hecatomb - Accuracy/Damage/Recharge
- (11) Hecatomb - Accuracy/Recharge
- (11) Hecatomb - Damage/Endurance
- (21) Hecatomb - Chance of Damage(Negative)
- (A) Encouraged Accuracy - To Hit Buff/Recharge
- (9) Encouraged Accuracy - To Hit Buff/Recharge/Endurance
- (9) Encouraged Accuracy - To Hit Buff
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Empty
- (15) Empty
- (15) Empty
- (A) Empty
- (17) Empty
- (17) Empty
- (A) Empty
- (19) Empty
- (19) Empty
- (21) Empty
- (25) Empty
- (25) Empty
- (A) Flight Speed IO
- (A) Empty
- (46) Empty
- (50) Empty
- (A) Endurance Reduction IO
- (A) Mako's Bite - Accuracy/Damage
- (27) Mako's Bite - Damage/Endurance
- (27) Mako's Bite - Damage/Recharge
- (29) Mako's Bite - Accuracy/Endurance/Recharge
- (29) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (31) Mako's Bite - Chance of Damage(Lethal)
- (A) Empty
- (31) Empty
- (31) Empty
- (34) Empty
- (36) Empty
- (36) Empty
- (A) Empty
- (A) Empty
- (33) Empty
- (33) Empty
- (33) Empty
- (34) Empty
- (34) Empty
- (A) Empty
- (A) Empty
- (39) Empty
- (39) Empty
- (39) Empty
- (40) Empty
- (40) Empty
- (A) Empty
- (42) Empty
- (42) Empty
- (42) Empty
- (43) Empty
- (43) Empty
- (A) Empty
- (45) Empty
- (45) Empty
- (45) Empty
- (46) Empty
- (46) Empty
- (A) Empty
- (48) Empty
- (48) Empty
- (48) Empty
- (50) Empty
- (50) Empty
- (A) Empty
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
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Trying to make a brute for pvp. The following is the powers I'm thinking of getting. Don't know how best to slot them since i usually stick to SO's. Any advice is welcome and very much appreciated.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run -
YES.....finaly a new york tour and one im already going to
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The strength of this is it ability to do dam as well as a variety of different types of it.
The weakness is you only have single target attacks with no holds or immobilizes
Name
Pistols_______________________1______ 1 _____Ranged, Minor DMG(Lethal/Special)
Empty Clips __________________1 ______2 _____Ranged (Cone), Moderate DMG(Lethal/Special), Knock back/Special
Muti Shot______ ______________2______4_____See below
Swap Ammo__________________6 ______10_____Change Secondary Damage/Effects
Combat Training: Offensive______6______ 16_____Self: +Accuracy
Build Up_____________________12_____20_____ Self +Damage, +To-Hit
Executioner's Shot____________18_____28_____Close, High DMG(Lethal/Special), Foe Knock back/Special
Piercing Rounds ______________26_____35_____Narrow Ranged (Cone), High DMG(Lethal/Special), Foes -Res(All)/Special
Critical Shot__________________32_____38_____Self: + Crit chance for 1 min very long recharge
With this power active all powers will shot 3 time for a single click. Note each time has its own accuracy check and cost half again in endurance. If you dont have the endurance then you only fire up to what you do -
They should just add a option under team option like they did with "prompt team teleport" and "Collaborate missions". With this this hole problem will disappear and then well have the added bonus of not being prompted every time someone cast this.
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That or there having alot of bugs with the new patch
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Quote:Ya i figured as much when i tryed to play an alt toon and noticed that the server wasn't up then was kicked out with the dev only message.Well in that case, it can be any number of things. That error message is usually indicative of the behavior I described above (on both Live and Test), and if they really did take it down temporarily, then it could be any number of reasons why it happened to begin with, or they did something to cause it. It's not the first time that sort of thing has happened.
(You can also try getting a Mod to move the thread to the correct section for you)
Whats the best way to get a mods attention? -
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Quote:Considering the servers just went back to the dev only. I think this may have been a little more then just this bugThat is common when a zone crashes. The players that were in the zone at the time are "Stuck" until the zone eventually resets itself.
It usually does not take too much time before you can use it again, but in the meantime.. don't try to bring any other characters to the same zone or they might get stuck as well. -
When I logged into the game i logged into my new character called Tan'nor. As it was loading i disconnected from the server and got reset back to the log in screen. After reloging in i again tryed to use the same character just to be forced back out to the log in screen with the error message "Character Tan\snor is still logging out. Please wait a second and try again". After seeing this i tryed to log into a different toon and succeeded. After doing so i logged off and then tryed to relog into the before mentioned toon but was meet with the same error.
None of my other toons have this problem so far. -
Quote:So basically it comes down to how they have it set up and between if its just a minor and magor adjustment. To bad only the devs know thisShe is referring to this thread (started by her which is just a few more threads down the first page here:
http://boards.cityofheroes.com/showthread.php?t=213101
If I understand what she is saying - in order to free up the "resources" (call it system capacity or processing power, but I'm sure that isn't the correct term for it), the server clears out the instance, so you are not able to log back into it because it isn't there any more.
In order to change that, the way the server manages its resources would need to be changed, which is most likely not trivial (not a coder here) and may not be possible with the current server layout and number of servers, etc., which would require more servers, or something like that - more expense incurred.
Yes, it is annoying to lose mission progress, etc., when you are disconnected (either forcibly disconnected by your ISP or weather event, etc., or by your own choice), but there are lots of players here. If a significant number of them had an instance stored "in progress", that's a lot of resources being used.
Obviously I'm not a developer (in fact, I'm only familiar with servers & coding isses because I have friends who talk about it in my pressence) - but I'm betting that they have decided that the current amount of time the mission instance is stored is the balancing point for using the server resources. Perhaps that balancing point could be adjusted, but it seems unlikely that they would want to store instances on the server indefinitely, and they have no way of knowing how soon you would return to your missions.
Quote:Then you would have the problem of missions taking up space that were logged out of 5 years ago. The computer has no way of knowing that the player that had that mission quit playing 4 1/2 years ago. As far as it's aware, that player could log back in any minute to finish their mission. That would be a HUGE amount of storage space that would be delegated to missions that will never be completed. There's no way it could be selective about it and only keep missions that were just logged out of, it would have to either save it forever, or not at all. At least no easy way I am aware of.
It deletes the instance as soon as there is no one ONLINE that is connected to it, meaning it is their active mission at the time. If you set it up so that when no one is actively running the mission it keeps the status of it, you would probably have the side effect of not being able to reset or switch a mission if it's too difficult or has a bug that prevents you from completing it. Since it would save your mission progress, that mission would ALWAYS be considered the active mission.
Say you run across a bug in a mission that prevents you from completing it, and it's an undroppable mission (missions that grant badges can't be dropped). Currently, you can just log out and back in to reset the mission, and go do something else. If it saved your mission at it's current point...you'd be completely screwed and be stuck there until a GM got around to your problem (which can be anywhere from a few minutes to several hours).
The investment < return point mentioned earlier means, basically, that the devs would spend more time and money on this than they would get any return out of. It doesn't make much sense to spend $100 on making something and then sell it for $15, you'd go out of business in a hurry if you did that. The amount of money they would spend on the technology and programming to make this possible (with all of the probable negative side effects associated with it) would FAR outweight the money they would make by having done it. It's not an issue for the overwhelming majority of the playerbase, so the devs are very unlikely to spend the huge some of money it woulod take to make just a few people happy. -
Quote:I understand everything you said up to the second to last sentience.I'm gonna go out on a limb and say this is something that works this way because it can't be changed, not because the Devs want it to.
Generally you've got the Login server, World server, the Regional server, and the Local server working together, to avoid -too- much bandwidth hogging. Basically it's one super-computer with different processors set to handle different tasks with the exception of the Login server which is a master server controlling the network. When you enter the Local server is when instances are loaded up into the server's memory for use. In the case of randomly generated maps it generates them and loads you in.
Now that mission is in the local server's memory, taking up space. The engine was designed to dump that memory as soon as it was no longer a worry. So as long as that mission is active and/or has people in it: it's loaded. As soon as it's no longer active/noone is in it BAM! Gone to free up memory for the next person coming along to get into an instance.
Now -if- I'm correct, which I think I am, the engine would need to be restructured almost completely in it's resource management functions to handle this concern. And, as was stated in my CoH2 thread, it's probably not ever going to happen thanks to the investment < return paradigm.
-Rachel-
A) If I'm still running the mis wouldn't this be conceited as needed info. So rather then dump it couldn't it just reconnect.
B) I'm not familiar with your CoH2 thread or the "investment" you said about. would you clarify it -
Quote:Then i will make the suggestion that they not end sessions like thatUnfortunately losing connection is a client end issue and the server doesn't lose contact with the player it just thinks you are standing still. Then when you are logging back in it thinks you are logging in from a new PC and tells you you are already logged in and ends the session.