PumBumbler

Legend
  • Posts

    2018
  • Joined

  1. Quote:
    Originally Posted by Kyreel View Post
    I'm sad that the forums don't show birthdays anymore...
    Cause the only reason I remembered Ele's... its mine too.
    Happy Bday, Kyreel and Ele...
  2. Quote:
    Originally Posted by Baalat View Post
    NO!

    i keeed...i keed because i luv...

    My PvP advice: go into zones with and against people you know and (at least kinda) like. Go into zones with the understanding that you will be getting killed and may or may not be doing any killing. Go in with a buffer for a good taste of zone life without too much new gameplay responsibility. Go into zones understanding that there will be some d-bags in there either bragging or whining in broadcast. ignore it if you can. disable enemy chat if you cannot. You can tweak your build then, but being able to PvP is 99% attitude (I don;t mean 'tude, I mean that you can tolerate the good- and not-so-good-natured harrasment and the sheer tardery that happens in zones and often in the arena. Settle for "enjoying" rather than "being good at" PvP, and you'll be fine.
    You better know them pretty well. I've been attacked when running around by a group of people I thought were decent folk in pve and the channels, but they had no problems just spiking me repeatedly for the heck of it. Some would call it griefing since they got no rep for it and just decided to pick on me since I was solo, but you can always make a decision to just leave the zone.

    Just be prepared to see some asinine behaviour from people simply because they can get away with it.
  3. Quote:
    Originally Posted by Choake View Post
    tr00f!
    I leave for a couple of days and the rant thread gets unlocked. It's like magic...

    Now that's extra drama.

    PS. I can blame cho for this one.
  4. Quote:
    Originally Posted by Lurker4688 View Post
    when playing I am unable to single click with the mouse. it doubles or triples clicks with a single click of the mouse. using teleport as a travel power is interesting to say the least. I have searched the forums with no luck.

    I have switched mice and the problem continues.

    I am running Vista Ultimate 64 bit.
    phenom 4 processor.
    8 gigs ram.
    only have 4.5 terrabytes of disc space (do you think I need more ? LOL)
    tried five different mice with the same problem.

    thanks in advance
    Hmm...that's a new one on me. Never had any mouse issues on vista64 like that.

    Any custom mouse drivers like intellipoint or logitech s/w?
    Does it do this with any other software?
    Are you playing windowed or full screen?
    Are you swapping programs lots when playing the game?

    The only thing I can see that comes close for me is that keys get 'stuck' when I swap programs while playing the game. Eg after checking email or browsing, it is common for the 'alt' key and/or the mouse2 button to get registered as being 'down' after moving back into CoX (windowed). Tapping the key/button that is stuck unsticks it for me.
  5. Quote:
    Originally Posted by Horatio View Post
    Thank you for the posts in the topic. We appreciate all of the comments. It’s really not our intentions to try to slip changes past the players; we want to be as up front and transparent with you all as we can. We want to make sure that every change appears in the patch notes so you know what’s going on with the game.

    Occasionally, we slip up, and that’s what happened with the Hess Task Force. As Positron has mentioned in the past, we are generally working an issue or two ahead of the current issue. This means we maintain multiple code and data branches, to make sure that stuff from the future issues doesn’t creep into the current issue (though that has happened from time to time.) Due to changes in our internal processes (to make this kind of error less likely in the future) a number of incomplete changes slipped through. Since this was not intentional they were pushed to live with no notice (and no testing). In short, we screwed up. For that, I apologize. We’re sweeping through the old data to make sure there isn’t anything else that fell between those same cracks. If there is, we’ll fix it and put it in the patch notes.

    We also have a lot of processes in place to test what we’re doing before it gets out to PTS and to the live server. We want to make sure that what we’re giving you works, and our QA departments do their best to catch bugs before they become a problem on live. However, an MMORPG is a complex game, with lots of moving parts. We do not have the ability to test everything every issue. If we aren’t making changes to something, we have to assume it still functions. We do perform regression testing, but, as I said, we just can’t do regression on every item in the game. Not if we want to actually ship an issue. The bug to Katie’s ability to follow the heroes came about because of change to something else in the game. We didn’t run into any other problems with escort missions breaking and we didn’t come across the problem with Katie and the witches until you guys found it. We’re sorry it affected your game play and we’re working to find and fix the problem as quickly as possible. We’re adding the problem with the Katie TF to the known issues list and we’ll let you know – via the patch notes – when it is fixed.

    Again, I’m really sorry this happened. It is really important to us that our patch notes are complete and describe all of the changes and fixes that are in the patch. We will do our best to make certain that this type of thing doesn’t happen again.

    --Horatio
    Thanks for being upfront about the whole thing and how it happened.

    I think the locking and unlocking of the thread is fine as long as people refrain from ad hominem attacks and stay on topic.

    However, since the redname posts have made it very clear what went awry, there isn't much left to go back and forth over. Thanks to all the rednames, including the mods, for being responsive and clearing things up.

    PS. This is the ultimate thread necro.
  6. Quote:
    Originally Posted by NordBlast View Post
    Game crashes around 1.5-1.65 GB in i16
    FWIW, I've been seeing the same thing as well.

    With all the eye candy on, about 2560x1600 (windowed mode), the game seems to leak more quickly now than it did before i16.

    /reloadgfx will take it down a notch, but I've noticed that it doesn't usually drop memory usage by more than 100MB at most, usually 50-70MB. I suppose I could be more vigilant about watching the RAM consumption, and I do have the reload thingy bound, but lazy is as lazy does. I also have a separate shortcut bound to the no verify command, so crashing and relaunching can take only 30 seconds. Never had an instance where launching the standard way detected any checksum issues from the crashes.

    The game will usually crash on zoning after that, although it can happen to crash mid play. Usually it will crash on 1.48+ GB on zoning, but if I don't zone it will get past 1.6GB usually before giving me the 'hey let's take a break' signal.

    This is on a windows7 RC system, 8GB RAM, x64 with lastest Nvidia GTX 280 drivers on a quad core system. It seemed equally stable when I was running Vista64. It just leaked more slowly previous to i16.
  7. Quote:
    Originally Posted by NordBlast View Post
    Heh, I was negrepped by DashGuy too
    I will try to be more descriptive when negrepping you all in the future.

    FWIW, my rep see-sawed pretty interestingly too, by nearly 40 points in 2 positive and 2 negative posts.

    These were consecutive:
    your original rant was lame. you had a valid point spoiled (backed up with an in game motd) with nastiness

    Great rant! It's got drama, rednames, and a classy ending!

    Heh, funny how people can take two different stances upon reading the same thread.
  8. Quote:
    Originally Posted by Father Xmas View Post
    Since CoH uses OpenGL and not Dx for rendering so if either are a Dx only we're out of luck (which looks to be the issue with Hydra).

    Note with Eyefinity, the HD 5xxx series can't currently run in CrossFire mode. So what you get is a very powerful card but pushing as much as 24 million pixels per frame, not an ideal solution at all for gaming.

    And as Master-Blade points out, CoH's lateral field of view is fixed. Unlike a racing game or flight simulator which may recognize that a 48:10 ratio screen means a wider lateral FoV is desired. Here such a display would seriously reduce what you see vertically in a 3:1 monitor configuration. Might as well go first person mode and pretend you are looking out of the eye slit in your MK 1 armor.
    I thought that it was a DirectX wrapper over OpenGL calls mostly, except for a couple of weirdo function calls. Still, it would likely give these virtualized rendering device managers fits. The only reason why I think things might have improved is that since the the Mac port has arrived, there might have been some good impetus to clean up some code for cross platform compatibility.

    As for the FoV issue, I hope that they would go back to allow an i3 (nearly unlimited) FoV, but I also understand that it would give a competitive advantage in PvP. I seriously doubt the devs could justify allocating resources specifically for the small number of users who would use Eyefinity/Hydra, but you never know.
  9. Quote:
    Originally Posted by Master-Blade View Post
    You can already use multiple display if you have an extended desktop. Use windowed mode and just expand the coh window into the other displays... but ur right, it doesn't improve your field of view. That large and that high of a rez.. well.. that's just insanity! haha
    I'm not sure if you can at this point. On the older drivers of NVidia at least, I had to use single display mode on my GTX 280. On my first display (in windowed mode), I can stretch out my window to about 40% of the second display without issue. Any further and the window redraws black, until you rescale the window smaller again. This is on two 30" displays.

    I haven't retested the various configs since then, I think it was 2 issues back and 18x series drivers on Vista64. Now I'm on the latest Nvidia driver and Windows7 64, and I'm leery of tweaking and breaking things, although getting things on 3 monitors would be a lot better since on 2 screens (the max number on most other single graphics cards) the seam is right smack dab on your toon, so an odd number of screens is best. I don't think anything but the 5870 would work effectively to drive 5120x1600, since CoX doesn't take advantage of SLi configs currently.
  10. Any word on whether CoX will support either of these two technologies?

    AMD/ATi Eyefinity link. Tiling output from multiple displays while the game sees a single display of full resolution. First model will be 5850 and 5870. Shipping now. Up to 6 30" displays possible. 3x30" gaming shown at 7680x1600.

    Lucid Hydra link. Forcing multiple GPU support into 'any' game, using different generations and brands of GPUs. MSI Big Bang will be first motherboard at the end of October 09. Nvidia GTX 260 teamed with ATi 4890 shown.

    Support is supposedly 'automatic', based on DirectX (version?) compatibility, but not all games were fully functioning.

    Field of view of CoH would need to opened up (back to i3 levels) in order to fully take advantage of multi display tiles.
  11. Quote:
    Originally Posted by Friggin_Taser View Post
    Yes, I read 10 pages of Zombie Man fighting with the original poster and friends over word choices and semantics.

    Thank you for proving my point.
    With almost 200 replies and 10,000 page views it appears that a lot more people forum PvP than you'd imagine. Besides, it got you to read and comment.

    It also shows that you can't really kill a zombie.
  12. Quote:
    Originally Posted by Garuta View Post
    Hi everybody! I'm coming back to the game after about a year and a half of being away, and I've decided to start fresh on Justice - Without getting specific, my old server has some REALLY nasty people despite it's reputation for having a "nice community" on these forums.

    Every server seems to have a different "feel", so I figured I'd ask, is there anything or anyone I should know about the community on Justice before jumping in?
    Justice is the server that feels you back.

    >.>

    <.<

    Jus' sayin.
  13. Quote:
    Originally Posted by NordBlast View Post
    AV/Hero levels were locked on STF and RSF. It didn't matter whether you ran it on heroic or invincible.
    That was before the revised rep levels, so it may be intended to vary with rep now. I'd love to see a 55 Recluse and sig vills on the STF. It would actually force you to work at it, if only for a whirl around the block.
  14. Gravity must be higher outside of this server since the people out there seem to be a lot denser.
  15. Quote:
    Originally Posted by Zombie Man View Post
    The last map of Numina has both rooms. You have to get past the figure eight room to get to the layer cake room.

    That figure eight room is so evil... the continuation of the cave is an entrance overhead that is so easily overlooked.

    While the new cave is easily stealthed, well, so is the layer cake one to anyone who knows the 'secret' of the figure eight room.
    The difficulty of the figure eight room is in the map, it does not depict the overpass as being separate or the way in which the room is stacked. Other maps components do. This leads to a lot of confused folks, but this issue really is orthogonal to a stealther. If the maps were updated showing the underpass/overpass structure on all figure eight maps people would have a much easier time of it.

    If you are stealthed properly, whether it's a figure eight or wide open space, no mob is going to see you outside of a rikti drone (or a couple of other rare situations), and since the Numina TF has only DE mobs in the last mission, you're pretty safe if you can stealth.

    Additionally, the figure eight room no longer factors into the revised Numina TF map.

    The biggest annoyance with the cake room is that going up and down the levels isn't so easy because it is dark, there are many small holes that you can fall into, and that it is a huge room and every instance of a defeat X in that room requires the defeat of all mobs within the layer cake room. In other words, it is a pain to deal with.

    For speeders, it makes it difficult to herd or zerg the mobs, and for less experienced teams, the levels and holes makes it extremely easy to fall down a level and get separated and defeated. Simply looking at the map doesn't tell you what level of the cake your teammates are on.

    The various levels and holes also make having pets problematic since they can also aggro levels above and below unintentionally. If the cake room entrance was at the lowest level instead of mid level, there would be a lot less consternation, but people would still be aggravated from time to time.
  16. Quote:
    Originally Posted by Zombie Man View Post
    To summarize:

    The premise of this entire thread is completely wrong. It posited that there were undocumented changes because the Devs are mean, uncommunicative, and sloppy testers. And those undocumented changes led to bugs.

    The fact is that they're simply bugs. Not intended at all. Not a result of secretiveness. Not a result of a plot to get the speed runners.

    gg
    Bzzzt. Wrong. Again.

    The premise of this entire thread is that are undocumented changes because someone dropped the ball in reporting said changes to the testers. Which led to untested changes breaking things that did not need fixing on live.

    Any ascription of meanness on the part of the devs is wholly imagined on your part. I won't argue about uncommunicative and sloppy. Uncommunicative in the sense that when you skip/don't have/bypass a formal reporting structure, it leads to said sloppiness.

    However, if you are implying that I am mean, you could be right.

    Somehow you feel personally maligned that your own personal theories about what kind of people play in the manner they do are broken. Get over it, it's the interwebs.

    And if you think that I was mad because it was some kind of paranoid plot to 'get speed runners', to be honest, I don't particularly mind that TFs would be changed to narrow the variance between the best and worst teams. I think that differences of 200% or more in TF times means something needs to be looked at, but done sensibly and intelligently.

    It's the fact that either there is no process to fix and test things formally, or the process that has been bypassed that irks me.

    As I type this for the fourth time, it looks like you seem to be forever stuck in mindset, frozen in time a la Gary Coleman or Ground Hog Day. I can repeat this for you ad nauseam. I suppose there is a reason for your handle.

    gg
  17. Quote:
    Originally Posted by Bionic_Flea View Post
    Quote:
    Originally Posted by BackAlleyBrawler View Post
    Bit busy today, so no time to read through the whole thread right now, but I saw mention of changes to Numina? Are there other missions/maps in I16 that seem to have changed without a patch note? If so, could you guys put together a list and I'll make sure it gets into the hands of the right people.

    Hess TF is being fixed, and the issue with Amy in the KH TF has been logged as a bug.
    Thanks, BaBs!
    Just to make things clear, Amy Jonnson in the 2nd mission is not bugged, nor is the Amy's Ward power. It is Katie's Spirit, in the last mission, that needs to be looked at.
  18. Quote:
    Originally Posted by Darkbridger View Post
    source?
    I don't know about a source, but when you have AVs and heroes at 54/53 at 0 level, dropping one rep level shouldn't put them all the way down to 49.
  19. Quote:
    Originally Posted by ArwenDarkblade View Post
    Happy Birthday Mac! Hope it was great.
    Somehow I'm reading more into this than I should.

    >.>
  20. I wanna see the Philly version of this.
  21. Quote:
    Originally Posted by IanTheM1 View Post
    I was actually probably going to give the MA maps a look when I got the chance, but I'm incapable of testing the TF itself.
    Cool. I'd suggest posting it to the first thread that I saw noting the Hess TF bug since this one isn't dedicated to that bug alone.
  22. Quote:
    Originally Posted by IanTheM1 View Post
    Yes, thank you, and did you bother to check /whereami for what maps you were actually on? Did you check if anything changed with the radar maps in the MA?

    And there's still no information about this nebulous "meaner mobs" thing.

    I did in fact see your post the first time, but there's still several unanswered questions.
    I think that if you have so many great questions could it be possible that you go and check it out yourself and report back here?
  23. OK, I think this thread is going past its 'Best Before' date very quickly.

    Unlike my Hungarian physics professor, I'm not asking 'Vhy?', I'm asking 'How?' did those maps get changed without going through beta notification.

    Since Castle gave a sufficient enough answer to someone who is not their supervisor, and the bugs have been acknowledged, all that's left here are people saying the Devs meant 'this' or 'that'.

    Unless someone has more technically relevant information to add, I'm going to ask the mods to lock the thread.

    Thanks to everyone who read and participated with their responses. I hope the Developers and their Managers see how important the process of reporting changes and how important the state of the game is to the community at large (well forumites anyhow), judging by their impassioned responses.
  24. Quote:
    Originally Posted by Mr. DJ View Post
    I don't remember the last time I've done a Katie TF...but are you able to teleport Katie? Please don't hurt me...my hands are soaked in the blood of Romans and Nazis.
    5) She stopped moving again once aggro had dissipated. No amount of cajoling or vet tping would make her follow the team or rescuer.

    No one had the recall friend power but I assume vet tp would work if recall friend would have worked. Unfortunately vet tp did nothing to Katie's Spirit.