RogerWilco

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  1. Quote:
    Originally Posted by Diellan_ View Post
    We've had similar issues with black squares from overwriting images before, especially in the mouseover texts. The power selection controls are all the same control, so that at least narrows down the codebase. Sadly, the solution to the earlier problems was "Paint and Refresh a few times randomly until it works" - a solution I really don't like.
    I think that's what I mean by tweaking. It sounds very similar to the Mac issue and probably that needs a similar "solution".
    Quote:
    I don't see any reason why you couldn't hop on board the Titan team for a temporary period to assist in Mids development.
    I'll see if I can get access to VS 2010 then.
  2. Quote:
    Originally Posted by Charlotta Fireheart View Post
    Not an inaccurate if rough description. Generally /Regen survives by its clicks not only MoG but Recon, Dull Pain, and IH and hence build for recharge to get those clicks back up and available ASAP. The less you wish to survive by clicks the more you'll need defense (since resistance is near impossible to come by) and why most high end builds tend to add defense after recharge. And again how much defense really depends on how much you wish to push the envelope and how much you are willing to survive on outside buffs

    On my Broadsword/Regen scrappers most recent build my goal was 32ish% S/L without Parry, while getting the recharge for the attack chain (Hack/Disembowel/Hack/GD etc.), perma Dull Pain, 600% or so passive regen (i.e. without IH running). I'd offer more details but the build is getting dated (primarily by Incarnate choices) and I'm currently without Mids (which truly sucks ).

    Doomguide
    I'm not level 50 yet, but I've been playing with Mid's to get an idea which Sets I should start looking for. Getting perma Dull Pain and ~600% regen is relatively easy, even without incarnates or any purples. Should I focus on defence beyond that? I've made a build that focusses on +recharge and it gets perma-Dull Pain without Hasten, but it's defence and resistances are quite low (~ 10%). The Recharge get to crazy levels if I include Hasten or start to look at puples or incarnate stuff.

    Mechanically I'd prefer resistance over defense, as smaller hits are more manageable than fewer big hits. At least my experience in other MMOs is that I prefer armor/mitigation over evasion. But I understand that getting resistance is hard and less effective than Defence?
  3. Quote:
    Originally Posted by Erratic View Post
    Edit: Was invited to someone else's train mission where the map is full of clockworks. When I get that mission it is going on permanent farm because I'm basically immune to them.
    I don't want to hijack the thread, but what's a train mission?
  4. Quote:
    Originally Posted by Neo Shadowdream View Post
    That's odd, I've tested it on my mac, and had no issues with the save button, or price calculation, which version of OSX and Firefox are you on?

    Edit: http://webapps.sgspaces.net/cohstuff...BaseConfig.xml Just built the base in your screenshot on my 10.4.11 on Firefox 3.5, but my windows box has FF 11.
    The calculation thing works using the link you have above. (I think the Basic Generator is 200.000 Prestige, not 50.000)

    If I click on the edit field or the Browse button in the Load/Save dialog, I get a dialog where I can only Open a file. (It's in Dutch, Annuleren = Cancel) I'm using FireFox 3.6.28 on OSX 10.7.3.

  5. Quote:
    Originally Posted by Impish Kat View Post
    I disagree. I do not think it should scale in this manner.
    The current limits are too restrictive for even one account with several alts.
    And just because there may be several accounts in an SG doesn't mean they are all using it (active).

    IMO, the flat limit should simply be raised to be on par with the other storage units, and the number of allowed salvage units should increase with base plot size.

    .
    In my experience the amount of base storage you need doesn't really scale with the number of alts you have, as each alt has it's own Personal Vault access.
    The need for Storage does scale with the number of accounts there are in your SG, unless all members agree that salvage stored in the base can be taken by all, but the problem there is that some items are needed a lot by all.

    I find the need for storage also scales as you level, as more types and tiers of salvage open up. I store stacks of 3 for common salvage, 2 for uncommon salvage and 1 for rares. In total that means 7.2 rack or 8 storage racks once I have characters in all three tiers. So I'm fine for a 1 or 2 person SG, but more will put strain on things. I store stacks of 3 for common salvage, 2 for uncommon salvage and 1 for rares. In total that means 7.2 rack or 8 storage racks. So I'm fine for a 1 or 2 person SG, but more will put strain on things.

    We use the Personal Storage a lot, as we're nowhere near having access to /vault.

    But I'm a new player, there might be uses for Storage that I'm not yet aware of. I mostly use it to move stuff between alts, as using the mail system for that is a pain.

    How do others use the Storage?
  6. Quote:
    Originally Posted by T_Immortalus View Post
    1) Alignment Merits
    I can't buy anything worthwhile with these, if I can buy anything at all, due to no invention license as a Premium Tier 6, and refuse to pay a subscription let alone a "sneaky subscription". I'll deal with what I have available permanently for a one time payment, but it is stupid that I can get these drops and can't use them.
    You're playing the game for free. Of course you're going to have limitations. Paragon needs money to pay the programmers to fix the bugs and run the servers.

    Quote:
    Originally Posted by T_Immortalus View Post
    But yes, never going to happen, despite the fact that the game could run better if they tried to make it so.
    It probably would. But management usually doesn't like redesigns, because it often takes a lot of manpower and doesn't add revenue. Making something that people will go and buy in the Paragon Market will keep the servers running and the salaries paid for another month.
    Usually a redesign happens with a new version of the game.

    Quote:
    I understand that newer hardware and software can cause conflicts as well, but it just boggles my mind that things have to work so drastically different and break when all they're doing is the same things they have always done: making ones and zeroes in a certain order and showing pixels on a screen.
    I guess I'm just saying that the heart of every computer is the exact same things. There has to be a better more universal way of programming for that. It could be that the operating system, which once facilitated programs, is now hindering programs.
    I don't know though.
    My guess is that if we would still be using Pentium 4s with a GeForce 2 on Windows XP and DirectX 6 at 1024x768, that the game would work very nicely now.
    I make software for a living. It can become very complex very quickly, especially when performance is an issue and previous programmers have used all kinds of obscure tricks and shortcuts.

    Quote:
    That's one thing I wish this game would have done: look through the character tracking code to optimize it and make it so that rubber-banding rarely, if ever, happens, and powers go off more reliably with less lag and, if there is lag, go off at precisely 1000ms(arbitrarily selected lag of 1 second, 1000 ping) from activation if you have 1000ms ping.
    (Yes, WoW does this, so I was able to compensate for the lag I did have to make my character's performance look and behave as if I wasn't lagging at all. Now that is very nice!)
    I think that WoW has made some very good design decisions that cryptic didn't. Next to that WoW had a lot more money to redesign things over the years. But just your example: I think that by only allowing a few speeds made the code in WoW a lot simpler than in City of Heroes, where your speed can scale with level and enhancements. Blizzard made a lot of choices like that to keep the core engine simple and efficient when doing the initial design of the game. Would you be happy if all travel powers just were 50 mph and unenhanceable, if that would make the rubber banding less? It's things like that where Blizzard has really shown in each of their games that they're really good at designing these things. The core of WoW is actually a lot simpler than CoH. There is a lot less variation and customization. I think Cryptic designed the game to be cool, but didn't think enough about efficiency, and those decisions still plague Paragon Studios now.
    The lag tracking in WoW was only a fairly recent addition during Wrath of the Lich King. It is a very nice feature though.
  7. Quote:
    Originally Posted by StrifeFox View Post
    The med bay never puts you at full health unfortunately but it can be convenient say like on a taskforce/strikeforce when you want to pop in and fill up on better grade inspirations then the venders offer you.
    As I understood you need a lot more Prestige and unlocked badges before you gain access to any of that?
    Quote:
    Also, upgraded medbays CAN hold storage devices as well such as inspirations or even salvage if you wanted to. Though you are right it isn't necessary.
    But you're still limited to 18 storage items per base, right? It doesn't add anything beyond what two workshops already give I think?
    Quote:
    I forgot what SG badge it is but one of the healing badges does give you an item you can craft that gives a boost to how much that thing heals.

    Other then that advice, for a starting base your looking great! It's got all the essential things that you really need to make the base run efficiently.
    yay!

    Quote:
    As time goes on and you earn more prestige you'll be able to upgrade and do things you want to do. I always suggest getting tours of other base builders bases. We builders LOVE showcasing our work and its a wonderful way to come up with ideas and share them in return. Most base builders are very helpful!
    How would I find those?

    Quote:
    Keep up the good work!
    Thanks for the reply.

    Quote:
    Originally Posted by Hyperstrike View Post
    The Robo Surgery plans. The robo Surgeon/Spirit Signal boosts the reclaimator/healing circle healing by 10%.
    So then it heals 35%. Still not very much. And you don't have a nurse to buy insprirations. Even when you unlock the Auto-doc and the combat logs, you don't get a full selection of inspirations like a Hospital Nurse sells, right? There is no way to buy an Awaken or Damage/Accuracy/Defence inspiration in a base, as far as I could gather.
  8. Quote:
    Originally Posted by Lucky666 View Post
    This is an MMO RPG. It's about discovering new things on your own and exploring the world how you see fit. Not hand holding like a linear style console game. I love that honestly stuff is hidden and you have to actively search it out and discover it and there is not a giant red arrow saying where everything is and how to do it.
    My argument is that if stuff is so well hidden that very few find it, or so hard to unlock that almost none bother, then it's poor game design, because there is too little return-on-investment. Some stuff is too easy, like finding new contacts, some stuff is just right, as you unlock it if you do something related or find it if you go exploring. Some of the other stuff is almost impossible to do at the intended level range.

    Quote:
    Some of your complaints are legit like the level 20 and below story lines are pretty boring I think at least.
    If you want new players in the game, then you should make the first 10-20 levels have a high Wow-factor. But especially those levels seem very incoherent.
    It seems as if the designers want to chase away players to the competition, and only the few who persevere start to get nicer things as reward for their loyalty. That creates a loyal fanbase, but a small one.

    Quote:
    The Zig is in Brickstown right in the smack dap middle of the zone how much more documentation do you need. Also there is at least 1 tip mission I can think where you have to break blast furnace out of the zig.
    I haven't encountered either yet. And my mention of the Zig was from the Paragon Wiki because it seems related to the whole Destined One thing. I have seen no reference to the Zig in game.

    Quote:
    Also the named NPCs show up A LOT more often in Task forces/Strike forces in hero/villain side. This doesn't happen in Preatoria cause there is no TF/SF equivalent there. You just haven't discovered most of the game yet I think.
    Then it's doing a very good job hiding from me. I've been playing for 3 months, I've reached level 38 and have several alts in the 20-30 range. Again I argue, that if you want new players to become subscribers, you shouldn't hide most of the cool stuff.
    Quote:
    A lot of your answers about the story line are answered or currently being answered with the incarnate content also.
    Again: That doesn't help a new player get into the story and the lore and the universe you're trying to build. This is new player feedback, not 50(+x) veterans. I'm saying that as a new player the content gives very little immersion in the universe, except for a few great Story Arcs, like Seer Marino.

    Quote:
    PS: The LFG que is bunkem no one uses.
    Great.

    Quote:
    PPS: Marcone bosses hang out in a certain corner in ST. Martial(can't remember the exact location) where they spawn a lot and with dedicated hunting can get the badge solo in a hour or two faster with more team mates.
    I might go looking in St. Martial then. I had the feeling the Marcone were more abundant in Port Oakes.


    Quote:
    Originally Posted by Golden Girl View Post
    Welcome to the game

    One important thing to remember
    I'm a new player, why should I know about stuff from before I joined the game, but that doesn't get explained in-game.
    Quote:
    with the current state of the storyline of the game is that it's basically being rewritten 1-50 - it's been been moved forwards with a lot of new events, with older content being replaced with newer stuff that ties together a lot more stuff.
    Well, maybe that's the reason that right now it seems rather incoherent. But from what information I can get from the Paragon Wiki, an area like Mercy had major changes in i21. But there is no connection to the tutorial, and the major story is that of Dr.Graves, after first fighting some Longbow. Dr.Graves story is very annoying. After me and my friends had done it two times, we have avoided it on all our other characters, preferring to just run around the streets and kill things, until we're high enough level for Port Oakes. It's a horrible way to introduce new players to the game.

    Quote:
    When the game first game out, there was only the Hero side, with a less detailed version of the Paretorians appearing as high level enemies.
    Then City of Villains came out, and added all the Rogue Isles stuff - but while that made references to the Paragon City stuff, the older Hero content didn't really get rewritten to tie in with Arachnos and the rest of the Villain content.
    When they released the Going Rogue expansion with the new version of Praetoria, that also led to the older hero and villain content not making any reference to it - but since Issue 21, they've been rewriting large parts of the game to tie all the 3 factions together in a much more unified way.
    For example, the older low level hero content never mentioned ARachnos, as they were added to the game later on - but now they feature in the tutorial, the new Atlas Park content, and Twinshot's arcs, so right form the start, players cna see what a major threat they are.
    And Twinshot's arcs also bring in the Praetorians at an early stage, instead of them only appearing in the 45-50 content.
    I only have one Hero, and don't remember that, but it's a while ago that I did Twinshot.
    I don't mind that Praetoria isn't very visible in Paragon City of the Rogue Isles. At least the story in Praetoria is that the link between the two realities is very recent and when you leave for Primal Earth you're one of the first to do so. Arachnos and Longbow and the fight between them is pretty well established, especially with all the Mayhem missions and the starting story arc you get from Operative Kuzmin. But they're nameless mooks, not iconic NPCs. The game does a fine job of introducing the various factions, like Circle of Thorns, Hellions, etc. It does very little in giving any background. The Slag Golems and Marcone are about the only ones that I have a clue who they are beyond little morsels of XP for me to bash. With the various Praetorian factions excluded of course. I get more lore in 20 levels of Praetoria than I get in 37 levels of Rogue Isles.
    Quote:
    The old hero tutorial also had zero links to the old Atlas Park content, but now the destruction of Galaxy City shapes the entire new content in Atlas Park, and is reference by all the new contacts there and their missions - even the sewer Trial is linked to it.
    I have found some references to the Galaxy city destruction in Atlas Park, none in the Rogue Isles.
    Quote:
    And in Issue 22 they've added another low level Trial that builds on the story of the Shivans, explaining why the ones who attacked Galaxy City are different form the ones who appeared in the game in 2005, as well as giving a lot of hints about the future.
    They have?
    Quote:
    The new Dark Astoria content also references the Shivans and the Coming Storm sotryline they're a part of, as well as tying in with Praetorian and events in First Ward.
    I liked the Praetorian and First Ward story lines. I don't know what this Dark Astoria is, except that it seems to be a new zone released with i22 from the buzz it generated on the forums.
    Quote:
    I'm not sure if you've played the Signature Story Arcs yet but they move the story on in a major way too, which will lead to more new content to replace older content in Issue 23, bringing the storyline even closer together.
    I have played parts 1 and 2 a few times. you can't do the rest until you're level 30+. I haven't really bothered with them recently, it seems you need to be level 50 for it to be worth it, now it gives an unsatisfactory feeling, as you can't follow the story.


    Overall the reactions I seem to get from you are along the lines of "Wait until you get to 50, then it''s going to be clear/awesome/etc". My point is that especially the first 20 levels can use a lot of improvement, and that those are the levels you need to be fun if you want new players into the game. There is still a lot of fun stuff, as this game has lot's and lot's of content, but there are quite a few duds at important moments, especially if you don't have access to Praetoria/First Ward. If Trials are such a big part, then make sure new players enter them. I'm not advocating a lot of handholding, but I think you should make sure players are familiar with such key mechanics.

    What puzzles me is that apparently the developers have done a redesign of Atlas and Mercy for i21, but the result is lackluster for Mercy and ok for Atlas. But for Praetoria they've done a great job, but no free player checking out the game is ever going to see that.
  9. Quote:
    Originally Posted by Erratic View Post
    A power can be made permanent if its recharges is equal or less than four times its duration. As Moment of Glory has a duration of 15 seconds and a recharge of 240 seconds, it can not be made permanent.
    Thanks for the quick reply. So basically MoG at 60s is what you should aim for, and then worry about other stuff like defence and resistance if going for /regen?

    Edit:
    Quote:
    Originally Posted by Charlotta Fireheart View Post
    Any time I'm curious about this I take the base recharge time and divide by 5. If that number is less than the base duration then yes in theory it can be made permanent. For MoG that's 240/5 = 48. 48 is considerably larger than MoG's duration of 15 seconds so no MoG will never become perma no matter how much recharge you manage regardless of the recharge source or other factors. 5 comes from the recharge cap of +400% (or 500% total) which will reduce the recharge to 1/5th base.

    Handy link: http://paragonwiki.com/wiki/Limits

    Doomguide
    Thanks for the link. So the limit on MoG is actually 48.5 seconds. That is the most defining power of /regen, right? Someone described /regen to me as getting MoG up as much as possible, and using your other stuff to survive in between. Or are there other strategies for /regen that focus less on +Recharge?
  10. So what defence should a /regen Brute aim for at level 50 and for the high end game?

    Defence makes the monsters hit you less, resistance makes the hits smaller, is that correct?

    Is it possible to have enough recharge at some point to make Moment of Glory permanent?

    Thanks.
  11. Quote:
    Originally Posted by Primantiss View Post
    You should be able to buy a VIP sub using Paypal, as I used to do it all the time. (Well, this was back before freedom, but I'm sure you still can, the option is still there)

    Not sure about the game store though, but the main issue here seems to be a VIP sub.
    I have only used my PayPal account for all my purchases, so far. So my suggestion is:
    1) Get you and friend a PayPal account if you don't have one yet.
    2) Transfer some money to the account of the friend.
    3) Have friend spend it on store points or VIP.
  12. So, me and some friends started playing about 3 months ago, and we're together in a SG, trying to get a base of the ground.

    We just managed our first big upgrade, going from 8x8 with a Combo and Control Unit to 8x12with an energy room with Basic Generator and Control room with Mainframe + some aux units.

    We also have a 2x2 teleporter room with a normal and hacked teleporter to get all 8 destinations. And we have 2 workshops with a lot of storage racks, a personal vault and crafting table and basic worktable.

    With that I feel we have most of the basic stuff that you can put in a base. We tried the Medbay, but you don't revive with full health, so it doesn't seem so useful.

    Am I missing anything important? Any suggestions for the most effective base layout, I was thinking something like this:

    But the larger workshop and Oversight Centre aren't really needed I think, it's just a convenient way that I could fill the space and add some extra control and energy cheaply if needed.

    I like the Teleport room close to the entrance, and the two workshops next to each other, so you need just one Personal Vault and crafting table.
  13. So that's how you get the beacons on the telepads themselves.
  14. Quote:
    Originally Posted by Diellan_ View Post
    A couple things:

    1) I really wish the Mids controls were simple "here's a control with a pop-up on hover", etc. But what actually happens is that the entire screen is a single bitmap image, stitched together from controls and dynamically generated bitmaps, and it simply maps regions of the screen to figure what it is you're actually wanting to interact with. It's very klunky and fragile, which is why we periodically have really weird UI bugs.
    Auch! Sounds like a web programmer or someone with very little experience in UI building. I haven't done a UI like that since TurboPascal 6.0 arrived in 1990.
    Quote:
    It also means that no amount of minor tweaking will allow it to be rebuilt or adapted to another system.
    I'm saying it mostly works in the WineWrapper as is. With your description I'm thinking it might still be possible to track down what's causing the behaviour on Mac and fix it. I'm not saying you should rewrite the entire code, it works on Windows and nearly works on Mac, except for this one thing.

    If the whole UI is basically a stack of bitmaps, with a mouse map to determine where the mouse is, then I can think of three things causing what I see on the Mac:
    1) The stacking order going wrong, so that the invisible elements end up behind the background image. It might be that when it's done it does a final redraw of the background image, and Wine has misinterpreted the stacking order.
    2) Transparency. The invisible elements are somehow set to transparent, or there is something in front of them that should be transparent but isn't.
    3) A draw/paint function isn't properly executed for these specific elements.

    I'm not sure we can solve this, but maybe one of these rings a bell with you, if you're familiar with how the UI code works? Is it using transparency somewhere, is it drawing things on top of each other to hide/show things?

    I can understand that it's really hard to track down an issue like this, especially if you don't have a system to test and reproduce the issue on.

    But largely the UI works. All the hard stuff, like the interaction with the mouse, pop-up menus and such those are fully functional. Just one UI element isn't drawn properly when the bitmap is constructed.

    Quote:
    2) Yeah, the installer mostly just zips up the entire program as is. It has a registry key or two, plus it associates the save file extension, but that's it.
    Providing the files in a .zip would make updating the WineWrapper simpler, as it would just be:
    1) Delete files at location (might even be optional)
    2) unzip this file at that location.

    That is, unless the registry keys do something important?

    Quote:
    3) Mac support for Mids is something I've been wanting to do for a long time, but time is the big issue. When it comes to porting this to any other system, the biggest hurdle I face is that Mids was written entirely in VisualBasic.Net. I've been slowly but surely converting it to C#, of which I'm about 2/3rds of the way through, not counting the various controls and forms. Once it's in C#, I should be to rapidly convert the project to Mono, which is a cross-platform adaptation of .Net.
    I've heard mixed results with people relying on Mono. The only two ways that I've had good success in making cross-platform programs, is with Java, but then it's a pain to make it look decent, or with C++ with Qt. In both cases using Eclipse as the IDE. Once you get into it, Qt is very nice, although I've heard WPF is slightly easier.

    If you'd offer some minimal support for the WineWrapper, that would do the trick as well. It's basically now Paragon supports Mac, the Mac client just runs in a custom WineWrapper, just like what U_Dark made. Their support consist of making sure it works.

    Quote:
    4) In terms of the code, it's 2/3rds C# and 1/3rd VB.Net (specifically, the MidsBase.dll and MidsControls.dll are new libraries written in C#, while the main exe code is in VB.Net). The project is Visual Studio 2010. The source code, alas, is not freely available, as part of the deal we made with Mids was that it would remain closed source.
    I'm not asking to open source the code if it's not. I'm bascially asking, that if I'd get access to VS 2010, I could become a temporary "Mids developer", so I could have a look at the code and could see if I can find what the problem with the Mac version is.
    I don't have recent Visual Studio experience, last time I worked with it was in 2003. But where I work we make a lot of software, and I should be able to get access to a licensed version fairly easily.
  15. Quote:
    Originally Posted by Davpa_CoX View Post
    Not to be a complete dumb-***, but I don't understand #4
    Right-click: Open With -> Property List Editor.

    Usually this will be the default, and just double clicking on it will also do the trick, but people do weird things to their machines, so I explicitly mention which program should be used to edit it with the instructions I've provided.
  16. Quote:
    Originally Posted by Obscure Blade View Post
    The main problems I can see with a /Regen is all the Psi users in Praetoria flooring your recharge, and Praetorian Clockwork having a fair amount of -regen. That said, I've gotten a Kin/Regen all the way through Praetoria. She had Hasten and the Winter's Gift unique to help with the -recharge, though.
    I haven't had any serious problems with that in Praetoria, and I'm a total newbie, didn't slot things anywhere near optimal. Mostly TO and DO enhancements and until recently I didn't even know to slot Stamina and Health. (less important on a /regen, but at least the free slot should get some love).
    The only guys I have trouble fighting now that I'm in the Rogue Isles are stuff like the CoT ghosts that drop your accuracy and some of the Mu adepts from Arachnos, as they eat endurance. Nothing else slows me down from keeping my Fury and Combo Points up. My Praetorian is level 37 now, and also did First Ward.

    Both my SS/Regen in the Rogue Isles and ,y StJ/Regen in Paraetoria can go on for a very long time. My Fire/Fire Brute a lot less so in comparison.
  17. I find this an interesting question as well. I'm a new player and looking how to level my first character to 50. It's a /regen brute and I don't think it's going to be anywhere near defence capped in the near future. See this tread for details: http://boards.cityofheroes.com/showthread.php?t=286204
  18. RogerWilco

    Unsellable items

    Quote:
    Originally Posted by Neo Shadowdream View Post
    Drag the item into another room, then delete it from there. If you look at your chat window when you try to sell stuck desks you'll get "CantUnStack" but you don't get that error when moving to another room.
    Quick reply! Thanks.
  19. If anyone knows the IP of the CoH servers, it might be informative to do a ping and traceroute to the servers at the different times.

    Sometimes these problems come from a connection between ISPs, where the game is hosted on one backbone and the users are on another. But I would expect that to be more of a problem when traffic is highest. If the servers are on the west coast of the USA, then when it's 11-12 in Boston, it might be peak traffic on the west coast causing your troubles?
  20. RogerWilco

    Unsellable items

    Hey base building gurus,

    I'm a new player and me and a friend are now building a base. To get two stories in some of the rooms, we're building a floor out of counters. So far so good, but now sometimes we get a counter that gets stuck, doesn't want to move, and can't be sold. This messes things up.

    Do you know how to get rid of those?

    Cheers,

    RW
  21. Quite nice. Saving doesn't work on my machine. I only get a dialog to upload something. (OSX/Firefox). Calculations of costs and such don't seem to work properly either.

  22. Quote:
    Originally Posted by Alvar999 View Post
    Thanks for the help, I knew I must be overlooking something
    Yeah. You have to know Going Rogue means Preatoria and that the logo's are actual UI elements, not part of the background. It confused me at first as well.
  23. Quote:
    Originally Posted by Tenzhi View Post
    Indeed. They should take away the ability to enter the queue as a team and make it pure PUG land (after all, if you're on a team you're not really LFG). And anyone who didn't want to do that could always rely on Dark Astoria for their Incarnate advancement.

    Of course, at this point that'll never happen.
    That just sounds silly. I almost exclusively play with a team of friends. If we wanted to do a trial, we would like to all be in the same group.

    I think your thinking is counter productive. I think to make LFG work, you need to facilitate how people want to use it, not force them to use it in a way that's no fun to them. Forcing players into behaviour that's not working for them is not going to solve anything.

    I don't know how the LFG system works, but I see lot's of people not using it, so its not doing it's job right now.