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However it is reasonable to conclude, given past developer actions.
The first "likely" isn't speculation. If they are not in the final stages before going to closed beta, then Positron would never have said we'd get more information this month.
That Issue 16 is close to beta testing, having work starting on Issue 17 is reasonable. Different people are testing than programming. Planning is being handled by a third group. The planning group is working on Issue 18 and beyond.
Planning (phase 1), development (phase 2), and testing (phase 3) are separate things with a bit of overlap. At this point Issue 16 is late phase 2 and early phase 3. Issue 17 is late phase 1 and early phase 2. Issue 18 is starting phase 1. -
No, they are not facts, but the developer actions have been exactly as described (working on 2-3 issues ahead before they launch) in the past. Following the pattern after 4 years is pretty easy.
If anything, I'm playing it safe as to when Issue 16 and 17 are going to be released.
Issue 16: Positron has already told us that they will be releasing info this month. They seldom release info until just before closed beta. This would put things on track for an early-mid September release. -
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Making stuff up FTL.
He said:
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Hey all,
It's been asked by the players that I drop by even though I don't have anything to report yet. Right now I'm pretty heavily booked on a lot of upcoming features, so I won't get much posting time.
Heh, if only I could tell you all what I am working on, I'm pretty sure you'll like it. Unfortunately, I can say it isn't bases though.
I am keeping an eye out for bugs and good feature requests for the future, so by all means post those.
Sunstorm
PS: And no, don't send any baskets, PM's are fine.
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Someone ASSUMED that meant nothing before mid 2010, or maybe just lied to stir things up. Sunstorm made no mention of any date or time frame.
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Given that I've come the closest to saying exactly that, and I'm not trying to stir anything up, you are saying that I'm assuming?
What I did is called an educated guess:
Issue 16 is likely in the final stages before going to closed beta, Issue 17 likely has its features locked. That places base stuff at Issue 18+.
Now Issue 16 will be put out sometime between now and October. Issue 17 will likely be between January and April. Issue 18 would be sometime May-July. So another year.
If you have any information to dispute the above logic, let's hear it. -
That was a bunch of broken paper missions (get mission before Issue release, and after release full of Paragon Protectors). That hasn't happened for 7 issues though.
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I gave a bunch of tips (still valid) in the very first Go.Hunt.Get.Badge for the Scoop.
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Most of the artwork can't be used again.
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I'm pretty sure this is in the Base Issues List, post-I12 thread stickied above.
Edit:
Yup, it is.
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Ability to zone into your Coalition bases directly from the Base Exit Portal, to make it easy to tour, or to utilize coalition items. (Should be easy to code since the Portal can generate a zoning menu if there are multiple instances to zone to. Just get the other bases onto that menu.)
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Cynically, I'm beginning to doubt that there will be a major revamp of bases.
Sunstorm has already posted that they are not working on bases, which means next year before anything substantial might happen for bases. Too bad because that is another peg on my "why bother with this game" list. -
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The reason this hasn't been done in 4 years (has it really been that long?)
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No, it has been less than 2 years since it was last run. The first time it was run was under 4 years ago.
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is because it wasn't considered to be very successful at all.
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Depends on who you ask.
NCsoft considered it a success due to the fact that it freed up a substantial amount of names with minimal impact on returning customers.
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While many names were freed up, none of them were the really popular names that people seem to want. It seems the people who got the popular names stayed with the game, or at least leveled up beyond 6th before they quit.
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During the first run (below 36) I got "Strobe" on Triumph. During the second run I got "Strobe" on another server. -
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Just to make sure I'm understanding you correctly here are the steps I'm seeing I need to take.
(1) Customize my keybinds as normal in the options menu
(2) type /bindsavefile "filename"
(3) from then on in type /bindloadfile "filename" to load those keybinds.
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Fixed.
Edit:
#2 could also be done this way:
/bindsavefile "file path to CoH root folder+filename"
For instance if city of heroes is in the default location:
/bindsavefile "C:\program files\City of Heroes\keybinds.txt"
This will overwrite the default keybinds the game uses. -
Oh, yeah, like I said in an earlier post:
You might find better deals
A new retail version of GvE for $13, which comes with a month, so it is pretty much free.
Edit:
Apparently some retailers are selling it for $4... -
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so really i should just choose the gve cuz its a good starter.??
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Pretty much. -
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what is magic and or architect... total noob to this game here. bear with me
what are the benefits?
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http://wiki.cohtitan.com/wiki/Good_Versus_Evil_Edition
http://wiki.cohtitan.com/wiki/Architect_Edition
http://wiki.cohtitan.com/wiki/Super_Booster -
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GvE for the jump pack is a little bit more helpful, IMO. But, if you know you plan to play for at least two months I would go for both and use the Architect Edition to snag a booster pack (Tech or Magic) that comes with it. Using that edition will give you another free month (worth $15 for only $20 - the booster on its own is $10. Thereby saving you $5 over buying the booster alone).
--Rad
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GvE gives 30 days too (the one in the original post was the full version, not the in-game pack). -
Personally I'd try to look in the budget bins at retail stores, as you might be able to get Good Vs. Evil for under $10...
If you couldn't I'd still go with either the Good Vs. Evil or Mac Pack (good for PCs, and you still use the same client as the one you are testing with) as their goodies are better.
I'll point out that either way you go, you can get the goodies from the other for $10 more.
Edit:
You might want to check out this page:
http://wiki.cohtitan.com/wiki/Disc_Releases -
Yes, the developers do not seem to have the ability to make reasonable requirements for badges. If it isn't one extreme (too trivial) it is the other (too tedious).
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(1) I am surprised that NOBODY has jumped on the hint that Positron gave about i16!!!
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Nut bunnies. There has been a lot of talk about that:
Link to Positron's announcement
And in case people want to see the Double XP announcement:
Link to Double XP announcement -
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... do something about that!
Now where do I email the LARGE version?
LJ
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Wow... I'm speechless. -
Thanks you all for your comments so far.
To address a few points:
* Plans for random steam and having those two large handle moving are in the works.
* Trying to decide on either fixed plates for the left/right navigation arrow (yes, that is what they are) or have them animate out of the sides of the content area.
* Plans for an odometer to be added for fluff/displaying page number (ooh factor).
* Said odometer will also provide a nice progress indicator for loading content.
* A few (seriously not many) lights to add a bit of flair. I'm a bit leery of adding too much more though.
* Going to try a better treatment for the HG logo.
* I'll do what I can about the "clean" edges and the white screen (it is an off-white, but you can only tell with a few pictures). I'll try to make a the "glass" a bit less smooth/perfect.
* I can grunge the site up (example is modern industrial, but will not go that far). I have to fix that site a bit too (more outside images used, but that was only a student project)
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* Will dirty up the gear work.
* I'll try some different treatments for the background tiles. Maybe combining the HG logo.
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The title bar/plate at the top of the page, the areas on the edge that you can see through to the wood below you can also see your link bars beneath it while they drop out. You might consider hiding that beneath the wood work or using flash to cut so the animation flows out from beneath the "Halcyon Graphics" plate and not post from behind hit so that its not visible while it drops down.
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Tried that, but actually liked the more mechanical feel of the exposed machinery better. I might add some small gear work to the pull-downs, like an exposed inside of a watch.
Oh, I did try to make the HG golden, but it got lost in the rest of the details (even more so than currently).
Anyways, I'll post a static image with some updates in a day or two. The more work I can get done while on my school break, the better for me in September for my Portfolio showing. -
Look at my posts through this thread, I've been consistent.
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I love the steampunk-y design
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Nemesis!!
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It's all a plot, for sure. -
Yes, I've tested it on a few very slow connections (overloaded school network on the final day of classes tends to slam connections
).
As to it being entirely in Flash, that was on advice given from a senior teacher. The advice was that if I was going to require Flash for anything on the site, I might as well make the whole thing there.
Step two will have each section load from external files (yeah, the whole thing is one file currently -- deadlines suck) which should only serve to improve loading times. As it stands the whole site is just over 1 MB in size.
I have 3 months of Portfolio class to do clean up and improvements... Starting next week. -
Demand (not enough), supply (lack of components to craft).
Edit: On the plus side I got a couple of Purple recipes and some sets made, but I used the AE to get the salvage. -
I'm not denying I made a (substantial) profit. The speed was abysmal though.
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It isn't fully done, but here is an early build of my portfolio site:
http://halcyon-graphics.com/eric_portfolio/
Feel free to give me any constructive criticism, keeping in mind that it is an early build with placeholder text and graphics.
All graphics (though bits and pieces of the individual works may contain photographs from other people, mainly in the Photoshop & website sections) and programming done by me