Texas Justice

Renowned
  • Posts

    5510
  • Joined

  1. Quote:
    Originally Posted by GuyPerfect View Post

    Character Creator 2.0 includes Powers Customization, allowing players to customize not only the character, but also the actual look of its powers

    I can't quite call this a check, because it happened before the expansion. And after Mr. Bruce said it would never be done. (-:

    I fail to understand how people can continue to spread this lie (bolded above) about what Chris said in regards to power customization, especially since it's been dis-proven just about every time I've seen it brought up.

    So what did Chris have to say about Power Customization? I'll bold the relevant portions to make it easier for you to see.

    From May 2007:

    Quote:
    Originally Posted by BackAlleyBrawler View Post
    Quote:
    The explanation that the devs gave us as to why power customization was not possible was that the auras and power effects could not be changes, they were 'baked into' the animations themselves.
    Of course, redoing the animation without them and adding a way to select which power effects you want and their color and stuff (basically power customizaiton) was possible, technically. But was not realist in term of work load for them.
    Now, if there is a way for the player base to give them these animations already done... then, I guess, power customization become doable.
    It is one of the most desired feature for the game, from what I read...
    No, the colors for a lot of particles are 'baked in' to the particle's texture. The FX scripts themselves are completely separate from animations. In fact there's a lot of animations that are shared between different powers with entirely different FX.

    Power customization has some pretty big hurdles to overcome.

    1) Powers currently point to one animation and one set of FX scripts. There's no way in the our engine at this time to have them reference a different animation or different FX without just changing it in the power definition (which changes it for everyone). This isn't a small or insignificant change and without it we literally can't even begin to do costumized FX or animation.

    2) Colors in FX are often baked into the particle textures. Most of the time they're not, they use a greyscale texture and tint the color with an RGB value, but there's enough that do use a colored texture that it would require quite a bit of work to overhaul and set everything up for customization. We did test a more global system that could just shift the hue of the entire FX script around the color wheel, but it's not a complete solution to the problem. Namely that FX aren't normalized to a common color, there's no way to dynamically change this 'shift' value, and there's still issues with blend modes.

    3) Particle FX most often use an additive blend mode. Additive means that the closer a color is to white (in RBG values), the more opaque it becomes. Secondaries like yellow (255, 255, 0) are more opaque than primaries like red (255, 0, 0). Black (0, 0 ,0) ends up being completely transparent. So to take the Energy Melee FX for example and make a black version or even a dark purple (64, 0, 64) or dark blue (0, 0, 64), we'd have to do more than just shift the RGB values around.

    4) Even if the system could accept more than one animation or more than one FX script for a power, we don't have an in game system for allowing the player to choose this themselves. We could make one (probably based off of the costume editor in some way) but it's still another chunk of time to devote to this.

    Those are the major issues that I can think of right now, there's other minor little issues here and there but it all adds up to a tremendous amount of dedicated work from multiple departments to pull it off.

    From March 2008:

    Quote:
    Originally Posted by BackAlleyBrawler View Post

    Quote:
    Q: What is power customization?
    A: Good quesiton, depends on who you ask. Power Customization could mean:
    <ul type="square"> [*]Being able to change the hue or color of your power's FX[*]Being able to change the way your FX look[*]Being able to change what your power actually does. Ie, more damage but less accuracy.[*]Being able to modify or add secondary effects to your power. Adding Fire damage to your broadswords[*]Being able to change the appearance of henchmen or pets[*]Being able to change your appearance while form shifted from powers such as Granite Armor.[*]Being able to change the animations related to your power[*]Being able to change the sound related to your power[*]Being able to change the name of your power[*]Any or all of the above.[/list]
    When we talk about power customization, we're generally talking about the first couple of items...being able to change your power's FX in some way.

    Quote:
    Q: What's so damn hard about power customization?
    A: The pipeline from power to effects just wasn't designed to be flexible. The powers designer creates a power def. This def defines all of the things associated with a power. What it's called, how much endurance it costs, whether it's a click, toggle, or auto power, its range, radius, etc. Power defs also contain a series of attributes such as doing this much smashing damage and this much energy damage. Power defs are softcoded, but they can't be changed on the fly or vary between one player and another. Power defs also call continuing FX on specific attributes. Ie, play the FX script for stone cages on the Hold attribute. So if the target is actually held, it plays the effect...otherwise it doesn't play anything. This is also softcoded as part of the power def and can't be change dynamically. Nothing related to power defs are stored on individual characters.

    Power defs also point to another file called a PFX. This file contains a series of things that happen on events. The first half deals with animations. Play these animation bits when the power is activated. Play these when the power hits someone. This animation takes X amount of time before the damage should actually happen and takes Y amount of time before another power can be used (ie activation time). The 2nd part deals with the effects in a similar way. Play this FX script when the power activates. Play that FX script on hit. PFX scripts are also softcoded and can't be changed on the fly, yadda yadda yadda. These are also not stored on individual characters.

    The FX scripts are a series of events and particle emitters. The color of particles are part of the particle scripts set as RGB values. Particles CAN inherit RGB values from the player, but they have to be attached directly to a costume node to do so. Also can't be changed on the fly, also not stored on characters.

    So all of the things that determine what effects plays, when they play, where they play, and what color they are are all softcoded. They're in one location, shared by all players with the same power, and can't be changed dynamically or stored individually on each player.

    Quote:
    Q: So how come weapon customization works...what's the difference between it and power customization?
    A: Weapon models used to be called through the PFX scripts as an activation effects script. Every single PFX for every power in a weapon set calls the exact same activation effect. It's in fact one of the things the game uses to determine whether or not you already have your weapon out. What we did for weapons was we removed the weapon from the common activation effects in the PFX scripts and stuck it on the player as a costume piece. That gets us an always visible weapon that can be swapped out for other costume pieces (ie weapons), color tinted, etc. Unfortunately, we don't want the weapon always visible, so the next clever bit was we stuck it on the player as an animated entity. Weapons are essentially the same thing as wings, or the crab spider’s backpack, or Black Scorpions tail. They have their own sequencer that says, “Play this move when you get these animation bits”'. Animated entities attached to the player models inherit those animation bits from the player model it's attached to. So when you use a power like Slash, the PFX says 'set these mode bits on the player'. The animated entity custom weapon sword inherits those mode bits and starts playing the move where it's visible. While the player is in weapon combat mode, the sword is also in weapon combat mode and is visible. When the player gets out of weapon combat mode and goes into regular combat mode or back into the ready state...the weapon model goes into its default ready mode (it only has 2 modes...weapon combat, and ready)...where it's flagged to not draw. Perfect. Customizable weapons for everyone.

    That concept can't really work for anything else...not completely anyway. For everything else that's not a weapon, ever power points to a different PFX which all use different attack effects, activation effects, hit effects, etc. Each PFX in a non weapon powerset generally doesn't have a lot in common with any of the other power's PFXs. So we can't just take one thing out that's shared by everything and stick it on the player as a costume. There are some exceptions to that. We could do it for some things, like the spines that come out of your hands for Spines or the red(pink) pom-poms of Energy Melee...but that's about it.

    Now, that whole concept can be extended to do a bit more. It should theoretically be possible to move all of the attack effects and activation effects from the various PFX in a powerset into the sequencer for a null costume 'weapon' for the other powersets. So for example, fire blast would get an invisible 'weapon' model as a costume piece. That costume piece is an animated entity and it inherits all of the anim bits from the player. So when it gets the bits to play the Flares animation, the sequencer move for the 'weapon' would play the attack/activation FX for Flares. This gets over most of the hurdles for power customization. It's attaching effects to a costume node so the effects can inherit the costume node's color...similar to how auras are color tint-able. And it should capable of playing any effects that happen on or from the player. Glowy energy melee hands, fireballs that you hurl, lasers that come out of your eyes...all that stuff.

    What it can't do, is play effects on anyone else. The powers system determines if a power hits or not. There's no way for something on your player model to know that you've actually hit anything...no bits for it to inherit and trigger the right animation (hit anim bits play on the target)...no way to know where to put the FX if it could be triggered. Same thing with continuing effects. The power system keeps track of when the attributes are true or not, whether or not to play the continuing effect, what effects script to play, and what to play it on...you, the enemy, a bunch of enemies, your team...whatever. That information doesn't go to the player. So attack effects and activation effects...we could do similar to custom weapons. But hit effects and continuing effects, we can't.

    Weapon customization did open up some avenues of exploration and got us thinking more outside the box, but ultimately we found that specific pathway to be a dead end. There's just no way to intercept hit or continuing effects, so every powerset would have some sort of disjointed half customized, half standard look. That's just not acceptable for us, so the only solution is to pursue some other avenue that can handle full customization of every effect associated with a power.

    All of that, is stage one of power customization. Figuring out how to retool the system so it can actually work. That's the part that involves writing the new code and making the necessary changes to all of the player power defs and/or PFX to support it.

    Stage 2 is a massive overhaul of every single effects script used by player powers that we're going to customize. Right now, the colors for the various effects are softcoded into the particle emitter scripts. Most of our particle emitters use grayscale textures that are tinted to an RGB value through the particle script. In order for a particle to inherit the tint from an outside source (currently only from a costume node it's attached to), it has to be set to red. So 255,0,0 as an RGB value means that particle is going to inherit 100% of the costume node’s RGB color. The more white a particle's RGB value is the less color it inherits. Most basic example of this would be the effects for Energy Blast powers. Those are all tinted various colors, from blue to white. All of those particle scripts would have to have their RGB values shifted to red instead...So there would be a pretty big chunk of work required to 1) tracking down, collating, and duplicating all of the FX and particles scripts currently used by powers 2) change all of the RGB values used by all of the particle scripts so that they can inherit the color from an outside source.

    On top of that, we also have some particle scripts that use pre-colored particle textures. Dark Miasma is a good example of that. We also use geometry in some of our FX scripts, and most of them use some sort of pre-colored texture So things like the bubble for Force Fields, that teal blue-green is the color of the texture that's on that sphere. Those particles and FX geometry would have to have new grayscale textures made for them and then they would need to duped and set up to use color tinting.

    Stage 2 isn't difficult work, it's just a ton of it. There are tens of thousands of FX and particle scripts that would need to be tracked down, duplicated, and modified.

    Stage 3 is hooking all this up into some sort of system or UI to allow you guys as players to change your fireballs from red-orange to green. Most logical place for that is the costume editor, probably something similar to how you currently deal with auras or custom weapons. Other ideas involve special color enhancements that you can slot into powers, console commands that you could type in, options set in the graphics menu, etc. Those are all implementation ideas...probably the easiest step of the whole process.

    Can it be done? Sure. Given enough time almost anything can be done. But is it more important to do than all of the various other things that can also be done in the same amount of time? That's the step where power customization as a feature has repeatedly fallen off the list and pushed back to the next issue. We still continue to discuss it, trying to figure out some way to do it in a way that won't require as much new code, or won't require so much time from an FX artist to make it happen.

    Quote:
    Q: Why not make a version for each power that you can chose, and then assign a pre-colored FX script to those. Red Flares, Blue Flares, Green Flares, etc?
    A: Duplicating powers and PFX in that way makes it very difficult to maintain those powers. We did this for the prestige sprints and it certainly can work, but if we were to do that for every player power then that's a huge amount of duplicate data just to have the visuals changed. The likelihood of bugs related to powers would increase exponentially. Every time Castle would go in to fix a bug with Flares, he'd have to fix that bug for every 'color' version of Flares.

    It’s also a ton more work than being able to just take the current FX/particle scripts, dupe them one time, and set them to a common tint-able ready color. If we had to manually tint variants for every FX script then it’s a ridiculous amount of work.

    It's also limiting the options for players. What if the shade of yellow we pick isn't the exact shade of yellow-orange, or yellow-green that you were really hoping for. Even sticking to Red, Orange, Yellow, Blue, Green, Violet, White, and Black would be duplicating the power defs for every player power 8 times. And would you guys really be happy with such a limited set of options?

    So, it’s a ton more work for us, exponentially more upkeep problems for Castle, and less options for you guys. Not going to do this …even if it does work.

    Quote:
    Q: Why not make enhancements that add color or change the color of your powers?
    A: Enhancements won't just magically make color tinting happen. Something like this is more of an implementation suggestion, or how a player might actually go about changing the color of their power effects after power effects can actually be changed.

    Quote:
    Q: We get that it would take a long time to rebuild all of the powersets to be customizeable...but could new powersets be built so that they are customizeable from the start?
    A: New powersets could be easily be built specifically for color tinting, but we still currently lack the system to take advantage of that.

    Quote:
    Q: What about the hammer from Stone Melee, or the swords for Ice Melee and Fire Melee? Could those be made into custom weapons too?
    A: Technically, yes...they could. Still, I think we'd prefer to hold off on these particular powers until we can deal with being able to customize the whole powerset. Otherwise we could paint ourselves into a corner by making the elemental weapons customizeable and then not being able to make the rest of the power FX customizeable because of that.
    There are more statements by Chris about how much work it would take or how much time it would take or how many different departments would be involved. They are pretty simple to find if you bother to search and not just keep spreading the misinformation that has been debunked so many times in the past.

    You could also read the Developer Diary entry at Games Examiner where Positron discussed Issue 16. You'll see that it was Chris that got this done by pushing for it back in the Spring of 2008.

    It took them until September of 2009 to release Issue 16.

    And if you pay attention to the first quote I listed, it was close to a year from the time he made that post in May of 2007 until he convinced them to start working on it in Spring of 2008.

    Trying to claim Chris said it would never happen is just a flat out lie.
  2. Quote:
    Originally Posted by Slaunyeh View Post
    I remember having to put "no blind invites, please" in my search notes. That's rather redundant these days.
    I've had that in my search note for years.

    Did absolutely no good.

    Blind invites continued to pour in.

    Started to stay in Hide mode at all times.

    I still get blind invites at times because people see me in zones and incorrectly assume that I must need a team or league to function.
  3. Quote:
    Originally Posted by Golden Girl View Post
    I think that underwater fighting and movement could be "faked" with a permanent zone-wide version of Group Fly - only with a trail of bubbles instead of the usual air trail effects of flying, and the use of the current swimming animation as the default fly pose.
    There are powers that cannot be activated while flying. Adding a pseudo-Group Fly to the zone would keep those powers from being able to be used.

    Not to mention the problems with Fire powers, Bows and Guns, Electrical powers, Shurikens, etc.
  4. Quote:
    Originally Posted by Techbot Alpha View Post
    The market UI is still a pile of junk, in my not so humble opinion. Which makes me even more leery of the Dev comments on how 'valuable' UI team is. Possible because they have to then pick straws on who gets the horrible job... That's sure what it feels like.
    I don't think Paragon did the UI for the Market.

    I think that was done by the third-party vendor they used.

    Considering how ... bad ... the rest of the Market UI works, I wonder if the New category was a catch-all category that was added by the vendor with no tools for removing items or putting them in any semblance of a logical order.
  5. Quote:
    Originally Posted by NuclearMedicine View Post
    Wordz iz hardz.

    And, I did make a minor adjustment on it. As soon as I can work out a better sig, I'll fix it.
    Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT\9pm ET.
    1st Tuesday on Champion, 2nd Tuesday on Justice
    3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
    Brutal Thrashing Thursdays: Justice, 2nd Thursday of every month, meet in RWZ 6pm PT\9pm ET.

    There you go.

    All fixed.

    Feel free to Copy / Paste to your Signature.

    Or send Impish the username/password to your account, let her fix it for you and then change the password.
  6. Quote:
    Originally Posted by Rangle M. Down View Post
    Well.


    It is Warboss.



    And his Signature has words...



    Need I say more?
    Ah, so it's part of a Rangle Plot.

    Got it.
  7. [Guide] Asking for technical help on the forums

    Follow the instructions in the guide and start a thread in the ALL ACCESS: Gameplay / Technical Issues & Bugs forum section describing the problem and posting the results of the programs the Guide instructs you to run.
  8. Quote:
    Originally Posted by garrettmills9 View Post
    Monitor: Plug and Play Monitor
    Monitor's Max Resolution: 1600,1200
    Video Device Name: RADEON X300 Series
    Manufacturer / Chip: ATI Technologies Inc. / RADEON X300 SE (0x5B60)
    Video Memory: 128.0 MB
    Driver Version: 6.14.0010.6512
    Driver Date: 2/1/2005 1:39:00 PM
    Driver Language: English
    According to the CoH Helper output, you didn't get the 9.3 Legacy drivers installed.

    Also, the 10.2 Legacy Driver is the newest driver for the X300 series card in XP. If you don't want the 10.2 then I'd recommend the 9.11 Legacy drivers instead as I know they work fairly well with CoH (as well as any old driver can work).

    Download the 10.2 Legacy drivers, but don't install them.
    Download and install Driver Sweeper but don't run it yet.
    Uninstall the Catalyst Control Center and any ATI Video entries from Add/Remove Programs in Control Panel but do not Reboot.
    Uninstall the Display Device from Device Manager.
    Reboot into Safe Mode.
    Cancel any New Hardware Wizards that come up.
    Run Driver Sweeper and remove any ATI Display or Video entries found so that it will get rid of leftover files from the uninstallation.
    Reboot when prompted and let it load into Windows normally.
    Cancel any New Hardware Wizards that come up.
    Install the 9.3 Legacy drivers you downloaded earlier.
    Run CoH Helper again and paste the output into Notepad. You should see the Video Card driver date listed as 02/xx/2010 (not sure what day the driver will list).
  9. Quote:
    Originally Posted by Father Xmas View Post
    Statesman is no more! He has ceased to be! He's expired and gone to meet his maker! He's a stiff! Bereft of life, he rests in peace! His metabolic processes are now history! He's off the twig! He's kicked the bucket, he's shuffled off his mortal coil, run down the curtain and joined the bleedin' choir invisibile!!

    Apparently you didn't read the patch notes very closely or you'd have seen that he is still supposed to be in the tutorial.

    Quote:
    Originally Posted by Freitag View Post
    SIGNATURE STORIES
    • Statesman and Sister Psyche have been removed from the game, except for in the tutorial and in flashback missions.
    If he's not in the tutorial, then it's a Bug according to those patch notes.
  10. Quote:
    Originally Posted by Arcanaville View Post
    I would argue its currently worse. If the design intent of the trials was to design them so that it was mathematically possible to complete, then any one league completing it would prove the design was successful. But if the intent of the design is to be reasonably accessible then randomly penalizing different leagues in different ways without indicator, in ways that could cause some leagues to find the trial easier and others significantly harder, then the bug actually is worse than if the trial could not be completed at all. Because an impossible trial is fair - it treats all players equally. A bugged trial that allows some leagues large unintended advantages and others large unintended disadvantages isn't fair. If fairness is a major goal, randomly broken can be worse than completely broken.

    If we all knew it was broken and impossible to complete, we'd all just avoid it until the devs fix it. But knowing its possible, we're going to run it. And some leagues will fail through no direct fault of their own because of a bug, and that creates unnecessary frustration among the players.

    As I said elsewhere but I'm not going to make the mistake of not stating continuously, I myself don't have a major problem with the trial's design. I actually like it more than Underground, say, which I almost despise. And I don't think its much more difficult than Keyes or MoM in terms of gameplay complexity - although it does require more firepower than both of those *on top* of that gameplay complexity. But its simply not true that just because a trial is completable, that its mostly fine. Its not true that the objective is to make the possible, and see how many players achieve the theoretical. A certain amount of accessibility is a partial goal of the design of all of the game content. Not necessarily universal accessibility, but significant accessibility depending on the content.

    If the goal was just to make things difficult but theoretically possible, and the basis for judging a content's difficulty and appropriateness was if someone could do it, the devs could add cryptographic puzzles to the end of trials the player would have to complete to claim their component. I'd still get my components.
    You can argue it's worse all you want. I didn't say anything about difficulty or accessibility.

    You are using my post in the same way Snow Globe did in that my post didn't talk about either of those things.

    It's just a convenient jumping off point for you to launch into what you want to say.

    What I said to Snow Globe applies to you as well about not just using posts that way.

    All I said was that even with the broken mechanic it had still been completed and also done for the Really Hard Way badge.
  11. Quote:
    Originally Posted by Snow Globe View Post
    If it were working as intended, I doubt that there would be as many trials failed. I agree, they got the upper end right (hardcore or otherwise non-casual players). However that is a far cry from the stated "Goldilocks" intention of being accessible for both hardcore & casual gamers alike.


    Again, the problem isn't the hardcore or non-casual groups completing the trials. The problem exists for the casual groups. I think it is time to stop treating casual players so casually.

    I said nothing about difficulty or accessibility in the first post you quoted. I said nothing about difficulty or accessibility in the second post you quoted. Nothing in my posts came even close to talking about either of those things.

    Quit trying to use my posts as your jumping off point to rant and whine about something I didn't say or imply.

    If you want to rant and whine about something and there isn't a post for you to quote that mentions what you want to whine and rant about, just start a new reply instead of trying to quote someone else to make it seem like your ranting and whining has anything at all to do with what they said.

    All I said was that even with the broken mechanic it had still been completed and also done for the Really Hard Way badge.
  12. Quote:
    Originally Posted by Ultimus View Post
    Bah dang IPHONE, I meant SSA 2 episode 1? Is that 10-20?
    According to ParagonWiki:

    Episode 1: 30-40

    Still free for VIP.
  13. Quote:
    Originally Posted by Lady Arete View Post

    Can we get an option to turn off Shadow Hunter & Penny? Or get the choice to pick between that and the prior one?
    (And sad to say I'm already looking around to see if I can change the game log-in screen)
    You can use Zombie Man's Hero Skin or Villain Skin and it will block it. You can also use Adblock Plus to block it.

    Check your PM's also.
  14. Quote:
    Originally Posted by Ultimus View Post
    At work what level range is SSA 1?
    Per ParagonWiki:

    Episode 1 is 10-20

    Episode 2 is 20-30

    Episode 3 is 30-40

    Episode 4 is 30-40

    Episode 5 is 40-50

    Episode 6 is 40-50

    Episode 7 is 40-50

    Free for VIP so I don't think you can purchase it anyway. At least, I've not seen other Free for VIP items able to be purchased while still VIP.
  15. Quote:
    Originally Posted by Snow Globe View Post
    That doesn't change the fact that at the very least one mechanic is not working as stated by the developers.
    Now that we have confirmation that at least one mechanic isn't working and that a fix is in the works, I'll just say this:

    With the admitted broken mechanic, it is still possible to complete the trial and even to earn the Really Hard Way badge.

    If it were utterly broken so that it couldn't be completed, that would be a different story.
  16. Was it the Auth entry that you changed in the registry?

    If so, you could do it as Tradok does and put it into the target field instead.
  17. Quote:
    Originally Posted by Zwillinger View Post


    Thank you, the players, for your participation in this process, and thanks to the Paragon/COH development team for helping to make it all happen. I'll always remember this as a particularly awesome part of my career as a Community Manager.

    -Z

    (Bonus points if anyone can identify the inspiration of Black Pebble's screenshot above)
    I'm hoping I'm just reading too much into that bolded line and that my over-active imagination is getting the better of me. Say it ain't so.

    Anyway, I keep thinking Forbidden Planet as the inspiration but can't place it for certain.
  18. No. Ultimate Game Cards are good for several games, but not CoH.
  19. Quote:
    Originally Posted by Arbiter Hawk View Post
    Hello all,

    I hope you're enjoying the Magisterium! I wanted to pop in to clarify some mechanics of the final fight:

    1.) Your deaths have no effect on Tyrant at all. He has no mechanics that trigger on player death

    2.) There is currently a bug where only 16 players/pets will receive the level shift from destroying Light of the Well. We’ll be fixing this in an upcoming patch as quickly as possible – I checked the fix in as soon as the issue was discovered.

    3.) Tyrant does not have a self heal. He does have a self-buff power which consumes his Olympian Guards, killing them, and providing him with bonus ToHit and Smashing Damage for each guard consumed in this way. This has a visual effect which looks a bit like a heal, but is meant instead to connote “Powering up off dark energy”.

    4.) There is no direct negative effect to “Being in the hospital”. I have seen several people postulate that Tyrant heals or grows in power when people are in the hospital, but the only effect hosping has on him is that you’re dead and not DPSing, and therefore his regeneration is healing him better.

    I hope this information helps you, and good luck in your endeavours to bring Tyrant down!

    -Arbiter Hawk
    Here's the word.

    EDIT: Scooped by lack of refresh of the page.
  20. Quote:
    Originally Posted by UberGuy View Post
    Oh, thank you. I am going to be pasting links to this all night.
    I've already started on the forums.

    I made a tinyurl for you to put in some of the MoTFD's for the channels you are in or simply for posting in conversations in-game (whether in a global channel, League chat, Team chat, Broadcast, Local, LFG chat, Help, Coalition, Request, etc.

    I'd have listed SG chat but I'm not sure anyone else but you would be online to read it.

    Here is the TinyUrl:

    http://tinyurl.com/magisterium

    Should be easy to remember as long as you can spell Magisterium.
  21. Quote:
    Originally Posted by ArmlessDan View Post
    Sounds like a great way for there to be no channel when support is being a jerk.

    EDIT: Can I not call support a jerk either? Is big Brother watching?
    You can paraphrase what they said, you can say that their interpretation of the reasons you don't get credit suck (or other non-profane words) and you can call them names as long as it isn't profanity (I've seen nothing in the rules about anything else).

    It sucks but it is what it is.

    Hopefully, you asked politely that the issue be escalated. A full explanation of the events as you listed them here should help, but that's only a semi-reasonable person's thought process.
  22. Still haven't changed that forum signature, eh?
  23. Official word on some things players have noted and some they've speculated on.

    Quote:
    Originally Posted by Arbiter Hawk View Post
    Hello all,

    I hope you're enjoying the Magisterium! I wanted to pop in to clarify some mechanics of the final fight:

    1.) Your deaths have no effect on Tyrant at all. He has no mechanics that trigger on player death

    2.) There is currently a bug where only 16 players/pets will receive the level shift from destroying Light of the Well. We’ll be fixing this in an upcoming patch as quickly as possible – I checked the fix in as soon as the issue was discovered.

    3.) Tyrant does not have a self heal. He does have a self-buff power which consumes his Olympian Guards, killing them, and providing him with bonus ToHit and Smashing Damage for each guard consumed in this way. This has a visual effect which looks a bit like a heal, but is meant instead to connote “Powering up off dark energy”.

    4.) There is no direct negative effect to “Being in the hospital”. I have seen several people postulate that Tyrant heals or grows in power when people are in the hospital, but the only effect hosping has on him is that you’re dead and not DPSing, and therefore his regeneration is healing him better.

    I hope this information helps you, and good luck in your endeavours to bring Tyrant down!

    -Arbiter Hawk
  24. And we have official word for some things that have been noted or speculated on.

    Quote:
    Originally Posted by Arbiter Hawk View Post
    Hello all,

    I hope you're enjoying the Magisterium! I wanted to pop in to clarify some mechanics of the final fight:

    1.) Your deaths have no effect on Tyrant at all. He has no mechanics that trigger on player death

    2.) There is currently a bug where only 16 players/pets will receive the level shift from destroying Light of the Well. We’ll be fixing this in an upcoming patch as quickly as possible – I checked the fix in as soon as the issue was discovered.

    3.) Tyrant does not have a self heal. He does have a self-buff power which consumes his Olympian Guards, killing them, and providing him with bonus ToHit and Smashing Damage for each guard consumed in this way. This has a visual effect which looks a bit like a heal, but is meant instead to connote “Powering up off dark energy”.

    4.) There is no direct negative effect to “Being in the hospital”. I have seen several people postulate that Tyrant heals or grows in power when people are in the hospital, but the only effect hosping has on him is that you’re dead and not DPSing, and therefore his regeneration is healing him better.

    I hope this information helps you, and good luck in your endeavours to bring Tyrant down!

    -Arbiter Hawk
  25. /thread

    Seriously, close the thing after deleting my post.

    Your explanation and apology should be all that needs to be said.