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Posts
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Joined
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[ QUOTE ]
See... they don't take you personally. You're a number on a balance sheet.
[/ QUOTE ]
I'm not a number. I am a free man.
I'm not so much as expecting a personal response as a final fix to this issue that has been going on for almost a year.
Yeah, I do feel like I'm being ignored, but that is different than expecting a personal response.
[ QUOTE ]
The only time the devs will scramble to fix a bug is A) if it totally breaks gameplay, B) provides an exploit for either griefing or cheap rewards, or C) shows up during a high-level executive demo.
[/ QUOTE ]
Almost a year of this bug, they would hardly be scrambling to have fixed it by now.
[ QUOTE ]
Since the sync bug isn't QUITE to the game-breaking level as A, and no one's using it for their own gain like B, you'll have to hope that the exec demo of I14 gets tagged with it.
[/ QUOTE ]
The huge hole in Port Oakes was less of a game breaker than the OOS/door bug/Zoning bug ...whatever they want to call it. I wouldn't have to see the hole in Port Oakes every time I zoned and only people in Port Oakes would have to deal with it...and since it was so huge it could have been easily avoided.
You can't avoid this bug. You can go to another zone to get away form it.
You have to deal with it all the time when you characters gets infected by it. Every time you zone you might get yanked back by that invisible chain, sometimes you might not..and you can't tell until that leash around your neck grabs you and yanks you back..and then it might just be a rubber banding episode until you test that chain again and get yanked back another time.
It might not be a game breaker to them, but it is getting to be a game breaker to me.
I can almost guarantee that people have quit because of it. I'm coming close to that point now.
[ QUOTE ]
Me, jaded? No.
[/ QUOTE ]
It is hard to judge if oneself is jaded or not. If you are, you are, of course, too jaded to tell if you are or not.
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I just know how corporations work. As long as it doesn't hit the shareholder balance sheet or the industry press, it's Not That Big A Deal. And this isn't the only company or industry that works this way.
[/ QUOTE ]
Yeah. I know about THE MAN. I know about big corporations. I don't live in a bubble or in Atlantis.
I also know that when I was growing up it was "the customer is always right". Now it is "Smile while you rip the customer off". I'm kind of tired of it.
I guess I'm kind of justice minded. That's why I'm playing a superhero game and not something else.
You would expect that they would have done some research on their customer base, but based on Champions Online -- I can tell that some corporations are completely clueless.
---
I appreciate your reply, but really telling me that my input is lost in the masses, I'm only a number, and the DEVs are only going to do something if they think it will cause them loose income really means that I have no reason to reply to you, post any more about any problems, or even probably play this game any more.
And that's to bad, because I really do love this game, the players that play it are great, and the DEVs really seem like they want to make this a great superhero game.
Something so obviously imersion breaking as this bug....
yeah...why comment...It's just dust in the wind. I'm worthless. The game is pointless. I'm just a number that will be forgotten when I'm gone. Only the $15/month might be missed by someone, but that too is so minor in the grand scheme.... -
Luckily, I only have the zoning version where /sync does fix it until the next time that I zone.
I played my highest leveled villain (the one that first got the bug when I got access to i12 via open Beta) yesterday. Had to use the /sync command every timed that I zoned but once.
It just reminded me again how long I have been bug reporting this.
I guess I should have never stopped for a while once the /sync was released. The system was supposed to auto-sync us after 10 seconds even back then but never did auto-sync correctly.
Many of us, I guess ...I know I was... where so happy that we could actually play the game that using the /sync command seemed minor and we thought that the DEVs understood that the game never was auto-syncing correctly and that they were working on it.
Now the bugs are just piling up. I'm looking forward and seeing even more bugs going to live with i14.
It is sad. This is an i12 bug that is still here while i14 goes to close beta testing. There are bunches of i13 bugs still out there as well.
I have said before that it is likely that this bug is going to cause people to quit playing this game.
It looks like other people are having even worse problems - and if it is that bad for them ...there are people that are not complaining and just quitting...
The Bugs need to be fixed.
Honestly, I feel like the DEVs are ignoring me and this feels like a waste of time even writing this, but you know in some ways that just how dedicated to this game that I am.
It is sad that someone that helps people as actively as they can in game and takes the time to express their views feels like they are being ignored by the people that are getting paid for working on the game.
I pay to play, so I am paying to help people.
You figure that someone that was getting paid to work on the game would want me to be happy. -
I'm not sure that they want to resolve this issue.
So perhaps they do want you to go eat some pie and walk away from the issue.
"Nothing to see here, citizens! Move along."
"But the bug..."
"There officially is no i12 OOS bug. Be quiet and go back to your cubical! And don't let me catch you posting about it on the forums again or you get the bad pie!!!!! Ahem...As I said...Move along, Citizens! NOTHING TO SEE HERE! Look! Over there... it's the Architect! Go fetch!" -
Great.
Maybe this finally means that the i12 OOS bug aka Door Bug (or whatever the DEVs want to call the bug that won't let you move from the spot that you zone in for more than 10 seconds when they system pulls you back to the zone in point by an auto-sync that doesn't work as well as using /sync, getting teleported by someone, or using teleport self).
If that is the case, then I'm excited.
Otherwise, I don't expect any invite to Beta.
My input for bugs isn't appreciated. I bugged this bug in i12 beta almost as soon as I was allowed into the Open beta.
I also bugged the i13 bug where the global friends list is almost immediately replaced by the global channel friends list - every time that the global friend list is opened. This is still on-going as well.
Sure I bugged some other stuff that was fixed, but I could have lived better with a huge hole in Pork Oakes than either one of these bugs.
I was pretty excited about the mission Architect but the lack of support on this i12 issue is totally stuck in my craw at this point. (The on-going i13 bugs aren't helping to calm me any either). -
I am honestly beside myself after reading this.
I certainly hope that the "programmer" that was requesting information will be fixing this problem since "he got what hew as looking for".
I am certainly glad that Balanced could make it clear enough so that someone on the programming side could understand what was going on.
You know, I've been pretty much saying what he said since i12 was in Beta - minus that the time for the bounce back was 10 seconds and, since that 10 second bounced back was the server sync-ing, it must not be doing what /sync does. (there was no /sync command until at least a month after i12 went live)
I've been saying for months now that the system needs to sync itself and should be able to do it if I can use /sync. That should have been a clue along time ago that if the system was supposed to be sync'ing itself that it wasn't happening.
I might not be worth any of the freaking pie, but I'll tell you this - If Balanced is getting the glory for this then he doesn't deserve pie, he deserves part of that programmer paycheck for resolving the issue that has gone on for almost a year.
I am really upset about this. I am really upset.
Do you know how much of my time that I've spent trying to get his problem resolved?
I give up. I'm wasting even more unappreciated time on it now. -
What you are describing is not the same OOS issue that I have.
It is the same kind of situation that Godlike appears to have from their postings here ::
http://boards.cityofheroes.com/showt...age=0&vc=1
Staring when issue i12 was released (even on Beta when it was released on Beta) characters started going OOS.
A character would zone. When they reached the new zone. The character was linked to the zone in point. You could move away all you wanted to, but after a certain amount of time you would be moved back to that zone in point. I did tests moving around and tracking /loc points until I had figured out a range where I could caste powers from. I'm assuming it was all really linked to the range of the zone in point as it really wasn't that big of an area.
There was no way to temporarily break out of this other than to have another player teleport you or to use teleport self. Nothing else would free you up from being locked to that spot. Each time that character zoned their was a good chance that the OOS bug would bite again (many characters that had the bug would be effected by the bug 100% of the time), because zoning was the trigger for the bug.
Like I said, you can move away from that zone in point, but the rest of the world still thinks you are still at that zone in point. Other players won't see you move at all when you are seeing your own character move.
For some reason i12 was released to the live servers with the bug. The bug was rampant. Some people couldn't play any of their characters for over a month. Some people could play some of their characters but not all of their characters. The more you played characters that didn't have the bug, the more likely they were to get it. And once a character had it, it pretty much made that character unplayable unless you had telepot self or could get someone to use recall friend (or another teleport other power).
Finally, the /sync command was released. After being stuck for so long with that infuriating bug, it was great to have a way to play again.
We were supposed to be able to use the /sync command or wait 10 seconds and be okay, but the waiting 10 seconds never seemed to help.
Finally, some others and I started grumbling about /sync again. I've been grumbling on and off about it for a good while now.
It was great to have the /sync command added, but it really is not a real fix.
I'm glad that this situation is finally being looked at more closely so that it will be resolved completely.
I hope that your /sync issues are resolved as well, but it seems to be a different issue. One that might not have happened until i13 was released as far as what Godlike wrote in their posting. -
Logged into GoldDragonNinja, Virtue, Hero, Talos, Arena.
Logged in OOS.
Moved away several times and bounced back to log in location. Spent two minutes do so. Character not auto sync-ing
Used /sync macro.
Zoned to Ourboros - in sync.
Zoned to Talos - OOS - moved for over 2 minutes bouncing back to starting point. Character not auto sync-ing.
Used /sync macro.
parked.
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Logged into Armor Ace, Charmpion, Hero, Talos, Vault.
Logged in In-sync
Moved to WW.
DC'd.
Logged back in - in sync.
Zoned into Base - OOS.
Moved away several times and bounced back to log in location. Spent two minutes do so. Character not auto sync-ing
Used /sync macro.
Zoned into Talos - OOS.
Moved away several times and bounced back to log in location. Spent two minutes do so. Character not auto sync-ing
Zoned into Steel Canyon - OOS.
Moved away several times and bounced back to log in location. Spent two minutes do so. Character not auto sync-ing
Used /sync macro.
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I'll send more updates as I find them.
I have plenty. It's just a matter of finding which ones and trying to trigger if it isn't happening when I log into the game.
Sometimes it takes being on a team for a bit before a character goes OOS. -
Okay, getting going again.
Logged into Jungle Priestess, Virtue, Hero, Midnighter's Club.
Logged in OOS.
Moved to check OOS. OOS. Waited a bit. moved to check OOS. OOS, etc.
Tested for over 2 minutes of continuing log-in OOS. Game did not auto-sync.
Bug reported when used /sync command to move.
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Did multiple zonings, but did not go OOS.
---
Meeting up with sg now. more testing later once they have logged for the night, but I'll keep notes on any OOS that occurs as I go. -
The server does not automatically /sync.
When my characters go OOS, they stay OOS until I use the /sync command.
I often can't tell when the first rubberbanding happens if it is the /sync bug or just rubberbanding, so move away from the door and wait for a while until I'm pulled back to the door again before using sync. This is usually in excess of 10 seconds.
I'm pretty sure I've done over a 30 second count before moving.
I know I've been at the door and done searches of for more team members, got ready to move with the team, and found out that the OOS bug had me and had to use /sync to re sync with the game.
I'm pretty sure that I've started a zoning, went afk, came back, and my character was OOS.
I'm seeing on evidence of the game auto /sync'ing within 10 seconds if I'm OOS after zoning.
EDIT :: I'm more than willing to do testing on this to insure that this bug gets fixed. I was on the way to crash out, so I'll check my characters when I get back up and see what I find timing wise with one once I find one that goes OOS again. I should find at least one by the end of the day of not earlier. -
Yes, I have i12 OOS bug which is still going on.
For me, this is typically going OOS when zoning.
I have characters OOS when I first zone in with them.
I have other characters that don't have the bug at all.
I have characters that don't have it some times but have it other times.
Thanks for taking time to review this on-going issue.
http://boards.cityofheroes.com/showt...197&page=1 -
Architect!
Architect!
ARCHITECT!
*screen explodes as i14 is spontaneously released!*
Yeah, I wish....but it does have the potential to yield exponential content release....oh, the memory..... -
This is in regards to the article listed here ::
http://www.apple.com/games/articles/.../cityofheroes/
City of "Inaccurate Articles"
Okay, so I read this article, and I hardly started before I was having issues from what was being said. I really like my news articles to be correct and to understand the subject so that they can give the real picture to me. Maybe this is more of an entertainment article and not a news article or even an introduction to the game, but, none-the-less, I feel the urge to comment upon it.
I'm only going to comment on what I think is wrong. There are plenty of Way-to-go!, That's so cool comments that always come in with these things that I feel it is necessary to point these out because that is the only way the situation will improve.
[ QUOTE ]
The world needs heroes. But it also needs villains. Play either side of that yin-yang relationship in City of Heroes, which includes the City of Villains expansion pack.
[/ QUOTE ]
City of Villains wasn't an expansion. It was released as a separate game. CoV could very well be called CoH2 (the apparently mythical game that one game article writer speculated would come out to compete with DCUO and Champions Online) as it was the second game to come out involving the "City of" system. Yes, CoH and CoV could be connected to each other as they are now, but they were originally "stand alone" games - ones that "could be" played separately from one another and with out the other product.
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Choose your side, select one of five archetypes (see Archetypal Beginnings), customize your character, and begin training for a life of good or evil.
[/ QUOTE ]
Actually 10 archetypes. Five archetypes on the hero side, and five on the villain side.
It is true that once you pick a side that you will only have five choices for archetypes, it gives a better impression of the variety of the game if it is clear that the sides get completely different archetypes to chose from that are unlike the ones on the other side of the good/evil fence.
[ QUOTE ]
If youve read even a few superhero comic books, youll probably be tempted to emulate your favorite character. Miller and the rest of the development team know how you feel. My influences started out very Marvel-centric, but once I started working on City of Heroes, I started reading some DC books, he recalls. Comic books have covered a lot of cool themes, and we try to do the same thing, but translated into game terms for the players.
[/ QUOTE ]
[sarcasm]That's just great.[/sarcasm] This makes a new player excited about making a Marvel character!
Look at the picture! It's Ironman with a Thor hammer and a shield! (At least the shield didn't look like Captain America's!)
It is against the EULA to make Marvel characters.
If the player is /petition'ed and, I would imagine that they would be, then the player will be informed that they can't make a Marvel character, the character name maybe nerf, and the costume scrambled.
So, basically, this sets new players to get blind-sided by the repercussions of making a Marvel character clone.
That does not leave a good impression on the customer.
It will even make them feel like they were being set-up for it to happen. They said I could do it in the article...right?
Not good.
[ QUOTE ]
Collect the Whole Series
NCsoft also took a cue from comic books by calling its expansion packs issues, complete with numbers and titles.
[/ QUOTE ]
So all of the issues are expansion packs?
[sarcasm]And I need to Collect the Whole Series? How much will that cost?
Uh oh....[/sarcasm]
[ QUOTE ]
Three to four are scheduled each year
[/ QUOTE ]
[sarcasm]Sounds expensive![/sarcasm]
Oh, I guess they couldn't say that they were free expansions because you had to pay for CoV when it first came out since the article already called CoV an expansion pack. And the actual expansion packs like GvE, Wedding Pack, Cyborg Pack, Valkyrie Pack, and upcoming Magic(?) Pack actually cost money to add them to your game account.
Issues are different and someone should have set them strait on this.
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When you install issue number 14 (Architect), youll have access to the new Mission Architect system, which Miller says will allow our collective community to create more content than we ever could.
[/ QUOTE ]
This makes it sound like i14 has already been released and that it is ready to install. It's debatable if a new player will think that they can buy and install i14 right away.
[ QUOTE ]
....although when the Mission Architect feature comes, I anticipate ....
[/ QUOTE ]
Okay, that seems to set it strait.
Apparently, at least some of the confusion is coming from an article writer that doesn't really have a grasp of what is going on and how to word it correctly. It may be simply because they didn't have all the information, but it seems clear here that the writer knew that i14 had not been released yet as this comment says when.
[ QUOTE ]
Sometimes the curved lines of those yin-yang relationships blur, and youll need to figure out whether you reside in the shady place or the sunny place. May your powers guide you true.
[/ QUOTE ]
This is very deceptive as there is no Fable-like feature of a good-to-evil meter that determines what side of the hero/villain fence that you are on. Once you pick a hero or a villain that is what that character is for the duration.
Conclusion
This article like others about CoX need to be checked for accuracy before they are released. I can understand a journalist wanting to be able to phrase things their own way, but any journalist worth-their-salt wants to be delivering factual information to their reader.
This isn't the only article that has been like this. I have already noted the speculated CoH2 which we have no proof actually exists (other than CoV really being CoH2, but that has nothing to do with what that article writer was speculating upon).
Speculation and blatant falsehoods lead customers into situations that they will be disappointed with, confused by, or worried about. The goal of a journalist should be to deliver information that is clear and truthful.
What a new player runs into when they enter the City/Isles, should be what they expected to find based on the information they were given (by this article for example) and not something else.
Sometimes it is hard to put these things into words. A little help from the DEVs by a pre-read of the article for accuracy would have gone a long way. -
Subjective ::
[ QUOTE ]
Until I pay it I'm not going to have access to the base, at which point I might want to disolve my group and just join another larger organization.
[/ QUOTE ]
If it is worth dissolving a sg over not having 6000 prestige then it isn't much of a sg.
I'm paying way more prestige than that a month to keep our bases open.
It doesn't take many missions to get 6k prestige.
If you owe that much rent then you have been storing stuff for that whole time. If you take the storage items out of your base before you shutdown your account, you wouldn't owe any base rent when you came back.
Also - the owing base debt was a "maybe". I added this in as an option in my plans so that the DEVs would have had that to think about as well. Once again, I stress the "maybe".
Simply put, I had one idea of making base rent so it wasn't so screwy, but if the DEVS needed more reason to correct the issue then maybe adding debt would be necessary in order to make it worth the effort.
I think we all can agree that the current base rent system for when rent is due is pretty screwy at the moment.
This isn't really the suggestions area, but I knew that the DEVs would probably read what I had to say.
As this is not a discussion area, I'm not going to discuss this point any more. -
Subjective ::
Stacking is much easier then the "magic desk process" was before.
Sometimes it is a little glitchy moving stuff in 3-d space, but I've been getting the hang of it.
I did find it odd that the base portal has such a wide lip on it.
It looks like in the near future, I might actually be moving a base to the next larger side (from the smallest size) as there will be no base rent increase based on size.
None of my sg's have into any kind of issue of not having the prestige to pay base rent yet. -
These are wall splatter "arrests"....
http://i398.photobucket.com/albums/p...eathshots1.jpg
http://i398.photobucket.com/albums/p...eathshots2.jpg
http://i398.photobucket.com/albums/p...eathshots3.jpg -
[ QUOTE ]
Was constantly ganked over and over.
[/ QUOTE ]
[ QUOTE ]
Stop complaining on the boards because PvP is dead, or dying or anything else. Because if the way I was treated in PvP is any indication to how others are treated, then I must say, you have only done it to yourselves.
[/ QUOTE ]
[ QUOTE ]
If people are really that concerned with the population of PvP, then perhaps you should try not ganking on the new guys so much, and give them a bit of breathing room. I also noticed the people who are normally there, were virtually left alone. That to me is not how you get others interested in PvP.
[/ QUOTE ]
I would tend to agree with you. Not only are many of the PvP'rs only out to "school the noobs", they are very insulting when you don't let them school you.
I can tell the difference between when I have a chance in a fight and when it's time to make a break for it. I really don't need to be insulted when I know if I stay I'm just going to fall in combat. It's annoying. I put a lot of PvP'rs on /gignore due to the ignorant taunting. They can go call names in the school yard if they want. I'm not playing a game to deal with bullies.
Unfortunately, that's all some PvP'r are; they are just bullies and that's it. I'm not saying that's all of them, but I have run into some of them that are.
To me, the complaints about DR, etc. pretty much come down to, we aren't uber powerful any more; aka they aren't 100% guaranteed that they will be able to school a noob.
Yes. No one wants to loose all the time. If you are fighting an uphill battle that you know you can't win without having maxed out IO sets, the hill is a pretty mighty one to climb for a new PvPr.
So yeah, lighten up in the PvP zones until they get more populated and then have some good fights. Camping on the doorstep, et al. ganker-esque tactics should be not be used. There is plenty of room in zones to PvP. Play the zone and don't abuse it.
We all might find that there is more going on in PvP zones and that they start becoming a lot more fun.
EDIT ::
I read some of the garbage replies on this thread.
What you don't understand is "the point".
It has nothing to do with "letting someone else win".
It is about an enjoyable experience for everyone.
When you can easily defeat someone, leave them alone unless they attack you. The only point in defeating them repeatedly is bullying.
If name calling, etc. is okay in PvP, then, yeah, screw PvP. That will turn people off immediately. It isn't about having a thin skin, it's a matter of you are trying to do something that you are new at and you are being verbally abused. That's not cool. You are not cool for doing it. You are being a jerk for doing it. And, as I said, you're just going to get /gignored by me, so what good is it doing you as a PvP'r to be /gingored?
If you can't understand why what was posted was posted by the OP, then I sort of feel sorry for you....the part of me that doesn't just want to /gignore you and make you a non-entity (aka pretty much "killing you" in this PvP arena in my world view.) -
I have problems from the invention crafting cost-reduction tokens for Marketeer+Shop Keeper. I have like 8 tokens. There is no explanation of how to use them in the info window or when crafting items (memorized).
-
That sound right.
Usually about 1 1/2 times larger than the printing size so it will tighten up a bit as it gets reduced to print size, but the detail won't get so small that it's lost.
I don't know about those to artist in specific. It is possible that some artist work in an even larger magnitude compared to the final print size. -
[ QUOTE ]
I concentrate on the MM and ignore the minions.
[/ QUOTE ]
When I defeated masterminds, I did the exact opposite. I took out all the minions first and then went after the mastermind. -
OBJECTIVE ::
The current timing on playing rent versus being notified of rent due, makes no sense.
As it is now - if you are notified to pay rent and go pay it, then you will get a message that you owe base rent again in two weeks.
As you have forced A LOT of sg/vgs that were not paying base rent before to start paying base rent, there are MANY players that are being duped by this payment scheme.
SUBJECTIVE ::
It would make more sense to me that base rent be due the 1st of each month for all sg/vgs. Base closure happens on the 15th of the month is the base rent is not paid. Base rent is calculated from the base stats on the first day of the month.
If you want to let the base to close down until the first of the next month and then pay rent, that's fine (you have lost the use of your base for two weeks...that should be "punishment enough" - from my view point.) If your base was closed down, you don't gain access to it until you pay your rent.
Rent for all sg/vg's is always tied to the same monthly cycle regardless of when the sg/vg starts.
With this system if all sg/vgs pay base rent any time during the month, you don't get a message to pay base rent until the 1st of the next month (which says that base rent is due and that your base will be closed down on the 15th if you don't pay for your base rent by that time), and you have a little over two weeks to pay it. Also the system doesn't have to keep track of individual starting groups start dates; it only needs to keep track of - what is the current month's base rent, was base rent paid for this month, and has the base been shut down - the other factors are constants.
Maybe this system is too complicated to implement.
Examples ::
<ul type="square">[*]SG1 starts a base on the 1st of the month. Base rent would be do as soon as the base is created. Base rent at that point is zero as there is nothing in the base.
SG1 will get a message on the 1st of the following month to pay rent.
[*]SG2 starts a base on the 28th. No base rent as due as the base rent isn't generated until the 1st of the month.
SG2 will get a message on the 1st of the following month to pay rent.[*]SG3 starts a base on the 18th. No base rent as due as the base rent isn't generated until the 1st of the month.
SG3 will get a message on the 1st of the following month to pay rent.
SG3 doesn't pay base rent by 15th.
SG3's base is shutdown until base rent is paid.
SG3's base rent does not stack regardless of how long they don't pay base rent. Paying base rent before the 1st of a month pays base rent in full for that month and base reopens.
SG3 will get a message on the 1st of the following month to pay rent.[/list]
Maybe it is too easy and existing debt (previously unpaid rent) should be rolled into the new base rent cost after it is calculated on the 1st of each month.
Examples ::
<ul type="square">[*]SG1 will get a message on the 1st of the following month to pay rent = X; X = new month's rent.
SG1 pays base rent before the 15th of the month.
SG1 a will get a message on the 1st of the following month to pay rent = X.
[*]SG2 will get a message on the 1st of the following month to pay rent = X; X = new month's rent.
SG2 does not pay base rent before 15th of the month.
SG2's base is shut down. Rent X becomes Debt Y in order to signify base closure; (any sg with debt does not have access to their base).
SG2 a will get a message on the 1st of the following month to pay rent = Y+X = (current base debt)+(current base rent). Since Debt is still due base is still closed.
SG2 let's the 15th of the month go by again. Y (current debt) becomes Z (past due debt). New Current Debt Y = X (current rent) + Z (past due debt). This keeps a value in Y to keep base closed while adjusting Y to the new total.
SG2 a will get a message on the 1st of the following month to pay rent = Y+X = (current base debt)+(current base rent). Since Debt is still due base is still closed.
...repeats until base rent and debt are paid....[*]SG3 will get a message on the 1st of the following month to pay rent = X.
SG3 does not pay base rent before 15th of the month.
SG3's base is shut down. Rent X becomes Debt Y in order to signify base closure and keep track of debt (previous rent due).
SG3 pays base debt/rent on 18th; makes Debt Y = 0; base reopens.
SG3 a will get a message on the 1st of the following month to pay rent = X.[/list]
EDIT :: I put a link to this message
Here :: http://boards.cityofheroes.com/showthrea...=0#Post12876244
and Here :: http://boards.cityofheroes.com/showf...1#Post12876239 -
I'm on the credit card payment plan, but I don't have a credit card. I've never had a credit card. I never plan on getting a credit card.
I have a bank account and a debit card that works like a VISA card only the money comes strait out of my checking account.
If you have a bank account, this option might be available to you - check with your bank. If you already have the VISA (or possibly another credit card) logo on your debit card, you should be good to go. -
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Please post here if you have encountered a bug with one of the new features from Issue 13!
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Feature Name or Description
on-going Out-of-Sync issues
Server: ALL
Zone: Some characters every time they zone
Character name: Many on hero and villain side
Time: Whenever a character zones - sometimes all the time, sometimes not at all. If a character gets it, it tends to be all the time whenever they zone.
Location: Zoning in. Maybe just into the game to begin with. But definitely zone-to-zone.
Mission: Any. Yes, zoning into missions too!
Mission Contact: Any
Bug Description: Everyone knows what the Out-of-Sync bug is. (We were given the temp fix of /sync to resolve it. That was just a quick fix. This is an on-going issue that breaks immersion. Please resolve it correctly.)
Link to Forum Discussions: http://boards.cityofheroes.com/showt...4197&page=
I am currently reporting this every time it happens (ie. every time that I zone and need to use the /sync command because my character is out-of-sync). I'm tired of using the /sync command every time certain a character zones once they have caught the bug. This means I'm stopping what I'm doing even longer to post a bug report because it is so annoying when it happens. There are going to be tons of these bug reports from me as this happens quite often.
This should have been an issue that was resolve completely.
I was greatly pleased when the /sync command was issued so I could actually play my characters, but that was a quick fix.
Please resolve this issue so I don't need to keep using the fix every time a character that catches the bug zones.
I don't know if it is partially due to my alt-oholism, but it really is no fun to come out of a door and then rubberband back to the door unless I remember to keep hitting my /sync macro when I zone.
Perhaps their could be an option added to auto-sync after zoning?
If this hadn't been going on for so long, I wouldn't be bringing this up again now. I really like this game, but it really is getting to be a pain. I'm sure it's turning some people off from the game completely - that is to say that there are some that are quitting over it.
Thanks. -
Objective ::
I've had two characters where this same kind of thing has gone on.
First off, I'm a server jumper, so I have gone to several servers to get boot or boots and gloves or a halo for one character or another.
Starting on Saturday, I ran a character (different than the ones that I had run before)- I think to get boots - and then stayed on the team to get candy canes. [details deleted per posting guidelines] - at any rate - I get done with a mission and I click on the candy canes and click accept. I look and there are no candy canes..I had clicked on candy canes on the previous mission as well. Both of these missions I had a co-op mission to auto complete.
So I know this is going on.
Today, I duo some of the missions in the pocket D ski chalet with the same mentor the whole time with a character that I had not run in the PD at all yet (at least in this round of the winter event - but maybe last year...).
Mission 1) sk'd. running the mentor's mission. I don't have a co-op mission. I get the 5 candy canes. Mentor gets candy canes. I give my candy canes to my mentor as I know they will need them more than I do at that point.
Mission 2) sk'd. running mentor's mission. I have a co-op mission which I auto-complete at the end of mission. No candy canes. Mentor gets candy canes.
Mission 3) sk'd. running mentor's mission. I have a co-op mission which I auto-complete at the end of mission. Candy canes are auto selected. I select something else, click back on candy canes, and then click accept. No candy canes. Mentor gets candy canes.
Mission 4) sk'd. running my mission. Mentor auto completed upon mission completion. Candy canes are auto selected. I select something else, click back on candy canes, and then click accept. No candy canes. Mentor gets candy canes.
So either there is DR on the BNY missions or I'm not getting the candy canes that I should from these missions.
Subjective ::
With the inability to get candy canes from repeating the BNY mission, the only alternative to get them is to run zones for presents. I still seem to get candy canes for that. -
Objective
I was playing a villain on Pinnacle last night. Ran several baby new year missions (yawn...repeat the repeat). The second time that I ran the missions and selected candy canes as the the reward I realized that I wasn't getting the 5 candy canes that I was selecting at the mission complete.
Now, maybe I was so tired on the second time around that I clicked the wrong thing, but I don't think so...I don't think that it was possible at all that both times that I selected the candy canes that I miss clicked on accepting my pick.
I am not supposed to post how these missions are getting exploited on the forums, but I think everyone knows that these missions are getting exploited like crazy.
These kind of "log in between here and here" situations does make me log in all my characters. I don't know if that is intended or not for some kind of server census or something, but that is what I do. It is time consuming, but I do it none-the-less. I guess I do have a little badge hound in me.
Subjective
Oh...I guess that "yawn...repeat the repeat" was subjective. That is in fact what it is however. I'm repeatedly repeating missions that I repeatedly repeated last year. I think that it is getting old. There was a lot going on, but maybe even something to randomize the mission a bit more could have been done....if not adding more missions to pick form.
Am not one really to get into the ski stuff all the much, but I think it was good that another course was added. It was pretty exciting to to the new one the couple of times that I did it. I don't know how many times I'll do it. I'm not worried about getting the badges.
Well, I guess with the Rikti invasions and Zombies still popping up, it would be kind of crazy to start springing out a full scale Winter World invasion...but gee...I do kind of wish...yeah..I do. I remember the massive Winter Lord battles in Kings Row that first year that they showed up. It made me make characters with high travels speeds and recall team so I could drop people off at the spawn points and run back to one to assemble the team (one tp at at time back then) when one would spawn. And yeah, that's characters, because I did it on more than one server.
I miss the lakes freezing over even though I had a bunch of characters get stuck in the ice. I thought that was really cool.
Seasonal effects I think are awesome in the game. I sometimes wish there were more weather effects in general. (oh, yeah, I really like the newer water effect trails. I don't think I just missed them before. really cool..yeah, I have some characters that do a lot of swimming...not that there is usually much to battle in the water...) -
Jack "the King" Kirby!