je_saist

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  1. Quote:
    If they started just scattering all around the zone, you'd probably annoy the people who like the huge lagfest fights, who, since these things have been around for a while now, are presumably a pretty well-established group at this point.

    Me, I couldn't really care less. I've never particularly liked the invasions and wish they would go away entirely, not get bigger and louder.
    Part of the problem would solved by reducing lag. I've got a Bubbly / Rad defender and I once got kicked from an invasion team because the only thing I was doing was hovering in the middle of the fight with the Dispersion Bubble on and my PBAOE attack on auto... which... in the middle of the fight, was all I could do. There was a 30+ second delay between clicking on a power or hitting the number for a power before it activated.

    Now, I do understand why there is so much lag. There is a hard-capped physical limit on not just the amount of information a server can-process, but also on how much information an internet connection can transmit and receive. In the Pre-I9 Hamidonk raids most raiders would have macro's instructing new players to use costumes without aura's, without capes, or without any additional costume parts. Also, since the Hamidonk's damage was untyped, tanks and scrappers would be better off turning their aura's and armors off. Most raiders took the time to instruct new players these procedures minimized the amount of information the server and the graphics system had to process, and the less the information the system had to transmit and receive, the less painful the lag.

    Many of the players that have joined since then don't understand, or have not been taught, the performance impact that their powers and costumes have. With the I16 power customization, the situational lag is going to get even worse. Many spines players aren't going to understand that while the performance impact off color tinted spines is not noticeable on an 8man team... it does put a dent on what other users have to draw on their computers.

    Some people say something to the effect of Turn your graphics down. Well, this is an incomplete solution, since it only affects the rendering on you're computer. Turning your graphics system down does nothing to affect the information being transmitted or received by the server. Turning settings down will only affect processing lag... not network lag.

    ***

    There are some viable solutions to the lag problems though. One of the first is to improve Server efficiency. If the server's running Microsoft software, format and install a Linux or Unix. As the London Stock Exchange found out the hardway, Microsoft's server software just isn't up to the task of supporting a wide range of users in an efficient manner.

    Another is to limit the number of players that can be gathered in one area. The Hamidonk zones were limited to what... 50 players now? Limiting the number of players that can participate limits the amount of processing power that the server needed for that instanced zone will need.

    Another option is to improve network transmission efficiency. This can range from techniques to limit the amount of information needed by the server, to improving data compression ratios.

    With more developers on staff now, perhaps there is hope that some of these options are under consideration or implementation.

    ***

    Okay, onto the original post.

    More monsters; Yep. Want them.

    I'd like to see more GM's tied to Task Force's. e.g. in the Hess Task Force: Put the final mish on a timer. Don't take down Burkholder in time, his monstrosity threatens Striga Island... and if the GM makes it off Striga, it resurfaces in Talos Harbor after knocking it's way through the War Wall.


    Also, Photon's right about the way existing raids work. Enemies go where the players are. So if the players are spread out, it looks like a warzone. However, the spawn rules are such that the Elite Bosses only spawn with a certain number of players are grouped together... hence the huge number of players congregating together.
  2. Quote:
    Originally Posted by Captain_Photon View Post
    Yeah, one does kind of damage one's credibility as a spokesman for Evil when one quotes Dark Helmet. I mean, this is a man whose evil minions couldn't even design a Helmet of Evil with an evil mask that he could wear without evilly suffocating.
    Not to mention the starship design. No elevators? No in-ship transit system? If everybody walked, the picture would be over. So everybody has to run.
  3. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Does anyone honestly care (or need to care) anymore? I mean we got by just fine for, oh, how many issues was it prior to the AE? Oh yeah, 14 issues. The awful players the powerleveling churned out was just unsightly.

    I say we move on

    (Bonus rep if you can guess the Left 4 Dead Bill quote I've got in my head about this subject).
    Does this look like home to you Francis?
  4. Each of the Costs of a travel power is weighted against multiple factors. Lets go over the base stats for a minute.

    Fly has a base endurance usage of 1.00 end per second, and at 50, a speed cap of 58.63mph.

    Super Jump has a base endurance usage of 0.45 end per second, and at 50, a speed cap of 78.18mph

    Super Speed has a base endurance usage of 0.46 end per second, and at 50, a speed cap of 92.50

    Teleport has a base endurance usage of 13 endurance, and at 50, a range cap of 300ft+98%, so just under 600 feet.

    Oops. Somebody corrected me below. I remembered range as a 33% SO... but it's not. Range cap would be 300ft + 48%~52%, so around 450 feet.

    ***

    Each of these travel powers is rated against how much risk they take to use. Since Fly is the safest toggle travel power, it's the slowest. If you have fly you'll never really be in danger when running the streets of Paragon City. Fly is also resistant to lag effects. If you lag while flying, it's no biggie... unless you're in the Shadow Shard and you flew through a mob of Rularuu that weren't there before.

    Super speed is the fastest travel power, and one of the riskiest. If you have Super Speed you'll be running through mobs, over obstacles, and have to find unique paths through several different zones. Try getting to the reactor in Terra Volta with just Super Speed. It's a hoot. However, Super speed offsets it's risk twith a small stealth.

    Super Jump is the next fastest, and quite a bit risky. If you land your jump wrong, you could be sitting in the middle of a mob. Super Jump also has no mitigation against mobs. While Fly offers knockback protection and Super Speed offers stealth, Super Jump offers nothing else.

    Teleport's advantages are that it can be used while immobilized or slowed. It can also be used to go around / through obstacles. If you position you're camera right, you can put a tank on one side of a wall smack dab in the middle of some enemies on the other side of the wall. Teleport is also the safest over all mode of transport. It also can be used to get around lag effects that might rubber-band SJ and SS users.

    All of these different factors, and others, contribute to the endurance costs of each travel power. For what Teleport does, and offers, as a travel power... it is in balance with the other available travel sets.
  5. Quote:
    Originally Posted by kidengineer View Post
    Evil will always triumph because good is dumb.
    I seem to recall Good winning that fight by blowing up MegaMaid.
  6. (Why is God-damn with no - censored?)

    Did not anybody ever teach you in Sunday School: Do Not Take the Lord's name in Vain?
  7. je_saist

    Get rid of rep

    I've got a fair idea where most of my neg-rep comes from. I've also slapped the avatars responsible on ignore.

    What is funny to me in the rep-comments that I can see, is that for everytime one of two certain pvp-er's make up enough rep points elsewhere to neg rep me again for a post, I get people also giving me positive rep... for the same post.

    I'd also point out that Mepislovers.org gets around the rep system quite well by posting the names of people who leave rep. Also, posts that people Thank are listed as being thanked on the post itself... say like this thread : http://mepislovers.org/forums/showth...709#post197709

    So from an empirical perspective, I can state that the non-anonymous rep system works a heck of a lot better than the anon-mouse rep system.
  8. Quote:
    Originally Posted by Orthicon View Post
    I recall, at some point waaay back, the change was announced that mobs would now follow you down elevators. Therefore, the quick save by ducking downstairs would not happen anymore. I thought it went through, but clearly now that function isn't there. Anyone have more on this?
    certain types of enemies can follow you down elevators.

    Basically summoned pets and ambushes will follow. I haven't seen anything in the patch notes about this being changed.
  9. If you're just using Single Origin enhancements: Stone, Invuln, and Willpower.

    Stone is a really late bloomer since you don't get granite until 38, so unless you're group is packing a cold dom, therm rad, sonic, or something of the sort, you'll be hurting until you get granite.

    Invuln will get you really close to Smashing / Lethal hardcap resist caps if you take the fighting power pool. However, Invuln gets some really strong resists early in it's life, so I view it as the best "scaling-level" set.

    Willpower is another semi-late bloomer. Willpowers biggest advantage is it's sky-high regen rate, and brute's get a high default HP. It'll be several levels before the base HP really shows up on your regen rate though. Also, the taunt aura does not build against gauntlet, and is rather weak... so a dominator or corruptor with strong AOE's might be yanking aggro off you on a regular basis.

    ***

    If you've got some infamy or merits to spare, Shield, Super Reflexes, and Energy would also be good choices. If you can soft-cap their defenses you'll have an easier time living.
  10. Quote:
    Originally Posted by beyeajus74018 View Post
    Hello again, my mastermind cohorts. First off I'd like to express gratitude for all the help and feedback I get from the boards. You guys are awesome, noobies and vets alike. You all get Beyeajus' metalfist of awesomeness-----------> \m/

    Now that that's out of the way, I was reading up on mm strategies on paragon wiki, and came across an interesting one about not using your first tier pets to focus on your own moves as well as your stronger pets that aren't such lower levels below you.

    Has anyone ever tried this before? Cause it sounds like a cool challenge and I may just respec my ninjas tonight to try it.
    challenge is the right word. you might not realize how much dps you'll lose, nor how much aggro control you'll be lacking. As challenges go, it's easier if you couple your primary with a secondary that lowers to-hit or damage, say like /dark.

    The idea stems from the previous technique of not bothering to buff the first tier minions because they died so quickly. When the upgrade system was revised to buff all summoned pets, the old technique became a bit of a moot point.

    ***

    Edit: I'd seriously suggest doing this as a dual build. That way if it's just not working out, you aren't looking at a waiting or spending another respec. Also, try it with SO's first, make sure your powers and fight patterns are working as you're used to before sinking money into IO's.
  11. no.

    This was tried back before the game launched and was deemed a complete disaster.
  12. je_saist

    In-game Spam?

    Surprisingly for me, on an avatar that I hadn't converted the options on, I only had 2 spam emails after about 24 days offline time.

    A much better improvement from the 50-60 that I was averging pre-I16 changes for characters offline on average of 5 to 6 days.
  13. Quote:
    That's the point. There isn't supposed to be 1 clear goal for an AT that's built to be able to 'swap' between roles.

    I'm a firm believer in, if you stay in 1 form too long on a shade you are doing something wrong.
    Yes, I get the whole "multiple-role" thing. I've touched on that subject before elsewhere. (warning, really whiny and emo link). However, the original poster was asking if anybody ever felt burn-out on their avatars. I was listing reasons that had lead to my own burnout on Kheldians, and reasons from other people that I've played with over the years.
  14. under Cedega I needed to use the command -compatiblecursors when launching on previous engines.

    Recently, as of the 7.3.x engine I've not had to use the command against my Radeon systems to get a proper mouse, but I still do need to use it against my Geforce systems (6800 Mobile, 7900 GT KO, GTS 250 Triple SLI).

    I believe /compatiblecursors can be used as a slash command in game, or at least it can according to ParagonWiki. Maybe this will help with the issues.
  15. Quote:
    Originally Posted by Drugfree Boy View Post
    I wonder how long after I16 these thread will continue to pop up
    well, if you're playing a drinking game, I'd say you've got a shot at remaining drunk all the way up to Issue 20.
  16. Quote:
    Originally Posted by Castle View Post
    Pohsyb mentioned this at PAX to some folks. I'm not sure if this is an I16 thing, or something being added for Going Rogue, but it is real.
    WHOOO HOO!!!!!

    *dances*
  17. Quote:
    Originally Posted by Captain_Photon View Post
    Serious as a heart attack, mate. He drank the "City of Villains is a whole nother game!!" Kool-Aid back when i7 came out and still believes it today...
    Looks more like he got an IV-drip for it...
  18. Quote:
    If a player is paying their $15 a month, who exactly cares if they are level-grinding their pointless little hearts out?
    The big problem with this line is that it presumes that the developers vision doesn't matter. The developers have stated they don't want to set hard numbers on what players can earn in the way of in-game rewards. They say this because if they set a hard-number such as you can only gain 4 levels in a day if you are 40... then all of the power-levelers and farmers will make sure they only gain just under 4 levels in a day if they are 40. Basically, the developers have to keep soft-numbers on what constitutes abuse of the game.

    Just because you pay for City of Heroes doesn't give you a license to do what-ever you want with the game. you still have to accept the terms of service and abide by the restrictions and rules set by the developers.

    Quote:
    For those of us that don't care about "getting bigger numbers in order to get bigger numbers" (power-leveling) it made for ready teams and active servers. For those that love that sort of thing for whatever unfathomable reason - why curtail their fun?
    \

    Because it wasn't fun. Because it churned out players who were making everybody else's in-game lives miserable. Case in point goes to one of the locked threads about bringing back the old SSK system. The thread starter is famous on one server for having several different avatars... and no clue how to play them.

    As much as the players claimed that they were having fun... once the reward was taken away, they stopped interacting with it. The AE'ers got their panties in a wad when it was pointed out that boss-farms hadn't gone away. The reward for doing boss-farms had been lessoned. The boss-farms were still there. If the players actually enjoyed the game in that way... why did they stop? If boss farms were so fun? Why stop? If farming Praetorian 5th Column was such fun, why stop? If Farming freaks in TV's grandville mish was such fun, why stop?

    Because it Was Not Fun!

    The powerlevelers and farmers were lying through their teeth about whether or not the game was fun. As soon as it stopped being influence, recipie, or salvage profitable, they went on to find the NEXT THING TO OFFER HIGH REWARDS.

    There was no decision to curtail their fun. They weren't having fun to begin with.

    Quote:
    Was the decision to murder AE worth it?
    Um. With that statement, I feel safe in saying there's no way you've actually been playing for 4 years as you claim. I could make an argument that you've only been playing since I15, if that.

    Fact is, the developers made it very clear back before Issue 13 even hit test that Architecture Entertainment was not for farming, power leveling, or any other kind of massive reward. Anybody who had even bothered looking at the main website at any time over the past literal calendar year... KNEW THIS!

    Quote:
    If, I don't know....say 10000 players quit because of that, that's $1.8M in lost revenue that probably ain't coming back. Seems expensive to preserve...what? Design philosophy?
    Storm in a teacup. Basically, subscription rates haven't dropped. Yes, part of this is because of the deal to get Going Rogue beta access by paying for the Game from August to November (which basically makes sure the developers get approximate retail game value (at $10*4 / $15*4 = $40 / $60 spread). Part of this is because the vast majority of the paying / playing base doesn't use the forums. Part of this is because the abusers made up a very small amount of the player base to begin with.

    The empirical point here goes back to Issue 13. Re-balancing the PvP caused a fire storm of protest from PvPer's. Some hung around. Others left. The impact on Subscriptions? None.

    The number of players actively exploiting the AE system was indeed very high, a much larger percentage of the base. However, most of those knew they were exploiting and knew it would end at some time. The anvil dropping did very little to the majority of the game.

    Quote:
    I'd think happy, paying customers would be more important that some abstract disparity between a game element's actual, and intended, use.
    See above. To re-iterate. The vast majority of the game was happy with the changes. The number of players actually thanking the devs for the changes was a heck of a lot higher than those that spoke up against the changes.
  19. Quote:
    Originally Posted by JamMasterJMS View Post
    Any change to defenders needs to start with the inherent.

    Something like defiance would be perfect.
    It'd help solo defenders of all stripes.
    One of the tips that pops up every-now and then on the loading screen is something to the effect of : Not all archtypes are built to solo

    The defender Archtype really isn't built to be a solo class. Yes, there are some can can tweak their powers with IO's and come up with a build that can reliably solo. Yes, upping the damage to fit what's advertised would also help defenders to solo.

    However, the devs have proven in the past they'll take drastic measures (like turning Defiance off on Blasters) to force archtypes to fit into the envisioned rolls. So while a lot of players realize that negligence desperately needs a rework... I highly doubt any anti-mez or the like is in there. Any rework to a defender's inherent is probably going to be very much focused on teaming.

    In the same way, I somewhat doubt that the devs will up defender damage. I would expect them to just re-label the damage to low and just leave the class alone.
  20. Quote:
    Originally Posted by Golden Girl View Post
    I wasn't being serious
    awww... and i worked so hard to make a counter line to that
  21. Quote:
    Originally Posted by Golden Girl View Post
    They're not being fixed - CoV is being close when GR comes out - GR is just a clever way of making you pay to move your Villains over to CoH.
    Rather pessimistic way to look at it... There is the opposite viewpoint that it's the developers way of getting people to pay to move heroes to Villains.

    Quote:
    add items of power, the CoP and basegroup raids to the list.
    They where supposed to be CoV launch features, where active during beta, and still aren't in.
    Talking about letting the community wait.
    All of these are gone as you knew them. Items of Power have been replaced by Invention Origin Enhancements. You are now able to get the same type of global buffs by your enhancements that you would get by IoP.

    Based off of comments from Positron on the old forums about putting deactivated Task Force's into Ourobous, it's been rumored that Cathedral of Pain will be coming back as it's only one of two currently de-activated task forces. However, if the developers do this, it will likely occur after the launch of Going Rogue when more developers are available.

    Base Raiding: Okay. Lets be honest. PvP in City of Heroes is like the Titanic. It already sailed and sunk. The noisy bunch of PvPer's that left after the I13 changes didn't do a thing to the subscription rates... which shows just how small a group they were to begin with. Most supergroups couldn't get over the prestige cost of their bases either. It was only practical for the really huge super-groups with maxed numbers of members active to base-raid since they were the only ones who could really afford having their SG base destroyed... and they were far and few between.

    Now, if you take a quick glance at these forums, you might think that Base-Raiding is an oft-requested feature... but you'll quickly find that it's generally the same bunch of avatars making the request multiple times. Right now the majority of the game couldn't care less... or never intends to raid... giving the developers very little incentive to do anything to make Base-Raiding a viable activity in the game.

    This doesn't mean that Base-Raids won't come back in the future... but I don't think they'll come back as we know them. What I suspect will happen is that SG's will get an option to import their base into Mission Architecture, and use the MA to construct stories were players can raid a base with pre-set SG based NPC's. It allows either side to trash out a base, doesn't ruin a group's prestige, and if MA is ever expanded to work on a team-versus-team basis, allow groups to compete against each other directly in defense / offense.

    ***

    Quote:
    naa villains r getting animated hair where as heroes arent. so were not going no where
    I think if you mean Ghost Widow's hair style, that's actually based on Cape Physics. Sort-of like trenchcoats.

    ***

    Quote:
    That said... *More stuff for the base computer* (or ANY stuff for it blueside,) please.
    Personally the whole point of SG bases need to be revisited. Used to be that you needed them to get around the game-world. With the additions of train stations in South Skyway and Founders Falls, the Ourobous Teleport, the Pocket D teleport, and the Mission Teleporter... base Teleporters aren't as... important to in-game travel as they used to be. The introduction of IO's also has seen a decrease in the number of people running temp-buffs from SG bases. I'm actually able to think of only one person who ran temp-buffs from an SG base... and he'd always get a group of 8 together for a KTF, then disappear to his base for 10 minutes while buffing up, start the TF, die on the 9th or 10th wave of KTF because the buffs ran out. Probably why it sticks in my mind.

    Anyways, it'd be nice to see the devs coming up with more reasons to have a well-equipped base. Exclusive Task-Forces or Story-Arcs would be great.

    One of the complaints from another thread is that in CoH, you can't be an A-list Hero or Villain. Even after reaching 50, taking down Loony the Mad, Ruladork the Weak, Lord Excuse, or even the Hamidonk, you'll still have mission contacts giving you jobs that are beneath them... or having you run errand missions because they can't be bothered. Well, here's my suggestion. Use the SG / VGbase to have Freedom Phalanx or Lord Recluse's Arbiters contract out jobs they can't handle and they need a real hero or somebody really dastardly to accomplish.

    ***

    Quote:
    SFs are broken because you can't adjust the difficulty. I was hoping there might have been a Tweet updating their progress on "fixing" them.
    No solution has been announced yet.
  22. Quote:
    Originally Posted by lmt1979 View Post
    That's the defender. It's not a blaster.

    Guess what: the Corruptor trades buff/debuff strength for slightly more damage
    Defenders have higher values on their heals, debuffs/buffs AND secondary effects.

    This is called balance. Welcome to a MMORPG
    lmt: I get that. The problem that I have is that the terms used by the developers don't match what the powers do. If the developers listed the Defenders damage as Low.. then the numbers would fit. The defender's secondary numbers aren't listed as low though. They are listed as medium... and aren't even close to the ratios used in any other archtype that has directly comparable powers.
  23. Quote:
    Originally Posted by StratoNexus View Post
    Why are Storm's debuffs so unknown, even by people who I figure would know better. Freezing Rain is a blooming ridiculous defense and resistance debuff and you can stack it. Tornado stacks even more defense debuff (not that defense debuffs are a big deal late game, and not that you really need it with FR, but Storm is certainly not low on its ability to debuff defense). Hurricane's massive to-hit debuff can be tagged on a spawn without using its positioning ability since its sticky.

    Storm lacks a regen debuff, which may be a problem on small teams vs. AVs or vs. stuff with exceptionally high regen like GMs and Madame of Mystery.
    If you want my opinion, it's because they weren't there a few years back. When I slotted up my own Ill / Storm after IO's came out, there were no options for Defense debuff on Freezing Rain or Tornado. Hurricane's To-Hit debuff was also pretty useless unless you were on-top of a mob and in knock-them-out-of-their-socks range... and that was after 5-slotting with Dark Watcher's To-Hit debuff.

    Because Storm was so light on applicable debuffs for so long, most players seem to skip over them. Even though I've got Freezing Rain slotted for Accurate Defense Debuff, I still have problems thinking of it as anything other than an AOE slow.
  24. so... /signed.

    Back when real numbers first launched, I started running numbers for each of the classes.

    In most cases in the games power creation screen, the terms medium and high were divided into 30% differences. For example, on average a Tank's defensive numbers were 30% better than a Scrapper's defenses for the same power. A Scrappers Offensive output was 30% better than a tanks for the same power. A Controllers buffs were on average 30% lower than a defenders buffs, leaning more to the 25% side. The same held true going over to villians. High, Medium, and Low differed on average by 30%.

    When I got to Blasters versus Defenders damage though, medium and high suddenly went away. The damage difference was 60% on average. The defenders damage rating wasn't medium, it was bloody low.

    Okay, yes, with IO's and the defenders primaries, you can turn really low damage into consistent medium damage. Which is great when you're playing a Trick Arrow, Dark, Radiation, Sonic, Traps, or Cold Dom... powersets with resistance and defense debuffs, or strong -regen debuffs.

    It's not really so great when you're playing a kin, because you'll pretty much risk getting slaughtered by AOE's when entering melee range to take part in the Fulcrum Shift buff. Storm's pretty decent on the do damage front as well, with Lightning Storm, Tornado, and Freezing Rain offering some amount of damage... Storm's just low on the typical debuffs for -resistance / -defense / -regen. It's a great control set if you've got a wall to push enemies into, but more often than not, the native attacks will be shoving enemies away from damage... not racking damage up. (at least on a defender. Storm on the controller side is nasty when coupled with knockback preventing holds)

    It's really lousy when you're playing a Force Field or an Empath. Great team-buffs... but you'll need to be stacking a ton of IO's with damage buffs to really feel like you can kill anything. Possible, but in the same way that soft-capping is possible. The majority of the game just isn't ever going to do it.

    Which is sort of the point. I can see some number crunchers saying Defenders would be over-powered by bringing the damage numbers up to within 30% of blasters attacks... actually making them Medium to the Blasters High. I'm not so sure. I'd like to imagine that at some point the text listing for Defender damage was accurate and that Jack had something to do with so little damage.
  25. Quote:
    Originally Posted by Wuigly Squigly View Post
    Sooo how would I figure that out? What kind of socket I gotta find on the side of my LCD?
    Some LCD's will accept Component to 15pin-VGA. If they do, they'll have provided the adapter with the monitor.

    Other monitors will have direct component inputs, which are identified by ports colored Red, Blue, and Green.

    If you're monitor didn't come with a Component-VGA adapter, or doesn't have component ports, you're pretty much stuck with a VGA box converter like the ones linked earlier and hoping it works properly.