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I took a screen-shot of it back then. I'm still digging around for that screen-shot since it was so far out of range. The lack of any patch notes on it probably indicates it was a text error though.
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I've got a max level grav / therm-rad. I had taken gravity because on the surface it looked like a less than busy primary set. The first thing I noticed back then is that the mass-hold had a ludicrously long recharge time. Where my ice / rad controller's mass hold had a recharge time of 4mins... the mass-hold on gravity had a recharge time of... 16minutes.
Sometime later when I was respeccing, I noticed that the mass-hold had been adjusted down to be 4 minutes... something that I'm unable to find anywhere in the patch notes.
Over time I've also got pretty good at wormholing without knocking everything everywhere. My typcial pattern is mass immobilize / mass immobilize / mass hold / wormhole. Even though I can work around one annoyance... the set just never does seem to add up right. I get the point of Dimension Shift. I understand what it's supposed to do in the power set. It's a great power when playing solo... but... everything else in gravity is so weak and poorly linked together... Unless you're taking a secondary with a high damage / debuff capability (like Trick Arrow or Storm), you're probably not going to be solo-ing very often...
and in a team... well. Okay, there is Statesman's Task Force where DS'ing a critter during the Arbiter Sands fight is useful to holding off an ambush... but... come-on, that's really stretching to find a place where DS is actually useful in a team situation.
Quote:Could go with this. The Singularity would also need to be modified with the new lift.A) Make lift an AoE, Halve the damage, double the endurance and recharge
Quote:B)Move Wormhole to level 12, out of fear of Gravity being too frontloaded(Even with plant in the picture) Move to DS to level 6 and Propel to 26.
I do have another idea though, though that's in subsection D.
Quote:C)Cut the animation time to Wormhole (Could also change KB to KD but I'd be fine with just this as well)
Quote:D)And the least likely out of all remove DS and add a soft-control like power to help Grav
For direct status effects Gravity gets Dimension Shift and Wormhole... Dimension Shift turns mobs off... Wormhole throws them away with a stun. I also know why Gravity is so poor on the secondary fronts. Way back when the game started many powers had unique damage types. If I remember correctly Gravity's was Crushing Damage and very few, if any, enemies in the game had resistance to Crushing Damage. However, when these special damage types were done away with, nobody looked at Gravity to re-balance the set to be in line with other control types. Somewhat like Fire Aura, the subject just never seems to come up internally.
So, I'm in favor of a real soft-control effect to replace Dimension Shift. My proposal is a gravity ball... a cross between Singularity, Phantom Army, and Omega Maneuver.
The power works somewhat like Omega Maneuver. The Gravity Controller summons a little ball of gravitic energy that uses Taunt to lure foes in. Like Phantom Army, the gravitic ball can't be hurt... It also does a minor amount of damage. Unlike Omega Maneuver, it doesn't blow up on despawn. It just flickers out.
To, to make the Gravity Ball really stand out... lets pick a debuff. Something that isn't in any of the other primary contol sets. Debuff Resistance. Okay, so what's our logical story point for this? Well, hows this sound: You summon forth a gravitic well, a vortex of energy. Enemies are drawn towards the well, and those that get too close feel their powers being stripped away. -
Quote:I'm honestly not sure how to respond. I think if I understand what you're asking... it's like this:I guess the question I would have here as I raised originally, is there any evidence in game that anyone can point to now that would suggest any of these changes being implemented in some form or another? My suggestion was that that the UI was seeming to be significantly upgraded, or its potential was, but obviously the more visual aspects such as characters and clothing and environment is a different kettle of fish.
Can anyone (presumably je_sasist) comment on this?
S.
Will there be an overhaul of how powers and chat are presented?
or
Wiill there be continuing incremental upgrades of the UI system in place?
I think we are seeing Paragon Studio's responding to long-time playerbase requests, and refinements to the UI itself. I expect that trend will continue. -
I'm about to be very rude here.
The best thing to do is to go find another game to play.
You just described what many of us refer to as the controller from hell. -
Quote:I'm edging into territory where I may or may not be technically correct.See, that is why I disagreed. I don't see it as a perk at all, because it would likely force a large number of people (myself included, yes, I have a bias in this) to upgrade our computers. Mine is just good enough that I am satisfied.
There's.. .well... several assumptions being made in the thread so far.
One of the assumptions being made in this thread by me is that the engine depends heavily on texture rendering rather than shader rendering. I don't know if this is actually true or not. I don't actually know how much of the game engine's graphics code is based against OpenGL 1.4. I presume based on the timing and the patch notes that a large quantity of the underlying graphics engine is built against a graphics standard that's well over 5 years old. If the engine works as I think it does, I think there is performance headroom to be gained out of re-writing the graphics engine to leverage shaders where textures are being used.
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Another assumption being made is that an upgrade to the graphics engine automatically means lower performance across the board to handle higher-resolution textures, higher resolution particle affects, additional particle affects, better lighting and so on. Well, if there is shader headroom to be had in the engine, some of these effects could be enabled without any sacrifice of frames per second performance.
In other words, you could actually gain a performance advantage on Shader-enabled hardware.
You would only loose performance... or support... if you're using a graphics card that's reliant on texture rendering and has poor to no real shader support. Well, lets be honest, if you're using a Radeon 8500 or one of it's spin-offs, or your using an Nvidia Geforce FX card or one of it's predecessors... you need to bite the bullet and upgrade. Not just because your hardware is ancient, but because neither AMD nor Nvidia are supporting these cards anymore.
The big question here is the Intel Graphics. The Intel Extreme Graphics are most certainly out of the question. That's actually where I got that cute de-texturized picture from. As of Larrabee, Intel chips are going to be a non-factor for graphics support. The question is the stuff they've shipped between Extreme Graphics and Larrabee. Most of the Intel graphics hardware does advanced shader functions on the processor anyways.
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This raises another assumption that the current graphics client has to be discontinued. The empirical case in point here is Eve Online. They recently dropped their Shader Model 1 graphics client completely, and only support Shader Model 2 and onwards.
However, if we go back a few years, we'll find games like Half Life and Unreal Tournament that shipped game clients with two different GPU rendering paths... DirectX and OpenGL. Technically, it is possible to select two different rendering engines for a single binary game. Nobody does it anymore for one good reason: development time and cost.
NCSoft might be in the position where they can afford to finance Paragon Studios having a small team to bug-fix and maintain the current graphics engine for those that refuse to upgrade, while having a majority of the development team focus on building a better and more interactive interface.
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That of course leads to the assumption that at some point NCSoft will have to tell Paragon Studios to drop the older engine and just focus on the main development branch.
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As I see it, Paragon Studios does have an issue on their hands. A lot of the stuff players want... animated hair, animated tails, rag-doll based figures and clothing... is going to require a significant amount of rework to the underside of the engine. It'd make BaB's and Jay's lives a heck of a lot easier if clothing would naturally overlap on a physics basis rather than on a hardcoded geometry animation tied to skeletal frames.
In order to deliver what the player base wants, at some point users are going to have to upgrade... whether or not they like it. -
Quote:Wait, what? You do remember what the textures looked like prior to CoV, right? A lot of visual flair has been added since CoH first went live. Water, as a single example, looked far less like water at launch. Oh, and the reflective/shiny surface effects CoV added that my system didn't even display properly until i upgraded my system some months later. You obviously don't remember what the game looked like at launch if you think there's been no graphical upgrades in 5+ years.
Dark Days... Dark Days indeed. -
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Quote:I had to go dig this one up: http://developer.download.nvidia.com...n_GDC_2009.pdf
All Positron has said is that they're doing something to keep up or ahead of the competition - but there's been nothing said at all about rewriting the graphics engine.
I think any upgrade would be more likely to be an extra level of detail, so those with powerful computers could crank up the graphics another notch or two, but those with less powerful systems could keep running on the settings they use now.
Reportedly, OpenGL is structured in such a way that graphics code written against 2.x / 3.x is largely interchangeable. Theoretically, anything written against the OpenGL 2.x instruction set should work under an OpenGL 3.x driver... and code written against the 3.x instruction set should have fallbacks to 2.x instruction set paths.
It's my opinion that under the current game engine, some of the available shader power isn't being utilized, and that a re-write or upgrade of the engine against the OpenGL 2.x or 3.x branches could net performance gains across the typical hardware in use. I really can't imagine that many players still using GeforceFX's to play the game... much less Radeon 8500's or Intel Integrated graphics. I could be wrong though.
However, these are just rumors until a developers responds confirming or denying them.
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Quote:Aion isn't that pretty -
Quote:I can tell you that they do detect drivers.I wonder if they can detect which card you're using when you log into the game. If they see that a small enough percentage of customers are using these cards, it might be worth it for them to do it.
For a long time users of Cedega would get errors on both nvidia-glx and fglrx that they were using an unsupported driver set. Shortly after NCSoft gave Transgaming access to the source code of the game, the driver errors went away for fglrx, although they still remain for nvidia-glx.
So yes, the game does report some system information, and it probably is possible for Paragon Studios to have an idea what hardware platforms players are using. -
wanted to sort of comment on this thread.
One of the things to keep in mind about CoH is that it's built on OpenGL, not DirectX. This actually matters a lot in the past / current performance. OpenGL 2.0 was specified in full in October 2004: http://www.opengl.org/documentation/...0/glspec20.pdf :: OpenGL 2.1 didn't hit until 2006: http://www.opengl.org/registry/doc/g...1.20061201.pdf :: OpenGL 3.0 came in 2008: http://www.opengl.org/registry/doc/g...0.20080811.pdf :: and OpenGL 3.2 just arrived a little over a month ago : http://www.opengl.org/documentation/current_version/
City of Heroes was launched in early 2004: http://www.gamefaqs.com/computer/dos...ta/536558.html and City of Villains was launched in 2005 : http://www.gamefaqs.com/computer/dos...ta/920475.html
This would have placed the bulk of City of Heroe's development graphics code against OpenGL 1.4: http://www.opengl.org/documentation/...4/glspec14.pdf
That's actually an issue on today's graphics cards which are geared towards running Shaders. Take a look at TechARP's GPU Comparisons when you're bored, like this list here: http://www.techarp.com/showarticle.aspx?artno=88&pgno=3
The Radeon x1800 XT, for example, can pump out 10,000 megapixels and 10,000 megatexels. It actually produces the same megapixel fill rate as a RadeonHD 4850, but less than half the texel fill rate. (25,000 on the 4850). In certain applications, the old x1800 XT would be able to stand toe to toe with the much more powerful 4850.
One of the big rumors with the upcoming Going Rogue is that the investment from NCSoft has allowed Paragon Studios to hire enough developers to re-write the graphics engine to take advantage of OpenGL 2.0+... some have even suggested that the "new" graphics engine will be built against OpenGL 3.2 to take advantage of tessellation: http://www.opengl.org/news/comments/...mes-the-speed/
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There's also other performance factors to think about as well. One of the big launch items with City of Villains was the inclusion of AGEIA's PhysX engine. Well, almost nobody bought a PhsyX card.... and if you've got an ATi or Intel GPU, you can forget accelerated physics. Even if you did pick up a PhysX card... or you have an Nvidia system capable of running PhysX... the in-game impact honestly is not noticable.
So, there's rumors that PhysX will be dropped in favor of OpenCL... which makes a lot more sense from a performance standpoint. OpenCL can be accelerated across all OS platforms.... using either CPU or GPU processing. Not only would make Transgaming's porting job a lot easier in being able to offer feature parity in Cedega / Cider... even if you buy a computer with a low-end Intel GPU based on Larrabee next year, you'll still be able to take advantage of GPU acceleration of physics.
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The good news is that if this is the approach Paragon Studios is taking, anybody with a Radeon 9700 or Geforce 6600 onwards should theoretically get a performance boost. The bad news is that if you have a Radeon 8500 or Geforce FX (or older), as well as Intel Extreme Graphics, the game could turn into not supported at all -
as much as I hate to say it, unless you're planning on converting to Hero during Going Rogue, enforced morale is probably skippable.
On the hero side of the game, only two archtypes get reliable mez protection, tank and scrapper. On the villain side... mez protection isn't as... required. Dominators Domination provides mez protection. Masterminds can single out a mezzer and safely send in their army... leaving corruptors as really the only villain AT that will suffer the effects of most mezzing attacks.
There is the counter view though that Vengeance requires one of your team-mates to die. Now, you might not feel this way about it... but if a Pain-Dom is doing their job right... team-mates won't be dying. If players are dying on a regular basis, it's likely the team-members will come to the conclusion that the pain-dom is spending too much time attacking... and not enough time healing / buffing. -
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Quote:Items of Power are gone. They aren't coming back. They've been replaced in function by Invention Origin enhancements.
If base raids and IoPs can ever be sorted out, that would also be a bonus (although some of the original premises were flawed IMO). Anything else would be icing
Also, even at it's heyday, most SG's weren't doing base-raids. Very few supergroups could afford the prestige cost of having to completely rebuild a trashed out base, and most super-groups viewed it as a pointless exercise. One of the big problems with redeveloping base-raids is making it into a meaningful experience that all sg's can... well.. I don't want to say enjoy... tolerate? Since Items of Power supposedly won't be making a comeback outside of decorative objects, that means having to come up with a new mcguffin for players to chase after or for.
Quote:I'm not going to hold my breath about seeing it in the future, but it would be nice.
Quote:I know that the survey sent out in 2008 mentioned more PvP-centric battles in the future; and Castle has mentioned the desire to include more objective-based PvP in the future, such as "capture the flag" scenarios, etc.
The problem is also complicated because many CoH players come to CoH because it does not have open battlegrounds like WarHammer or WoW and does put an emphasis on skill and teamwork. From a development point, copying something players are leaving other games to get away from... doesn't sound like a smart design move.
Of course, there's also the viewpoint that having exactly equivalent features might pull in more players from other games. There's probably a large number of WoW and WarHammer players that won't give CoH a shot because it doesn't have epic scale objective based PvP goals. -
For some reason I've got a modified version of that obvious saying running through my head... obvious AE power-leveler with no grasp of the history of the game is obvious.
Quote:So let me get this straight. On one hand you insult the devs because they don't have more multi-team content, then promptly complement them because the multi-time content they do have is better than the competition?The fact that there was real raids planned that never ever really made it to the game fully functional without exploits doesn't exactly support the idea that they can indeed make'em, but interpretations are like opinions - everybody has them.
On the upside, I'll have to admit that teaming and even mothership raiding with the arena chat works far better than most "real" raids in other games.
Quote:Unfortunately I see this game becoming more and more of a solo project for people instead of the other way around, and as far as I'm concerned, if I'm gonna solo a game I'd rather play something modern and fancy that requires skill and/or tactics (no, not the pool power).
Quote:Personally I'd rather see an aggressive posture, more team and/or SG oriented stuff and /signed, more teams working together, preferably not co-op although it might be necessary concidering the low amount of players we can muster nowadays. I miss the old hamiraids, not because they where easy, laggy or rewarding, but because we all showed up and had a good time. The MS raid isn't bad, but it's just not... fun...
Also, most players miss the I8 Hamidon raid because the I9 Hamidon raid was a complete crock of ... well. I can't say that in a public place. Yes, some servers still do Hamidon raids... but let's be realistic. You get the same enhancement reward, a Hamidon Enhancement from doing Lord Recluse's Strike Force or Statesmans Task Force, a lot more inf and prestige, with only 8 players instead of zone pop-cap... and it generally takes less time to do the TF/SF's.
Quote:If you enjoy soloing, that's fine. You pay your subs so I'm not gonna tell you you're wrong. ...but I don't get it! I honestly don't get it! There's so many good, funny games out there... Oh.. well! As long as you're happy!
Quote:Most of the times nowadays the game's really just a chat room for me (done-it-all-itism). -
I see some people already beat me to mentioning that the subject had come up before.
It's come up before... well. pretty much everytime a new issue hits... and each time, the development staff has given a pretty big thumbs down to the idea. Thirty_Seven hits on the number of characters you can create as being one reason the devs say no. Granted, Cap'n Jack's idea of the game long ago is that you would level a character to 50... then start again. Aaand if you screwed up on powers or slotting, you just needed to delete and start over. Thankfully, that vision of CoH has largely given way to a world where players can field multiple avatars, and respec within their slots and enhancements.
That being said, one of the design goals of the game is for players to experience the content as they level up. The developers had to drop an anvil on Architecture Entertainment because of the sheer number of players blowing past levels without learning the game. The developers have to at some point, maintain and direct the player-base in the way the developers want the game to be experienced... whether or not portions of the player base like it that way.
Allowing players to just automagically change their primary and secondary power sets... well... Take stone armor for example. It's a freaking pain from 1 to 32 as it's pretty much defense only with only minor smash / lethal resist. Once you get into IO's though, and you've got the defenses and rooted slotted, it's easily as good as the other poor tanking sets (fire and dark) outside of granite... and king inside of granite. Letting players change their primaries would see a flood of invuln and willpower tanks, which are really good at low levels, who then convert to other armors that they want to play at higher levels.
As of right now there's enough problems with players in the game that don't know how to use their powers, or just skip powers they think are useless. Case in point for me, I've had to explain to vets well over the 45month badge mark that O2 boost prevents end-drain and stun... while fighting malta. I've had to explain to countless fire / kins on freedom that increase density protects against knockback, stun, and adds smashing / lethal resistance. On the subject of kins, I've also had to explain that fulcrum shift isn't always for the player casting it... but rather for the team that's in melee range. Sure, if you can get in FS range on your own, great... but if you're fighting something with a huge amount of AOE (Praetorians, Cimeroran Traitors, Rularuu)... and you keep dying in melee... just stay out of the melee fight and support your scrappers / tanks / brutes / scrappers.
I can only imagine the horrible pain that would result in players being able to change power sets... to something they haven't spent any time with. I've got enough problems with power-levelers that crank out 50's on a weekly basis that have no earthly idea how to play time. I really don't want to think about the entire player-base having access to that sort of change up. -
check out the end of this page : http://zerias.blogspot.com/2009/08/c...ank-build.html
you can see the penalties associated with Stone Armor in the in-game Power display window. You can also see some of the IO choices that will get you around the movement and recharge penalties of stone armor. -
I'm having to bite my tongue to keep from making a really smart-rear-ended remark on this. I take it you are taking the time to make the system consistent now?
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Quote:I noticed this as well on the final mission. In I-15 each ambush during the fight against Romi was generally triggered when the previous ambush was defeated. The last couple of times I ran with ITF though, at least two ambush mobs spawned at once one the fight against Romi began, as evidenced by multiple surgeons spawning. Typically there is only one surgeon per mob, so when two or three surgeons are visible at the door aura'ing away, you know there are multiple mobs out.Well... is the ambush of Nictus in the 1st mission of the Imperious TF (after you take down the Minotaur guarding Solaris) supposed to be... that ridiculously big? I swore there were 3 separate ambushes after the TF was introduced, but now it feels like all three drop in on the team at once. (And keep in mind they're all boss class.)
Most of the teams I run with do not activate the ambush on the first mission, preferring to go up the backside of the mountain, and aside from a few occasional goof-ups, we don't see anything from the first ambush set. -
Quote:Sooo agreed. I thought the change to Numina's last mish was random, but the last 4 times I've run it, it's been that nice BIG cave that makes more sense for a Giant Monster to be in. All it needs now is a big Door in the back so it's obviously Jurrasik's little den that you busted in the back door on.Heavens yes, the new end map for Numina is a VAST improvement over that never-to-be-sufficiently-cursed layer cake room. Anytime I'm running a mission in a blue cave map I'm always praying it isn't one of the cake room maps. That and the Council Bass-Hatchery room are my most-hated maps in the game.
Also: I thought I was the only one that called that 5 level disaster "layer-cake" ... Glad I'm not the only one. It's the most annoying Blue-Cave room, followed by one I just call "the toilet bowl" ... you know, where you go up a hill that's atop a large cave, over and around above the large cave, then down and across under hill top. -
found a problem with one of the tech shields. It doesn't line up properly.
For reference, here's my shield / axe tank walking along with the crystal elemental shield:
You can see that there is a separation between the shield and the arm.
Here's a new scrapper, with a tech shield
Here it can be seen that while running, the shield is pretty much embedded into the arm. -
Quote:what's the problem with telling the team: I'm in an alternate build right now, I have x amount of minutes to go before I can switch back. Unless you're running Eden or KTF for speed the 15 minute charger ain't a deal breaker when you start a Task Force, Trial, or Strike Force. I've been on plenty of TF's where we started, then after the first mish players went and changed into their team play builds.Will you guys be willing to lower the damn timer then? 15 minutes is kind of long for this kind of thing. Nothing I hate worse than being stuck on a solo build for a support AT and then a team sends an invite for a TF. When the team sees you they are expecting a certain build but when they see no ally powers they are more likely to not keep you on the team.