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Posts
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Okay, couple of questions now:
did you update your Nvidia drivers to the latest version?
or are you using the Nvidia drivers that came with the computer? -
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Quote:... turn your filtering down.
Anti-aliasing: 32x
Anisotropic Filtering: 16x -
Romi is surrounded by 3 Nicti.
- One Nictus Buffs Romi. When facing this platform this Nictus is on the right.
- One Nictus spawns little fluffies. This Nictus is in the back.
- One Nictus Heals Romi. This nictus is always on the left.
One of the most popular is to separate Romi and the Healing Nicti. This method is complicated as Nicti and Romi are tethered by a pretty short leash, preventing you from separating the Nictus and Romi by any significant distance.- Some teams accomplish the split having one tank taunt Romi, and another tank taunt the Healing Nicti.
- Teams without two taunters generally use the method of immobilizing Romi and then drawing the healing Nictus out of Range.
- Ergo it is possible to line up everybody with 80ft blasts at the 80ft mark and start firing on the Healing Nictus. The Healing Nictus won't activate, allowing your team to defeat the healing Nictus, then engage Romi.
- The Romi ambushes are only activated by players approaching a door in the back right of the platform area, or by being on the plaza before Romi. Drawing Romi off to the grass on the left hand side prevents the ambushes from spawning. This will help squishier archtypes remain alive longer.
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I guess my concern with the Strike Pack idea is that a significant number of players are going to run the chosen TaskForce as soon as they can and won't be receptive to running it again.
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Airhammer: check out this post from F.Grubb: http://boards.cityofheroes.com/showp...1&postcount=11
It hasn't been the only post made on Gravity, but I believe the other Red-Name posts were made in Beta forums that are now closed. Actually I'm sure it was in a beta thread since I had a post detailing the differences between gravity and the other sets and it's not in the live forums. When Going Rogue closed in and no Gravity Changes were in the patch notes, I believe F.Grubb outright stated that no consensus had been reached internally on what to do about Gravity, and rather than doing something merely for the sake of doing something, any changes to Gravity would be held off till the development teams could agree on any particular sets of changes.
There have been statements made that upping the damage on gravity wasn't in the cards for the set. Changes to propels animation timings weren't likely either.
Changing dimension shift also runs afoul of the Cottage Rule. Anything done to Dimension Shift requires that it retains the Intangibility effect. However, that doesn't mean that Dimension Shift has to be changed. One of the suggestions made in the past was that Dimension Shift be used as a counter to enemy special effects, or be given the inherent power of various temporary weapons against various enemies. E.G. for the Dr. Khan and Cuda Task Forces Dimension Shift could be granted the special effect of the Dimensional Grounding Ray. For STF Dimensional Shift could be granted the special effect of Disabling a Tower Link to Recluse.
Wormhole is open to more changes as it has both Stun and Teleport effects. One of Gravity's weaknesses is it's poor alpha-strike control. It's one of the only power sets that doesn't have an instant mass mob effect such as Stun or Sleep. One of Wormhole's largest issues is that the Stun effect is only applied after the Teleport effect, which gives enemies time to turn and alpha-strike the player while activating wormhole. The developers seemed to be receptive to the idea of applying the stun first and working out changes to teleportation methods later. Some suggested changes in the past included adding knock-around effect protection to Crushing Field, which would make it easier for grav controllers to contain wormholed enemies when needed. -
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http://www.nvidiasettlement.com/
If you've got a laptop from Dell, Compaq, HP, or Apple that has any Nvidia GPU drop by and check the affected models page: http://www.nvidiasettlement.com/affectedmodels.html
Claims for settlements are now being taken for various models.
*NOTE*
The Nvidiasettlement.com website only lists a partial number of laptops known to explode or have other thermal issues. Laptops known to be in the initial class-action lawsuit include ODM laptops from Clevo, Foxconn, Compal, and Asus.
Settlements and lawsuits over laptops from OEMS such as Toshiba, Lenovo, Samsung, and Sony, are still pending. Additionally, laptops manufactured by ODM / OEM Acer are also still pending litigation. -
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*bestows upon Bill the "Quoted by a Red-Name Badge*
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Hamidon Goo Cleaning Requirements
- 5,000 Degrees Fahrenheit.
Bladeglass and Razorvine Cleaning requirements- 4,000 Degrees Fahrenheit
Bedrock and Boulder Cleaning requirements- 2.9 tons kinetic impact
great... now I have this mental picture of Anti-Matter in a french-maid's outfit taking a feather duster to Jurrasik... -
Interesting... neither the Wiki nor the patch notes spell out that alignment powers are perma till alignment change...
http://paragonwiki.com/wiki/Patch_Notes/2010-08-16
http://paragonwiki.com/wiki/Alignment_Powers -
Quote:Question: what previous game / power changes have been made that are similar to this situation?I am unconvinced by your certainty, especially given previous game/power changes where players had been making similar assertions prior to the change.
Are you referring to the market merge? Last I checked the developers said they didn't want to merge the markets because it required a load of work on the back-end of the database, and they weren't happy with potential market events. I think the market fears have been justified given the explosive inflation of recipe prices.
Are you referring to the power customization? Last I checked the developers said they didn't have the manpower and resources to reprogram the background processing engine and produce the art resources. When the developers GOT those resources it still took them over two years and the system still doesn't cover all costume possibilities; namely Costume-Overlays such as Granite Armor, Mastermind Pets, and Kheldian Shape Shifting; pool powers; epic pool powers; and patron pool powers.
Are you referring to Enhancement Diversification? That doesn't hold up either. The original enhancement design that went into the game gave some certain power combinations over-whelming advantages and made all but a select few enhancement types worthless. Pre-ED was simply bad-game design
Are you referring to the Global Defense Nerf?
Thing is, the only situation I can come up with that even remotely fits a mega-change to how the game works / doesn't work situation presented in this thread is the PvP-rebalance from Issue 13. I think PvP's failure to draw any kind of player-base for over 3 years (2005-2008) pretty much proved that PvP couldn't use the same basis as the PvE game and draw any kind of paying player-base. The vocal PvP contingent doesn't like it, but F.Grubb and the other developers behind him took PvP play in the right direction with the changes. Note: right direction does not equal where it should wind up, or what it should be.
Now, given that the tech is now in the game to separate the PvP and PvE powers, trying to use the PvP changes from I13 as justification for anything else that occurs in the game goes beyond stupid to plain asinine.
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I have to echo other players in this thread with my own thoughts:
If you don't like how a buff / debuff set plays, don't play it.
One of the problems I have with suggestions to change how buffs / debuffs work, or for most game mechanic changes for that matter, is that most of the suggestions try to revamp the game's mechanical system from the ground up largely resemble other games that just hit the market. I find it interesting that this thread was started right around DCUO wrapping up, and that some of the suggestions to deal with buff / debuffs seem to be based on what DCUO did.
Over the past 7 years CoH has basically made a name for itself by not doing what the other MMO's do. CoH isn't known for doing cliche of the month. CoH isn't known for revamp at the drop of a new title.
I really hate to bang on it, but a lot of new MMO players these days have never heard of, much less played, Verant / SOE Planetside. Under SOE the development team tasked to Planetside made the mistake of trying to implement what was popular in top selling third-person and first-person shooters. The result was a complete disaster. SOE Planetside bled subscribers as the player-base evaporated to franchises like Call of Duty, Unreal Tournament, Battlefield, Medal of Honor, and Enemy Territory. Players weren't going to hang around and pay SOE for gaming experiences that they could get in other games.
CoH is unique in how it, as a game, handles the concept of buffs and debuffs within the game world. Changing that system on an entire basis? Modeling it after what another game does? That's just going to hurt CoH as a game.
Now, I won't argue that some individual powers probably need to be re-adjusted. The really-low effect time on Increase Density for example.
However, I am also able to step back and recognize that there is a deliberate design trade-off in how those buff powers operate. A Defender or Corruptor who actively buffs team-mates and debuffs enemies will have less time to use their own attacks. A mastermind who actively buffs team-mates, bots, and debuffs enemies will have less time to micro-manage their bots. A controller who actively buffs team-mates, pets, and debuffs enemies will have less time to control a mob.
That is intentional.
Sometimes, and I realize this might be a hard concept to grasp, the cake is really a lie. You just can't have it all. There is a price to be paid. There is a trade-off. There are choices.
The impression I get from players that want to revamp the buff / debuff classes to be less intrusive is that those players want to have it all. They want to buff / debuff AND attack. They want to buff / defuff AND control. They want to buff / debuff AND Micromanage their personal army.
I seriously doubt that the developers are ever going to seriously consider a system or revamp that let's players have it all and do it all. -
*pads by carrying a plate of catnip cookies, oblivious to Kay and Ulli*
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Quote:I'd highly suggest you look up the terms:My laptop is running a Geforce 9800m GS and while I can run Ultra fine on low specs. I want to be able to play the game on slightly higher settings. Did some searching and found this program, I want to know others opinions on this program. I found conflicting info on its affects on my card. Thanks in advance.
- Nvidia
- Overheating
- Class-action
- Lawsuit
- Bumpgate
- Geforce
- EXPLODING
- LAPTOPS
And you want to overclock a chipset known to be in exploding laptops.
... That's not a smart idea. -
http://paragonwiki.com/wiki/Patch_No...#Kinetic_Melee
Quote:Most of the Kin-Melee debuffs last for about 5~7 seconds on a scrapper. So you'll likely only be able to layer two to three debuffs consistently. Of the Kin Melee attacks most have a debuff of 5.63% damage. Burst has -11.25% damage debuff. Repulsing Torrent has no debuff attached.Kinetic Melee is a melee attack set based upon siphoning your opponent's energy and using it to power your own attacks. Each individual attack adds a damage debuff to the target (strength and duration dependent upon the tier of the power used) and Tankers inflict even stronger debuffs than the other ATs. Additionally, if Power Siphon is active, the caster gains a damage buff.
Ergo, you'll be bouncing around 11%~18% sustained damage debuff on a single target.
Assuming that Damage and Resistance are different sides of the same coin, this would give kinetic melee about the same incoming damage mitigation as the Tough pool power does against smashing / lethal damage.
Is it noticeable?
Yes, it can make a large difference in survivability. -
http://paragonwiki.com/wiki/Power_Ma...Power_Build_Up
Quote:Note: This power buffs your ToHit and Damage; improves the strength of your Heals, Endurance drains and gifts, Runspeed powers, Flight powers, Defense buffs and debuffs, and ToHit buffs and debuffs; and increases the duration of your Sleep, Hold, Disorient, Immobilize, Fear, and Confuse status effects. It does not increase the strength of your Knockback effects. That part of the power description is outdated. -
*calls up a Necromancer Mastermind and has the Necro's minions ask*
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Quote:depends on how many debuffs are stacked by enemies.There are three -Perception enemies that drive me nuts in this game: Night Widows with Smoke Grenade, Tarantula Mistresses with Will Domination, and Scirocco with Dust Devils. Will the Rectified Reticle unique increase my perception enough that I'll be able to still see enemies when hit with those attacks?
Yes, the Rectified Reticule will help against one or two enemy debuffs, but you'll also have to counter the to-hit and accuracy debuffs. Coupling up Rectified Reticule +Perception, Kismet +To-Hit, and Leadership: Tactics will give you an advantage in most casual circumstances. If that isn't doing it, look into taking Focused Accuracy if your AT has it. Sure, it's been neutered from it's original intent, but it'll protect against the to-hit and perception debuffs. -
before he left C.Bruce was on record with the following:
Quote:So far Nelson (I believe responsible for Ninja Run), David (Nobel Savage), nor any of the other art / animation guys have said anything to indicate their opinion on this matter differs from that of C.Bruce.Originally Posted by C.Bruce somewhere back in time in a section of the boards that may or may not have been closed at the time
...We did spend a lot of time on the whip between R&D, animating, re-animating, getting the rig sorted out, etc. We ended up spending more time than expected on the actual animations...but that was also because we had the time to spend on it. Demon Summoning as a whole was a very expensive powerset to make, easily taking as much time as 3-4 regular powersets.
FYI, staffs/polearms would be about the most time consuming thing that we could make at this point. There are no weapon modes/stances that would be appropriate for it, so it would require a whole battalion of core animations, movement, hit reactions, variations of ninja run, flight, etc etc. More, it would require unique sets of IK driven animations for female and huge models. There's no way we could utilize skeletal re-targeting for them.
I'm hard pressed to think of anything that would take more time to do...unless we did staffs as part of a new Mastermind primary along octopus henchmen who ride around on winged horses. -
Well... let's see..
The GTX 580 costs over $500
The 6970 can be had for around $375, but don't be surprised to play closer to $390.
Despite costing $110~$125 more than a 6970, the GTX 580 generally doesn't buy you any higher resolutions... any higher anistropic filtering... any higher anti-aliasing... any better image quality... in many games won't even buy you a higher frame-rate in the same resolution... and in some games posts less frame-rates for the same resolution.
Then there's the memory consideration. In Eyefinity / Triple-Screen-Configurations, you'll actually run into memory bottlenecks on the GTX 580's memory count.
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Now, as to your specific question, a RadeonHD 5770 that costs $120 will push City of Heroes with 200% detail, Ultra Shadows High, Ultra Reflections High, and Ultra Water in 1920*1200: http://boards.cityofheroes.com/showthread.php?t=219534
A 5770 just won't do high amounts of Anti-aliasing or Ambient Occlusion.
More powerful cards from the RadeonHD 6800 or 6900 series should buy you both high levels of anti-aliasing and ambient occlusion. -
what did you upgrade or crossgrade from?
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Quote:Ding! Cla! Ri! Ty!Well, to be honest the trouble would generally be the other way around in such a situation. Games where a player can hand out very strong, very long buffs (on the order of an hour) often end up with buff players hanging out in a hub area, charging people for buffs.