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RogerWilco

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Posts posted by RogerWilco

  1. I thouroughly enjoyed our romp with the rest of you guys, although I did struggle a bit with some of the British accents. 😉

    Thank you for organising.

    We created quite a radiation hazard across the Isles and some of Paragon City. ☢️

     

    Here are a few screenshots I took, starting with a nuke.

    screenshot_201211-20-40-41.thumb.jpg.06c7c5cf9603dc5c266ac07abe8ccc03.jpg

     

    screenshot_201211-21-58-13.thumb.jpg.4c2a3aeb2cfc5804b0d8bc82bba639b3.jpg

     

    20210122220807_1.thumb.jpg.3c919fd9fa69081a8bb3b7b1df40fe3e.jpg

     

    20210122223741_1.thumb.jpg.3ae081cdb88e3825d524d3e56a05d280.jpg

  2. Wij ziten met een stuk of 5 spelers op Reunion. Als je wilt, kan ik je een invite naar onze discord sturen.

    Er is bijna iedere dag wel 1-2 van ons online, maar niet vaak op het forum...

     

    Ik kom ook van Union, maar we hebben ook 2 mensen die het nooit eerder gespeeld hadden.

     

    Volgens mij hebben nooit veel Nederlanders dit spel gespeeld, er is ook toen nooit veel PR geweest buiten een paar landen geloof ik.

     

  3. I am running at 4K at well, and have only adjusted the UI scaling to 150%

     

    This works for most things, a few things are buggy and don't render properly, like the permissions UI on storage in supergroup bases.

     

    Some things will not scale, as they are loaded on a fixed pixel size from the data fles.

    On 1/2/2021 at 5:35 PM, Jacke said:

    That's a very nice guide.

  4. On 9/29/2020 at 4:39 AM, CamdenJaxx said:

    The transparency of the Homecoming team is nothing short of upstanding! Major kudos to you all!

    Yes.

     

    And the setup looks very nice and professional. Especially little things like the SMS account for 2 factor auth.

    You really seem to have given this some thought.

  5. It seems that the mission in the second quest line from Twinshot (level 10+) might have a bug.

    We needed to "talk to Grim", but the moment we entered the University we completed the mission to go to the university that leads up to that.

    Our tem leader got 3 rewards, the other 2team members got nothing.

    2 rare recipes and one single origin magic enhancement.

    I think each team member was supposed to get something on completing the mission?

    (Mind Boggle was my team leader).

     

     [Team] Mind Boggle: You've arrived at the University. Now would be a good time to learn about inventions if you haven't already done so. Afterwards, go speak with Grym in Skyway City.You gain 130 experience and 130 influence.You received Basilisk's Gaze: End/Rech/Hold (Reci
    [Team] Mind Boggle: You gain 80 experience and 80 influence.You received Commanding Presence: Acc/End (Recipe).You gain 130 experience and 130 influence.You received Power of Grey (Endurance Reduction).

  6. 9 hours ago, Keovar said:

    Kallisti Wharf is not accessible to Praetorians, and there is plenty of evil among both Power Loyalists and Crusader Resistance members.   
    A publicly-shared base is accessible to everyone.   

    Olympus likes visitors:  /macroimage DayJob_Teleport Olympus EnterBaseFromPasscode Olympus-3857   

    Yes, quite a few of my characters are Praetorians.

    Not sure if there are any real villains among them though.

  7. I think I've read this 10 years ago as well. 😕

     

    I like the idea of villains being more villainous.

     

    I haven't given your specific idea enough thought to have a detailed opinion.

    I would like to see things be more tied into the alignment system, and for ways to have villains and heroes play in each others zones, without it being PvP.

     

    Villains robbing the bank in Atlas, should be seen travelling there.

    Heroes should have a mission to help Longbow in Mercy.

     

    Maybe show how many bank robberies have been done and been prevented in an area in the last 24 hours? Things like that.

     

    Something where your villain can have a nemesis, or vice-versa, and it means something in game, even if they are alts from the same player. Maybe a level difference gives some bonus/penalty.

  8. Also, the new Apple silicon machines are system on a chip, which means zero expandability. Even the RAM is integrated into the CPU and fixed at 16 GB.

     

    And I fully expect them to continue on the T2 path and lock things down more and more, also on the OSX and software end.

    It will become a completely closed ecosystem. Given that I'm already stuck on Mojave, because of applications that are 32-bit that I need, I have no faith that such an ecosystem will serve my needs.

  9. On 11/16/2020 at 9:14 PM, CFIndustries said:

    Well, you've probably seen the other shoe finally drop for the Apple laptops and Mini.

     

    What bothers me is this:

     

    I have a mid-2012 Mac Pro (the last of the "cheesegrater Macs") and an upgraded Metal-capable video card so…I can get as far as Mojave.

     

    I had been looking at one of the new Mac Pros, but the $10,000 cost was bit of a heart-attack (I'm a designer, classic gamer, and run multiple virtual machines via Parallels…the low-end gear isn't enough).

     

    I had just settled into the idea of being able to use a Mac laptop with a GPU (I need three non-Apple displays and this was really the only good way to do this on a laptop). But the horsepower seemed there, so that was my idea. This also seemed the best way to manage having literally dozens of USB devices (plug them into the GPU instead of the laptop).

     

    But the new laptops have on-die RAM as part of the stack, and only 16 GB. Not upgradable as near as I can tell. WTF? I need 20 at least, and really 32+ is what I need. And the new Apple silicone only has one Thunderbolt channel (not the TWO on current laptops and I have no idea how many on the Pro).

     

    And what does Apple Silicone mean for virtual machines? I run my basic PC needs that way, and some web QA work this way.

     

    I guess I'm back to the big $10,000 beastie? Or are those going to go to Apple Silicone too? If so, they need ALOT more RAM and more Thunderbolt channels.

     

    Glad I can survive on Mojave for a while, and use my work Mac laptop for anything I need Catalina+ for. Going to be putting off new Mac purchasing for home as long as possible to see how this all pans out. Windows really isn't in the cards due to my profession; though I might have to build another dedicated PC again if virtual machines become too difficult or performance isn't there.

     

    The next 2–5 years is going to be interesting…

    Yes. I'm in a similar boat.

     

    I have basically decided to move back to Windows, even though it will be at great pain. But an AMD X5950 CPU with either NVidia RTX3080 or AMD RX6800XT and 64 GB of 3800 MT/s RAM is so much cheaper than even the base 2019 Mac Pro. The ASRock Creator motherboard has all the Thunderbolt 3 I need.

     

    My Mac Pro 2010 (with Xeon X5690, 32 GB RAM, PCIe SSDs, MacVidCards GTX980) was faster than anything Apple cared to sell for years . Their new Mac Pro 2019 is already going the same direction and has a horrible price/performance ratio. I haven't seen a Mac Pro 2020, have you?

     

    I specced a full blown Windows work station for around €3000, which I will buy as soon as parts become more available in a few months. I think it will be faster for any conceivable real world task than even a very high end Mac Pro 2019.

     

    The base Mac Pro starts at €6499 and is an absolute joke.  Something with similar performance to the €3000 machine above is around €11,444.

    The highest end iMac Pro is €9789 and weaker than the €3000 Windows machine. (it does include a 5K display though.)

    Sure, you can get really beefy Mac Pro configurations, that would also require a much more expensive Xeon/Threadripper based Windows machine, but those are in a different league.

     

    But I don't need that. I just need a reasonably beefy workstation, for the rest we have a Linux/GPU cluster at work, which has 200 GTX1080 cards, so I really prefer to work with CUDA, which Apple has dropped after OSX High Sierra.

     

    Apple is clearly not interested in continuing to have me as a customer.

     

    Also, I fully expect the next Mac Pro to also use Apple silicon, and until the current one will languish, just like the trashcan 2013 model. They already promised that they would fully switch to their own silicon over the next two years, and I don't see a Mac Pro 2020, and don't expect a Mac Pro 2021. The Mac Pro 2022+ will be Apple silicon.

    • Like 1
  10. On 11/16/2020 at 5:12 AM, Heraclea said:

    I enjoy base building, so when I started running out of space at my main TB super group I created a second.  Different concept, and this one allows for male characters as well.  Then I allied the two.

    Coalitions do not solve the storage issue, as you can't grant coalition members access to your storage.

     

    Me and my friends think that with the current game code, the easiest solution might be to add permissions to have coalition members access storage.

     

    And I think you can't have multiple SGs in a coalition on a single Global, unless you get some help from other players at least?

    As both of thee SG leaders need to be online to make the coalition.

    I think that mechanic can be tweaked to prevent an explosion of SGs and people hoarding things.

     

    I understand that you want to limit how much people can store, as it would otherwise damage the game economy. But for a SG to make sense, it should scale with the number of Globals in the SG, even though it currently cannot because of the limits on the implementation/database.

  11. On 11/16/2020 at 5:47 AM, Ironblade said:

    Back on live, we didn't see a problem with the system even with 25-30 active players.  The limiting factor back then was that we could only have 150 characters in the SG so I limited how many characters one person could have in the main SG and we had two alt SG's.

     

    I think that, for the most part, storing salvage in the base is a waste of space.  When I'm crafting enhancements I just have the auction house window open and buy whatever salvage I need at the time.  We currently have four salvage racks - one for common, one for uncommon, one for event salvage and one that is EMPTY and used for transfers between characters.

    Being in the base and crafting stuff, is one of the main reasons to have a base, at least for me?

    We also really like it that we have multiple players running around doing things in the base. It makes it feel much more alive.

    And it makes it easy to pass things between players and help each other out. We often have crafting sessions together for an hour or two.

     

    I don't think your strategy would work for me, but maybe I am wrong. I'll explain my thinking and the current way I work, as do most of my friends. Maybe you have some advice?

     

    I think your strategy might work once you have plenty of money in the game, and/or a good way to make money. We were lucky to get some generous donation shortly after we started playing, so we have some liquidity to start trading and get some basics sorted. Maybe I should focus on getting a character to 50? Maybe I should build a character specifically to grind money in EA missions? I don't know. I only got to level 49 on live, and my highest character currently is level 32.

     

    I find that if I do need salvage, it might either not be for sale on the AH at that very moment at all, or not at a price that I can make a profit selling the things I am trying to craft. I craft invention enhancements trying to get everything memorized in my main crafting toon, and to kit out my various characters. And I craft to sell on the AH, to get money. I have been able to buy a few Attuned enhancements, but things get expensive quickly.

     

    We are mainly playing missions together, as there are a lot of stories and most of them are good. Most of the people I've played with have never played the game before, and I had only played about one year on live.

     

    We use the base storage not just for salvage, but also for enhancements. Single Origin enhancements are often useful on alts, or will be in a few levels. My main crafting toon often crafts whatever invention recipe she can still learn from towards a memorization badge, and then stores the crafted enhancements until an alt can use them. All recipes that I have not yet memorized get sent to my main crafting toon for this purpose.

     

    My crafting toon often runs around with an inventory full of recipes, waiting for either an alt to have the right salvage drop, or for a bid on the AH to be filled. I can put things in the email, but that's a pain for 70+ recipes.

    On 11/16/2020 at 4:49 PM, Oubliette_Red said:

    The thing regarding the limitation on invention salvage is that it applies to base items, one of the reasons lighting flickers every time you remove/add items to storage, it's updating the base items listing. And base items also have a limitation, or at least it used to, something like 20k items as the more items that have to be loaded every time you enter your base the longer the load times and bigger impact it has on your system.

     

    I still keep White/Yellow invention salvage in storage, but I do limit the quantity to 5-10 per piece. I recommend going through your storage and cleaning regularly, drops stacks in the AH on the cheap.

     

    Yes, I know it is because of current limitations in the code.

    We hope to contribute at some point to solving it, as we have several coders in our group.

    I've gotten to the point that I can compile the Ourodev code, haven't got it fully running yet, some of the links and readme's seem to be out of date.

     

    Thanks for the replies!

    • Thanks 1
  12. 17 hours ago, Coyotedancer said:

    I actually like the interior of the Chantry... There are darker and brighter bits that can be used to show off different characters well, depending on their effects and costumes. 

     

    This, this and this were all done at the Chantry. 

     

    Bases can be another good option, since you can control the lighting in terms of both level and color there to a pretty fine degree. 

    I have no clue where this is.

  13. 18 hours ago, Luminara said:

     

    In rural and sparsely populated areas, automobiles allowed people to make journeys in a few hours, or a day, instead of a few days or weeks, without sacrificing the carrying capacity of a wagon, so they could pick up several months of supplies from the general store 100+ miles away, or take the entire immediate family (which could be 8-12, sometimes more) to visit relatives or friends.  In cities, they were seen as cleaner than horses, and less expensive over the lifetime of the vehicle (gasoline was originally considered a waste product from petroleum distillation), and still allowed people to move large quantities of goods/people or travel to distant locations within a short time span.

     

    Keep in mind, the U.S. was far less populated in those days, and even in cities, things were more spread out.  Bicycles couldn't carry much, or many people, so they were relegated to leisure and children's activities.  Cities weren't designed with bicycles in mind because the culture was still young enough, and the invention of the automobile still new enough, and the distances to some places still great enough, to be heavily influenced by cars.  Cars fit the needs of the populace, so bicycles were relegated to leisure activities and children's toys, or something only relevant to those too impoverished to afford a car.

     

    The recent revival of the bicycle in the U.S. can be attributed to the health consciousness which has come to the forefront in the last few decades, in concert with a relatively high rate of poverty at certain times, the broader availability of goods (more stores on more corners), the way goods are packaged (little plastic or plastic-lined paper envelopes, small cans, shrink-wrapped packages, etc), and the ever increasing density of cities creating more opportunities for bicycles to be more useful.  But cities are still trying to catch up.  Bureaucracies are involved, and nothing is fast when that happens.

     

    We'll get there.  Eventually.

     

    For what it's worth, the same problems are applicable to people on low-powered two-wheeled vehicles.  Scooters and mopeds.  I know from personal experience that having an engine and keeping up in traffic on city streets is no guarantee of safety... city drivers are horrific, and they'll blindly ignore anything that isn't on four wheels.  I was run off the street multiple times, hit head-on twice (while in my lane) and cut off by someone swerving or turning in front of me more times than I can count.  City riding on any two-wheeled vehicle in the U.S. is risking death.  We need more than bicycle lanes, we need protection and consideration for all two-wheeled riders.

     

    18 hours ago, Apparition said:

    American cities, and especially American suburbs are designed around automobiles.  You pretty much need one or have access to one in order to get around.  You have to remember that North America is sparsely populated in comparison to Europe, and our cities and infrastructure are much newer, and were designed around the same time automobiles became popular.  The two fed into each other and are pretty much inseparable, despite how hard some people try.

     

    Sure, I know and have seen the rural areas in the USA and Canada and you do need to have a car in places like that. But it's not so different from the rural areas in my country.

    Still even a lot of small towns an villages could be a lot more friendly to pedestrians, cyclists, scooters, etc.

    It does need some political will from local authorities, or a strong intent from a national government. I found the city of Curitiba in Brazil to be an interesting example, where the local government has invested a lot in public transport compared to most cities in the Americas, and they are now quite proud of the results and the services it provides to almost 2 million people.

     

    Relatively small towns, like Niagara-on-the-lake in Ontario, or Winslow Arizona, would actually be relatively easy to change. Many small towns have a core from before 1900-1920, and if they didn't grow exponentially after that, their size is quite manageable.

     

    Places like Fresno, Las Vegas or Houston are going to be very hard to change. But places like New York, Chicago, San Francisco, Montreal, Vancouver do have potential.

     

    You also have many cities where more bicycle and pedestrian infrastructure would make a lot of sense.

     

    I mainly see two or three big differences in the development of cities between North America and Europe:

    1. In North America people seem to have been much more willing to tear down their historical buildings and city centres. The only large city I know that has largely preserved its pre-1900 buildings is Quebec City. Everywhere else seems to have obliterated it's history, except for an occasional church or other landmark. It seems that historical buildings don't hold much value in North America?
    2. Before 1970, the development of North American and European cities has a lot of parallels, except for the point above, but after that they diverge a lot more, where North America seems to continue to accelerate on the patterns set in the 1940s/50s, while Europe decides the problems with those ideas need addressing. If anything, I am surprised by the inertia in urban design in North America in the last 50 years. Is this due to decentralization and reduced power of the federal government after the 1960s?
    3. A possible third reason, that gets hinted at in videos like the ones below, are racial segregation undertones. I don't know how to judge this, and I don't want to derail this thread. It's just something I noticed being a part of a lot of discussions about suburbs. This might be less unique to North America though, as there are certainly cities in Europe that have similar issues, often related to immigration from former colonies.

     

    As to the history of cities in North America as I understand it, the pedestrian, horse and street car dominated until the mid-1920s, and only after that did things become very car-centric. The 1930-1970 era was very car-centric in Europe as well, but North America seems to have continued on that path much more after 1970.

     

    City Beautiful has some interesting videos about the subject:

     

     

     

    What I found interesting is his comment that "Once standards become established, they are very hard to change". I found this interesting, as where I live, standards are seen as something that should always be improved upon. Is that something you recognize, or am I just too distant to observe this very well?

    It seems counter to the American spirit.

     

    And it's also about things that do affect cars, like traffic lights:

     

    In my country we looked at typical 1950s suburbia design, and decided we wanted a better solution, while in North America it seems that people were content with "good enough" and have kept repeating the same patterns over the past 50+ years. I am trying to understand if my observation is correct, and what might cause that difference.

    Is it too hard to change things? Has politics changed? Is it so ubiquitous that people just do not think about the drawbacks and problems?

     

    In my view, typical NA suburbia isn't such a great thing, and NotJustBikes seems to agree with me:

     

  14. 17 hours ago, Glacier Peak said:

    Totally agree. I'm looking for a combination of 4-5 years before upgrading again playing games at 1440p/165hz at max graphical settings. Obviously CoH is a different story - just curious if anyone had snagged and tried.

    My GTX980 runs CoH at 4K, I don't really need a new card for that.

     

    I am looking to run other games like Red Dead Redemption 2 at 4K as well.

    I have a very nice 4K monitor, that is much happier running either 1920x1080 or 3840x2160 than anything in between. The new generation of video cards from both Nvidia and AMD seem to allow me to make the switch to 4K for most games.

  15. 19 hours ago, Luminara said:

     

    500 checks in a 1-20 range with 1/20 being the clamped miss rate gives 500 potential misses.

     

    500 checks in a 1-10,000 range with 500/10,000 being the clamped miss rate gives 250,000 potential misses.

     

    Simply increasing the number of checks doesn't bring the two to equivalency.  If anything, it emphasizes the problem with the formula, rather than proving that there is no problem.  You can't treat a 500/10,000 range as a single number.  It isn't.  It's 500 possible results out of 10,000, not 1 possible result out of 20.  Every hit check has 500 chances to miss, not 1.  Statistically, they're the same, and they may both average out to the same over time without the streak breaker fudging the results, but this isn't about statistical averages, it's about probability, large numerical ranges, the hit rate clamp and how they're all interacting.  Statistics and probability are two different things.  I'm addressing the latter, you're addressing the former.

    I think I don't understand what you are trying to say then.

     

    Are you saying that if I would roll a 10-sided die, where 1 would be a miss, or a 20-sided die where 1 and 2 would be a miss, these have different probabilities?

    I think both have a probability of 1/10  and so would 1-500 on a 10,000 sided die.

     

    Maybe we can clarify things by talking about smaller differences/numbers, and then we extrapolate from there.

    I am really puzzled by the point you're trying to make.

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