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Jacke

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Everything posted by Jacke

  1. Indeed. As well, the original design also had a problem with Tank Mages, characters with well crafted selection of powers that combined to make them both massively durable and massively destructive. Archetypes reduced both problems. Funnily enough, when Cryptic Studios went on to design the system for Champions Online, they went free-form. But some very powerful powers were very easy to get, with little or no prerequisites. Tank mages were back. And later for free-to-play players, archetypes were a requirement. I think a free-form system is possible, but it would need a really good design to prevent trivial Tank Mages and good player support and guidance to make gimped builds less likely (likely including something like CO's Powerhouse, a place in the normal game environment where a player can tinker with a build and test it). I know databases. I know how code can and should access databases. I can't remember where I heard it from, but during Live, a developer mentioned that the code makes assumptions about the nature of the build in the database. This certainly made it a major effort to add more slots to characters, at least on the order of magnitude of what had to be done to change Fitness from a Power Pool to an Inherent Pool. The selection of powers could just be a list with complete flexibility, allowing a small change to expand the number of Power Pool picks. Or there could be this cruftiness to the nature of the character build records and the code that manipulates them. Which would make changing it on the back end much more complex. Until we have a comment from someone who's seen the implementation of both the database and the code, with an appreciation for it overall, we don't know how easy or hard it would be.
  2. I too really really want to see this. Even just getting 5 Power Pool picks would help immensely. There's no way a system with even a moderate amount of complexity can be designed to prevent poor choices from screwing things up. You just have to have the knowledge and experience to avoid them. And I don't think aiding newbs was the reason. I think database limitations was the reason. [ Sif again in the quote ] I think it's not so much the powers info but more the way the character builds are stored in the database--and what the code assumes are the properties of character builds (rather than being thorough and looking it up every time...)--that makes changes to build limits hard and require a lot of effort . Can't find the reference, but apparently back on Live a dev (Castle?) was thinking of giving players a few more enhancement slots, I think it was changing from 2 to 3 slots at a time before level 31. And the effort required to do the change and program a tool that would transition a characters build from the old to new version without error was massive. This what was done with making Fitness an inherent Pool and so they had a good example. So no matter how much we would like things like more Power Pools, more Slots, even more Power picks, etc., it requires a lot of resources to do it right and correctly, on top of whether to do so from a design perspective. Best guest, we will likely not see such changes soon. There may be a breakthrough on changes to the back end of the character database that makes things different, but until we hear about it, well, we can only dream of this.
  3. I too would love a quick way to both lock the position of the power trays as well as another to lock the powers in the trays. I have a setup that means I almost never now move the trays, so I don't want to drag them, but I often swap which tray I show and even reposition powers in a tray and between trays, looking to improve that or substitute alternates. I display 6 trays in the lower left of my display, 3 addons on the bottom stacked on top of each other, with the default 3 trays above them. It's compact and it works. Trays 1 through 3 are the powers I use via 1 through 0, Alt-1 through Alt-0, and Ctrl-1 through Ctrl-0. Tray 6 and the start of Tray 8 mostly have whatever running toggle powers I have. Start of Tray 4 has click location powers I normally activate through keybinds to see their recharge status. For the hidden ones, Tray 9 contains my tab targetting macros, active ones in slots 0 and 9, Trays 5 and 7 contain extra powers I may swap in, as well as what I use with Kheldian form change macros to swap the main tray, currently show #1 here (Kheldian form change macros normally sit in Tray 2). (As well, I keybind ("powexectray") Tray 3 slots 9 and 0 to fire off my cloaking and shield toggle turnon macros as well as Tray 6 slots 8, 9, and 0 to fire off travel and other powers.)
  4. Adding -Range to Confront (like the other Taunt powers have) would be good. But I think the biggest two problems the Presence Pool has are: 1. There are only 4 Power Pool picks in a toon build and many good support powers are in several different pools, easily 7 (Fighting, Leadership, Jumping, Speed, Teleportation, Concealment, Sorcery) or more. It's hard for most characters to reserve one for Presence unless just going for a concept that will include it. 2. Once past #1, there are only 24 Power picks in a toon build. Primary and Secondary powersets will almost always have 12 or more, as well as other important powers from the other Power Pools. In short, the Presence Pool doesn't quite stand out enough to normally compete for the 4 Pools and 24 Power picks in most builds. And from what I know of the back end encoding builds, I don't expect this to change any time soon.
  5. Way back on Live in Issue 5, I started with City of Heroes by making a few toons on a friend's account. They were Scrappers, exact powers unknown but I'm sure I tried out Dark Melee and Invulnerability as well as Regeneration. So for Homecoming, for my shard anchor toons ("Jacke"), I decided to go with Dark Melee-Invulnerability Scrappers. In later toons including Scrappers, I've used Dark Melee more, but Invulnerability only ended up on a Invulnerability-Super Strength Tanker I later deleted. I love Martial Arts-Super Reflexes too! Made a MA-SR Scrapper in Issue 7 called Jack Bruce. 🙂 My first Praetorian back on Live was a Kinetic Melee-Dark Armor Scrapper. Took him to level 24 and to Paragon City, but was very meh about KM. Makes a lot of noise and has flasy animations, but it never felt right the way Dark Melee and Martial Arts do. Including what you've said about at least 2 of its powers, I think Kinetic Melee needs some attention and changes. I've heard that Kinetic Melee on Stalkers is just better, so I'll eventually get around to checking it out. I did not realise that was one of the cross-AT differences. Scrapper Storm Kick supposedly gets a higher chance to crit. I agree, all Storm Kicks should provide +Def. I like this new proposed power sequence. Interestingly, Brutes got a partial fix, swapping Quickness and Evasion from the Legacy Scrapper order. Brute: Focused Fighting . Focused Senses . Agile . Practiced Brawler . Dodge . Evasion . Lucky . Quickness . Elude And Elude needs to be revisited and changed. It's a buff that in the current game gives at most a depth of extra Defense, though still useful at times. Runs for 3 minutes then a hard crash. Hard crash isn't as bad as Invulnerability's Unstoppable, but both powers need a changing.
  6. Striving for enough well-slotted powers for a good-enough ST and AoE rotation and making sure they're focus is important, as well which and how many powers varying widely between ATs and powerset pairings. Example, Defender/Corruptor Radiation Blast, the ST rotation is just Neutrino Bolt with Proton Volley added in as NB is that fast. But it isn't just having enough powers to fill a rotation. Some powers are special, like Radiation Blast's Cosmic Burst. This is aimed at killing bosses safely (assuming other threats are otherwise dealt with). On fast recharge, two hits and even bosses are stunned until they drop. On the other hand, changes to the game, faster play, more mobs, and effects resistant mobs makes some of those special powers not so necessary or even at times useful. And just because most toons can solve most of their own needs for things like Defense doesn't necessarily mean they have (not everyone designs for the toughest build nor are they necessarily completed) or that they don't need more. Builds with softcap EN Defense are harder for most toons and a lot of newer content has a lot of E attacks. Softcap is 45% normally, but in Incarnate content it's more like 59%. And unless Defense is backs by Defense Debuff Resistance, that Defense can often get stripped away (Romans do this a lot). Only some melee toons like those with Super Reflexes and Shield Defense have access to enough DDR before Incarnate powers (and Ageless Radial-side Destiny). So that extra Defense from a Force Field Defender can mean the difference in keeping enough Defense to stay upright. And FF also has the T9 Force Bubble, which turns the Defender in Mr Plow to get all those mobs in one big pile for convenience. 🙂
  7. Agreed; that's very important as well as context dependent. And you make that work very well indeed. What I do is look at all 18 primary and secondary powers carefully. Wonder when they'd be worth it (even Dark Pit 🙂), how they'd work together, and what they would need to be effective. Like Cloak of Fear, which though nerfed horribly years ago can still work in the right build and not even force that build to be only situational. But I also know I'm going to want to include powers from the pools (often Leadership) and the epic, likely more than 6, so that means some from the 18 have to not be chosen. The only power that has to be taken is the Tier 1 in the secondary. All else is the craft of making the build to fulfill your goals making the toon you want. Both HEATs and VEATs are much different from other ATs. They have the challenge of just fitting in their own primary and secondary powers. Kheldians have 14 primary powers and 13 secondary powers, so at least 3 must be passed over and often more (so many long recharge powers almost certainly needs Hasten). Gets more complex for Arachnos ATs, what with Bane versus Crab and Night Widow versus Fortunata. Still working on getting these good enough. 🙂
  8. Great info, @Redlynne! There's another slotting for Maneuvers for those going for more E/NE resistance: 4 Shield Wall (PvP set, has Resist+Teleport Resist Global, in PvE gives 10% Regen, 2.25% HP, 4.5% E/NE Resist), 1 LotG global (7.5% Recharge), and for a 6-slotting, open (another Shield Wall gives 2.5% Damage, but often better to go for Reactive Defenses Scaling Resist Global Unique or the Kismet +ToHit Proc). And I'm assuming you're overstating the case here for 6-slotting and going for all primary and secondary powers. Even if no powers were almost completely excessively nerfed and situational to the point of being bad (Dark Pit for one), or have numbers and other factors that make them unworkable (slow activating cone attacks like Electron Haze, Fire Breath, Frost Breath, even Full Auto, worse after you're used to the best, Buckshot 🙂), picking which powers to take and which to skip, where to put the slots, and what to put in them to match what goals is the key to making good builds. There's some powersets that demand taking 8 or 9 of the powers, like Super Reflexes (only the Tier 9 Elude is situational and many builds don't need what it gives as they've already got enough by the time Elude is available, but at least it's not 'Unstoppable' bad 🙂). But I find making good builds or especially modifying existing builds to improve them means finding which powers can be dropped (or even whole power pools to allow another) and where slots can be removed, to allow other powers of better or different utility and improving some of them with more slots. I often want to 6-slot powers, but finding where a build can work with 5 or less can move those slots to someplace they can do more. I love Radiation Blast and I understand each power's use. But I'm down to having just 5 powers (Neutrino Bolt, Irradiate, Proton Volley, Neutron Bomb, Atomic Blast), sometimes having Aim, as well as Blasters taking X-Ray Beam ('cause Blaster's (and Sentinel's) Neutrino Bolt isn't as good as what's on Defenders and Corruptors, as well as Blasters being able to use the first two primary attacks while mezzed), because it works and playing the toon better can often trump numeric differences. Here's some examples from my Katana-Fiery Aura Brute. Similar issues will apply to Defenders. On my Brute, I recent respecced out of Build Up because it was of marginal improvement. @Werner calculated a Brute running Assault instead gets the same damage benefit over time (as well so much more) and that marginal benefit is small, just about 6% of damage without either. It's easier running the toon with one less click power to hit at the 'right' time. I kept Fiery Aura's Fiery Embrace as it has a longer buff of a different nature and it needs to be clicked less often, but after reflection, I've planned another respec to drop it (but only after waiting a few days and reviewing the changes). I also dropped Hasten as I could work with both the attack chain and remaining long recharge powers without it. Hasten is also a power I prefer going without, as there's recharge buffs available from IO set bonuses, I tend not to take other powers from the Speed Pool, and having it needs to provide enough utility to make it worth locking up one of my 4 power pool choices. On my Brute, to replace Speed Pool I picked...Leadership Pool! Want to go without it if I can, but sometimes it is a good choice for any AT build and play if it can be made to work and does enough. Maneuvering my Brute and using his attacks better can do more than 6% improvement, or even 12 or more. Not having to worry about when to fire Build Up or Fiery Embrace I've decided will help my play. Not having them allows me two power picks that I can use to make things better, sometimes other things I couldn't do otherwise. I *love* boss-level stealth, so on toons without a stealth power in the primary or secondary sets, I almost always take Concealment Pool's Stealth. Having that extra power pick means I can take Grant Invisibility. Which means another LotG Recharge Reduction Global. And when I'm on teams, I can give boss-level stealth to the *whole* team if we decide to use it.
  9. What @Redlynne said. Build for the game now. And right now, I'd say Shadow Maul is not a power to skip. Even going back to @The_Gamemaster's article back in Issue 6, he mentioned people skipping Shadow Maul. But he only did on PvP builds. He also mentioned learning to move and use Shadow Maul to make it hit multiple targets was the way to fight with Dark Melee, putting out more damage. (That same positioning skill can also help Sands of Mu, both the Temporary Power and the more permanent one from the old Veteran Prestige Attacks.) And as @Sir Myshkin and @WillParkinson have said, the proposed changes for Dark Melee still include the changes for Shadow Maul, making it better for all ATs. Only the proposed changes to Dark Consumption turning it into Dark Equilibrium are being reverted to current Homecoming Live. Right now on my Katana-Fiery Aura Brute, I normally want to fire Fiery Embrace and Build Up to buff Burn and Lotus Drops (both PBAoEs), then going into my big ST attacks. But it leads to me tending to delay firing them to get the cooldowns to match. So it's FE plus BU, then BU (FE takes about twice as long to recharge). And they don't quite match the ST chains. As well, managing two damage buffs as well as a the self-heal Healing Flames and the enemy auto-target endurance restorer Consume gets complex on top of everything else. On a Fiery Aura Brute, I think dropping Build Up and just going with Fiery Embrace is better. Working in Assault in place of Build Up is likely even better, as @Werner showed even in the best case, Assault and Build Up are about the same in increasing overall damage output. That's likely the same for Tankers too. Scrappers and especially Stalkers with the chance to get extra damage from crits and some attacks having higher chances for crits can make a better case for Build Up, especially if there's a small number of click powers for a particular toon powerset combination to monitor. Stalkers have more synergy between Build Up and their big assassinate attack, so I'd say take it on them. However, I'd be tempted not to take Build Up even on Scrappers, especially if I could fit in Assault. It's likely keeping the focus on positioning and attacks can make the Scrapper perform better. This is certainly true of Shadow Maul.
  10. Build Up appears to be about 6-7% of the enhanced damage. The 10.5% buff of Assault is 10.5% of the base damage. Build Up is still 80% of base and Assault is 10.5% of base. On a toon with usual amounts of slotted and global recharge reduction, Build Up is up for about 25 to 30% of the time so on a single toon, without other considerations, Build Up gives more long term damage enhancement. But is that worth it for monitoring another power to fire? Standard = Base + Slotting + Fury = 100% + 100% + 140% = 340% Builtup = Standard + 80% = 420% Assault = Standard + 10.5% = 350.5% Cycle of 35s Build Up Cycle = (10s x 420% + 25s x 340%) / 35s = 362.9% Assault Cycle = 350.5% Build Up can be triggered right before hard hitting attacks for stronger effect. But if those attacks are on cool down, then Build Up has either lesser effect or has to be delayed, for a lower duty cycle. It still may not be enough extra damage to be worth having to add it in as another power to monitor and cast as needed. Assault is turn it on and only worry about Endurance, which is already something to monitor. And as you mentioned, @Werner, there's the extra Taunt and Placate resistance from Assault and the benefit to the team (especially if more team members have it),
  11. What @Redlynne and the others have said: Scrapper for more DPS, Tanker for more survivability. Brute comes in between them for both, but can have builds that approach the damage of Scrappers and the survivability of Tankers, sometimes close to both. But Tankers will still find it easier to be survivable and Scrappers will still find it easier to get the most out of certain of their own and team damage buffs. But why not both? Or all three? 🙂 I had planned and well started getting a Dark-Dark toon in every AT as well as many toons with one Dark powerset with an appropriate other powerset. Like @subbacultchas.... Dark powers go so well with others! I have a Dark-Invulnerable Scrapper and have plans for the Brute and Tanker. My badger toon is a Dark-Radiation Blast Defender. 🙂 Thanks for mentioning that, @Call Me Awesome. Jives with what I can recall from Live as well as my experience on Homecoming with 4 Protection. Thanks for that, @Werner. The running damage enhancement is even higher, I think. On the Combat Attributes display, on my Brute I see about +180% damage enhancement just from IO set bonuses and Rage; when I pop Build Up, I see around +260%. And the +90% or so from slotting is on top of that, so it's at around +270%, Build Up to about +350%. But that just makes your argument stronger. I'm going to do a new build for the Katana-Fiery Aura Brute that drops Build Up. I'll keep Fiery Embrace, as that's a longer buff (20s) and is extra damage outside of the enhancement cap (about 44% of base damage for all attacks, I think), as well as Fire Damage to boot. And Rage. Well... That still needs changing. The crashes were removed from the Blast powersets' Tier 9s that had them. I can see the reasons for crashes. But the game as played now doesn't handle hard crashes well, partly due to its speed. Even the minor crash in Radiation Emission's EM Pulse (floors Recovery for 15s) tends to make it a power easy to skip on Defenders, with only Controllers wanting it due to its large hold to leverage the double damage from Containment. And even the Tier 9 crashes, those removed and those still present, you can just plan to limit the use of the Tier 9. But Rage is the self-buffing power for attack for Super Strength. At least Brutes have Fury to make up skipping it. What about Scrappers and Tankers? 10 seconds every 2 minutes Defense gets a big debuff and the only attacks that do anything are the Veteran Prestige Powers. Wow. That's interesting. I'll think of giving that a try when I get to building a Dark Armor toon.
  12. @Werner, I noticed in your Katana-Dark Armor build, you don't take Build Up. Wonder about your reasoning, perhaps a case of other power choices being better? I find on my Katana-Fiery Aura Brute it's awkward to add in both Build Up and Fiery Embrace at the right times while everything else is going on. You also slot for 12 Knockback Protection. How often is that much needed? (Though I've found 4 isn't enough against some AVs....) I remember that old Dark-Dark Scrapper post by @The_Gamemaster on the old Live forums (circa Issue 6) had a build ("Fear Meh!") with Touch of Fear and Cloak of Fear he'd tried out (see the spoiler below). I've thought of maybe including a 6-slotted Cloak of Fear with 3 each Endoplasm Exposure (Accuracy and Mez) and Enzyme Exposure (ToHit Debuff and Endurance Reduction), though there's likely a better way to slot it, hopefully with less that 5 extra slots. But what those slots could do elsewhere in the build. I like the rez powers as they're usually more effective for getting back upright in a pack of angry mobs. Rise of the Phoenix on my Katana-Fire Brute gets a real workout 🙂 (though less so after getting Incarnated and it's also there for the IO set bonuses). Though builds are tight and there's likely a power that could be substituted to prevent death. Still, I'm tempted to go with Dark Mastery on my Defenders partly for getting Soul Transfer, as I have fond memories of a crazy Zombie Invasion years ago when my Rad-Rad Defender has a Dark Mastery build and with Soul Transfer I just kept fighting. (Later had a better Scorpion Shield build that would have likely never died once.)
  13. Back on Live around Issue 6, I read guides on the Dark-Dark Defender (toon name was "Blackest Night") and the Dark-Dark Scrapper (@The_Gamemaster) and knew I'd love both. Can't find the links to them, but I have Mids builds I made from them in 2008 to 2009, so they have issues loading in the current 2.6.0.7 Mids (due to fun stuff like non-inherent Fitness pool 🙂 ). Later joined Repeat Offenders who had a whole Supergroup dedicated to Dark Powers, Shadows of Salvation. What @Werner (who's one of the best City players ever) and others say about Dark Melee and Dark Armor being good, I'll second. Also read a study from those early days that showed in numbers of the 4 original Scrapper armors (Dark Armor, Invulnerability, Regeneration, Super Reflexes), Dark Armor was the best for survivability when run well because it had a decent share of all three main damage mitigations, Defense, Damage Resistance, and Healing. That's still true today. It's also one of those powersets you want to take most powers from it, with only Cloak of Fear being...situational (needs a full 6 slots, needs matching with another Fear power (like Touch of Fear in Dark Melee), and even then seems barely worth it). A suggestion for you, @crkohl, swap out Sting of the Wasp for Gambler's Cut. For Katana, it's the better power with a bit more damage/activation and lower recharge needed to get the best damage chain, GC - SD - GC - GD. (It's also one of the differences between Katana and Broadsword. Katana's faster T1+2 power, Gambler's Cut, is preferred. Broadswords slower T1+2 power, Hack, is very much better than Slash.)
  14. Ouch! So, to incorporate that into Mids, that would require an update to the database to incorporate the AT scales (similar to the game's internals), then an update to Mids to use the updated database version. A very non-trivial and broad change.
  15. Thanks for all the work you and others do to keep Mids going. I was wondering when some of the strongly build affecting changes of the January 26 Issue 26 Page 4 patch could be incorporated. Specifically the Tanker power ordering changes quoted here. I know I could edit the database to incorporate these, as they aren't that complex to change. But I was hoping you could do so as you're more likely to get it right. 🙂
  16. The beta shard Justin is where patches to the game are rolled out for testing and adjustment before they get deployed to the actively played shards (the other 5). Because it can be different on both the server and client side, it needs to be on its own shard and it uses its own client on the players' computers.
  17. There's a pinned post in this very forum section. Read it to find out how to do stuff on the Beta Shard Justin. https://forums.homecomingservers.com/index.php/topic,3491.0.html
  18. Paragon Wiki AFAIK is still fairly current. Follow the "Abilities" links for each Slot to see the options. https://paragonwiki.com/wiki/Incarnate_System
  19. This is due to limitations inherited from City of Heroes Live. Which included Kallisti Wharf, a zone under construction back then but not released. Kallisti Wharf is a Co-op zone like the Rikti War Zone, where Praetorians can't go either. And these character limitations aren't the first. When City of Villains was created, Heroes were Heroes and Villains were Villains and never mixed except in Co-op zones, first Pocket D, then others. And it took even longer and a major revision to the game to introduce alignment changing to allow one to become the other, as well as the Vigilantes and Rogues in between. Heroes still can't go to the Rogue Isles and Villains can't go to Paragon City. And Praetorians were added at the same time, with their own factions, and they were set apart from the Heroes and Villains of Paragon back then. And Praetorians are internally complex, with 2 factions each with 2 subfactions. They also had a process to become either a Hero or a Villain in the rest of the game at about level 20. That was in the initial design of their addition to City. It seems to be a significant part of the design and can't be changed without a lot of planning and work. These restrictions are locked in on a low level, even considering recent changes. For example, I can now /altinvite my Praetorian characters to my own SG. The Praetorians can enter the SG base via the Pocket D SG portal and use its facilities. I also have a full set of teleporters in my SG base. Use them to send a Praetorian anywhere, they get yanked to Nova Praetoria right quick. That very much seems to be a sanity check on flags on those characters to prevent them from going where their current character internal state wouldn't make sense and cause all sorts of issues. There's now the First Ward and the Night Ward, which allow Praetorians content at higher levels (roughly 20 to 40). But I've also heard (but not confirmed) that Praetorians should still leave Praetorian, become either Heroes or Villains, then return to First Ward and Night Ward. The reasons weren't made clear and I've yet to find a more authoritative comment. This isn't a limitation that is trivial. It also can't be changed without a lot of planning and work.
  20. Get a good enough build for your toon. And I'd say don't bother with L15 common IOs for leveling. Find a way to level to 22. Only slot for Accuracy and little else, with what drops and avoid buying. Keep the salvage and recipes (having your own SG base and its storage helps here), sell the enhancements and at low level even inspirations to get an Influence float. 4 Death-From-Below's and some teaming will do it. Maybe a Positron TF #1 and #2, maybe a Synapse. Once you're level 22, take the Invention arc in either Steel Canyon or Cap Au Diablo and get a L25 Accuracy IO. Then craft enough common L25 IOs to slot your toon. If you'd running more than one alt, share the salvage and recipes (again a personal SG base helps) on one crafter. Have the crafter do enough L25 and L30 IOs to get those Invention Badges, as it increases your Invention salvage capacity and makes L25 IOs cheaper to craft (no recipes needed). Buy the recipes and the common and uncommon salvage you need but don't have off of the Auction House, but be sure to limit this to what you really need at this point. You're not crafting for a great build right now, just a good enough one to continue leveling. Don't find the buy-now price at the Auction House, put in a lower bid and wait. Avoid buying rare salvage. Craft some high priced IOs and sell them to finance things. Accumulate an Influence float so you can afford to post the stuff to sell at the Auction House for a good value and not just 1 to get whoever has the highest bid right now. Continue using L25 common IOs until you get to 50. Then think about accumulating the fancy IOs to slot the build then. Lots more detail to how to do things well, but this is a start. Final builds for a level 50 are complex. They should allow for some exemplaring, as you will be running task forces. Also, be careful how you spend Reward Merits, special Enhancement salvage, and Empies once you get to 50. There are a few best ways to use them and many that are a waste. Learn the better ways.
  21. I'm not really a big PvP player, but I can see some merit to this idea. Besides being bought for reasonable amounts (ie. not too large) of Merits and/or Influence at the P2W vendors, it could also be based upon logged-out times in certain locations, just like Day Jobs. Right now I believe Day Jobs take 100 hours logged out in appropriate locations to earn. Also I believe the Day Job Accolade Powers charge from 0 to full in 7 days logged out in their appropriate locations. Back on Live in 2012 and before (with much longer times to earn and charge), I tracked this in my toon spreadsheet. So even for my least played alts, I knew when they were finished either earning or charging and could then log in on them to move them to the next one.
  22. That's what Titan Networks says about what they will do right now. I'm asking whether CIT can be recreated by the Homecoming team on their webserver.
  23. Remember City Information Tracker, AKA CIT? Where there was information on your toons that was very helpful as an overview. Is there anyway that this helpful tool can be brought back and made current for City of Heroes Homecoming?
  24. There are several target dummies in the Vanguard base in the RWZ, right besides the firing range. Follow the noise of the gunfire to locate them.
  25. FIXED. I thought about the Windows Registry. Ran regedit and looked around. Found the key HKEY_CURRENT_USER > Software > Tequila > Settings. Had a "params" string that was empty, "". Hmmm, if Tequila chose to use the Registery params over the Tequila.xml params, then Tequila would run SCORE without -noversioncheck..... Deleted the whole HKEY_CURRENT_USER > Software > Tequila key, then reran Tequila. Tequila asked for the directory to install City in, told it to use the one it was already in, and off it went. Updated a few .pigg's and started the City client. Logged in. And could go on all 4 Shards!!! I checked afterwards with regedit. That value HKEY_CURRENT_USER > Software > Tequila > params has not been recreated. And now I know to check there. And now I'm very happy I've fixed this issue.
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