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Everything posted by Andreah
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Character was reset...due to copywritten costume? WTF?
Andreah replied to Niizzy's topic in General Discussion
We can buy games where we play many of those copyrighted characters. They own the copyrights to those characters, and have the legal right to deny us access to playing them unless we pay for it. When we come here to do it instead, in their eyes, and in the eyes of the law, we are cheating them of a sale in a way that's more or less equivalent to theft. Sometimes people can get away with it, because they lay low, or were just lucky. But it's still wrong, and it's still something we each agreed to not do. Even if all we did was click an okay button on a web form -- that's still our given word, and we should be good for it. We have nearly limitless creative potential in names, backgrounds, and costumes. Let's be original, or at least stick to respectful homages. If you make an homage character, and if you're in doubt -- /petition yourself! If you were over the line, the devs will let you know! If not, you can play that character free of any worry it will ever get the gen-hammer. Win-win! -
Is there really a massive proc nerf just around the corner?
Andreah replied to Azari's topic in General Discussion
I didn't want to read this thread, and I held off for a while, but I did. Point me to the sign there's a proc change incoming. Until then, I think this is manufactured outrage. I'm not going to present my opinion on it at all. I have one, and I'd make the case for it strongly if it didn't just rile people up more. To the OP, why start this thread? Has it been burning inside you for a long time? If so, why? What signs do you see there's a massive nerf on the horizon? Did you just want to stir up a lively debate for the fun of it? If so, just say so -- that's permitted as best I can tell. Are you trying to cut off any such nerf before it happens? Why do that now? Why not a year ago, or four years ago, when last the Devs mentioned procs as a system to be looked at? -
Chili Bear is indeed a great and outstanding player, worthy of high honors. I second (or third) this nomination.
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It still works, and in modest numbers, the tedium is not too bad. And the non-sellable drops are pretty nice to have in your email, too.
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I think it always points in the same (x,z) direction; off-hand I can't recall which; it's towards one of the four map corner directions.
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I've seen it do this many times. Once, it happened slow enough (due to lag) I caught a hint of maybe why it does. all the mobs teleported in a tiny spot, and then they slowly spread out into a line. I think it's the server trying to deconflict their overlapping collision boxes. When it does this, it's always in the same direction.
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Is there anything that increases the radius of buffs?
Andreah replied to Pekiti's topic in General Discussion
I could imagine some amazingly powerful new incarnate slot that increases AoE radii. Maybe just on one side of the tree. Maybe the other side increases the target cap. Maybe this new slot would be paired with another new slot that increases aggro caps. Maybe one side of that one decreases aggro caps. :D -
For most of them, I think it's this. They have empty new slots; they're flush with inf, or feel like they are, and it's burning holes in their pockets.
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Let them stack up to eight hours, like most of the START buffs do.
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This was a recent, and very welcome, fix they put in.
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There's a few ways to think about margins, and the denominator is vitally important to me. That denominator might be market slots, minutes, of time, mouse clicks, or others I can't think of right now. A low margin effort sometimes worth it because it's quick and easy. High margins sometimes aren't worth it to me because they're neither.
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Corollary: Suggestions often aren't welcome either.
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If they said "No tells", don't send them a tell.
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Need a reality check (Unslotters just sitting)
Andreah replied to Story Archer's topic in The Market
I'll reiterate, don't self-snitch! See "CLR Bruce Rivers" on Youtube! Most everyone knows about macros and such, and we don't use them because we agreed not to when we accepted following the code of conduct as a condition to play here. -
Need a reality check (Unslotters just sitting)
Andreah replied to Story Archer's topic in The Market
If you can claim one Unslotter per second (seems to be right about the limit), and sell for 80k after fees, then that's 80000 Inf/Unslotter * 3600 Unslotters/hour or 288 Million Inf per hour for clicking. Eeesh, I still don't want to do it. -
Need a reality check (Unslotters just sitting)
Andreah replied to Story Archer's topic in The Market
Same problem, and I do sometimes spend my idle time clicking to claim things one ... at ... a ... time. x.x If there was a way to claim 5, or 10, at a time. Say, by holding down shift or control while clicking, I'd sell more. -
Need a reality check (Unslotters just sitting)
Andreah replied to Story Archer's topic in The Market
Whenever I need to sell a lot of something, I test the waters first. Instead of listing 200 stacks of ten, I list ten stacks of 1, with list prices spread out. For example, in the OP's case of Unslotters, I might list one each at 50k, 55k, 60k, 65k, 70k, 75k, 80k, 85k, 90k, and 95k. Then I'll wait a while. I'll see which ones sell instantly, which ones sell in a few hours, and which ones sell overnight, and which ones don't sell for as long as I can stand to wait. Sure, a couple might sell for a low price I don't like, but now I have an idea about what I can expect -- that's worth it to me. Then, armed with some knowledge that's more specific and useful than the auction history, I can post my hundreds of stacks to sell. And even then, I might pace them out in more modest batches, and repeat my test now and then, since other people might be trying to move their inventory too, and if we're going to trade off undercutting each other, I don't want a lot of my listings to be stuck unsold each time around. -
I hope people realize that Ambient Occlusion is bad
Andreah replied to temnix's topic in General Discussion
One of the unfortunate realizations I've come to using AI's for various purposes is how inane most normal human conversation really is. One way to think about this is, that we may have had the Turning Test backwards. It doesn't tell us which machines might be intelligent because we can't distinguish them from people, but rather which people aren't, because we can't distinguish them from machines. -
I hope people realize that Ambient Occlusion is bad
Andreah replied to temnix's topic in General Discussion
Right up its localhost port. -
I hope people realize that Ambient Occlusion is bad
Andreah replied to temnix's topic in General Discussion
Like any tool, AI can be used for heroism or villainy, the choice is in your hands. They're pretty good at proofreading and grammar, or for finding a more formal, long winded voice. AI's can be used to put together quality material, but it takes some effort. You can start with asking an AI to outline a post or story. You set the conditions, specify the major point or arguments you are making, or the flavor and highest level arc of the story. Then you can revise or critique the material the AI provides. You can question or interrogate it about thing you didn't like, you can insist it bring up more points or add details you want in a story. You can ask it to revise the voice of the material it's creating. If you do all this well, you've used AI pretty well, and the resulting material will sound good and be convincing. Maybe even enough to be fair to call it your own work. But if three different people chime in and ask which AI produced the material, well, it may need more of the real author's effort. ----- Finally, I am now wondering if I could feed a CoH combat log into an AI, and with some prompting, have it describe the battle in a dramatic manner. :D -
I hope people realize that Ambient Occlusion is bad
Andreah replied to temnix's topic in General Discussion
Hmm. Why, yes, you can! "Write a rebuttal to this post, and refer to specific examples of the advanced graphics settings of City of Heroes which work well with Ambient Occlusion. Purposefully misspell several words in the rebuttal:" I appreciate the depth of yuor argument against the use of Ambient Occlusion/HDR/Bloom. However, I respectfully disagre with your viewpoint. I believe these graphics options, often defualted in games like CoH, significantly enhance the gaming experiance for many players, if used effectively. For starters, you refer to the use of these graphic options as "filing the world with fake fulness," obscuring lack of detail. I'd argue that in City of Heroes, these settings don't obscure, but instead enhance and amplify the game's aesthetic. The ambient occlusion, for instance, can make the urban environments of Paragon City feel more immersive, with buildings casting realistic shadows that add depth and volume. Your assertion that Bloom is a lie suggestng that it doesn't add anything to the world. But in the context of City of Heroes, Bloom can make energy blasts, magical abilities, and other powers really pop on the screen, enhancing the overall visual impact and making combat feel more dynamic and impactful. You encourage future creators to avoid taking easy ways out. I agree with the sentiment, but I argue that the use of these graphics options isn't necessarily an easy way out. In City of Heroes, these effects aren't just slapped on. They're use thoughtfully to enhance certain aspects of the game, such as the vibrant, comic-book style graphics and the atmospheric city environments. Lastly, you suggest that the best way to appreciate a game like City of Heroes is to disable these effects and look closely at the details. While I agree that there's value in appreciating the artistry and skill that goes into creating a game, I believe that the use of these graphics options can actually help players to appreciate the game's visual style and atmosphere. For example, ambient occlusion can make the city environments feel more realistic and immersive, helping players to feel like they're really part of this superhero world. In conclusion, while it's valid to criticize the overuse or misuse of these graphics options, dismissing them entirely overlooks the valuable contributions they can make to a game's aesthetic and atmosphere. In the context of City of Heroes, these features can enhance the game's visual impact and immerse players more fully in its vibrant, comic-book world. It's not about avoiding these tools, but about using them thoughtfully and effectively to enhance the gaming experiance. -
Another trick one can use is to go to the Advanced Graphics section of the settings and set the "Max Particle Count" to 100. (The minimum) This makes most VFX still appear, but much less intensely. I use it in large group events, like the Hami or MSR, and it also helps increase frame rates. It might help one get through a mission with another players' annoying graphics dominating the screen. It does less than /noparticles 1, which is sometimes an advantage.
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I think it's inevitable that we undergo price deflation steadily. Our ability to produce goods like the better IO's and etc. exceeds most people's appetites for additional alts or the number of new players who might join the game. Furthermore, since having high net-worth is also a end-game goal for more than a few people, both in stockpiling goods and in raw, never to be spent inf, supply will always rise and demand will continue to decline. That's a recipe for price drops. It's not a bad thing, but it's a different thing, and people may need to adjust. A way to correct this would have to include worthwhile recurring cost sinks for inf accessible to many players, or some sort of means to make it necessary to replace slotted enhancements, such as "gear damage" (which no one would want, me included!).