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Andreah

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Everything posted by Andreah

  1. I'm pretty sure it's the last person you've selected or marked. I'll grant the league window (and leagues in generally) can be a little squirrely. Here's the bugs/weirdness I can think of off hand: The order of people on your team may not match the order in the league window. A person can be in your league-team, but not be on your real-team. The league leader can sometimes not be a leader of a team So if the yellow box were intended by design to represent the current selected/targeted or marked player, and yet sometimes didn't, that wouldn't surprise me at all.
  2. Overall, Speed Boost is a very good power, even a must-take for kins, but I wouldn't rate it as a top tier "Most Powerful".
  3. I wouldn't say it's moot. Transference requires a nearby enemy, and many players try to keep distance from them. A Kin can hit them with a SB regardless of nearby foes. I'd say they're fairly complementary.
  4. Fulcrum Shift is only a -DMG debuff on enemies and a +DMG buff on friends; it does nothing for recharge. From City of Data:
  5. As a 1-2 Punch, I'd nominate [Fold Space] followed by [Fulcrum Shift]. Fold gathers a tight, maximum count group in close, so that Fulcrum can be sure to get its full effect. And they're prepped for any AoEs/PBAoE's or strong controls the team might have for them.
  6. For the category of "Strongest Temp Power", I nominate [Envenomed Dagger]
  7. Fulcrum shift at the right place and time is huge. Definitely top-tier.
  8. Prismatics down to 2.9 Million, Boosters still selling at 2+ Million each; and there's only 109 of those for sale and 26,850 outstanding bids. The bids count was more like 12k a few days ago. The new alt ToT train must still be going hard.
  9. And prismatics are down from 4M to 3M.
  10. He turned in a Gravity/Reality Controller.
  11. This would be very interesting indeed. If so, then the global handle of every chat you receive would have to be included in the chat data packet to be checked against the local /ignore list so the client program could decide whether to show that chat's text to the player or not. If it's already done like this, then the lag may come from a very inefficient means of checking the ignore list, such as a exhaustive end to end search. More efficient schemes, like a hash table lookup, would be vastly faster. Any developer worth their pay would recognize this and be loathe to implement such a beast so poorly unles they were under huge time pressure (possible); and this hints to me that it's held server-side, and the lag limitation comes from another source. The worst case is that the ignore data is held client side AND chat packets do not include hidden global handles, so the server has to be queried for every chat received to retrieve the global handle to test against the local /ignore list. This is so utterly bad in my mind I can't believe it is done that way. But... I've seen worse elsewhere. If it is held client side, then an internal hash lookup of the /ignore and also the notes/stars ratings could be made very efficient on the client if the devs decided to pursue this.
  12. Concur. The first time I saw the show, I was sure she was a scrapper. And Luke is sort of a tank, just not SR, more Inv. Maybe he's more brute, because he's not very aggressive until you get him upset.
  13. I suspect it's hard to find iconic examples of this because the MMO "Tank" role is artificial. Well-written enemies in comic books or elsewhere aren't stupid enough to only focus on the tough hero that can't really hurt them much and ignore the truly dangerous foes right there too. It takes an game mob AI to be that dumb.
  14. It might help to post a link to the video in the bug reports section.
  15. I don't mean it in that in-your-face sense; rather that the data packet that contained the tell also contained the global. You would not see the global with the text content of the tell (or chat). However, the client computer program could access that part of the data packet and use it to look up the star rating in your local notes file. You would not see the global name of the sender unless you clicked on their name to check for it as you would do today.
  16. Yeah, reading the local file(s) with the notes/stars should be trivially simple, but matching it up to a global name entry in it may be harder. CoH does some things in ways a non-developer may find odd. For example, player ABC who you have a note for under their other character name DEF (and whose global is @ xyz) sends you a tell. The client program can read the notes file which has an existing entry of five stars for character DEF under global @ xyz. The client has to ask the server "What is the global name for character ABC?", receive it as @ xyz, and then find the entry, retrieve the stars, and then display them with the tell. Maybe that's easy, maybe it's hard. I don't know. Alternatively, the global name of the sending player could be attached to each and every tell anyone ever sends. This would normally be unseen data with the tell, but the client could use it to look up entries in the local notes files. In this case, one could potentially do this for every communication message in every kind of channel, and display the stars for those. That's how I would do it "in bulk", as it were. But again, maybe that's easy, maybe it's hard, and maybe it's expensive in compute or bandwidth even if it is easy. A final option I can think of is to store stars data server-side. I don't think that's a good idea. That would require data refactoring and it might be considered "client private", like the text notes where you say someone is a <bleep!>. A developer would have to look into it if the "Seeing Stars" capability were one that was worth investigating.
  17. Some detailed information about it would be really helpful. I appreciate your stepping up to investigate and document it!
  18. The thing about even small defense debuffs when you are just barely over the softcap is that each one makes the next more likely. You're cruising around great with only your 5% chance to be hit, and then something hits you and debuffs your defense by, say, 5%. It took a while for that attack to land. But now, you have a ten% chance of being hit. The next 5% debuff is likely to hit in half the time. And then you're 15% likely to be hit, and the third one lands even faster. Before you know it, your defense is below zero and romans or whoever are chopping you to bits. This is commonly called Cascading Defense Failure, or CDF. If your defense is above the softcap by some modest margin, you can take a hit or two and not get into a CDF situation, and possibly stay above the softcap long enough for the earliest debuffs that hit you to expire.
  19. I run a lot of +4 content across multiple zones, and I don't see it happening. I used to see this commonly and then I recall a patch specifically calling out this problem as fixed and since then I haven't seen it at all. If there's specific content where this still happens, maybe so. Otherwise, I'd like to see proof it's still widely broken.
  20. I'm pretty sure this problem was fixed. I haven't seen it happen in a long time.
  21. I put star ratings on quite a few people I've teamed with. Star ratings are held privately on your computer along with notes one may have added about a player. These are by global name, and no one else sees the star ratings you assign to others. I would like to see the star rating, if any, I have assigned to player in tells they send to me. When I recruit for a team and receive lots of requests to join, I'd prefer to give priority to those whom I've given good ratings to in the past. I could pull up my notes individually on each player, but usually there's a lot of them and I'm pressed for time. If the character's name in the tell response was immediately followed by any star ratings I have for them, that would be helpful. Similarly, if I receive a tell from someone to join their team, I'd like to see if I've already assigned stars to them in the past without needing to pull up notes. Finally, I wouldn't be opposed to having an option to see those stars everywhere in chats. I could see reasons against this too, so I suppose I'd be ambivalent. I mainly would like to see them for team-forming. I suppose having the /search window include a column for my star ratings would be helpful too.
  22. I'm glad you all check this issue out quickly and thoroughly.
  23. Yes, it would be nice, but it wouldn't work well in our current game. It would need more systems like cover from obstacles, facing/orientation advantages and vulnerabilities, elevation and slope mechanics, and so on. And once it had all those, if it didn't play havoc with the old code base; then we'd end up with hard-core team runners and rigid "get on voice and obey" mindsets. Really what I'd think would be more doable would be simulating a command hierarchy in the enemies we face, so that "bosses" have similar effects as commanders making decisions and directing troops, and not just the toughest of equally uncoordinated mobs. And many missions ought to have surveillance points and such, so that once the player team is 'discovered", enemy forces inside the mission react in some not-stupid ways. Give players an advantage for controlling a choke point. Or vice-versa, make players decide whether to take a position by brute force, or try to flank it. Generally have a series of systems and interactions happening that players could choose to interfere with or use to their advantage. Meaningful decisions to make above and beyond the order of keys to tap in sequence to maximize dps. Maybe it's best left as something to dream about for future games.
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