RIP City of Heroes
RIP City of Heroes
Windows 10 64-bit Home, no problem with either client.
RIP City of Heroes
Hi, I’m going to buy new PC, and I just need your opinion about this one:
Is it enough to play at high quality settings ?
Specifications below.
Please let me know.Cheers!
CPU is fine and so is memory but the video card is severely weak and the power supply as well for a better video card.
RIP City of Heroes
Again, that’s the entire game, not just a launcher.
Again, they are working on a fix for 32-bit but for the 80% on a 64-bit OS, here is a stop gap.
RIP City of Heroes
It seems to update the itself and the dat files. The one of the more recent patches was just the exe.
RIP City of Heroes
It’s less about “give me free stuff” than it is “give me stuff now”. When it was first introduced, it was only for celestial gear and I guess the logic was to prevent the rich from decking themselves out in the new celestial gear on day one or two. Everyone who wanted the gear were on the same footing of one charged quartz a day.
It wasn’t until Living World Season 2 that they expanded the use of charged quartz and in HoT it’s use as a time gate for progression for the guild hall, which isn’t a big issue if multiple guild members craft ley-line infused tools, or you’re rich.
RIP City of Heroes
The low quantity and high demand from the player base is what makes them expensive on the TP. Actually it’s the low quantity available for sale on the TP.
Yeah, but the quantity isn’t low because precursors are rare, the quantity is low because precursors are expensive to craft!
Precursors have specific average crafting costs using the mystic forge.
If you’re a wealthy player and have a lot of money that you can spend, you can easily craft a bunch of precursors for some nice average profits, thus getting richer and richer.
You could rinse and repeat and flood the market with precursors, so quantity is not the problem here.
Why is this not happening?
Precursors are one of the slower markets, it might take a day or two to sell yours. If more and more people started to craft pres and spread them on TP, prices would drop further and further. The crafting costs on the other hand would rise because there’s more and more demand as more people start crafting more pres. You would then reach a point at which precursors are so cheap, that they’re worth less than their average crafting costs. At this point, people would make an average loss by trying to craft pres for the TP, so most people would just stop crafting precursors. Supply would slowly decrease again, prices slowly climb, crafting costs would decrease and some people would start crafting again.
The precursor price will not fall past a certain margin in the long run – not because they’re rare, but because they’re expensive to craft.This is of course only true for precursors with high demand.
It still boils down to drop rate. Drop rate in the forge vs drop rate in the open world.
You see the cost of precursors being driven by the cost of rare or exotics used to generate one in the MF. I see the cost of those rare or exotics being set by the price of the precursors. And we’re both right but what it still boils down to is that people will pay that price on the TP for one. A price that would be less if there were more of them being offered on the TP to begin with.
RIP City of Heroes
if u r running without virtual memory, no.
if u r running with virtual memory, yes.Could you elaborate?
Virtual memory is a feature of an operating system (OS) that allows a computer to compensate for shortages of physical memory by temporarily transferring pages of data from random access memory (RAM) to disk storage. – Google
So, is 8gb without virtual memory enough for gw2? Barely if you include your system required memories (and every single nonsense you run on your background, browser, torrrent, antivius, etc) and the fact that gw2 is now using more than 4gb memory in certain maps if you run max graphics. So, if want to run without virtual memory, is better to have at least 16gb.
However, if you have virtual memory enabled, you can just play the game as normal.
By default, virtual memory is enabled. Most gaming enthusiast will have virtual memory disabled for slight performance gain.
True but modern OS’s assume that virtual memory is enabled because it’s an important tool in handling the distribution of physical memory among all the apps that are running. That means paging out or discarding blocks of memory that applications have loaded but haven’t accessed recently such as the patcher portion of the executable once all patches are applied or the code behind the character select screen or blocks of heap memory that are currently unused.
An Operating System provides two primary services to programs. First an OS provides a common interface to all the hardware in the system so an application doesn’t care the brand of video card, web cam, mouse, network adapter chip set, etc. That’s all hidden behind a common interface so the application developer can safely ignore that. Second an OS gives every application the illusion that it’s the only application running by juggling access to all system resources including physical memory and CPU time among all the apps running. Shutting off the memory paging system knee caps the OS’s ability to do it’s job.
RIP City of Heroes
woow, guys what’s hard to understand in :
- launcher alone takes about 280-320mb of ram
- every last bit of ram it can take
It’s in bold letters for a reason.You’re so off the first post it makes me wonder if you actually have read it.
Well i’m off this topic. There’s no point talking to deaf people (or typing with blind people in current case).
It’s not just the launcher, it’s the game engine as well.
The 32-bit version uses 230 megs while idling at the login screen, versus 322 megs on the 64-bit version. What bugs me more is “idle” is chewing up 14% of my CPU with either version. As for size difference, all memory pointers in the code and data are now twice as large. It’s also likely that memory objects are 64-bit aligned rather than 32-bit which chews up the heap faster but since a 64-bit app can use 8 TB vs 4 GB, that growth is immaterial in the big scheme of things.
It’s size is likely due to the fact it loaded up indexes to all the assets in the dat files, remember all those 100,000s of files that are downloaded when you are installing or there’s a very large patch, each is an individual or group of assets.
RIP City of Heroes
(edited by Behellagh.1468)
Currency is purely for vendors the same way collections are purely for crafting, so no.
RIP City of Heroes
Seriously Anet, Do You Hate Us That Much?
in Guild Wars 2: Heart of Thorns
Posted by: Behellagh.1468
Pocket Raptors are XP factories. Just remember they surround you and attack all at once so large AoEs and timing your dodge helps greatly in fighting them.
RIP City of Heroes
Because the “surprise” with the feather wings was that they were also glider skins. Those who bought them before HoT launched got “rewarded” even though we weren’t, it certainly felt like it. And the bat wings were also large enough to pass as a “glider”. The butterfly and crystal “wings”, not so much.
RIP City of Heroes
Then the solution for you is simple, don’t buy them, at least with cash bought gems. If you think ANet violated your trust in them then short of asking for a refund or stop playing so they see a dip in their metrics of long time players who stopped logging in, that is all you can do in a B2P game.
The only thing that startled me a bit was the outfit/glider skin/exclusive weapon skin bundle in the gem shop. That’s a new way of selling pretty. Other than that it’s same old same old. New story comes out, we get skins (and minis) that tie back to the story. Every month or so, new BLC weapon skins. So got two this time in a short period of time. I am utterly non-pulsed by any of that. That’s gem shop business as usual.
Nobody is holding a gun to my head and tell me to buy any of them.
RIP City of Heroes
Seriously Anet, Do You Hate Us That Much?
in Guild Wars 2: Heart of Thorns
Posted by: Behellagh.1468
They revamped the AI system so now critters are quite challenging. They promised a more challenging experience that players were asking for and they delivered in spades.
http://www.gdcvault.com/play/1021848/Building-a-Better-Centaur-AI
RIP City of Heroes
The complaint is why have a gem store skin exclusive to HoT when HoT is barely two weeks old. The choice is to not offer any HoT gem items until HoT is several months old or do what they are doing. Purely cosmetic items are found in the gem shop, always were.
But I get it, why couldn’t ANet throw the players a bone and give it to them has a prize from a meta event or something. After all ANet just got “paid” for the expansion so it should have some “free” stuff as a reward or stuff that could be crafted.
Because Fashion Wars 2 is all about selling unique looks at the gem shop. And since you can buy gems with in game gold, it’s still “free”, with a little effort. It’s just not as easily “free” now that the liquid gold taps got turned down.
And as for why it’s my concern? I want to keep playing this game. I want more content. I want an improved game engine. I want the Mac players to get a better version. All of that depends on ANet’s ability to generate a stable cash flow. Otherwise there will be layoffs and the quick slide to eventual closer.
The “give me free stuff, you owe me for buying the expansion” entitlement is sad. They owe the HoT player base nothing other than what was promised. And they delivered on, or in the process of delivering on that when Raids hit soon. We got our new profession, sub-professions, harder PvE enemies, a system to grow our character’s abilities past level 80, guild halls, etc. And the new personal story isn’t half bad. Don’t think it’s worth $50, fine.
RIP City of Heroes
Maybe I didn’t understand what you were asking. If you buy out the supply that is undercutting you, those items would need to be relist at roughly 20% more than what you bought them at simply to break even on those. Now if they are undercutting you by 15% or more, then it may make some sense but if they are only undercutting you by less than that you would be losing money in the long run.
I’m advocating listing you goods at a price that buyers are willing to pay rather than what you think it should sell for. I’m advocating a quicker sale where you make more coin than if you “sell instantly” but don’t have a lot of persistent items for sale on the TP. I’m not an invester, I’m the car dealership that depends on velocity of sales, I don’t want inventory lingering but I’m willing to ride out a short stint of being undercut.
I only have two listings that are over a day old and they are nearly a week now and very soon I will eat the posting fee and relist them at a price that should move them within a day, even if I take a loss. I would rather have the cash on hand than something that currently have lots of listings undercutting it by a large amount. The price is not going to bounce back soon unless there is another market shift.
RIP City of Heroes
Some of the food stuffs are Karma bought and can’t be sold.
RIP City of Heroes
But there’s only a handful of things you need a lot of gold for.
RIP City of Heroes
True quad core, Intel to boot, plenty of memory and a pretty decent video card. It should play fairly well.
RIP City of Heroes
I undercut by more on the premise that others will let this sale go rather than me setting the new base line price to undercut by a copper.
RIP City of Heroes
I was expecting some elementalist/tempest power, not a stuck animation.
Already seen that run style in City of Heroes.
RIP City of Heroes
Yeah, this is crying about needing to play the expansion to play the raids. Just like the crying about needing to play the expansion to fully unlock the elites. Or the crying about needing to start the story to unlock the mastery system in core Tyria.
“I paid my money, why can’t I do everything right now.”
RIP City of Heroes
The OP is all about how all the activities for quick gold are now gone. I’ve never done any of those things playing in the open world and use the TP in the way that it was assumed players would use it.
RIP City of Heroes
I threw some trash rares up on the TP earlier today, came back later, checked on them and saw that people had strongly undercut me and then people had undercut them further until there was a price difference of something like 10-15 silver.
All my items still sold within a timeframe of around six hours or so anyway. All they’re doing is gouging into their own profit margins.
No, all they are doing is wanting to get paid first. As long as the price you list is withing the range where sales are being made, it’ll sell, eventually. But people who once always clicked on “sell instantly” start placing asks, eventually isn’t fast enough. They have no patience.
Master: Ed Gooberman, you must learn patience.
Ed: Yeah, yeah, patience. How long will that take?
RIP City of Heroes
Latest Guild Chat points out that the mounted Mordrem Flameriders are a singular creature and not a Mordrem riding a mount.
RIP City of Heroes
It’s in the gem store for the same reason everything else is. Once the sales of HoT drops down ANet still needs a steady-ish supply of income and that’s from the gem store.
We’ve had this for three years, we all should be accustom to this. You all can bellyache about this but ANet is still a business and the gem shop is the corner stone.
Please re-read what I wrote in the OP. " I understand ANET is a business"
This among other things (broken promises) is bad PR.They just released HoT which is a huge money maker for them. Placing brand new content that is specific to HoT directly on the gem store within weeks of HoT release is a terrible idea.
Your signature is the primary reason why I want ANET to listen. I’d rather not watch this game turn into CoH
But six months from not, the expansion won’t be the huge money maker that it is now, at that point a glider skin in the gem shop is the proper place but they can’t and won’t move an item you could earn in game now into the gem shop. Gods you want a PR nightmare. So it’s immaterial that the expansion is “hot” now, they are NOT going to stop adding items to the gem shop until the expansion sales dies down, even if it’s only expansion related.
Plus how many people bought half priced gems with the ultimate expansion. ANet would love to drain that from them ASAP so they would have to buy more when the Wintersday swap hits the gem shop as well as the usual New Year sale. So we get this skin, the 2K Crystal Arbiter Pack which includes a different glider skin.
RIP City of Heroes
No. They had a high supply because they were the dominate mat nodes in the high level area as well as the dominate mat you got from salvaging high level gear. And since it doesn’t really take long to get to 80 compared to other games, even conservatively playing, it means that for a very long time there were a lot of players at the cap. Since the drop system is based on level, salvaging gear drops created a ton of T5 basic mats. But the sink for them was limited which kept the prices low.
Supply and demand seems to be working in my book.
RIP City of Heroes
It’s in the gem store for the same reason everything else is. Once the sales of HoT drops down ANet still needs a steady-ish supply of income and that’s from the gem store.
We’ve had this for three years, we all should be accustom to this. You all can bellyache about this but ANet is still a business and the gem shop is the corner stone.
RIP City of Heroes
I think most people here misses the simple point that OP is making: GW2 does not seem to free up memory very well. Having 8GB of RAM available just makes the game uses almost all of that with the 64bit client. And I am not using extreme high settings. It doesn’t crash the game for me, the 32 bit client didn’t either. My OS seems to manage memory allocation fine. But it makes me wonder if the GW2 ever free up memory.
Throwing more memory at the problem will solve some crashes (great for some players). But I would rather see the game free up memory when I swap maps. But maybe the engine isn’t capable of that. If so I fear for all the players that have OOMs at the moment.
Restarting the client every few hours will also solve OOM issues. But I have not seen this simple solution mentioned by a dev. Maybe because they don’t see it as a valid option? Hopefully they will find a solution for the memory hunger of GW2.
When a program starts up, the memory heap starts small. When an allocation fails because there isn’t a block of memory large enough the nuts and bolts of the allocation code asks the OS for more memory, gets a much larger chunk than necessary and that then gets added to the heap. Now OOM occurs when the OS says, nope, no more memory for you, go home.
Now this appending additional memory to the heap well grow the size of the heap, hopefully reaching a point where the program stops annoying the OS for more memory. But what it doesn’t do is release that memory back to the OS when it’s not being used, at least not quickly or frequently. Now because of the various aspects of virtual memory, this isn’t actually physical memory being reserved for this program but an address range the program can reference. The actual amount of physical memory being used it controlled by the OS which tries to keep only the memory that is constantly being used by the program which can be much smaller than the amount allocated. This is called the working set. Program memory that isn’t in the working set can still be in physical memory, it’s just tagged as something that if physical memory needs for the system becomes an issue, it can be swapped out.
For instance, as I’m writing this my character is standing at the TP in DR after playing for a bit. Looking at it’s memory usage in Process Explorer my peak amount of memory allocated by the OS to GW2-64 is about 4.88 GB. Of that my peak working set was around 2.96 GB and as I’m standing here my working set is currently around 859 MB.
RIP City of Heroes
re: Sun Beads
Doesn’t have to be an input field, just some X number that’s larger than 1 and a value that significantly reduces the number of clicks to get the appropriate number of needed.
RIP City of Heroes
Too frequently it’s players doing instant sell of item drops rather than take the 10 seconds to list a price somewhere between current high bid and low ask. That difference adds up quickly over time. And Gods forbid they vendor it to NPCs.
RIP City of Heroes
I don’t remove items that I’m selling for at least week. The market is always in flux and the selling price does churn in a range. Unless of when you posted the price you undercut was already outside of that range so you are as well and the price may never get back up to that point for a while. Especially true now as the markets are in flux due to HoT and GH progression shifting what’s in high demand around around daily.
Now it’s possible that I’m one of “those people” who undercut you by more than a copper. Because I don’t want to eat another post fee I want to make my items attractive relative to the rest. Yes that means I’m not maximizing my income but an item sitting on the TP indefinitely isn’t coin in my pocket, it’s inventory that’s not moving.
As for your question, normally it’s a dumb move to buy out your competitors because of the fees and taxes. You would need to relist them roughly 20% higher than what you bought them at simply to break even. And since it’s virtually impossible to control the influx of new supply, that will undercut your items, it’s a losing battle.
But that’s my opinion.
RIP City of Heroes
No, that system is ancient. Don’t even think about upgrading it. I’m not in the EU so I don’t know the usual suspects of retailers there, or are you interested/capable to build one yourself?
Edit: Can’t even read currency symbols today … EU not UK.
RIP City of Heroes
(edited by Behellagh.1468)
The key should be in the email you received upon purchase, assuming you bought it from ArenaNet’s site. No idea how others handle it.
RIP City of Heroes
That is the purpose of the 64-bit app, to be able to access more memory so the current OOM error from a swiss cheesed heap could be avoided for longer than the 32-bit app. Of course now if you don’t have enough physical memory, the virtual memory swap file may get you.
RIP City of Heroes
Page 4 of the quarterly report bar chart. Amount in millions of KrW
http://global.ncsoft.com/global/ir/quarterly.aspx
Lineage 1 – 78,211
Lineage 2 – 15,619
AION – 16,775
Blade & Soul – 24,919
Guild Wars 2 – 20,699
WildStar – 1,727
Others – 14,781
The color for B&S in the bar chart is close to that of GW2. It also hurts that they are adjacent. So order is L1, B&S, GW2, AION, L2, Others, WS.
These don’t include royalties from license holders, primarily from China.
Edit: Oh I see the problem. You are looking at the KDB Daewoo analyst report and looking at their guestimate for 4th quarter. This is the 3rd quarter results, the 4th quarter results won’t be out until next February.
RIP City of Heroes
(edited by Behellagh.1468)
I was able to do both.
RIP City of Heroes
Or you define “rare” as a low drop rate either in the open world from content and/or using the Mystic Forge. “Rare” is all about quantity relative to all the “drops” you can receive. The low quantity and high demand from the player base is what makes them expensive on the TP. Actually it’s the low quantity available for sale on the TP.
RIP City of Heroes
Yes they are planning to fix it but since 80%+ of players are 64-bit it’s a stop gap for now. As per Johan Skold’s post …
This is the initial solution (though it’s been in the works for quite some time). Something did indeed change with HoT memory-wise though: Mainly, the new features require more of it, to the point where the extra usage causes a lot of pressure that wasn’t there before. It’s getting increasingly difficult to stay within the limited address space (not necessarily memory constraints) of 32-bit processes.
That said, we’re still dedicated to supporting the 32-bit client for as long as necessary. Necessary fixes for it will take a bit longer to develop however.
https://forum-en.gw2archive.eu/forum/support/support/64-bit-Client-Beta-FAQ/first#post5717733
Edit: Added reddit post on 32-bit
https://www.reddit.com/r/Guildwars2/comments/3ri638/64bit_client_incoming/cwpr8eh
RIP City of Heroes
(edited by Behellagh.1468)
Yeah but they are giving WildStar a chance to recover with going F2P. However if their numbers don’t significantly improve in a year …
So if i’m reading this correctly, Lineage 1 is by far their most profitable product, but GW2 is their #2.
No, that’s Blade & Soul, we’re number 3.
GW2 is up about 5% year over year in South Korean Won but down 8% in USD if you take currency rates into account. But since NCSOFT is Korean based, it’s all about the Sejongs (10,000 won note, attempted Earth humor detected … arr .. arr).
RIP City of Heroes
All I can think of while playing daredevil is this.
Attachments:
RIP City of Heroes
To those who preach about how I shouldn’t need gold for most of the things I do, or how I should just play the game and gold will come automatically: save it. I’m literally not interested in your opinion on whether I do or do not need gold (I think I know best whether I need gold or not), or how I should just play the game and accept the pitiful amount of silver that the game throws at me after everything I loved doing to make gold got nerfed in their rewards or completely removed from the game.
Attachments:
RIP City of Heroes
Multi GPU support is primarily controlled at the driver level, no special coding is done in a game to support this other than not waiting on confirmation that the GPU is fully finished on the current frame before starting the next one.
RIP City of Heroes
ok… my point being…
if its broke.. fix it..
it was programmed as 32 bit game
it was designed for 32 bit systems
sold as a 32 bit game
with 32 bit requirements
if it doesnt work… they should fix it..
simple as that..
upgrading to a 64 bit client WILL NOT FIX THE ISSUE… only prolong the time it takes for it to fill the memory and crash.. IT WILL NOT PREVENT THE CRASHES…
mmorpg are pretty demanding games. Memory fragmentation is not a memory leak. Giving an app a larger address space might fix the actual problem since the memory allocatior has more numbers to play with. 18,446,744,073,709,551,615 is kinda huge number, Oh well… Sometimes, I wonder if anet has already rolled their own malloc.
There are some alternatives to standard library malloc that can help reduce/avoid fragmentation. I think someone posted some top down patterns that do the same thing as a bottom up approach.
RIP City of Heroes
Let me repost some data I posted a while ago. This is for promoting kitten into T2-T5. I’ve never collected data on T5 to T6.
You get on average roughly 1/3rd of the lower tier mat. So 50 in yields 16-17 out while 250 is 83-84. ON AVERAGE
I can’t say that enough. ON AVERAGE
The range for 250 mats in is 40 to 200 mats out. There’s been times I’ve gotten over 650 back from 5 stacks of 250, other times I got less than 300. But ON AVERAGE I get in the low 400s or roughly 1/3rd.
I have data an 175, 250 mat in promotions. Now binning the samples into buckets 10 wide …
40-49: 25
50-59: 20
60-69: 32
70-79: 27
80-89: 10
90-99: 8
100-109: 4
110-119: 10
120-129: 15
130-139: 7
140-149: 1
150-159: 4
160-169: 1
170-179: 4
180-189: 2
190-200: 5
Median (half samples below/above this number): 73
1st 20%: 40-53
2nd 20%: 54-66
3rd 20%: 67-80
4th 20%: 80-121
5th 20%: 121-199
Mean (numerical average): 86.75
1 sigma range (68.2% of the time): 51-127
2 sigma range (95.4% of the time): 42-190
What you notice is the median is significantly less than the mean/average. That means if you will see more output below the average and that can seem like RNG is not in your favor, that you are getting unlucky. But if you look at the distribution you see two “bumps”, one around 50-79 and a smaller second bump around 110-129. It doesn’t take many returns above the median to pull your current session’s average up to the “historical” one.
That’s why you have to look at all the promotions you are doing over time and not focus on individual ones, or even a few session’s. You have to trust that the Law of Large Numbers, that with enough trials the results will converge on the projected average, will prevail in the end.
It’s also the reason I don’t bother chasing the “big” profit per skill shard ones if the % of profit is below 30-40%. The variance in promotion output is too high. Right now the highest profit mat promotion according to GW2Shinies is green wood planks to soft wood planks at 2.5 gold per spirit shard which is fantastic. However it’s less than a 4% profit. They use an average of roughly 86.33 which means if you get only 83 from the promotion you don’t even break even. However platinum ingots, the next most profitable at 1.73 gold, has a 24% profit and you will sill make a few coppers even if the promotion returned 70.
TL;DR – play the averages but take % profit into account which mats you promote if you are doing this simply for the money.
RIP City of Heroes
Beyond what you get from leveling to 80, yes, only ones from the map. In HoT however each Hero Challenge gives you 10 HP but really aren’t solo events.
RIP City of Heroes
Orr isn’t fun to play in so few go there once they get their karma armor skins for the first time and finish the personal story.
RIP City of Heroes
how can we discover them? (been too long didnt play)
The link I posted was the recipe.
If you don’t know how to discover recipes when crafting, that’s something you can read about in the wiki.
RIP City of Heroes
It’s been a while since leveling a level 80 character granted you “skill points”. Back in June along with the Traits 3.0 change, Skill Points were split between Hero Points, which you got via leveling up to 80 and HP challenges, and Spirit Shards used on the Mystic Forge. At the same time a level 80 character leveling generated nothing, no hero points or spirit shards.
RIP City of Heroes
By design to slow down hackers’ attempts at selling off a hacked players inventory.
If you’re getting it “every time you use the TP” then you’re building up too much stuff between rounds of sales. Try to sell stuff more frequently so you don’t have such a high volume to get rid of.
No, John Smith confirmed it was for technical reasons and not as an anti-bot measure.
RIP City of Heroes