Armsman

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  1. [ QUOTE ]
    This isn't specifically a CoH problem (that I know of). However, my problem is that ventrilo doesn't "see" my push-to-talk key presses when I am in CoH. I really need to find a solution for this.

    I am using Windows 7. Ventrilo works perfectly with every other game.

    Thanks.

    [/ QUOTE ]

    Make sure your 'Push to Talk' key isn't boiund to anything in CoH. If that doesn't help; I don't know what else might cause this.
  2. [ QUOTE ]
    I can't edit How to Survive a Robot Uprising until they fix that stupid glitch where some of the mobs have a default text that's too long, though >.<


    [/ QUOTE ]

    Actually, yes you can. make your other changes, then go into the NPC Description text fields that give that error, Blank them completely out so the errors no longer show; and hit republish. You'll need to re-blank them everytime you edit though, but it works for me.
  3. [ QUOTE ]
    Same computer. Problem is that the CPU jumps to 100% usage, not sure if the network lag would cause that would it?

    [/ QUOTE ]

    That type of situation indicates you has a program/process that's launching and using up CPU cycles like crazy. Do you have any autoupdate software running; or anything set to 'check for updates' in the background?
  4. [ QUOTE ]
    *gives EVERYONE on this thread big squishy boobie hugz™!!!*

    OMG.......THANK YOU!!

    This started happing to me around the 14th as well. I run to accounts and use the auto follow option. Then I noticed exactally what was described. Not following or random DC's. Even when I had 2 Detra's dancing in the D one would DC. Now I knew /dance5 was bouncy.. but didnt think it could DC me.

    So I thought hmmm.. well its been a while maybe I should do some updates.. After I went to IE8 my system started flickering. Even on microsoft it seem like a known issue so I rolled back, still flickering on start up at the XP screen. *grrr*
    Okay FINE.. its been a long time since I did a hack and slash. Not that I use the net for p0rn.. *coff coff*
    A couple hrs later YaY fresh start!! Monday at the D ....wha? /dance5 still laggy?? NO!!! oh well worry about it tomorrow. Tuesday nite. Ran mission for uhm.. stuff .......oh look still same thing.. hmmm.. think think think.. mmmm.. maybe some settings. Tried all that.. Still couldnt get the 2nd to follow the first. She just stood there until i clicked back in that box. (I have my res set to windowed) So when she would hurry and try to find who she was auto'ng.. but if i clicked back to the first box.. usually she'd just stop! *cries*
    Wednesday night.. Dancing in the D again.. same issue.. wtf?Maybe its my memory card.. Thrusday new video card w/ 1gb YaY!!! shiney!! .............. WHAT?!?!?!! STILL THE SAME FREAKING THING *bashes head against desk and cries like a little girl* ( should have moved my coffee cup first*
    Okay.. for S&G's we are going to do yet another hack and slash. YaY!! Fresh start new card gogogogoogo!! go go uh.. nope. [insert profanity here repeatly!!!]
    Okay maybe my memory sticks failed, doubtfull but hey.. I had it down to processor, network card or maybe mother board. But I could still do all the stuff i normally do like have winamp, youtube, yahoo and one instance of the game open.
    So after being really frustrated and staying up way late (4:34a est and 7a is going to come real early ) I deceided to look out my recepit for *gasp* the geek squad thingy. So on a whim I check out the forums. And guess what was here?

    So i logged into the games and did the /maxfps 15 OMG IT WORKED!!!! YaY!!

    *gives everyone big squishy boobie hugz™ again... to the FACE!!!!*

    YaY! I can finally go back to sleep peacefully now!!

    *smooches*

    D

    [/ QUOTE ]

    And, switch to decaf.
  5. [ QUOTE ]
    [ QUOTE ]
    I don't want to Unpublish/Re-Publish and lose all the ratings and plays to date; so the 'mad lib' highlight will stay. I just won't go overboard in any future Arcs I do.

    [/ QUOTE ]You can republish changes without unpublishing and losing your ratings/arc #. Just FYI (I didn't know that at first).

    [/ QUOTE ]

    But once publshed, when you make changes, you have to do them directly in the MA editor, you can't make changes to the original local MA arc file you used to first publish without unpublishing and then re-publishing the arc.

    If I could do that, I'd be able fix errors and make other changes quicker by using a word processor to find and replace. With only the MA editor available to use after Publishing, you have to manually eyeball everything, and making major changes is tedious to say the least; although I do understand the reason why, once published, they don't want you allow you to just make changes to a file and then re-upload it. Doing that would allow players to easily swap one type of arc for another; and in effect give something a rating it didn't 'earn'. By making the update/change process tedious, they pretty much assure that only updates and chenges will be made; as opposed to a complete arc swapout.
  6. [ QUOTE ]
    @GlaziusF

    Running on a high 30s ice/axe tanker, diff 2 so bosses is bosses.

    ---

    A bank job. It's never as simple as a bank job. TIMER ON.

    Oh man, self-aware robots? Didn't they try to purge the impure biologics from the ranks and follow the will of the Master Runtime last time?

    Well, no wonder this guy took a dive, they were trying to run him off a flash drive.

    ---

    Man, I know I shouldn't think this way, but what the color highlights really make me think is that Citadel's playing Mad Libs in his head.

    Also, prevention never works. It heads off the plot, and we can't have that.

    Standard Battle Advisory: Battles can start without a hero anywhere nearby. Battle dialogue should take this into account.

    Also, way too many duplicate battles. Just put one noisy one at the start, one noisy one maybe in the middle, and fill in the rest with quiet battles.

    Hmm, duplicate network admins. Both of mine were triggered by battles ranging too close to them.

    ...I come up an elevator to see Crey fighting Crey? Are they around patrolling the place listed as Rogue faction or something?

    This mission works fine with a Crey base enemy group and the occasional battle featuring Fifth Column.

    ---

    Oh, hi new enemy group. You're interestingly named.

    Hi, my contact. ...wait, what?

    Hi, long unnecessary road out of the mission that isn't much fun to take because I emptied it searching for glowies on the way in!

    Uh, clue text, should you be assuming that I know who the real Citadel is?

    ---

    ....wait, what? Does Nemesis know these guys are stealing his schtick?

    ...well, one of his many schticks, anyway.

    Wondering why fake (?) Citadel was tipping us off to those places.

    Hmm. You'd probably be better off with a generic President, put in to prevent the arc from becoming dated.

    ...aw man, another escort through an empty map?

    And Statesman tries to kill the President. Well, that explains how they managed to "capture him", at least.

    ---

    Alright now. TO THE MOON, Alice.

    Oh sweet Christmas, three special boss fights in three consecutive intersections? All of whom use exactly the same canned patter as the first boss from the bank job?

    Man, they're showing up all over the place. SO BORING. NOTHING CHANGES.

    Also if you pick a random civilian hostage I think it'll pick from a small pool that includes Tsoo artists. I was running into them left and right.

    And the boss just seems to be a slightly upgraded version of the same boss I just fought like 20 of.

    He doesn't even seem that concerned about being beaten down.

    ...why do I feel like Real Actual Citadel and Master Runtime v2.0 are still out there somewhere?

    ---

    Storyline - ***. Feels like a half-hearted combination of Rogue Robots + Automatic Villainy. And there's one development that's particularly suspect - Fake Citadel sending me in to rescue Real Citadel. You'd think this thing's left coprocessor would know what its right coprocessor was doing.

    Design - ***. Good maps, acceptably powered customs, but they all looked exactly alike, which is a pain when picking out a priority target, and having half a dozen spawns on a map that dump the exact same thing (or the three exact same things) into your NPC dialog bar is, at the very least, overkill.

    Gameplay - ***. Escorting dudes back to the door over a giant stretch of empty mission is just a timewaster, and fighting like 10 copies of the exact same boss with the exact same dialogue in the final mission bored me to tears.

    Detail - ****. Solid job technically, but I would have liked to see non-stock descriptions for the stock bosses/special objectives, like the Wolfpack robot leading the assault in the first mission. Obviously it's not acting like a normal model.

    Overall - ***. A modestly large plot hole, frustrating sections of the gameplay, and 15 lines of dialog spam on entering some missions all dragged this one down together.

    [/ QUOTE ]

    Hi GlaziusF, I want to thank you for taking the time to do a fairly detailed, honest and fair review. As to the Citadel rescue mission being a plothole, my story rationale when creating it was this:

    The 'Fake Citadel' (controlled by Memory-X), enlisted your help to stop the 5th Column from creating a second identical A.I. to (they hope) regain control of the original Memory-X A.I. (And I have the Memoy-X computer modules you're destroying in Mission 5 revealing this fact in the dialog they spout). By the end of the second mission, you're completed this task for Memory-X; and thus on the third mission, it's sending you to a place where it has some of its own forces (and it knows the 5th Column is searching there too); and Memory-X expects you will die at the hands of the 5th Column or it's own minions (hence the ambush too); or you'll be captured and he can substitute a controlled copy of you as well, thus tying up all loose ends.

    Again, I realize this is a game and your character should survive the trap, defeat the lackeys 99.99% of the time, (and even if you fail mission 3, I have dialogue in place that allows the story to continue with your character still the 'lead'); but imo, storywise the overconfident Memory-X does believe its lackeys will indeed capture or kill you when you go on that particular misson.

    As for the other technical aspects you raise:

    - WolfPack Robot in Mission 1: I'm so close to the file limit, I didn't think changing the stock description was worth it. The dialog the Robot spouts should be a tipoff, BUT it is still

    - Battle Group(s) dialog in Mission 2: Once I15 goes live, I should be able to create a 3rd silent Battle group, and make that the majority patrol, but atm, I'm too near the file size cap.

    - Crey Patrols engaging other Crey Units: I've bugged it as I can't figure out what triggers it (and it's sporadic, some runs it happens, others it doesn't); but I don't have any Battles set to 'Rogue'; the Battles are all 'Both Are Enemy'; the Crey Patrols are 'Enemy'; and the IT Managers, etc. that pop when you finish the one Collection are all 'Crey' - so I figure it must just be a AE Critter A.I. bug.

    -Repetative Boss Dialog: Well, they ARE still controlled Robots, so I honestly feel making them 'more independent' would be 'out of character' (and there a 4 roaming Bosses in Missions 4 and 5 of the Arc that can show up anywhere; so the fact 3 of them appeared in succesive corridors is just bad luck with the Random Number Generator).

    - Random Civilians who are 'Tsoo Tatoo Artists'. Originally, I picked one stock Civilian as the 'Hostages' in Mission 5 and on Feedback more people thought I shoud use the Random setting. I've hemmed andhawed over this but am sticking with it because hell, if you were an A.I. trying to control the World more covertly, why wouldn't you take both good and 'evil' citizens? As to the evil ones you rescued - Everyone saved is going to the Main Portal Corp. facility, and any Citizen 'criminal' would be arrested on the spot.

    - Overuse of highlights: Guilty as charged (This Arc was developed over the open beta of I14, and I nfigured I'd test everything). It is a very valid criticism; but hey, I was at least diliberately consistent with the color scheme; and imo, it's too much work to go back throuh all that Text (Contact, Clue and otherwise) on the Published Live version; and I don't want to Unpublish/Re-Publish and lose all the ratings and plays to date; so the 'mad lib' highlight will stay. I just won't go overboard in any future Arcs I do.

    But, again, thanks for taking the time to give my Arc a go, and a balanced, fair, and detailed review.
  7. Armsman

    File Size Limits

    [ QUOTE ]
    I had heard that. I'll be interested to see how much smaller my current 97% full arc will be... will I be able to put the 3 custom critters I cut out back in?

    We'll see.

    I still want more space too

    [/ QUOTE ]

    As of the latest (6/16/09) build on Test, My 89% full arc (with two custom groups) on Live is at 67% full on Test (EXACTLY the same arc, I saved the arc from Live, then coopied and Publish the file on the Training Room server).
  8. [ QUOTE ]
    Yeah basically the thing ought to be smart enough so that whatever they are using for embedded control characters won't count -against- the usable character limit in the first place.

    [/ QUOTE ]

    Why? The whole point is too be able to calculate storage space - THAT'S why limits are in place. Just because whatever they changed now takes up more stored chracters to implement a line break - it doesn't mean that the devs should resize (and increase)their data field size for something so minor.
  9. [ QUOTE ]
    Asus P5Q Pro Intel P45 CrossFire Chipset LGA775 FSB1600 DDR2/800 Mainboard

    vs

    # Asus P5N-D nForce 750i SLI Chipset LGA775 FSB1333 DDR2 Mainboard

    What is the difference between that and the one you suggested ? Would I be able to use the same CPU on either ?

    [/ QUOTE ]

    The main difference is FSB speed; and that one is designed to use ATI's Crossfire video architechture; and the second is designed to use Nvidia's SLI video architecture (and either is honestly a waste for MMOs - and I speak as one who is using an Nvidia SLI system ).

    When the archtechture was first introduced, it did help in non-optimaized game engines, but as Devs across the spectrum have refined such engines better; the RTI is small - eg you buy TWO of the same card for a 10-12 FPS difference. Not a good investment - and there are other issues.
  10. Armsman

    new laptop

    Also, get a laptop cooling unit (the type you place under the laptop) if possible.
  11. [ QUOTE ]
    Solved: Turning off UAC fixed the problem.

    [/ QUOTE ]

    So, Windows 7 has the same UAC nonsense as Vista....great...
  12. [ QUOTE ]
    My idea for making AE better: remove it.

    [/ QUOTE ]

    /golf clap.
  13. Need more info on your system specs (particularly the Wattage of your PSU) - a CoHHelper log might also be helpful.

    And also sorry, but the old, "It works in every other game..." declaraction means nothing as CoH really pushes video cards harder than nearly any other MMO or modern FPS game on teh market. I tend to think the card is drawing more power than the PSU is reliably rated for when you start using CoH.
  14. [ QUOTE ]
    I've noticed that there is a feature that when I press and hold both mouse buttons for more than a few seconds autorun toggles on. Is there a way to turn off this feature?

    Thank you.

    [/ QUOTE ]

    Heck hyou default keybinds under 'Options' and change it.
  15. And also be aware that a 64-bit OS has more CPU overhead than a 32-bit system; so a 64 bit OS will generally run slower than a 32bit unless the app is optimized, and I doubt CoX is.
  16. Would like to submit my arc for review (it's been up on the CoHMR site for awhile ):

    ]Title: Is it Live or is it Memory-X?
    --------------------------------------
    Story Arc ID: 70210
    Author’s Global Chat Handle: @Armsman
    Length: Very Long (5 missions)
    Alignment: Heroic
    Type: Story-Focused
    Groups: 5th Column, Crey, Custom Group
    Has: Bosses; AV (Scales to EB based on team size/difficulty setting).

    Story Description: The 5th Column is building a device to control the world. Can you save the world from TOTAL DOMINATION?! (Hey it worked to get my Villians and Vigilantes pen and paper RPG group interested back in the day.)

    Designer Notes: The Arc can actually be soloed by most Scrapper (Level 50 MA/SR), Tank (Level 41 SS/INV) and MasterMind (Level 39 Robot/Traps) builds. My level 41 Gravity/Force Field Controller made it through mission 3 solo with no issues, but starting getting defeats in mission 4; so if you’re a support class or a blaster, you probably need a team-mate. This arc is actually based on an adventure I ran players through in the “Villians & Vigilantes” pen and paper RPG a number of years back. I was surprised at how much of the original ‘flavor’ I was able to keep in adapting it to fit in the CoX universe. There was only really one element I couldn’t include due to MA limitations.

    It has already had a few reviews here; and one posted review to date on the CoHMR site; but I've just finished doing a major update to it based on the feedback I've gotten to date.

    I have:
    --------
    - Tightened the 'Contact' text; and some 'Clue' text across the arc (No one's really mentioned a specific problem with it per se; but I've had a few feedbacks saying the story is convoluted in areas, so I've tried to do things to make it less so. Also, grammar hounds should no longer see an 'over use of the semi-colon' in this Arc; (which was mentioned to me more than once on a couple of previous reviews and feedback comments.)

    - Done a major re-work of MA mission 4 so that a Clue that helps explain an objective better in terms of the overall story appears at a more appropriate time, so that those players interested in following what's occuring and why it's occuring, can (hopefully) better understand what's going on; and where the Objective came from.

    So, I'd like to get some more feedback on the Arc as to how it plays now after doing all that. So, if you do want to be able to follow the story, please read the various clues that pop up.
  17. [ QUOTE ]
    When you press the Publish button it only takes a few seconds. You'll get a confirmation in your chat box and if you go to the "My Published Missions" tab it should be listed there.


    [/ QUOTE ]

    Actually, if it's the first time the mission has been published, it may take a couple minutes for the confirmation dialog to apprear (Re-publishing usually takes a few seconds). If you don't see an error message when you hit the 'Publish' button, just be patient; but you should see a confirmation message and at that point your new arc should appear in your 'My Published Arcs' tab.

    Be aware that hitting the 'Publish' buttom multiple times will cause your arc to actually be publised multiple times (up to the 3 *** limit); so, if you did that, you may want to check for duplicates and unpublish those too get your slots back.
  18. [ QUOTE ]
    This problem is why I stopped using the excellent Word document template to write my missions in advance. Now I'm forced to write them in MA, Alt-Tab to Word and paste it for spell checking or using the thesauraus or whatever, then manually correct the MA. Not exactly an ideal situation.

    I suppose what I could do is use the template, then paste the whole thing to Notepad to get the flat text, then paste from that into the MA... hmm...

    [/ QUOTE ]

    You can also save the Word file as a straight text file, - then othen it in notepad, and copy/paste from there.
  19. [ QUOTE ]
    i know about the orange box in upper right hand of screen. it's not a problem with that. the problem is that after it is already published and i am editing/updating the arc or i am just trying to publish it in general that i get an error message that pop's up and says something like "publish failed : field description unformated HTML" something or other, not sure of wording coz i am at work right now... it would be nice if this stuff was caught before i hit the publish or republish button coz everything i changed is then thrown away and i get to do it all over again

    [/ QUOTE ]

    Do you by chance have and 'Signature' Heroes, Villians, NPCs in your arc? I ask because there is currently a bug (no fixed on the Test servers) where some signature NPC bios are LARGER then what is allowed; so you need to clear their Bios to nothing to get the arc to publish; and you need to do that once every edit or update with the arc.

    The other issue is - How close are you to 100% used on the file soze bar. There is an occasional issue were an arc between 99 -100% will not publish.
  20. Armsman

    Bad Luck

    [ QUOTE ]
    I'm a 46 month vet with three Lv50 Heroes and three Lv50 villains. I also have a wide variety of alt characters between Lv20s and Lv40s across three different servers. I started playing CoH a few short weeks after release and beta tested CoV. Since 2004 I've had a few months off here and there, but overall CoX has been my first and main MMO. There's no place like home. I've recently noticed a disturbing trend though, which I'm beginning to believe is more than just a simple case of "bad luck." I belong to a large, very active SG on Guardian server, and know many of that servers veterans and regulars. Since IO enhancements first appeared I've heard multiple stories about the amazingly rare recipe drops frequently recieved by most everyone I know, many of whome have been part of the CoX community for less than a year. On more than one occasion I've learned someone will recieve as many as three rare purple drops in a single 24 hour period by taking part in the very same activites and missions I've frequently done. I'm forced to wonder, with all the time I've invested in CoX, and all the money I've spent on my subscription, why have I only recieved two rare recipe drops in 46 months? I've made note of my "bad luck" and have had several discussions about it with people more "lucky" than myself. I've also met a few others who have "luck" similar to mine and noticed the common thread is that our accounts originated in the earliest issues of CoH. I have to wonder if older accounts are somehow less "lucky" because we're accessing some hidden, forgotten code somewhere that prevents us from accessing the same random-reward algorithm accessed by newer accounts. I'd like to know if anyone else playing CoH/CoV has had similar problems with "luck."

    [/ QUOTE ]

    My experience is pretty much the same as yours - except I started in CoH closed beta in December 2003 (Just got the 51 month Vet Reward badge yesterday). I stopped for a time after the ED nerf of I5 (maybe did a month here and there); but came back to CoH full time (MMO-wise) after the Invention system was introduced (I9 I think).

    I've completed all the Blueside TFs multiple times now (with the exception of the LRSF - have yet to get on a Team that can get past Ghost Widow); and this was in the Post IO, Pre Merits era; and I have YET TO SEE a single Purple IO drop.

    Given that Purple IO's themselves didn't exist until somewhat recently; I seriously doubt the 'age' of your account matters; it's the damnable seed you get for teh random number generator.
  21. Can you post a CoH Helper, and a Hijack this log?
  22. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    The map location placements (front, middle, back) are often pretty messed up, depending on the map.

    As for the "clue on first glowy" problem - yeah, that bugged me too. The best workaround I found was to hide the one real glowy among 7 red herrings - if you give them all the same nav text they all show up as one set of objectives in mission.

    [/ QUOTE ]

    Unfortunately (for now) the 'Clue on click of first glowie' isn't a bug; it's working as intended. Remember that what with got with the MA was basically the tools the Devs use in a nicer wrapper; and it seems the Devs to date, hadn't designed a collection mission that gave a clue at the end of a completed collection objective. It remains to be seen if they'll change the behavior (they haven't as of the I15 build that's on the Test server; but the only workaround is to write your clue to account for the fact bthat it'll be delivered on the first glowie, rather than the last.

    [/ QUOTE ]

    So you're saying the Devs use the trick KeepDistance recommended? Because I know I've had missions where I run arround searching numerous crates, computers etc., always getting the message, "You find nothing of interest," until I click on the 12th one or something. Seems odd they would tie their own hands like that rather than just giving the clue with the 12th of 12 glowies has been clicked.

    [/ QUOTE ]

    No, infor what you're describing (which is possible in the MA now); you set up TWO collections - one that is the 'dummy objects' with nothing and has the 'item not found message' and make that one non-required; then yiou make a second collection that is required with one object; and an associated clue; and make that second collection 'required'.

    End result - upi have a 'Find the McGuffin' in your Nav text; as well as a number of 'dummy glowies'. as long as you pick the same objet for both, every glowie looks alike.

    The issue I came across is I wanted the player to find 4 Glowies (among 10 total glowieas so 6 were fake); and have the clue appear AFTER the fourth was found and also trigger a hidden goal and spawn an ambush, and some patrols. problem is, the clue appeared after the first 'real' Glowie was cliecked; so I had to re-write the clue to add - you'll need the remaining info for the other on-line terminals to determine te exact location in this building, etc.

    Overall it worked as I still maintain a 4 star average (it's the arc in my sig); and one recent one said that it plays like a TF, and liked my story (it involves the 5th Column, and I also play like they've just returned, but it was written during I14 open beta and published to live back on 4/15/09) BETTER than the new TF that's a part of the I15 beta on the Test servers.
  23. [ QUOTE ]
    The map location placements (front, middle, back) are often pretty messed up, depending on the map.

    As for the "clue on first glowy" problem - yeah, that bugged me too. The best workaround I found was to hide the one real glowy among 7 red herrings - if you give them all the same nav text they all show up as one set of objectives in mission.

    [/ QUOTE ]

    Unfortunately (for now) the 'Clue on click of first glowie' isn't a bug; it's working as intended. Remember that what with got with the MA was basically the tools the Devs use in a nicer wrapper; and it seems the Devs to date, hadn't designed a collection mission that gave a clue at the end of a completed collection objective. It remains to be seen if they'll change the behavior (they haven't as of the I15 build that's on the Test server; but the only workaround is to write your clue to account for the fact bthat it'll be delivered on the first glowie, rather than the last.
  24. Have you scanned your HD for bad sectors? Sounds like there's a possibility that a section of your HD may be failing.
  25. [ QUOTE ]
    [ QUOTE ]
    If a game, any game, needs to wait on the GPU to finish rendering the frame it's currently doing before it can send more data to the card, then having a 2nd GPU helps (assuming alternate frame rendering here). If the CPU does a little bit of work, send data to GPU, repeat until all the frame data is sent, then you won't see much improvement.

    It's the ratio between these two extremes that affects the amount of performance increase you will see in a game with multiple GPUs. If a game is rarely waiting on the GPU to finish, you won't see much improvement in average performance but the minimum frame rate recorded will be higher. A game like Crysis, which has nothing but complex frames that take a lot of GPU time to render will naturally have the most improvement in Crossfire/SLi mode.

    In the past someone did try SLi testing with their "normal" settings (which is everything except DoF and Bloom) at 1920x1200 as well as one with all the bells and whistles on (DoF and Bloom), using Zloth's demo player to test. At their "normal" settings they didn't see much of an increase except in the minimum frame rate. Average went up slightly. With everything turned on they did see an improvement in average framerate beyond the additional 2 or 3 fps but I don't remember offhand how much.

    [/ QUOTE ]
    I actually recall some people seeing lower framerates in City of Heroes with SLI running because it exerts a slightly higher workload (if I understand this correctly) on the CPU. The only person I have ever seen with a significantly higher framerate in SLI was some poor [censored] on these forums with a Dell "gaming" laptop that had no discrete video memory (but yes, still had SLI).

    [/ QUOTE ]

    It depends on what SLI render method you use. I found AFR1 and AFR2 did reduce performance while SFR did increase it over 'single GPU' mode. Earlier you asked me how much, but I'll answer that here - approx. 10 - 12 FPS.

    Believe me, I too think trhat's not really worth it, and were I to do it over again, I WOULD and WILL not use SLI again; but I built this rig in October 2006; and it's worked fine for this and all other game I play. I'll probably upgrade to a single card again when on of the newer MMOs hit the market (like Bio ware's Star Wars - The Old Republic, which will hopefully turn out to be what SWG should have been); but as CoX is the most hardware taxing game on my system; and I get decent FPS, I see no need to blow more cash as yet.