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Quote:I find it interesting that Dakan cited Warren Ellis, and Planetary in particular, as inspirations for his work on City of Heroes. In 2002, Planetary's conclusion was still almost a decade away, but I'm pretty certain The Four had already been introduced. While there is a core of optimism in Planetary (as there tends to be in all of Ellis' work) the way The Four is portrayed, and what they are allegories for, makes it an interesting counterpoint to Dakan's clear-cut black and white view of good vs evil. In many ways, the most evil thing The Four did was try to turn their world into our world: a mundane world where aliens and monsters and superpowers don't exist. To Snow, that is the ultimate sin.With respect for Rick Dakan, whose world-building genius I can only admire, he began helping to build City of Heroes at the very edge of the beginning of the modern era of comic books. The Dark Avengers hadn't come along yet. If it wasn't for the Dark Avengers series of comic books, I probably wouldn't have any super villains outside of Mission Architect creations. It is difficult for me to go back and read most graphic novel collections from before 2003 or so, when the "big two" started to indulge a maturing audience. In Siege Prelude, a super villain, Doctor Doom, became one of my favorite characters for the first time. Not because of his evil deeds, but because I was so darn impressed by this new age, where super villains like Doom and Osborn had traded their mustache-twirling days in for real personalities.
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Quote:1. You're responding to me, but I did not express the opinion that voice acting or performance capture performances were "lacking in validity." In fact, since I said the exact opposite, that would seem to be an odd error on your part, either in terms of quoting and responding to the wrong person, or failing to comprehend the person you are responding to.The context seems to be an implication that motion capture/voice acting performances are lacking in validity because of the tools they use outside of the actor, while discounting the heavy dependence conventional performances rely upon outside the actor. But if I've misread, by all means correct me.
2. What's more, I did not in any way discuss the tools or associated trappings of the performance as such in terms of whether they contribute or detract from a recognizable performance. What I was talking about was the fact that in most cases, voice actors contribute only a part of the character they portray, and a completely different artist or set of artists contribute a sizable converse percentage, and a similar statement can usually be made for performance capture actors. That's significantly different from things like makeup, because makeup itself is not a part of the dynamics of a performance: that's why there's a separate award for makeup.
3. As to your other specific examples of lighting, camera work, musical score, and editing, these things are far more obviously not specifically part of a character performance, and in all four cases as well there are technical awards for lighting, cinematography, cinematic musical score, and editing. They are so obviously irrelevant I can only assume you conflated expeditiousness and hastiness.
4. The specific technical reasons I was referring to in my reply to Lothic were within the context of the discussion we were having, which appears obvious in context simply by reading mine and Lothic's posts, that touch on whether the definitions of the awards themselves properly recognize that such performances were in fact valid performances worthy of recognition for the major performance awards. Lothic earlier implied he was against the notion that voice acting and performance capture was a radically different form of performance from conventional acting, because he seemed opposed to the belief that I implied so. However, he then seemed to suggest that it was the definitions of the awards themselves which failed to recognize the specific character of those performances, which suggest that he thinks they may be sufficiently different from conventional acting that the definitions of the awards doesn't do them justice.
I sought clarification, because if that's the case there's only two remedies for that: create special awards for those kinds of performances with its own definitions and parameters, or adjust the defintion of the current major performance awards to level the playing field between conventional acting and performance capture and voice acting. But that means taking into account the technical differences between the two kinds of performance, and somehow instructing voters to ignore them for purposes of awards.
It is those technical differences that I was referring to, which appears obvious within the content of the posts I suggested you reread carefully before responding in a manner that suggested a higher degree of confidence than seems advisable. -
Quote:Only some, not all critters in iTrials have 64% base tohit. So this is a situational problem even in iTrials. I doubt the devs are going to make everything in Dark Astoria have Praetorian tohit.Well, I dont actually like trials, so I was really concerned about general missions and street sweeping solo with no aid self in the new Dark Astoria where 59% is the cap. I may have to pass on it. But I will give it a try I suppose.
Thanks,
Lewis
If you are just solo street sweeping in DA, my guess is that soft-capped defenses, plus liberal use of inspirations, will probably be adequate although in the absence of aid self I would want a build with at least moderate to high levels of passive regeneration (or Destiny Rebirth as previously mentioned).
Another possibility would be to build towards Diamagnetic in Interface, which procs -tohit into your attacks. -
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Quote:That would seem to suggest that contrary to what you implied earlier, you yourself feel that voice acting and performance capture do contain a "black and white" distinction from conventional acting that can only be remedied by offering them a special category of award.Yes, but I still consider the "disadvantage" to be institutionalized when it comes to how the Academy stubbornly pigeon-hole these things.
I don't dismiss the idea that voice/performance actors may have to be "more exceptional" than traditional actors in order to be considered for these awards. But I think the reason they have to work harder has as much to do with outmoded mindsets biased against their forms of expression as it does some kind of "lack of bandwidth". Do you accuse the guys nominated for Sound Mixing to be unable to win for their Writing ability because they "lack the bandwidth" to express their full expertise or is it because what they do has nothing specifically to do with Writing?
I'd submit that the current categorization of the Academy Awards is simply becoming insufficient to express the overall range of awardable expressions in the artform.
Because the alternative, to redefine the existing award in a way that is specifically designed to neutralize any advantage conventional performances may have simply by fiat, would itself be unfair. That would be asking voters to arbitrarily weight some performances higher than others for technical reasons having nothing to do with their evaluation of the performance itself. -
Quote:Its even more complicated than that. I suspect that when we talk about "the database" we may be more accurate than some realize. I think the runtime game database is monolithic, or nearly so, which means the same basic code that stores things like my character's hat size is also storing things like entity properties in the live game.Well, there are several possibilities here, but one of Cryptic's database guru's used to have a blog, and he talked there alot about using object-based databases, rather than relational tables, so its possible that our assumption that this is even sql-driven is incorrect.
Granted, I don't buy the "too much of a pull" issue either. If it was, you'd compensate by not doing a realtime on-demand pull of the latest data. Rather than hit the database every time someone requests the webpage, publish a static webpage with the stats every time a character (for example) logs out. Nothing's going to change until the next log-in anyway....
HOWEVER- you have to remember that things like the database core would be some of the first pieces of code assembled, that CoH was the team's FIRST foray into building an MMO, and that the scalability of database systems back then was frequently in question.
You can still find press releases hilighting the odd innovations some vendors were doing to handle demand like using a full flash-memory system with a custom allocation system to get fast enough responses. I've also heard horror stories from a former MMO developer on how a database on a major title didn't reach a fraction of the vendor's promised thoroughput, leaving them "gutting every call they could" after their first stress went an unexpected direction (let's just say that they succeeded on the "stress" part).
It is very possible that the CoH database system is rigged enough that they can't be compared directly to what we work with in business or web development.
I know there's a database that keeps track of various entities and spawns in the game, and their properties. I know that database is accessed whenever something like a GrantPower happens: that actually alters the entry for that critter or player in a live database.
The question is: is that ultimately the same database that would have to be queried to support the Vault, because there's only one? If so, then I know exactly why the Vault was scrapped. Consider the developers that wrote the Paragon Store, and then consider what would happen if Paragon were to contract out to a random third party developer to make the Vault, and consider what would happen if to make the Vault work they needed access to that sensitive runtime database. The one that keeps track of where we are and what powers we have at any given time. That database. The same database that, due to a tiny timing race condition involved in accessing it, caused Oil Slick Arrows to malfunction. Lets see what happens when the Vault randomly slows it down. -
Quote:I think it would be unfair bias to disqualify voice acting and performance capture out of hand. I do not think its entirely arbitrary, however, to consider conventional performances to have, for lack of a better way of putting it, "more bandwidth" to the viewer, and that they therefore deliver more content to the viewer: this then places the onus on the voice or performance actor to deliver a far stronger performance within their remaining channel in order to overcome that disadvantage.Again it just seemed that you were endorsing the dismissive concept that "if there is -any- technological involvement with an actor's performance it must automatically be marginalized". Hollywood seems to favor that as a binary absolute, unwilling to accept there is a grey area to this.
I think you and I both agree that Hollywood does in fact have a bias against such performances. That was never in question. I simply felt that your take on this was that they were justified in maintaining that arbitrary bias regardless of how the medium is evolving over time. I consider it backward-thinking to accept the current status quo of the award criteria. Either the awards are going to have to change to accept the evolving reality of the artform or risk becoming that much more inconsequential themselves. -
Quote:The farther away the better. What I did in my house was to replace my older 2.4ghz cordless phones with 5ghz phones. That way they were not broadcasting in the same channels at all (and I don't have 802.11a in my house which uses that band). Alternatively, you could upgrade all your 802.11n gear so that it supports the 5ghz band and switch to those channels, which tend to be much less congested and have better useable bandwidth.Hi Arcana,
I tried this and it actually helped a bit. I changed from Channel 6 (2.437 GHz) to 1 (2.412 GHz) and the time before I lag increased. I'm able to play for about 10 mins before getting a block of lag spikes, instead of 5 mins. I'm going to try other channels and see if they have any effect, later today.
I DO have two cordless phones close to the router. I'll see about moving either these, or the router. Do you know how far apart they should be before they don't affect each other? Right now, they're on two shelves in the living room. I have inmounted bookcases with the router on the bottom shelf (at about waist-height) and the two phones (I have two lines - one for work and one for home) on the shelf directly above it. They're about a foot apart.
Testing with a temporary wired connnected as has been recommended would also serve to rule out any other issues with internet service itself and focus attention specifically on the wireless connection (or alternatively suggest a more permanent wired option as the long term solution).
You might also have a neighborhood source of interference. Testing with a wired connection as has been recommended would be fairly definitive that the problem is the wireless and not the internet connection itself. -
I assumed you were thinking about it, because you were looking at taking Ion Radial instead of Ion Core (drain vs more damage).
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Quote:Prior to Defiance 2.0, I probably would have gone Clarion. But my main's build has a lot of recharge, and being mezzed does not impair my ability to shoot my way out of it as much as it might the average blaster (I can cycle bolt and blast very fast). If I do need to break mez fast, its usually because I'm getting low on health, and the next thing I would be doing after popping Clarion is popping respites. I find it easier to pack a couple of emergency breaks and use Rebirth to mega-heal my way out of trouble than to keep Clarion up as my mez protection and pack a lot of respites.Personally, I get a HUGE amount of mileage out of Clarion on my blaster. With the right branch you basically have either perma mez protection, or an always-available breakfree, depending on how you use it. But then, I'm actually unable to make much practical use out of Rebirth.
Of course, I have both (they are the only two I crafted for my blaster specifically: tier 4 Clarion and tier 4 Rebirth). But I use Rebirth a lot more. I can think of few blasters that couldn't make decent use of Rebirth. Maybe a Dark/Mental? -
Which is consistent with what I said, which is that voice acting and performance capture are at a significant disadvantage, because they contribute only a part of the overall character performance that is being judged for the award.
There's no "black and white" distinction on the nature of the performances that I'm making or implying, unless you believe there's a black and white distinction between one and two.
(Of course, its not literally one vs two, that's just a simplification of the general statements I made separate from that). -
In reviewing the older dev diaries, I just had to share a comment Rick Dakan made in one of his Design Journal series of articles from 2002:
Quote:That's actually pretty cool.First of all, rules. The basic system for City of Heroes, comes right out of my pen and paper days. Since its original inception we've refined it quite a bit, but it still retains the core elements that I liked about the original design. You use points to purchase attributes, skills and powers. I'm a big fan of the point purchase system, as it allows players to add as much customization as possible. I've always been a tremendous advocate of letting the player do what he or she wants, and that's a dictum I've tried hard to maintain as we've worked on this game. The second aspect was to separate levels from character advancement as much as possible. I greatly prefer RPGs that let me spend my experience however I see fit (like the Storyteller System), rather than forcing me to fall into pre-set patterns of advancement (like D&D). Again, whenever possible, let the players play as they choose.
The way combat works is also a direct descendant of some rules I came up with for a skirmish mini's game that was never published. I then converted them over for a massive sci-fi role-playing game that was also never published. Now they're finally making their appearance in City of Heroes. The basic concept is pretty simple, but captures something about combat that I think is fundamentally true (you know, based on all my years as a trained mercenary). The more skilled you are with a weapon or attack, the more damage you will probably cause. Put another way, the power of the weapon is only half the equation. You also have to know what you're doing. I'm not taking credit for this idea; I'm just taking credit for liking it.
And so we have a system where, when you attack someone, the better you hit them, the more damage you'll do. Instead of rolling a die when you hit someone with a club and causing 1 to 6 hit points of damage no matter how close you came to missing, each attack in City of Heroes has a table associated with it. So, instead of rolling a number between 1 and 6, you roll to hit, trying to score less than your skill plus its governing attribute (for example, club + strength). How far below your target number you roll is then indexed to the damage table for your weapon. Thus, the better you hit, the more damage you do. There's a little more to it than that (lots of modifiers and so forth) but you hopefully get the idea.
Quote:Admittedly though, I quickly turned most of the rules stuff over to my cohort, Jack. He's got a head for numbers and balancing and such.
Incidentally, of all the original design features for City of Heroes, the one that I regret not seeing the most, by a wide margin, is this one:
Quote:The basic philosophy is this; the longer you've been doing something, the better you'll be at it and the more you try and spread yourself out, the harder it will be to gain superiority in any one aspect or skill.
Here's how we put that philosophy in action. Each hero picks a starting power. Any power they want. This is your first power, and for the rest of time, this is what your hero will be best at. It will always be easier to increase this power than any other. Your second and maybe third powers will usually (depending on Origin type) come along pretty quickly after that, and it will be a little tougher (i.e. cost more experience) to advance that power. With each successive power you learn, it requires more and more experience points to advance that power. Your Origin type impacts this by determining how many different powers you can ultimately learn, how powerful you can become with them and how tough it is for you to use them.
Presto. That's it. Instant, individualized character classes. Players can decide for themselves what combination of powers they want to pursue over time and the system encourages a certain degree of specialization. In many games a fighter can learn some magic (with difficulty, but it can happen), but in our game, you get to choose exactly where your strengths and weaknesses are. When it comes to grouping, everyone will have a pretty firm idea about where their strengths lie and they can talk with their fellow heroes about what their team needs to be totally effective. Admittedly, the formula for putting together a group isn't as simple as fighter, mage, cleric, thief; however, players have the advantage of developing their own, most effective combinations of heroes to fill out the needed roles.
Personally, I think Cryptic should have lifted this idea for their future games, because in my opinion its actually pure design genius.
And on the general subject of the thread, I think this is an interesting quote from Dakan on why City of Heroes didn't have a City of Villains in the first place:
Quote:Beyond the potential social crises that would arise from such a game, it would require a great deal of extra content for it to be a good game. I think about all the content we're putting in to support our players' heroic activities. We'd have to do just as much extra work to make the villain game as much fun, and that's just not feasible for all the reasons you can imagine. Alternately, I suppose, we could spend half of our time on each and then they could both suck. Hmmmm, maybe we'll do that...
OK, we're not going to do that. You know why? Well, first, we're not interested in making a game that sucks. But only slightly behind that are all the ideological reasons I've been hinting at since I began my little tirade here. The first reason is exactly the same as the last practical reason I mentioned. What would you do as a villain? You'd be doing all these horrible, nasty things. Even if they were cloaked in an air of comic book silliness (which nothing in this game ever should be, in my opinion), they'd still be things that every decent person would agree are just plain wrong.
That's not at all the kind of game we're trying to make here. I've found that, when a game tries to be too many different things, it succeeds at none of them. I didn't just make that up obviously; it is rather, a truism in the industry. What I'm most interested in with City of Heroes is doing the hero thing really well. I want to simulate what it's like to contribute to the common good, to fight to your last against what's bad, and to rise above the wrong in the world.
OK, yeah, that last bit sounded more than a little corny I know, but you gotta admit, there's some truth to it. For the most part, we want to see the good guys win. Also, for the most part, we want to win ourselves. And finally, again for the most part, we see ourselves as the good guys. Put all those most parts together and you get the attitude we're trying to capture with City of Heroes. That's the fun of reading these stories in comics as well; you empathize with the hero and rejoice in his or her victories over the evil forces that stand against him or her. Which hero you empathize with depends on which comics you read, which heroes strike a chord with you. In City of Heroes, we take that one step further. You are your own hero. You create someone you empathize with more directly than any comic character, because this time it's your creation.
The second ideological reason is also a high-minded facet of our practical reasons. We want a game that encourages cooperation amongst players. We want a world where heroes can come together to fight the common foes (and boy are there a lot of those). This is, of course, the major appeal of online gaming; you do it with other people. In a free flowing PvP game, you couldn't ever really trust other players. They could turn on you at any moment, and probably do so with very little consequence (this lack of consequence being a big factor that differentiates real life behavior from that of people in games). That is, I think, just poisonous to a game where we're trying to get people to work together. Of course that's the extreme. I can think of ways to work around some of these problems, but here again, we're adding more restrictions to accommodate questionable game play benefits. -
Quote:When specifically did I do that?I already said voice actors and motion capture actors are at a "severe handicap" for these kinds of awards. I'm not arguing the reality of that point.
I simply believe you (and by extension the folks in Hollywood) are drawing far too much of a black and white distinction between traditional live acting and all the other forms of "technologically assisted" acting. -
Quote:Actually, it isn't.Nah, that's not true at all. He's talking about a design intent for the game they were designing. Some design intents made it into the game. Some didn't. The Arena just happens to be one of the things that did make it into the game, even if the character creation system changed dramatically.
You're not required to change your mind on all design ideas just because some change for whatever reason. That's not how system design works (at least not system design that ever leads to a finished product).
Whether or not they tried to build a game system that could support PvP, or they were just really bad at designing such a system, is, at best, guesswork at this point.
First of all, its fairly well known, at least among people who followed the game, that the game was basically refactored completely during Alpha. It wasn't just a simple matter of them dropping or delaying some features, almost *none* of the original large-scale concepts survived to launch, because its pretty well established that the devs far overreached what they could deliver. It was when they blew their 2003 launch date that Jack basically began pushing for what they could launch, rather than attempt to build the original design of the game.
The original design of the game didn't just have an open powers system, it had called shots, it had a gear system (nothing like the invention system), it had mission computers - it had a huge amount of details that the launch game abandoned.
The most well-known was Jack's introduction of archetypes, which was sold as a way to simplify the game for the players, but it was also to simplify the game for the designers, because it was taking too long to implement a workable open system.
Nearly all of this refactoring took place in 2003 leading up to the 2004 launch. And when it occurred, power sets were significantly rushed: they were still being assembled during the beta. Even things like the Blaster manipulation secondaries were adjusted almost at the last minute. During that time, there was essentially no thought put into whether the sets would work for PvP, because there simply wasn't time.
Its worth noting that the original race to launch was so hectic, there was an actual disconnect between the programmers who implemented features and the powers designers who used them. Geko often mis-described how features worked, and Castle was still learning how some mechanics worked - and even that some even existed - in 2010, and I'm not even referencing Taunt. I have first hand knowledge of the fact that the powers team would sometimes tell me something completely different from the programming team as to how a power or mechanic worked in 2004, when we're talking about the original guys that originally built the things.
When PvP was actually added to the game, the devs admitted in many specific instances that they did not consider how rather large general features of the game would work in PvP, such as whether you could actually hit another player or not. As in no thought at all, prior to implementation.
Actually trying to prove the entire negative - that the devs *never* thought about PvP at any time during the implementation of the game is, of course, impossible. However, the burden of proof is on the people attempting to assert the opposite, because in every case where we have actual knowledge its been established that they did not, or if they did the thought they put into it was nonsensical.
The devs did consistently make a statement that was very telling if you understand the context. The devs often said, when PvP was first introduced, that it was "balanced for teams." That did *not* mean the devs sat down and designed the powers system so that it would allow for a specific PvP team diversity. What they meant - and the actually once said this - was that PvP was balanced around teams because whatever advantage one team had another could acquire with the appropriate team mates. When the devs said explicitly that "PvP is not balanced around 1v1, its balanced around teams" and you combine that with their statement on how it was balanced around teams, you can draw the conclusion that the devs didn't actually *do* anything prior to I3 to design the game for PvP.
One last thing. I asked someone back then how they decided on the correct amount of unresistable damage to give to blasters to balance PvP. What I was told was that the original value was a guess, and they would datamine testing to see if it was reasonable. The devs, in the early days, had a few design rules, but primarily they relied on datamining to tell them if their design was correct or not. There was no model or formula or spreadsheet or calculations to tell them how much regeneration was balanced - not even wrong calculations. No set of calculations to tell them how much offense balanced how much defense. Anyone who claims to be thinking about or designing for PvP has *something* - *anything* - to give them at least an educated guess as to where they should start. Prior to the arena being added, there was no such thing. And that's not a guess: if such a thing ever existed, no one has ever admitted to its existence.
By their own admission, the devs in the early days threw stuff on the wall and used datamining to see what stuck. If you believe the devs put any thought into how to implement the game for a reasonably fair PvP, you first have the contend with the fact that we know with certainty they didn't even do this for PvE.
This is something Cryptic itself *explicitly* attempted to correct when implementing Champions Online, with extremely mixed results. But the "master spreadsheet" of powers that they built for CO that is supposed to guide them in how all the powers are interbalanced between each other is something they did then, because they did not want to repeat the error of not having it in City of Heroes.
Now if Xanatos thinks he has some information I lack which gives him a more accurate perspective than the one I have from among other things actually talking to the developers at the time I'd be happy to hear it. -
Quote:On Electric/Electric, I would have to go with Spiritual Core Paragon unless you were going for a super-sapper drain build, in which case Agility Core Paragon might be an equally valid choice.Okay, I actually rarely plan these. But I got a theme and I'm on a roll. For me new Elec/Elec/Mu Madness I am trying to stay on theme. Please give feedback on choices.
Alpha. Leaning towards Spiritual Core. More Recharge is always good, maybe even better on this build than most, since there are heal and end mgt tools in the armors. Could also go for Musculature Core.
Quote:Judgement. Ion of course, theme. Radial Final gives -Recovery to enemies. Cruel yet fun with all the rest of the drains. Core Final hits moah targets. Heavily leaning to Radial.
Quote:Interface: Preemptive Core Flawless. Wow, was that an easy decision.
Quote:Lore. Really on the fence here. Not really Arachnos theme, and there are no Mu there anyways. I saw a chart about top damage dealers. phantom seem innocuos (I hope, I couldnt see pictures of any) and among the top damage dealers. So I picked Phantom Core Superior. I think it's obvious I could be talked into another choice.
Quote:Destiny: Barrier Core. I am coming off Brutes and Tanks, and there will be many times I act like one I am sure. This gives me a little more ability to pull that off. I could be talked into say, Ageless, with a decent argument.
Spiritual Alpha + Rebirth Radial is what keeps my Blaster alive in Lambdas when I find myself trying to solo a crate. And my MA/SR scrapper just loves that combination. You have a heal so it won't be quite as night and day, but that heal is not a fast heal like reconstruction: you'll probably still notice a radical benefit from Rebirth. -
Quote:That's a half truth, made a quarter truth by being a statement made before City of Heroes was refactored into the game it is now. Its essentially talking about a different game that happened to share the same name as ours, made by a developer that did not factor into the final design of our version of the game**.PVP was always intended for CoH. It was planned since pre-beta. As early as 2002.
"However, we do plan to implement an arena where players can engage in "friendly" bouts with one another."
-Rick Dakan
Source: http://www.actiontrip.com/previews/c...heroes_i.phtml
The truth is the devs always told themselves "one day, we'll add PvP" but they did absolutely nothing to ensure that the game could actually support it, either because they deliberately didn't bother, or because they didn't even realize you can't just trivially retrofit PvP into a game that isn't designed to support it.
In other words, the devs statements that they always intended to add PvP have as much value as dev statements that they always intended to move the corporate headquarters to the Sun.
The most accurate statement that can be made is that the original developers intended to *try* to add PvP at some future date. However, they had no idea what that would entail, or how they would go about doing it.
The arena concept is just the setting for PvP: there was exactly zero thought put into whether the powerset and archetypes had any chance of being viable in a PvP setting. The unequivocal evidence for this fact comes from the fact that the devs made many radical PvE-based balancing decisions leading up to launch with no regard for whether the original powersets were proper for PvP, or the altered versions were proper for PvP.
** The game Rick Dakan is talking about never saw the light of day. Here's his answer to another question:
Quote:AT: Tell us more about the AI you've induced into villains and NPCs.
RD: The Villains use a wide variety of weapons and powers against the heroes. They'll know how to cooperate and combine their effects to get the best result.
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Quote:Lots of things can potentially muck up a wireless connection. If you are experiencing sporatic slowdowns, I would recommend trying to change channels to see if that helps. You may have neighbors close by using wireless systems that are periodically clogging certain channels. When that happens, you'll still see a strong signal, but the channel itself will slow down due to contention or interference.Hi Chad,
I'm connecting to the internet via wireless card. I was using a wireless N USB card from Belkin, but when I picked up the new hard drive last week, I grabbed a wireless N PCI card from TrendNet (and since it was cheap, upgraded from 4 GB of RAM to 12 GB as well). The internet has been working faster with the PCI card than it was with the USB.
My router is from Linksys. I can't remember the model offhand. Its a wireless G, which I also plan on upgrading to a wireless N. I just didn't remember to do it when I was at Microcenter. The modem is owned by Cablevision. My provider is Optimum Online. Connectivity to it is great. The PCI card shows full bars all the time (I'm upstairs and the router is downstairs). My wife's tablet and her laptop also get good signal strength when we take either one to the basement for streaming. Every few months, I unplug the router and modem, just to keep them a little fresh. The last time I did this was last month. It was actually due to a blackout caused by a rainstorm.
Is there any way I can monitor the connection for myself, before calling the provider? Should I run a constant ping to one of the COH servers? I tend to have the Task Manager and Performance Monitor running when I try to play... for the longest time I've not even really tried to play, I've been watching the lag on the Task Manager & Performance Monitor and trying to figure out what could be causing it. So far, I've found nothing conclusive on the machine itself. I Google every process that's unfamiliar to me and experimented with ending processes to try and use process of elimination to figure out if a process or service was causing the lag. That's actually what caused me to go out and buy new hardware last week. I ended the wrong process and crashed the computer. System Restore didn't quite work. System Repair didn't work at all. I ended up grabbing the new HD and performing a reinstall. I've learned to be a lot more cautious when ending tasks.
I've also seen things like 2.4Ghz cordless phones interfere with wifi routers, and even older microwave ovens. Changing channels may dodge the largest sources of interference in your area, if that is the source of the problem. -
Quote:The new "tutorial" may be more interesting, but that is just about the only way in which it is superior to the old one. It doesn't teach you anything beyond how to move and attack, and while those are the most simplistic of basics that you need to get going, I often feel as though the game is now talking down to me. I find it kind of ridiculous that you don't start learning about enhancements until...what is it? Level 10? At which point you'd better already know how. You don't learn how to level up your character until you're level 5 and have already done it four times? These are things that should be covered in the tutorial. Like they use to be.
Grrrr. Rant over.Quote:There's a voice over in the tutorial that tells you how to level up.
Grrrr. Fact over. -
Quote:Fair enough. I have a tank specifically designed to team with your build:I appreciate the feedback, and although Dark Mastery seems desirable I prefer to have a full insp tray of awakens and nothing else. Every time I die I'll have an awaken to pop. If I awaken 2 seconds after dying and am killed by a stray mob it is THE TANK'S FAULT FOR NOT HAVING ALL AGGRO ON HIM, and don't give me that "some mobs use AoEs" excuse. Every time I pop an awaken and die, it is the TANK's fault by default, and I will pop another awaken as fast as my fingers can connectify the datums betwixt my brainum and the intarwebs. The TANK better have aggro this time or we will have words... so many words we will have. This is why I don't need Soul Drain, it's a crutch for a team with bad TANKs and EVERYONE SHOULD BE AS GOOD AS I NEED THEM TO BE TO ENABLE ME TO PLAY THE WAY I WANT, which is just one of the finer points of using this build.
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Quote:That's true, but rather than suggest this proves the academy believes performance capture is not legitimate, it suggests instead that performance capture requires a similar level of transcending performance as John Hurt.The Academy didn't have any problem nominating John Hurt in the Best Actor category for his makeup- and costume-enhanced performance as John Merrick in The Elephant Man or the CGI-bolstered Brad Pitt for The Curious Case of Benjamin Button. (And it appreciates that makeup and costume design, while crucial to everything we see of the actors on screen, are important enough to merit their own categories without detracting from actors' theatrical talents.) When is it going to realize that performance capture is no less legitimate?
Benjamin Button is an exception, in that a significant percentage of Brad Pitt's performance occurs with minimal makeup or digital effects, so the elements of his performance enhanced by technology can be seen in the context of his more "raw" performance without it. That frame of reference doesnt exist for performances such as Sirkis' performance in Rise.
Its important to remember that the Academy likes what it likes, and it does things often for motivations other than pure merit. You could argue that the Academy doesn't take performance capture seriously, or you could also argue that even if Sirkis was in an incredibly sophisticated set of makeup and there were no digital effects at all, there was still a good chance he'd have been snubbed simply because that isn't the sort of performance the Academy tends to recognize regardless. -
Quote:In both motion capture and voice acting there is a performance that they can take full credit for, but the important point is that the character on screen that audiences see is a combination of that unique performance and a separate, supplemental performance.I can see the point you're making, but I really think it can be different. An animator might (might, mind you) choose to use the physical mannerisms of a person when drawing a character. But as far as a voice actor is concerned their "performance" and/or involvement in the project can be entirely centered on the use of their voice. In motion capture an actor's motion is merged and edited into whatever visual manipulations are being used. It's undeniably the mix of actor and technology Arcanaville was describing.
I simply think that a voice actor has a much more reasonable chance to deliver a unique performance that can be completely credited to them than what happens during motion capture. Either way it's clear that some people have a hard time accepting either endeavour when it comes to Oscar nominations. *shrugs*
Its simply a case of 2 > 1. A conventional actor gets a chance to deliver a visual and audio performance which combine to create a single character. A voice actor or motion capture performer gets, at best, to do one of those two. That puts them at a severe handicap, because in a sense they are only playing half the game. That doesn't mean they can't win, but it does mean the remaining performance has to deliver so much more than every other candidate actor's performance for which you have so much more material in general to judge.
The best actor award is technically the best performance by an actor (or actress), and "performances" are judged essentially as portrayals: the character on-screen the actor performed. With animated movies or motion capture, the actor is only responsible for a fraction of the total performance of any one character. And there's no category for best voice performance. -
Quote:True, but you can't keep contributing to the team if you're dead, and Soul Transfer allows you to keep contributing knockback even if you find yourself somehow passed over for buffs and heals.Telekinesis gives you a different and more reliable tool for griefing imo than a proc
Also, Oppressive Gloom encourages you to move to the center of clusters of targets and cause them to either wander away or be catapulted. That should count for something. -
Quote:Interestingly, it was always theoretically possible to do, but it was the realm of science fiction until relatively recently. I first became aware of the possibility when reading about the image processing techniques astronomers were going to use on Pluto in the early 90s.But, but...CSI and all those other crime drama shows always zoom in to the face and then can make the pixelation go away!
Its still not quite as magical as television sometimes portrays, but on the other hand a lot of the limitations of the techniques are not physical, but limitations on processing power and refinement of technique. At least some of the "zoom in without pixelation" stuff in crime dramas is at least theoretically possible (sometimes referred to collectively as "super resolution"), and could one day be not science fiction. Given the advance in the technique to this point, its difficult to judge what is actually impossible and what is just not currently available.