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Posts
57 -
Joined
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Quote:Does Stone Armor with both defense and resistance cap count?Hi,
If I am right, is there even a resist based melee set that can even come close to a soft capped defense set? the defense sets even often come with some resistance and that's not even counting Tough.
Even healing is barely an issue with aid self available.
Thanks
As people have pointed out, a resistance capped character at 90% is far tougher than a defense capped character simply because they never have to worry about that lottery hit that will one shot kill them. Remember, if you have 20 bad guys surrounding you 1 of them is statistically going to hit every round of attacks, and if you get a bad luck streak you will instantly die if +def is your only defense.
In all seriousness, the OP does have a point: it is far easier to cap defense on characters in this game than it is to cap resistance. Assuming that the ammount of points you get from gear were equal (which they are not, resistances are insanely rare for set bonuses) you would need more than twice as much +res to equal the same number of +def from gear.
To me this is more of an itemization problem than a mechanics problem: resistance cap when its achieved is insanely powerful, but more difficult to get than +defense cap. But there's a major lack of +res options in the game right now that makes +res almost impossible to achieve. The Alpha slot power helps, but hopefully they go further with the other incarnate abilities later on. -
Well that kind of sucks that things aren't going so well bug wise, but its better to delay things a week or two than to have a "showstopper" bug go live and ruin the game for many players. Thank you for giving the straight talk on the update, War Witch, the developer communication from Paragon Studios is one of the great things about this game, and I am looking forward to I19 for holiday season.
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Being involved in programming myself, I can understand where War Witch is comming from on this. Given there are a lot of other really sweet things we have gotten recently, and will get, its a question of developer time verses resources, and the avoidence of scope creep. For instance, they could either do weather (which at the moment would be aesthetic, beyond say zone events), or they could come up with new powersets/enemies/incarnate abilities/new zones.
That said, even if it was something as simple as the sky turns a little darker, the skybox goes to overcast, and you get some rain effects it wouldn't hurt. At very least some missions where you get weather effects going on would make things a little more interesting (especially with some AE customization to go with it). Just worth considering if the effects artists are having a slow month -
Bit of an update: I took the card out, cleaned it, put it back in, and ran the game at 1280*1024. Looks kinda goofy only using 2/3rds of the monitor, but I was able to play for a few hours straight with no crash so likely it is the resolutions that was causing the issues for COH. Thanks for the help
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Phew, sorry about the DXdiag mess... here's the COH Helper
---System information gathered by CoH Helper version 0.2.0.2---
DxDiag gathered at November 14, 2010 14:07 (-08:00)
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.100427-1636)
System Manufacturer: System manufacturer
System Model: System Product Name
BIOS: Phoenix - AwardBIOS v6.00PG
Central Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+, MMX, 3DNow (2 CPUs), ~2.2GHz
Memory: 2046MB
.Net Memory Report: 1429MB out of 2046MB available
Page File: 3368MB (571MB currently in use)
C Drive: (ST3320620AS) 151474MB out of 305234MB (49%) free
D Drive: (HL-DT-ST DVDRAM GH20NS10) zero-size drive
Windows directory location: C:\WINDOWS
DirectX: DirectX 9.0c (4.09.0000.0904)
DirectX Diag version: 5.03.2600.5512 (32-bit version)
Display Notes: No problems found.
Sound Notes: No problems found.
Input Notes: No problems found.
Monitor: SyncMaster 245B/245BW/245BPlus(Digital)
Monitor's Max Resolution: 1920,1200
Video Device Name: NVIDIA GeForce 9800 GTX/9800 GTX+
Manufacturer / Chip: NVIDIA / GeForce 9800 GTX/9800 GTX+
Video Memory: 512.0 MB
Driver Version: 6.14.0012.6099
Driver Date: 01/01/0001 12:00:00 AM
Driver Language: English
Sound Device Description: Sound Blaster X-Fi Xtreme Audio
Driver File: P17xfi.sys
Driver Version: 5.12.0001.0621
Driver Date: 01/01/0001 12:00:00 AM
WMI Information
Motherboard Manufacturer: ASUSTeK Computer INC.
Motherboard Model: (empty)
Motherboard Product: M2N-SLI
Motherboard Version: 1.XX
BIOS Manufacturer: Phoenix Technologies, LTD
BIOS Name: Phoenix - AwardBIOS v6.00PG
BIOS Version: Nvidia - 42302e31
BIOS Release: 20070907000000.000000+000
Registry Information for Current User
Resolution: 1600x900
3D Resolution: 1600x900 (Not using renderscale)
Full Screen: Yes
Maximized: No
Screen Position: 0, 0
Refresh Rate: 0Hz
Vertical Sync Enabled: No
Physics Quality: Low
Maximum Particles: 19817
Max Particle Fill? 10.000
Physics Card Enabled: No
Anti-aliasing: 4x
Anisotropic Filtering: 2x
Texture LOD Bias: Smooth
Water Effects: High quality
Bloom: 1.000 (turned off)
Depth of Field Enabled: No
Desaturation Effects (Sepia) Enabled: No
Shader Detail: Medium?
World Texture Level: Medium
Character Texture Level: Medium
World Detail Level (Vis_Scale): 1.000
Entity Detail Level: 1.000
Shadows Enabled: No
Shadow Mode: Stencil shadows
Shadow Map Shader: Unknown (0)
Environmental Reflections: Medium quality
Advanced Occlusion Settings: No
Ambient Occlusion: High performance
Occlusion Strength: Slight
Blur: Fast
Ambient Resolution: High performance
Gamma Correction: 0.748
Geometry Buffers (VBOs) Enabled: Yes
Suppression of FX When Camera Close Enabled: Yes
Close Suppression Range: 3.000
Show Advertisements: Yes
Audio Mode: Compatiblity
3D Audio: No
FX Sound Volume: 0.513
Music Sound Volume: 0.000
Show Advanced Graphics Options: Yes
Overall Graphics Quality: 0.000
Reverse Mouse Buttons: No
Save Login Username: Yes
Transfer Rate: 339749 bytes/second
Current Game Version: 1850.201009101722.18T2r
Installation Directory: C:\City of Heroes -
Video Compressors:
MSScreen encoder DMO,0x00600800,1,1,,
WMVideo9 Encoder DMO,0x00600800,1,1,,
WMVideo Advanced Encoder DMO,0x00600800,1,1,,
MSScreen 9 encoder DMO,0x00600800,1,1,,
DV Video Encoder,0x00200000,0,0,qdv.dll,6.05.2600.5512
Indeo® video 5.10 Compression Filter,0x00100000,1,1,ir50_32.dll,5.2562.0015.0055
MJPEG Compressor,0x00200000,0,0,quartz.dll,6.05.2600.593 3
Cinepak Codec by Radius,0x00200000,1,1,qcap.dll,6.05.2600.5512
Intel 4:2:0 Video V2.50,0x00200000,1,1,qcap.dll,6.05.2600.5512
Intel Indeo(R) Video R3.2,0x00200000,1,1,qcap.dll,6.05.2600.5512
Intel Indeo® Video 4.5,0x00200000,1,1,qcap.dll,6.05.2600.5512
Indeo® video 5.10,0x00200000,1,1,qcap.dll,6.05.2600.5512
Intel IYUV codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
Microsoft H.261 Video Codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
Microsoft H.263 Video Codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
Microsoft RLE,0x00200000,1,1,qcap.dll,6.05.2600.5512
Microsoft Video 1,0x00200000,1,1,qcap.dll,6.05.2600.5512
Audio Compressors:
WM Speech Encoder DMO,0x00600800,1,1,,
WMAudio Encoder DMO,0x00600800,1,1,,
IAC2,0x00200000,1,1,quartz.dll,6.05.2600.5933
IMA ADPCM,0x00200000,1,1,quartz.dll,6.05.2600.5933
PCM,0x00200000,1,1,quartz.dll,6.05.2600.5933
Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.05.2600.5933
ACELP.net,0x00200000,1,1,quartz.dll,6.05.2600.5933
DSP Group TrueSpeech(TM),0x00200000,1,1,quartz.dll,6.05.2600 .5933
Windows Media Audio V1,0x00200000,1,1,quartz.dll,6.05.2600.5933
Windows Media Audio V2,0x00200000,1,1,quartz.dll,6.05.2600.5933
GSM 6.10,0x00200000,1,1,quartz.dll,6.05.2600.5933
Microsoft G.723.1,0x00200000,1,1,quartz.dll,6.05.2600.5933
CCITT A-Law,0x00200000,1,1,quartz.dll,6.05.2600.5933
CCITT u-Law,0x00200000,1,1,quartz.dll,6.05.2600.5933
MPEG Layer-3,0x00200000,1,1,quartz.dll,6.05.2600.5933
Audio Capture Sources:
Sound Blaster X-Fi Xtreme Audio,0x00200000,0,0,qcap.dll,6.05.2600.5512
Midi Renderers:
Creative SoundFont Synthesizer,0x00200000,1,0,quartz.dll,6.05.2600.59 33
Default MidiOut Device,0x00800000,1,0,quartz.dll,6.05.2600.5933
Microsoft GS Wavetable SW Synth,0x00200000,1,0,quartz.dll,6.05.2600.5933
WDM Streaming Capture Devices:
Sound Blaster X-Fi Xtreme Audio,0x00000000,0,0,,
WDM Streaming Rendering Devices:
Sound Blaster X-Fi Xtreme Audio,0x00000000,0,0,,
BDA Transport Information Renderers:
MPEG-2 Sections and Tables,0x00600000,1,0,mpeg2data.ax,
WDM Streaming Mixer Devices:
Microsoft Kernel Wave Audio Mixer,0x00000000,0,0,,
BDA CP/CA Filters:
Decrypt/Tag,0x00600000,1,0,encdec.dll,6.05.2600.5512
Encrypt/Tag,0x00200000,0,0,encdec.dll,6.05.2600.5512
XDS Codec,0x00200000,0,0,encdec.dll,6.05.2600.5512
Audio Renderers:
Sound Blaster X-Fi Xtreme Audio,0x00200000,1,0,quartz.dll,6.05.2600.5933
Default DirectSound Device,0x00800000,1,0,quartz.dll,6.05.2600.5933
Default WaveOut Device,0x00200000,1,0,quartz.dll,6.05.2600.5933
DirectSound: Sound Blaster X-Fi Xtreme Audio,0x00200000,1,0,quartz.dll,6.05.2600.5933
WDM Streaming System Devices:
Sound Blaster X-Fi Xtreme Audio,0x00200000,9,2,,5.03.2600.5512 -
------------------
DirectShow Filters
------------------
DirectShow Filters:
WMAudio Decoder DMO,0x00800800,1,1,,
WMAPro over S/PDIF DMO,0x00600800,1,1,,
WMSpeech Decoder DMO,0x00600800,1,1,,
WMVideo Advanced Decoder DMO,0x00800001,1,1,,
Mpeg4s Decoder DMO,0x00800001,1,1,,
WMV Screen decoder DMO,0x00800001,1,1,,
WMVideo Decoder DMO,0x00800001,1,1,,
Mpeg43 Decoder DMO,0x00800001,1,1,,
Mpeg4 Decoder DMO,0x00800001,1,1,,
WMT MuxDeMux Filter,0x00200000,0,0,wmm2filt.dll,2.01.4026.0000
Full Screen Renderer,0x00200000,1,0,quartz.dll,6.05.2600.5933
CT Upsampler filter,0x00100000,1,1,Upsample.ax,
Creative Wave Writer,0x00200000,1,0,WavWrite.ax,
DV Muxer,0x00400000,0,0,qdv.dll,6.05.2600.5512
Color Space Converter,0x00400001,1,1,quartz.dll,6.05.2600.5933
WM ASF Reader,0x00400000,0,0,qasf.dll,10.00.0000.3802
AVI Splitter,0x00600000,1,1,quartz.dll,6.05.2600.5933
WMT AudioAnalyzer,0x00200000,1,1,wmm2filt.dll,2.01.402 6.0000
VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.05.2600.5933
Indeo® video 5.10 Compression Filter,0x00200000,1,1,ir50_32.dll,5.2562.0015.0055
BPM Metadata,0x001fffff,1,1,MetaBPMu.ax,
Windows Media Audio Decoder,0x00800001,1,1,msadds32.ax,8.00.0000.4487
Creative Recording Wav_Asio Filter,0x00400000,0,1,AudioRec.ax,
AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.05.2600.5512
WMT Format Conversion,0x00200000,1,1,wmm2filt.dll,2.01.4026.0 000
CT Time-Scaling filter,0x00100000,1,1,TimeScal.ax,
StreamBufferSink,0x00200000,0,0,sbe.dll,6.05.2600. 5512
WMT Black Frame Generator,0x00200000,1,1,wmm2filt.dll,2.01.4026.00 00
MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.05.2600.5 933
Indeo® video 5.10 Decompression Filter,0x00640000,1,1,ir50_32.dll,5.2562.0015.0055
WMT Screen Capture filter,0x00200000,0,1,wmm2filt.dll,2.01.4026.0000
Microsoft Screen Video Decompressor,0x00800000,1,1,msscds32.ax,8.00.0000. 4487
MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.05.2600.5933
SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.05.2600.5933
MPEG Layer-3 Decoder,0x00810000,1,1,l3codecx.ax,1.06.0000.0052
MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.05.2600.5512
ACELP.net Sipro Lab Audio Decoder,0x00800001,1,1,acelpdec.ax,1.04.0000.0000
Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.05.2600.5933
MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.05.2600.5933
File Source (Netshow URL),0x00400000,0,1,wmpasf.dll,9.00.0000.4503
WMT Import Filter,0x00200000,0,1,wmm2filt.dll,2.01.4026.0000
DV Splitter,0x00600000,1,2,qdv.dll,6.05.2600.5512
Bitmap Generate,0x00200000,1,1,wmm2filt.dll,2.01.4026.000 0
Windows Media Video Decoder,0x00800000,1,1,wmvds32.ax,8.00.0000.4487
Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,
Windows Media Video Decoder,0x00800000,1,1,wmv8ds32.ax,8.00.0000.4000
WMT VIH2 Fix,0x00200000,1,1,wmm2filt.dll,2.01.4026.0000
PCM to EXT,0x00200000,0,0,Pcm2Ext.ax,6.00.0002.0000
Record Queue,0x00200000,1,1,wmm2filt.dll,2.01.4026.0000
CT Karaoke filter,0x00100000,1,1,Karaoke.ax,
Creative AC3 Source Filter,0x00400000,0,1,AC3Srcu.ax,
Creative PCM Raw Writer,0x00200000,1,0,RawWritu.ax,
Windows Media Multiplexer,0x00600000,1,1,wmpasf.dll,9.00.0000.45 03
ASX file Parser,0x00600000,1,1,wmpasf.dll,9.00.0000.4503
ASX v.2 file Parser,0x00600000,1,0,wmpasf.dll,9.00.0000.4503
NSC file Parser,0x00600000,1,1,wmpasf.dll,9.00.0000.4503
CT PDP filter,0x00100000,1,1,PDP.ax,
ACM Wrapper,0x00600000,1,1,quartz.dll,6.05.2600.5933
Windows Media source filter,0x00600000,0,2,wmpasf.dll,9.00.0000.4503
Video Renderer,0x00800001,1,0,quartz.dll,6.05.2600.5933
Frame Eater,0x00200000,1,1,wmm2filt.dll,2.01.4026.0000
MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.05.2600.5512
Line 21 Decoder,0x00600000,1,1,qdvd.dll,6.05.2600.5512
Video Port Manager,0x00600000,2,1,quartz.dll,6.05.2600.5933
WST Decoder,0x00600000,1,1,wstdecod.dll,5.03.2600.5512
Video Renderer,0x00400000,1,0,quartz.dll,6.05.2600.5933
CT SmartVolumeManagement filter,0x00100000,1,1,DSCompr.ax,
Creative Audio Gain Filter,0x00200000,1,1,AudGain.ax,
WM ASF Writer,0x00400000,0,0,qasf.dll,10.00.0000.3802
WMT Sample Information Filter,0x00200000,1,1,wmm2filt.dll,2.01.4026.0000
VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,5.03.2600.5512
Microsoft MPEG-4 Video Decompressor,0x00800000,1,1,mpg4ds32.ax,8.00.0000. 4504
Creative Flac Source Filter,0x00400000,0,1,FlacSrcu.ax,
File writer,0x00200000,1,0,qcap.dll,6.05.2600.5512
Creative MLP Source Filter,0x00400000,0,1,MlpSrcu.ax,
SVM Metadata,0x001fffff,1,1,MetaSVMu.ax,
CT HPVirtualizer filter,0x00100000,1,1,Virtual.ax,
WMT Log Filter,0x00200000,1,1,wmm2filt.dll,2.01.4026.0000
WMT Virtual Renderer,0x00200000,1,0,wmm2filt.dll,2.01.4026.000 0
DVD Navigator,0x00200000,0,2,qdvd.dll,6.05.2600.5512
Overlay Mixer2,0x00400000,1,1,qdvd.dll,6.05.2600.5512 -
Name: Standard OpenHCD USB Host Controller
Device ID: PCI\VEN_10DE&DEV_005A&SUBSYS_815A1043&REV_A2\3&241 1E6FE&0&10
Driver: C:\WINDOWS\system32\drivers\usbohci.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:35, 17152 bytes
Driver: C:\WINDOWS\system32\drivers\usbport.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:36, 143872 bytes
Driver: C:\WINDOWS\system32\usbui.dll, 5.01.2600.5512 (English), 4/13/2008 16:12:08, 74240 bytes
Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:37, 59520 bytes
Name: NVIDIA Network Bus Enumerator
Device ID: PCI\VEN_10DE&DEV_0057&SUBSYS_812A1043&REV_F3\3&241 1E6FE&0&50
Driver: C:\WINDOWS\system32\DRIVERS\nvnetbus.sys, 1.00.0001.6789 (English), 8/1/2008 17:36:26, 22016 bytes
Driver: C:\WINDOWS\system32\DRIVERS\nvnrm.sys, 1.00.0002.6789 (English), 8/1/2008 17:35:58, 955520 bytes
Driver: C:\WINDOWS\system32\bdco1.dll, 1.00.0000.6789 (English), 8/1/2008 17:34:22, 9216 bytes
Driver: C:\WINDOWS\system32\bdco1ins.dll, 1.00.0000.6789 (English), 8/1/2008 17:34:22, 9216 bytes
Driver: C:\WINDOWS\system32\nvconrm.dll, 1.03.0003.0027 (English), 7/29/2008 19:33:20, 122880 bytes
Name: NVIDIA nForce Serial ATA Controller
Device ID: PCI\VEN_10DE&DEV_0055&SUBSYS_815A1043&REV_F3\3&241 1E6FE&0&40
Driver: C:\WINDOWS\system32\DRIVERS\nvata.sys, 5.10.2600.0666 (English), 4/24/2006 16:52:28, 100736 bytes
Driver: C:\WINDOWS\system32\idecoi.dll, 1.00.0000.0001 (English), 4/24/2006 16:52:30, 289792 bytes
Driver: C:\WINDOWS\system32\idecoiins.dll, 1.00.0000.0001 (English), 4/24/2006 16:52:30, 289792 bytes
Driver: C:\WINDOWS\system32\NVCOI.DLL, 1.00.0000.0035 (English), 4/14/2006 13:01:20, 35840 bytes
Name: NVIDIA nForce Serial ATA Controller
Device ID: PCI\VEN_10DE&DEV_0054&SUBSYS_815A1043&REV_F3\3&241 1E6FE&0&38
Driver: C:\WINDOWS\system32\DRIVERS\nvata.sys, 5.10.2600.0666 (English), 4/24/2006 16:52:28, 100736 bytes
Driver: C:\WINDOWS\system32\idecoi.dll, 1.00.0000.0001 (English), 4/24/2006 16:52:30, 289792 bytes
Driver: C:\WINDOWS\system32\idecoiins.dll, 1.00.0000.0001 (English), 4/24/2006 16:52:30, 289792 bytes
Driver: C:\WINDOWS\system32\NVCOI.DLL, 1.00.0000.0035 (English), 4/14/2006 13:01:20, 35840 bytes
Name: Standard Dual Channel PCI IDE Controller
Device ID: PCI\VEN_10DE&DEV_0053&SUBSYS_815A1043&REV_F2\3&241 1E6FE&0&30
Driver: C:\WINDOWS\system32\DRIVERS\pciidex.sys, 5.01.2600.5512 (English), 4/13/2008 10:40:29, 24960 bytes
Driver: C:\WINDOWS\system32\DRIVERS\atapi.sys, 5.01.2600.5512 (English), 4/13/2008 10:40:30, 96512 bytes
Driver: C:\WINDOWS\system32\DRIVERS\pciide.sys, 5.01.2600.0000 (English), 2/28/2006 04:00:00, 3328 bytes
Name: NVIDIA nForce PCI System Management
Device ID: PCI\VEN_10DE&DEV_0052&SUBSYS_815A1043&REV_A2\3&241 1E6FE&0&09
Driver: n/a
Name: PCI standard ISA bridge
Device ID: PCI\VEN_10DE&DEV_0050&SUBSYS_00000000&REV_F3\3&241 1E6FE&0&08
Driver: C:\WINDOWS\system32\DRIVERS\isapnp.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:41, 37248 bytes
Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1103&SUBSYS_00000000&REV_00\3&241 1E6FE&0&C3
Driver: n/a
Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1102&SUBSYS_00000000&REV_00\3&241 1E6FE&0&C2
Driver: n/a
Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1101&SUBSYS_00000000&REV_00\3&241 1E6FE&0&C1
Driver: n/a
Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1100&SUBSYS_00000000&REV_00\3&241 1E6FE&0&C0
Driver: n/a
------------------
DirectX Components
------------------
ddraw.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 279552 bytes
ddrawex.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 27136 bytes
dxapi.sys: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 10496 bytes
d3d8.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 1179648 bytes
d3d8thk.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 8192 bytes
d3d9.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 1689088 bytes
d3dim.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 436224 bytes
d3dim700.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 824320 bytes
d3dramp.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 590336 bytes
d3drm.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 350208 bytes
d3dxof.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 47616 bytes
d3dpmesh.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 34816 bytes
dplay.dll: 5.00.2134.0001 English Final Retail 2/28/2006 04:00:00 33040 bytes
dplayx.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 229888 bytes
dpmodemx.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 23552 bytes
dpwsock.dll: 5.00.2134.0001 English Final Retail 2/28/2006 04:00:00 42768 bytes
dpwsockx.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 57344 bytes
dplaysvr.exe: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:17 29696 bytes
dpnsvr.exe: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:17 17920 bytes
dpnet.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 375296 bytes
dpnlobby.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:09:20 3072 bytes
dpnaddr.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:09:19 3072 bytes
dpvoice.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 212480 bytes
dpvsetup.exe: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:18 83456 bytes
dpvvox.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 116736 bytes
dpvacm.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 21504 bytes
dpnhpast.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 35328 bytes
dpnhupnp.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 60928 bytes
dpserial.dll: 5.00.2134.0001 English Final Retail 2/28/2006 04:00:00 53520 bytes
dinput.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 158720 bytes
dinput8.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 181760 bytes
dimap.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 44032 bytes
diactfrm.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 394240 bytes
joy.cpl: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:41 68608 bytes
gcdef.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 76800 bytes
pid.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:02 35328 bytes
dsound.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 367616 bytes
dsound3d.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 1293824 bytes
dswave.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 19456 bytes
dsdmo.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 181248 bytes
dsdmoprp.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 71680 bytes
dmusic.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 104448 bytes
dmband.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 28672 bytes
dmcompos.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 61440 bytes
dmime.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 181248 bytes
dmloader.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 35840 bytes
dmstyle.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 105984 bytes
dmsynth.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 103424 bytes
dmscript.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 82432 bytes
system.dll: 1.01.4322.2470 English Final Retail 10/6/2010 02:00:42 1232896 bytes
Microsoft.DirectX.Direct3D.dll: 9.05.0132.0000 English Final Retail 10/29/2010 11:19:22 473600 bytes
Microsoft.DirectX.Direct3DX.dll: 5.04.0000.3900 English Final Retail 10/29/2010 11:19:19 2676224 bytes
Microsoft.DirectX.Direct3DX.dll: 9.04.0091.0000 English Final Retail 10/29/2010 11:19:20 2846720 bytes
Microsoft.DirectX.Direct3DX.dll: 9.05.0132.0000 English Final Retail 10/29/2010 11:19:20 563712 bytes
Microsoft.DirectX.Direct3DX.dll: 9.06.0168.0000 English Final Retail 10/29/2010 11:19:20 567296 bytes
Microsoft.DirectX.Direct3DX.dll: 9.07.0239.0000 English Final Retail 10/29/2010 11:19:21 576000 bytes
Microsoft.DirectX.Direct3DX.dll: 9.08.0299.0000 English Final Retail 10/29/2010 11:19:21 577024 bytes
Microsoft.DirectX.Direct3DX.dll: 9.09.0376.0000 English Final Retail 10/29/2010 11:19:21 577536 bytes
Microsoft.DirectX.Direct3DX.dll: 9.10.0455.0000 English Final Retail 10/29/2010 11:19:21 577536 bytes
Microsoft.DirectX.Direct3DX.dll: 9.11.0519.0000 English Final Retail 10/29/2010 11:19:22 578560 bytes
Microsoft.DirectX.Direct3DX.dll: 9.12.0589.0000 English Final Retail 10/29/2010 11:19:23 578560 bytes
Microsoft.DirectX.DirectDraw.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:23 145920 bytes
Microsoft.DirectX.DirectInput.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:23 159232 bytes
Microsoft.DirectX.DirectPlay.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:23 364544 bytes
Microsoft.DirectX.DirectSound.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:23 178176 bytes
Microsoft.DirectX.AudioVideoPlayback.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:22 53248 bytes
Microsoft.DirectX.Diagnostics.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:22 12800 bytes
Microsoft.DirectX.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:22 223232 bytes
dx7vb.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 619008 bytes
dx8vb.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 1227264 bytes
dxdiagn.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 2113536 bytes
mfc40.dll: 4.01.0000.6151 English Beta Retail 9/17/2010 22:53:25 954368 bytes
mfc42.dll: 6.02.8073.0000 English Final Retail 9/17/2010 22:53:25 974848 bytes
wsock32.dll: 5.01.2600.5512 English Final Retail 4/13/2008 16:12:10 22528 bytes
amstream.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:11:49 70656 bytes
devenum.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:11:51 59904 bytes
dxmasf.dll: 6.04.0009.1133 English Final Retail 4/13/2008 16:11:52 498742 bytes
mciqtz32.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:11:56 35328 bytes
mpg2splt.ax: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:42 148992 bytes
msdmo.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:11:59 14336 bytes
encapi.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:53 20480 bytes
qasf.dll: 10.00.0000.3802 English Final Retail 1/28/2005 12:44:28 221184 bytes
qcap.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:03 192512 bytes
qdv.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:03 279040 bytes
qdvd.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:03 386048 bytes
qedit.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:03 562176 bytes
qedwipes.dll: 6.05.2600.5512 English Final Retail 4/13/2008 09:21:32 733696 bytes
quartz.dll: 6.05.2600.5933 English Final Retail 2/5/2010 10:27:45 1291776 bytes
strmdll.dll: 4.01.0000.3938 English Final Retail 8/26/2009 00:00:21 247326 bytes
iac25_32.ax: 2.00.0005.0053 English Final Retail 4/13/2008 16:12:42 199680 bytes
ir41_32.ax: 4.51.0016.0003 English Final Retail 4/13/2008 16:12:42 848384 bytes
ir41_qc.dll: 4.30.0062.0002 English Final Retail 4/13/2008 16:11:55 120320 bytes
ir41_qcx.dll: 4.30.0064.0001 English Final Retail 4/13/2008 16:11:55 338432 bytes
ir50_32.dll: 5.2562.0015.0055 English Final Retail 4/13/2008 16:11:55 755200 bytes
ir50_qc.dll: 5.00.0063.0048 English Final Retail 4/13/2008 16:11:55 200192 bytes
ir50_qcx.dll: 5.00.0064.0048 English Final Retail 4/13/2008 16:11:55 183808 bytes
ivfsrc.ax: 5.10.0002.0051 English Final Retail 4/13/2008 16:12:42 154624 bytes
mswebdvd.dll: 6.05.2600.5857 English Final Retail 8/5/2009 01:01:48 204800 bytes
ks.sys: 5.03.2600.5512 English Final Retail 4/13/2008 12:16:36 141056 bytes
ksproxy.ax: 5.03.2600.5512 English Final Retail 4/13/2008 17:12:42 129536 bytes
ksuser.dll: 5.03.2600.5512 English Final Retail 4/13/2008 17:11:56 4096 bytes
stream.sys: 5.03.2600.5512 English Final Retail 4/13/2008 11:45:16 49408 bytes
mspclock.sys: 5.03.2600.5512 English Final Retail 4/13/2008 10:39:50 5376 bytes
mspqm.sys: 5.01.2600.5512 English Final Retail 4/13/2008 10:39:51 4992 bytes
mskssrv.sys: 5.03.2600.5512 English Final Retail 4/13/2008 10:39:52 7552 bytes
swenum.sys: 5.03.2600.5512 English Final Retail 4/13/2008 10:39:53 4352 bytes
mpeg2data.ax: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:42 118272 bytes
msvidctl.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:01 1428992 bytes
vbisurf.ax: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:42 30208 bytes
msyuv.dll: 5.03.2600.5908 English Final Retail 11/27/2009 09:11:44 17920 bytes
wstdecod.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:10 50688 bytes -
I do appreciate the help, and I'll give this lower and lower resolution thing a try. I noticed I was able to play for much longer when I put the game down to 1600*1200 or 1600*900. This time I will post my dxdiag and my COH Helper outputs to the forums, as COH Helper seems to always want to put my driver dates at the default
Pardon the mess of the DXDiag
------------------
System Information
------------------
Time of this report: 11/14/2010, 14:08:12
Machine name: NEPAROS
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.100427-1636)
Language: English (Regional Setting: English)
System Manufacturer: System manufacturer
System Model: System Product Name
BIOS: Phoenix - AwardBIOS v6.00PG
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+, MMX, 3DNow (2 CPUs), ~2.2GHz
Memory: 2046MB RAM
Page File: 572MB used, 3367MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.2600.5512 32bit Unicode
------------
DxDiag Notes
------------
DirectX Files Tab: No problems found.
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Music Tab: No problems found.
Input Tab: No problems found.
Network Tab: No problems found.
--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (n/a)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)
---------------
Display Devices
---------------
Card name: NVIDIA GeForce 9800 GTX/9800 GTX+
Manufacturer: NVIDIA
Chip type: GeForce 9800 GTX/9800 GTX+
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0612&SUBSYS_C8733842&REV_A2
Display Memory: 512.0 MB
Current Mode: 1920 x 1200 (32 bit) (60Hz)
Monitor: SyncMaster 245B/245BW/245BPlus(Digital)
Monitor Max Res: 1920,1200
Driver Name: nv4_disp.dll
Driver Version: 6.14.0012.6099 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 10/16/2010 10:55:00, 6359552 bytes
WHQL Logo'd: Yes
WHQL Date Stamp: n/a
VDD: n/a
Mini VDD: nv4_mini.sys
Mini VDD Date: 10/16/2010 10:55:00, 9623680 bytes
Device Identifier: {D7B71E3E-4552-11CF-214C-7FE803C2CB35}
Vendor ID: 0x10DE
Device ID: 0x0612
SubSys ID: 0xC8733842
Revision ID: 0x00A2
Revision ID: 0x00A2
Video Accel: ModeMPEG2_C ModeMPEG2_D
Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
Registry: OK
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
DDraw Test Result: Not run
D3D7 Test Result: Not run
D3D8 Test Result: Not run
D3D9 Test Result: Not run
-------------
Sound Devices
-------------
Description: Sound Blaster X-Fi Xtreme Audio
Default Sound Playback: Yes
Default Voice Playback: Yes
Hardware ID: PCI\VEN_1102&DEV_0007&SUBSYS_10131102&REV_00
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: P17xfi.sys
Driver Version: 5.12.0001.0621 (English)
Driver Attributes: Final Retail
WHQL Logo'd: Yes
Date and Size: 11/21/2007 17:06:26, 1174528 bytes
Other Files:
Driver Provider: CREATIVE
HW Accel Level: Full
Cap Flags: 0xF5F
Min/Max Sample Rate: 100, 192000
Static/Strm HW Mix Bufs: 65, 64
Static/Strm HW 3D Bufs: 65, 64
HW Memory: 0
Voice Management: Yes
EAX(tm) 2.0 Listen/Src: Yes, Yes
I3DL2(tm) Listen/Src: Yes, Yes
Sensaura(tm) ZoomFX(tm): No
Registry: OK
Sound Test Result: Not run
---------------------
Sound Capture Devices
---------------------
Description: Sound Blaster X-Fi Xtreme Audio
Default Sound Capture: Yes
Default Voice Capture: Yes
Driver Name: P17xfi.sys
Driver Version: 5.12.0001.0621 (English)
Driver Attributes: Final Retail
Date and Size: 11/21/2007 17:06:26, 1174528 bytes
Cap Flags: 0x41
Format Flags: 0xFFF
-----------
DirectMusic
-----------
DLS Path: C:\WINDOWS\SYSTEM32\drivers\GM.DLS
DLS Version: 1.00.0016.0002
Acceleration: n/a
Ports: Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal, Default Port
Sound Blaster X-Fi Xtreme Audio, Software (Kernel Mode), Output, DLS, Internal
Microsoft MIDI Mapper [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
Creative SoundFont Synthesizer [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
Microsoft GS Wavetable SW Synth [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
Registry: OK
Test Result: Not run
-------------------
DirectInput Devices
-------------------
Device Name: Mouse
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a
Device Name: Keyboard
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a
Device Name: Controller (XBOX 360 For Windows)
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x045E, 0x028E
FF Driver: n/a
Device Name: USB Gaming Mouse
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x046D, 0xC049
FF Driver: n/a
Device Name: USB Gaming Mouse
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x046D, 0xC049
FF Driver: n/a
Poll w/ Interrupt: No
Registry: OK
-----------
USB Devices
-----------
+ USB Root Hub
| Vendor/Product ID: 0x10DE, 0x005A
| Matching Device ID: usb\root_hub
| Service: usbhub
| Driver: usbhub.sys, 4/13/2008 10:45:37, 59520 bytes
| Driver: usbd.sys, 2/28/2006 04:00:00, 4736 bytes
----------------
Gameport Devices
----------------
------------
PS/2 Devices
------------
+ Standard 101/102-Key or Microsoft Natural PS/2 Keyboard
| Matching Device ID: *pnp0303
| Service: i8042prt
| Driver: i8042prt.sys, 4/13/2008 11:18:00, 52480 bytes
| Driver: kbdclass.sys, 4/13/2008 10:39:47, 24576 bytes
|
+ Terminal Server Keyboard Driver
| Matching Device ID: root\rdp_kbd
| Upper Filters: kbdclass
| Service: TermDD
| Driver: termdd.sys, 4/13/2008 16:13:20, 40840 bytes
| Driver: kbdclass.sys, 4/13/2008 10:39:47, 24576 bytes
|
+ HID-compliant mouse
| Vendor/Product ID: 0x046D, 0xC049
| Matching Device ID: hid_device_system_mouse
| Service: mouhid
| Driver: mouclass.sys, 4/13/2008 10:39:47, 23040 bytes
| Driver: mouhid.sys, 2/28/2006 04:00:00, 12160 bytes
|
+ Terminal Server Mouse Driver
| Matching Device ID: root\rdp_mou
| Upper Filters: mouclass
| Service: TermDD
| Driver: termdd.sys, 4/13/2008 16:13:20, 40840 bytes
| Driver: mouclass.sys, 4/13/2008 10:39:47, 23040 bytes
----------------------------
DirectPlay Service Providers
----------------------------
DirectPlay8 Modem Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.5512)
DirectPlay8 Serial Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.5512)
DirectPlay8 IPX Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.5512)
DirectPlay8 TCP/IP Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.5512)
Internet TCP/IP Connection For DirectPlay - Registry: OK, File: dpwsockx.dll (5.03.2600.5512)
IPX Connection For DirectPlay - Registry: OK, File: dpwsockx.dll (5.03.2600.5512)
Modem Connection For DirectPlay - Registry: OK, File: dpmodemx.dll (5.03.2600.5512)
Serial Connection For DirectPlay - Registry: OK, File: dpmodemx.dll (5.03.2600.5512)
DirectPlay Voice Wizard Tests: Full Duplex: Not run, Half Duplex: Not run, Mic: Not run
DirectPlay Test Result: Not run
Registry: OK
-------------------
DirectPlay Adapters
-------------------
DirectPlay8 Serial Service Provider: COM1
DirectPlay8 TCP/IP Service Provider: Local Area Connection 2 - IPv4 -
-----------------------
DirectPlay Voice Codecs
-----------------------
Voxware VR12 1.4kbit/s
Voxware SC06 6.4kbit/s
Voxware SC03 3.2kbit/s
MS-PCM 64 kbit/s
MS-ADPCM 32.8 kbit/s
Microsoft GSM 6.10 13 kbit/s
TrueSpeech(TM) 8.6 kbit/s
-------------------------
DirectPlay Lobbyable Apps
-------------------------
------------------------
Disk & DVD/CD-ROM Drives
------------------------
Drive: C:
Free Space: 151.5 GB
Total Space: 305.2 GB
File System: NTFS
Model: ST3320620AS
Drive: D:
Model: HL-DT-ST DVDRAM GH20NS10
Driver: c:\windows\system32\drivers\cdrom.sys, 5.01.2600.5512 (English), 4/13/2008 10:40:46, 62976 bytes
--------------
System Devices
--------------
Name: D-Link DFE-530TX PCI Fast Ethernet Adapter (rev.C)
Device ID: PCI\VEN_1106&DEV_3106&SUBSYS_14031186&REV_86\4&15B 9AB7D&0&3848
Driver: C:\WINDOWS\system32\DRIVERS\dlkfet5b.sys, 3.69.0000.0454 (English), 5/16/2007 10:20:32, 43008 bytes
Driver: C:\WINDOWS\system32\vuins32.dll, 1.07.0000.0012 (English), 10/27/2006 07:26:56, 69632 bytes
Driver: C:\WINDOWS\system32\difxapi.dll, 2.00.0001.0000 (English), 11/17/2005 06:46:16, 337320 bytes
Name: VIA OHCI Compliant IEEE 1394 Host Controller
Device ID: PCI\VEN_1106&DEV_3044&SUBSYS_81FE1043&REV_C0\4&15B 9AB7D&0&0848
Driver: C:\WINDOWS\system32\DRIVERS\ohci1394.sys, 5.01.2600.5512 (English), 4/13/2008 10:46:18, 61696 bytes
Driver: C:\WINDOWS\system32\DRIVERS\1394bus.sys, 5.01.2600.5512 (English), 4/13/2008 10:46:18, 53376 bytes
Driver: C:\WINDOWS\system32\DRIVERS\nic1394.sys, 5.01.2600.5512 (English), 4/13/2008 10:51:25, 61824 bytes
Driver: C:\WINDOWS\system32\DRIVERS\arp1394.sys, 5.01.2600.5512 (English), 4/13/2008 10:51:25, 60800 bytes
Driver: C:\WINDOWS\system32\DRIVERS\enum1394.sys, 5.01.2600.0000 (English), 8/17/2001 05:46:40, 6400 bytes
Name: Sound Blaster X-Fi Xtreme Audio
Device ID: PCI\VEN_1102&DEV_0007&SUBSYS_10131102&REV_00\4&15B 9AB7D&0&3048
Driver: C:\WINDOWS\system32\ksuser.dll, 5.03.2600.5512 (English), 4/13/2008 17:11:56, 4096 bytes
Driver: C:\WINDOWS\system32\ksproxy.ax, 5.03.2600.5512 (English), 4/13/2008 17:12:42, 129536 bytes
Driver: C:\WINDOWS\system32\drivers\ks.sys, 5.03.2600.5512 (English), 4/13/2008 12:16:36, 141056 bytes
Driver: C:\WINDOWS\system32\drivers\drmk.sys, 5.01.2600.5512 (English), 4/13/2008 11:45:14, 60160 bytes
Driver: C:\WINDOWS\system32\drivers\portcls.sys, 5.01.2600.5512 (English), 4/13/2008 12:19:42, 146048 bytes
Driver: C:\WINDOWS\system32\drivers\stream.sys, 5.03.2600.5512 (English), 4/13/2008 11:45:16, 49408 bytes
Driver: C:\WINDOWS\system32\wdmaud.drv, 5.01.2600.5512 (English), 4/13/2008 17:12:46, 23552 bytes
Driver: C:\WINDOWS\system32\CtDvIns1.dll, 0.05.0000.0042 (English), 10/16/2007 18:59:28, 171520 bytes
Driver: C:\WINDOWS\system32\P17res.dll, 5.12.0001.0405 (English), 1/25/2006 14:55:48, 137728 bytes
Driver: C:\WINDOWS\system32\OemSpi.dll, 1.00.0000.0014 (English), 5/8/2007 08:59:08, 137216 bytes
Driver: C:\WINDOWS\system32\SPIRun.dll, 1.00.0000.0002 (English), 7/3/2006 12:43:16, 10752 bytes
Driver: C:\WINDOWS\system32\drivers\P17xfi.sys, 5.12.0001.0621 (English), 11/21/2007 17:06:26, 1174528 bytes
Driver: C:\WINDOWS\system32\drivers\Pfmodnt.sys, 3.00.0000.0011 (English), 12/22/2004 19:58:14, 8704 bytes
Driver: C:\WINDOWS\system32\drivers\p17xfilt.sys, 5.10.0000.3614 (English), 10/10/2007 19:31:08, 1664384 bytes
Driver: C:\WINDOWS\system32\A3d.dll, 80.00.0000.0003 (English), 4/11/2002 01:41:06, 65536 bytes
Driver: C:\WINDOWS\system32\P17CPI.dll, 1.00.0000.0002 (English), 10/2/2003 18:48:18, 53248 bytes
Name: NVIDIA GeForce 9800 GTX/9800 GTX+
Device ID: PCI\VEN_10DE&DEV_0612&SUBSYS_C8733842&REV_A2\4&243 D7BD0&0&0070
Driver: C:\Program Files\NVIDIA Corporation\Drs\dbInstaller.exe, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 145408 bytes
Driver: C:\Program Files\NVIDIA Corporation\Drs\nvdrsdb.bin, 10/16/2010 10:55:00, 240592 bytes
Driver: C:\Program Files\NVIDIA Corporation\license.txt, 10/16/2010 10:55:00, 15511 bytes
Driver: C:\WINDOWS\system32\DRIVERS\nv4_mini.sys, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 9623680 bytes
Driver: C:\WINDOWS\system32\OpenCL.dll, 1.00.0000.0000 (English), 10/16/2010 10:55:00, 61440 bytes
Driver: C:\WINDOWS\system32\nv4_disp.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 6359552 bytes
Driver: C:\WINDOWS\system32\nvapi.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 1462272 bytes
Driver: C:\WINDOWS\system32\nvcompiler.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 13012992 bytes
Driver: C:\WINDOWS\system32\nvcuda.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 4882432 bytes
Driver: C:\WINDOWS\system32\nvcuvenc.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 2666600 bytes
Driver: C:\WINDOWS\system32\nvcuvid.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 2932840 bytes
Driver: C:\WINDOWS\system32\nvdata.bin, 10/16/2010 10:55:00, 2293194 bytes
Driver: C:\WINDOWS\system32\nvinfo.pb, 10/16/2010 10:55:00, 3739 bytes
Driver: C:\WINDOWS\system32\nvoglnt.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 14532608 bytes
Driver: C:\WINDOWS\system32\nvdispco32.dll, 2.00.0005.0000 (English), 10/16/2010 10:55:00, 888424 bytes
Driver: C:\WINDOWS\system32\nvgenco32.dll, 2.00.0003.0000 (English), 10/16/2010 10:55:00, 813672 bytes
Name: nForce HyperTransport Bridge
Device ID: PCI\VEN_10DE&DEV_005E&SUBSYS_815A1043&REV_A3\3&241 1E6FE&0&00
Driver: n/a
Name: PCI standard PCI-to-PCI bridge
Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_F3\3&241 1E6FE&0&68
Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:44, 68224 bytes
Name: PCI standard PCI-to-PCI bridge
Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_F3\3&241 1E6FE&0&60
Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:44, 68224 bytes
Name: PCI standard PCI-to-PCI bridge
Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_F3\3&241 1E6FE&0&58
Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:44, 68224 bytes
Name: PCI standard PCI-to-PCI bridge
Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_A3\3&241 1E6FE&0&70
Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:44, 68224 bytes
Name: PCI standard PCI-to-PCI bridge
Device ID: PCI\VEN_10DE&DEV_005C&SUBSYS_00000000&REV_F2\3&241 1E6FE&0&48
Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:44, 68224 bytes
Name: Standard Enhanced PCI to USB Host Controller
Device ID: PCI\VEN_10DE&DEV_005B&SUBSYS_815A1043&REV_A3\3&241 1E6FE&0&11
Driver: C:\WINDOWS\system32\drivers\usbehci.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:35, 30208 bytes
Driver: C:\WINDOWS\system32\drivers\usbport.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:36, 143872 bytes
Driver: C:\WINDOWS\system32\usbui.dll, 5.01.2600.5512 (English), 4/13/2008 16:12:08, 74240 bytes
Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:37, 59520 bytes
Driver: C:\WINDOWS\system32\hccoin.dll, 5.01.2600.5512 (English), 4/13/2008 16:11:54, 7168 bytes -
Just reinstalled the sound drivers, no dice on it being fixed
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Things only really started going down hill with COH powering off the computer when I got a new monitor, and something similar was happening with League of Legends before tweaking my video card setup, so it would stand to logic it is something there, but I will see about the sound card drivers too. Hopefully all of the above fixes this
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An update, I did a driver clean and reinstall, game still seems to want to power off the computer when on 1920/1200
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I think this may have to do with the fact that I have been running a 1920*1200 wide screen monitor recently, as the crashes did not happen before that, but I have been getting a lot of crashs in COH of late. The computer will litterally just turn off, and has to be turned back on again to restart. Any help trouble shooting this would be appreciated.
---System information gathered by CoH Helper version 0.2.0.2---
DxDiag gathered at November 11, 2010 18:21 (-08:00)
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.100427-1636)
System Manufacturer: System manufacturer
System Model: System Product Name
BIOS: Phoenix - AwardBIOS v6.00PG
Central Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+, MMX, 3DNow (2 CPUs), ~2.2GHz
Memory: 2046MB
.Net Memory Report: 1600MB out of 2046MB available
Page File: 3512MB (427MB currently in use)
C Drive: (ST3320620AS) 152352MB out of 305234MB (49%) free
D Drive: (HL-DT-ST DVDRAM GH20NS10) zero-size drive
Windows directory location: C:\WINDOWS
DirectX: DirectX 9.0c (4.09.0000.0904)
DirectX Diag version: 5.03.2600.5512 (32-bit version)
Display Notes: No problems found.
Sound Notes: No problems found.
Input Notes: No problems found.
Monitor: SyncMaster 245B/245BW/245BPlus(Digital)
Monitor's Max Resolution: 1920,1200
Video Device Name: NVIDIA GeForce 9800 GTX/9800 GTX+
Manufacturer / Chip: NVIDIA / GeForce 9800 GTX/9800 GTX+
Video Memory: 512.0 MB
Driver Version: 6.14.0012.6099
Driver Date: 01/01/0001 12:00:00 AM
Driver Language: English
Sound Device Description: Sound Blaster X-Fi Xtreme Audio
Driver File: P17xfi.sys
Driver Version: 5.12.0001.0621
Driver Date: 01/01/0001 12:00:00 AM
WMI Information
Motherboard Manufacturer: ASUSTeK Computer INC.
Motherboard Model: (empty)
Motherboard Product: M2N-SLI
Motherboard Version: 1.XX
BIOS Manufacturer: Phoenix Technologies, LTD
BIOS Name: Phoenix - AwardBIOS v6.00PG
BIOS Version: Nvidia - 42302e31
BIOS Release: 20070907000000.000000+000
Registry Information for Current User
Resolution: 1600x900
3D Resolution: 1600x900 (Not using renderscale)
Full Screen: Yes
Maximized: No
Screen Position: 0, 0
Refresh Rate: 0Hz
Vertical Sync Enabled: No
Physics Quality: Low
Maximum Particles: 19817
Max Particle Fill? 10.000
Physics Card Enabled: No
Anti-aliasing: 4x
Anisotropic Filtering: 2x
Texture LOD Bias: Smooth
Water Effects: High quality
Bloom: 1.000 (turned off)
Depth of Field Enabled: No
Desaturation Effects (Sepia) Enabled: No
Shader Detail: Medium?
World Texture Level: Medium
Character Texture Level: Medium
World Detail Level (Vis_Scale): 1.000
Entity Detail Level: 1.000
Shadows Enabled: No
Shadow Mode: Stencil shadows
Shadow Map Shader: Unknown (0)
Environmental Reflections: Medium quality
Advanced Occlusion Settings: No
Ambient Occlusion: High performance
Occlusion Strength: Slight
Blur: Fast
Ambient Resolution: High performance
Gamma Correction: 0.748
Geometry Buffers (VBOs) Enabled: Yes
Suppression of FX When Camera Close Enabled: Yes
Close Suppression Range: 3.000
Show Advertisements: Yes
Audio Mode: Compatiblity
3D Audio: No
FX Sound Volume: 0.513
Music Sound Volume: 0.000
Show Advanced Graphics Options: Yes
Overall Graphics Quality: 0.000
Reverse Mouse Buttons: No
Save Login Username: Yes
Transfer Rate: 339749 bytes/second
Current Game Version: 1850.201009101722.18T2r
Installation Directory: C:\City of Heroes -
Assuming that none of the "aestetics" are changed, I would say go for option 1. From a hardware point of view, having more crap people never use in memory is a great way to bog down the already page table heavy COH even further. A lot of the older textures are not used as much any more by a lot of people, and a good high def redo would make them seem new and great again.
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My bots/ff mastermind was a good character right from the begining, where she sees herself as a squad leader that utilizes robotic troops as need be. She uses her built robots because they are more expendable than human lives, and do not carry the risk of devouring earth infections. The drones and robots aren't anything worse than say the US airforce using predator drones, so why would they be considered inherently "evil"? Zombies and demons are a bit ambigous, ninjas and soldiers could be good (howabout a sensei of a good ninja clan? Or an A-Team style band of rag tag mecernaries that save the day? Or a squad of footsoldiers from FREEDOM?), thugs could be members of the Resistance fighting the good fight while under cover.
As for the "role" of a mastermind, I like to think of them as the "Paladins" of COH. They are amazing for tanking lots of little minions/LTs, and carry a variety of buffs/debuffs/heals that benefit not only the henchmen, but the rest of the team as well. Of course, this could just be my POV from playing a bots/ff mastermind extensively, as those who play say ninja/dark or zombie/poison may have different experiences, but that seems to be the intended use of the mastermind as according to the devs. -
RP wise, you could just say that the markets do what side swapping players would have done anyways: "gray area" gun runners would be moving stuff from Wentworth's to Black market due to the side swapping. Those who are willing to pay wouldn't care what "fell off the back of the truck" or not, since a purple IO is a purple IO at the end of the day.
Since things are about to get a lot more blended between the extreme sides, it makes perfect sense to merge the markets with the expansion, at least from an RP perspective. From a balance perspective its a massive pain in the *** to code in 3 markets, let alone play/maintain them.
"The RPers don't like merged markets!" is a bit of strawman argument though. Nobody likes having no IOs to slot their character out (villain side), or paying for astronomically priced white salvage for no logical reason hero side. I know any of my villains in character would be more than happy to buy from the goodie goodies if it got them a 90% discount. Hopefully a market blend will cause things to balance out on the prices, so IOs and salvage start reflecting the real world value of them.
Of course, there will be a tonne of action with Going Rogue with a mass torrent of new praetorian alts, and people dusting off their level 50s to do post level 50 advancement/side swapping, with lots of highs and lows going on, and plenty of ways to make money if you are willing to wait even a day on buys/sells. -
tldr version: SR is a one trick bad pony, fire armor/invuln could use a boost too, leave shields/WP/regen/dark armor alone.
Let's look at what makes 'good' sets good, and 'bad' sets bad.
The Good:
Shields: You can defense cap this set, AND you get a really great offensive ranged nova power. The one-two punch from Shield Charge and a good primary PBAoE usually means all the minions of a group will be dead. Has some all right health recovery, and in theory you can build for smash/lethal cap with One With the Shield, but high +defense and offense is the name of the game here. The ability to boost your teammates' defense as well and have +attack as a toggle are icing on the cake of a great set.
Regen: You take the toggle heal, two click heals, a click mega regen, and Moment of Glory and have the whole set right there. Quick Recovery is icing on the cake. Resiliance and Revive are optional. Very straight forward to play set, although it requires some skills in order to survive.
Dark Armor: Looks crappy at first, but when developed is a very powerful set. Anyone who's fought Ghost Widow knows the power of PBAoE life drain, and the psi resistance DA gets is probably the highest in the game. If you cannot kill a dark armor in 15 seconds, you can't ever kill them at all. This set also syrnegizes with dark melee very well (DM gives -tohit, an end drain, and a single target life drain). Also has the perk of having extra controls/perks in the set you can use.
Ninjitsu (yes I know its a stalker set, so sue me): Like super reflexes, but has many tricks up its sleeves. Built in caltrops, a PBAOE detaunt, a self heal, and that fun confuse/sleep powder makes this a great set for survival as a stalker. Most importantly, it combines being able to cap defense with having a great self heal. Works very well with either DM (see above) or ninja blade (due to divine avalanche and melee/lethal capping). This is the set super reflexes "should have been".
Willpower: Has amazing self regen (almost as much as a regen scrapper, go figure) which kicks in the more bad guys you have around you. Other wise you get a good mix of defenses and smash/lethal resistance. A great all around set that 'feels' right, and can make for some very tough tank/brute tanking builds. This is the set invulnerability "should have been".
Electrical Armor: This set would be mediocre except for one thing: the insane endurance generation/damage you get from the set. If you can build your scrapper (or brute for that matter) to last more than a few seconds, you will decimate most enemies. Power sink works as a good control in a pinch if you decide to go the -end route with both primary and secondary, and you do cap energy resistance without even trying. When things get really hairy you can use the teir 9 go nuts with capped resitances. Still, its a 'soft' defense set compared to others. This is the set fire armor "should have been".
The Bad (or 'meh')
Invulnerability: Just a mere shadow of its former self, although recent changes have aleviated that some what. It can still be a respectable set if you really work to cap out your defense and get your endurance recovery under control, but other wise is kind of "meh" compared to the above.
Fire Armor: Has some pretty good extra offense (Firey Aura, Burn Patch, and another build up), an endurance drain power (combustion) but unlike shields or electrical you pay for that offense dearly. You need a lot of IOs to get the immobilize and knockback coverage most other sets give you, and resistance based armors kind of suck in general after the Global Defense Nerf. Ironically this makes a great offense heavy scrapper set as you can double build up and burninate the crap out of a spawn, but falls down flat if you start getting shot at.
The Ughly
Super Reflexes: Where do I begin? In order for this set to function properly, you need to take most of the powers in the set and slot them well. This means right off the bat you have a tough, tight build. Endurance becomes a problem fast as you are running no less than 3 toggles (more if you need to get tough or weave). The passives scaling up resistances when you are down on your luck are a nice touch, but again you have to take *everything* just about on most builds. On top of it all, other than quickness the set offers litterally nothing outside of the +defense.
This means you have a super tight build where you have to watch your endurance very carefully, you have very little room for extra 'fun' powers, and you are a one trick pony that if you run into so much as a COT earth mage quick sand patch you are pretty much screwed. Never mind enemies like Malta Gunslingers that "cheat" and never miss.
Now while you can build a good super reflexes that is defense capped and survives easily enough under regular play, you can do the same with a little IO work for a */ninjitsu stalker, or an invuln character, a soldier of Arachnos, or in this thread's case, a /shield character. And unlike Super Reflexes, those characters are not one trick ponies. Now everyone will be crying that shields/WP/regen (again...) should be nerfed, but in this case I think that Super Reflexes should be reworked, and given more utility. -
We'll miss seeing your face in the forums here, Niv, but best of luck to you at your new position. You've been very good to us over the years, and hopefully you will do well where ever your endevors take you!
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Where this gets really mean is if you take a tanker build that already has pretty decent resistances, than throw on some extra defense for good measure. A tank running granite armor who has been "tricked out" with 25% m/r/a defense is statistically twice as tough as one without. My ninja/ninja stalker, who's only notable weakness is not quite being capped on AOE, is neigh unkillable in most of the PVE content in the game. That is until she gets that unlucky hit streak, which in that case I aggro dump and flee.
Defense shouldn't be considered the be all end all though, as many enemies in the game have really cheesie counters to defense. Earth mages from the CoTs come to mind, as those stupid quick sand patches are at least -20%ish defense, and Malta Gunslingers basically ignore defense for all intents and purposes. Getting an unlucky dark ring mistress debuff can ruin your day as those are -50%(!!) defense, anything with radiation will eat your defense numbers alive, gun fire (and those roman spears...) have -def to them, and the list goes on and on...
And of course, there's always that 5% probability that an AV will just non challantly smush you in a single shot. -
Is there any reason why quills could not just be a graphical effect similar to how dark armor or any other toggle power works?
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If you really want to kick the crap out of stalkers and laugh at them, make a DM/Willpower brute, then build for HP cap/regen. Make sure to get all the stuff like perception cap as well. Make sure to pick up the shark hold, as it is broken good long ranged damage right now.
I kid you not, a stalker is physically incapable of killing such a character. They actually do not have enough burst damage or long term damage to put a dent in a DM/will power brute running at health cap. While its debateable whether you chase down the stalker and get the kill, he will be utterly hopeless in trying to kill you. -
Its kind of sad that a lot of Masterminds are rank amatures, and give the good ones a bad name. I run a Bots/FF mastermind, which at times can be annoying and chaotic to control, but well worth it. I also love teaming with that said mastermind, as she's tough enough to tank most spawns and asborb alpha strikes, but also dish out some mean AOE damage.
Masterminds are probably the most difficult AT in the game to work right. This is because you have to herd 6 unruly henchmen who at times will decide its fun to be stupid, and on top of that you need to make those henchmen "play nice" with the 7 other unruly player characters on your team. If anything, a mastermind will add lots of CHAOS to a fight, but this can be good chaos if used properly.
Rather than dwell on the negative, here's a list (in my opinion) of what masterminds can do to make a team rule, and SHOULD be doing.
1- Masterminds should be absorbing alpha strikes if possible. When you have 30%ish defense, and 80% resistance spread out over 6 henchmen, the electric armor brute shouldn't be taking it on the chin
2- Masterminds should be getting 'soft' aggro from many targets after the fight starts. This may not be as useful to the OP (a brute), but is a true god send for a stalker, corruptor, or dominator. Or think of it this way: would you rather you get hit by a Dark Ring Mistress'/Malta Sapper's mega debuff, or have one of my drones take the fall on that?
3-Masterminds should be buffing/debuffing/healing. People, if you run into a */forceFields mastermind and they're not sharing the bubbling love, they have no business being on a team. Masterminds have secondaries that are almost on the same level as corruptors, and should be using them. Besides, not like they got anything better to do while the henchmen are blasting everything...
4-Masterminds should be keeping their pets on a leesh. This one can be tougher to do than you might think, given even a ranged pet has the tendancy to want to run up and bash something, or go chasing after a fleeing enemy. Fortunately, players can move mastermind pets aside like they were beach balls if they start to get in the way.
5-Masterminds should understand that their pets are expendable, but players are not. If you lose a couple of drones and an assault bot, whoopty doo they can be resummoned and reequiped inside of 10 seconds. A player going down won't be up nearly as fast usually, and will incure debt. Again, this goes back to number 3- : with my play style, players get bubbles first, then the bots.
6- Finally, masterminds should understand their role, and how it relates to a team. Depending on builds, masterminds can be part tank, part DPS, or part 'healer'. Sound familiar, people who've played WOW? That's right: a paladin. Masterminds are COV's version of the "plate healer", the tough to kill character that can provide debuffs, heals, and buffs to your team even when things get rough, and still dish out damage.
So TLDR version: if a mastermind isn't doing something productive to keep your team alive, or make your life better in some way, he's not doing his job right. -
So far from what I can tell on perliminary testing, the AE will keep track of your gender based upon the costume you are currently wearing, and my height sliders haven't been screwed up yet. Seems much better than a week ago!
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Actually, I think they could be done in a reasonable ammount of time. As the Cyborg 'combat aura' pack proved, you can have graphics effects based off of whether or not you are in combat. The scabards could be costume peices that go on the belt or back respectively, and starting combat with blades drawn makes the 'sword' part of it disappear as its drawn. Like the wings, and the capes, they're certainly doable... but likely time consuming.
Like all things in this game, it takes time to make, and BABs is probably already cooking up something even better. And this is a system that would only effect 6 or 7 powersets as opposed to all of them (like power customization will), so I don't imagine it being a high priority for the time being. It'd still be cool though.