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Posts
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Joined
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@Willowpaw
Sadly, if I am not playing CoH then I have no issues with my connection, after I got tired of trying to figure it out last night, I left CoH off and watched a few episodes of Bones on netflix, it streamed them with absolutely no problems.
@panthera
Prior to having this problem my netgraph showed gren with only occasional hiccups that would bump to redfor less than a second then go back to green, the spikes occured randomly and inconsistently. Haven't tried netgraph yet post network issue, will give it a shot later and see what it tells me. -
Hmm, no help huh?
Problem is still persisting, and can't seem to figure out what is causing it. -
This problem just started today, yesterday everything was fine.
Today I can't even finish a mission. After playing for five to ten minutes I will get the message 'lost connection to mapserver'. At this point it will not restore coinnection and if I try to open an internet browser it cannot find any site. I have to have the computer diagnose the problem and then tell it to reset the network connection.
Once it finishes I can once again log back into the game and browse the web. If I do not play the game then the network connection between my computer and the modem remains intact and I can stream multiple episodes of a show over netflix with no interuption or resets recquired.
After remaining connected for some time I tried playing CoH again and within 5-10 minutes my network once again shut down and I had to reset the router.
Really not sure what is going on here, any help would be appreciated. -
Just as a side note that I believe is worth mentioning.
That was the first time I ever tried to handle increased spawns while solo.
Warhulks are also harder than average bosses, a Fake Nemesis would not have caused near that trouble (or most other boss types for that matter), the reason for this is that it takes a base mag of 6 to stun a Warhulk where normal bosses take only a 4. May not seem like much, but its a big difference.
I had started with just 2 and then added one and then one again, just to see. As for 4 man spawns being my limit? I doubt it, I want to try higher, just haven't had a chance yet.
Last thing to note, the spawns in that mission are rather odd in compostion compared to normal spawns.
I probably won't get a chance to try 5+ man spawns until this weekend, but will let you know how it turns out. -
Ok, two things.
1) Haetron, question for you, why did I faceplant against the warhulk? And what would have been necassary to prevent it? Be as specific and detailed as possible.
2) Here is a new version of the video, I increased its size to the maximum Youtube allows (100 meg), so if you want better, well I guess I could start shortening it... let me know.
(It appears that Youtube is naturally degrading the video quality when it converts it, I don't know how to get around this issue)
http://www.youtube.com/watch?v=Eiq5Ftqv7QM
As For build... I think thats another discussion, but I guess I will post my planned build. (she isn't fully IOed out yet).
The one thing I wish I could change is my patron, Black Scorpion powers really suck.
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Umbra Tenebrae: Level 50 Technology Brute
Primary Power Set: Energy Melee
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Barrage -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(3), Rope-Acc/Rchg(5), Rope-Acc/EndRdx(11)
Level 1: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(9), TtmC'tng-ResDam(15), S'fstPrt-ResDam/EndRdx(48), S'fstPrt-ResKB(50)
Level 2: Energy Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), Mako-Acc/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), Mako-Acc/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 6: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(9), ImpArm-EndRdx/Rchg(21), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(50)
Level 8: Hurdle -- Jump-I(A)
Level 10: Obsidian Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/EndRdx/Rchg(25), Aegis-Psi/Status(48)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Heal-I(A), Numna-Regen/Rcvry+(17), Numna-Heal(17)
Level 18: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), Mako-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Dark Regeneration -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Acc/Dmg(23), M'Strk-Acc/EndRdx(23), Numna-EndRdx/Rchg(34), Numna-Heal/EndRdx/Rchg(40), Numna-Heal/EndRdx(43)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25)
Level 26: Death Shroud -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(27), M'Strk-Acc/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(34), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Acc/Dmg(45)
Level 28: Whirling Hands -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Dmg/EndRdx(34), C'ngBlow-Acc/Rchg(40), C'ngBlow-Dmg/EndRdx(45)
Level 30: Stun -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(31), Rope-Acc/Stun(31), Rope-Acc/Stun/Rchg(31)
Level 32: Energy Transfer -- C'ngImp-Acc/Dmg(A), Mako-Dmg/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 35: Oppressive Gloom -- HO:Endo(A), HO:Endo(36)
Level 38: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), Ksmt-ToHit+(46), Ksmt-Def/EndRdx(50)
Level 41: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Acc/Immob/Rchg(42)
Level 44: Combat Jumping -- LkGmblr-Def(A), Krma-ResKB(46)
Level 47: Swift -- Run-I(A)
Level 49: Soul Transfer -- Dsrnt-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
[u]Set Bonuses:[u]
[u]Stupefy[u]
(Barrage)<ul type="square">[*] +2.5% Recovery[/list][u]Rope A Dope[u]
(Barrage)<ul type="square">[*] +6% Regeneration[/list][u]Titanium Coating[u]
(Dark Embrace)<ul type="square">[*] +MezResist(Sleep) (Mag 2.2%)[*] +18.1 (1.5%) HitPoints[/list][u]Steadfast Protection[u]
(Dark Embrace)<ul type="square">[*] +1.5% Recovery[*] +Knockback (Mag -4)[/list][u]Crushing Impact[u]
(Energy Punch)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Bone Smasher)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[/list][u]Impervium Armor[u]
(Murky Cloud)<ul type="square">[*] +2.5% Recovery[*] +1.88% Defense(Psionic)[*] +2.25% Max Max Endurance[*] +MezResist(Held) (Mag 2.75%)[/list][u]Aegis[u]
(Obsidian Shield)<ul type="square">[*] +5% RunSpeed[*] +1.575% Def( Fire, Cold)[*] +2.5% Debt Protection[*] +3% Resistance(Psionic), +MezResist(Confused) (Mag 20%), +MezResist(Held) (Mag 20%), +MezResist(Immobilize) (Mag 20%), +MezResist(Sleep) (Mag 20%), +MezResist(Stun) (Mag 20%), +MezResist(Terrorized) (Mag 20%)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] +12% Regeneration[/list][u]Crushing Impact[u]
(Total Focus)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[/list][u]Cleaving Blow[u]
(Dark Regeneration)<ul type="square">[*] +1% Recovery[/list][u]Numina's Convalescence[u]
(Dark Regeneration)<ul type="square">[*] +12% Regeneration[*] +22.6 (1.88%) HitPoints[/list][u]Scirocco's Dervish[u]
(Death Shroud)<ul type="square">[*] +10% Regeneration[/list][u]Multi Strike[u]
(Death Shroud)<ul type="square">[*] +MezResist(Sleep) (Mag 1.65%)[/list][u]Cleaving Blow[u]
(Death Shroud)<ul type="square">[*] +1% Recovery[/list][u]Scirocco's Dervish[u]
(Whirling Hands)<ul type="square">[*] +10% Regeneration[*] +3.13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[/list][u]Cleaving Blow[u]
(Whirling Hands)<ul type="square">[*] +1% Recovery[/list][u]Stupefy[u]
(Stun)<ul type="square">[*] +2.5% Recovery[/list][u]Rope A Dope[u]
(Stun)<ul type="square">[*] +6% Regeneration[/list][u]Crushing Impact[u]
(Energy Transfer)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Cloak of Darkness)<ul type="square">[*] +10% Regeneration[*] +13.6 (1.13%) HitPoints[*] +9% Enhancement(Accuracy)[*] +7.5% Enhancement(RechargeTime)[/list][u]Kismet[u]
(Cloak of Darkness)<ul type="square">[*] +1.5% Recovery[/list][u]Trap of the Hunter[u]
(Web Envelope)<ul type="square">[*] +5% Enhancement(Immobilize)[*] +22.6 (1.88%) HitPoints[*] +9% Enhancement(Accuracy)[/list][u]Karma[u]
(Combat Jumping)<ul type="square">[*] +Knockback (Mag -4)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr /> -
Ok, I have noticed a few things cropping up in this thread which... interest me.
Certain concepts are being touted as objective descriptors and facts whilst they appear to be subjective to me.
Examples:
What exactly is the Brute playstyle?
What exactly is 'Fighting continuously' through a mission?
Since these two, plus some others (don't feel like digging back through the thread to find them at the moment), appear to be subjective concepts rather than objective facts, I became curious.
I decided that a better way than bandying words about would be for me to show you how I play and you describe it to me in these subjective contexts so that I (and others) may better understand each other's positions and meanings.
This is a video (cut to 10 minutes due to Youtube not letting me post anything longer) of me running one of my Brutes.
Yes, she is dark armor and the toggles she is running are Dark Embrace, Murky Cloud, Obsidian Shield, Combat Jumping, Death Shroud, and Oppresive Gloom.
Beyond that, I do not wish to influence your response by explaining things as I see them, so watch the video through and let me know what it says to you.
http://www.youtube.com/watch?v=qDyyQc6-0-o -
People run their armor toggles at low levels? Really?
I usually don't bother turning my armor toggles on until the mid to high teens, and then only situationally. With Stamina and SOs I finally turn them on and leave them on (also bump the difficulty up at this point).
You can cruise solo through 1 - 22 fairly easily with hardly ever running your toggles on villainous difficulty. My SS/DA is 21 now and she has only been played for a couple of days.
I guess what I am saying is that at low levels I never rely on my armor (regardless of what set) to keep me alove, I rely on my attacks to do that. -
The two acc/mez are the only Hamis I have. I do have quite a few set IOs, still working on this department though.
But to me, she has always felt powerful and a breeze to solo. I wish I could figure out what the disconnect is with so many people and this armor set. Guess some mysteries will never be solved.
And yeah, she did respec out of acro, though my 50 Dark/dark brute has kept acro, different needs, different playstyles.
And what do you consider good peformance levels? Too tired right now to remember if you mentioned it before...
I guess I am asking for criteria on what a brute needs to do (specific details here) in order to be considered 'performing well'. -
[ QUOTE ]
There's no way you're going to prove that fury gain is increased by having enemies attack you less, unless you go to absurd situations where they break your stat protection normally, reducing your own attacking output.
[/ QUOTE ]
Haetron, you have the worst case of leaping to conclusions I have ever seen...
First, we are not saying that having OG, or CoF running increases fury generation, sorry, you are the only one saying that. We are actually saying that 'Yes, the mezzing toggles do cause fury building to be slower, BUT the effective reduction in fury generation is minor.' Huge difference in meaning.
Using your overly simplified example is erronous in the extreme, sort of like most of your original guide. the reason being is that while the majority of your facts, and only your facts are correct, they are also incomplete, and therefore your conclusions derived from those facts are wrong.
I will use your little fury building mechanic to demonstrate this fact:
Subject:
Umbra Tenebrae, my level 50 Energy Melee/Dark Armor Brute.
Initial Data:
Powers from Dark Armor: All except Cloak of Fear (Fear effects do not stack well with Disorient effects since disorient takes precedence)
Powers from Energy Melee: All except Taunt
Power Pools:
Speed: Hasten + Super Speed
Leaping: Combat Jumping
Fitness: All
Patron: Web Envolope
Lets assume 6 man spawn of Nemesis, 1 LT and 5 minions(All Dragoons since Jaegers have some stun protection), (this is what I see in my relentless 'Battle for Television' mission with 3 characters[all are me], so only my EM/DA is actually engaging, the other two wait at the entrance). Next assumption, the spawn is optimally arranged to maximize the aura's effect.
Going in I run Dark Embrace, Murky Cloud, Obsidian Shield, Combat Jumping, Oppressive Gloom, and Death Shroud. Have no external buffs.
I am not running Cloak of darkness, so they see me coming and will alpha strike me. My opening move is to jump into the middle of the spanw and use Whirling Hands. After the exchange, the 5 minions are stunned because of OG, lets say I got lucky and the LT is also stunned due to Whirling hands 30% stun mag 2 chance landing stacked with OG. So now the entire spawn is not retaliating for at least 11.9 seconds (I have 2 acc/mez Hamis in OG), reduced by whatever reduction +2 causes to the scaling.
Ok, so here I am in the middle of a spawn, suffered a 6 man alpha which built a small amount of fury, and landed one attack to generate a small amount also. Whats Next?
Well since I want to generate fury, I begin Firing off Barrage, Energy Punch and Bone Smasher in rapid succession, these are all quick animating, quick recharging attacks, and will therefore help me generate fury. I do NOT use Stun or Total Focus since both are long animating attacks and would therefore impede my fury generation. I will also use Whirling hands when it is available and if I have multiple enemies still around me.
Once fury is built I will begin to use Total focus (sparingly, this attack is mediocre in my opinion due to its long animation time) and Energy Transfer (I use this power very often).
I consider fury to be built to an acceptable level when it reaches the 70 - 80 percent range, because in that range it is begining to plateau. This happens easily within the first spawn of the mission, and keeping with brute doctrine, I then move as quickly as possible from one spawn to the next.
Ok, So the question is, If I finish the first spawn with near the practical limit of fury, and you on a non dark armor brute also finish the first spawn with the same level of fury (can't really be higher due to the increasing decay rate of fury) but it took me about, and I will be generous towards you here, 10 seconds longer to get there, how much does that really put you ahead. Since from here on out we will both be maintaining high levels of fury, the generation bonus you essentialy have at low levels of fury doesn't really come into play. And I probably rest and stop as often as you do, in other words, I don't. So really, you have 10 seconds on me... 10 whole seconds...
To actually prove this mathematically, I would need the equations for fury growth and decay (which I don't think anyone besides a Dev knows the decay one)...
Maybe a video? I could record me running the mission I described, would that be informative to you? If you are interested, let me know and I will make one or two up and let you see them.
As for right now, I am going to play Umbra for a bit, later -
Mathematically examining the generation of fury is not the simple algebraic equation most use to define it(+X per attack, +Y per enemy attack, -Z per 2 seconds).
it is actually a Limit (as defined in the calculus) because of the increased and constant decay rate. There is a point where you have reached the practical 'limit' of fury.
The hindering fury argument would also be much stronger if fury had no cap or Limit based growth, but since both do apply the effect would be noticable but negligible.
I think the main problem with people building fury with OG or CoF running is not in the armor set, but in the offensive set and playstyle.
As for the actual mathematics... Sorry, but I don't have enough free time to actually figure it out at the moment. -
Fine... I guess I will explain, since both of your interpretations are rather wide of the mark.
First, the reliance on damage resistance/defense. I suppose I should have added the word only to that sentence but oh well. what I meant was that the set relies solely on damage resist and/or defense toggles as the only form of damage mitigation. Example: electric armor is a set that relies on its damage resistance, it doesn't really have any other form of damage mitigation. Dark armor also uses control as a form of damage mitigation in addition to its damage resist/defense toggles.
Second, the key word here was 'intraset' rather than 'interset'. I meant the balance they do within a set to compensate for the additional power a god-mode can give to it. Evidence of this can be seen during the testing of willpower and its Strength of Will power.
Is it clearer now? -
[ QUOTE ]
[ QUOTE ]
Why? Because when I play the other armors I always wish I was playing /DA instead and end up growing frustrated with their inadaquacies.
[/ QUOTE ]
Out of curiosity, what inadequacies are those? Unless you're mentioning Psionic damage, Im having a hard time grasping what you think Dark Armor does better than other sets?
There is also a Fear protection, and it's one of only two sets that does this, but Fear is almost non-existent in the PvE game anyway.
[/ QUOTE ]
Fine... just this once.
Inadaquency #1: Reliance on Damage Resistance/Defense for damage mitigation.
Inadaquency #2: Intraset god mode balance.
Happy now? There are two for you to ponder. I would explain them, and list others... but I feel that they would fall upon deaf ears. Now I am going to go work on my stone/elec brute... maybe I can finally get her past 36... she has been stuck there forever. -
Why do I torture myself by reading these types of posts...
I must be masochistic...
Where to start, and where to go; so much to say, and not sure I care enough to type it all...
No... as I sit here, I realize I don't care. Sometimes when the tide of ignorance threatens to crash over you; you choose to step aside and avoid it rather than stand in its way and try to reason with it.
As such, go ahead and feel... well, whatever it is you are feeling. I just can't seem to care anymore. I am going to go and keep playing my /DA brutes (5 of them) and avoid playing my brutes of other armor sets.
Why? Because when I play the other armors I always wish I was playing /DA instead and end up growing frustrated with their inadaquacies. So go ahead and play your 'superior' sets, and I will pray for you to one day see the light in the heart of darkness; since for now, you seem to be unable to look past the surface.
Good luck, and Good bye. -
Running through Steel Canyon with my new Katana/Dark Scrapper I came across this scene next to my mission door...
http://i171.photobucket.com/albums/u...pingpuzzle.jpg
Umm... All I could think of was 'is that intentional? It looks like some jumping puzzle from an old console Side Scroller.'
Then I tested it out as just such an occurence (Nostalgia, what can I say) and had to wonder. Did someone do that intentionally? or was it random?
Oh well, just thought I would share for those that remember the days long ago.