Samuel_Tow

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  1. Quote:
    Originally Posted by Techbot Alpha View Post
    I think that sums up the part of me that screams at my Crab Spider when he still gets KB'd by stuff...finally get a VEAT, a walking tank with four freaking gun arms attached to his back, huge blades on his fore arms, maxed out height and usually unstoppable...and then he gets bounced off walls by someone like Sigil (argharghargh) because somebody in their infinite wisdom decided to give Crab Spiders a KB hole.
    Chain knockback is the FASTEST way to completely ruin a game altogether for me. Prototype just SUCKED for that. I'm this walking engine of destruction, sapwning spired of spikes from the ground, causing earthquakes, and shooting out massive explosions... And I get knocked back by every bomb, with zillions of them flying around. The only way I could reliably kill tanks in groups of two and three was to elbow-dive on them. Fighting them at ground level just got me shot-knocked-back. And the Hunters were just cheap. They don't reel, but you do, and their "combos" are just a windmill of twacks. So, I have super powers, but I'm STILL just a chump. I can see getting killed if I hit by too much enemy fire, but I'm basically helpless before them. Not enough offence to kill things before I get knocked away. Ugh...

    Come to think of it, the Juggernaut from Marvel Super Heroes is very much a boss character. He was my all-time favourite back then, and is probably the most fun I've had playing him. Back in the day, I used to play him a lot, and a friend of mine used to play Wolverine a lot. I'd spend most of my time throwing out empty swings and exposing myself to counter-attacks a LOT, and he'd slash and slash and slash and slash. But it was OK. I could take a lot of damage, and because I didn't reel back until three attacks in, I could usually get a small punch in through his combo. And, really, I didn't need to hit too many times. One Power Heavy Juggernaut Punch would take off a third of his hit points anyway, if I could connect with it. Or a Headcrush, or a small combo if I could get one off, or really, just a few heavy punches.

    That, in essence, is what a boss fight is. The boss is durable and powerful, but the hero manages to avoid his attacks. And the Juggernaut actually IS a genuine boss character from X-Men: Children of the Atom, with only a slight power-down to slow down his chain Earthquakes and maybe a few of his swings. Magneto, the actual boss of XMCotA, on the other hand, has lost the bulk of his power. So, essentially, my friend was having a constant boss fight every round, and he was understandably upset when I'd turn a battle he'd worked hard at around in a couple of solid hits

    Quote:
    Maybe that's why Reichsman bugs the hell out of me, at least Villains side. He's just a huge sack of HP, with a few Godhammer attacks and nasty debuffs.
    Reichsman is the WORST fight in the whole game, at least the hero-side version of him. What you described is ALL there is to him. A mountain of hit points and a few unreasonably powerful attacks. With Unstoppable. That's about as classic a raid as classic raids go. But then, that's kind of what TFs typically are, which makes me all the less sorry I'm missing out on them. Most of the GOOD ones are made to be self-contained, so even if I miss out, I'm not seeing a half-complete story. Now, the Caverns of Transcendence, Ernesto Hess and Katie Hannon TFs... Those suck. Not to mention the Shard' TFs.

    Really, though, any activity that requires several of you to even start isn't going to make you feel like the level boss. Not unless it splits you up, I guess. I still remember my defensive stand at the doors to a smash-n-grab side mission on a Mayhem mission once, where I held off constant waves of enemies that amounted to at least 50 people overall, while the rest of the 8-man team fought their way to the vault, intentionally triggering every ambush on the way. When 20 people at a time can't punch past my Brute... Yeah, I'm the level boss

    Quote:
    But, yeah. In a way beating up the big bads is kinda more fun, because you kicked their *****, despite being smaller. My all time favourite I think was a Boss fight in Castlevania: Circle of the Moon on Gameboy Advance. A really neat side scroller. One boss room you walked into, hopping down a few platforms, with what looked like two random mounds beneath you.
    And then the freaking Zombie Dragons actually lifted their heads up.
    Not one, but two Zombie dragons, both spitting fireballs at you. And, yes, it was headshots only. Watching one of them die was satisfying...and then the other one bit a few chunks out of it to regen a chunk of health...
    When the last one hit the deck...that felt good right there. I always wish those boss fights were replayable.
    Oh, certainly, I agree with this very much. As I said, the MegaMan games are my inspiration for boss fights, with how diverse and responsive they are. With a dash, a double jump, an air dash and a variety of raising and falling attacks, they just give me a lot of control over my own performance, and winning those is always satisfying. Less so in the PSX Castlevania, since all the bosses are incredibly cheap, but even then. It's just cool to win like this. By the same token, though, I've simply never played a game that has consistently portrayed me as a the level boss, and the allure of this is very, very real.
  2. There are a few problems here. First of all, damage in this game does not scale well enough to implement a flat damage number protection. For such a thing to be meaningful against high-damage targets, it has to be pretty high, but because of the chasm of damage between different enemy groups, this would render the damage done by many of the them trivial. This is actually how Torchlight handles it, and the result is just that - a select few bosses can threaten you, everything else deals glancing blows. Percent damage resistance scales a lot better, which is why we use that.

    Also, Invulnerability is only a name. This doesn't mean that the Invulnerable character specialises in not being hurt. Even the Juggernaut gets hurt, just not very much. In fact, the Statesman (character in the Top Cow comic book) said something along the lines of "I don't care what they say about invulnerability. That. Hurt!" Basically, an Invulnerable character has two lines of defence. One is puffing up his chest and deflecting bullets. The other, when these bullets don't ricochet but deliver their full force, is that he isn't as hurt by it. He actually has a third level of protection, as well - just being one tough ******* who can take a ton of punishment. Far as I'm concerned, especially against physical damage, Invulnerability lives up to its name the best of all powersets.

    Finally, "defence" has nothing to do with skill. Defence is the other side of the coin from damage resistance - you simply don't get hit. That said, defence usually comes in two forms: avoidance and deflection. Some degree of care has been put forward to make sure that most defensive powers could pass for skill- or luck-based, such as covered in stone... Only partly. But, at the end of the day, hitting someone through deflection defence is not a question of accuracy, but rather a question of penetration. We don't have penetration as a factor in the game.

    Think about it this way, though - if someone is covered in stone, then small arms fire is going to be less effective, but a high-velocity, armour-piercing round could just make it through. A flaming fist on a slab of rock probably won't be very effective, but a flaming sword would focus the force and pierce. In other words, certain powers could have better penetration than others. And, really, some defence can only be circumvented by penetration. Forcefields, for instance, cannot be gotten around, because they're a complete globe around the target. You have to punch THROUGH the forcefield if you want to have any hope of hitting the person inside, and with how it's shaped, chances are your bullets will bounce and your sword will slide off to the side.

    I don't actually have a good idea how to fit this into the defence formula, to be honest. It'd have to be done in such a way that penetration does NOT help you hit things without reflective defence better, and just raw accuracy doesn't help you pierce their armour, but I just don't know how to rig that.
  3. This is sort of an eccentric idea that's been running around my head for just shy of 15 years now, and for all this time I've never really been able to put it into words. Basically, it comes down to the title question. What if, instead of the lone, underpowered hero who has to fight a stronger, more capable enemy and triumph against all odds, you were the level boss, and the enemy were the weaker but more agile character? Or, in fact, if the enemy were weak, helpless enemies who couldn't hope to do much more than take off a bit of your life bar? Before we delve into City of Heroes, let me explain where this comes from.

    "The level boss" is, classically, a creature of arcade games. My fondest memories of the best of these kind have been the MegaMan X games, specifically played with Zero, as you had to get in close to do anything with him. In this game, as you progressed, the bosses became larger, faster and more complicated. X4's General is as tall as the screen and a third of it wide, and he only takes damage if you slash him in the head. And, OK, I'm fast on my keyboard, but why am I always the weaker one? Why do I take damage if you touch the boss? Why do I die in a few hits, while having to slash his damn head eleventy billion times? X (MegaMan) gets it a bit better in most games, as with enough upgrades and special armour pieces, he can sort of boss it up to some extent, but even then, with flash timers, ultimate shields and uninterruptible powers, he's still just a player.

    Enter Castlevania: Symphony of the Night for the PSX. It's an old game a friend of mine had on his PlayStation back ten years ago, which I only recently rediscovered on a chance find. It stars Alucard, son of draculA, (stupid name...), who starts out as basically a fighter, but towards the end starts developing pretty dang amazing powers, including a lot of powers from the actual Dracula final boss from Castlevania: Bloodlines. I'm not actually through the game yet, and I missed a lot of secrets already, but at the very least one spell he has has him teleport away, reappear and shoot fireballs out of his cape. That right there is perfect example of a Capcom boss tactic (despite the game being made by Konami). It got me thinking... Alucard isn't just some schmuck with a sword, you know... He's the son of Dracula. He has powers. He can turn into a bat, a wolf, into mist, he can teleport, drain people's blood, summon ghosts... Yeah, the game still treats me like a player and has me do jumping boss fights, and I still get kocked back from every frikkin' breeze, but... Well, with enough armour and levelling up, I can actually take quite a beating, even from bosses. Why, I'm like a boss, myself.

    Which brings me back to an old PSX game, Jurassic Park from probably 15 years ago. Hell if I can actually find it, but it had you play a little dinosaur, a Raptor, a guy with a gun, and even a T-Rex. Now, the T-Rex was where the real fun started, because you're huge, you're slow, and people are shooting at you ALL THE TIME. They can't really hurt you, but they're constantly draining your health, which turns it from a fight for survival into an endurance race. You can eat people for some health, but basically you need to outlast the humans and get to the end. Which is, typically, how a Capcom boss usually wins. Throw out attack after attack and hope to take you down before you chip off too much of his health.

    So what does this have to do with City of Heroes? After all, this isn't an arcade game, and characters are already powerful enough to take on bosses one on one. But here's the thing - even now, unless you downgrade bosses, the game still follows the same pattern as those old arcades. You fight through a level of bad guys, maybe take on a mini-boss mid-way, and end up at the level boss. Think Frostfire and you'll know what I mean. Basically, even though you're strong, the game still treats you like "just a player" engaging in "just a boss fight." And that's just regular missions. The "epic" content has you square off against archvillains, usually in groups. It still treats you like the weak player squaring off against a powerful boss, trying to find a way to win anyway. The odds are always, at least narratively, stacked against you.

    Why? Why not go the other way? Let's look at an example from the game already - Mercedes Sheldon's third hero arc, the Crown of WhatWasIt. The final mission has you square off not against an AV, or even an elite boss. Instead, it's one boss, who calls in two more bosses, and when he dies, another boss arrives, who calls in two more bosses. It's an ungodly hard fight, especially since the Warriors are THE heaviest hitters at that level, but it actually has the right idea. I'm the boss of the level. I'm the strong one, the unstoppable one. I don't need to bring together seven of my friends to just hope to take on one guy. The bad guys had to bring out six of their best just to take on ME. The game's balance isn't really different, but the fight is more epic AND it feels so much more satisfying. For once, the AI is working hard to kill me, rather than crouching behind a mountain of hit points and offensive stats for me to chip through.

    It's part power balance, part presentation. What makes MegaMan X's X feel like a boss is his ability to hover and crush-blast some boss projectiles. He ACTS like a boss. What makes Alucard feel like a boss is the fact that he can teleport at will, become invincible and shoot out boss attacks. He LOOKS like a boss. What made the T-Rex feel like a boss was that the enemies plain and simple could not take him down, or even phase him much. He ENDURED like a boss. What made my little ole' Scrapper feel like a boss in Mercedes' arc was that I fought back six Warriors bosses with their entire posse despite my team-mate going down. Any of these is cool. All of these is a game the likes of which I've never seen before. You're always facing some cheap, annoying problem, like enemies being too strong, having nasty effects, or what has turned me off so many Hulk: Ultimate Destruction clones - STUPID KNOCKBACK! With a zillion soldiers shooting rockets at you, you can't stand still for a nanosecond. What's the point of Prototype's Alex Mercer being a super weapon if he's a fragile little girl unless he's constantly prancing around?

    Basically, it all comes down to feel. A few games have come pretty close to making me feel like I'm playing the level boss, with my enemies being the players (though, oddly enough, not Dungeon Keeper), but never completely. Frankly, City of Heroes has come the closest.
  4. Quote:
    Originally Posted by Fleeting Whisper View Post
    Any particular reason? It's like installing Flash...
    I should have said "at this time." I don't know what it is, and I don't enjoy installing software without knowing what it is that I'm installing.
  5. Quote:
    Originally Posted by zachary_EU View Post
    Ouch

    Ninjarun looks so stupid. Most stupid looking movement animation what I have seen any game ever. Right name should be moronrun. It looks like characters upper body is paralysed and only legs works I feel strong shame if I even seen other players using that awful method of moving.
    You've never watched ninja anime, have you? The Ninja Run does exactly what it's intended to do, and it does it very well. It makes you run like a ninja from a ninja anime. If you don't like that, that's not the fault of the power.

    *edit*
    Also, massive points DOWN for the stupid hyperbole of comparing to Monthy Python's Ministry of Silly Walks.
  6. Quote:
    Originally Posted by OPTICAL_ILLUSION View Post
    Implementing this idea will increase long-term PvE retention numbers and improve the overall health of PvP. PvE win/PvP win/More $ for NCsoft win!
    PvP can go to hell for all I care, but this change would very much break PvP and cause many people to leave. The PvP ruleset is a mess, but more importantly, it's a major step DOWN in power. Its intended to depower everyone and bring them all a bit closer in performance, but depowering people in PvP by this much is a guarantee for massive account cancellation the likes which even ED hasn't dreamed of.

    Please never speak of this terrible idea ever again.
  7. Quote:
    Originally Posted by BlueRaptor View Post
    Occasionally is the big point. While there ARE some "real" light sources in indoor maps for effect (that I too think ignore anything in their path that would obstruct them right now), they are exceptions, and cant make maps bright.

    I am very sure that while you see all nice neon lights at the ceiling indoors e.g., for the game engine they are just the same as the dustbin in the corner, only with a different shape and brighter texture.
    Yes, the neon lights are actually self-illuminating textures and nothing more. They just have a constant brightness irrespective of light conditions, but they don't emit or cast any light. It's funny, too, because broken lights with the cover hanging down still have the cover glowing, because that's what its texture actually is.

    Quote:
    So while those select few point-sources of light might be able to cast proper shadows with a new engine, all the other "lights" that you see will not, because they are not there.They'd have to go into all those maps and put actual light sources into everything single light bulb and neon tube, plus tone some of them down so it doesnt get too bright where they put many, and still have some ambient light so it isnt pitch black where they just didnt put any. Or redo the entire map to have an even distribution of light sources. Both is a lot of work, so its a lot easier to just assume the light comes homogeneous from all directions inside all those buildings, a little more from above, which is actually pretty close to what you get when you have lots of neon lights spread out evenly on the ceiling and thus doesnt look too bad for an office building or warehouse with high ceilings.

    (So I think its not a matter of what the engine can do, but of how the maps were built.)
    Yeah, I have no argument against this. Instance maps just don't have enough light sources to actually illuminate them. Here's the thing, though - because the lighting cheats so much, it creates a surrealistic, unbelievable look to the instances that makes it really hard to take them seriously sometimes. It also destroys any sense of presence they could have when they're all just omn-lit no matter where you go. It's like you have night vision, because no matter what you do, in an enclosed location with no windows, you WILL get dark corners and dim hallways. That's just how it works.

    Here's the thing, and something I posted about back before. Having dynamic lights doesn't just give us the ability to have lighting, it gives us the ability to have DARKNESS. Right now, if a hallway is dark, you can't get past it because you can't see. With dynamic lighting, you could bring your own light, and so be able to see. Just not very far. We could have dark maps like the sewers, abandoned offices or Oranbega be ACTUALLY dark, with pockets of lighting here and there and the heroes themselves to self-illuminate their surroundings. That would actually be cool in a way that, frankly, very few games have dared try.

    And, OK, maps don't have enough light sources. Why can't WE have a few? Like, on our powers. That bright orange fireball? Shouldn't it cast a bright orange light? That blue ball lighting? Shouldn't it cast a blue light? Would it be too much to ask for the Flashbang to have an actual FLASH? Things of that nature. I'd honestly take that over environmental shadows and reflections. Don't take me wrong, reflections are eyecandy, and environmental shadows are really cool, but power-cast dynamic lights and darkness to illuminate with them would be much, much, MUCH more cooler.
  8. Quote:
    Originally Posted by Zikar View Post
    I'm 90% sure that most "lighting" in the game at the moment only effects player models and doesn't illuminate them or effect the "world".
    Well, a light with varying intensity and changing direction really ought to be an actual light source, specifically since I've seen light sources show up after tileset overhauls where they previously didn't exist. They do affect the world, only they are static, so they just "paint" the world. I'm fairly certain they affect characters, as I can walk by them and see the light shift.

    I'm pretty sure we have light sources, we just don't have very many of them.
  9. It sounds interesting, but I don't want to install Microsoft Silverlight.
  10. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Then leave the one in the RWZ alone and have a seperate area added in the D. No reason it should be removed from a fairly safe part of the War Zone.
    Why is it that every time someone says "cross-faction teaming," the immediate response is to add an Architect to Pocket D? The War Zone has missions and arc which only one person on the team needs to be high enough to get. Actual missions and arcs, not the architect grab bag of random chance.
  11. Tray 4 is part of my standardized system:

    Tray 1: Attacks, attacks, attacks. If I don't have many attacks (such as on a Mastermind) I put in Support powers.

    Tray 2: Brawl, Sprint, travel power prerequisite, travel power, then defence on Scrappers, Brutes and Stalkers, Melee/Support on Blasters and summons and upgrades on Masterminds.

    Tray 3: Back-to-front: Rest, Jump Pack, then my three veteran attacks, my utility pet summon and the Reveal power on that end. Front to back, Walk, Ninja Run and whatever else there's room for. Once I run out of room, I shift my veteran reward attacks and pet off to Tray 5 to make more room.

    Tray4: Back-to-front: Tempermanent origin attack, Pocket D VIP Pass, Base Teleporter, Assemble the Team, cosmetic vet-pet, Mission Teleporter, Ninja Run (occasionally), Mystic Fortune and Self Destruct. There's something else in there, though, that I can't quite remember.
  12. Samuel_Tow

    Xanta

    He-hey! Thanks a million, Lady You even made my mediocre glove look pretty Should'a posted Razor's rendition of it...

    I love your colouring. And you did this in a day? I've been dicking around for a week on this, and produced something that was just above "meh," and you did this twice in two days. Yeah, I need a LOT of work if I want to even contemplate a large project like this.

    I really like how this turned out. The reflections are just ingenious, and I really like that shading. I'll definitely spend some time studying this one.

    One last detail - I'd like to repost this back to the original creators of the pic, and I want to ask of you would mind me doing so. We're sort of discussing it at length with them, and I'd really like to show them.
  13. Ack! I'm an idiot! This post was made while I was responding and I never saw it!

    Quote:
    Originally Posted by The_Killbot_5000 View Post
    Are you in Gaming Mode? Linkie.
    No, because I don't have that control panel programme. Would you have any idea where I can download it? That's the on I was using before, but I can't find it now.

    Quote:
    Or do you have this card - Other Linkie.
    I've heard about problems with this one, but no, I don't believe so. Just X-Treme Audio. I'll recheck when I get home.

    Quote:
    Do you have a microphone? If yes, connected or not?
    Have one connected, from a webcam, no less, but it's plugged into my surround sound control device, which goes to the subwoofer, which then has a microphone out that goes into the PC. Would that be a problem?
  14. First things first, please let's not criticise the picture, itself. It was done as a favour to me for free and out of the goodness of their hearts. It is what it is, and I'm working on it as best I can.

    Of course, I do have the original line work. Here is a resize down to a file size I can upload on the 'net.

    Also, and this might sound weird, but what you have so far helped me greatly in one particular regard - fixing the crotch. Aside from the shoulders, this was the other big thing that I could never quite see past, but since it's somewhat difficult to describe, I opted to not mention it for the time being. I tweak things here and there as I go, and I'll probably tweak that, too.

    Also, if you do a full flat of this, I'll probably want to repost it back to the original creators, and I have to ask for your permission to do so. It may be a formality, but I have to ask nevertheless.
  15. Quote:
    Originally Posted by LostHalo View Post
    I'd have to look at them directly but I'm fairly confident those are just ambient light 'emitters'. Basically, you can't put a grate in front of them and split the light or reduce it on the other side, everything in the area is either has the light on or off with no other considerations.
    Having mentioned that, I paid close attention. There very much are real light sources scattered throughout the missions which have, at the very least, direction and distance. They're easiest to locate via the oldest trick in the book - bright spots on the floor, walls or ceiling. I ran through a CoT map and spotted several. They were concentrated over stone obelisks, magical circles, crystals and sometimes just smack-dab in the middle of the room, though not, surprisingly, at the many torches..

    From what I could see, these lights were both coloured and while, they had a specific direction, such that walking by them would shift illumination front to side to back, and they were only active up to a certain distance. The only really powerful ones are in Arachnos bases, though, and they'd be the easiest to check. Try and get one of those huge, huge rooms with the green pool at the bottom. This one is most easily evident.
  16. Quote:
    Originally Posted by Fleeting Whisper View Post
    Of course, it's a box code, so you can only have one copy of it on any given CoH account
    According to PK, you can have as many duplicate booster pack codes, so I didn't expect they'd have a limitation on that.
  17. Quote:
    Originally Posted by Call Me Awesome View Post
    Ok, I just went to Asus's site and DL'd the latest drivers for my onboard sound, which is SoundMax Digital HD audio, 7.1 setup. Enabling 3D audio in COH no longer gives the muffled, slow, low pitched sounds (yay) however I do randomly loose game sounds altogether. Opening the audio options and changing to non-3D then back to 3D fixes the problem for a few seconds to a few minutes.
    Huh... Well, the guy from the repair shop said he'd gotten everything he could off of Creative's site, so I don't know. It's possible I'd need new drivers, because I AM missing my original Creative Control Centre. Instead, I have this Creative Audio Control Panel.

    Here's the thing, though... I read up on the X-Fi Extreme Audio, and everyone keeps saying it's not actually an X-Fi card, in that it doesn't have the X-Fi chip, but rather that it's basically a repackage of the Audigy card, and someone even suggested using Audigy drivers. Here's the thing - I AM a tech guy, but Creative is the bane of my technical knowledge. Nothing of theirs I've ever tried to get work has ever worked. The only way any of my Creative cards over the years have worked is if someone else installs drivers for them. For me, it has been completely impossible to so much as FIND drivers for Creative products at all, let alone the right ones. So I would REALLY hate to have to go around fiddling with my drivers, even with restore points.

    That, and while it may be an Audigy card, it still has X-Fi options enabled on it. I don't know what these options actually are... But I'm not sure messing with older drivers is smart, just the same. I don't actually know a whole lot about audio technology (don't even know what EAX is), but if the X-Fi stuff is what I think it is, I keep all of that stuff OFF. The Stereo Xpand option does something to my sound which I can't identify, but that I know I hate, and the Crystalliser option is just stupid, as it looks like just a glorified equaliser. Wait... Crystalliser... Equiliser... Right, I get it. Either way, I don't need my sound to be made "more punchy." I need it to take up less CPU memory, which Extreme Audio apparently doesn't help with.

    I really hate it when I go down into manufacturer hell...
  18. Quote:
    Originally Posted by ChristopherRobin View Post
    Keep at it Samuel and we look forward to the finished piece.

    P.S. Yay LJ for the assist!
    Looking at the pic as a whole, the shoulder pads should be my last real stumbling block. Their shape, dimensions and orientation is throwing me completely for a loop because I CANNOT get a picture of how they should look in my head. I assume Darkmoore did them freehand, which is what sets real artists apart from someone like me, because I CANNOT freehand them at all. Very much literally, I have to ray-trace them, or I have no idea what they're supposed to look like. That's more or less how I did the sword hilt guard - I traced over the visible side of it, them just mirrored the edge, traced the visible lines into the invisible part and hooked the mirrored edge onto them, copying the distance between the hilt curve and the blade on the other side to find the proper position. In other words, I did nothing by feel, but rather essentially plotted where things should go.

    I haven't found a good way to trace the shoulders, because I haven't found a good way to trace over and comprehend their shape. Once I figure that out, the rest should be doable, as the other shapes are a lot more straightforward to picture. I hope my friend will come over and school me tomorrow, because I am literally stuck without him. I suppose I could just skip the shoulders, but I hate to have to go back and draw over my own work, as that's really harsh when I've added too many points to draw over.

    But, yeah, if everything holds up and I keep at it, it should be done eventually.
  19. Quote:
    Originally Posted by Orion_Star_EU View Post
    Depends how many Steam accounts you have
    Oh, wait, that'll want to run through Steam, won't it? Oh, well, it was worth a shot.
  20. Quote:
    Originally Posted by Call Me Awesome View Post
    I've had the exact same issue with my setup as well; so far I haven't found any solution other than to leave 3D sound disabled. My issue actually appeared on my old rig with a SB XFi Gamer card and has continued to the new Mobo with built in sound. I just figured COH didn't like something in my machine.
    Huh... So then it may not be my audio drivers and setup, but something in the game? Odd. But then why start now? My hard drive died last Tuesday, but up until Monday CoH played fine, and everything in here is exactly the same. Even the replacement hard drive is identical to the one it replaced. Could drivers be doing this?

    Here's something which might help - does anyone have any idea how I can test my speakers for surround? My motherboard used to have a built-in Realtek sound card, and its control centre had this sort of test which would just call out the channels, like Front Left, Centre, Front Right, Rear Right, etc. I can't seem to find a programme that does this anywhere in the Internet.

    P.S. Can I call you Awesome?
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    Yes, first month of play included.
    Huh... How many times can I buy this?
  22. Quote:
    Originally Posted by BrandX View Post
    Something I haven't seen anyone reply to at all.

    Who says you HAVE to move your heroes to redside?
    Oh, believe me, we said that. I even hunted down the old Going Rogue post that had the Q&A:

    Q: Do I have to switch sides to experience Going Rogue?
    A: No.

    It didn't seem to make a difference.
  23. Quote:
    If you like I could photoshop shade your friend's piece, with a high left of center light source. It's practically a "flat", and wouldn't take more than an hour. You could use it then as a guide...
    If you'd like to, that would actually be great. Be a little less guessing for me, which should make things easier. Might also clue me in on a few shapes that I'm kind of struggling in at the moment. I got sort of held up by the shoulder pads, and I'll need to wait for my artist friend (the one who hasn't even seen the pic) to come by and give me a hand with it, since I'm completely stuck.
  24. I think I've heard this idea before, but either way, I completely agree. It'd help Ninja stand out a LOT more.
  25. Quote:
    Originally Posted by je_saist View Post
    Steam's Black Friday Weekend continues. Today one of the deals is City of Heroes: AE edition for $10.

    Right now Steam's site seems to be under a DDOS as everybody checks the deals, but drop by here if you have some gift giving to plan : http://store.steampowered.com/early-holiday
    Huh... Doesn't that come with a free month in it? Because a $10 whole purchase is still less than a $15 monthly feel.