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Maybe we can talk NCSoft into sending Jay, BaB's, and Nelson to Anthrocon, MWFF, or MFM for instructions and visual examples on how to model tails

I can just imagine some of the slight problem(s) attending these cons might cause though: like BaB's punching out roughly 1/3 of con attendees; Jay curled up in a corner cackling wildly and needing to be sedated; and Nelson trying to convince WarWitch that she'd look great dressed like Felicia.
*tippy paws off and then bolts for a nearby bomb shelter* -
He doesn't have one. He sent me a nastygram PM a while back that earned himself an ignore from me, and I've come to determine from various posts on the forums that who-ever at the keyboard for that player isn't actually interested in helping the game to grow or expand.
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I'm fairly sure the player behind that avatar does not understand that Rogues should be able to do HeroSide task forces and get merits for those Task Forces in the upcoming Going Rogue expansion. I'm also not sure the player understands that my original posts is based on a subjective proposition that the developers are looking at, or wanting to, revamp more existing content in the near future. I don't have any proof that other Task Forces or strike forces are up for revamps, and at this stage, I'm not sure any of the development staff can comment on plans that may be 8 or 10 months out.
I think setting up a consistent mechanism for accessing this older in-game as new revamped content is introduced is something the developers should look at or consider, and the Positron TF would be a good place to start.
I meant to mention Calvin Scott since it was in the global channel discussion that spawned the original post. The closest I got though was Mr. Miller's rumination on bringing back retired task forces. I believe Mr. Miller mentioned Calvin Scott by name, although converting the Cathedral of Pain Trial to an Ouroboros TF tends to come up a slight bit more often on these forums.Quote:I like this idea, but on one condition: They bring back the Calvin Scott TF while they're at it. -
I both laughed my butt off and whimpered because this so true.
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While I am looking forward to the revamped Positron Task Force, I'd like to suggest that the old Task Force be kept around. Presuming the Positron Task Force revamp is an indication of future content, we can probably also expect updated storylines from Synapse, Sister Psyche, Citadel, Manticore, and Numina. I know Mr. Miller has discussed bringing back "retired" task forces through Ouroboros before... so here's my suggestion:
In Ouroboros there are 7 floating islands around the main ship of Mender Silos. Place a Ouroboros Acolyte on each Island who grants the start of each existing Freedom Phalanx Task Force. Access to the Islands for non-fliers / jumpers could be granted by placing "ouro portals" or "wisp portals" on the ship's rear running board. (the running board behind the entry point to Ouroboros Zone.
One of the advantages... or disadvantages... to placing the "old" Task Forces into Ouroboros is that hero side players couldn't access the Task Forces until they were 25. This might not be such a big deal for the "old" Positron and Synapse Task Forces, but those wanting to run an old school Sis Psyche might be a bit put off. Using Ouroboros to host the Task Forces also poses a problem for Villain Side presuming that Cap SF and Silver Mantis are ever revamped and moved to Legacy Status.
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Ergo: Secondary Solution: the Midnighter Club option. Officially, the Midnighter Club only has an Ouro Crystal that links their club to Cimerora. However, this is a supergroup that is interested in the History of the world, and if anybody outside of Ouroboros was able to detect and tell players about the RetCons... it'd be the Midnight Club.
So, the proposal here is to add a new room to the Midnighter's club... say... a door here where the lights indicate one:

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In this new room is a new Ouro Crystal obtained by the Midnighters, and various objects along the room. The design of the room is decidedly more high tech than the rest of the Midnighters club, with various electronic devices scattered among stone tables, and a SuperGroup computer in an alcove.
Next to each object is a Midnighter. For the most part, each Midnighter tells the player about events Before the RetCon. As a lesson in the past, the Midnighters will permit the player to live through the events with their own eyes.
For Positron Task Force: A Midnighter is examining what could be a replica of Positron's helmet, and various bits of clockwork gears. An explosive pack from an Vhaz Embalmed Abomination hangs on the wall.
For Synapses Task Force: A Midnighter is checking out bits of clockwork as well. A Rebuilt Clockwork Prince is attached to the wall.
For Sister Psyche Task Force: A Midnighter stands guard over a sonic device as a technican in a white lab coat holds a scanner over it. Against the wall are 3 of the bombs.
For Citadel Task Force: A midnighter stands in front of a table upon which a collection of pistols and rifles is laid out. Behind the table a deactivated Mech Man stands by.
For Manticore Task Force: The helmet of a Paragon Protector, the helmet of a Crey Tank, and a few of the Crey Cryo Pistols are set about in shelfs. Upon the wall is a suspiciously large sized suit. Clicking on the suit grants the player with a text pop-up saying it's a "replica?" of the suit that was taken from Hopkins upon arrest.
For Numina Task Force: A midnighter stands in front of a case in which non-targetable Swarms hover. Upon the wall are pair of Axe's are crossed.
For Cap Strike Force: A midnighter stands guard upon a tome of ancient inscription. The midnighter isn't the contact. The tome is. The tome gives the villains; as well as those that blur the line; the knowledge to go back in time before the RetCon and see Virgil Tarikoss.
For Silver Mantis: A Midnighter stands before a supergroup computer. Once again, the object is the contact, not the midnighters. Villains and those who blur the line will find that the Midnighter is examining a copy of a computer transmission from Silver Mantis. You decide to go back in time with the Crystal and find out what this transmission is about.
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While the Midnighter Club is an elegant solution the level access problem presented by Ourobous for the Heroes of the game, it's not exactly an elegant solution for Villains. Ashley McKnight only sends Villains into the Club at level 30... so there would need to be some kind of background revamp to allow Villains entry at level 15. -
some of the "minor" sets don't drop that often. Decimation and Entropic Chaos from the ranged damage sets also don't drop that much. I can pretty much count on one hand the number of times I've seen these recipes on wild drops.
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Then why do you play the game? If you think what the devs do is crappy, how about you cancel your account and find something else to play?
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since Depth of Field is not supported on either the Nvidia-glx or Fglrx drivers, it took me a moment to realize what you were talking about. However, there is actually a separate section for Bloom, and Bloom amount, in the advanced settings, as well as desaturation effects.
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Quote:There's just one big problem with this whole idea. PvP and PvE gameplay are not the same thing. The slotting and power choices for PvP and PvE gameplay are not the same either.Speaking as a non-PVPer, I do like the idea of a TF including one PVP mission, although I think gating it by PVP rep would be a bad idea. Frankly, anything in this game which is trying to promote PVP wants as few gates as possible :-) I think a lot of people would HATE the idea, though, and there's a question of whether it would be worth the dev time for a TF which a proportion of the players would avoid on principle. But that's a project management decision, so I'm just going to say, interesting idea. Maybe it could be an option for a TF, with a non-PVP version of the TF accessible also, for people who didn't want to PVP, or who couldn't find an opposing team to play with them.
PvE play is centered around Inherent Imbalance. Each Archtype has inherent strengths and weaknesses, and each is balanced to play with those strengths and weakness's. PvE play puts emphasis on team efforts, where team buffs provide a clear advantage.
PvP play, as of Issue 13, is centered around Inherent Balance. Each Archtype is brought into rough line with a corresponding effect type. All damage is based on the timing of the attack to completion, rather than being based on an archtype modifier. Ergo, a Corruptor and a Blaster with the same attack, should do pretty much the same damage, defiance and scourge aside. All archtypes, aside from Tanks, receive resistances to attacks, and mez protection is removed, leaving only mez effect resistance. The focus of PvP play means that certain powers, such as the buffing shields from thermal radiation, force field, cold domination, and sonic resonance, are simply wasted powers for a defender or corruptor.
Certain powers, such as Focused Accuracy and Tactics, that a player may skip for a PvE character, might become critical in PvP play. Certain IO's or sets that boost accuracy and perception, but are ineffective in PvE play, are valuable in PvP play.
One of the things I know Castle gets is that in order for PvP play to be successful in City of Heroes, it has to be a different game than the PvE play. Issue 13 was a step in the right direction for where PvP play needs to go if it remains a part of CoH.
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Let me put it like this. What is being asked here is this:
You are playing Everquest. Fantasy MMORPG, with elves, dwarfs, ogres, and lots of magic. You get sent on a quest to recover some treasure for a dragon.
Only, to complete this quest, you've got to exit Everquest... and start up Planetside. You've now gone from a fantasy MMO to a first person shooter... and the mission you were given from Everquest is to take a Tower on Ishundar held by the Terran Republic, hold it for 30 minutes... and only if you've held the tower successfully for 30 minutes can you log out of Planetside...
to then log back in to Everquest and complete the quest.
Yes, I'm hoping this example demonstrates just how ludicrous the idea of having a Task Force / Strike Force with a PvP crossover is. It is the same thing as asking somebody to log out and go play a completely different game.
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That split, that is what puts an immediate kibosh on any plans for PvP enabled task forces. Yes, you could technically get around the split in game design by having one build of you're character for PvE play, and the second build for PvP play, and yes, a significant percentage of the minority of the game that participates in PvP Play do take advantage of dual builds in this fashion. That does not mean that the vast majority of the paying player base is willing to make a PvP slotted second build. It's far more common among the game's player base to have a maxed build for level 50 content, and a build optimized for low level task forces such as Synapse, Moonfire, or Hess.
The idea of having a PvP-enabled Task Force also presumes that a significant amount of the player-base wants to participate in PvP-content. Well, the PvP players hate it when I keep bringing this up, but the player-base just isn't there. It has never been there. PvP play, in City of Heroes, has consistently had the appeal of strawberry preserved scrambled eggs.
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As to whether or not the idea of Task Forces that change the World of Paragon is a good idea... well, I think it is. One of the features of Richard Garriot's Tabula Rasa was a story-based system where your actions in instanced environments had certain real world accomplishments. Lets say in a mission you took down a Radio Tower or Radar Station used by the Bane. For a short time afterwards, Bane Assaults would be dialed back as they (in line with what you did), recovered from your actions. Sadly, the promise of instanced affects on the mass-world was something that never really worked in the game, and was abandoned shortly after launch. I don't need to go into why Tabula Rasa crashed and burned... but really... leaving developers in charge who listened to a vocal minority and didn't have a grasp on what the game was... qualifies as one of the dumbest things Richard Garriot has ever done.
One of the problems with City of Heroes, and it's a perception problem, is that events that affect the game world are already seen as annoying. Anybody whose watching the Hero-Zone event messages can pretty much say with authority that no matter which server you are on, Zombie Raids, Halloween Event, and Alien Invasions aren't actually that common. However, because of the way City of Heroes is structured, there's probably going to be at least one player doing one mission, that is going to be interrupted or interfered with by the event.
Ergo, adding future task forces that change what the game world does may not be... such a good idea.
Adding Task Forces that change what you can do in the game world... well... that's a different matter. I like the idea of the developers gating additional story content or zones behind various task forces. Just because I like it, doesn't mean anybody else does. -
Quote:oig. The short version is: Our Engine Does Not Work Like ThatSweet! That should be fun, of course it's just a rumor. Also if champions players can throw objects, why can't COH? Is it the way the game was made?
Champions Engine works like that because it's not our engine, and hasn't been our engine since about a third or so through the development of Marvel Universe Online. Implementing a throw-able objects system would require significant changes to underlying world geometry as well as significant animation work. BAB's and Nelson would have to create an entirely new animation set not only for each body type, but would need also need to work with the coders to implement a grapple system. Remember, in City of Heroes you are effectively a bubble sphere to the game world. This is why objects that players can "interact" with in Mayhem Missions and Statesman's Task Force can only be attacked, but not actually "moved" from their places.
Now, if Paragon Studios got the money together to spend the next 3 years writing a new game engine for a new game, I'd be a little torqued off if they didn't include throwable objects. In the current game, and the current game engine? I'm not sure I can think of a way throwable objects can be implemented without raising the minimum processing requirements, something the development staff is largely reluctant to do.
See above, their engine is not our engine. Also, keep in mind that just because Champions Online does something, that does not automatically make it a good idea, or an idea that our developers should look at. If anything, the trend of Champions Online is such that our developers are probably better off using Champions Online as a template of what NOT TO DO.Quote:Rumours say that they are putting vehicles into Champions Online... Which we all know means they'll be in CoH either a few months before, or a few months after they go into Champions.
Vehicles in City of Heroes has also been shot down on multiple occasions. Memphis_Bill has some of the better torpedoing posts around, such as this one from 4 months ago: http://boards.cityofheroes.com/showp...62&postcount=6
His best known one I think originated on 5/16/09: http://boards.cityofheroes.com/showp...6&postcount=12
Suffice to say, vehicles won't be happening anytime soon, and probably not ever in this game. -
For those lucky enough to be headed towards PAXEast, you might be able to get hands on time with Nvidia's Fermi graphics cards, as well as a chance to maybe carry one or two of those cards home.
However, those interested in Nvidia's next chip might want to ready what SemiAccurate has to say on the matter:
http://semiaccurate.com/2010/02/20/s...gtx480-scores/
http://semiaccurate.com/2010/02/22/f...sting-appears/
http://semiaccurate.com/2010/02/22/f...ch-26th-march/
Okay, in all fairness, Charlie is from TheInq, a site noted for it's lack of reporting accuracy, but Charlies been calling Nvidia's actions fairly reliably for a while now, and his own postings fit with what I've been hearing. The top-end Fermi card, the reported GF100 / GTX480, isn't actually any faster than the currently shipping RadeonHD 5870 in real games. The card is faster in tessellation benchmarks, but only because the existing tessellation benchmark, Heaven, doesn't work like a normal game.
Something I haven't heard, but Charlie has, is that Fermi's current drivers also have issues with DX11 / OpenGL 3.2, with various texture corruptions and other display problems. This does explain why it's been rumored that Fermi will only launch with DX10 / OpenGL 3.0 drivers...
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Then, there's the first big issue. The pricing. SabrePC is placing the GTX 480 at a list price of $699... That's the same price point as the RadeonHD 5970... if you can find one. That's also $300 more than the 5870... of which the GTX 480 is no faster then.
The GTX 470, the weaker card, is slotted with a price tag of $500. That's $100 more than the HD 5870... and if the GTX 480 can't outpace the Radeon card, it's a fair presumption that a slower version of the GPU with less shaders won't be outrunning the HD 5870 either.
Then, there's the second big issue. The heat and power usage. The RadeonHD 5870 pretty much shares the same thermal and power profiles as the RadeonHD 4870. The GTX 480... at idle, is still running the fans at 60%+ speed. Charlie's sources reported the fans were stuck at 70% speed. There's no way around it, the GTX 480 is HOT.
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Okay, If the performance is where it's being reported to be, Nvidia's going to have no choice but to launch the GTX 480 and 470 at price-points equivalent to, or slightly higher, than the existing RadeonHD 5850 and 5870 cards. If any of these cards are sold, the financial loss is going to make the GTX versus RadeonHD 4x00 series situation look profitable.
I also don't expect that Nvidia will be shipping me cards to test before the launch... and I suspect Anandtech and HardOCP are also out of the running for press samples right now. -
What I am about to type won't actually help you. You've probably also already heard it several times before. What you need to do is stop using Internet Explorer. It is Junk Software and Microsoft has no intention what-so-ever to address any of the outstanding problems, as well has having no plans to fix Cascading Style Sheets or adhere to HMTL 5.
Personally, I don't care if you use FireFox, Opera, Chrome, Flock, or even Konqueror. I do care that you are still using a legacy browser that is an active danger to your computer system. -
I'd wait for the Ultra Mode engine changes to hit the test server. We already know that most of the issues in the current graphics engine are supposed to be addressed in the same code update, so this issue might already be moot in the developers revision of the code.
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Quote:I also disagree that CoH2 will be Windows 7 exclusive - doing so would shrink the potential player base incredibly. In order to attract players MMOs need to be able to cast their net as widely as possible - this is one of the reasons why WoW is so successful: low system specs means it can be played on pretty much any internet-capable PC.Quote:
Well geeze. Y'know. You're right! they shouldn't make a new engine for Windows 7 and make all the Vista (who got free vista upgrades) and XP users SoL. After all; You can play CoH on windows 3.1, right..?
As computer code and information becomes more and more complex so, too, does the method in which it is translated by various components. This is why there are graphics cards, sound cards, and other riser boards with minimum system requirements. In order for the game to progress, graphically and in it's ability to handle more situations, the hardware and firmware supporting it must also progress. This is why the nVidia Geforce 7900 video card isn't still the end-all and be-all of graphics cards.
At some point you have to sacrifice the size of your targeted playerbase in exchange for the flexibility of the software. By making it a Windows 7 game rather than Windows XP any user with Windows 7 can play, right? Well an XP compatible computer can be upgraded to 7, in many cases. So by making the base of their game in 7 they offer full graphical card range. From the highest end equipment to the lowest end that Windows 7 supports. Which is a wider range considering that future graphics cards will likely also require Windows 7 base.Quote:Windows 98, actually, yes.
However, with the large Windows XP installed base, they'd likely write for that as a minimum if this theoretical COH2 were coming out soonish (a year.) There's little to nothing in Vista or 7 *exclusively* to write to. At worst, I'd say - assuming they started development on it *today,* planned release in 2-3 years - THEN they take Vista and Directx 10 as a minimum, as that's the only thing Vista/7 support that XP does not. (Simplifying matters a bit there, there ARE other things, and they'd likely take hardware support in various OSes into consideration. After all, eventually there's not going to *be* a new driver release for XP from the big manufacturers.)
Okay. All 3 of you need to drop by this site: http://www.khronos.org/
You'd be looking for this page: http://www.khronos.org/opengl/
City of Heroes leverages the OpenGL Application Programming Interface (API) for it's graphics support. This means that the base graphics engine is not tied to the operating system. Developers who write to the OpenGL API do not have to worry about what Operating System their graphics code will be run on. All they have to worry about is whether or not the physical hardware and drivers for that Operating System support the calls of the OpenGL API.
Currently ATi/AMD maintains an identical OpenGL stacks across all of their directly supported operating systems. It is presumed that Nvidia also maintains an identical OpenGL driver stack across it's operating systems, but Nvidia has never exactly confirmed this. Intel and Via (S3 Chrome) do not maintain identical OpenGL drivers across all of their operating systems.
Because OpenGL is crossplatform, graphics code written to the OpenGL 3.2 specification will produce the exact same image providing the driver correctly processes the information. OpenGL 3.2 is roughly analogous to Microsoft's DirectX 11. Since OpenGL 3.2 is crossplatform, this means that say, a game, coded against OpenGL 3.2 would give the exact same image in Windows 9x, Windows NT5, Windows NT6, Apple OSX, and any distribution of Linux with OpenGL 3.2 enabled drivers.
A game coded against Microsoft DirectX 11 will only give an identical image on systems that support DirectX 11. When placed on a platform that does have the DirectX 11 API, a game would have to fall back to an earlier version of DirectX.
This is why DirectX is a multi-billion dollar mistake for the commerical games industry. Using DirectX increases development time to work on extra rendering paths against different operating systems, and even then, causes additional work at a later date since DirectX is not supported on Wii, Linux*, Apple OSX*, Iphone, Android, Playstation 2, or Playstation 3.
*Okay, officially supported. You can stop pointing at WINE, Cider, and Cedega now.
If the developers started on City of Heroes 2 today, they would probably continue using OpenGL as the API, so discussions about which OS the game would run on are moot. -
Quote:Depends on what you mean by recover. If you mean recover as in firing you're nuke and getting right back into the fight, the answer is none of these. The fatigue intentionally counters endurance boosting effects, for a set length of time.What are the best ways to recover from using your nuke?
Conserve Energy
Power Sink
Drain Pscyhe
Something I've missed?
There are only two ways to get endurance back immediately after a crash.- Pop a blue inspiration.
- Put a performance shifter proc in Stamina and pray it kicks in.
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If you mean by recover as in wait for endurance recovery to kick back in, all of the endurance recovery powers are just about equal.
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Now, you might be told that other archtypes can help you recover from your nuke a bit quicker. This is a both true, and not true.
Radiation Emmission'sAccelerate Metabolism, Force Field's Insulation Shield, and Storm Summoning O2 Boost all offer Resistance to Recovery Rate. At a first glance then, these buffs should be able to help counter the endurance drain from a nuke blast, until you look at the numbers.
Using the Defender numbers, Force Field offers 37.5% resistance at level 1, and 86.5% resistance at level 50. Accelerate Metabolism starts at 28.3%, and caps at 64.88%. O2 Boost starts at 37.5%, and eventually will offer 86.5%. If you stacked all of these on one player, they'd have 237.88% resistance at level 50.
All ranged full nukes, all nukes that drain endurance... have at a minimum recovery rate loss of 1000%.
So even if you have got team-members that offer resistance to endurance drain, the system is specifically designed so that they can't prevent you from loosing endurance.
There is one player power though that can fill you up on endurance immediately after a nuke. Ask a kinetics about Transference. -
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*sets up shop next to the arena offering cold pizza and discounts on Latex Suits*
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Quote:Something to remember about Crytek is that their engines are horribly inefficient. Back when Far Cry hit, Epic Software was able to generate the same types of visual affects at equivalent resolutions with about 1/3 higher frame-rates. Ergo, the Unreal Engine was doing the same work for about 2/3 the processing load. When Crysis hit, again, Epic was doing the equivalent visual effects at equivalent resolutions... while managing higher frame-rates.An MMO that's using the CryEngine 2, ouch.
Hopefully our Ultra Mode is nothing like the CryEngine 2 in terms of performance. At enthusiast settings (knobs turned to 11) I don't think I've seen any single GPU setup that could run Crysis at above 30FPS and at a reasonably high resolution at the same time. That could just be a problem with Crysis and not the engine in general but looking at Calypso's recommended requirements that may also not be the case.
While ID hasn't been vocal about the performance of Tech 5, we do know that their Tech 3 and Tech 4 engines were capable of pushing equivelent visual effects to the Crytek engines... again... with higher framerates, indicating a lower processor load.
While Crytek is known for wowing the press with it's visual effects on each new engine or game, there was a reason only one other game not made by Crytek used the original CryEngine... Okay, that game was AION... but the term HEAVILY MODIFIED has been tossed around a lot. Okay, CryEngine two saw a bit better success, with a couple of Independent developers picking up a license: http://en.wikipedia.org/wiki/CryEngine_2
Anyways, using anything by Crytek as a performance benchmark is sort of like using anything from Futuremark as a performance benchmark. Outside of a series of specific applications, the actual code looks, and performs, like nothing somebody working on a mass-market targeted commercial property would use. -
you need to check out this post by BaB's: http://boards.cityofheroes.com/showp...0&postcount=50
It explains why you get 1 to 5 frames per second despite your system settings.
The short version is: while it is your computer, it's because of the way the game and the server works. -
Quote:I hate to disagree with you, but Nvidia was already abandoning the AMD chipset market when Intel was bringing the I7 architecture to market. Nvidia was looking to get out of the chipset market, and simply used Intel's positioning on I7 licensing as an excuse to stop producing chipsets. Licensing SLI technology would be more profitable to Nvidia than to continue to make their own chips.They didn't decide to get out of the chipset market, they were pushed by Intel who didn't want any competition in the chipset market for their latest line of processors (Socket 1156 and Socket 1366). They aren't too happy over nVidia's ION chipset for the Atom either but that's a FSB license and that horse is out of the barn. That's one of the reasons behind the FTC probe of Intel.
All nVidia could do was to license their secret code to motherboard manufacturers to put into their BIOS so SLi would work. Otherwise their whole "buy multiple video cards" business plan goes POOF!
There was just one slight problem.
There's no secret code. According to Intel engineers, they didn't have to make any changes to X58 to support SLI. Nvidia just had to allow the setup in the official drivers. Various users have been using leaked, beta, or hacked drivers since Crossfire motherboards started hitting the market to run two Nvidia cards atop an ATi chipset, or Intel chipsets that support Crossfire.
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Now, I will admit there is probably merit to the idea that Intel wanted to be the only game in town with chipset support on the I7. Intel never played nice with Via, S3, ULI, or anybody else in the chipset market. However, looking at Nvidia's behavior and their choice to stop developing for AMD's platform, I stand by my statement Nvidia was trying to get out of chipsets.
The writing for chipsets has actually been on the wall since 2003 when AMD started selling Athlon64's with integrated memory controllers. Prior to the Athlon64 on AMD, and up to the I7 on Intel, processors have / had external memory controllers. Several years ago Nvidia's memory controllers were the best in the market, and helped AtlhonXp's trounce the Pentium 4 processor lineup.
With memory controllers moving onto the processor, chipsets were largely relegated to IO support functions. This meant that the cost of the physical chip went down, as well as the profit on the chip. From appearances, Nvidia tried to keep prices up on their chipsets with SLI certification and licensing... which was really nothing more than allowing a particular chip to be used at the software driver level.
With Intel finally going to an integrated memory controller, the profit margins for chipsets were headed for the toilet.
Then there was the other problem. Fusion and Project Larrabee's integrated development. Both Intel and AMD are launching processors, this year, with integrated GPU's. These hybrid CPU / GPU units will pretty much take over the low end market. OEM motherboard prices will go down as engineers no longer have to plan for graphics support from a northbridge, through the processor, to a memory controller, and back.
This means that the current crop of low-end computers with integrated chipsets will change. An OEM like Dell, HP, or Gateway isn't going to make a computer with an extra motherboard GPU with the associated circuitry when they can save $5 or more per system on the hybrid CPU/GPU setups.
Since Nvidia isn't in the x86 CPU market, their cash cow of Nforce is pretty much gutted.
Ergo: from my perspective, Nvidia saw that their chipset market was going to evaporate, regardless of whether or not they had licenses to the system bus components. -
Quote:... you paid $100 for a 9400 GT?Nvidia gforce 9400 GT card and a vga cable. So it's most liekly the cord?
... please tell me you aren't in the US.
The starting price for a 9400 GT is $40. If you paid $100 for it, you paid $60 over the retail value of the card. You quite literally, PAID MORE THAN DOUBLE WHAT THE CARD IS WORTH!!!
If you're paying $100, you'd be looking at GTS 250's and RadeonHD 4850's, NOT 9400 GT's.
So first thing, if you can, send that video card back and get something worth your money.
Second thing, yes, it's probably the VGA cable. -
ai. I suspect that as well. I had a similar problem with a component switch dropping signal on me.
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first question: what graphics card did you buy?
second question: how are you hooked up? 15 pin VGA cable? White DVI cable? HDMI cable? -
Quote:Okay. Fair enough. Lack of direction was what killed Tabula Rasa as well.I wouldn't actually put Hellgate: London in this race. Yes, it failed, but not necessarily because of lifetime subs. It failed because they tried too much at once, and didn't really define what they were or what they were trying to do. Really simplifying it, feature creep and dev wishlists started it on the road to failure when they couldn't control themselves. The rather fractured community and who received what content didn't help either (nor did the way some of the development and "community" staff treated the playerbase - such as the "Who the **** plays LAN anyway?" blowoff... by the same person, IIRC, who got hauled over to cryptic and did their non-apology apology for trying to farm the forums for subs.)
If they'd decided specifically to be an FPS, they wouldn't have had "elite" vs "non elite" vs "single player/LAN" content, and could have come out on a regular expansion cycle. If they'd decided to be an MMO, they could, again, have worked out an expansion cycle and dropped the single player/LAN stuff (and not had two models, necessarily.) Of course, had they removed *bugs* and worked on *performance,* it would have been nice (I could, back when I had it loaded - no, never subbed - go into a station and be there for several minutes before the NPCs graphics ever showed up. And I could not *stand* the dialog or voice acting, for one.)
They had no clue what they wanted to be, and that doomed them.
That being said... I don't think I made the analogy / link quite clear. Give me a moment to work it out and try to say what I said the first time, but not as clear as I thought the implication was.
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Okay. Here goes. What I meant to imply isn't how the statement was apparently read.
I'm not laying the failing of these games solely on lifetime subscriptions, although that seems to be the impression that was taken from this quote. I'm laying the blame on faulty management. Lifetime subscriptions are symptoms of the management's inability to manage a game. I don't think Bill Roper or his lieutenants quite worked their way around what their marketing group was saying with lifetime subscriptions when they introduced those with Hellgate. When Lifetime subs were announced for Champions Online, it was a flash back to the problems with Hellgate London. Many of the same marketing tricks and promotions that Bill Roper ran with Hellgate were repeated with Champions Online, and met with pretty much the same lack of success.Quote:mostly because it's a horrible idea that's dragged out because Champions Online and HellGate London did it. Nobody stops and thinks for a second about what happened / is happening to those games.
They. Failed.
When I see players, now, bringing up I want lifetime subscriptions... I don't get the feeling they accurately have a picture of how the companies that made these lifetime subscriptions popular are actually running. Flagship Studios shot itself in the foot, pulled out a howitzer, and then shot the ground at their feet. Between Cryptic Studio's plan to let CoH whither and die in the face of Marvel Universe Online, the loss of the Marvel License, the loss of a profitable game, the pickup of the dirt cheap Champions License, the near immediate abandonment of Champions Online at launch in favor of another game, and the talk of yet a third MMO in development, and Cryptic Studios is up for the Most Incompetent Senior Management award. Infogrames... well... just take a look at their wikipedia entry: http://en.wikipedia.org/wiki/Infogra...ertainment,_SA If there is a company that defines Situation Normal, All ****** Up, it's Infogrames. For all their acquisitions you'd think they'd be able to land some success, but Infogrames makes John Romero's Ion Storm look like a well run, financially efficient, on-time provider of Triple A Class games. All insult intended, it takes effort to make the studio behind Daikatana look good.
I'm sure Infogrames does not understand the MMO market, and I'm not entirely sure anybody who was left at Cryptic after the NCSoft buyout understands the MMO market. The failure of Hellgate London, and the current failing of Champions Online are largely due to management that just doesn't have a ruddy clue. -
Not happening.
Brutes have a base HP of around 1500 with a cap around 3200 hp. Scrappers start around 1300, and cap at 2400; while stalkers Stalkers start around 1200 and cap at 1600. Ignoring IO boosts, a regen scrapper can get around 1.5%-1.6% regeneration just on SO's using the Health, Fast Healing, and Physical Perfection powers.
Against the 1300 base hp a scrapper can turn in a base regen rate of around 19 to 20 hp per second. Against the 2400 cap, a scrapper can turn in a regen rate of 36hp per second to 40hp per second.
After cranking Instant Healing and Integration, a scrapper can hit around 6.8% regeneration just on SO's. A scrapper can turn in a regen value of 84hp per second at the 1300 base, or 160hp per second at the 2400 cap.
That cap isn't exactly out of reach on scrappers either. An SO slotted regen scrapper can hit 2200 hp easily with dull pain.
Once you start adding in IO boosts, things can get really ludicrous. A couple of builds I'm aware of can max the Numina 12% regeneration boost, and max the 10% regeneration boost, for an additional base 110% regeneration, never minding the Numina and Regenerative Tissue procs. In my head I can already picture regen scrappers with maxed hp cap and an 8.00% of HP regeneration rate. 200 hp per second isn't exactly out of the question for a Regeneration Scrapper.
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Now, port that set to the Brutes. Imagine a 6.8% base regen rate against 3200 hp. That brute would be doing 217 hp... per second.. plus. Work the regen rates and the procs, and 260+ hp... per second... would be within a brutes reach.
That's archvillain territory, and that's why Brutes won't be getting regeneration. It quite literally would be game breaking.
So you better start caring about why some sets aren't going to be proliferated.
6.97 - .17 -
Quote:Okay, Socket 775 chipset. I can be pretty sure in telling you that no, your motherboard probably won't support Crossfire. Nvidia did not open up SLI licensing until Intel launched the I7, and Nvidia decided to get out of the x86 chipset market.Like many previous posters in this thread, I'm considering an upgrade to my video card, and could use some guidance....
My motherboard supports SLI (and doesn't support crossfire, right?), with a QX9650 running at 3.0 GHz and 4 Gb of memory; I suspect my video card (GeForce 8800 GTS 512) is my current limiter.
Ergo, you probably have an Nvidia Nforce chipset, and Nvidia doesn't allow Crossfire setups on their chipsets.
With Ultra Mode launching in April, and the engineers saying that multiple GPU setups aren't delivering the performance gains you would expect, I would suspect that Multi-GPU probably isn't going to help that much on Ultra-Mode's launch.Quote:Looking at the "Graphics Card Hierarchy" on Tom's Hardware, there are five tiers above my current card. Excluding the $800 HD 5970 and the unavailable GTX 295, I'm considering the GTX 285 (~$375), HD 5870 (~$400), a second 8800 GTS 512 for SLI (~$100), or doing nothing.
These performance comparisons on THW all suggest that both the 285 and the 5870 would be serious upgrades from my current card -- generally 2.5x the FPS on various tests at 1920 X 1200.
If Ultra Mode ultimately supports SLI, would 2x8800 GTS 512s seem like a good option? On the THW tests, this configuration seems to perform near the level of the GTX 285, and would cost significantly less.
If UM does not support SLI, I'm leaning towards the HD 5870. Any thoughts or suggestions?
I expect that with time, SLI and Crossfire setups will offer performance gains, but if you are buying with an eye towards the game...
I'd actually recommend buying with an eye further towards the future. I've gone over, multiple times now, in this thread why I think buying Nvidia, right now, is a rip off outside of the ~$100 GTS 250 card.
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Now, if you can wait a couple more months, to when Ultra Mode actually arrives, Nvidia should be pushing Fermi cards, the GF 100, into retail. What we don't know right now is what Fermi's price point is going to be, nor what it's gaming performance will be.
We can infer from Fermi's die size at 3billion transistors, that it's about 50% more expensive for TSMC to make than the RadeondHD 5870 GPU. We can also infer from Fermi's die size that if it has the same clock speeds as the 5870, it would be anywhere from 30% to 100% hotter than the 5870 GPU depending on what those transistors are doing.
We also have the inference from the recent unveiling of operational GF 100 cards that the clock-speeds aren't actually that fast, and gaming performance isn't that good. Every single system Nvidia had running was running in SLI mode. While this might seem like good PR on the surface, the possibility was raised, and never countered by Nvidia, that the cards had to be running in SLI to manage passable frame-rates.
Barring anything else, we know then that Fermi is going to be more expensive to manufacture than the RadeonHD 5870, which in turn means that GF 100 cards are going to more expensive than RadeonHD 5870 cards. If Nvidia goes after the same price points, they'll be repeating the problem they have now: where the GTX 2xx series is physically more expensive to make than both the existing RadeonHD 4x00 series and 5x00 series cards, and Nvidia won't be able to offer competitive price / performance ratios.
With a price point that has to be higher than the RadeonHD 5870, and a good chance of performance lower than a 5870... Fermi might resemble something else that sailed and sunk.
No I don't mean PvP in CoH, I mean the Titanic. (oh come on, who didn't see that line coming?)
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Anyways, with Fermi pretty much a non-factor at this point, if you've got the money, the RadeonHD 5870 is going to be the best long term solution if you are buying right now.
