je_saist

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  1. Quote:
    Originally Posted by Perfect_Pain View Post
    Whats your power supply?
    Are you able to upgrade to 64 bit? Win 7?
    The 5870's power draw is actually better than the 8800 / 9800 series. Remember, one of Nvidia's huge design problems across the Nv4x, G7x, G8x, G9x, GTxx, and asThermaltake confirms, Fermi chips as well, is the massive power draw and heat-output. These really aren't problems in high-end cases where the average user will have spent some money on cooling the case, but it's always why Nvidia laptops earned a reputation for exploding, and why Nvidia's stock kept taking a beating as class-action lawsuits were being discussed against the company.

    AMD, however, had their GPU engineers working like their CPU engineers. They worked on increasing performance without increasing the thermal output or the wattage input. The 5870 shares the same thermal and power profiles as the 4870, while being dramatically faster in performance. The 5770 shares the same thermal and power profiles as the 4770, but keeps up with the 4870.

    So if his power supply can handle a GTS 250, he'll easily be able to run a 5870.

    ***

    Now, as to whether or not the rest of the system can keep up?

    Well, that depends on what is being played. Many games these days are hitting a processor limit long before they hit a graphical limit... as AMD demonstrated with Eyefinity... and as HardOCP demonstrated with the (last) of the high-end AMD Socket AM2+ processors: http://www.hardocp.com/article/2009/...on_processor/5

    Socket AM3 put AMD back in the game... : http://www.hardocp.com/article/2009/...ble_ddr3_am3/6

    That being said, the Core2 and Socket AM2+ Phenoms are still pretty powerful processors. However, if he bought this computer new with Windows 7, he's probably got an I5 or an I7... and yes, that will still Keep up.
  2. Quote:
    Originally Posted by Perfect_Pain View Post
    Because they are sorely lacking any melee abilities.
    My OP is more about the Tank/Brute/Scrapper/Stalker type.

    But I am sure the Devs would rearrange stuff, and make things less awesome for "weaker" AT's.
    I'm not sure if that was a joke or not... but I don't see the developers implementing Melee for Defendors or Corruptors any-time soon. The point of these classes is to stay at range. By the same token, it's doubtful that we'll see "addittonal" melee sets for Blasters. It's highly unlikely that the developers will ever do something as melee-heavy as energy manipulation again... there were some developer comments a few years back that making something that melee intensive was a mistake for blasters, a topic that was broached again when Mental Manipulation was introduced.

    It's possible that our developers might be sold on looking at a Ninjitsu Manipulation / Ninjitsu Assault set... but there is a complication. Outside of Devices, these mixed melee / range / control sets don't actually have any weapon sets. The closest set to a weapon design is Thorny Assault.

    Now, it's possible that the developers might look at adding a weapon based, or a non-elemental physical attack to these classes... and I personally wouldn't mind an ice blaster summing a 5 foot long pole of ice, or a fire blaster bringing a smoking red-hot lead pipe out of weapon space, and giving a quick smack to things that somehow got into melee range
  3. Quote:
    Originally Posted by magikwand View Post
    I thought it was a clipping issue. Hmm.
    This is correct:

    http://boards.cityofheroes.com/showt...ws#post2443743

    http://boards.cityofheroes.com/showt...ws#post2441550

    Claws uses a subset of dual-wield and there were various clipping issues with the set. I'm unable to track any existing posts by red names directly on the subject of claws and brutes. Searches for Claws against Positron, Synpase, Castle, and BackAlleyBrawler return almost no results other than the mode explanations from BAB's on the claws set.

    If my memory is correct, creating alternate animations that do not have the clipping, or flipping, issues is somewhere on the list of stuff for the animators to work on for, or after, Going Rogue.
  4. je_saist

    Wait a sec.....

    I've got an Ice / Mace / Energy tank, and I've had the pleasure of being told by Scrappers to slow down, I'm defeating enemies too fast.

    There are a couple of caveats to the ice armor set though. It's one of the few defensive sets that can reach defensive soft cap pretty much on Single Origin Enhancements. Pushing the main defenses and Weave into ED, and slotting Energy Absorption for defense enhancements, and you'll be into the low 40's with one swipe of EA, and above soft-cap with two swipes.

    However, this defensive power comes with a price. Part of that price is no native resistance. Whatever makes it through the armor is going to hit for full damage. The second part of that price is endurance usage. If you start working into IO's and taking stuff like Luck of the Gambler to bring up the recharge time on self heal Hoarfrost, you'll be running out of endurance even faster. Outside of a mob, even if you do IO slot for recovery boosts, you'll be looking for the next big mob to top up with EA, not just for defense, but for endurance recovery.

    For this reason, I went with Energy Mastery for Conserve Power, although the new Physical Perfection slotted for endurance recovery is showing promise on test server respecs.

    ***

    Now, what I can't answer is whether or not Mace is more damaging than Ice Melee.

    On the surface ice melee has a large amount of single target attacks, while Mace offers three attacks that offer mob damage; whirling mace, shatter, and crowd control.The only AOE affects in the set are frost, which is a narrow cone; ice patch which does no damage; and Frozen Aura, which does decent damage, but it's a sleep and is almost immediately interrupted by chilling embrace and icicles.

    Yes, Epic Ice Master would make up some of the lack of AOE punch with shiver and ice storm, as well as offer additional mitigation with a hold... But I think you'll still be hurting on endurance usage as much, if not more, than I'm hurting for endurance on my IO kitted Ice / Mace.

    ***

    As to how far the difficulty can be pushed? Well, on my ice / mace / energy I was capable of soloing Unyielding ITF mobs with Hibernate, and taking Tenacious mobs without having to drop into Hibernate. I've closed out the Phalanx computer alone more times than I've bothered to count... although that often turns into asking who-ever hosped to please leave the robots alone, I need them close to fuel EA.
  5. Okay. Castle Responded to the PM suggesting that field of view's for multi-monitor configurations was an excellent question for Television.

    As such, I have now bugged The Television about this problem. I can only hope that the Television is able to overlook my loyalty to Dr. Aeon and my selling out The Television to Radio.
  6. Quote:
    Originally Posted by PumBumbler View Post
    There hasn't been a wider camdist for a long time now, around i3 I think.

    Before you could set the camera distance quite far using the scroll wheel and even farther using the slash command.

    However I think the devs restricted the field of view once PvP became available, as it would give a definite advantage to players who could zoom out further and therefore see enemies coming and going better than players who couldn't zoom out as far (due to graphics cards limitations).

    I would guess that the camdist restriction is clientside and can be changed but that is strictly against the terms of service as another poster pointed out.

    Are you using an 58x0 Eyefinity setup?
    I got him in another thread.

    He's using Triple Head 2 Go.

    I've bugged Castle and Posi in PM's asking whether or not they or the engineers are revisiting proper field of view with non 16:10 and 16:9 wide screen resolutions. There's been a general backlash among gamers against games that outright break (BioShock 2), or don't, support ATi's Eyefinity (Global Agenda). With Nvidia matching this ATi feature on Fermi cards, I think now's a good time to press the for Field of View changes and updates to correctly support the resolutions these systems can produce.
  7. Quote:
    Originally Posted by Zierce View Post
    Matrox TripleHead2Go Digital.
    Okay. That isn't exactly supported by the CoH engine.

    Pumbumbler noted in this post : http://boards.cityofheroes.com/showp...&postcount=146

    Quote:
    Besides, the maximum field of view of CoX has been reduced since its inception, so extra wide views do NOT get you any more peripheral vision, it actually just enlarges the graphics to match the maximum allowed width. This means extra wide screens actually cut down on the vertical field of view in CoX. I would guess they did this for PvP to ensure a 'level' playing field.
    So unfortunately, what you want, you probably are not going to get with Matrox's technology. As far as I'm aware, there is no user-editable method to change the game's field of view. As Pumbumbler theorizes, this might be because of Player Versus Player content and ensuring a level playing field. I theorize that a lack of multi-monitor solutions on the market might also be a reason the development staff has not enabled the game to support resolutions behind 16:10 and 16:9. The lack of multi-monitor solutions, however, is changing.

    ATi launched their Eyefinity display mode last year, and Nvidia is launching an equivalent technology called Surround 3D with it's upcoming high-end GF100 Fermi graphics card. Right now the developers are requesting that gamers contact the graphics card vendors to make sure that their features will work with Issue 17's Ultra Mode: http://boards.cityofheroes.com/showp...38&postcount=1

    It's possible that the game will be introducing updates to the game that will enable support through Eyefinity and Surround 3D. We don't know for sure if the developers are going to do that yet. Given that backlash against games like Global Agenda that don't support Eyefinity: http://hardocp.com/article/2010/02/1...enda_editorial ... I hope our developers are taking note and making sure some of these new features are supported with a new graphics engine.

    So, now is probably a good time to start pushing for multi-monitor support again. I do have to give the caveat though that updates for Eyefinity and Surround 3D may not mean that your particular setup will be supported if, or when, such updates are pushed to the live server builds.
  8. question: Is this an Eyefinity display setup?
  9. Quote:
    Originally Posted by NetMinder View Post
    Also take into account UltraMode is still 1 1/2 months off. Personally Im going to wait until late late March to make a buy since new models come out and the "old" stock goes on sale. Ill be disappointed if I cant score a 260 for under $200 or a 275 around $225.
    you probably won't be able to as Nvidia has end-of-lifed these chips. No more are being made. When the supplies dry up, that's it. Because of the scarce supply, prices are not going to go down as the last of these cards move through retail channels.

    This has been addressed multiple times in the thread.

    If you are looking to buy the brand-name Nvidia there additional problem that Nvidia will not be offering any mid-range cards in the market that the 260 and 275 occupy. Currently the only mega chips on order from TSMC are for the high end GF100 / Fermi card.

    Nvidia's only other market entries right now based on chip orders are for the GTS 250 and the "new" GT 2xx, GT 3xx, and GTS 240 cards.

    There will not be a Fermi-Mid-range until August at the earliest... and probably no low-end cards until late 2010, if not 2011.
  10. personally... I wouldn't.

    However, if you are buying from auction site / private seller, that is a risk you would be taking.
  11. Quote:
    Originally Posted by Coyote_Seven View Post
    What about badges for time spent being a team leader?

    That just came off the top of my head, really.
    Advisor / Comrade: http://badge-hunter.com/view_badges.php?id=176
    Guide / Drill instructor: http://badge-hunter.com/view_badges.php?id=177
    Paragon / Svengali : http://badge-hunter.com/view_badges.php?id=178
    Role Model: http://badge-hunter.com/view_badges.php?id=232
    Epitome: http://badge-hunter.com/view_badges.php?id=233
    Paradigm: http://badge-hunter.com/view_badges.php?id=234
  12. Quote:
    Originally Posted by Power_NA View Post
    Oh, I guess I should have guessed =p Oh well I say more we bug the Dev more likely we will get it!!
    no.

    The more likely you bug the devs on matters like this, the more likely you'll get thrown on the list of players to ignore.

    Squeaking a noisy wheel doesn't always mean you'll get the result you want. Sometimes all you'll accomplish is ticking people off and making them mad. There are several suggestions that a small minority of players keep making that our developers and publisher are simply not going to consider. This is one of those suggestions.
  13. Power... please do a seach for Lifetime subs.

    This idea has been shot down multiple times.

    For example this thread was started less than 2 weeks ago: http://boards.cityofheroes.com/showthread.php?t=207886
  14. Honestly Perfect Pain, cross-server PvP is sort of a pointless feature to ask for.

    Okay, while most of the players in the game who actively participate in PvP combat have already used the free transfers to move their avatars to Freedom Server, that isn't why cross-server PvP is a pointless feature.

    One of the reasons why it's a pointless feature is that cross-server linking would require a significant amount of "new"engine code, "new" networking code, and "new" user interface code. Of the cross-server systems we have in place now, such as the chat system, AE system, and auction house system, I directly know that the auction house system uses it's own external server, rather than existing on the game servers. I also know that AE content is hosted upon it's own server. I'm under the impression that the chat-server is handled the same way, using an external server rather than running atop the game engine server.

    As I see it, in order for the development staff to consider cross-server play, an argument would have to be made for a cross-server event or system that more than 1% of the active player-base would participate in.


    Another reason is that simply making CoH's PvP Cross-server doesn't necessarily mean that more players will participate. I do know that somebody has made the suggestion before that PvP-play would grow if more players were available to take part in PvP. I'm not entirely sure this is true. Remember, CoH is often used as "proof" in the games industry that MMO's do not need PvP to succeed. Despite multiple years of PvP-play existing in the game, PvP zones and PvP arenas have never attracted a significant amount of players. Despite literal years for PvP players to evangelize the feature and get players interested... the general game response has been "ho hum" at it's best.

    ***

    If the developers were to look at a system of making game-content cross-server compatible, I think it would be in their interest to just bite the howitzer shells and examine a player-serverless cloud environment as a hosting solution. Although that brings it's own set of problems, it would at least be applicable to the game, not to a niche.
  15. Quote:
    Originally Posted by Frost View Post
    The only hiccups I might expect for the Mac in the "upcoming features" department is how nicely Ultra Mode is going to play with the transgaming cider layer. The OS X version already has several graphical glitches that aren't present in the native windows (understandably due to the conversion layer).

    EDIT: je_saist, your first link leads into an area that you shouldn't be linking to
    ... ooh. you are right.

    oops: Okay. Content posted.
  16. Quote:
    Originally Posted by Spazztastics View Post
    I might just have missed to read the lines about this or there's not been anything released about this, but I wonder if they(devs) have mentioned if they are developing a mac client alongside with the windows client or will mac owners have to wait for a GR client till later? Or is it just so that we do not know yet?

    Thanks in advance
    The Mac Client is simply the City of Heroes Windows Executable file running atop Transgaming's Cider Engine.

    Please see these threads: Whoops. Not everybody can access this link. Here's the content since I wasn't paying attention to where I was linking to.


    Quote:
    Quote:
    Originally Posted by Nalrok_AthZim View Post
    I'm requesting an option to minimize the bullet trail FX. Some colored lines or something, anything other than these insanely particle heavy shots. On a team of 8 blasters my quad-core Mac Pro was chugging on occasions like the "8-man bullet rain."
    I wouldn't worry about this yet, at least not if you are running a *nix system.

    Transgaming has a new graphics engine on the way for Cedega 8. This engine will also be used in the Cider builds. If the engine lives up to it's promises, OpenGL games like CoH should get a performance boost on identical hardware.
    Quote:
    btw, as a reference for those searching the forums, here is what was posted in the Cedega development updates:

    Quote:
    In other news, our development team continues to be hard at work on a number of immediate changes that we expect to have significant impact on both Cedega performance as well as our ability to take advantage of new features that leverage new versions of OpenGL. These performance benefits will be available in the next Cedega release.

    Lastly, many of you have asked for a more detailed Cedega development update, and we're working to have one up on Cedega.com soon. In addition, we're also planning a much more detailed "technical blog" to discuss some of the work we are doing under the hood on both Cedega and Cider, as well as some of the new OpenGL features we have been involved in through our work with the Khronos group ( http://www.khronos.org ). We're hoping for the first postings of that blog to be up over the next few weeks.
    Quote:
    Graphics Rewrite Update

    With few games released over the summer months our development teams generally plan longer term projects to work on during that time. This summer our Linux and Graphics teams have been focusing on a major rewrite of our graphics code - perhaps the largest code overhaul since Cedega's launch. We are very excited about the changes that are happening and what they mean for the future.

    Phase one includes a partial graphics code rewrite to remove dependencies on pbuffers and to retool FBO. It is also the perfect time to do a code cleanup, which was long overdue. This first phase is already done and is currently in the hands of the Cedega Beta Team to nail down any regressions.

    This phase has created a new foundation for the continuing graphics improvements we have planned for the coming months. It will help us to bring you improved performance, but also better visual correctness and the ability to support many new features for upcoming games.
    http://boards.cityofheroes.com/showthread.php?t=209661
  17. Quote:
    Originally Posted by Ad Astra View Post
    Personally, I'm looking forward to lots of things from Going Rogue - none of them from UltraMode, since my laptop will likely not be able to run it.

    How can someone look at the stuff announced for GR and totally skip over the side switching mechanic and the new content in Praetoria, including a new path for 1-20?

    Or did OP confuse Issue 17, the advance stuff from GR, and Going Rogue itself? I know we have had a lot of different announcements of stuff previously thought to be in GR actually coming out a bit earlier, so perhaps that is the case here?
    Okay, fair warning, I'm about to ramble here as I try to piece everything together for the benefit of answering this post, answering the Original Post, and for those who are searching the forums.

    I think part of the confusion was the idea from HeroCon that everything the developers showed there was absolutely everything that is going to be in Going Rogue, Period!

    There were, and are, quite a few posters who were, and are, convinced that the Going Rogue expansion was not going to be anything above, over, beyond, in addition to, plus, etc. what the developers showed off at HeroCon. Part of this perception was based on the release date of the initial Going Rogue information, the date of the HeroCon convention, and the amount of time between previous announcements of content and release dates.

    Well, most players "knew" that the initial Going Rogue email was an accidental leak from the "3rd party marketing firm" that handles the mass emails to City of Heroes subscribers. The email sent out earlier last year was a purported mock-up based on initial plans floating around NCNorCal's office. Rather than run through a complicated series of deniles or vague answers, NCNorCal and NCSoft decided to own up to the email. NCNorCal quickly threw together a website and a teaser video and pushed it to main website, with I believe a red-named developer confirming later that the teaser video was pretty much put together in the time between the accidental email and the Going Rogue sub-site, just to have something to put on the site.

    Several players interpreted the Going Rogue announcement to mean that development was in full swing, and that the expansion was probably targeted to counter the upcoming Champions Online. Even I stated this in a few places online. Some game reviewers and analysts attributed the rushed launch of Champions Online to Cryptic attempting to get their game out before the Going Rogue expansion landed.

    From what we know now, when the email was sent out, Going Rogue was only in the pre-planning stages. Yes, there was some work being done on the underlying content creation, and I suspect that work on Ultra Mode was already underway as well, but it was very likely that the actual content of the game, the stories, the task forces, the missions, and the new morality mechanics for side switching.. probably were just story-boards sitting in Mr. Miller's office. We also "relatively" know that HeroCon was supposed to be the "big reveal" for Going Rogue. If the email hadn't been leaked, the first official confirmation of the expansion would have landed late last year.

    ***

    The What's In Going Rogue confusion was further complicated by comments made before, during, and after HeroCon by the developers. One of the things we need to remember about NCNorCal, now renamed to Paragon Studios, is that they have shown a great deal more flexibility as a development house. The case in point is the Issue 13, Issue 14, Issue 15, and Issue 16 releases.

    Remember, Architect Entertainment was supposed to be an Issue 13 release. Day Jobs were supposed to be an Issue 14 release. However, the development staff pushed Architect Entertainment back to work on the character-creation aspect, while features such as Day Jobs that were supposed to be in Issue 14 were wrapped up and implemented in the game earlier than planned. Issue The rapid switching of development priorities and planned feature expansions were a series of events that most players couldn't have imagined Cryptic allowing.

    ***

    Bringing this back to Going Rogue. It's very likely that in the lead-up to HeroCon, the development staff had planned for an early 2010 release. However, there were several factors that figured into the state of their plans.

    The first factor was the collapse of Champions Online. Cryptic Studios Management appearently had not learned any of the lessons from either City of Heroes or City of Villains, implementing game changing nerfs(1), a free-form power system, and skipping out on content.

    One of the common complaint's "today" from players of City of Villains is that the content just isn't there. One would think that Cryptic Studios Senior management would make sure that nobody could complain about lack of content in their game. That... didn't happen.

    ***

    The second factor was the delay of DC Universe Online to presumed Q2 2010 release. With City of Heroe's main 2009 competitor shooting itself in the foot, with a pistol, then shooting the other foot with a shotgun, then dropping a grenade down it's pants, development priorities changed.

    I, admittedly, have little respect for SOE. Mostly because I was a Planetside player, and I'm still very bitter over how SOE handled the title. Many other gamers have little respect for SOE because of other games like Star Wars Galaxies or Everquest 2 that also experienced drastic changes to base mechanics. However bad SOE games get over the course of their lives, most SOE games tend to start out very well with high production values and good support.

    There is also little doubt that DC Comics and SOE were closely watching Cryptic's second attempt at a super-hero game, and that both companies will do their best to ensure they don't commit the same mistakes.

    ****

    Bringing this back around to City of Heroes, Paragon Studios and NCSoft watched one competitor sink itself, and have to deal with a second competitor who is more than likely not going to make the same mistakes with their game. So, if you were an executive or manager within NCSoft or Paragon Studios... what would you do?

    Would you rush a product that isn't quite ready yet out the door just to get it on the shelves?

    Or would you push that product back so that the development staff has as much time as is reasonably possible to work on the title, while staggering content releases that are almost ready for the Live Servers?

    I think it's clear what path Paragon Studios and NCSoft decided to take.

    We now know the pricing of Going Rogue is $30 for the basic package, and $40 for the collectors edition. This is actually a decent expansion price range. We also know that Issue 17 contains one of the features touted as a Going Rogue feature from Hero-Con, which is of course, the newly written graphics engine, Ultra Mode,

    ***

    From an external viewpoint, the confusion is being caused by the development staff and publisher rapidly changing their development and publishing plans to best fit the current situation.

    Ergo, we are seeing a repeat of Issue 13, 14, 15, and 16. Content that is planned for attachment with one expansion is being pushed to another expansion, or is being released early. We'll likely see adjustments made to the game over the succeeding issues as the developers get more live-server feedback and hard-numbers... similar to how AE was still being rebalanced in Issue 16 to fit the stated developer objectives announced almost a year earlier.

    ***

    I do want to touch on one of the potential reasons why Ultra Mode is being released as part of Issue 17, rather than being coupled with Going Rogue. One of the popular misconceptions on these forums is that you have to buy Going Rogue to get access to Ultra Mode. By explicitly placing Ultra Mode in a free expansion the misconception should be addressed.


    Okay, I hope this might explain to the original poster why he might be confused on what exactly the plans are for the game... the Dev staff and publisher are changing those plans on the fly...

    I also hope this might explain to other players searching the forums some of the background events that are causing some of the changes in what was planned.

    ***

    (1): I don't use the term "nerfs" very often, preferring to use the term rebalancing. As a former player of Planetside, Everquest, and Ultima Online, I'm fairly confident in saying that City of Heroes hasn't actually experienced a true nerf. Speaking for myself, I understand a lot of the power revisions introduced in the game, such as the change from Instant Healing from a toggle to a click, or the change of acrobatics from 100mag to 9mag. I, personally, understood the design behind Enhancement Diversification, and agreed with the reasoning. I just didn't agree with the timing. (calls Nostalgic Critic over to do that Casper ghost pop-up). Implementing such a major change after the game had already been in retail for over a year and was on it's first retail expandalone...

    Well. City of Heroes did wind up faring better than other games that changed the base mechanics. This is likely because ED didn't actually change how the game was played... and the development staff was able to work the restrictions into helping Invention Origin Enhancements become a micro-game with a game.

    With that being said, I think the changes made by Cryptic to Champions Online at launch do qualify as a nerf. Looking through their patch notes, I'm hard pressed to identify design logic or design reasoning behind many changes. It does remind me a lot of Everquest or Planetside where a developer's fiat determined various changes to the game.
  18. Quote:
    Originally Posted by MindGame1 View Post
    Has there been any discussion on the topic of opening up archetypes so you could choose powers over all the power sets of that archetype as long as you were limited to the maximum number of holds/AE damage/Defense/Resistance the archetype should have? With CO offering such an abundance of choices for any one character, and realizing that such a system wouldn't work for CoH/V, there is still a middle ground that could be explored by keeping things within the archetypes though more open than it is now. Granted it would be a huge undertaking to make sure that the system wasn't exploited but that should be able to be worked out in the long run and would open up themed characters to such new aspects as to make the proposal attractive in many ways. Just a thought I hadn't seen expressed here yet, though admittedly I could have missed it.
    Yes. There has been a lot of discussion. Back in 2002, 2003, and 2004, when the game launched. There was a time during the original game's beta in which the developers allowed a free-form power selection, and it was deemed to be a BAD IDEA. The abject failure of a free-form type system is why we have the structured power sets.

    There's little surprise then that the Jack Emmert helmed Champions Online tried a free-form system again... with predictable results. I think the sales results of Champions Online demonstrate just how seriously our Developers should take any of Cryptic's game mechanics.

    Which is to say that what-ever ideas Champions Online implemented probably are not a good ideas for our Developers to look at.
  19. Quote:
    Originally Posted by BloodRage View Post
    Question for a computer wiz---->

    This is what I bought back in Oct 2006 from Newegg.com

    *Intel Core 2 Duo E6700 Conroe 2.66GHz LGA 775 65W Dual-Core Processor
    *GeForce 7950GT 512MB 256-bit GDDR3 PCI Express x16 SLI Support
    *OCZ Gold Series 2GB (2 x 1GB) 240-Pin DDR2 SDRAM DDR2 667 (PC2 5400) Dual Channel
    *Seagate Barracuda 7200.10 ST3500630AS 500GB 7200 RPM SATA 3.0Gb/s 3.5" Hard Drive
    *APEVIA X-Navigator ATXA8NW-AL/500 Silver / Black Aluminum ATX Full Tower Computer Case 500W

    I had a buddy of mine put this together and wondered,
    Hmm... decent computer for it's time, so lets get to your questions.

    Quote:
    1. will I even be able to continue to play after GR comes out?
    It was made clear by the developers at HeroCon, and many times in this thread:

    The Existing Graphics Engine will continue to be Maintained. If you have a computer that will not Run Ultra Mode, you will still be able to play the game using the exact same graphics engine that you currently use.

    Several long standing bugs in the existing graphics engine will be fixed in the Ultra Mode update, so ATi users should no longer have issues with Anti-Alaising, Depth of Field, or Water Effects.


    Quote:
    2. or can I continue to play, just not play the GR event and zones?
    Going Rogue Does Not Require Ultra Mode: All Content is playable with the existing Graphics Engine.

    I think you are getting confused by the Developers statement that Going Rogue is Optimized for Ultra Mode.

    What we think this means is that all content for Praetoria and Going Rogue was created with the Ultra-Mode settings in mind. We'll have a better idea what optimized means when Going Rogue hits beta and we can get some hard performance numbers and screenshots.

    Quote:
    3. if I cant, can I still upgrade my vid card with my setup?
    You do not need to change anything on your end to continue playing the game.

    I can, however, tell you that you will not be able to run Utlra Mode. The 7950 is... well. Weak.

    You're processor and memory, however, are perfectly fine. So if you want to replace your graphics card, tell us how much you want to spend, and we can tell you what's available in that price range.
  20. ... really... really... really unsigned.

    The basic problem is that this type of concept has been tried before, in another MMO... called Planetside. Leaders of teams could gain Command Experience. As your command rank progressed, you gained special abilities and attacks, such as being able to reveal all friendly forces, reveal all enemy forces, launch an EMP attack, launch an Orbital Strike, launch a larger EMP attack, launch a larger orbital strike. Gaining Command Rank also allowed you exclusive access to various global channels to talk with others of the same Command Rank, and issue orders over the Global Network.

    The system somewhat worked in the early stages of the game as competent leaders who were capable of reading maps, directing firefights, and determining strategy often lead the teams.

    The system then somewhat fell apart as various outfits began swapping team-leads just before base capture, effectively "powerleveling" players of Planetside that had no business trying to command or direct the game. The system further fell apart when Planetside converted from a campaign based game to a session based game, and the need for leaders that understood military combat, strategy, and tactics, was slowly removed from the game.

    In the end, you wound up with a bunch of "powerleveled" Command Rank 5's that had no business what-so-ever trying to direct fights or issuing orders... competing with each other for a dwindling playerbase. Nothing like having a successful fight on Ishundar, then a CR5 comes in and calls all forces to Cyssor... and over half your fighting force just ups and leaves because a CR5 called an offensive someplay else.

    *******

    Okay, yes, part of this is me ranting about SOE's cluster.... well, you know what comes after cluster.

    Part of it is a point about giving "special" benefits to team leaders. Verant's original approach was pretty good on paper... but it wasn't designed to deal with a casual player-base.

    In City of Heroes, offering a special benefit to the team leader would see a similar.. exploitation... of the system. A significant number of players would use a special EXP bonus on a team-leader position to work through levels as quickly as possible. Not all players, but enough that it would be an issue.

    ***

    I do think that there is a potential argument to be made that maybe In-game Leaders should get something "special" for leading the team, beyond simply badges for mentoring.

    Say like the ranking members of a Super Group. If you have both a Super-Computer and a prestige expensive remote dial-in, you could access your super-group computer inside a mission and research data on your opponent. Like you are fighting, say, Silver Mantis. As a Super Group leader, you could access your Super-Computer and look up that she's a stalker with Thorny Assualt and Invulnerability.

    This type of bonus power would be different than say, a Blaster's Surveillance as you'd have to make the call outside out of battle, and you wouldn't be able to monitor real time stats.

    But stuff like this would help expand the usefulness of SuperGroups, and stuff you can have in SuperGroups.

    I think external bonus powers like this are a better way to handle leadership and teaming incentives in the long run of the game.
  21. Quote:
    Originally Posted by Father Xmas View Post
    Well PCI isn't dead yet. At the very least you have a spare video card that isn't tied to PCIe or AGP that you can swap into a system if the existing video card dies. Good debugging tool.
    ai. I keep a couple of PCI cards around for this reason.
  22. Mewit Cien! Would you log in? I can't keep dunking Mr. Trilby's shoes in essence of pork chop every day so you can have two tasty chew toys. The entire channel is beginning to smell like pork chops!
  23. If you have an active game client, you can get the installer from your PlayNC account: https://secure.ncsoft.com/cgi-bin/plaync_login.pl

    If you are having problems with already corrupted files, delete the existing C:\Program Files\City of Heroes or C:\Program Files (x86)\City of Heroes folder from your hard-drive before attempting to run the installer.
  24. Quote:
    Originally Posted by Redoubtable View Post
    I find it really strange that some people apparently consider EATs the only reason to get to 50. Isn't there a bunch of other content that unlocks as you get up to the higher levels? Y'know, powers and stuff? Try running an ITF or a Hami raid on a level 20 sometime and see how far you get.
    For some players a hard objective is all they can understand. I've talked with a couple former players who quit without ever having a 50. One commented that he got to 38, had every power in his primary and secondary set, so there wasn't any point in getting to 50, so he left the game. I've talked with another who wouldn't run task forces, ever. Would run radio missions, would run team missions, would run newspapers... but would never go on a Task Force.

    After a while, it's likely an acceptance that explaining these types of behaviors is impossible will form.
  25. Quote:
    Originally Posted by MeanNVicious View Post
    They are 100% right. It's simply the truth. Rant on about economic mechanics all you want, and use it as an excuse to justify what you do. The simple truth is - if so many people didn't purposely flip with the intent to drive up prices for their own profit - the prices would be COMPLETELY different in our little market. And yes that means far far lower. Period.

    Before you rant on about supply and demand think of this - when the market first came out - and there was zero supply of anything - you would assume that would be the peak of pricing no ? But it wasnt. Those prices were but a fraction of what we see today for comparable items (yes some new things exist but the top tier items were equally rare at that point in time). Marketeers have steadily driven up pricing on anything they could flip.

    People want and need to buy these things in our little closed market. The flippers are simply the ones setting the price. They prey on the want and need and exploit it for their profit.

    Without marketeers I guarantee you pricing would never have ever gotten near this point.

    Its just the truth. So many of you come here and brag about how you drove up the price on item "x" all the time. Revel in the mad profits you make by exploiting the system. You blatantly admit to it pretty much daily.

    Those you call lazy arent actually lazy. They are just observant. And calling you out seems to make marketeers freak and go into massive self defense mode. Trying to defend what they do and say "its not us really...". When in fact it is, and has been all along.

    LOL ... seriously WTF ?!
    Sadly, I agree with this post. The grammar and spelling, not so much.

    I've gotten rather annoyed with the various I just sold an enhancement for X amount of Influence, I can't believe some sucker actually bought it posts I see floating around the forum. I've lost count of the number of people celebrating in Global Channels for having sold a common salvage for a huge amount of cash.

    The fact is, there's no bogeyman about it. The player market is in a state where the people who can afford to farm can afford to manipulate it.

    Various solutions have been given, such as increasing the drop rate of enhancements, creating an event in Praetoria that awards a guaranteed purple, or lowering the prices on AE ticket to salvage conversions. I'm not saying any of these solutions is the right one... but I highly doubt that the the number crunchers on the developers staff are not keeping track of the market, and those who deliberately abuse the market, and more importantly... those who admit to abusing the market in game, and on the forums.