je_saist

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  1. Quote:
    Originally Posted by MrBones View Post
    Don't attack me...

    I'm just coming back from not playing for about a year. I am interested in making an electric dom, but they seem a bit underwhelming. A sleep patch, bleh. A jumping knockdown power, bleh. And then there's the jumping confuse power.

    Just looking at it...doesn't seem like it's all that powerful, nor brings anything unique to the table.

    What say you?
    I'd say you don't have a good handle on just what electric does.

    Let's go over that again.

    #1: Sleep Patch

    It has a sleep patch.

    A targeted AOE sleep patch.

    That you can put around corners.

    That you can stand in with your regeneration / recovery aura running.

    That also drains your enemies endurance

    And gives your team-mates endurance.

    Whether or not your enemies are sleeping.

    So it's a Sleep Patch + End Drain + End Recovery.

    #2: It has a jumping Knockdown power

    Okay, fine. If you slot it with knockback IO's, yes, it will do knockback.

    Slot it with damage IO's... and it does knockdown.

    So you've got a power that will knock opponents over keeping them in place.

    And you've got a sleep patch that also drains endurance and gives your teammates and yourself endurance back.

    And you've got a method to keep enemies on that sleep + end drain + end recovery.

    You've also got something that will arc to enemies that aren't necessarily in target-aoe range.

    Who cares if the enemies are strung out all over the place.

    You are STILL going to hit them.

    #3: It has a jumping confuse power

    Let me get this straight.

    A confuse power that jumps from target to target...

    does not confuse the whole mob at once...

    thus allowing confuse aggro to spread through-out a mob...

    is somehow a Bad Thing?

    * * *

    It's pretty obvious that the powers you somehow see as being "weak" or "underwhelming" are simply anything but weak or underwhelming. All of those powers bring a unique experience to playing a Control Set. Those powers you wrote off.. Are Exactly Why You Would Play the Power Set to Begin With.
  2. je_saist

    Buffers rejoice!

    Quote:
    Originally Posted by New Dawn View Post
    I'm definitely rating this game for 3 year olds now.

    There is painfully hard and then there is painfully easy.

    Now I just think favourable powersets for speed, ganking and spanking are just going to be even more favourable.
    well, you can always drop your subscription and go away.

    Maybe that would help you feel better.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'd support it IF pet upgrades only lasted for four minutes. Ok, I don't actually want that but I do think the high end costs are nice to help limit the pet spam capability of MMs.

    So: /unsigned.
    this is pretty much how I feel.

    As is MM's are getting a pretty serious buff since their shield types also are getting upgraded... so now players with Therm-Rad or Force Field sets can more easily protect their bots.
  4. je_saist

    Buffers rejoice!

    !!!

    ID FOR ALL!!!

    *dances in the streets!*
  5. Quote:
    Originally Posted by Level View Post
    Aah. Back in the day it used to be 3 SO enhancements. Now with the IO's I guess that's a different story.
    em.

    Two completely different things here.

    Soft-cap refers to the point at which a player has an effective 95% chance to dodge an attack.

    Back before Invention Origin Enhancements few armor types could sustain a solo soft-cap defensive level. As far as I am aware this was an ability limited to the Ice Armor set which could hit 45% defense ratings with no external buffs, and without using a crash bringing Tier 9 power.

    Invention Origin Enhancements brought with them the ability to add defensive parameters. Initially people used these buffs to take armor types with already-high defenses to the 45% limit, such as Super-Reflexes and Stone Armor, and to the buff power set Force Field.

    Over time players began to work out set and power combinations that would give high defenses to non-defensive armor types, such as resistance based sets like Fire-Armor and Dark-Armor. Several builds focus on giving 45% ranged defense to blasters, corruptors, controllers, and defenders, allowing these archtypes to safely fire with little fear of reprisal.

    * * *

    Some time ago the developers admitted that they hadn't really forseen the use of defensive IO buffs. However, the developers decided to not pursue an overall "nerf" to enhancement bonus levels. According to the developers a small percentage of the games player-base actually had non-defense based archtypes with 45% defensive ratings, and it wasn't worth lowing IO defensive buff levels.

    * * *

    Starting with "incarnate" content the developers boosted the average to-hit of the enemy NPC.

    Currently players need somewhere north of 60% defense to achieve defensive soft-cap against Incarnate opponents.

    For the most part this defensive change means that most archtypes should not be able to gain a sustainable solo defensive rating against Incarnate Opponents.

    As such, power-sets that had been marginalized with IO buffs, such as Force Field or even Cold Domination, are once again valuable as they offer sustainable and consistent defensive buffs.
  6. Not really a goofy thing... but an observation:

    No matter how well you think you know Perez Park... You don't know Perez Park.

    Over the years I've gotten pretty good at getting the badge on that bridge in the middle of the forest without getting lost or turned around. Sadly, I cannot say the same for the NEW badge off in that alcove.

    I once did the skyway-to-hollows thing once back in I4. Not even a few issues ago The Hollows didn't have a hospital, so if you hosped you'd go all the way back to the zone you started from. For some odd reason I had entered Hollows through Skyway and had gotten TP'd to Frostfire. So I died... went to Skyway, went back to the Hollows, then promptly tried to run the length of the map. After about 4 times of this the Leader, realizing I was swapping between Hollows and Skyway on a fairly regular basis, asked me what I was doing... and that's when I learned about what City you entering a Hazard zone from affected what City you would hosp to.

    The train-station. I don't recall performing it myself. I did however pull it on a friend back in I6 who was over one night. Ry went to the train station, clicked the zone to load into, and got up for a quick bio. While Ry was gone I checked his contact list, then rezoned him back in AP, and parked him facing the exit door on the train. Ry came back, absolutely confused as to why he hadn't left AP yet. I told him that he probably couldn't use the train till he went and talked with David Wincott over in Hollows. Yes. He went all the way to Hollows.
  7. Goofy things I thought when I was new to the game... Lots of stuff really.

    I didn't realize that the Force Field defensive bubbles were from a power-set. At one point I had gained a level, gotten a power, and just as I activated it, somebody else popped a Force Field Bubble on me. I started bragging in coaly chat about having gotten the bubblies... I was playing a Fire Tank.

    I didn't realize that Radiation Emission and Radiation Blast were two different things. I have lots of memories of running with Giant Monster hunting teams that demanded Controller-Radiation... I remember one supergroup mate back then who had a Rad / Ice Defender that got kicked from a team because they weren't controller rad.

    I didn't realize Plasma Shield was the anti-mez for Fire Tank. So when somebody told me that Fire Shield was my bread and butter and I'd be better off dropping Plasma shield... I used one of the respec trials to get rid of plasma shield at level 24. This was back in I6. Que two very miserable levels till I hit 26 and could get plasma shield back.

    I didn't understand that request chat was only zone wide... Que LOTS of broadcasting for teams on both broadcast and request...

    Something that wasn't really goofy, but I thought was goofy, was the defeat 100 Outbreak enemies. I still recall the first time I actually sat there hunting the Contaminated, mentally counting each one... and the shock when lo and behold... there was indeed a badge.
  8. Quote:
    Originally Posted by Level View Post
    I'm just curious as to why CoH hasn't released an ice scrapper yet? The powers are there and ready to use. I've been away from the game for a while and love the new implementations, but I thought I'd ask the populace about this.
    The developers rarely tell players reasons for why they proliferate some power sets and not others.

    As far as I am aware the only power-sets that have received developer comment on are:
    • Ice Armor for Brutes: commented on back during CoV beta. Ice Armor's slows didn't work as expected. Players argue that the methods of playing Brutes have changed with IO's alone, never-minding the change to Fury generation in I18.
    • Illusion Control for Dominators: I believe this has been shot down multiple times in the closed beta forums when power-proliferation are tested and somebody makes the inevitable request. Not going to go into the reasons here since this is a pretty-sore point for many players.
    • Energy Aura for Scrappers / Tanks: The developers have admitted that Energy Aura is an Under-performing set and have explicitly stated it never worked like they thought it would. Rumor has it that the devs are developing a "kinetic armor" set using the same effect-generation tech used in Electric-Control that will supersede Energy Aura. No official comment has been made.

    Sorry we don't have more information for you, but we can only tell you what the devs tell us.
  9. Quote:
    Originally Posted by Vanden View Post
    Coulda sworn the Kismet unique was an Acc buff, but I just slotted one and it's showing up as a buff to ToHit.
    It's always been to-hit.

    The accuracy is a mis-nomer that has never been addressed.
  10. Quote:
    Originally Posted by Yydr View Post
    Thank you very, very much for the quick reply, je_saist!

    The motherboard is, obviously, only a few years old. Still, to be on the safe side I didn't want to get a GPU too strong for it to handle.

    Ended up picking out a GTX 480 and a new 750W PSU from Newegg.
    you'll run into a processor limitation long before you run into a motherboard limitation. In such cases, knowing what processor he is using is more useful.

    E.G. if he's got a Pentium 4 on there, he's not going to see much difference between a GTS 440 and a GTX 480.

    If he's got a Core 2 Duo @ 2.4ghz or better, he'll see a performance difference.
  11. I get what you are asking, but it's the wrong question.

    Yes, chipset vendors, specifically Nvidia, have been known to sabotage the performance of a competing vendors graphics processor.

    Yes, chipset vendors including Nvidia, ATi, and Via have been known to optimize the performance of one of their graphics cards with one of their chipsets.

    No, they don't really do that now.

    For your specific case Nvidia never really had the freedom to "optimize" their Intel chipset to work best with one card or another.

    To be perfectly blunt, there is no Best Geforce Card.

    * * *

    Basically, what you need to do is ask the guy how much he wants to spend, go to Newegg.com, sort by price, then pick a card.
  12. je_saist

    Windows 7 issue

    right off hand it sounds like you need to get some drivers for your graphics card: http://boards.cityofheroes.com/showthread.php?t=219502
  13. Quote:
    Originally Posted by slainsteel View Post
    Since getting T4's on their toons, a lot of our speedclub members (including me) really got sick and tired of the trials so decided to ditch them and do TF's for a while.

    It's surprising how absolutely over-powered toons have become with the Incarnate abilities. We ran a set of Speed MO TF's, these were the times we got.

    MoSTF: 28m41s
    MoLRSF: 28m18s
    MoITF: 17m58s
    MoTin: 21m29s
    MoLGTF: 28m34s (this one was really slow :-\)

    [I didn't post screenshots because it's an absolute pain - let me know if for some reason you really want to see the screenshot]


    These are not the best possible or even close to the best possible, so I was wondering what people run these things on now? I'm guessing a sub 20-25m MoSTF is quite possible, people managed it yet?

    I am particularly curious for MoLRSF times, since 28m has to be really slow post I20 considering MoSTF took about the same time.
    Wait.

    Let me get this straight.

    You gained new abilities.

    You gained new levels.

    You gained more buffs.

    You gained more debuffs.

    Then you ran...OLDER content...

    And you think that makes you overpowered?

    Okay, let me hit you with a little a clue-hammer here.

    Well not so much a little one. It's a big one.

    Exactly... what... happened in the past... when you got a mission at level 10, then went back and did it at level 15?

    What exactly happened when you got a mission at level 15 and went back and did it at level 20?

    Was it possible, however unlikely, that maybe because you advanced in power, that the enemies were easier to defeat?

    Was it possible, however unlikely, that you were able to somehow complete that mission in much less time than you did before?

    Maybe I just need to do that whole larger-text with different color thing.

    THE ENTIRE POINT OF THE INCARNATE SYSTEM IS TO MAKE YOU MORE POWERFUL.
  14. Quote:
    Originally Posted by Unknown_User View Post
    Almost tempted to try and trace the origins of making CoH F2P. Just wondering what started it, and what the whole premise for the idea was.
    Forbin has a pretty good response as is.

    The push for a gratis-client and gratis-server-access has been around... well... just as long as the MMO itself. "Players" of MMO's have been demanding that the game's binary-client, content-assets, and server access come at no charge since, well, Meridian 59. As I favor explicit terminology, the practice of offering the game client and server access for no charge is hear-after referred to as gratis-access.

    The push for City of Heroes to move to a gratis-access model has intensified in recent years as events change the computer industry. Many "players" look at the rise of the Korean gratis-access market as evidence that a gratis-access model is somehow a good thing. Too many "players" mis-understand the benefits and issues that come with a gratis-access model. As Forbin so eloquently puts it, such "players" want something for free and expect other "players" to pick up the tab.

    What many "players" seem to fail to realize is that the vast majority of gratis-access games are coupled with a per-item-purchase model that nets razor-thin profits. Mega-hits like Zynga's Farmville are the exception, not the rule.

    One standout example of a total mis-understanding is how players view Turbine's "successful" conversion to a gratis-access model with Lord of the Rings Online. Many "players" fail to realize just how much money Turbine lost, or the catastrophic damage to the studio's size. Factors such how much money Turbine lost, and how many employees lost their jobs just do not matter to the vast majority of arm-chair analysts. The fact is, Turbine's gratis-access model is only profitable due to the drastically decreased costs associated with running the existing studio.

    NCSoft also demonstrates problems with trying to leverage a gratis-access and per-item-purchase model. A few years back NCSoft had a large portfolio of such such games. Proponents of gratis access + per-item-purchase model games seem to ignore the fact that both eXteel and Dungeon Runners are shut down after costing NCSoft quite a few pretty pennies.

    As of right now there is only one development studio, that I am aware of, that has successfully moved to a gratis-access business model, remained profitable at their current studio size, and was able to start work on additional projects. That studio is High-Rez which runs Global Agenda.

    Whether or not "players" want to admit it, all other development studios that have played around with gratis-access models, have inevitably lost money. I've seen references in this thread to them, but come on, lets be honest here for a moment, They've been loosing money for a while. They specifically dropped several projects to focus on specific games.

    * * *

    Now, if push came to shove and NCSoft was faced with the choice of having to shut-off City of Heroes, I do think I can give them a better option than the method they took with Lineage.

    I'd advise NCSoft to dump the source-code for the existing binary client and server to Sourceforge under a GPL2 or GPL3 license and assign themselves the copyright. The result of this is that players would be able to build their own private servers and maintain their own game-clients, but any updates would be fed back to NCSoft. Yes, this does mean that a down-stream "user" would be in the position where they could make the compiled binary client available under non-gratis terms.

    To combat the possibility of a down-stream user "reselling the game", I'd release the art and content assets under a Creative-Commons license. I'd go for Attribution-NonCommercial-ShareAlike 3.0 since it would allow content creators to modify the existing content without enabling a downstream contributer to resell that content, while still assigning credit for the creation to Paragon Studios.

    The result would be that while the player-base would be able to continue playing City of Heroes on their terms without direct support from NCSoft. I would also note that this particular method is proven to work. Other studios have been doing it for literal decades.

    I'd also advise NCSoft to allow players to export the data-configuration files for their existing characters, effectively allowing existing subscribers to import their existing characters to private servers.

    This method may also open up avenues for NCSoft and players to derive a financial gain from City of Heroes, such as offering a central "store" for players to make their created content items available for sale. This method of user-generated-non-gratis cnotent has been proven to work by other companies

    Would NCSoft be open to examining such a strategy if they felt it was time to close City of Heroes down?

    I don't know.

    I do know they have my phone number.
  15. Quote:
    Originally Posted by American_Knight View Post
    I realize people got emotional (name calling, belittling, etc.) in the other thread when discussioning the very topic of F2P. I would, however, appreciate your answer to the question presented and not carry over the debate to this thread.

    Thank you.
    The question presented is this:

    Quote:
    For the purposes of this thread, let us assume F2P was seriously being looked at and a redname posted here asking for input/ideas on how is should be implemented.
    Unfortunately for you, the best advice to this question is:

    Quote:
    I would not do it!
    Thing is American_Knight, you can dream all day long about making a game free-to-play. You can hide behind trying to make logical and factual arguments and decry anything that goes against "your dream" as being based in emotion.

    The ice-cold truth is that conversions to Free-To-Play business models... Do. Not. Work.

    There are several very good reasons why the vast majority of "free-to-play" MMO's on the market have lackluster graphics, repetitive gameplay, and are essentially clones of existing subscription games. I'm not going to go into those reasons mostly because it would give Mod_05 and Mod_13 a headache.

    Per-Item-Purchase refers to a business model where the access to the server is made available gratis, and possible the game-client as well. The publisher and developer design their game around the concept that low-cost upgrades or amenities are made available to the player.

    Case in point, Global Agenda. The game offers Booster-Packs that provide short term gains to in-game rewards, as well as an Elite-Agent Pack that gives players permanent in-game reward bonus.

    * * *

    The central, Factual, problem with City of Heroes is that the game has very little that could be turned into a per-item-purchasable business model. As is the forums, which only represent a small portion of the player-base, go into an uproar everytime a new CoH booster-pack is released which contains costume parts or temporary powers that players have to pay for. Why do the forums go into an uproar? Well, many players somehow have this belief that at some point in the games past there was a magical period where costume parts were added for free on a regular basis. A quick look at the CoH issue update page quickly dispells that notion, but for the most part, the player-base isn't exactly willing to pay per costume-part.

    That's the reality of CoH's situation. The Player-base has been very vocal that they don't mind paying for Booster Packs to help cover development costs, but they have no interest in everything being gated behind a booster-pack.

    As it stands right now, City of Heroes is not in a position where a move to a per-item-purchase model would retain the existing player-base.

    At the same time a per-item-purchase model would not bring any substantial new players in.

    Now, if you are, for some reason or another, interested in learning the exact business reasons for why a conversion to a per-item-purchase model is an inherently bad idea for a game not designed for a per-item-purchase model, I'd be happy to discuss it outside of the game.

    At the end of the day though, the reality is this:

    If NCSoft decided to take City of Heroes to a Per-Item-Purchase model, regardless of any player input, plans, ideas, or whatever... The game would no longer be profitable and would be shut down.
  16. See this thread: http://boards.cityofheroes.com/showthread.php?t=251721

    While the Geforce 8800 series is capable of processing OpenGL 3.0 rendering calls, the highest memory count any model shipped with was 512mb.

    Your card also has the problem as it's showing a mobile configuration: 8800M GTS

    With a theoretical performance of 16,000 megatexels, 8,000 megapixels, and 51.2gb/s memory, your card is actually well below the minimum performance requirements for Ultra Mode.
  17. Quote:
    Originally Posted by FashionPixie View Post
    Hmm, sounds reasonable, er, both of your comments. I'll see if I can post it there in the suggestions and find out what kind of response I get. Thanks!
    you'll just get the normal response:

    The Engine Does Not Work Like That.

    The Granite costume part is exposed to the player as a Costume Overlay. Currently there is no schedule for when customization options for Costume Overlays will be presented to the player.

    Even if the Granite Armor power does receive similar "armor settings" as the other stone powers get, it is still unknown if costume scaling would be included in those changes. The gut reaction is: probably not
  18. Quote:
    Originally Posted by DeathSentry View Post
    Will there be enhancements to AE to include items out of i20 like war walkers and the IDF characters?
    Not really a question for Television. He's a programmer, so you need to ask him engine-related questions. Stuff like "Is the game physics engine going to be ported to OpenCL now that Intel also has an OpenCL SKD out?" and "are we going to see any improvements to the compression algorithms used to minimize network data transmission?"

    Your question would best be suited for developer behind Dr. Aeon, although I can go-ahead and answer it.

    AE content expansion is generally done on a cyclic basis, allowing 2 or 3 issues to pass with "new" content limited to developer use. Assuming the issue-exclusive policy hasn't change, we won't be seeing the new enemies introduced in the incarnate trials in Architect Entertainment till Issue 22 or 23.
  19. While the server-list merge made several changes in the clients ip address connections, such as listing the ip-addresses for each server to each UI, and enabling direct network traffic that was previously separated (e.g. players on Defiant able to global chat to players on Freedom), the server-list merge made no changes that are we aware of that would have increased total server to client network data. Nor did the server-list merge make any changes to the binary processing client.

    For this type of problem, it sounds like you'll need to contact NCSoft support: http://help.ncsoft.com

    Remember the text at the top of this forum: Discuss gameplay / technical issues or bugs here! This is NOT a forum where official technical/QA support is available. For technical assistance email support@coh.com.
  20. mostly /signed

    Thing is, I play a couple.. well several... single-target only avatars. My own Katana / SR stalker charges into fights, takes AV aggro in the BAF, and solo's boxes in the Lambda. Yet, despite anything I do, I've never seen any reward over an Uncommon.

    It's gotten to the point that now everytime I complete a trial I file a /bug stating Stalker Rewards are still borked.

    I understand the developers decision to lock stuff behind a participation metric, but the reality is, I don't think there is a good way to balance a participation metric without some serious Modifiers to both Archtype and Power-Set choices.

    Removing the participation metric as a basis for reward and rebasing Incarnate rewards against Objective completion alone would likely be a better method of determining what salvage drop players should get.

    Would that prevent players from leeching? Probably not, but I think the self-policing method of Task-forces that has worked in the past is probably sufficient enough to protect the Itrials now.
  21. Quote:
    Originally Posted by VoodooGirl View Post
    It's not out of any rumors or perceived notions of what the forum community is like They simply aren't involved with the game in that way.
    most of the game isn't.

    We've never gotten an official figure on player-base to forum involvement, but comparing what information we have on subscriptions versus the number of posters and total posts, as well as date of posts, indicates that less than 10% (more like 5%-7%) of the paying player-base interacts with the forums.
  22. Quote:
    Originally Posted by Kungfu_Bunny View Post
    1. why isnt CoX reconizing my PhysX card (stand alone card)? i going into options/graphics and i get an N/A for PhysX and cant turn it on.
    Likely because Nvidia no longer supports AGEIA PhysX. You will need to use a really old driver set, probably from 2007 or 2008, in order for the PhysX card to work.

    However, it wouldn't actually give you any benefit. Back in 2005 when CoV launched the Ageia PhysX card did indeed give a performance advantage on single-CPU systems. That was a pretty big deal 6 years ago when most computers sold only had one processing core. That's not such a big deal today where you can get quad-core's for under $100 from AMD.

    Quote:
    2. im running 2-7600gt sli cards on my pc and the video gets all 'jumbley' and the game freezes, sometimes shuts down on me. currently running on 2 gigs of ram with graphics at the most minimal possible setting. didnt have this problem a year ago. is my stuff just old and needing an upgrade or is it something else?
    Turn SLI off and don't run Ultra Mode.

    For a list of cards known to work within Ultra Mode, check this sticky post: http://boards.cityofheroes.com/showthread.php?t=251721

    You might notice that the Geforce 7000 series is NOT listed. While these cards do support OpenGL 3.x rendering calls, they simply don't have the texture or shader performance to deliver the Ultra-Mode rendering mode.

    As far as SLI goes, Nvidia "finally" introduced SLI support for City of Heroes last year. Support for SLI on OpenGL 3.x targets really starts at the Geforce GTX / GTS line though, and as kind of indicated by the GTX 295 card, Nvidia's not too terribly interested in bug-fixing older architectures they aren't selling.
  23. Quote:
    Originally Posted by iMidget Perfection View Post
    So to keep thing simple.. Is there anything talk of new power sets in the game?
    The short answer is: We can not answer that question

    The developers have multiple ways of communicating with the players, ranging from posting on the forums, chatting in the game, giving out interviews on 3rd party websites, talking at conventions, to more recently talking on camera during Ustream events. There are also dedicated threads for suggestions and ideas relating to desired costume parts, desired booster-packs, and even desired animations.

    Sometimes the developers use these methods of communication to give players hints about what development plans. Sometimes the developers use these methods of communication to deliberately mislead players about development plans. Sometimes the developers give out development information to players under Non-disclosure agreements when testing new content. Sometimes developers have posted about future content or plans on closed beta forums.

    Then there are modification factors, such as the policy of the developers to not explicitly comment on suggestions and ideas. Then there is the modification factor of player interpretation of what developers say. Case in point being the excessive amount of work needed to implement two-handed weapons. While the developers have not said whether or not two-handed weapons are in development, the player-base is able to extrapolate that the development of two-handed weapons would likely be locked behind another game expansion based on previous public developer comments regarding the production of Demon-Summoning and the policies of NCSoft.

    The ultimate result is that nobody can answer your question.

    There has been no public disclosure of new power-set development through any of the channels of communications Paragon Studios uses. On the other hand there has been no denial of any new power-set development through any of the channels of communication Paragon Studios uses.
  24. Quote:
    Originally Posted by TheBigCheese View Post
    I am running Windows 7 Pro 64-bit. 270.61 Nvidia driver. I am using VGA.
    I think this is the problem.

    Quote:
    And I believe the actual pixel resolution is 1680x1050. The monitor is a LG 22", model number L227WTG. Thanks for the quick reply!
    According to a spec sheet on Newegg your monitor has a maximum refresh rate of 75hz. What I "believe" is happening is that the game is trying to run 1680*1050 at a higher refresh rate than your monitor actually supports. VGA connections were basically designed for Cathode Ray Tube monitors and carry a frequency generation: e.g. 60hz, 70hz, 75hz, 85hz.

    What you would need to do at this point is determine what frequency your monitor is refreshing at. You should be able to obtain this information in the Nvidia-Control panel.

    The next step is to set the game to match this refresh rate. There is a manual refresh rate entry in the game's GUI options just underneath the resolution setting in the game's options.

    Make sure the refresh rate of the game matches the refresh rate of your monitor, and then you "should" be able to set the game to the res you want... assuming that is the problem at hand.

    Alternatively, JUNK that VGA cable and get a DVI or HDMI cable instead... That monitor says it support both, and a Geforce 8x00 card should at least have a DVI output.