je_saist

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  1. if you've replaced the power supply and still get the same behavior, it likely is going to be the motherboard.
  2. Quote:
    Originally Posted by Beach_Lifeguard View Post
    OK, it is the San Diego model.

    Now, I am not at all against getting a new setup and I am sure I will probably go that route in the next 6-9 months, but If I upgrade my current setup to 2 or 3 gb of memory I'll get a significant upgrade in performance?

    I can't see buying a new card at this point or a new processor if I plan to get a new system within a year, but with memory being pretty cheap, it seems worth the short time investment, correct?

    You guys are a huge help and I appreciate it.
    no.

    For starters, let's go back to that processor. Thing is, on the San Diego model processor, you are pretty much going to be hamstrung by the single core performance. I've got an Athlon64 Socket 754 processor at 2.1ghz, and I can tell you from personal experience that a RadeonHD 5770 offered pretty much no performance difference over a RadeonHD 4650. You'll run into the single core processor's performance limit long before you run into the graphics card limit.

    You can still purchase X2 939 processors, and for relatively cheap. A Socket 939 X2 3800, for example, can be had for only $45. Unless your running lots of applications that can leverage SMT though, this processor will actually be SLOWER than you one already have... as it's base clock speed is 200mhz slower.

    A Socket 939 X2 4400, which shares your 3700's 2.2ghz clockspeed, will set you back nearly $100.

    Problem is, you could pick up a Quad Core Athlon II in this $100 price-range, not to mention Phenom II X2 or Phenom II X3's as well, all of which will absolutely trash the Socket 939 processor.

    Then there's the memory. The difference between the Socket 939 processors and the Socket 754 processors was the memory controller. The 939 was a dual channel model, the Socket 754 was a single channel model. Now I've had a couple of 939 X2 4000's, and I can tell you from personal experience that they were awful at running in Dual Channel mode unless the memory sticks were matched.

    More than likely, you aren't going to be able to match the memory in your computer, which means you'll need to purchase complete new sets.

    Another problem is that the Atlhon64 architecture is extremely sensitive to memory timings. You could literally lose as much as 8%~13% performance going from DDR 2.2.2.5 to DDR 3.3.3.8, and another 10%~15% performance in any single application just going from DDR 3.3.3.8 to DDR 4.4.4.12.

    Memory also isn't that cheap. A matched 2gig DDR 2.3.2.5 set from Gskill will set you back nearly $90. That's kind of a steep price to pay for memory that you won't be able to use in a future computer. If you try and go for 4gb to max the 32bit Xp limit, you'll be spending out a metric ton of cash... for performance that won't actually be there.

    The Atlhon64 3700 San Diego only supported DDR 400 (or lower). Back then there was little to no difference between 2gb and 1gb memory simply because the processor and the memory controller weren't really fast enough to leverage that extra memory space. In most cases, two 512meg sticks in Dual Channel mode would offer more performance than 2gb of memory (single stick or two sticks) in non dual channel mode.

    Then there's the price itself. For less than the price of 2gb of DDR ram, you could get 4gb of DDR3 memory: THAT IS FASTER.

    Then there's the question of the motherboard. Socket AM3 motherboards are cheap. You can get an OEM model for under $50.

    So... let's put this together.

    It's actually going to cost you more, per hardware component, to upgrade your computer's processor and memory, than it is to get new components.

    You'll actually probably save enough money between buying a much better new processor, and much better new faster memory, over upgrading the old processor and memory, to cover the cost of a low-end Socket AM3 motherboard.

    So no. Upgrading your current computer is not a wise investment of your money. A new graphics card isn't going to bring you any more performance now, and a new processor or new memory for your computer are not going to be compatible with whatever you buy next.

    What's more is that if you go out and buy a new graphics card now, when you actually are ready to drop the money on a new computer, that same amount of cash you spent now will probably have bought you a much more powerful graphics card.

    Save your money.

    If you are going to go out and buy now, buy a new motherboard, new memory, and new processor. It will cost you near as much the same as buying a new old processor, and new old memory, and you'll actually be able to tell a performance difference, even with a 6600 graphics card.
  3. Actually just saying the two lowest graphics settings doesn't really help us a whole lot. Even a base 6600 should be capable of driving the classic rendering system with High Shaders, and 200% draw distance.

    Now, the starting point for Ultra-Mode settings in Low is the RadeonHD 4850 on the AMD side, and the Geforce GTS 250 on the Nvidia side.

    If you shop carefully, you can find an HD 4850 for under $90 with Mail-in-Rebate.

    You can find a Geforce GTS 250 for even less... but that's a Zotac... and um... quality isn't exactly a word I'd use to describe Zotac products.

    Those are the 512mb versions. You'd really want the 1gb models.

    A 1gb HD 4850 will set you back around $100, again, shopping carefully. You won't necessarily get a Good HD 4850... but you can get one.

    A 1gb GTS 250 will also be setting you back around $100 if you leverage mail-in-rebates. Again, at this price-point, you won't exactly be getting a quality card.

    * * *

    The starting point for Ultra-Mode in High on the AMD side is the RadeonHD 5770, and on the Nvidia side any of the GTX 260 or higher series cards, or any of the GTX 460 or higher cards.

    Most RadeonHD 5770's can be had for around $120~$130 if you shop the mail-in-rebates.

    The Geforce GTX 200 series of cards is largely gone from the market, having been end-of-life'd last year. You can find BFG cards for cheap cash, but be aware the company went bankrupt.

    The GTS 450, Nvidia's current Fermi derived budget card is largely considered to be a bad buy. It largely competes with the RadeonHD 5750, despite having a price point that pits it against the more powerful 5770. If you don't shop carefully, you'll actually pay more for a GTS 450 than you will for a 5770.

    The GTX 460 is currently the only card Nvidia has that is actually worth a look. Even after AMD updated their Crossfire drivers, 2 1gb GTX 460's in an SLI configuration will trade blows with the more expensive RadeonHD 5850 cards in a 2x Crossfire configuration, and the much more expensive 5870 cards in a 2x Crossfire configuration.

    However, outside of multi-gpu rendering modes, the GTX 460 is largely a dissapointment. It's 784mb model struggles against a filler part from AMD, the 5830, and it's 1gb model isn't as fast as a single 5850.

    These cards though are probably outside of your system's reach. Which is why I'm not linking them.

    * * *
    Truth be told, on your computer, you'll slam into both a processor bottleneck, and a systems memory bottleneck, long before you slam into a graphics card bottleneck.

    First: the memory. City of Heroes will happily chew through 2gb of ram like it was at an all-you-can-eat Pizza Buffet.

    Second: The processor. An A64 3700 at 2.2ghz could be one of two different processors. It could be the ADA3700DKA5CF, which was the Socket 939 Toledo model which was originally an Athlon64 X2 with a disabled core; or it could be the ADA3700DAA5BN, which was the Socket 939 San Diego model and only came with one core to begin with. My money is on the ADA3700DAA5BN.

    This means that your processor is likely only to be a single core Socket 939 processor. You'd actually get a larger performance benefit buying a Socket 939 X2 processor than you would a new graphics card.

    * * *

    So, I'm going to be brutal here.

    You don't have an upgrade path to Ultra-Mode, even in Low.

    You need an entire new computer.
  4. Quote:
    Originally Posted by The Grim Heaper View Post
    well, there's that one, the two in the ITF, and then the several scattered about in the background of (one of?) the future-devastated-atlaspark mission maps.
    (many of my villains on the ITF have wanted to say; "Screw the future, I'm taking one of THOSE for a joy-ride")

    And while, yes, there was that one slip-up in the AE. It was giant, and it was a mekman. but wasn't it the wrong mekman? one of the minions made not-so-small?
    yeah. It was the micro-mekman, I think the same model as the veteran pet.
  5. Quote:
    Originally Posted by beyeajus View Post
    oh baby, I've been waiting to fight that guy!
    I just want for the Hess TF to fail one of these days and that Giant Robot to suddenly start marching on Striga Port...
  6. Quote:
    Originally Posted by The Grim Heaper View Post
    Nice.

    I hope we get to eventually fight those giant 5th column/council mekmen they keep teasing us with.
    The giant mek-men most recently exposed were a targeting test, I think by Synapse, might have been Castle. One of the power guys / UI guys pet projects is getting the "mass targeting" working so things like Rularuu the Ravager can be made playable: http://paragonwiki.com/wiki/File:CoH_Size_Chart.jpg

    I don't think, from an official viewpoint, that we've ever been "teased" with fighting a gigantic Council / Column critter outside of Hess's Task Force in Striga.
  7. Quote:
    Originally Posted by Sharker_Quint View Post
    i... /facepalm. anything goes in PvP. those are the rules. read the box that pops up when you enter the PvP zone.
    Quickly slips this on Sharker's hand:



    Remember: the Facepaw hurts less than the facepalm!
  8. Quote:
    Originally Posted by Obscure Blade View Post
    Chi Masters are Lieutenants, and so can spawn in normal spawns.
    doh. thanks. fixed.
  9. Quote:
    Originally Posted by Eisenzahn View Post
    :-O

    We may soon be one step closer to all of my Fairchild/Power Girl slashfics being canon!

    I mean... uh... what? Who said that? Damned communist spies, hijacking my keyboard and trying to discredit me...
    ... if they ever let Frank Miller get his mitts on those two...
  10. Quote:
    Originally Posted by Arbegla View Post
    Are they normal spawns, or special case spawns? Like, in just normal missions you'll run across the girlfriend from hell? I noticed the enemies on paragonwiki, but there isn't much info on them.
    These enemies, as well as the Freakshow "Super-Stunner", are common spawns. They have a chance to spawn under any conditions that would spawn a boss for that group to begin with, or in the case of Chi Masters, lewy's.

    As to how they affect difficulty...

    Well, depends on what you are playing. Characters that are resistant to end-drain and sleep effects won't notice a Super-Stunner. Characters that can be drained of endurance and be put to sleep will notice a Super-Stunner.

    Characters that rely on Defense won't notice a Girlfriend from Hell's lash attacks. Characters that rely on resistances will.

    Characters with smash / lethal protection won't really feel the effects of a Chi Master. They'll more quickly feel the effects of the damage debuff or other Tsoo debuffs.

    And so on and so forth. In most cases the new enemies will make encounters more difficult. It just depends on what you are personally playing, or who you are playing with, when you encounter the enemies.
  11. Quote:
    Originally Posted by concreteshift View Post
    So the Menders of Ouroboros were introduced way back in Issue 11. Are we ever going to experience the Coming Storm that's been hinted and hinted at sometime soon? Issues used to push the CoH storyline and now it seems the overall storyline is taking a back seat.
    Well, before you say the highlighted section, you have to look at the history of each issue.

    A "Lot" of things started going screwy largely due to two events:
    • Event Number One: NCSoft purchasing City of Heroes from Cryptic
    • Event Number Two: Developers being more flexible under new ownership.
    Something a lot of new, and for that matter old, players miss is that Architecture Entertainment, or the player-created story content system, was originally scheduled for Issue 13. The development team was able to implement player created mission style content largely due to the NCSoft purchase. At the same time, in secret, the developers were also working on what would become the foundations of power customization.

    The developers decided, quite close to the intended launch of Issue 13, to push the Player Created Content feature back. The delay was based on player demand for custom enemies. This threw the time-table of both Issue 13, and what was to be the anniversary Issue, Issue #14 off. Issue 13 became a mix of engine features originally intended for Issue #14, while Issue 14 became dedicated to the release of Architecture Entertainment.

    This meant the additional task force content that was supposed to be in Issue 14 was semi-pushed back, creating the content lite anniversary Issue, #15. Had Mission Architecture launched as intended with Issue 13, Issue 14 would have been a combination of the UI updates, day jobs, and Issue 15 content.

    Issue 14 also put the squeeze on the coders. The Power Customization work that they would have been doing if not for custom enemies, had to be put off. This meant that Issue 16 was knocked off schedule, and power customization was launched in a semi-completed state. The engine and UI developers just ran out of time for power-pool, epic / patron pool, and costume overlay's in place of all of the other changes that were Issue 16 features.

    That is about when we start hitting the Going Rogue hold-ups.

    For starters, we, as the player-base, knew about Going Rogue around 6months before we were supposed to know about Going Rogue. If the third party responsible for email marketing hadn't screwed up, the player-base would have known about Going Rogue sometime around the 2009 Hero-Con gathering. The marketing screw-up caused a large percentage of the player-base to mentally accelerate the status of the Going Rogue expansion, placing the development several months ahead of it's actual state.

    Matters were not helped at the 2009 Hero-Con as Going Rogue was scheduled for an early 2010 launch. As 2010 approach, and passed, it became clear that Going Rogue was not going to meet an early launch schedule, so the launch got pushed back to July, then August. Sometime during these delays it was decided that the markets needed to be merged, yet another time-sink for the engine coders.

    The delays in Going Rogue's development needed to be addressed, hence the Issue 17 release. Issue 17 contained features originally scheduled to launch as the Free-Expansion to Going Rogue.

    So, for the player keeping track of everything, this meant that at least two of the Issue updates released were forced fillers: Issue 14 caused by the Mission Architecture delay, and Issue 17 caused by the Going Rogue delay.

    * * *

    In all fairness, under Cryptic, or another publisher for that matter, we probably wouldn't have seen these shifts in scheduling. AE would have been launched in Issue 13 without the custom creature ability. Issue 14 would have been the day jobs, the chat ui updates, and Khan / 'Cuda Task Forces. Issue 15 would have had the power customizations, and Issue 16 would have been a Going Rogue release. We wouldn't have the market-merge, we wouldn't have a new user-interface for creating characters, and I hesitate to think of what would be missing from Going Rogue... well. In all likely-hood we'd only have just one mission-chain to work through like City of Villains did, instead of the 4 mission chains and their betrayal modifications.

    In the light of the actual development cycle, it's exceedingly unfair, if not outright nasty, to fault the development team for not pushing the main storylines forward when they've been breaking their collective backs delivering on lots of long-requested, and thanks to Cryptic, long-overdue updates.

    So yes, Issues are still about pushing the storyline forward.

    The Shivan Storm will eventually happen. Something we have to keep in mind that is that no date has ever been set on the Shivan Storm. No Issue release has been tied to the Shivan Storm.

    The common theory is that if Going Rogue meets NCSoft's sales and subscribers expectations, we'll see more work done on the interactions between the Praetorian realm and the Primal Earth realm. If Going Rogue does not meet NCSoft's sales and subscribers expectations, NCSoft will push Paragon Studios to focus on a Sequel Title, tentatively named City of Heroes 2. If the Paragon Studios does start to work on a sequel title, events in a sequel title will likely take place after the Shivan Storm has already occurred.

    And yes, I call it the Shivan Storm for two reasons. A: a player on the forums has ruined the original name by deliberate association. B: Play through Hero Ouroborus again and tell me Lord Nemesis doesn't say the Storm involves Shivans.
  12. Quote:
    Originally Posted by Doctor_Xaxan View Post
    I'm not totally invested in any one specific point in the list above, so feel free to have at it. I figure it's an interesting conversation to have among us players. And hey, if we like it enough and keep asking, they'd eventually implement it, right?
    No. They draw straws to see who gets to kill the pony.

    Depending on your point of view, it's either fortunate or unfortunate, but the squeaky wheel doesn't always get the oil. Sometimes it gets dismantled.

    In some of the cases of they gotta do it because we ask so often are the design blunders like Martial Arts as a secondary for Blaster's. I've gone over the design concepts so many times I am, quite frankly, sick of it. Unless there's a catastrophic head injury to every Paragon Studios employee, Martial Art's is never going to be a Blaster second for the simple reason it does not fit the intended design goals of the Manipulation Power Sets.

    The term, Manipulation, is one of the key factors of the Blaster secondary archtype, and your power-set suggestion falls prey to the same problems just about every single Martial Arts as a manipulation set ever suggested falls prey too: Too Much Direct Damage, Not Enough Soft Control.

    So, let's sound the ground-work once again.

    Energy Manipulation is an aberration among the Blaster Sets. It is not going to be used as a model for any further manipulation sets. It has not been changed into a manipulation set because of the cottage rule.

    Fire Manipulation is also an aberration, deliberately trading off an extra single target effect for more AOE effects, and trading off extra soft control for straight damage, exampling the constant PBAOE Blazing Aura. For reference, of the other constant PBAOE blaster manipulation effects, Electicity's Lightning Field drains endurance; Ice Manipulations Chilling Embrace does a slow and damage debuff; and Mental Manipulations World of Confusion has a confuse.

    * * *

    It has been explicetely stated in the past that the most recent manipulation set, Mental Manipulation, would serve as the model for any future manipulation sets.

    So with that in mind, kiss your Tier 1 bai bai.

    All Blaster Manipulation Secondaries, aside from Energy Manipulation, have a ranged immobilize as the first attack: Web Grenade, Electric Fence, Ring of Fire, Chilblain, Subdual.

    So, first attack: Has to be an immobilize.

    Second attack is free to be a straight damage. Body Blow could go here.

    Third attack needs to be soft control. So here's where Quick-Strike can go, only it will knockback, no longer a chance for knockback.

    Forth Attack needs to be something with a bit of range. So lets bring in Repulsing Torrent, but kick it up to 60 foot range.

    Fifth attack will be Build Up. While the precedent is set by the Devices and Energy Manipulation power-sets for a Manipulation set to skip a straight damage boost, that precedent won't really work here. Remember, Power Siphon sort of makes sense in a Melee set since the player is constantly engaging in direct combat. from a mechanical point of view, it won't work in a manipulation set that lacks repeated attacks. So, Straight up Build Up.

    6th Attack: The 6th Tier is generally used for mitigation: Cloaking Device, Stun, Lighting Clap, Ice Patch, Drain Psyche. Only in the case of Fire Manipulation does the Tier only do a straight damage, that being Blazing Aura. Kinetic Melee lacks an equivalent effect, as does Kinetics. So, let's mod one of the Kinetics attack. Fulcrum Shifter: Your player expends a field of kinetic energy, drastically lowering the damage capability of your opponents in a PbAOE field, while transferring that damage capability to any nearby team-mates. Player is unaffected.

    7th: The seventh power tends to be bit of a unique slot across all blaster manipulation sets. Electic Manipulation makes up some of it's lack of damage with Thunderstrike. Ice gains Shiver. Fire Manip gets Consume, Mental gets World of Confusion, Energy gets power boost. There's no clear direction into the theme of the power, be it mitigation, damage, control, or buff / debuff. Since we are lacking a bit on straight damage, let's borrow a page from Electricity's book and go with a PbAOE. This is where Burst can go.

    The 8th tier also lacks a consistent theme across all archtypes. Ice and Mental get some hard control, Fire now gets straight damage with the change to burn, Electric and Energy get self-buffs, and Devices gets time bomb. This is probably a good place to put some soft control for a Kinetic Manipulation. It's late game, but say hello to Siphon Speed

    The 9th tier is almost universally an Oh Excrement Tier. This is where you have powers designed explicitly to get players out of melee combat. Mental's Psychic Shockwave stuns and reduces enemy recharge. Ice's Frozen Aura puts everything to sleep. Hot Feet has a high magnitude fear and keeps enemies from flying. Electic's Shocking Grasp has a massive stun as well as an end-drain and a recovery debuff. Total Focus is a high magnitude stun. Of them all, only Gun Drone doesn't quite fit as it's got a significant amount of set-up time compared to all other Manipulation Tier 9's.

    Still... neither Kinetic Melee nor Kinetics has a really, oh Excrement, I'm in trouble power. I'm reluctant to take Concentrated Strike because, well, that's what Energy Manipulation did from Energy Melee (tank), and that's often considered to have been a bad design choice. I think something that would work is adding some damage and a chance for knockback to Inertial Reduction, making it player only, and shortening the length of the jump buff. The objective is, activating the Tier 9 pulses a damage AOE not quite as strong as Psychic Shockwave, and with a lower chance for stun, but gives the player an opportunity to bounce out of melee range. I'm not sure what to call this semi-new power... although Inertial Compulsion has a nice ring.

    So, a Kinetics set modeled to be a Manipulation Set:
    • Tier 1: Ranged Immobilize
    • Tier 2: Body Blow
    • Tier 3: Quick Strike
    • Tier 4: Repulsing Torrent
    • Tier 5: Build Up
    • Tier 6: Fulcrum Shifter
    • Tier 7: Burst
    • Tier 8: Siphon Speed
    • Tier 9: Inertial Compulsion
  13. just one. That Garfield movie.
  14. just search my posts.

    The starting point for Ultra Mode in low is RadeonHD 4850 on the AMD side, and Geforce GTS 250 on the Nvidia side.

    You'll need at least a 350watt power supply to back an HD 4850 reliably, and you'll probably want closer to a 450watt to power a GTS 250.

    The starting point for Ultra Mode in High is the RadeonHD 5770 on the AMD side, and pretty much any of the Geforce GTX 2xx series or the GTX 460 on the Nvidia side.

    You'll want at least a 450 watt power supply for an HD 5770.

    You'll be wanting 550watts or higher sustained for the GTX 260, 275, and for the GTX 460.

    Now I've got extremely long posts in these forums detailing why you shouldn't waste your money on the GTX 470 or 480... and the GTX 450 is almost just as bad a purchase even though it will chow along quite happily on a 450 watt power supply.
  15. je_saist

    Overheating?

    I kind of want to go back to your laptop overheating.

    All processors, be they central processing units (CPU's), graphics accelerators (GA's), graphics processing unit's (GPU's), network processing units (NPU), sound / audio processing units (SPU / APU), and even Physics Processing Units (PPU's), all have defined maximum clock-speeds. Outside of direct user-intervention, such as increasing the voltage to the processor, or increasing elements of the processor's timing mechanisms, this means there is a hard-cap to the amount of work that any individual processor can accomplish.

    The hard limit to how much work a processor can accomplish means that there is a hard limit on how much heat that processor can put off, a limit that is referred to as the TPD envelope, or Thermal Design Power: http://en.wikipedia.org/wiki/Thermal_design_power

    This heat output is often measured in Watts.

    Most processor vendors rate their processors by some variant of the Thermal Design Power. AMD, for example, sells their processors with explicit maximum TPD ratings: List of Phenom Processors :: Phenom Processors For Sale.

    Other vendors, such as Intel, have caught flack for selling their processors using figures from Average Thermal Load, instead of the maximum thermal load.

    The maximum TPD is a incredibly important figure for vendors actually building products with various processors. This CK8 cooler from Cooler-Master, for example, is only certified for dissipating up to 110watts. If you were to try and use it to cool off a processor with a 125watt rating, you'd probably wind up with a fried processor very, very quickly.

    Presuming that the manufacturer of the processor was accurate about the thermal performance of their processor, outside of user or external intervention, there should not a case where a processor being used in a default setting should be cable of reaching a temperature where automatic shut-offs engage. Referencing the external intervention, build-ups of dust, dirt, or other such debris can impedes adequate and proper airflow to system processors, creating an overheating situation separate of any software variables.

    Beyond these external factors, there are cases where specific computer systems, using parts from a specific vendor, can reach an overheated state. Beleaguered Graphics Processor vendor Nvidia is currently in excrement up to it's neck, currently facing multiple civilian level class action lawsuits over an ever-increasing series of exploding mobile platforms, as well as pressure from State and Federal level organizations, as well as vendor ire, over having not given Original Equipment Manufacturers and Original Design Manufactuers (OEM's and ODM's) accurate thermal ratings for several generations of Nvidia produced graphics chips.

    The past couple of years has seen the Nvidia company scrambling to work with vendors, implementing bios lock-downs, aggressive cooling fan operational strategies, as well as extensive clock manipulation strategies based on real time temperature readings, to try and bring the issues with Nvidia's mobile platforms under control.

    Many of these methods developed by Nvidia and system vendors to try and manage Nvidia's out-of-control thermal issues rely on applications using Microsoft Application Program Interfaces (API's) such as DirectX. Applications that do not use the Microsoft API's, such as those leveraging OpenGL, may or may not trigger the Nvidia drivers and system bios modifications required to reign in Vendor flaws reliant on a much lower antipated and advertised Thermal Design Power envelope.

    As such, applications such as City of Heroes could force an Nvidia system into an over-heated state and after-market safety measures fail to engage.

    Such API centric hang-ups are not associated with products from processor vendors such as Intel, AMD, Via/S3, SiS, ARM, Matrox, Apple (A4), IBM, DEC; or past vendors such as XGI, Xabre, Trident, SGI, and ULI; or from licensed processor architectures such as MIPS. It is possible that over-heated states of operation can be achieved by these and other vendors in cases where thermal controls have failed. To-date, there has been no consistent series of failures associated with any of these vendors due to failure to adequately inform system vendors of the thermal designs of manufactured components.

    * * *

    Yes. This was an over flowery way of saying your laptop probably has an Nvidia graphics chip, it's not detecting CoH because CoH uses OpenGL, and yes, this over-heating problem is pretty much specific to Nvidia LYING to system vendors about how hot Geforce parts actually are.

    If you've GOT a system with AMD graphics though, and you are reaching the point of thermal shut-down under City of Heroes, my money's on your system fans being clogged up with dust.

    Also, AMD would /really/ like you to file a Catalyst Crew Feedback over this matter: http://www.amd.com/us/CatalystCrewSurvey
  16. Quote:
    Originally Posted by plainguy View Post
    It would be nice if there was a way to break down invention sets and salvage to make other invention sets and salvage. Basically a way for someone who might be interested in crafting stuff without the need of the market or at least in a limited fashion. Best analogy I can think of is similar to the way you broke down items in DAOC or disenchanting in WoW. Again it's NOT taking the place of anything just another option
    developers are against allowing the de-crafting of crafted IO's.

    Currently the enhancement system is the only real in-game monetary sunken cost device, other-wise known as a money-sink.

    The use of the enhancement system as a money-sink drives several of the design factors of the game. For example, players can only unslot and remove 10 enhancements at a time during a power respecification. Personal storage of crafted enhancements is limited through super-group bases, auction house slots, and personal email. The developers have declined to develop personal enhancement storage beyond the already limited instances.

    Unless there is an abrupt about-face from the entire development team, this design position is unlikely to change, even if using a time-scale that's based on geological movements.

    * * *

    There is also the issue that what you want, ways to avoid interacting with the market, are already implemented in the game in several different format's.

    Uncommon and Rare salvages can be purchased directly through the Architecture Entertainment system using AE Tickets. Common salvage can be awarded randomly using AE tickets. AE Tickets can also be used to purchase some types of enhancements.

    Regular merits can also be used to purchase salvage, recipes, and enhancements.

    Hero and Villain merits can be used to purchase salvage, recipes, Purple Recipes, and PvP recipes.

    Ouroborus can be leveraged to fight specific enemies for specific salvage drops. Hamidon Raids can be run for Hamidon Enhancements.

    So, if you don't want to participate in the market, there's multiple ways in which you can empower your character without ever touching a Wentworths or a Black Market station.

    Some players already argue, and in some ways I agree with them, that there are already too many alternative ways to advance a character in City of Heroes. Technically, yes, Regular Merits can be converted into Hero / Villain merits by leveraging a massive influence sink... but for the most part the rewards systems are largely separate.

    So while it is possible that the developers might consider yet another method allowing players to bypass utilizing the market for rewards, it is not exactly plausible. The impression has been given that players who don't want to participate in the market should go ahead and do what most players in the game do anyways: leverage the existing content and rewards systems.
  17. Quote:
    Originally Posted by enrious2 View Post
    To be countered with emailing to yourself on an alt server and doing a face to face trade, facilitated via a global channel.

    Do all of you seriously think this doesn't happen now?
    it does happen. Nobody is saying it doesn't.

    One of the issues here, the developers do consider players who bypass the market and personal wealth limitations by off the market trading to be... get this... abusing the system. That much has been flat out stated. Players who charge more than the personal player wealth cap for an item are considered to be in violation of the game's terms of service.

    Another issue is the anti-real-money-trader issue. Many of the existing restrictions on item transfer capabilities implemented in the game are done so to prevent Real Money Traders from leveraging the system. One of the catastrophically large problems with your Inf.On.Delivery. cross-server-trade trade idea is that it removes a rather large time barrier from the R.M.T.'s.

    Right now, R.M.T. item suppliers are largely constrained. In order to deliver purchased services and goods in games, R.M.T. players have to have avatars across multiple servers, which increases their log visibility, and makes identifying them much easier for the Game-Moderators. R.M.T. players also have to have each of these server avatars at a specific level. This means that an R.M.T. player has to sink a considerable amount of time into each server they wish to sell on. This combination of suken-time and log visibility makes life difficult for the R.M.T. player, but really doesn't have a direct impact on the normal player who is not trying to abuse the market system and terms of service.

    I'm going to be blunt. What you want Enrious is a Real Money Trader Player's Wet Dream.

    What you want is the ability to directly charge for and send items across servers. This would allow R.M.T. players to focus on one server only, and then they could simply email items / services with wild abandon.

    Yes, the developers could monitor all private trades, and it would be possible to eventually track down the R.M.T. players even with an Inf.on.demand cross-server trade platform.

    Short version is: Our. Developers. Are. Not. Stupid.

    Inf.On.Demand cross-server trades are simply a bad idea that is only going to benefit two classes of players.

    Those who are Real Money Traders.

    Those who are already in violation of terms of service.

    Our devs realize that. Our devs are not going to cater or do anything to help those two classes of players.

    Period. Stop. That's it.
  18. je_saist

    Free Jetpacks ??

    Quote:
    Originally Posted by Lothic View Post
    Well good luck with that. I'll just go spend 10,000 INF in Grandville or FBZ at the jetpack vendors. *shrugs*
    don't forget jetpack temp recipes on the market. those things tend to be dirt cheap too.
  19. ... sometimes I miss the rep system because that last post deserves all the negative rep powers in the world. I don't think I've seen such a clueless and rubbish post since the claim that NCSoft had lessened the amount of hardware allocated to host City of Heroes.

    Quote:
    Originally Posted by Korith View Post
    "Hello heroes, look at your powers, now back at mine, now back at your powers, now back at mine. Sadly, my powers aren't yours, but if you stopped using invention sets and switched to the Incarnate system, they could be like mine.
    From what we know of the incarnate system, it's additive to additional characters. Incarnate powers are not replacing enhancement slots, or are incarnate enhancements replacing training, dual, single, hamidon, or invention enhancements. The Incarnate system, as far as we know, will be a completely separate system.

    Quote:
    Look down, back up, where are you? You're in the moon zone
    Moon zone. Really?

    Isn't it about time this dead horse got put out to pasture?

    Yes. Some missions do take place on a moon base.

    Now actually try to come up with a way to represent a moonbase in such a way that it fits into the current engine with no modifications. Now try to come up with a good explanation on what this has to do with Positron's job. He's not an artist.

    Quote:
    with a new enemy group that's far more interesting than any you've ever fought before.
    You know, everytime the developers do interesting groups, somebody eventually complains. Rularuu, Malta, Carnies, Devouring Earth, and Arachnos all have unique abilities to their groups, yet most players don't want to run content that pits players against these groups. The new Syndicate, Detroyers, Pratorian Police, and Resistance mobs fit into this as well. New, unique, and interesting... yet a lot of players complain about the capabilities these mobs have.

    So, not that I'm sorry for saying this, but the impression I get is that players demanding another "unique" enemy group, don't actually want a "unique" or "interesting" enemy group. The impression is these players want another enemy group that is like the Freakshow or 5th Column / Council. Easy to farm with non-unique attacks.

    Quote:
    What's in your hand, back at me. I have it, it's the jetpack costume pieces
    Uh huh.

    Do you even know why Jetpack costume pieces aren't in the game? Here's a hint. Go create a huge character and a really tiny character. Give them both a jet pack recipe and go make it.

    Activate the jet-pack.

    Notice anything? Say, maybe the jetpack is the same size on both avatars and that it's not actually connected to the body?

    Fact is, the entire reason backpacks and other such items are not in the game is because implementing a scalable add-on object requires time and resources. This is something that, if ever implemented, would need to handled by the engine guys, and by the art guys.

    Positron doesn't enter into this equation either.

    Quote:
    you've been asking for with those new powerset ideas you love.
    Last I checked this was what Castle, Sunstorm, and Synapse did. What does Positron have to do with new power-sets, other than raising his hand when the entire dev team gets together for a yay / nay session?

    Quote:
    Look again, those powersets are now customizable with up to 15 different animations each.
    Again. What does this have to do with Positron?

    Quote:
    Anything is possible when your dev team includes Positron and not some guy in an ancient helmet. I'm in a vehicle."
    Okay. Fine. You've got an axe to grind here. Fine, it's obvious that you don't understand basic game design, much less the game at all. It's also clear you don't have any sort of grasp over what each developer does. There's also the problem that your post is severely out of date if you were going for a comment on Positron as Lead Designer. For reference, here's what a lead designer does:

    Quote:
    In a nutshell, the Lead Designer guides the Design team and steers the overall direction of its focus and the initiatives for the game. The Design Department conceives and spearheads the features and content that the Art and Programming teams help create, so there are a lot of creative and administrative challenges in this responsibility. The Lead Designer also evaluates risk vs. reward, cool vs. lame, and attempts to incorporate ongoing feedback from the players about what features they want and what we, as a studio, can do from a technical or scheduling standpoint
    Almost all of the examples you used are either tech limited, such as the moon-base, backpacks; or time and resource limited, such as everything else.

    Also, bonus negative rep for not not reading post #5. This is about what the Character Positron would say.
  20. Quote:
    Originally Posted by Terminal Velocity View Post
    According to the GR website, Mother Mayhem has been changed.
    Thing is I've fought her in the new arcs and I haven't actually seen her use any different powers from her incarnations in the old arcs and the Shadow Shard Arcs. So the change on paper is acedemic. From the players point of view, she still does psychic blast with psychic control. The same applies to Marauder. He might now be a brute, but because of the method that NPC powers are exposed to the player, he is standardized against NPC spawn power ratings, not archtype power ratings. The only reason Marauders change might make a difference is due to it being hinted that the blaster strapped to his arm will be a functional weapon in a future game update.

    Neuron stands out from the other changes Now because he visibly uses a different set of powers from Synapse now, lacking the ranged blast and having Super Reflexes for his secondary.

    This may be a case of potato / potatoe. Most of the other signature characters never really had attacks that mapped completely to any particular power-set combination. Some, such as Sirocco, completely inverse their signature archtype.

    In most cases, on power choice alone, any archtypes modeled after the power choices of the Pre-Going Rogue characters should map to the power choices of all of the characters but Neuron.
  21. Some characters have seemed to switch archtypes / power sets.

    For example, in the Hollows story arcs, Frostfire has elements of Fire Blast, Fire Control, and Ice Control. In the Alignment missions, Frostfire appears to be more of a Blaster and summons no pets.

    Neuron has confirmed to be changed: http://paragonwiki.com/wiki/Neuron

    Synapse himself has not changed: http://paragonwiki.com/wiki/Synapse

    Maruader has also changed, swapping from a Tank to a Brute: http://paragonwiki.com/wiki/Marauder

    Back Alley Brawler is still a Tank: http://paragonwiki.com/wiki/Back_Alley_Brawler

    Of the other Praetor's available as contacts in Praetoria and their Primal Earth counter-parts, no changes have been recorded for Sister Psyche / Mother Mayhem; Positron / Anti-Matter; Manticore / Chimera; Mynx / Her High Majesty Queen Bobcat; and Miss Liberty / Dominatrix. None of the sub-praetorians available as trainers are recorded to be changed from their original power sets either.
  22. je_saist

    Leveling Pact

    leveling pacts are still between two players.

    You still need to be level 5 or lower to enter into a pact.

    The only change to pacts is that you can pact across factions. So yes, Hero's can pact with Villains, and changing alignments won't break pacts.
  23. ... new keyboard on lane 2....

    anyways, I have to fall into the camp of now actually wanting to see this Yogi Bear flick. Some of the promotional stuff, like that... gutter pun... poster can't be unintentional.

    Also: thanks for the Humphrey Bear link. I loved those old Disney cartoons.
  24. je_saist

    Bubbles please

    Quote:
    Originally Posted by Candlestick View Post
    Hes got a good point though.

    You don't do alot with Bubbles, but you bring more protection to the team then an Emp that is constantly spamming heals.
    ... no. He didn't have a point.

    And no, it seems like you have about a firm a grasp on what empathy does as that poster does over what Force Field does: Absolutely none.
  25. depends on what you want to do with it. If you are talking in terms of SO's, there is little to differ between the two.

    On paper the two sets have the same number of typed attacks, with 4 strong melee attacks, a ranged attack, a +damage / +to-hit effect, a taunt, an AOE disorient, and an AOE damage. On paper Stone Melee does more outright damage than Super Strength, but Super Strength doesn't sap as much endurance, making it easier to sustain fighting with.

    Outside of SO terms, once you get into extreme IO buffs, Super Strength fares a bit better than Stone Melee because of Rage. It's easier to double stack rage on Defense builds due to the number of chances to platform-proc LoTG 7.5. : http://boards.cityofheroes.com/showthread.php?t=238605

    Now, the recent I18 Fury change does mean that builds built to sustain a brute indefinitely do not benefit from as high a rage buff as before. The new rage makes it easier for casual IO and SO builds to still be effective at delivering damage to enemies.