Commander

Ebil-o FTL Mar-29-2010
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  1. Nah, just been a long day... mis-read what people were saying... hence my edit.
  2. What? "Cat finally out of the bag?" Because I found it on test, legit rather than how you all did? Grow up. If it wasn't meant to be seen, then it wouldn't have been.
  3. Favorite memory: On test back after CoV went live, a developer under the guise of Lord Recluse teamed with me and gave me the yellow title "Right Hand of Lord Recluse." Was an awesome experience to team with the one and only Lord Recluse
  4. Just now, on test, Positron updated his badge list and in it was the Master of the Lady Grey TF badge!!



    You can not be serious!

    :O
  5. I've tested this out one two machines. Each time I drop a recipe in the auction UI window and click "FIND" from the item I just dropped, the game client crashes out. It's done it on all of my alts so far.
  6. Quote:
    Originally Posted by Devin_Wilson View Post
    Ive seen the Wraith Spiders but again, see my previous post. As for your group, AE.. if the group is strickly Human Arachnos type chars, I might be interested.
    Oh, strictly? I don't think the Elite will be strictly human based. I tried that a LONG time ago and it just separated the players that wanted to be Arachnos, but still have creative control of their characters. Of course, this was WAY before VEAT's. You might have a better chance of forming an all human Arachnos themed group now.

    But, the Arachnos Elite will most likely take in all origins, AT's, character concepts, especially when Going Rogue allows for the creation/transfer of Hero AT's villainside, and vice-versa. And yes, it's going full RP once again
  7. See sig.

    Also, there are groups such as Arachnos Elite Forces, the Wraith Spiders, and a few others I've seen that are still around.

    (Note: The Arachnos Elite formed on day one of the 3 day CoV headstart. I closed its doors last year because of a direction I was planning on taking the group, that ended up becoming more of a hassle with running multiple groups, heroside as well as villainside. The scheduled return is for the release of Going Rogue.)

    And JetBoy... the wait will definately be worth it


  8. Spread the love with the official CoH Trademark Infringement Birthday cake!
  9. Commander

    it's patching

    Finally, now I can move pvp and purple sets from one server to another! Beware of my bad@$$ Warshade!
  10. Quote:
    Originally Posted by Westley View Post
    I'm not going to go into a big long explanation, just read this about Coyote, the final contact in Outbreak.

    This one sticks in my mind because I remember when it USED to be another police detective instead of Coyote. I just can't remember the policeman's name.
    He replaced Detective Wright, according to ParagonWiki.
  11. Quote:
    Originally Posted by Vanden View Post
    Well that's just great. You make that huge post so any follow-up post without pictures and twelve paragraphs looks lazy by comparison.
    Lazy?

    *points to self*

    I just copied and pasted from a saved file on an old drive
  12. Fact: City of Heroes was originally designed to give players the choice of making seven different ORIGIN types. They were:


    Quote:


    Mutants gain their super powers through a curious twist of genetic fate. Super powered mutants are not a natural occurrence but rather the product of large-scale genetic manipulation by unknown individuals. Starting in the late 1950's mutant children began to crop up all across the globe. Investigations into the startling phenomenon revealed that every one of these super powered individuals showed similar and otherwise unique genetic properties. A decade of further study revealed a mysterious link between the mutations and various disease immunization programs. A United Nations investigation team, headed by some of the world's most famous heroes failed to uncover the mysterious agency behind this bizarre and mysterious mutagenic program.

    The puzzles of its origin aside, the mutant gene has now so thoroughly penetrated humanity that new, super powered mutants manifest every day. Most mutants begin to realize their true nature during puberty, although often it takes some kind of stressful situation for a person's powers to activate. From that time forward the mutant's powers continue to grow and diversify. A single mutant often manifests numerous different abilities over time, more so than heroes from any other origin type.

    Mutant super powers use the mutant's own life energy to power their amazing effects. This means mutants can become one-person arsenals, needing no equipment, technology or magical relics to help them. On the down side, even a mutant body has its limits. As a general rule, mutant powers cannot reach the same staggering levels as powers belonging to heroes of some other origin types. Nevertheless, mutants can advance their powers to exceptional levels and often make up for a lack of high-level punch by possessing such a wide variety of abilities.




    While Mutants are born to their powers, Altered Humans acquire them in some manner. They begin life as normal humans until some spectacular and often traumatic event changes their existence forever. During World War II both Axis and Allied scientists ran "super soldier" programs that used chemicals and biological compounds to transform normal soldiers into super powered warriors. In the fifties and sixties many heroes came by their powers after exposure to radiation and various cosmic energies. Since then, the world has seen scores of different forces at work when it comes to creating heroes from biogenic mists to strange side effects from ecological disaster areas to infusions of alien DNA.

    The key factor that almost all Altered Humans share is that some powerful outside force has infused their body with nearly unlimited potential. While more often than not this power melds with the hero's own internal energy, the outside force still exists within them. As a result, Altered Humans can take their abilities to the highest possible power level. Furthermore, using their powers drains their endurance somewhat less than most super powered heroes.

    On the other hand, these amazing transformations are somewhat limited in scope. Altered Humans do not exhibit the wide variety of powers evinced by mutants and those with magical powers. They tend to become famous for a few powers that they use extremely well. Although few if any heroes exhibit all their powers from the moment they are altered, the basic foundation of the path their abilities will follow is usually laid down in their early days. Furthermore, although there seem to be no limits to their potential power levels, Altered Humans have a harder time harnessing their abilities and thus must work a little harder than other origin types to master their powers.




    Humans (and other beings) have practiced magic since before the dawn of history. In prehistoric times the shamans and wise ones were the heroes of the day, protecting the primitive communities from a hostile world of angry spirits, gods, and demons. Over the succeeding eons most of humanity lost touch with its magical roots, even as a few devotees perfected the magical arts to power levels undreamed of in Paleolithic times. Today magic is all but gone from the world, but those who master its secrets can unlock unsurpassable power, power that they can use for great good or terrible evil.

    Mastering magic takes time, effort, discipline, and above all, a supreme effort of willpower. Through sheer force of will a magician bends the universe's magical energies to his or her will. These mysterious mystic energies can warp and bend reality with ease, creating intensely powerful effects. Harnessing these magical forces allows heroes with magical powers to hone their powers to the highest possible level.

    Although magic can seemingly do anything, it is very difficult for a magician to learn more than a portion of the spells and incantations that exist in the complicated realm of magical teachings. Most magicians can only learn a limited number of spell paths that duplicate the powers of other heroes. Heroes with magical powers must therefore specialize to a degree, although many choose to study broad based control powers in order to maximize their flexibility. Also, magicians can often augment their abilities by learning to use various magical items, potions, and mystic devices.




    In the past half decade science has made some amazing leaps, often in very unexpected ways. For example, when Dr. Juanita Delgado-Harris first perfected cybernetic replacement limbs for amputees and accident victims, she had no idea how others would expand upon her groundbreaking work. She certainly never imagined that anyone would willingly replace a healthy limb with a more powerful, artificial substitute. Private security firms like Promethean Security were amongst the first to pay their employees to undergo cyberware enhancement. Faced with super powered and alien threats to their clients, Promethean wanted a quick and effective way of putting "super level" security officers in the field. Military, police and underworld gangs soon jumped on the cyberware bandwagon as well.

    The Delgado-Harris system connects the artificial limbs directly to the user's nervous and vascular system. The enhancements have internal power sources and they further augment that power with the living bodies own movements and internal blood flow. As a result, heroes with cyberware-based powers draw upon both their own natural endurance and their internal battery packs when using their powers. This splitting of the "work load" means that cyberware characters do not lose nearly as much endurance as other hero types when they use their powers. This staying power means that they can continue to fight on longer than most other origin types.


    While adding cyberware enhancements allows heroes to work wonders, there's only so much modification a body can take. Both body and mind reject too much artificial substitution and the technology has its limits as well. Thus cyberware heroes do not have as many different powers as some of the other origin types. Additionally, almost everyone who receives these enhancements quickly becomes an expert at servicing and maintaining them. As a result, cyberware heroes are usually very proficient at using all kinds of high tech items.




    It doesn't take an act of fate or a twisted gene to make a hero. First and foremost, being a hero means taking personal responsibility for making the world a better place. Superior Humans are men and women without any special abilities, mutations, or magical powers but who have nevertheless made that heroic commitment. They are something very rare: normal people who have devoted every fiber of their being to the greater cause of heroism. Superior Humans transform themselves into heroes through discipline, perseverance, and expert training. These brave heroes come to rely on their own intellect, skills, and some choice equipment to see them through the toughest times and to overcome the deadliest villains. Indeed, it is this very flexibility and broad range of training that allows Superior Humans to succeed just as well as those heroes with more flamboyant and startling origins.

    The Superior Human's iron will and discipline provide a focus that other kinds of hero can't equal. Having innate superpowers or mastering particular magics and technologies takes a lot of devotion and time all by itself. Superior Humans on the other hand, are free to concentrate on taking more mundane skills to superhuman levels. As a result, while most other heroes can only advance their skill levels so far, these studious heroes can excel at skills to a much higher degree. This makes their use of weapons and other items extremely effective. Who needs an overpowered energy blast when your aim is true enough to send a single bullet through a quarter inch crack in your foe's armor?

    A self-made hero can have access to certain special items the allow them to reproduce some of the superpowers possessed by other origin types, but these items cannot ultimately compare in power to the mystic artifacts or high tech gadgets other heroes wield. However, the Superior Human's flexibility of mind and intense training mean that he or she can use a wide range of more generally available items. They might not have a unique magic artifact or personalized set of multi-purpose power armor, but unlike any other origin type, they can learn to use any type of item in existence, magical or technological. This ability makes Superior Humans the most flexible heroes around, able to rise to any occasion as long as they have the right tools at hand.




    It’s all about the tools. Humanity has a lot of great accomplishments to its credit: philosophy, literature, art, democracy, and so on. But it’s the tools that really set the human race apart from the rest of Earth’s inhabitants. And it’s the keen intellect and inventive spirit of the gadgeteers that set them apart from the rest of the human race. Gadgeteers are heroes who have focused their amazing minds on the very important task of protecting their fellow man. They create wondrous suits of power armor, incredible weapons, and physics-bending devices not for patents and riches, but to help them fight the forces of evil. A gadgeteer may not have any reality-bending powers, but he has a head on his shoulders that’s just as fearsome and dangerous.

    Gadgeteers are constantly tinkering with their equipment and building new devices that allow them to recreate the super powers used by other heroes. Still, there are limits to science, and it’s often impossible for a technological marvel to rival the sheer power of a complex magical spell or the amazing abilities of an altered human. Gadgeteers make up for this with more flexibility. Their equipment can, over time, develop a very impressive array of functions. Of course, Gadgeteers are not only adept at designing their own tools; they’re also perfectly capable of using other people’s as well. They can become quite skilled at the use of technological items of all sorts, allowing them to augment their effectiveness in any situation. As for that magic nonsense, well, these science savants have little time for superstition. They prefer computer chips and electronics to charms and enchantments.

    Most heroes draw on their own inner energy or will to drive their powers. The gadgeteers have learned to put their faith in science; they use batteries, fuel cells, pocket black holes, and other inventive energy sources to provide the “power” for their powers. As a result, they don’t have to worry about running out of breath, getting hurt, or any kind of endurance draining attack that might inhibit another hero’s ability to fight for what’s right. As long as the power source is charged, the gadgeteer is good to go. The down side is that the hero can’t just sit down for a moment and catch her breath. In order for a gadgeteer to recharge her equipment she needs to get her equipment recharged between adventures. Of course, most gadgeteers are smart enough to bring an extra battery or two along. It always pays to be prepared.




    An ancient amulet, handed down from generation to generation. A mystic mantle, worn by priests and sorcerers in countless dark rituals. A winsome bauble, accidentally imbued with the terrible force of a god. These are just a few examples of how common and not –so- common items can become incredibly powerful mystic artifacts, given the right, very special circumstances. Some such items have lain hidden in lost ruins or locked away in fortress-like vaults for centuries. Others were created just yesterday, with new and powerful magicks. Whatever their origin, they have the potential to bestow great, great power upon those who wield them. The question is, when one comes across an item of such power, what do you do with it? For some, the answer is to use such arcane acquisitions to fight for good.

    Magic items come in all shapes and sizes, and can become as potent as almost any other source of power in the universe. Of course, not just anyone can pick up an enchanted jewel or crystal of power and know how to use it. It takes time and effort to unlock all of the secrets contained within the artifact. Indeed, since many of these items simply bestow magical energies upon the wielder, the hero sometimes needs a fair amount of time to discover the artifact’s full potential. The advantage of having all one’s power stem from some mysterious object is that the hero does not have to rely upon internal willpower and endurance to make the magic work. The item’s innate energy reserves can be temporarily depleted, but the ability for the artifact to replenish its energies is one of the many things that separate it from less powerful items.

    Heroes who use mystic artifacts are usually, but not always, students of the occult. Indeed, once a hero takes up a magical apparatus, whatever form it might take, he has taken the first step down a long and oft times bizarre path. Not only do these researches help uncover new secrets and uses for the powerful artifacts the hero already possesses, they also help him use lesser magical items that he might come across in his adventures. Such enchanted and charmed items pale in comparison to the mighty artifacts that define a hero, but many heroes find them useful augmentations to the powers their artifacts provide. A common side effect of such devoted study is that these heroes often lose touch with the modern world around them. Mystic Artifact powered heroes often can cite the intricacies of ley lines and celestial spheres with ease but have trouble using a microwave oven. As a result, they tend to eschew high tech solutions to the world’s problems.
  13. First off, I want to wish everyone at NCsoft, Paragon Studios, and all the players a Happy 6th Year Anniversary.

    While I might be jumping the gun on the "official" anniversary date, last night (April 25) marked the 6 Year Anniversary of the City of Heroes Live Server 3-Day Head Start. (Yep, the lucky ones were able to test out their new Sprints and head into battle on the streets of Paragon City. Sadly, it took a good friend a couple of months to talk me into subscribing, so I only heard about how cool this game was )

    So, it's time to resurrect those old bits of CoH History, Lore, Facts, Rumors, and little known info about this small game that turned into a giant!
  14. Commander

    In Game Ad?

    Are you sure that you didn't disable ingame ads in the process of changing settings? There is supposed to be a placeholder billboard for players that have ads disabled.

    I remember, at CoV launch, that Arachnos billboard there. I had a bunch of my VG stand in front of it for screenshots. The burger billboard came shortly before we got real ingame ads. I believe this burger was kind of a transitional ad so that when we got real product ads, players wouldn't be like "WTH?"
  15. Welcome, Black Scorpion! I am Arachnos Commander.

    Ok, now that the formalities are out of the way with...


    Member of the Scorpion Clan Badge
    I know your game. I know you're holding back on us!

    >.>

    And I know why you aren't trusted by most Arachnos! Does this video mean anything to you?

    http://www.youtube.com/watch?v=5qavqmGz01E#t=0m42s

    Yes, it's about time to show the world what's under that armor!
    http://en.wikipedia.org/wiki/The_Bla...onal_wrestling)

    We're on to you, BS... we're on to you!
  16. Quote:
    Originally Posted by CactusBrawler View Post
    They can't copy right character names you know that right?

    NCsoft has a list of names that they disallow, to simply save time on moderation.

    But to get genericed you'd need to have both the name and costume, which then becomes a copy right infringement.

    Edit to clarify:

    They can't copyright a name like Red Mist, because it's made of two normal real world words.

    That's why 90's Grim Dark comic characters have misspelled names, because it's easier to copyright those.
    Actually, not entirely true. They can trademark character names, but have them fall into a certain catagory where, if anyone else uses them in the same "realm" (ie. entertainment), they can claim ownership. Like, if they trademarked the name "Smoke Screener" but placed it in the specific realm of videogame entertainment, then they can claim the rights to the name if another videogame uses the "Smoke Screener" name after the trademark was filed and approved.

    And it doesn't matter if two normal real world names are added to the trademark. It's the context how they were used, and what realm they were filed under.

    Example: World Wrestling Entertainment, Inc (formerly WWFE, Inc.) trademarked many characeter names that all have real world words used together. Names like "Undertaker" (real profession), "Kimchee" (name of Korean food), and "Ultimate Warrior" (you get the picture) were filed and claimed by them in the realm of Sports Entertainment. So, any other company that tried to use those names in the same realm of Sports Entertainment, were usually sued or fined since they didn't own the names.

    The name "Hulk" was licensed from Marvel by WWE, Inc. After a time, Marvel stopped licensing them the name and wanted to force Hulk Hogan to rename. (This was why Hulk had to call himself "Hollywood Hogan," to avoid legal issues while the case was being contested in court.) Terry "Hulk Hogan" Bollea was awarded rights to the name "Hulk" in the realm of Sports Entertainment since he was already known by that name for 20 years. Marvel could not claim the name in that realm because the name was already associated with a non-Marvel character.

    But, back to the topic: NCsoft doesn't need to file trademarks on each individual character because when they bought the rights to the game from Cryptic, they bought the entire stock of Intellectual Property rights with it. It's kind of like an implied trademark since the names like Statesman, Sister Psyche, etc all fall under the banner of City of Heroes/Villains. If another company used the names, they have grounds to fight it, but chances are it would be too costly to take to court since most trademark violation cases can take years to fight.
  17. Quote:
    Originally Posted by Khellendrosiic View Post
    Yeah, ok, you really must be tired to have missed this one. In your analogy you likened the person who posted the link to a bunch of trees. That's a logical fallacy there because the person who posted the link isn't a tree, he's a human being who decided "Oh hey, I'm going to use that joke as an excuse to post this link!"

    A better analogy would be that the OP opened up a door and someone decided to step through it. Although if the conversation was already on ERPvP, then that door was probably long open.
    lol, you have NO idea how tired I am as well as medicated. Throw in two screaming babies (not mine) and you get less than 3 hours of sleep a night since December. I am bookmarking this thread so I have a reminder of what NOT to do when tired/medicated.

    But, since the babies are screaming now and I wont get to sleep for at least an hour, from the VU "rulebook" on Guild Portal (and I think it needs an update):

    Quote:
    1.) Please try to keep conversations civil. We don't want flame wars to deal with so please try to keep touchy subjects such as Politics, Religion and Sexual innuendo's to a minimum. They aren't against the rules per se, but they will be scrutinized and modded heavily.

    2.) Do not call out the mods. If you seek to incur the wrath of the mods, be prepared for the consequences ie. kicks, silences, and if worse comes to worse we will ban.

    3.) Most silences/kicks are temporary in nature. Most of the time, Mods will kick and silence to get the attention of the channel when they for reasons unknown couldn't settle the channel down. So please take no offense if you just happened to be in the crossfire at the time of silencing.

    4.) The Motd is used for Useful information such as Hamidon raids and RWZ ship raids. However whenever a mod needs to get the attention of the channel it will be used for such purposes.

    5.) If you have any problems with other members or mods of VU2008 please send a tell to another Mod and we shall have a "sit down chat" about what needs to happen to get the problem(s) rectified.
    I'll sum this up (for myself, feel free to continue without me) by saying:

    Many people have ignored Rule 1 and 2. Conversations were started and people were told over and over that the subject matter was not welcomed in VU. Rule 1 says that topics would be scrutinized and modded heavily. They were but people continued anyway. In doing so, they broke Rule 2 by calling out MODs on the forum and in VU.

    In turn Rule 2 was broken because of the consequences of Rule 3.

    Quote:
    Originally Posted by Makai_No_Falco View Post
    Grats on your strawman argument there.

    He's calling you dense because you're comparing trees, which have no free will, to people, which do. A burning tree has no choice in whether or not it passes on fire. A person has a choice as to whether or not they join into a stupid activity.
    Pardon my imperfections. If you do, I'll pretend that your angst is warranted.

    And now the babies are quiet and it's really time for bed.
  18. Quote:
    Originally Posted by Garielle View Post
    Are you really that damned dense? The trees didn't DO ANYTHING. The person who posted the link is their OWN PERSON...with their OWN BRAIN... who makes their OWN DECISIONS.... and needs to bear the RESPONSIBILITY of those actions, not someone else who makes a, to be quite honest, mild comment.

    And to be honest, IIRC the OP made his comment to someone else who was discussing ERPvP. Wouldn't it be THAT person who "started the fire" to use your phrase? Shouldn't it be THAT person gets the boot?
    Wait... you're calling me dense because the trees didn't do anything? That's my point. The person that threw the match caused the fire. The trees did nothing but pass the fire on. If the person didn't throw the match, there would be no fire.

    As far as I know, saying ERPvP is not the same as sexual assault. He just took the match, lit it, and watched the fire spread. Sure, when you get down to it, there's no law in VU that says you can't spread a fire. There is a rule, however, that says you shouldn't have the match in the first place.

    And if my comments were too "dense" to understand, I'm referring to the rules and the constant remindings of the rules over the past few weeks about the same exact subject. People have been warned, over and over, that the topic is not one for VU. Then people have to test the MODs by trying to slip a comment in here and there, just so they can be seen as a martyr when the punishment is handed out.

    Now, this may or may not have been the case with the original poster. The issue is that the MODs have stated numerous times that certain subjects are not allowed. Then a MOD is criticized when they make good on their rules and put their foot down.

    Quote:
    Originally Posted by Makai_No_Falco View Post
    And is this "rulebook" posted ANYWHERE? Is there a link to it in the global MotD?
    The rulebook is for the Mods when it comes to knowing what is/isn't allowed in VU. I believe they have a website on Guild Portal that lists them more in detail.

    And that's all from me. I need sleep. If this thread is still here tomorrow, and I'm awake enough to care about it, maybe I'll swing back to see why I'm an idiot or why it's not a big deal to some while it's a big deal to others.

    Night all.
  19. Quote:
    Originally Posted by Garielle View Post
    Are you REALLY trying to tell me that you were asking KEGAN about the link or telling KEGAN to stop playing the innocent card?? This would be the same Kegan that you, later in the same post, agree with saying (and this is not a direct quote, but is close enough) "Like Kegan said, smarten up"?

    You are just digging yourself deeper.
    When I made the comment, I was referring to Kegans comments. I was not accusing her, as she is an amazing RL friend of mine. Like I said, I take thoughts, shuffle them around, and try to make a more cohesive thought. I make comments, as I type, and leave little notes that I want to go into further.

    I can see your mind is set and I'm not looking to change it. I'm trying to give my point so that not everything I say is met with a judgement of character based on the structure of a thought.

    Quote:
    As for him being responsible for the fact that someone ELSE posted a link in response to his comment, that's BEYOND ludicrous. You really want to hold him responsible for something SOMEONE ELSE did? Wow... yeah, I think you're pretty much helping me make up my mind on the whole "Should I stay or should I go?" thing if that's how you think things should be run. Especially with no warning to him whatsoever.
    So if someone throws a match and a forest catches fire, it's the trees fault that the fire continues to spread?

    Wow. Beyond tired. Too many mis-spells in the last sentance :P Time for beds.
  20. http://boards.cityofheroes.com/showp...55&postcount=9

    Like I said, I'm sorry that I wasn't more clear as two thoughts kind of meshed into one. Usually I try to structure a thought better and sometimes I type and move comments to an area to form a more cohesive thought. This time it slipped past me. As you can see, after the second comment about the link, nothing was referred to the original poster. It was a failure on my part to spot a poorly structured comment. As they say, "You are your own worst editor."
  21. Quote:
    Originally Posted by Bright Shadow View Post

    I'm offended that you bring up a topic like my loved one being fallen victim to such a thing on such a petty, worth-less topic. You are causing me pain and suffering and ruining my escape from reality. Grow a soul!

    See what I did there?
    No, not really.
  22. Quote:
    Originally Posted by Bright Shadow View Post
    Now I'm not a member of VU, but I doubt there is a "DA RULZ" book for the channel, and for that, kicking someone would be purely based on moderator discretion.
    Actually, there is a "rule book" of topics that shouldn't be discussed. And I believe they were carried over from the first VU channel.
  23. Quote:
    Originally Posted by Garielle View Post
    ....
    I'm sorry I wasn't more clear in my first post as two different things ran into the same paragraph. I didn't mean it to sound as I as accusing the first person of the link. I was trying to get the point out that he "started the fire" that made the whole thing snowball out of control into what we have now.
  24. What is "self-righteousness" about being concerned about others? There were many people offended by the comments made, the issue was dealt with by an operator of the channel, and this wildfire spread because a disgruntled person decided to "vent" about how he was mistreated.

    Yeah. I'm at fault 100%.

    Let me ask you this: has a loved one ever fallen victim to anything? Do you not care for them or their well being? What if someone caused them to live the pain they suffered over and over, for the sake of amusement? Well, to many people, that's what this whole issue created.

    I mean, this is a game that people play to get away from reality. Just because you also pay the subscription doesn't mean that it gives you any rights to do as you wish. The comments never should have been made, and I should not have made a reply to a "rant" thread about the subject. But here we are at an impass; the damage already done.

    But you can say what you want. The thread will be locked and removed soon enough and in another month we'll have something new to disagree over.