PumBumbler

Legend
  • Posts

    2018
  • Joined

  1. Quote:
    Originally Posted by Bright Shadow View Post


    1680 x 1050.

    But I doubt that'd cut the FPS in -half-.
    The differential in resolution is about 1.3x or 77ish percent however you want to look at. Really depends on what level of eye candy you have off or on too.

    The biggest impact AFAIR is antialiasing (mode), followed by DOF I think. After that its a matter of small things that add up, including all the high rez textures, bloom and particle counts, water rendering etc.

    Pretty hard to say if anything is out of whack unless you're doing an Apples to Apples comparison.
  2. Quote:
    Originally Posted by Bright Shadow View Post
    I think it's too low.

    I'm running:

    Intel Q9300 2.5 GHz
    8 GB of RAM
    nVidia GeForce 9800 FX
    Windows 7 x64

    And I have 60 FPS in CoH...and I can have tons of resources to do many other stuff.

    I'd suggest turning all the manual nVidia settings off and set them in CoH. Let CoH decide the graphics settings...and then if it fixes it, then you know where the issue is.
    What resolution? The lower the resolution the higher the frame rate, generally speaking.
  3. Quote:
    Originally Posted by Nazgul9 View Post
    Greetings.

    I've recently returned to this game after a couple years and I'm trying to sort out the performance of my system.

    I understand that the graphics in City of Villains has been updated from the level that City of Heroes is at and so its a bit more demanding graphically...so I should expect a bit of a hit.

    In City of Villains, standing on a given rooftop and surveying the building laden horizon and the terrain (With no players, or monsters, or water in view) I get around 29-30 FPS.

    My system is as follows:

    Intel Q6600 OC'd to 3.33 Ghz
    EVGA GTX295 @ 1920x1200
    8 Gigs Memory
    Windows Vista 64

    Does 29-30 FPS sound about right to you?

    As far as my Nvidia panel settings go....I'm running the 190.62 drivers and currently I have everything set to the global 3d defaults for City of Heroes. I've read Joot's guide here to get some ideas on what I might set or tweak and I had some questions about those Nvidia settings if anyone happens to know.

    I guess I'm not very good at benchmarking as when I try different options...I never see much of a difference in game.

    Joot's guide suggested setting Triple Buffering to "on" if you've got VSync on. So I tried setting that on.

    For "Antialiasing Mode" Joot suggested leaving it at the "Let the application decide" but I was wondering what it does if I set it to "Enhance the application setting" and then set the anti-aliasing setting to 16x or higher? Is there much bang for buck there? Will it improve COH much? I can't seem to see much difference but I don't know what I'm looking for either.

    What are your thoughts on "Antialiasing Transparency". Is Multisampling or Supersampling worth it? I seem to remember Supersampling being a pretty heavy hit in some games.

    How about "Texture Filtering - Negative LOD Bias". Further down in Joot's guide I read a suggestion to set it to "Clamp". I tried that...but again...I don't seem to see much of a difference in FPS or quality. You know how it is though...unless you know what to look for....sometimes you just can't see it.

    Any suggestions or advice would certainly be appreciated!

    Thanks everyone
    Sounds about right. Not at my CoX machine right now, but I run a 3.0 Q6600 rig with a GTX280 @ 2560 x 1600 with all eye candy on and see about 25 fps on average. 8GB RAM, was on Vista 64 now on Win7 64.

    Note that CoX cannot/doesn't take advantage of SLI so having a 295 is more like having a single GPU in CoX performance.
  4. Quote:
    Originally Posted by SmokeSignal View Post
    And if she was willing and in your bed you'd dive right in.
    Which picture were you referring (refurring?) to?
  5. Quote:
    Originally Posted by Quatermain View Post
    I negrepped you for putting up a link that inspires hope and positivity. Salaciousness, bimbos, forum PvPing and NSFW links are the only thing that should be posted here.
  6. Quote:
    Originally Posted by StratoNexus View Post
    I think Castle would agree with Pum. He has indicated feelings that seem along those lines. I do not get it at all, as I think proliferation does just the opposite. Rad Blast at one time was low damage, because it was on a low damage AT. Now you can Rad blast with low damage, medium damage, or high damage. You can get it with buff/debuff or gadgets or melee tricks.

    To me, that looks like variety, not banality.
    On the face of it, proliferation has the theoretical idea of expanding sets to get people the toys that they want. Unfortunately, the flip side of it is that people start comparing individual powers and the devs are forced to normalize those powers to make them comparable, without proper justification to power differentiation amongst a whole set.

    This also has the added incentive from a developer perspective since normalization of powers makes it easier to balance those powers for other purposes, like PvP. Whilst this is a good thing to make gameplay more predictable, it has the hidden effect of making the different sets more similar than different.

    An example would be troller powers, confuse and deceive were normalized in time to become equivalent, although it could be justified that they should have different activation times (as they were previous) since they are attached to different power sets (mind and illusion). It is harder to consider the overall powers sets in their totality when there is pressure to make the individual powers across the sets act similarly.

    That means that some great powers from one set won't get ported across to another due to problematic build issues (ie. being overpowered). While there are justifiable reasons to do so, pulling out some signature powers and substituting them with power that 'fit' more in line with the AT they are being ported to runs the risk of making proliferation more of a dress up a powerset exercise as something new.

    IE, imagine fulcrum shift on a /kin MM. Reducing the buff would really reduce the demand that people have for proliferation of /kin to MMs. Speed boost already stopped affecting recharge on pets...hence my extreme reservation about powerset proliferation.
  7. Quote:
    Originally Posted by Blue_Mourning View Post
    If I'm understanding you right you're already herding rikti - lvl 54 Rikti - something most scrappers (the forum scrappers who herd rikti into pylons and then burn them down aren't indicative of most scrappers who play the game) have trouble doing. You're doing it without mez protection and you're using that as an example of why having mez protection would help?

    In that situation having mez protection would help, but it's not something that someone should expect to get. Overall this IS a team game and while they've made it easier to solo, and opened up new solo *challenges* (+2 x8 isn't supposed to be moar xp mode, it's supposed to be HARD). So if you're already at least moderately successful on something that's supposed to be really really difficult, in this case even fighting lvl 54 Rikti, (something we used to not even be able to do at all in missions) then why do you need mez protection?
    Either getting buffs or gulping some insps first before starting the herd really helps. Having 1 level of mez protection would be *nice* but wouldn't break the game. If you do it wrong no amount of mez protection is going to save you. Dead is dead.

    Herding with a troller is far different than herding with a tank, it's not very easy to last toe to toe, so you've got to use the environment and your teammates as ways to help you out. Doesn't break the team aspect of the game either, it just makes your team work better when done right.
  8. Looks like Hello Kitty ate an old man in the first pic.

    Best laugh I had in a while.

    The second pic, well...Meow!
  9. PumBumbler

    pants help!

    I would comment on the pants thing but I'm guessing you need to wear pants before you can participate in this thread.

    /pants
  10. Quote:
    Originally Posted by TimeStorm View Post
    I love this thread. It's one of the many "my brain is bigger than yours" threads.

    Regarding the OP's rant.... he suggests that he wanted to show some "new" WoW folks around by trying out a TF. So they shoot for KHTF? Don't you still have to be 30-something to run that? If these "new" people have managed to get that far in the game, I'm sure they've managed to formulate a first impression that does NOT hinge on that particular task force. (Unless they were farmed to 30+ and then tried some actual content, which if they were left with a bad taste in their mouth, would be no great loss anyway.)

    So I have to wonder if the "new WoW" folks was just added to try and bolster the initial complaint.
    To clarify, the new players were referred to me by a global friend asking for some assistance on forming a TF (I do *a lot* of TFs). The new players were AE farmed before I got to them. I didn't ask the specifics, but if you want me to ask them, I suppose I can go back and see if they are still playing. My global friend knew I could fill up the task force quickly with experienced hands.

    In today's CoX, level 30 and even the 40s can be achieved in a couple of days by most teams/farms/PLs, for good and bad. From what I remember I think these folks were 40-42ish.

    I chose KHTF since it was a short TF, as I had a hami raid to attend in an hour. Since I had a personal target time of less than 30 minutes to finish the TF and get into the Hive (max 1 hour or the Hive would have filled up and I'd be SOL), my choices were Eden (9), Hess (21), ITF (25), 5TF (21) and KHTF (20). Outside choices would be Manti (42), Numina (45), and Cavern (12). Didn't bother with Ouros TFs. The bracketed numbers are the average number of minutes that my teams can finish the TF in.

    Task Forces that required too much ghosting wouldn't be fun for new folks/non stealthers, and ones that had too much going on, ie defeat alls or defeat X would mean that the team would probably be moving too fast for their skill level. Slowing down would have breached my time constraints. ITF was out then.

    Eden was too short to have much fun for them, Hess (didn't know it was bugged at that time) and 5TF requires significant explaining about the whys and wherefores in order to do it under 25 min, so that was out.

    LGTF (24)/STF (41) needs 45+ so it was no go anyhow, regardless of complexity. Cavern was too boring (single mish, not much to do).

    KHTF was the best choice, since they got to face down 10 AVs in the first mission, and didn't require that they move from mob to mob so I could watch them. The second mission I could ghost and vet tp them to the end mob, and the third defeat all mission was a small map. The final escort was normally easy anyhow, and not everyone needed to be present to rescue Katie's Spirit.

    I wanted to show them content outside of AEs...they wanted to know what a TF was like, and 'real' content. And yes, having new folk see buggy things does bolster the initial complaint because they shouldn't be Beta testers, nor should I, on the Live servers.

    PS. It is also why I was miffed, since we had to abandon the TF as opposed to waiting for resolution, since sitting around for 20 minutes without support coming (not that I blame support for not coming before then) meant that 5 of the 8 team members had to leave to get into the Hive, which made them feel like jerks for abandoning the TF for their Hami commitments.
  11. Quote:
    Originally Posted by macskull View Post
    Monster Island is open to characters of any level, and bringing lowbies is a bit easier thanks to the SSK system, but be warned that you won't be as useful as if you bring a lowbie and the XP won't be good at all.

    I've got two accounts so I'll likely be bringing both of them for EoE farming (sorry I couldn't make the earlier one today, but I had class) and I'll stock up my base inspiration bins as I'm able. I think I still have around 25 in storage but the last raid did a number on my supply.
    Lower toons = fewer insp slots too.
  12. Quote:
    Originally Posted by Maribelle View Post
    I still kinda like the SG base access solution.

    Not for the lag or the visual clutter, but any solution that lets me access WW with a crafting table, personal salvage storage, enhancement storage, and SG salvage storage units all within reach without moving is something that I can get behind.

    Hmm, I'll have to figureout how to get the base inspiration vendors close enough so I can also sell recipes that I can't sell on the market.
    I'd like to see base access as well, but I don't think the devs would do it since it would make all the AHs look like they are empty.
  13. Quote:
    Originally Posted by macskull View Post
    The devs were already content to remove any special aspects from pets (hello, worthless recharge slow resistance on the zombie MM pets since all pets are unaffected by recharge now), powersets, and even entire ATs (hello, DPA balancing and AT damage normalization in PvP). Carry those out to their logical extreme and you'll end up with a bunch of sets that do the exact same thing but only look different - and unfortunately that's where a lot of stuff seems to be headed.
    Ugh. Don't get me started on that. Powerset proliferation has been the hidden genericization of CoX.
  14. Quote:
    Originally Posted by LordXenite View Post
    I cannot see mez protection as QoL, no matter how low or high you request it to be. The fact of the matter is that squishies usually have their roles as either support or ranged-DPS. As such, for the enemy to present any challenge what-so-ever, the squishies must have their Achilles Heel, which in this game is mezzing, or else there's not much point to having enemies anyway, you may as well replace them with dummies!

    It's been my experience with all content, especially including heavy mezzers, that zerging the opposition is supposed to work less efficiently than using tactics and working together as a team. Allowing squishies to avoid mezzing effects outside of the already available tools will, in my opinion, encourage more reckless gameplay encouraging the zerging mentality in a game that is already very casual-friendly.

    In my opinion, that's not what this game needs. I think this game needs more variation in content, and more gameplay options, not more re-balancing activities and options that allow players to make the game less of a challenge on more characters than ever before!
    You can pretty much zerg *everything* in this game as it stands now. Even rikti ship raids. I've used my Ice/Storm to herd rikti on ship raids. Adding a touch of mez protection wouldn't make it easier, just a bit less annoying. Doing things wrong with a squishy wouldn't make me any less insta dead if mez protection was added or not.

    I don't see how this bit about mez protection suddenly obviates the need for tactics and good teamwork/gameplay.

    I don't have a problem with squishies playing support or ranged, but you imply that that is their only and intended function. Blappers and Offenders would argue otherwise. If you want players to be put into silos of functionality, you better be prepared to tell the scrankers as well.

    Not all ATs and power sets have an Achilles Heel. There are quite a few viable builds that are quite self contained, which isn't necessarily the point of adding a point or two of mez protection.

    You seem to take the idea that adding a low level of mez protection will somehow removing *all* challenge from the game. Although I agree with you that the game can be made (much) more challenging, and that there is a general trend to softening the game, I see low level mez as smoothing out some of the kinks in the game.

    If we were to follow your idea that the game should be made more 'hardcore', the one shot rule should be restored, defensive toggle dropping should be taken back and hardcore debt caps put back in as well.

    As well, content and gameplay options are always welcome, but powers are a different department, so implying that changing something like mez would take away from the game isn't necessarily going to compete for resources.
  15. Quote:
    Originally Posted by Techbot Alpha View Post
    Vanguard are meant to be fighting Rikti, with their state of the art armour and weakness to magic. Ergo, the weapons they use cut up armour like it's tinfoil (-res) and they use magic. It fits thematically, and makes for a change of pace gamewise.
    I agree that they should be tough, but in a thematic game sense, as an arm of the U.N., their availability and extreme level of power kind of obviates the need for heroes. I've always wondered why there are no vanguard support soldiers during the zone invasions, given the fact that vanguard soldiers stand outside the zone entrances.
  16. Quote:
    Originally Posted by Twisted Toon View Post
    Not all AoE, just three; Holds, Disorient, and Sleep. You know, the ones that would make this City of Statues. And Sleeps still last a long time. Relatively speaking.
    Yah, that was the official line, but there were a lot more powers that received the nerf bat along with the Holds, Disorients and sleeps.

    Ice storm from controller epics is none of those, yet it received the same nerfing. Frostbite as well.

    Kind of hard to prove either way since the old forums are ded, and most of those posts were zapped in the various house cleanings in that time anyhow.
  17. Quote:
    Originally Posted by ArwenDarkblade View Post
    I have a great system. That's not the problem. The problem is that it annoys the hell out of me, especially Quills and Fire shields. And I do tend to use less populated BMs, such as the one is Sharkhead (which I prefer to Cap anyway), but the Talos WW is so convenient that I find myself rarely going anywhere else hero side.

    I will GLADLY give up my Sprint to not have to be around Quills while I'm working.
    The WWs you can stand on the other side of the wall (the back room) and still click on the WW employees. It should block your view of the front room and that's where most of the people stand.
  18. Quote:
    Originally Posted by SmegHead View Post
    I don't see how its "asinine" or "grieving" when you get attacked in a PvP zone. As soon as you enter the zone it gives you a warning that you will be attacked by other players. Personally I think its asinine to expect otherwise.
    Yep, being attacked over a dozen times serially by the same group of people in a ten minute span is the epitome of expected and normal behaviour.
  19. Quote:
    Originally Posted by Techbot Alpha View Post
    5? Seriously, which character and AT was that? Oo
    It was back in the day when trollers ruled the land in i4. Then the great troller nerf hit in i5, and every single AoE pretty much got reduced to 1/4 in effectiveness. New AV resistances to debuffs also gutted many trollers.

    Having a fully Hami'd out Ice/Storm with nearly 100% AoEs meant that it was either dumping fifty 50++ - 52+ Hamis in the trash bin or extracting them out 10 at a time during each respec, hence 5 respecs.
  20. Quote:
    Originally Posted by LordXenite View Post
    Spiffy, hold these marshmallows for me will'ya?

    Of course mez protection would be good for squishies, however in the current form this game is in, it would be good for squishies just about as good as a chocolate based diet.

    Sure, if the Devs will ever decide to replace CoH's engine, I think they'd probably go for something like that... and then, even squishies will get some sort of mez protection.

    About this thread and its ilk, it always seems ironic to me that when you get to the bottom of things in these threads, the people for mez protection for squishies are basically requesting it for the purposes of soloing, and usually it's not soloing normal-difficulty content that is the issue. Just saying...
    Heh, way to turn the rhetoric to 11.

    Having a finer gradation of mez protection would also mean that AV class mobs could at least have a better sense of being affected by mez as opposed to the hack job that is PTOD.

    Also it could change the ridiculous manner of pvp mezzing now where all protection is changed to resists.

    As well, it gives fighting chance to debuffer sets as opposed to instant toggle drops...like storm and rads.

    If you look at the end game additions to CoX, it was pretty much the malta and rularuu and rikti that were mez happy, making it a pain to deal with if you didn't have mez protection. Of course you can counter that with break frees and acrobatics, but it is still a pain to deal with. Vanguard, well, I think they're overpowered for a group that is supposed to be attached to the UN (Oddly enough, I think controllers are the best AT in general to solo Vanguard).

    If you look at Reichsmann in the 5th anniversary TF, having his stun whack scrappers and tankers just seems like an extreme escalation just to make sure the non mezzable ATs get their share of risk, which doesn't seem to make anyone happy. At that point, 2 BFs aren't enough to drop out of stun for a squishy.

    The only deviation from that pattern of escalating incoming mez are the Cimeroans, which for the most part don't hit for mez but generally are mez resistant (EBs and Bosses).

    As a open question, how do you think LGtf (rikti) compares to ITF (cims) in popularity, and if one is considered more fun than the other, why? Personally, I think it is because of the incoming mez that makes the LGtf less fun than the ITF, whether I'm on a squishy or not.

    Another end game addition, the Rikti ship raid, has a plethora of 54s, including Rikti Magi, who can pretty much mez and kill any squishy within a hit or two. Adding a little bit of mez protection would allow for squishies to be a little bit more survivable in those circumstances.

    Note that none of those are solo circumstances, and none of them are game breaking if you added mez protection or not. It's pretty much a QoL issue, like toggle drops, as far as I can see it. I never thought the OP was asking for mez protection akin to a tanker or scrapper, just something that makes game play a little smoother and less annoying.
  21. I'm going to jump into the fire with both feet here.

    I think that some kind of mez protection would be good for the squishies, but also that mez protection itself is kind of broken.

    It is too binary in many ways. Either you are held, or you are free, there is nothing in between. There should be a finer gradation in the mez system that would make mezzing and being mezzed more sensible.

    For instance, immobs should have an irresistible movement slow component built in such that stacking them can actually do something to the mobs and individuals who have mez protection. The only thing that could counter the effect stacking should be slow resistance.

    Holds should factor in a attack rate slow and movement slow stacking factor before being held completely.

    Stuns should have a slight movement and turning rate penalty as well as an attack rate and slight recov and regen penalty before being fully stunned.

    This would mean that granting mez protection for squishies would still give a penalty to being mezzed, it just wouldn't be so binary in form. Also, non squishies would have to worry about mezzes piling up versus shrugging them off completely.

    As well, the whole knockdown, knockback and knockup system is borked to begin with. It should be separated so that extreme knockdown shouldn't be turned into knockback, and powers like ice patch and ice slick could actually make a difference against foes, even ones with knockback resistance etc.

    Slows are about the only thing that I can see as having a graded system that stacks sensibly.

    Of course, the other side to this type of equation is that when was the last time you saw the devs give something away for free? I'd rather they left well enough alone, since it's not THAT broken. The last time my favorite AT got 'looked at', I needed 5 respecs just to pull my toon apart to reconfigure everything.
  22. Just a WAG. Have you tried to set your Nvidia driver prefs to Single Display Performance Mode in the Manage 3D Settings-> Multi-display/Mixed GPU accleration (for CoH or globally)?
  23. Quote:
    Originally Posted by FitzSimmons View Post
    Same thing happened to me autoexemped on a low level mayhem.

    Not sure if it's a known issue or not.
    Common knowledge on Justice so I just assumed it was reported/bugged/forumed.

    Looks like HVAS and Shivans are bugged during exemp.

    Ouros portal seems not to work for a lot of people during exemp as well (may have something to do with when you got the ouros portal power/reward).
  24. Quote:
    Originally Posted by Master-Blade View Post
    I dare you to run it with 7 NRG blasters (and one tank to round them up). lol
    Usually kb and ku powers make the lag even worse than usual. Every issue that has updated the ITF has seemed to make things worse rather than better as far as lag is concerned (in the 3rd and 4th missions).
  25. Quote:
    Originally Posted by Bionic_Flea View Post
    An excellent point that I had not thought of.
    There would have to be specific exemptions like the work bench, probably ouros and transport type vet/temp powers, and also pets (perma pets).

    Either that or they would have to make a suppressed power area like the B studio that required a separate entrance.

    FWIW, I've never had a problem with lag in the AH due to powers but I don't have a machine that is below the current recommended spec.