je_saist

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  1. je_saist

    Tips

    random is random.

    Tips are not bound to any set number of kills or enemies.

    Tips drop randomly.

    Random is Random.
  2. Quote:
    Originally Posted by ReclusesPhantom View Post
    You might want to put new batteries in your sarcasmograph.

    I thought we could always do this, or have I been hallucinating these past few years?
    You are correct. Using the scroll wheel to move the menu's has been enabled for several years now.

    It just... doesn't always scroll at a noticeable speed.
  3. Quote:
    Originally Posted by Waret View Post
    Isn't this game less populated than it was in 2005?
    If so, I can understand why some people feel that their servers are not as good as they once were.
    Cryptic, NCSoft, and Paragon Studios have rarely given out straight numbers on the number of unique IP addresses representing unique individual players. When numbers have been given they are mostly in a rough estimate format. Alternatively the player numbers are extrapolated from NCSoft's published financial reports.

    CoH is widely considered to have a "stable" population of around 80,000~120,000 players worldwide. Over the past couple of years the number of stable subscribers has likely been closer to 60,000~80,000.

    One of the longer-term community problems with MMO's is the inevitable "player-churn" as various subscribers run out of money, get burnt on the game, or have other issues crop-up. While the overall population might remain relatively stable, the influx and egress of players can radically alter the make-up of that population.

    Now, is the player base significantly less than it was in 2005?

    I don't think so. I think in terms of total current subscribers versus retail sales in 2005, the actual player-population isn't that radically different.

    Something else to keep in mind is how much the game has changed over the years. Back in 2005 nobody that I knew of used Global Channels for anything. All of the events, teams, and tf's that I participated in were arranged through Supergroups, Coalitions, and zone-broadcast spamming. Back then all of the groups I was involved with heavily relied on the friends and global-friends list.

    These days nearly all events are scheduled or run through Global Channels. I don't really see the reliance on supergroups, coalitions, zone-broadcasts, or global-friends list to arrange and participate in teaming.

    That shift in how players communicate to each other is more likely to influence perceptions that one server or another is not as "good" as it once was... far more than a couple thousand less players overall.
  4. Quote:
    Originally Posted by NerfSliver View Post
    ok...Ok...OK!

    You each love your little shires of solitude...i friggin' get it. Cripes...not wonder it's hard to find descent team players.

    I loved, and still love, my first server, Infinity. I have some AWESOME toons that I put a lot of work into. I made several good friends and many great (virtual) memories there. I just despair over the fact it is a shadow of its former self and miss the many opportunities to make new friends that only a well-populated server can bring. Forgive me for trying to think of ways to revitalize it.

    So please stop whinging on about the technical challenges or the virtues of you "cold dead fingers". I'll continue to make friends, help noobs, and foster a community...you have fun sitting in the corner.
    ... I've got a good picture for this...



    None of us here are whining. You are.

    You want my quick-shot reaction of what you've posted in this thread?

    If you really think that I'd want to be in a community with you? You. Are. Wrong.

    You have not, under any conditions, shown me that you are capable of fostering a community or helping new players tot he game. I'll stay the hell off of Freedom precisely so I won't have to deal with players like you.
  5. News posting here: http://www.amd.com/us/press-releases...2011aug25.aspx

    I'm not entirely sure what the impact on AMD's current development strategies will be. Rory's background is largely within the IBM management structure, a company that isn't exactly synonymous with high-end computer gaming.

    Rory's time with Lenovo also raises questions as to the directions AMD could take. Rory does have the business advantage of being credited for taking IBM's PC business and returning it to profitability under Lenovo, so there's little doubt that the guy knows what he's doing in the personal computers market as well as the server market. What's more notable is that return of the old IBM PC Division to profitability was not marked by radical changes in the direction of the company. Rather, Rory managed to bring the US Division of Lenovo to profitability in 2007 as the head of that Division; then beat forecasts in 2010 as COO; and then beat forecasts again in 2011; all without taking the usually associated hits to the company such as laying off large numbers of workers... as Lenovo's previous COO, William J. Amelio, had done in 2009.

    I don't know yet if that means that Rory knows how to approach the gamer-market. There is the consideration that the board of directors may not have picked Rory if he was going to change the companies overall strategies. Referencing HP for a moment, HP's board of directors selected a new CEO on the basis of that new CEO making radical changes to the HP company.

    Given Rory's background with IBM and Lenovo, it doesn't seem like Rory is the type of person to radically alter the direction of the company. For now at least, AMD's focus on gamer hardware is likely to remain unchanged.
  6. Driver Version: 8.772.0.0
    Driver Date: 8/31/2010 8:16:26 PM

    This could probably be an issue.

    While AMD does make driver updates available for mobile GPU's, they unfortunately don't keep a previous drivers page version available.

    Your best bet is going to be the 11.4 desktop drivers installed through Mobility Modder:

    http://support.amd.com/us/gpudownloa...ition&rev=11.4

    http://www.hardwareheaven.com/modtool.php
  7. Quote:
    Originally Posted by Zwillinger View Post
    As far as "Free" goes...well Skype is about as free as you can get, and they do all of their own hosting. You're just limited with how many can chat at once *and* you have to put up with random invites from phishers.
    Just kind of point of contention here: http://www.wired.com/epicenter/2011/...-buys-skype-2/

    Those familiar with Microsoft's history of buying software companies are pretty much aware that the purchase means that it's not a question of whether or not Skype will crash and burn, but a question of how long till the product crashes and burns. Granted the buyout itself has investors openly questioning Steve Ballmer's direction of the company.

    Quote:
    There's plenty of other solutions out there (just google "Free VOIP Comms" or "Free VOIP solutions") however I can't speak to their fidelity or legitimacy.

    Best of luck!
    There really are not a lot of solutions. It's pretty much split between Teamspeak, Ventrillo, Mumble, and Skype. The aformentioned Typefrag and DarkStar Communications, for example, are simply Ventrillo server solutions.

    Ventrillo, while a popular solution, still lacks a Linux client: http://www.ventrilo.com/download.php

    Skype, while the best casually known VOIP solution, uses a closed-source base and the protocol is proprietary. The purchase by Microsoft means this state isn't likely to change in the future, as well as the invetiable middle-finger to Apple OSX and Linux users.

    Teamspeak and Mumble are truely multiplatform:
    http://www.teamspeak.com/?page=downloads
    http://www.mumble.com/mumble-download.php

    From that point it really comes down to network latency, processing power consumption, and general audio quality. There are loads of comparisons pitting Teamspeak and Mumble against each other: http://www.google.com/search?hl=en&b...mspeak&spell=1

    For the most part Mumble wins on all fronts, supplying better audio quality with lower processing power consumption with less network traffic. This is why more and more hardcore gamers, the type who go to QuakeCon and ask when the Rage Linux Client is going to be released (answer, probably not 0-day, but soon-after), are using Mumble over Teamspeak.

    Now, from my own experience, it's really 6 of 1 / half a dozen of the other.

    Yes, Mumble does provide a better audio quality with less processing power and less network traffic than Teamspeak. I'm not convinced that difference is pronounced enough for an average user to be able to tell the difference. You really wouldn't want to be running your favorite game and your voice server on the same computer to begin with... and to be fair... both the Teamspeak and Mumble servers run fairly well on older hardware / software configurations, such as an AthlonXp 1800 with 512megs of ram running a Debian install.

    That being said, if you have a capped upsteam bandwidth... say... something like 128k upstream, yes, Mumble will more than likely be able to better handle a few peopled connecting and chatting through your server.

    Once you start to get around 256k upstream or better, most users won't likely see a network bit-width constraint difference between Mumble or Teamspeak. At that point the largest network constraint will be latency, or how long it actually takes for your own server connection to respond to somebody elses server connection.
  8. Hmm. I think I see your problem. You just looked at the Mumble.com website and thought the hosting solution there meant that there was all there was.

    Instructions for running your own completely no financial charge mumble server can be found here:

    http://mumble.sourceforge.net/Running_Murmur / http://mumble.sourceforge.net/Murmurguide
  9. Quote:
    Originally Posted by 2short2care View Post
    Thanks, but no you got to pay for it. I am looking for FREE but thanks anyway.
    Um... no you don't.

    Mumble is a BSD licensed software project: http://mumble.sourceforge.net/ / http://sourceforge.net/projects/mumble/

    You can't get much more free than that.
  10. Quote:
    Originally Posted by 2short2care View Post
    Sorry about the title I don't know what you would call something like Skype or Vent. Is there something like that, that is free, NO I am not talking a free trial I am talking free as in free forever. Thanks to all who help me with this.
    Many gamers are moving to Mumble for their voice chat needs: http://www.mumble.com/
  11. Quote:
    Originally Posted by Lord_Saigon View Post
    Then why do they scatter? Even in ambush farms, once they get a feel of what I have to offer they run away lol.
    Enemies have a morale rating: http://boards.cityofheroes.com/showp...96&postcount=7

    Quote:
    Critters run away for one of two reasons: A power or script forces them to or their "grief" flag has been set to true.

    The Grief flag gets set to true when the enemy's morale breaks. Morale can break because a team mate died too quickly, or because they cannot attack their enemy effectively. So, if a group of softcapped players AoE nuke half a spawn down, the rest are pretty likely to run away -- a bunch of their team just died AND their odds of being able to retaliate are at minimal levels.

    I'm not saying there isn't a problem; I am giving you, the players, more information regarding how it works internally. You should also know that runners are a part of the game and eliminating that aspect of the game isn't really likely to happen.
    Quite simply, Spines / Fire can shatter that morale rating.
  12. Quote:
    Originally Posted by Lord_Saigon View Post
    I made a spine/fire for farming, however mobs just run away. I'm thinking it's quills because they removed the fear component from burn. If this is the case I have to run to red side to grab the Mu patron, or go back to farming with my Elec/SD.
    When in doubt, check the Wiki: http://paragonwiki.com/wiki/Spines

    Spines has no native fear components.

    Quills specifically only has a Slow Component.
  13. Quote:
    Originally Posted by rian_frostdrake View Post
    see, i would envy penetrating ray. the name kinda advertises to the positive, doesn't it?
    ... *note to self, Introduce Rian to SomethingPositive's Redneck Tree*
  14. Quote:
    Originally Posted by Furio View Post
    It's beyond past time for that. Anyone know the status on the Shadowrun property? (Though I'd probably prefer Talsorian Games' Cyberpunk...just figure Shadowrun has more name-recognition)
    Dead after the 2007 FASA Studio developed Xbox 360 / Microsoft Windows Operating System game.

    Currently the Microsoft Corporation still owns the FASA properties, but the rights to make electronic video games based on FASA properties are licensed to Jordan Weisman over at Smith & Tinker. Now, if you drop by Smith & Tinker you'll find that they are now a game developer for the Iphone.

    In fact, Smith & Tinker contracted with Piranha Games/ for the production of MechWarrior... a game originally scheduled to launch in August 2009. That was two years ago and it's still not done. And for those waiting for the joke, why yes, Piranha Games was also involved in the production of Duke Nukem Forever.

    As of right now, I'd say it's a safe bet that games based on FASA Corp properties can all be considered dead.
  15. The developers made it very clear that when they were designing incarnate content that their goals were to:
    • Create content that required players to change strategies
    • Create content that required players to work together
    • Create content that would make normally skipped powers valuable
    Something that I think a lot of players ignore, perhaps deliberately, is that Incarnate Powers are SWAPPABLE.

    Let me put it this way. The Rebirth Incarnate Power has a recharge time of 120 seconds. The AOE pulse has a recharge time of 30 seconds. So all it takes is 4 players with Rebirth who can cancel out the effects of the pulse.

    Yes, that means the teams and players need to work together, organizing and coordinating rebirth placements and gathering's... but that's not really hard with tools like League Focus Group available. Just put the players who have rebirth into a focus group. On pulse, click on the designated rebirther... hit F... and hey, guess what, you can all gather up nice and easy to heal. Not really that hard.

    Another case where swappable incarnate powers can have a clear benefit is in the B.A.F. trial. What exactly would be the result of an entire team slotting in Gravitic Interface? Oh yeah, enemies would have a drastic speed reduction, making it easier for lower-damage groups to take out the minions while spikers get the lewy's. Again, this just requires thinking outside of the omg, dps i5 k1ng mentality.

    Like it or not the developers have decided that Incarnate Content will not be subject to the play-styles and mentalities largely used throughout the rest of the game. Untyped damage is one of the tools the developers have available that forces the players to change how those players approach the game.

    Whether or not somebody likes that... isn't really a big deal. If you don't like Incarnate Content... don't run Incarnate Content.
  16. Quote:
    Originally Posted by Prof_Radburn View Post
    Just a quick question,is anyone else who has window,s 7 loaded finding problems getting into the Beta server.?
    none here.
  17. Quote:
    Originally Posted by CuppaManga View Post
    The memory leak/crash issues are something that's deep within the way WINE allocates certain kinds of memory. It's going to take a lot more than a simple patch to fix it.

    Actually those memory leaks, if you see how they behave it's probably an indication that the roots of Cider were never really intended to be used for long periods of time with something as intensive as games. It's been adapted way beyond its original purpose (running MS Office or IE in non-Microsoft operating systems for short periods of time), and this is the result.
    Would that be my cue to rant about how using platform neutral tech would remove the need to use emulation techniques? Actually, going back to something I wrote about earlier in the thread, City of Heroes was originally built in an era when there was no point to platform neutral development as for the most part platform neutral development tools and API's simply didn't exist.

    As I understand it, one of the reasons Transgaming forked the 2002 MIT licensed W.I.N.E. base was so they could make changes to the underlying code that would enable that code-base to better handle tasks outside the scope of the W.I.N.E. project itself. In some cases that meant addressing some of the long-term application problems such as memory leaks. However, the tech was getting long-in-the-tooth.

    Where this gets turned on it's head is late 2009 after Transgaming started work on the at-the-time Cedega 8 engines. The code-named Maudite engines were a significant re-write of the underlying engines. Much of the remaining WINEX code from 2002 was junked and replaced with new components.

    Given the behavior described with the OSX-release behavior it really sounds like the OSX release is still using the (admitted by Transgaming) near-obsolete 7.x Cedega engines.

    What would be nice to know at this point is if Transgaming / Paragon Studios are fixing the problems on the 7.x Cedega derived Cider engines, or if the Paragon Market crash issue is being fixed on the 8.x G.T.L. derived Cider engine.

    If Transgaming / Paragon Studios are still trying to work with the 7.x Cedega base, many of the other underlying problems likely won't be resolved.
  18. Quote:
    Originally Posted by Zwillinger View Post
    Most likely no, although I haven't seen the final notes on the Mac Client build.

    As an update: We're still testing the Mac update internally. We ran into a few issues and as a result had to go back to Transgaming. We may put up a functional "rough" build some time this week, however it will not be the final build, and would most likely require a full install rather than just updating.

    Apologies for the delay in updating today; I'm up to my eyes in PAX planning.
    hey, at least your keeping us informed.

    Just do me a favor and have the programmers lean on Transgaming to make sure the changes to the Cider Base get merged to the G.T.L. base in a time-frame that doesn't need to be measured on a geological time-scale.
  19. je_saist

    3D Mode!

    http://boards.cityofheroes.com/showthread.php?p=3795943

    Quote:
    One of the commonly requested features by High-end gamers playing CoH is support for Steroescopic 3D. For most of the games supported by Nvidia 3D Vision, TriDef, or IZ3D, steroescopic support is delivered through a driver and there is zero input or development from the developer of the game itself.

    In recent months / years, Nvidia has been pulling back support for many of the "high-end" gaming features exposed through OpenGL, and there has been no fixes or updates... till yesterday.

    http://www.phoronix.com/scan.php?pag...item&px=OTE5Mg

    Phoronix reports that Nvidia issued a binary update for Linux in which the only change listed... was for Nvidia 3D Vision under OpenGL.

    Typically Nvidia only does feature changes like this when a major corporation tells Nvidia to do so. E.G. Nvidia pretty much only supports SLI under their Linux driver because HP wanted it. So somebody out there is leaning on Nvidia to get the 3D Vision support for OpenGL into some kind of shape.

    Does this mean CoH will benefit from Nvidia dedicating resources to Steroescopic 3D and OpenGL? Too early to tell, but at least it's a step in the right direction.
    http://boards.cityofheroes.com/showp...82&postcount=2

    Quote:
    http://boards.cityofheroes.com/showp...49&postcount=7
    http://boards.cityofheroes.com/showp...72&postcount=1
    http://boards.cityofheroes.com/showp...91&postcount=2
    http://boards.cityofheroes.com/showp...73&postcount=3
    http://boards.cityofheroes.com/showp...27&postcount=4
    http://boards.cityofheroes.com/showp...87&postcount=3
    http://boards.cityofheroes.com/showp...30&postcount=3
    http://boards.cityofheroes.com/showp...8&postcount=14
    http://boards.cityofheroes.com/showp...55&postcount=6
    http://boards.cityofheroes.com/showp...26&postcount=1

    Yes. This topic comes up a lot.

    And no, there's nothing the developers have to do here to enable Stereoscopic 3D.

    Stereoscopic 3D is handled by the graphics driver.

    Most games that run in Stereoscopic 3D through Nvidia Surround View or IZ3D have had absolutely ZERO input or development from the game developer

    Your best bet is to contact IZ3D and let them know you are waiting on Stereoscopic 3D support for City of Heroes.
  20. Quote:
    Originally Posted by Grouchybeast View Post
    Doesn't that kind of AI exist already for the Illusion Phantasm, at least to some degree? I know they aren't controllable, but they seem to be able to be able to follow my Ill/Rad around and find their targets okay.
    I'd have to direct you to Arcanaville or Manga for an explanation on how exactly Pet-Follow works. Basically, Phantasm can get away with it for several reasons.

    First, the Phantasm was made during an era of development when the developers would "special case" everything, with unique scripts, settings, and configurations. Case in point being the "Crushing" special damage type. Over the years the developers have moved away from "special case" coding in order to improve maintenance of the code base, and improve documentation, as well as streamline the code.

    Second: the Phantasm, and it's decoy, are only 2 possible computational combat system components. A Mastermind can field 6 computational combat system components by default, never minding Lore pets or Dark Miasma. We already know from I21 statements that MM's are much more processor / network intensive than other archetypes, one of the reasons they are placed behind a pay / veteran wall.

    Third: if you ever actually pay attention to the Pet-Follow system... pet's typically line up behind the player and follow. With Masterminds you can sit and watch Pet's jostle for "position" as they run up and try to settle into place. For the most part, single Pet's don't have to do this settling, and only Phantasm's have to do the settling in three dimensional air-space.

    Basically, just because a single pet can achieve a similar function, doesn't mean that function exists in a state that can be used by other pets... or should be used by other pets.

    Quote:
    How does this currently work with the flying Lore pets? I don't have any of the flying ones myself, or I'd go take a look. Can't they be controlled at all, or do they just have to be directed to a ground location?
    They fly to the target, get within range, then start firing.

    Again, it's a script, not an AI.
  21. Quote:
    Originally Posted by GreenFIame View Post
    Unless you make the Dragons Humanoids, I mean people make dragons toons before and anything is possible. Have you seen the Seed of Hamidon also dude, that isn't a Humanoid Npc there man, so anything is possible, they just need to figure out how to make more none humanoids.
    Just out of wondering, how do you know that the Seed of Hamidon doesn't have a targeting system using a Bipedal Skeleton?

    Quote:
    I believe anything is Possible and there are no limits, you just need too figure out how and that is all.
    And I believe that Gravity is a pretty finite limit. I also believe that Black is not White. Kind of interesting how "beliefs" go. You are free to believe that anything is possible and that there are no limits. That does not mean that anything is possible and there are no limits. The reality is this: not anything is possible and there are limits..
  22. Quote:
    Originally Posted by Major_Ravenick View Post
    If we tell the devs they can not do something, then what chance is there that they will even try? In the future there could possibly be dragons.
    In the future there could also be no game.

    Quote:
    characters have wings
    Please read what I copied above from Tunnel Rat. Just because Player's have wings does not mean those animations / riggings will translate to NPC's or behave properly on NPC models.

    Quote:
    robots have a flying animation
    Actually you'll find that most critters in the game have an animation for being in Group Fly. It's something the animation team does in the name of game immersion.

    Just because an animation exists for a power effect does not automagically mean that the object affected by that power is able to control or use that power.

    Just because Robots, Demons, Ninja's, Undead, Lore Pets, and everything else have animations for being in flying modes... does not mean those NPC's using those animations and modes are fully functional in the same fully functional aspect of players using those animations and modes.

    Quote:
    It can be done, it just takes time
    We aren't saying it cannot be done.

    We are saying that it is a large amount of time and investment for what is, to be very clear, a very small payoff.

    Let me be clear for myself here: My personal feelings on the presence of dragons as Mastermind pets is immaterial. What matters right now is the technology behind the game that would drive the behavior of a "dragon" pet.

    Now, if you want to know my personal opinion on Dragons in CoH... I would just point out that one of the greatest SuperHero Manga's of all time... centered around hunting for little orange balls that summoned BFD's.

    Big. Freaking. Dragons.

    Speaking for myself, I don't want to see Dragon's Marginalized as mere "pets" subject to the whims of a player. If Dragon's were to appear in CoH, I want them to be massive Zone Events.
  23. Quote:
    Originally Posted by Forbin_Project View Post
    Doesn't matter what you want, there are technical reasons why this won't happen. Maybe in CoH2.
    Wouldn't really have to be CoH2...

    Some of the technical limitations, such as the lack of Z-Depth reticule control and the animation of wings in non-fly modes, can / will probably be addressed in the normal course of game QoL development.

    The biggest hurdle is the lack of contextual relation / Artificial Intelligence on the part of the MM pets. It might be possible to work around this particular hurdle with a "pre-formation" system allowing players to set the positions they want their pets to take in relation to a targeted enemy / group of enemies.

    It's still a lot of work though... and for all I know... may ultimately be "functionally" impossible.
  24. Quote:
    Originally Posted by Forbin_Project View Post
    No it doesn't look reasonable. That's the point. Thirty Seven is saying we need less of that silly looking crap.
    Given the originally proposed C.o.T. redesign... I think our hopes for less silly looking content were already dashed upon the rocks of Korean Popularity.