I use a combination of Foobar and Oddcast(v3) for my Peercast station (2 48k/s streams), and it seems to run fine. I do have a separate installation of Foobar for my normal listening needs as well.
Re:Crippling upstream BW
on
Today in P2P
·
· Score: 1
You could always try Peercast. Let your listeners help share the burden.
(Doh, picked the wrong formatting option by mistake)
Well, my thoughts on the game (been playing since WPE) One of the things this game has been compared to often is Magic: the Gathering, which is a nice indicator of what to expect from the game, as GW does share some pros and cons.
1) Superficial similarities: The classes correspond roughly to the colors in Magic. Monk = White, Elementalist = Red, Ranger = Green, Mesmer = Blue, Necromancers = Black, and Warriors are something else. Someone suggested Artifacts.
2) Similarities 2: Half the skill comes from building your character, just like being able to build a good deck. So what prevents people from using winning builds? Nothing. Except simply having a good build and being able to use it effectively are two different things. Regardless, Warrior/Monks are probably the most popular class at the moment because of ease of use, and also because Warriors are the only option if you want to play a Melee class at the moment. Also, the developers are continually tweaking the skills for better balance during the beta period.
3) Team builds are also an important factor when doing Guild or Tomb battles, and the effectiveness of the skills will depend on what you are doing.
4) It's not strictly true that there's no "grind" in the game. Instead, it's more like you have a time penalty when you want to "retrain" your character, much like real life. Used up all your skills? Fill up your exp bar (even at maxed level) to get another skill point. Need to tweak your attribute selection? Go complete a mission again. Want a new color scheme for your armor? Go find some dye. Basically, there's still a grind (or downtime), but it's not going to take you out of PvP for an extended period of time.
5) The PvP in the game is quite varied, and reminds people more of FPS games. There's straight Team Deathmatch, but also Capture the Flag and King of the Hill, and some maps also have respawn points and "turrets" in the form of Lightning Obelisks. Guild battles are sort of a two-way Assault game type. You need to bring the NPC Thief to unlock their doors, kill the NPC bodyguards on the way, and finally kill the enemy Guild Lord, all the while probably fighting the enemy team.
6) The actual missions are also a tad more dynamic than other games. One mission involves playing what is basically Domination versus the an enemy team (first team to control 3 pillars by placing a respawning seed on their pedestals wins). The Delivery missions also usually involve unique items that actually have a gameplay effect. e.g., the Eye knocks down enemies close to it, one of the Staffs can give a bonus to energy regen/capacity.
7) Similarities 3: In regards to the game's market scheme, the game, and the expansions are akin to the basic sets and expansions in M:tG. You don't have to buy it. But you'll probably want to so you will have new skills/cards to play around with (although it's more like adding new colors instead of new cards to a specific color).
8) The heavy use of instancing does get rid of PKs and SKs, but it also removes a great deal of the social aspect outside of the towns in the game.
9) Personally, if WoW had been free, I probably would have picked WoW instead. However, an estimated $300 saving over the course of 3 years means this game wins out for me.
Well, my thoughts on the game (been playing since WPE)
One of the things this game has been compared to often is Magic: the Gathering, which is a nice indicator of what to expect from the game, as GW does share some pros and cons.
1) Superficial similarities: The classes correspond roughly to the colors in Magic. Monk = White, Elementalist = Red, Ranger = Green, Mesmer = Blue, Necromancers = Black, and Warriors are something else. Someone suggested Artifacts.
2) Similarities 2: Half the skill comes from building your character, just like being able to build a good deck. So what prevents people from using winning builds? Nothing. Except simply having a good build and being able to use it effectively are two different things. Regardless, Warrior/Monks are probably the most popular class at the moment because of ease of use, and also because Warriors are the only option if you want to play a Melee class at the moment. Also, the developers are continually tweaking the skills for better balance during the beta period.
3) Team builds are also an important factor when doing Guild or Tomb battles, and the effectiveness of the skills will depend on what you are doing.
4) It's not strictly true that there's no "grind" in the game. Instead, it's more like you have a time penalty when you want to "retrain" your character, much like real life. Used up all your skills? Fill up your exp bar (even at maxed level) to get another skill point. Need to tweak your attribute selection? Go complete a mission again. Want a new color scheme for your armor? Go find some dye. Basically, there's still a grind (or downtime), but it's not going to take you out of PvP for an extended period of time.
5) The PvP in the game is quite varied, and reminds people more of FPS games. There's straight Team Deathmatch, but also Capture the Flag and King of the Hill, and some maps also have respawn points and "turrets" in the form of Lightning Obelisks. Guild battles are sort of a two-way Assault game type. You need to bring the NPC Thief to unlock their doors, kill the NPC bodyguards on the way, and finally kill the enemy Guild Lord, all the while probably fighting the enemy team.
6) The actual missions are also a tad more dynamic than other games. One mission involves playing what is basically Domination versus the an enemy team (first team to control 3 pillars by placing a respawning seed on their pedestals wins). The Delivery missions also usually involve unique items that actually have a gameplay effect. e.g., the Eye knocks down enemies close to it, one of the Staffs can give a bonus to energy regen/capacity.
7) Similarities 3: In regards to the game's market scheme, the game, and the expansions are akin to the basic sets and expansions in M:tG. You don't have to buy it. But you'll probably want to so you will have new skills/cards to play around with (although it's more like adding new colors instead of new cards to a specific color).
8) The heavy use of instancing does get rid of PKs and SKs, but it also removes a great deal of the social aspect outside of the towns in the game.
9) Personally, if WoW had been free, I probably would have picked WoW instead. However, an estimated $300 saving over the course of 3 years means this game wins out for me.
I use a combination of Foobar and Oddcast(v3) for my Peercast station (2 48k/s streams), and it seems to run fine. I do have a separate installation of Foobar for my normal listening needs as well.
You could always try Peercast. Let your listeners help share the burden.
So is *that* what those nutrients were?
That wouldn't explain the e at the end though.
(Doh, picked the wrong formatting option by mistake)
Well, my thoughts on the game (been playing since WPE) One of the things this game has been compared to often is Magic: the Gathering, which is a nice indicator of what to expect from the game, as GW does share some pros and cons.
1) Superficial similarities: The classes correspond roughly to the colors in Magic. Monk = White, Elementalist = Red, Ranger = Green, Mesmer = Blue, Necromancers = Black, and Warriors are something else. Someone suggested Artifacts.
2) Similarities 2: Half the skill comes from building your character, just like being able to build a good deck. So what prevents people from using winning builds? Nothing. Except simply having a good build and being able to use it effectively are two different things. Regardless, Warrior/Monks are probably the most popular class at the moment because of ease of use, and also because Warriors are the only option if you want to play a Melee class at the moment. Also, the developers are continually tweaking the skills for better balance during the beta period.
3) Team builds are also an important factor when doing Guild or Tomb battles, and the effectiveness of the skills will depend on what you are doing.
4) It's not strictly true that there's no "grind" in the game. Instead, it's more like you have a time penalty when you want to "retrain" your character, much like real life. Used up all your skills? Fill up your exp bar (even at maxed level) to get another skill point. Need to tweak your attribute selection? Go complete a mission again. Want a new color scheme for your armor? Go find some dye. Basically, there's still a grind (or downtime), but it's not going to take you out of PvP for an extended period of time.
5) The PvP in the game is quite varied, and reminds people more of FPS games. There's straight Team Deathmatch, but also Capture the Flag and King of the Hill, and some maps also have respawn points and "turrets" in the form of Lightning Obelisks. Guild battles are sort of a two-way Assault game type. You need to bring the NPC Thief to unlock their doors, kill the NPC bodyguards on the way, and finally kill the enemy Guild Lord, all the while probably fighting the enemy team.
6) The actual missions are also a tad more dynamic than other games. One mission involves playing what is basically Domination versus the an enemy team (first team to control 3 pillars by placing a respawning seed on their pedestals wins). The Delivery missions also usually involve unique items that actually have a gameplay effect. e.g., the Eye knocks down enemies close to it, one of the Staffs can give a bonus to energy regen/capacity.
7) Similarities 3: In regards to the game's market scheme, the game, and the expansions are akin to the basic sets and expansions in M:tG. You don't have to buy it. But you'll probably want to so you will have new skills/cards to play around with (although it's more like adding new colors instead of new cards to a specific color).
8) The heavy use of instancing does get rid of PKs and SKs, but it also removes a great deal of the social aspect outside of the towns in the game.
9) Personally, if WoW had been free, I probably would have picked WoW instead. However, an estimated $300 saving over the course of 3 years means this game wins out for me.
Well, my thoughts on the game (been playing since WPE) One of the things this game has been compared to often is Magic: the Gathering, which is a nice indicator of what to expect from the game, as GW does share some pros and cons. 1) Superficial similarities: The classes correspond roughly to the colors in Magic. Monk = White, Elementalist = Red, Ranger = Green, Mesmer = Blue, Necromancers = Black, and Warriors are something else. Someone suggested Artifacts. 2) Similarities 2: Half the skill comes from building your character, just like being able to build a good deck. So what prevents people from using winning builds? Nothing. Except simply having a good build and being able to use it effectively are two different things. Regardless, Warrior/Monks are probably the most popular class at the moment because of ease of use, and also because Warriors are the only option if you want to play a Melee class at the moment. Also, the developers are continually tweaking the skills for better balance during the beta period. 3) Team builds are also an important factor when doing Guild or Tomb battles, and the effectiveness of the skills will depend on what you are doing. 4) It's not strictly true that there's no "grind" in the game. Instead, it's more like you have a time penalty when you want to "retrain" your character, much like real life. Used up all your skills? Fill up your exp bar (even at maxed level) to get another skill point. Need to tweak your attribute selection? Go complete a mission again. Want a new color scheme for your armor? Go find some dye. Basically, there's still a grind (or downtime), but it's not going to take you out of PvP for an extended period of time. 5) The PvP in the game is quite varied, and reminds people more of FPS games. There's straight Team Deathmatch, but also Capture the Flag and King of the Hill, and some maps also have respawn points and "turrets" in the form of Lightning Obelisks. Guild battles are sort of a two-way Assault game type. You need to bring the NPC Thief to unlock their doors, kill the NPC bodyguards on the way, and finally kill the enemy Guild Lord, all the while probably fighting the enemy team. 6) The actual missions are also a tad more dynamic than other games. One mission involves playing what is basically Domination versus the an enemy team (first team to control 3 pillars by placing a respawning seed on their pedestals wins). The Delivery missions also usually involve unique items that actually have a gameplay effect. e.g., the Eye knocks down enemies close to it, one of the Staffs can give a bonus to energy regen/capacity. 7) Similarities 3: In regards to the game's market scheme, the game, and the expansions are akin to the basic sets and expansions in M:tG. You don't have to buy it. But you'll probably want to so you will have new skills/cards to play around with (although it's more like adding new colors instead of new cards to a specific color). 8) The heavy use of instancing does get rid of PKs and SKs, but it also removes a great deal of the social aspect outside of the towns in the game. 9) Personally, if WoW had been free, I probably would have picked WoW instead. However, an estimated $300 saving over the course of 3 years means this game wins out for me.
Eventually, they're going to split off on the projects they run, so it'll mainly be a question of which projects you feel like focusing on.