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En Fuego posted:I was going to give you poo poo about doing research on the recommended specs, and I couldn't find it. Minimum System Requirements: OS – Windows 7 64 bit Processor – Intel i5 Quad Core or higher / AMD Phenom II X4 or higher Memory – 4GB RAM Hard Drive – 20GB Free Video Memory – 1,024 MB RAM Video Card – nVidia GeForce GTX 275 series or higher / AMD HD 4890 or higher Sound Card – DirectX compatible Internet – Broadband (3Mbit/sec or higher) Recommended System Requirements: OS – Windows 7 64 bit Processor – Intel i5 Quad Core or higher / AMD Phenom II X6 or higher Memory – 8GB RAM Hard Drive – 20GB Free Video Memory – 1,024 MB RAM Video Card – nVidia GeForce GTX 560 series or higher / AMD HD 6870 or higher Sound Card – DirectX compatible Internet – Broadband (10Mbit/sec or higher) https://www.eqnlandmark.com/news/eqn-landmark-alpha-system-requirements-january-23-2014-eql
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# ? Feb 15, 2014 17:15 |
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# ? May 29, 2024 07:17 |
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Edit: Posted the same thing just after itsnice2bnice
Paxman fucked around with this message at 17:20 on Feb 15, 2014 |
# ? Feb 15, 2014 17:18 |
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I certainly hope the specs go down. Right now there's not much beyond basic building, not even any water, and on an i7, 24gb ram, gts770 it way too often dips under 30fps, even if its usually above 40
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# ? Feb 15, 2014 17:22 |
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I have the minimum requirements, but not the reccommended. In game I turned my settings to medium and my FPS seems to flutter a lot, from 10 up to 40. I've been applying a bunch of different tweaks I'm finding across the web to see if I can get myself into a comfortable level of play. If I can't, however, I may consider just doing the refund and waiting to see if beta and beyond makes it more playable on lower end machines.
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# ? Feb 15, 2014 17:41 |
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Checking out the official forums and the like, and I have yet to see anything on this ... but do you think they will implement some sort of breaking down of items you create? I'd like to be able to get back some of the mats when I make 'Ye Olde Axe of Suck' ... or breaking down old picks cause I'd rather not just keep em, and destroying them seems like a waste...
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# ? Feb 15, 2014 18:10 |
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Yes, salvaging is part of phase 2 (~March-Aprilish) of the Roadmap.quote:Salvage: Remember all those picks you discarded on your way to Rubicite and beyond? Well…you can reclaim part of those resources now. You can also “remake” a crafting result so that you don’t have to be quite as disappointed that your brand new axe you finally got to make is “Inferior”.
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# ? Feb 15, 2014 18:20 |
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grrarg posted:Yes, salvaging is part of phase 2 (~March-Aprilish) of the Roadmap. Phase Twooooooooooooo /shakefist
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# ? Feb 15, 2014 18:39 |
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Aside from all the random crashing, and the stupid bouncing around bug..I think I got my graphics settings tweaked well enough that game is playable. I get some lag spike stuttering still, but nothing I do changes that.
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# ? Feb 15, 2014 19:15 |
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Loving Life Partner posted:The minimums are something like 64 bit OS, 4 gigs of RAM, an i7 or i5 processor, and at least a 5000 generation Radeon or something or other GeForce. e: poo poo. Just woke up, missed that there was a second page of new posts.
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# ? Feb 15, 2014 19:26 |
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Just opened my customer support ticket to get a refund. While the core building mechanics are really good, the resource grind required in order to actually build anything (or even get to the cool building tools) is a massive turn-off. The roadmap looks interesting, but all of the stuff that might make the game fun for me to play is so far down the road that the game will probably be in open beta (or even released) before I find it enjoyable to play. This, coupled with the fact that it seems like the non-cosmetic perks (the vault access, the crafting/harvesting buffs) are or will be craftable in-game, makes it not seem worth it to hold on to the Trailblazer pack. Have fun, guys! I'll probably be back closer to release. e: VVV No, because directors usually don't offer a money-back guarantee. I'm sorry for not liking a video game you like. blastron fucked around with this message at 20:59 on Feb 15, 2014 |
# ? Feb 15, 2014 20:14 |
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blastron posted:Just opened my customer support ticket to get a refund. While the core building mechanics are really good, the resource grind required in order to actually build anything (or even get to the cool building tools) is a massive turn-off. The roadmap looks interesting, but all of the stuff that might make the game fun for me to play is so far down the road that the game will probably be in open beta (or even released) before I find it enjoyable to play. This, coupled with the fact that it seems like the non-cosmetic perks (the vault access, the crafting/harvesting buffs) are or will be craftable in-game, makes it not seem worth it to hold on to the Trailblazer pack. Do you ask for refunds on movies you see too?
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# ? Feb 15, 2014 20:55 |
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En Fuego posted:Do you ask for refunds on movies you see too? Sony is offering a refund for people who want it. I don't see what the problem is.
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# ? Feb 15, 2014 21:08 |
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jabro posted:Sony is offering a refund for people who want it. I don't see what the problem is. That's pretty awesome of them, then. Ignore my ignorance! (I've seen it on a couple of other 'pay for alpha access' games, and it is a pet peeve.)
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# ? Feb 15, 2014 21:22 |
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Bear in mind the resource grind is going to be longer in the beta/final release, because all the minerals will actually be under the ground rather than sitting on top of it. If you aren't enjoying the game now because of the grind, I wouldn't bother coming back.
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# ? Feb 15, 2014 22:39 |
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Obscurity posted:Aside from all the random crashing, and the stupid bouncing around bug..I think I got my graphics settings tweaked well enough that game is playable. I get some lag spike stuttering still, but nothing I do changes that. What settings did you use? And what specs do you have?
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# ? Feb 16, 2014 01:30 |
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Arthil posted:What settings did you use? And what specs do you have? I have an AMD Phenom II X4 3GHz / GTX 460 / 12 GB RAM. I did a few different tweaks from various forum posts / guides I found googling poo poo. I'll link to the stuff I used.. https://forums.station.sony.com/eqnlandmark/index.php?threads/fps-tweaks.4231/ http://arc-gaming.com/forum/showthread.php?1344-EverQuest-Next-Landmark-Optimization Note 1: Don't turn off Voxel Smoothing unless you want the game to look like Minecraft. Note 2: in second link, disregard the render distance change..I changed it and didn't notice a difference in performance, but what I did see from it is the inability to see anything on the map. So leave that as is. With these tweaks, I'm able to run the graphics / texture / terrain quality at ultra and an FPS of around 30ish. Edit: In a stroke of genius I decided to check the UserOptions.ini file for a way to turn it off. There is! Under [Rendering] set FloraQuality=0 and under [Terrain] set DrawFlora=Off Bingo..no more bouncing around! Edit: Ok, it got rid of a lot of bouncing around..namely in the wooded areas, but I'm still getting some bouncing in the desert. Not entirely sure why. Zaekkor fucked around with this message at 03:51 on Feb 16, 2014 |
# ? Feb 16, 2014 03:12 |
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One of the reasons I think Planetside 2 and now this game are so interesting to me is the overall shift in approach that SOE is taking with its MMO's. Smed tweeted a link to his blog http://smedsblog.com/ the other day but I don't think anyone on here mentioned it. It only has one post at the moment but it's about SOE's current view of mmos. quote:The Sandbox MMO Shemp the Stooge fucked around with this message at 12:03 on Feb 16, 2014 |
# ? Feb 16, 2014 03:35 |
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He's definitely right that it makes more sense from a development perspective to go with a sandbox over strongly scripted game, it just remains to be seen if enough players will go for it (like well all know they should) or if they will stick to WoW style, highly polished but static gaming. And with his mention of player-created content (and not just players-as-content in his PVP example), it got me thinking to what extent that could reach. I've got this idea that they should let players put monsters anywhere in the game world. A player could make the monster as powerful as they want (cost increasing with power) and choose where to put it (cost increasing with proximity to population centers) and determine how long it will remain in the world, if it remains unkilled (cost increasing with duration). If someone with enough will (and money) wanted to plop down a raid boss level mob in the center of town for an hour, they could do it. Or someone could build a whole dungeon and plop it down in the buttcrack of nowhere for someone to find (or for his friends to play through).
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# ? Feb 16, 2014 05:00 |
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ChickenMedium posted:He's definitely right that it makes more sense from a development perspective to go with a sandbox over strongly scripted game, it just remains to be seen if enough players will go for it (like well all know they should) or if they will stick to WoW style, highly polished but static gaming. I can picture a pretty cool mechanic where a whole faction of Trolls that are players is harvesting slime to feed some factory-like Uberbeast maker. The Elves on the opposite side doing their equivalent. Whatever Town remains standing wins the spoils. SOE just needs to check in to make sure exploits aren't happening.
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# ? Feb 16, 2014 05:47 |
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joebob posted:One of the reasons I think Planetside 2 and now this game are so interesting to me is the overall shift in approach that SOE is taking with it's MMO's. I like what he said, but its coming from Smed... I don't know what to think.
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# ? Feb 16, 2014 05:59 |
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ChickenMedium posted:He's definitely right that it makes more sense from a development perspective to go with a sandbox over strongly scripted game, it just remains to be seen if enough players will go for it (like well all know they should) or if they will stick to WoW style, highly polished but static gaming. The ideal endgame of this is that the people who play the tools make content for the people who play the game. If you have a successful content production flow from players, then there can be lots of supply to satisfy themeparky demand. Or so the story goes. Getting there probably requires giving players good procedural tools, like many "real" game designers get, to amplify the impact of the creative work they do. I don't know if that can work in the balance, given that there's been very little exploration of how to deal with adversarial designers wielding powerful tools, but EQL seems as good a place as any to find out.
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# ? Feb 16, 2014 19:10 |
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Subjunctive posted:The ideal endgame of this is that the people who play the tools make content for the people who play the game. If you have a successful content production flow from players, then there can be lots of supply to satisfy themeparky demand. So far, every iteration of player creation tools has been implemented in a game with a strong "make the numbers go up" environment. So content creators game the system to provide the maximum "numbers going up" in the shortest possible time, and content consumers consume that content more than other (read: strong storytelling) content, which makes the "XP Race" content appear pegged to the top of the popular content lists. If the hosting company places artificial limits on the XP/hour curve, then the system is re-gamed to the new limit. If the hosting company removes XP gain from player generated content, the player generated content is abandoned en masse. It's a tricky tricky thing to find the right balance of "progression". I am really a huge fan of the way Trion implemented progression in Defiance, and the way Funcom implemented progression in The Secret World - granting that it was a very limited sort of implementation. As you progress to harder enemies in Defiance, their HP/Damage numbers don't really get bigger - they do, but only by about 10% - the number of enemies you might face goes up somewhat, but the largest change is that the enemies get *smarter*. In the newbie zone, enemies are pretty much bullet sponges. They dodge, but otherwise will stand there and shoot at you standing in the open. Later on, they start to take cover. Later still, they start flanking your position, and flushing you out from your cover using grenades, etc. In The Secret World, each "level" is divided into three progression bars. Each bar is 40k XP, and each "level" is 120k XP. FOREVER. Each time you level up, you get points to spend on *access* to new abilities - but you have a limited number of abilities you can equip at any given time. So "levelling up" is equivalent to gathering more flexibility, not power, for your character. I think that a Sandbox World + Player Adventure Scripting Tools + "flat" leveling curve + "leveling" = "flexibility" would be the environment that would minimize the effects of "XP Race" content.
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# ? Feb 18, 2014 03:01 |
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Al Borland posted:
I don't know why you'd be surprised that thought would be coming from Smed. SWG, one the best examples of what he's talking about there, was his baby conceptually.
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# ? Feb 18, 2014 06:33 |
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The start (nearly the first floor in height) of my tower that I'm building. Marble for the outer wall and polished granite (for now) for the floors. So if you have marble and won't be using it? Gimme.
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# ? Feb 18, 2014 09:37 |
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Does anyone know why sometimes when I copy and paste something, it glitches out like this: It's really annoying and making it hard to continue my build. Edit: Logged off and back on and it's fixed. Must just be a visual bug. Zaekkor fucked around with this message at 19:11 on Feb 18, 2014 |
# ? Feb 18, 2014 18:59 |
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You have a message there saying you don't have enough wood. The one about the permission zone thing usually means what you're trying to paste is going out of your claim.
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# ? Feb 18, 2014 19:42 |
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I've had it happen a couple of times as well. It's a bug where you paste something and half of it is invisible for no apparent reason. Relogging like you did works and sometimes it fixes itself if you wait a couple of seconds. You can also place a voxel near the invisible part with the Add Tool and CTRL Z the voxel away after that. I guess it has to do with the voxels not properly updating in a particular area or something.
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# ? Feb 18, 2014 20:00 |
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Obscurity posted:Does anyone know why sometimes when I copy and paste something, it glitches out like this: When a pasted volume isn't showing up correctly, I simply use CTRL+Z and then CTRL+Y (undo then redo). This usually causes it to display correctly and is much quicker than relogging.
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# ? Feb 18, 2014 20:34 |
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Good to know, thanks guys.
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# ? Feb 18, 2014 20:41 |
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The copy/pasting is retarded to make work right sometimes, but patience paid off and I am finally feeling like I'm getting somewhere with my build. Here is the basic start. The plan is for a three-tiered building in the middle. Not sure on design yet. Edit: I am also going to build supports from each tower to the center of each corresponding bridge. Zaekkor fucked around with this message at 22:43 on Feb 18, 2014 |
# ? Feb 18, 2014 22:41 |
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Those angular wooden beams look a little rough. Try changing the add tool to a '45 degree angle' type voxel (via the menu on the left of the screen), and then copying/pasting a cross-section of that to get a smoother look. The tools can be a little finnicky that way; for example, building a cylinder is difficult, but if you copy the middle of a sphere, then it's much easier. Otherwise, just build it out with the angles and make sure to use the smooth tool with an empty buffer zone of 1 cube on all sides.
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# ? Feb 18, 2014 22:57 |
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You know I'm so used to minecraft I totally forgot about their being other shapes to toy with. I'll see what I can come up with tomorrow. For now, Landmarked all out.
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# ? Feb 18, 2014 23:10 |
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I finally got the smooth tool, and boy, it taught me a good lesson for when the game comes out and everyone gets to build stuff for keeps. It works surprisingly well, and really does a nice job of not wrecking what it comes in contact with, but plotting out the shape of stuff that you want to eventually smooth is such a bad idea. It took me ages to smooth out the main tower alone. If I would have just waited until I had the tool in the first place I could have just copied and pasted layers of a piece already done. The only problem I've really had with the tool is how slow it is. You have to hold it in place for way too long to really smooth out a particular highlighted section. It would be nice if it had some kind of variable 'speed' on its smoothing effect so you could do massive smoothing quickly. Really though I just have to get used to using, and cutting apart blocks of different shapes. I'm too much in a minecraft mentality when building.
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# ? Feb 19, 2014 13:29 |
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You installed the cock and balls upside down. Seriously, though, it looks pretty sweet and it's probably the coolest thing I've seen made yet in EQNL.
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# ? Feb 19, 2014 20:40 |
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Al Borland, you can come back now. =)
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# ? Feb 20, 2014 02:12 |
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Wow, so, my neighbor has just about the neatest thing I think I've seen in the game so far:
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# ? Feb 20, 2014 14:18 |
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New patch notes! • The camera no longer collides with loot generated from mining and harvesting. This should help significantly when mining in a tunnel and having the camera constantly moving around as you mined. • Various optimizations and stability fixes. We will continue to plow through these on a daily basis to get these out to you as quickly as possible. • Fixed an issue that could make it difficult to click through the area that the material tray would be in when it was opened even when it wasn’t actually opened. • You can now drop items on to the tabs in the vault to move them around easily. • Fixed a number of issues with undo/redo that caused unexpected behavior and results. These should now work much more reliably. • The sphere Delete brush should now be centered on your cursor instead of your cursor being on the edge. • Fixed an issue that would cause the camera to transition twice while placing a claim. • Removed the camera shake when chopping down trees. • Added new icons for a number of items in the game. • Added splinter particles to tree explosions. • Changed tooltips to be more informative and to be color coded to make them easier to read. • Fixed a bug that could cause the first attempt to place a template to fail. • Changed the default starting distance of the camera from the player so that you can actually see yourself instead of just your back/head. • Fixed a problem with seeing other people’s light sources when they had them equipped. • Fixed an issue that would cause a door to reset scale and/or rotation when animating. • The crafting window will now close automatically when you move away from the crafting station. • Updated the error messages when trying to build so that they are clearer and more useful to players. • Fixed an issue where the props that have light sources didn’t always look “off” when they were clicked off. • Burled Wood building materials have been touched up to be cleaner and crisper. • Added a message about your inventory being full when attempting to craft something so that players actually know why a craft failed instead of failing silently! • Added a new hotkey to bring up the game settings (F2).
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# ? Feb 20, 2014 23:58 |
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Droid Washington posted:• The crafting window will now close automatically when you move away from the crafting station.
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# ? Feb 21, 2014 00:30 |
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Nalin posted:I know this was a bug that needed fixing, but man if it wasn't ever convenient to click start on a 300 item build and be able to drag the window to the corner of your screen and run away to do stuff. It's like how they made it so when the game client loses focus, you stop chopping wood. They are bugs/exploits that need to be fixed, but it really makes things inconvenient for the players. Unnecessary timesinks tend to heavily stifle if not ruin the creative potential of sandbox games. Kenny Rogers posted:In The Secret World, each "level" is divided into three progression bars. Each bar is 40k XP, and each "level" is 120k XP. FOREVER. Each time you level up, you get points to spend on *access* to new abilities - but you have a limited number of abilities you can equip at any given time. So "levelling up" is equivalent to gathering more flexibility, not power, for your character. The MMO genre has been about 10 years overdue for switching over to lateral progression systems. puberty worked me over fucked around with this message at 00:37 on Feb 21, 2014 |
# ? Feb 21, 2014 00:35 |
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# ? May 29, 2024 07:17 |
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Maybe they will introduce some sort of passive crafting stations where you feed it ore before you log out, and when you log back in you have a bunch of processed materials.
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# ? Feb 21, 2014 00:36 |