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* Use CTS Mumble. * Use /join EQNLGoons in game. * CTS Mumble Goons are looking to land on Serenity/Pingo in general. * Picks aren't bound, so ask goons to give you their old ones. * Where you put your claim doesn't matter. It's easy to move from one Tier Island to another at the central Hub. * Add this Twitter List to your Tweetdeck or whatever. It's got the bulk of the project VIPs on it, and it is the most timely source for information about updates, uptime, downtime, bugs, etc. I sometimes stream. Shinino streams when his poo poo's not all hosed up. Al Borland's stream Flarestar's stream Kenny Rogers fucked around with this message at 02:09 on Feb 7, 2014 |
# ¿ Feb 5, 2014 06:39 |
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# ¿ May 15, 2024 05:25 |
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Just now:@DaveGeorgeson posted:Well...we did a little sleuthing...and MANY people have more than one claim. Tsk, tsk. That's not going to fly. Forum post incoming. Kenny Rogers fucked around with this message at 02:09 on Feb 7, 2014 |
# ¿ Feb 5, 2014 07:35 |
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blastron posted:(from the previous thread:) This is pretty transparent... quote:You guys are absolutely correct. The systems we have in the game right now are core systems, and not even all of them are in. Things that are considered core systems are harvesting, item creation, claim creation, building, items, item equipping, etc. These are the most basic components to get the game going. During alpha we will be testing out these mechanics to find things we like and things we don't like. Incidentally, this is the phase of development that is my favorite. This is where we go from cool ideas and lots of discussion to actually making the magic happen. On Rubberbanding: quote:Part of the problem is that some clients are thinking that the zone geometry (used for physics modeling) isn't loaded, when in fact it is. The player model falls through the geometry and the "Save me, I'm under the world!" code I put in is kicking into gear, rubber-banding the player model back to just a few feet/meters above the "top" of the ground at the X,Z location the player was last at. Kenny Rogers fucked around with this message at 09:28 on Feb 5, 2014 |
# ¿ Feb 5, 2014 09:16 |
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blastron posted:I must have missed that, thanks for pointing it out. No, seriously. Contact Customer Service. http://www.zam.com/story.html?story=33760 https://twitter.com/j_smedley/status/429325217563820033
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# ¿ Feb 5, 2014 09:29 |
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Yeah...brand new empty server, and by the time I got patched - a 3 in the morning - there were claims popping up faster than you could run to an open spot. I'm out. Calling Customer Service to get my monies back in the morning. Alpha's definitely not for me - not for $100, anyway.
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# ¿ Feb 5, 2014 11:11 |
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Alexander DeLarge posted:Glad this game got its own thread. EQN and EQNL are two separate entities and should be treated as such.
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# ¿ Feb 7, 2014 02:15 |
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Last month I built this, I tossed my old 1TB drive in it for everything non-OS, and it's been *glorious*. It'll support the 780/Titan and the highest spec i7's around right now, so I've got a couple upgrades available as the prices for those come down, too.
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# ¿ Feb 7, 2014 16:10 |
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Droid Washington posted:So remember, only delete yourself at home.
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# ¿ Feb 8, 2014 05:13 |
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PadreScout posted:Has this alleged claim ..duplicate purge thing happened yet? I'm pretty sure it was a "not oldest" claim that some other person lost in the purge.
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# ¿ Feb 9, 2014 03:39 |
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I honestly have no idea what to do with the 4 Props the former owner of my claim left behind. They lost the claim because they had multiples, and this one wasn't the oldest claim they had. So I've got a Forge, a Sawmill, a Workbench and a Door that I can use, but can't delete. I packed up my claim and the props stayed on the claim, just buried. So I redeployed, and...welp. I /bug'ed it. No idea what else can be done.
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# ¿ Feb 9, 2014 20:01 |
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Obscurity posted:Well, in regards to having little content..I pulled this from a stream just now: He's the BEST member of the team. He has his own in-game emote (/onod) that comes from one of their livecasts where there was some discussion of the Iksar not wearing clothes - and therefore being 'naked Iksar'...or something. (Found it! https://www.youtube.com/watch?v=pYxZXszcM_s Kenny Rogers fucked around with this message at 19:31 on Feb 12, 2014 |
# ¿ Feb 12, 2014 19:19 |
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Phosphia posted:Oh, would I want to move my claim to that area then? Mine is currently on the edge of the first one. The central crystal lets you go to different Islands ('neighborhoods') to visit (or mine, etc. as the case may be.) Also, the "appears on other tiers" thing works both ways. I've seen plenty of Silver and Topaz on Serenity/Pingo, which is a T3 Island.
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# ¿ Feb 12, 2014 23:13 |
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PLASTER and SANDSTONE!! My design will work now!
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# ¿ Feb 13, 2014 01:49 |
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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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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, you can come back now. =)
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# ¿ Feb 20, 2014 02:12 |
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# ¿ May 15, 2024 05:25 |
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HughGRect posted: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. They tried that in SWG, and LOOK HOW THAT TURNED OUT! If you're following the Twitter List mentioned (just after) the OP, you are already following him. Kenny Rogers fucked around with this message at 05:01 on Feb 21, 2014 |
# ¿ Feb 21, 2014 04:59 |