Showing Posts For SoulBurn.7596:
If “there was a way to easily make money”, then everyone would use that way and there would be inflation, the value of money would go down and prices would go up.
That’s how the free market works.
The only thing which is relevant is relative wealth.
And for that, you would have to find / create / optimize a method and keep it to yourself so that you could make money faster than others → making you “wealthy” comparably.
I’ve made 12g in less than a week at level 30 by playing the market, quite effortlessly, while all my friends had less than 5g at much higher levels.
Getting full max-stat gear is not very hard, but still an accomplishment for casuals.
Getting the unique skins is hard by design in order for it to remain unique.
With all the posts about people making legendaries, it seems completely reachable.
The fact you keep looking on the ground rather than the sky is related to the fact your vertical field of view (i.e what angle you see from top to bottom) is very narrow, at about 45 degrees rather than 75 in many older games.
Other than that, the horizontal field of view is also pretty narrow at about 75 on wide screens, rather than 90-110 in older games.
Try playing the game in windowed mode and squish it so the window is almost a square. It would feel a lot less cramped because the vertical fov would be larger than on a wide screen.
He says “the FoV is 75”. He didn’t say if it is vertical, horizontal or diagonal.
From our experiments, it can’t be either horizontal or vertical since we saw either of these changing.
If this diagonal FoV, it explains the anomaly with wide screens. However, 75 degrees of diagonal FoV is extremely narrow, giving just 65×36 degrees on 16:9 or 60×45 on 4:3.
Regardless, none of the “art” aspects are relevant since we can get the higher FoVs by squishing the window wide or tall, both are allowed.
Combined, we can theoretically make a cross of high FoV, missing just the corners.
This is proof the art is OK in these FoV, performance is different per computer. On the multiplayer aspect there is a large advantage for people who don’t get dizzy/sick from this FoV.
Fact:
We can get nice vertical fov when making the window square or thinner, but with low horizontal fov and unused screen space on the sides.
Fact:
We can get nice horizontal fov when making the window very wide and squished, but with low vertical fov and unused screen space above and below.
So there seems to be no problem with either high vertical fov or a high horizontal fov.
Why can’t we get BOTH a high vertical fov and a high horizontal fov on a full screen?
In summary,
We can get nice vertical fov when making the window square or thinner, but with low horizontal fov and unused screen space on the sides.
We can get nice horizontal fov when making the window very wide and squished, but with low vertical fov and unused screen space above and below.
Why can’t we get both a high vertical fov and a high horizontal fov, on the full screen?!
I think I’ve figured it out.
There are a set of minimum FOVs, however these minimums are very low.
And these minimums are always chosen.
It seems like the values are somewhere close to this:
Min v_fov = 45
Min h_fov = 75
The game then chooses the FOV based on not going below the minimum:
4 × 3
h_fov = 75 (min)
v_fov = 60
16 × 9
h_fov = 75 (min)
v_fov = 46.6
100 × 5 (squished wide)
h_fov = 166
v_fov = 45 (min)
5 × 100 (squished tall)
h_fov = 75 (min)
v_fov = 172
This explains why squishing the screen still increases the FoV in the selected axis.
If my calculations are correct,
setting it to an 1×1 aspect ratio will actually give 75 h_fov and 75 v_fov which is actually fine!
It seems like at least in full-screen, the horizontal FoV always stays as a certain value (lets say 75).
Math (simple trigonometry from the “eye” to the projected screen):
v_fov = atan(tan(h_fov / 2) / aspect_ratio) * 2
4:3 – v_fov = atan(tan(75 / 2) / (4 / 3)) * 2 = 60
16:9 – v_fov = atan(tan(75 / 2) / (16 / 9)) * 2 = 46
This seems to work differently in windowed mode (and in 3 monitor setup), where squishing the vertical axis actually increases the h_fov without breaking the v_fov.
This is counter intuitive and punishes people with wider monitors.
Today I’ve played the Planetside 2 beta and they have a slider for “vertical fov” from 45 to 75. While that seems low numbers, the math translates it like this:
h_fov = atan(tan(v_fov / 2) * aspect_ratio) * 2
4:3 – h_fov = atan(tan(75 / 2) * (4 / 3)) * 2 = 91
16:9 – h_fov = atan(tan(75 / 2) * (16 / 9)) * 2 = 107
Which are totally reasonable numbers.
If anything is supposed to be constant, it should be the vertical FOV. People with wider screens should see the same vertically, but more horizontally.
This. Many times this.
When I played GW2, I always felt like I can see only a tiny part of my surroundings which is a shame considering how beautiful the game is.
FOV definitely explains it.
This is a PC game, PC games are usually played on a computer screen close to the viewer – a small FOV is like looking through a tube, causing nausea.
Please make an FOV slider that goes up to 110 (or even 130 for the extremists).
While it doesn’t seem like LIFO, there does seem to be a bug at least for stacks of 250.
I haven’t tried selling a stack of 249, but a stack of 190~ got sold in seconds while the stacks of 250 just hang around for hours and likely days.
Also, the time posted shows “seconds ago” even though they were up for a couple of hours, making me think the system just re-queues the large stacks at the end of the line and therefore never selling.
Had this happen to me multiple times.
I’ve had stacks of 250 set on a reasonable price and they didn’t sell over the whole night!
I then made a stack of 100 and one of 150 (wasting another 5% listing price) for the same exact prices and they sold within seconds.
This is very annoying if you are sitting on a lot of items as I have to periodically check to see if a stack got sold to sell the next -_-