(edited by Veplerion.3921)
Showing Posts For Veplerion.3921:
I have a little information on this: Footprints are determined by the geometry of leg joints. That is, the direction of a footprint is determined by the joints of a particular creature’s legs and ankles. For all the races except Charr, those bones bend in the same direction of that of a human, they each have the same “ankle roll.” But if you look at images of the Charr, the ankle roll is different. And it’s the way the leg is configured that results in the footprints being backwards for the Charr. Or, as an artist said, “Once the Ankle goes over the ball of the foot, as it does with the Charr, the footprints get reversed because the (game) engine thinks the foot is pointing the opposite direction.”
Making an adjustment requires the involvement of the Gameplay Programming Team. From what I understand, making this change could require a significant amount of time but I’ll see what we can find out about this.
The fix is incredibly simple.
Rotate the art 90 degrees.
Boom. Solved without code.
At least, until you get into why it’s different between walking and running.
And yeah, it’s been this way since pre-Beta. I know it’s been reported again and again, since that time.
It’s not that simple.
From Shaman_Crinitus on reddit
Running on all fours: Footprints are backwards at 45 degree angles.
Running on two legs: Footprints are fully backwards.
Walking forward: Footprints are sideways.
Walking backwards: Footprints are correctly oriented. Walking backward is the same speed regardless of toggling walk/run.
No matter what happens, the footprints will be wrong in some form.
I know nothing about proper classifications for this, but am throwing my support in for correcting them anyway.
My guild on SBI was having the same issue last night. Tons of crashing doing the rush in FS.
I eventually just gave up on it.
The cinematics that you see in the personal story where 2 characters talk to each other on a stage-like environment have been…retired.
As happy as I am to hear that, I’m sad that the great lip syncing you guys did during those is gone as well. The whole jaw on a hinge thing looks.. ancient.
I really dislike this idea. I want different borderlands to replace the clones, not new maps that really only help high population servers and hurt low population servers.
Right now, the experience between playing on a high populated server and a low populated one is too different. Get us all to the same level, and then worry about things like this.
Never going to happen. It’s just not possible with the way ANet set up WvW. The only possible solution to the issue is for them to completely start over with WvW. Create a new series of maps equal in size to the PvE world map, pool every WvW server together on that “world” and split them between three factions. This would open up all kinds of new gameplay that would allow both large and small group battles to support each other as well.
The massive population difference between low and high servers has a large effect on what they can do with WvW. It’s really limiting them.
1.) New maps
2.) More than 4 maps
3.) Ever thought of just tossing the server vs sever aspect and combining all WvW players into one “world”, split among 3 factions? Increase the number of maps as necessary to accommodate every current player + room for expansion, something along the lines of the current PvE world map size.
1.) Engine performance (DX11, better multi-core use, etc)
2.) Concerns over the increased use of time gating (ascended items/weapons, the once a day things, etc)
3.) Crafting. The entire system is cookie-cutter and unprofitable. Throwing ascended weapons/amor on there just makes things even worse. Why not make use of your game world exploration and try making crafting completely different than any other MMO, instead of it being so similar to other games.
Well, get ready if you don’t like it, because this is an indication of things to come for other world bosses. They’re not going to just update one to be super difficult and leave the others alone. They’ll all be this hard eventually. As they should be.
Then what are you going to do?
Yeah, the dynamic shadow render distance is some of the worst I’ve seen in a video game. High and medium have the shadows showing up literally in front of your character. Ultra is only marginally better. It’s been that way since the beginning. It’s made even more apparent by the fact that the static shadows are just giant blobs that look nothing like the dynamic shadow, so when the fade in the shape changes completely.
There is absolutely nothing we can do about it, either. No amount of hardware upgrades on our end will fix the issue. ANet really needs to overhaul their graphics engine, but they’ll never do it. Costs too much money and takes too much time.
There are plenty of other MMOs with similar issues (Rift, WoW) but others that have great render distance on shadows (TSW, FFXIV:ARR).
+1
I really don’t need multiple Jennah minis, but deleting them feels like such a waste.
Definitely like the old sound better. The new one is too loud and out of place. It really does sound like something pulled from an IM client. I want the old one back.
Removing their free will, lol. So cruel, ANet.
Simply has to happen. Defiant is holding this game back in terms of PvE combat. I would hope ANet realizes that and will do something about it. Stun locking shouldn’t be allowed, but there are far better ways to counter that then defiant in it’s current form that would then allow for far more interesting PvE fights.
Personal Story is instanced, so that’ not affected at all…as for the final battle, they can make something creative. But I am simply basing this on their idea behind the Living Story while this particular part of the map is “living” and evolving, other parts of the world are frozen in time.
So you would suddenly face enemies and see areas that do not exist in the actual world when doing the personal story then?
The solution is simple. It’s history, so have the Priory tell the story of the defeat of Zhaitan. Priory NPC camps will be located at the green asterisks through the world related to the Zhaitan story and dialog from them will give the player the impression that they’re being told a story that’s already happened. The Priory is telling the record so detailed that the player imagines they’re actually there, doing the mission. Make all the mission replayable that way.
Under whatever Living Story tab they come up with to sum up what’s been going on with the LS, have an Elder Dragon tab or something that gives info on the current happenings/what has happened to the elder dragons. Put the achievements related to “What happened to Zhaitan?” in the game.
They need to disconnect the whole choosing your order thing from the Zhaitan story line and make it more general, covering other elder dragons and possibly other things without specifically mentioning names to avoid the whole frozen in time thing. Yes, it’d require modifying existing missions. A lot of work, which they don’t seem to be willing to do right now. But it has to be done eventually.
^What BlackIsleDragon says above pretty much sums up my solo strategy as well.
And here is a vid of me doing this on my Zerker Mesmer (no treasure taken xD):
I really don’t understand how you did this. Every single time I aggro even one mob like you do, the ENTIRE group comes after me and won’t leash until I’m much further away than you had to run. Then they just hang out around the spawns and don’t go back to the treasure like they do for you, so every time I try to kill plunderers after that they aggro again.
Is it just luck? Do I have to do this a hundred times until I get that lucky spawn or something?
I’ld love option to re-bind map ping key.
Having my dodge on Shift makes it annoying, as I have to waste a dodge every time I ping :P
Yes! This! Shift for dodge is so natural since your finger is always there, but almost dodge rolling off a cliff when trying to ping isn’t very fun.
well saying no to Abaddon would equal telling Anet: “I don’t care about Guild Wars 1 lore” which would lead to a decreasing chance of ever setting foot on Cantha, Elona etc.
lol, no.
I’ll take lower waypoints over the keys. Spending actual gems/gold on keys isn’t a perk. Then I still have to spend money on the chests themselves. I lose, no matter what. The amount of chests you have to open to get something really good is absurd. Even burning through my backlog of chests won’t get me anything I actually want.
Force ANet to build the game a new DX11 engine, one capable of handling massive amounts of people on screen at once, so I can run large PvE world bosses and WvW at a decent framerate.
Basically, they’d just purchase steal the Camelot Unchained engine.
Orbs will never come back in the form they had as they simply were too easy to hack around. With that said, we are definitely working on finding a suitable replacement for the best parts of the orbs, while avoiding as many of the downsides as we can. It’s not simple task though, so it isn’t as simple as deciding to do it one day and finishing it the next. Our goal is to get a new and improved version out when we can, but we can’t say yet when that will be.
There are several ways of dealing with that. You could just add a very tough champion that would require a zerg to defeat him to be able to take the orb out, much like the giant grub.
Yes, but then people can still teleport/fly hack the orb out of the base once the champ is defeated. The problem still exists, it’s just not as bad as it was where a single person could fly in and steal it.
Yes please. One of the most jarring things in this game is going from the dead of night to mid-day just by walking through a zone.
Yeah, ultra shadows in this game are a pretty big hit. The sad thing is, they don’t even look great. The render distance/view distance in which they fade from static shadows to dynamic shadows is horrible, even on ultra. Such a jarring effect seeing this line move across all shadows a few hundred feet in front of your character.
If they get rid of PvDoors they’d need some other way to promote PvP fights around the keep. Personally, I like the idea of the door being invulnurable to player attacks until around %10 to %20 health.
In order to promote actual PvP while the doors or walls are being sieged introduce a siege tower into the game that players can use to scale walls. To prevent players from just using those and bypassing doors completely either make it so they can only be used while the doors are being sieged or give the keep lords some kind of invincibility buff that disappears once the doors or walls are destroyed.
Well, they went back on the thief revealed debuff last patch at the last minute so there’s some hoping that confusion won’t be nerfed.
Still a 50% reduction is far too excessive.
It will be nerfed. It was in sPvP a while ago, it was only a matter of time before that change hit WvW once they announced they would be further splitting skills.
It’s not 310 problem. First i was playing “Flame and frost” patch with 306 nVidia graphic drivers and problem was there – FPS drop when i open hero panel. Than i instaled new 310 drivers and problem was still there.
Before patch i had no problems.
/shrug.
It’s only happened to me on the 310.x and doesn’t happen now on the 306.97 drivers. I’ve tried every 310 release since October, but only first noticed the issue in the FOTMs. After every new 310 release I installed them and tested, only to see it was still an issue. Every time I rolled back to the 306.97 drivers the issue disappeared.
I’m speaking specifically about the white flashing objects, not about FPS drops. I haven’t had issues with my FPS dropping, personally.
It’s an issue with the 310 drivers. Every 310 release nvidia has mad has the issue. Reading what Elitepug has wrote, the issue is still there in the 313 betas. Hopefully ANet gets with them and asks them what they’re changing to cause the issue.
Green ropes appearing on wood planks/scaffold
in Account & Technical Support
Posted by: Veplerion.3921
It’s the 310.70 drivers. Roll back to an older version. I had to go back to 306.97 since all the 310’s I tried had the issue.
I want one… so bad.
You’ll see a huge difference in load times between zones, but other than that, it’s going to be a similar experience to a regular HDD. The SSD should help with character/monster loading as well, but the massive culling issues this game has in WvW and PvE completely negate any advantage an SSD would have in that area.
+1 for SMAA built in. I really see no reason not to use it.
FXAA really hurts the look of the game by blurring everything so much. And the AA doesn’t even really work that well on things that aren’t close to your screen. You’ll still see jaggies, and they still shimmer, they’re just blurry.
No. Stuff the current 1-80 zones, and new zones they add, with new content in expansions. Add tons of new things to do at 80, instead of making old level cap zones ghost towns. Yes, there is level scaling, but people don’t care about that. The best rewards are in the level cap zones, so that’s where people go. Spread the best rewards over the level cap zones and people will still use them. Even better, rework old lv80 zones into the story or progress their story with expansions or mini expansions. Orr can’t be filled with zombies forever, can it?
Just do Zaishen-like daily quests via new achivements.
http://wiki.guildwars.com/wiki/Zaishen_Challenge_Quest
It was a good system.
FOV (Field of View) Changes Beta Test - Feedback Thread
in Account & Technical Support
Posted by: Veplerion.3921
As mentioned by a few others, water reflections are completely messed up with the VFOV. They’re completely off the object they’re supposed to be reflecting unless the object is dead center on your screen. Please fix this before you guys put in the VFOV change, it’s extremely jarring to see.
This isn’t my video, but shows the problem off perfectly.
http://www.youtube.com/watch?v=TV2BhlNtG0M
An old topic, but I’m just throwing my support behind this. I like the outline normally, but it completely ruins screenshots. At the very least, it should get disabled when you hide the hud. I really don’t like disabling all the other post processing effects just to disable the green outline in screens.
I had the same issue, but the problem was the fps overlay needs to be “enabled” before you start the game up. I just upgraded to the latest version of dxtory (2012-10-06 release) myself, so it’s acting a little different, but with the previous version if the overlay was disabled when I hit play the game would crash. If I had it enabled so it would be in the corner or on the sides when the game launched, it worked fine.
The latest version of dxtory seems to fix that issue, since I can’t get GW2 to crash anymore even with the overlay disabled.
Go into the overlay settings and make sure it shows the 69 fps counter, and doesn’t say disabled in the black box. If it is enabled and it still crashes I have no solution, but that was the issue I had with it.