Jump to content

Reiella

Members
  • Posts

    42
  • Joined

Everything posted by Reiella

  1. The big issue I think wrt SGRA in this game and the silence is the voice budget probably hurts their ability to do it in the interim/short-term, it may need to be attached to a largely item to be fiscally viable, especially with the title having the perception of not performing as well as anticipated. Now, there is a very good question as to why it was left off with the initial game, I suspect it may have been not wanting a repeat of the 'Mass Effect' media 'scandal'.
  2. In City of Heroes... Ok. The environment is different. If it's not a pvp zone, and the players are interacting, they're effectively on the same side [baring funny glitches]. In RWZ, my Arachnos Soldier can't heal the other Arachnos troopers, in fact, they'll still shoot at me, because they think it's fun. It's not really the same type of scenario.
  3. Quite, reminds me of a very frustrating escort quest in one game. Mob was attackable by the other faction. Attacking the mob did not flag you for PvP. So, they could effectively make it impossible to complete the escort quest.
  4. I can tell you what's happening, but no clue how to fix it . The registry entry is stopping when it finds that Space... It really shouldn't, but I have no idea how to fix that. What you can do is add a line after that registry searching that Or whatever directory it is that it's installed to. Although I think you'll have to remake the symlinks.
  5. Why should a player be able to prevent another player from completing their pve objectives [in a pve environment]?
  6. The issue being that they are able to blue-wall heal. It does kinda suck, at least if the imperial flagged NPCs are intended to be defeated by Rebels in the normal course of gameplay [ie, it's not happening when base-attacking].
  7. Which is very nice. Just to chime here, I think the folks complaining about their load times are looking at closer to 30s to 1min loadtimes than the sub-10s range.
  8. There are some mechanical differences at play. With Consular/Inquisitor the big difference is throwing rocks has travel time to target, while lightning does not. So the damage is .7s faster or something for Inqs. Similarly, Trooper Cells have rounding issues when compared against Bounty Hunter Heat. Not as pronounced [and there are other issues as well, just that's an easy one to point out].
  9. Ouch, not sure what happened there, but guessing you got afk-flagged [saw it happen to a few folks on my balloon ride]. Even if that's not what happened to you, going to share the advice that folks move around a bit on the balloon to avoid getting afk punted.
  10. We're walking single file to hide our numbers. Shesh, it's like you sleep through advantages indigenous combat tactics on tattooine.
  11. It's hit or miss depending on the environment. Generally, disabling it doesn't result in any real benefit either [fractions of a second for boot time and shutdown, yay?] beyond freeing up the disk space on the drive [which can be useful for SSD scenarios]. Apparently, it can impact SuperFetch as well, which has varying degrees of impact depending on your system's setup.
  12. Dewbacks are reserved for the Mountain Dew promotion in August. [Joke Disclaimer here]
  13. Actually read the thread, most of the posts are just repeating that bit of information . Not quite paying attention, but I think only one person thought it was a timer counting down .
  14. The initial delivery is made when the character in question logs in for the first time after the account receives the entitlement. Also, should note, that it's not a hard 14days for those items. Not sure what determines when/why they get deleted. http://imageshack.us/photo/my-images/703/derpla.png/ shows the emails lasting for a fair bit of time .
  15. That sort of issue makes me suspect the game is exceeding network throughput issues as opposed to a memory issue. And hopefully it does get resolved . Would also explain why there aren't shared experience complaints wrt the Fleets. But I'm not developer, best you can do is report and hope that they get some good crash-data from someplace.
  16. Which is interesting. Other folks have expressed that they have seen their processes exceed the 2gb cap. Personally, I have never seen mine jump over 2gb and I'm running a happy fun system with 24gb of memory [wraa fear my wasteful ram]. However, I don't watch my memory consumption that much in game [i'm not having problems, so no need to]. In general, I am more surprised to find folks claiming it allocated that much memory, since I would imagine that's a certain case of a memory leak and the memory manager failing to release assets. It really shouldn't use that much memory, this isn't a graphics design app after all. In general though, I think your issue would not be solved [directly] by an increase in available memory space. Quite, at least, they're betaing a 64bit client. Similar to the Aion 64bit client that apparently still had devmode turned on [oops] and is now no longer supported. Certainly nice to see, however, not really a case of every mmo [or even a significant plurality] having 64bit clients. Very looking forward to wow 64bit though, that should mean I can use even more memory intensive addons [why yes, I do want to keep auctioneer up while I raid, why do you ask?].
  17. Not too surprising, but always worth a shot. Got motivated to actually check the file headers and . However, I don't think it's specifically the 2gb limit, since the executable is LAA. Problem may well still be memory management failure, but it's not because you're hitting the 2gb wall.
  18. Which is fair for thematic sake. However, they need to be balanced mechanically. Similar to the annoyance of the rounding error that hits Troopers relative to the BH. Not too big of a deal [imo], but annoying.
  19. Just on this point. I think you should find if it is crashing due to exhausting mappable memory, that the Fleet is going to be far more likely to cause you to reach that level. Even if the issue is hitting up against the 2gb/4gb limit [i haven't checked the flags so I dunno], changing to a 64bit framework doesn't solve the underlying problem [memory management is failing]. Off hand, if I had to guess for a problem component, it would be the 295 if only because it's one of the earlier nvidia multi-GPU solutions and SLI finickiness. It would be nice if crash logs were generated. Hmm, that's a thought, has the OP tried pulling the eventlog to see if Windows actually logged an application crash?
  20. http://msdn.microsoft.com/en-us/library/windows/desktop/aa366778(v=vs.85).aspx#memory_limits The limit is 2gb without LAA. On a x86 system, the limit goes up to 3gb if you have LAA enabled.
  21. Many 32bit applications are limited by 2gb, if they are set to be large address aware their available memory map can go up to 4gb. This still holds true when you are using a 64bit system. Hence, the desire for an actual 64 bit client so it would be limited [generally] to 8TB [although it would still need the LAA flag set to get past 2 gb ]. A point of clarity as well, those are limits per process. Some applications have a less than gracious crash when they reach/exceed the available memory map.
  22. I'm struggling to think of a MMO that does come with a 64bit client. Not saying they don't exist, just really struggling to come up with one. Most I see are LMA flagged 32bit clients.
  23. Ya, they're totally called action figures and bases.
  24. What is important, however, is balancing encounters. Blizzard has taken steps to balance the battlegrounds, for instance, with the cross-server play, which greatly normalizes the population disparity. In their psedo-BG open world objectives, they give advantages to the outnumbered [or at least the losing] side to try to even up the gameplay. But ya, balancing at the population level for a server is a bad idea.
  25. Most mobs were tuned based on how much damage they could do on the spreadsheet. When issues crop up that expose unintended consequences, it can be bad. Similarly, every other character is balanced around an idea of what damage they should be producing. When it's out of sync for pvp, it's out of sync in pve [we just don't care as much since the mobs don't cry nerf ]. That isn't to say that there won't be other unintended consequences or further need of adjustment, it's a MMO, things change. PVP just tends to require a thinner cloud of relative balance.
×
×
  • Create New...