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View Full Version : Preview play testing list for Turbine to fix.


DadgaSilverhand
07-02-2005, 09:54 PM
played for awhile and finally reach 260 token, but end up as 261 lvl as my character from LC are already +126 (actaully 127 lvl).

i am not concerning about lags, so we have several servers on the release date, when Destiny only run 1 server. it will be less noticable.

so here is my list that need attentions, anyone else may need to add few thing to the list.

1. character selection screen, i do like old version that shows quarterly (seasonal flavors), and add new background skins.

2. it need adjustable fonts, i cant even barely read small font text in 1200x800 window mode and i had to change to 800x600 res screen to read it but lost so much of game viewing.

3. speed up the vendor trade slot box, loot corpse box, chest slot box. all are too slow to get data processing to find out what items appearing in lootings.

4. adjusting the peas and lootings, i found very low and junk weapons (250 req base or lower non-req base) looted from high level mobs, please we dont need those pathatic items, not even good for npc vendor to get cash from. we do need loot classification and proper level range for decent lootings.
why do they still drop 10 pyreal silk pants when those +100 lvl mobs would had drop 2k-5k pyreal value, think of gucci style clothings found in high level lootings. not from general dollar stores.

5. fix that combat mode when not in combat, somethime it didnt response and it preventing the recovery rates on health, stamina, and mana. tried jumping, but it take out stamina as well, also tried laying down and it keep going back up in combat mode. this is very buggy toggles.

6. few case of "mexican jumping packs" reported. still dont know how it move out of order or postitions changed.

7. house recallings, long blackness in screens and still see packs and character on the side, had to relog to fix and sometimes repeating. lot faster if i had character (alts and mules) log outside of cottage for mulings (retreiving from cottage chest), logging inside the cottage make relogging with alts take too long to get back.

8. death vitae penality adjustings, it really stings, but this is my suggessions for removing the need for death items.
make them optional for corpse recovery or no corpse recovery with stiffer death penalities as severe coins losses by extra 10-15%.
it is insane to reclaim item(s) on corpse for each item on each time, we do need one click mode.
my opinion with death penality on death drops has to go and it will help reduce the server lag and latency by having no corpses to recover, once you went back to LS, and that corpse you left behind will be gone within 10-15 seconds.
if someone want to play with death penalities for challenges, they can opt for clicking on UI boxes for corpse recovery and remain old fashioned play style and able to do corpse recovery as if it was last year or any previous patches.
And those who opt for no corpse recovery will may face a tougher vitae loss, but it will be noticable more playable server with less corpses hogging the broadband internet and latency.
with no corpse recovery, we dont have to worry about carry death items and we will feel lighter and more slots available to have extended hunting time or salvaging bags to add.


so i did had fun playing Preview most of all, enjoyed new graphic update. so here is the few ideas.

1. new hairdos, not bad, but need few varieties, where are the beards and braids??? no handlebar mustache?

2. mob aggros, low level mobs should be able to fear us and not bothering, it is very annoying for 5th lvl mob attacking +126th lvl characters which had no xp value (4 pts? geez, get real!), concept (greyed out those 1-30 lvl creatures).

3. melee need new skill, "explosive ring effects" (AoE) area of effects to put out annoying low levels, archers would need some grenade effect, but both should not effecting high level mobs for xp exploiting until further testing by turbine teams. make this another topic open for AoE skills.


Edit: Feel free to add on the list or make suggessions.

Scenario
07-03-2005, 01:12 AM
1. character selection screen, i do like old version that shows quarterly (seasonal flavors), and add new background skins.

The current plan is to start introducing new character selection artwork starting with the August update, so don't worry - its look will change like it used to though what it will look like is up in the air at the moment.

CarbonBased
07-03-2005, 03:08 AM
I like your vitae suggestion. It would be cool to have an option when you die.

Imagine if a little pop up box appeared, and you could either leave a corpse and have +5% vitae. You could also choose the option to not drop anything but incur +20% vitae. If you get to 40% vitae you lose the option to not leave a corpse and start dropping items, because you can't go over 40% vitae.

Gafoon
07-03-2005, 04:34 PM
One thing about the lag. On my machine downstairs, the lag is almost 100% disk based. In other words, the lag's caused by the textures, NOT by the server/load.

There seems to be some hideously inefficient use of the portal.dat file - the machine's got 256M of RAM, which should be suffcient to run AC even at medium texture mode.

Edit:s/client/server\/load/

Newbie
07-03-2005, 10:32 PM
I'm ok with Vitae as-is, and the new augmentation gems give an option for high level players to forget about DI's.

Personally, those will be my first 3 gems (boy I wish the timer was shorter, like 2 weeks... hint hint :) ) so that a couple of months after the xpac goes live I'll no longer need to worry about DI's at all, and only carry a few just 1 month after it's live.

The only thing I think they missed with the new vitae was an option to slash it in half (say, or X% reduction, pick a meaningful X) if you recover your corpse. That way even with no DI's there's an incentive to recover other than the personal honor of not leaving a corpse.

darkpriest
07-04-2005, 04:03 PM
Gafoon ... sorry to bust your bubble ... but 256MB is not sufficent to run AC:ToD or much of anything for that matter without going into virtual memory.

Assuming you are running windows XP ... it uses 100MB ram on it's own ...
got an anti-virus program? That takes some more ... got chat programs? there's some more ...

No doubt you got other background services running ... so in the end .. you're probably already using 200MB+ ram before AC even launches.

launch AC ... now you're over 256MB ... and now you're into Virtual Memory ..

If you want a smoother experience .. upgrade to 512MB or more ram.

Gafoon
07-04-2005, 04:44 PM
Gafoon ... sorry to bust your bubble ... but 256MB is not sufficent to run AC:ToD or much of anything for that matter without going into virtual memory.

Assuming you are running windows XP ... it uses 100MB ram on it's own ...
got an anti-virus program? That takes some more ... got chat programs? there's some more ...

No doubt you got other background services running ... so in the end .. you're probably already using 200MB+ ram before AC even launches.

launch AC ... now you're over 256MB ... and now you're into Virtual Memory ..

If you want a smoother experience .. upgrade to 512MB or more ram.

Darkpriest, your answer shows a profound misunderstanding of how memory management works on a modern operating system. You're into virtual memory when the system boots - virtual memory isn't an optional feature on modern operating systems (it was in the early Mac but that' about it).

Any modern operating system will swap out what is needed to ensure correct functioning. But if AT:ToD is inefficiently reading textures from the portal.dat, or if it's using more than 256M of working set (the actual virtual memory being used) then you'll page to death.

Personally, I think that there's a memory leak in the texture store, that's why it gets worse over time. But there's no reason that AT:ToD shouldn't be able to run at medium resolution on a 256M machine (running XP SP2 to boot).

Merubin
07-05-2005, 02:11 AM
There seems to be some hideously inefficient use of the portal.dat file - the machine's got 256M of RAM, which should be suffcient to run AC even at medium texture mode.That's the "minimum system requirements" and 512 is recommended. Try a lower than medium setting and see if it works better?

Al-Egre Arn
07-05-2005, 02:37 AM
Windows 2000 Professional
P4 - 2.4 GHz
512mb DDR
ATI Radeon 9800 Pro w/ 128mb memory

I get the same problem as Gafoon. Hard disk is constantly accessing and system slows to a crawl or to a stand still. I have to CTRL-ALT-DEL and terminate the client using Task Manager. I have not been able to play the Preview due to either the hard disk thrashing or my system crashing to desktop. Even with as little as 256mb RAM, the hard drive should not be constantly thrashing.

DadgaSilverhand
07-05-2005, 10:12 AM
i used Nvidia GeF4 MX420 WITH 64MB, but i got better upgrade to radeon 9250 with 256mb.
i have memeroy cards up to 768mb, it still run slow.