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Messages - quickstix

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1
AVWW Technical Support / Re: Framerate Issue
« on: April 18, 2012, 10:15:54 AM »
If it helps I'm having a similar (if not the same) issue. Was running the game a month ago with 2xGTX 460s in SLI and it was running smooth as silk. Have since then swapped to 2xRadeon 6850s in Crossfire I'm getting 50-70 fps on the main menu and a bumpy 30-40 fps in game (tested on the first screen of a new world). GPU boost doesn't do much except drop my fps to 20-25 at the top end of values. Unfortunately I never looked at fps when I ran the 460s as I never had a need to, so I don't have a fps comparison. All other computer parts are the same.

Don't know how much that helps, but at the very least I'm having the same problem. Also, I haven't booted the game since I swapped GPUs last month as I don't have much time to play, so I can't say if it happened after swapping cards of after an update. Given what I'm seeing though, it's most likely to be the gpus and I might just need to wait for new drivers.

2
Off Topic / Re: DotA 2 Release Tournament!
« on: August 09, 2011, 10:39:42 PM »
I hope this doesn't turn into the usual DOTA vs HoN vs LoL vs everyone else that it usually... ohwaitasec

Not only have I posted in a moba-war thread, but I also managed to get TF2 involved somehow. Valve certainly can't complain about the publicity a moba-game tends to bring these days.

Can't say I wasn't productive at uni today.  8)

3
Off Topic / Re: DotA 2 Release Tournament!
« on: August 09, 2011, 06:48:38 AM »
You may think so, but the extreme success of the MOBA genre signifies that many people see otherwise.

I'm not doubting that moba-style games are competitive; I think it's great that the competitive scene is branching out to new games and to an audience wider than hardcore gamers. I enjoy my fair share of watching pro-SC2, especially the recentish TSL3 or GSL season. Nor am I saying that they're not popular, because they most certainly are (although you'd struggle to say that here in Australia).

However; sure, a million play every day, but can you dissect the data and tell me how many are veterans, how many are new, average playtimes, how many games played, new player retention/turnover and how often the same players return to the game? My concern is that competitive gaming is still struggling with the concept of making the learning and development process for newbies both fun and interesting. The reason that I stopped playing Starcraft 2 after a couple of months was that trying to get out of the newbie brackets required me spending hours and hours watching replays and memorising build orders; with the little time spent playing the game often being fustrated and annoyed and, more importantly, not having fun. I'm not sure that Starcraft 2 would have kept as many newbies around as it has if it wasn't for Day9, who has done an amazing job of demistifying the seemingly impossible barrier that is competitive gaming in SC2. Even then though, that's a community resource that isn't moderated by the game's makers. One of my biggest fustrations in LoL is actually trying to find well written and maintained information, because the official site doesn't go beyond the basics and stating the obvious. It shouldn't have to feel like a full-time job just to win a couple of games; especially when you only have an hour or two for gaming each night.

At least in games in TF2 (which has a great official wiki, much like AI War) you can give a newbie a rocket launcher and tell them to help cap a point, or heck, you can give a week old player a Rifter in Eve Online who can then tackle important targets and take out the small stuff big ships can't hit; all the while having fun while doing so. In DOTA, you might as well tell a newbie to stay in the spawn, because then they won't give the other team gold and exp. Competitive games need to be much more pro-active about helping the newbies along; you can't teach yourself football (soccer, whatever) on your own, you need to get into a club and learn from people who know what they're doing.

That Valve will be implementing coaching in DOTA2 is a positive sign that they are actually looking to keep newbies and help them along. Despite my concerns, I am actually interested to see the way Valve, a company where every decision is based on player feedback and the idea of newbie retention, take on DOTA 2.

EDIT: I don't want to sound like I'm beating on competitive gaming or the OP, but the issue of wider perceptions of esport and growth beyond unfriendly and elitist communities is tied directly to the issue of actually making learning and teaching the game fun and engaging, not a futile endeavour akin to squeezing blood from a stone.

4
Off Topic / Re: Forums are now running SMF 2.0!
« on: August 09, 2011, 01:51:08 AM »
I thought this place was shinier, and darker, than I remember. Every second forum having the 'blue-text, white background' tends to confuse me when I have a few of them open. Nice work.

5
Off Topic / Re: DotA 2 Release Tournament!
« on: August 09, 2011, 01:14:21 AM »
It's always going to be difficult to keep the peace in a game where a newbie giving kills to the enemies is actually worse than them doing nothing at all, aka so called feeders. At least in most cases with TF2 pubbers, it doesn't matter if a newbie soldier gets killed so long as he's spamming rockets and trying to capture a point; three or four good players will usually carry a pub team and make up for it.

I'm interested to see if Valve will be able to appeal to a market wider than just the people who already know the ins and outs of DOTA. I like complex games, but the mechanics of the moba-genre to me seem too artificial and lacking in dynamics just for the sake of being a competitive game.

6
Off Topic / Re: Eve gets greedy
« on: June 26, 2011, 08:36:31 AM »
who's 'Mittens'?

Current chair of csm6 and head of Goonswarm Federation/Waffe. Very smart guy too.

The prominent issue with non-vanity cash items is the 'Thin Air' problem. Someone on Kugu sets it out very well.

Quote
Originally Posted by

Some example scenarios:

Player sells a PLEX to inject ISK into his wallet:

    Player 1 purchases a PLEX for $. He then sells it on the market (or trade/contract, mechanism of sale is irrelevant).
    Player 2 purchases the PLEX with ISK, which he obtained through some in game method (Ratting, scamming, skimming from alliance moon goo etc.).
    Player 2 loses the ISK and gains 30 days of subscription time.
    Player 1 gains this ISK.
    Player 1 buys ships and mods on the market.


In this situation CCP get paid for the subscription time no matter who ends up with the PLEX and ISK is transferred from one player to another. No new goods are added into the economy. The goods Player 1 purchases still need to go through the player mining/production chain.

The goods are also subject to normal market conditions and game mechanics (eg: drop rates of meta/complex/faction gear).


Player buys PLEX and converts it into a ship from the micro transaction store.

    Player 1 obtains PLEX through X method.
    He then purchases a ship through the in game micro transaction store.
    The ship is created "out of thin air" and given to the player with no mechanism for limiting supply.


The first thing you may notice is the severe lack of a "Player 2". There is no other player interaction. EVE's mining/production chain is bypassed completely.

The other thing to question is "How does the ship get to you"? Let's just guess it would be where ever you purchase it. Which also means bypassing the entire logistical community of EVE too.

Forget risking Jump Freighters getting your gear to deployment. It's far more efficient to convert your ISK into PLEX/Aurum and have it created out of thin air at the deployment system.

7
Off Topic / Re: Eve gets greedy
« on: June 25, 2011, 03:56:45 AM »
Funky Bacon on Eve-radio hosted a very interesting show today, taking place a bit after the email link was posted on en24. Podcast of it is worth listening to, as there are a few csm members there (Mittens included).

Went down to Jita today to help out with the market hub protests. Was nothing like the 2100+ they had earlier, but was still pretty laggy with 1300ish in system and plenty of them shooting at the statue at 4-4.

And here I was thinking ccp couldn't top their previous efforts last year of nominating themselves for an award and asking the community to vote for them.

8
AI War / Re: What's coming for spirecraft and golem balance.
« on: November 23, 2010, 01:11:46 AM »
Great idea. A very simple solution that would appear to address many of the long running discussions on the effectiveness of Golems (and now the Spirecraft). The Golems have had a long case of being really neat, but not needed and too expensive to win the game in my strategically conservative fashion.

9
There's a tip that mentions the z and z+x keys to see ranges. Unless I missed it within the other tips, I might suggest including the z+a combo, to see the ranges of your ships at the mouse cursor, in that same tip. My fingers are almost permanently on those keys.

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AI War / Re: AI War Beta 3.906 Released!
« on: October 25, 2010, 09:35:15 AM »
I think I agree with this. After dealing with a 2000 youngling wave and 100+ regular ships in my previous 3.189 game (at the 3 hour mark) it was a bit of a shock to see waves of 10-20 ships. Another buff should do the trick.

11
AI War / Re: New Expansion!!! Light of the Spire
« on: October 25, 2010, 08:52:05 AM »
Makes me think of FreeSpace. First you think the Orion class is big; then the Lucifer turns up. Then in FS2, you think the Lucifer is big; then the Colossus turns up.

Every time a new ship turns up someone is going, 'Actually, this is what our REAL force looks like'.

12
Off Topic / Re: Calling all dwarf metagods!
« on: October 25, 2010, 08:06:32 AM »
also, what exactly is the point of caravans? they arrive like clockwork, yet I systematically ignore every single one.. then that damn liaison annoys me with a dozen and a half windows yearly

They're for trading I believe. http://df.magmawiki.com/index.php/Caravan#Caravans should point you in the right direction. Make sure you have a Trade Depot (requires the architecture skill).

And yes, their liason will bug you about stuff. Especially the elven one. :P I'm also reminded of the time that Boatmurdered traded an elephant for everything the elven caravan had.

13
AI War / Re: AI War Beta 3.906 Released!
« on: October 25, 2010, 07:56:13 AM »
If I remember rightly, the Mk1 Bomber Starship has a reload of 18 seconds, compared to the Mk1 Siege of 8 seconds. So I don't know what to think about the bomber starship as it sits between the other specialised starships, most notably in comparison to the Siege. My 2 cents.

14
There is a handy-dandy context menu.

Edit: Does the alternate galaxy-map layout still exist? That's useful.

15
AI War / Re: AI War Beta 3.906 Released!
« on: October 24, 2010, 09:38:37 PM »
- bomber starship is now pretty much superseded by siege starship - it may need new role now

I was thinking the same to myself last night. I think because Bomber Starships have only been available in fabricators they've never really been thoroughly balanced. Sieges are slow, fragile and strong against large single targets whilst Bombers are faster, tougher and somewhat powerful against single targets. But then where does that sit within the raid and fleet lines? Hmm.

I'd agree with the balancing talk. I saw Vampires for the first time last night and was surprised at what just one could do. Even though it was a mark 4, I was surprised that not only did a single one destroy two reactors and a number of manufactories, but it soaked up quite a lot of firepower before it died.

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