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dandamanno.4136

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Everything posted by dandamanno.4136

  1. From a PvE perspective I would still like to see Illusions be far beefier than they are currently. Also, clones are the Mesmers resource. Why do they die if your target dies? Does a Warriors adrenaline vanish if the enemy they were building adrenaline on dies? Of course not, they just switch targets and use their burst skill which is as it should be. What about Necro, does its shroud vanish if the targeted enemy dies resulting in them having to build shroud from scratch after each kill? No. If Mesmer clones target dies, clones should simply retarget to the next closest enemy, or ideally to the next target the Mesmer hits with a skill.
  2. No reason not to. It's open source for any game, works on all sorts of hardware both AMD and NVIDIA, gives you extra frames with virtually no visual differences unless you are squinting at the screen 1 foot away from it. (edit: For the Ultra Quality setting anyway) It is also apparently very easy to implement based on several developers opinions. It's a Win-Win-Win for AMD, developers and consumers.
  3. I'm pretty sure several people in this thread have explicitly stated that staff needs to be nerfed because it offers too much (best buffing, best damage, best defense) for doing too little (essentially double barring staff and using little else but ambush) while also being versatile allowing for range if needed. At least that's what I read?
  4. They could have put the Alacrity on Staff 3, maybe around 8 seconds. Traited Staff 3 is 14.5 second CD, the 8s Alacrity brings it down to 12.5 seconds by itself. A little boon duration and you've got perma-alacrity support. Also drop the Vulnerability and throw some burning on it to give staff 3 some good condition.
  5. Except for events in PvE. If you are doing events you really can't use Staff effectively at all. Mesmer is already hard enough in events with phantasms and clones that die when your target dies, never mind dealing with slow staff as well.
  6. For the old single player NES or N64 or SEGA game cartridges / cd's? You definitely do own the copy that you purchased. Not the code or ideas or characters/settings, but the playable copy you do. The proof is that you can resell the copy to someone else and then they own that copy. Any game that has a "key" is just a license to play, which is not the same and you do not own the copy. Usually just the access to some online service. The proof here is if you try to sell the "key". You can't. Gaming has changed so much from when I was a kid, lol.
  7. It works for many people, myself included. The wrapper has a cost that will affect everyone by a certain amount at all times. But if your system can take advantage of the DX12 benefits then in high draw scenarios you will overcome that wrapper cost easily. Generally, the scenarios where the DX12 will have the biggest impact are the ones where you actually need the biggest impact, such as large number of players on screen, etc... Having a cost of a couple FPS in low usage scenarios hardly matters since you are probably not struggling for frames in those scenarios anyway. Using the d912pxy for the last 6 months I can honestly say I havent had any crashing issues at all. Certainly possible, but seeing as how you can try it out then uninstall it if it causes problems it's worth a look. As for the visual glitches, those have all pretty much been worked out now. The only visual issues I see now are the conflict it has with GW2radial which causes a flicker when I hold the mount select key until I release it. Not a big deal for most people considering that is an optional addon itself. Also, just like when the 64-bit client was introduced, if ANET did implement a DX12 build, they would run it concurrently with a DX9 client for a good long while. I mean even LotRO has a DX9, DX10 and DX11 client all at the same time. If you want to talk about a company with few resources to spare...
  8. Keep gameplay in the game. As much as possible.
  9. https://www.gameinformer.com/2020 Here is a list of all games released in 2020. Trying to find supported Mac games is like a needle in a haystack. Most companies find it not worthwhile. Im not sure why people are surprised that Anet wouldn't be willing to support Mac going forward, now that extra time and expense would be required.
  10. Apple is worth $2 Trillion dollars. NCSoft (which Anet is just a part of) is worth only $12 Billion. Why do you find faultless one of the worlds richest companies who could very easily maintain compatibility with current games with a pittance of investment, and yet think that Anet, a small subsidiary, of an already smallish company should be tasked with this extra burden financially? Apple doesn't care that you want to use their machines for gaming. That is clear by their actions. Also, as a side note ESO put out basically the same letter as Anet. No support for Mac on ESO either. Same reasons too. Two much dev time and simply not enough people play on a Mac to justify it.
  11. So you are telling me that everyone on here who is using ReShade is doing so without a "Skip UI" option? :o The text labels are so blurry, it's unbearable to the eye. This is a bit late but I made my own UIMask .PNG file and replaced the blank one inside the "reshade-shader/textures" folder. You can use a program like GIMP (GNU Image Manipulation Program, these forums block the acronym :s ) and import a screenshot from the game, and then paint over the areas that you use for your static UI elements in white, and the rest of the image in black (I may have the colours reversed). It was tricky but with some tutorials using GnuIMP I found online I got it done. Then while in game you set "UIMask-Top" at the top of the active effects you don't want to affect your UI, and UIMask-Bottom after said effects. https://github.com/crosire/reshade-shaders/blob/master/Shaders/UIMask.fx
  12. In mmo's bugs that "block progress" are usually top priority, and rightly so. Anet shouldn't be backburning this issue. Many solutions have been suggested in regards to how they can work around the problem without needing to "fix" it necessarily, such as more checkpoints during long, cutscene rich storyline instances. If they just updated one or two instances per patch it could be mitigated greatly within a year.
  13. Because the game (core and heart of thorns) still lists Windows XP SP3 as the minimum requirement. The developers have always been reluctant towards upgrading the core game in any way, that goes for graphics too. Now it's either because they have the hardware data and there are a lot of players using potatoes to run this game, the team doesn't want to mess with existing engine code and instead pile new things on top of it, or simply they don't see any engine improvements as a worthwhile investment. At this point, trying to keep the game compatible with XP would be more work than just dropping the support for it altogether. According to the steam hardware survey 96% of OS's out there are non-XP anyway. I mean they dropped 32-bit support completely. Actually, now that I think about it, XP SP3 only came in 32-bit flavor. The 64- bit was only up to SP2. This means that Anet not supporting 32-bit anymore indirectly no longer supports XP SP3.
  14. Original Lions Arch. Gone but not forgotten. Cool hodgepodge of architecture, had real flavor. Fun to explore.
  15. Probably won't get any response, other than the one already posted in this thread.You can try any one of the plethora of tips/workarounds found in this thread. Good luck. That's what im afraid of, its sad that game breaking issues are not dealt with.Sadly i will probably just stick to WVW and not buy any story content (like many folks i have spoken to), this must be costing them a fortune.Anyway best not dwell, i was well known for moaning in ESO and my forum bans were considerable! Be SafeThe only solution in this thread that I have not tested thoroughly is the - clientport 443 command line argument suggested on the last page, mainly because I have not been doing the storyline atm. The poster seems knowledable though so it's worth a shot. I would think that Anet would take notice and implement a permanent solution if any of these seem likely to be the fix, but I think they're no longer paying attention. Also if it is an isp or internet routing issue they would not be able to reproduce it easily.
  16. People probably initially play them for the "Warrior/Paladin" style of class. They probably keep playing them because they are a very strong, well-rounded and valuable team member in all game modes. They are, in my opinion, the most boring class to play, but you simply won't find a class that is as well adapted to the way this games combat plays.
  17. Errr, pretty sure that's not what he said, lol. That is a fabulous example of a strawman argument though. Should link that to the wikipedia definition. ESO's main issue is that the game has no cooldowns on any skills, which leads to an unprecedented level of skill spam (specifically highly taxing AoE skill spam). In fact starting August 24th they are "testing" global AoE cooldowns in their WvW area just to confirm what we already know, that AoE spam causes massive server-side calculations that bring the game to its knees.
  18. Aren't profitable for the player that is. The house always wins, as they say.
  19. What causes some of the performance issues is how the game handles draw calls. But this can not be called poor optimization as other ways of handling draw calls would cause other issues. D912PXY reorganizes draw calls, but doing so kills a lot of GPU performance (more than 20%) and requires some extensive shader compiling causing graphics glitches. That's not necessary something you can call a polished product ready for shipment to a big number of customers. Other performance issues are simply a result of the huge amount of game logic in large scale fights. This would not improve under DX12. Dx912pxy seems to off-load some CPU cycles over to the GPU. So your GPU usage does go up (around 10-20% like you say) but your CPU usage goes down (around 20% is what I see when doing comparisons). I did several comparisons when I first installed the program to see if I could notice any difference. Generally this game is CPU bound, so leveraging GPU power to free up CPU power is a pretty good trade off in nearly all scenarios. I had a hard time finding any scenario that yielded worse FPS results using d912pxy. I find it pretty impressive that a DX12 ad-hoc program can have descent results with the only drawback being 1-2 minute shader compiling upon first launch, and strange character portraits on the character select screen. Especially when my initial reaction when I first read about d912pxy was a solid "Pfttththhh!".
  20. Search for the "Storyline Disconnects-Merged" thread. The latest "fix" (there are many supposed fixes, but the random nature of the problem can make it hard to pin down) is to add the command line argument "-clientport 443" to the gw2.exe target through a shortcut to the program. Does it work? Who knows! But it's worth a try right?
  21. This. Also, if you are, the author has put out a fix for it.
  22. Imagine how the mobs in the game feel. Slaughtered by the millions by unkillable PC's that easily take them on 10:1, while dealing massive AoE damage and healing constantly and even if you manage to down them they can be rezzed by a friend or even rez themselves!
  23. Hmmm... I never found any part of the story lines to be too hard. Some parts are a bit challenging but mostly you just need to figure out strategy and then it becomes pretty easy. To me the slight challenge is what prevents it from being boring. Not the other way around. Why not group up with your BF to complete the harder stuff?
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