OMFG!!! NERF RANGERS PLIXX!!!
Jag har ju en faiblesse (spellcheck) för dom udda klasserna. Druid i WoW, Mesmer i GW.
:fu
:cheers
Då ditt system möter rekommenderade krav med råge Prunis, så blir man ju lite orolig, speciellt om de pratar om enbart en 10% förbättring vid release?
Kanske de skulle fundera över ett system liknande Guild Wars, där grafiken succesivt skalas ner ju fler folk som befinner sig inne i en stad? Det funkar ju faktiskt bra där, och så himla störande fult blir det ju inte. Vad fläskar du på med för upplösning förresten? Har du maxat alla övriga inställningar? Sånt borde ju vara av viss betydelse också.
Ska ta och titta lite på sidan du tipsade om!
Edit: Har läst på sidan ovan, och om inget radikalt händer med spelmotorn vid release så verkar inte spelet vara något för mig i dagsläget, då jag tror att min dator inte kommer att orka med.
Sitter med en P4 3.3 GHz, 1 Gig ram (planerar uppgradering till 2), ATI X850XT 256 Meg AGP, och efter vad jag läst så för att det öht ska vara i närheten av att kallas spelbart med ett sådant system så får man vrida ner all grafik i botten, och kan då hoppas på kanske 15-17 fps ute i det fria, och mellan 5-10 fps inne i städer. Notera att jag uppfyller rekommenderade systemkrav så när som på minnet.
Lite intressant då att se hur tillverkarna har satt min. systemkrav, kan ju undra hur det flyter på de burkarna? Avvaktar vidare info från när spelet väl är släppt!
Ragge! Hur får man sin ponnyhäst? Igår såg jag en lvl 8 (!) som hade riddjur.
Här går det visst att hämta beta keys
Och trasslet med Hideyour IP behövs inte
http://www.eurogamer.net/article.php?article_id=71537 (http://www.eurogamer.net/article.php?article_id=71537)
Dessutom kanske du kunde tänka dig att testa via en trial när spelet släpps eller en buddykey? För du blev väl inte tjurig nu och tänker av princip inte testa Vanguard? Trist i så fall, för jag hade gärna spelat åtminstonde ett spel med dig, men 'to each his own' antar jag :(
Jag har också förbeställt. Men i samma stund som det börjar powerlevlas, skyndas och springas fort fram tänker jag lägga av, bara så ni vet ;)
I mitt fall visade det sig bero på dåliga ram-minnen, men det felet har säkert inte du.
Första intryck efter ca 45 minuters spelande - en WoW kopia, nästan rakt av! :)
jag ha en RIKTIG karta och att questen ska vara utmärkta på kartan. Likaså quest-givarna.
finns det ingen motsvarighet till www.thottbot.com? för utan den sidan skulle jag stå mig slätt i wow.
Testa The Lord of the rings online!
Testa The Lord of the rings online!
Jag har också förbeställt. Men i samma stund som det börjar powerlevlas, skyndas och springas fort fram tänker jag lägga av, bara så ni vet ;)Hear,Hear!! Jag tänker INTE powerlevla, jag vill njuta av quest, quest quest.....
Första intryck efter ca 45 minuters spelande - en WoW kopia, nästan rakt av! :)
:hm Är det inte egentligen så, att WoW är en rätt oblyg rip-off från EQ? Detta är ju typ EQ3, samma gäng som gjort Vanguard som gjort EQ och EQ2. . .
Jag har också förbeställt. Men i samma stund som det börjar powerlevlas, skyndas och springas fort fram tänker jag lägga av, bara så ni vet ;)Hear,Hear!! Jag tänker INTE powerlevla, jag vill njuta av quest, quest quest.....
kl 20:00 ska jag se på Så ska det låta (ja jag är så gammal att jag gillar den typen av program, jag gillar även antikrundan) FLAMEBAIT :D
Vad är lägre presterande maskiner i det här fallet? Om man möter (och överstiger) rekommenderade systemkrav så skulle jag knappast kalla det för lägre presterande maskiner i relation till spelet. När dessutom folk som sitter med det senaste i hårdvaruväg har problem, så är det inte ett hårdvaruproblem, utan frågan om dålig programmering.
Om spelet hackar även i minimala inställningar, då det f.ö. ser för taskigt ut, inte heller då är det hårdvarurelaterat, utan dålig programmering.
Folk bör vara medvetna om detta innnan de köper spelet.
Visst serru, här går det undan. Kom med komentarer på den nya gillesposten.En regel blev två på en gång :)
INNAN OG tröttnar på spelet! ;)
Fråga DD - Han kommer ikväll. Jag skulle kunna tänka mig att migrera till Thestra ikväll - Får jag hjälp med det av dig DH?
Jo fast questen är ju för småttingar :) Sen vet jag inte ifall vi är KOS i Leth-Nuare.. Jag var ju Dark Elf under betan. och/men vet inte ifall det bara är High elfs där nu.
Jag kanske kommer på lite sent. ni vet umgås o sånt först :)
Thestra är det ett område/kontinent eller en server ? (frågar en noob) :cartman
PS: Vanguards siten suger ju.. snacka om rörig och inte ett skit finns i den utan allt är tomt. :(
mmm.. sitter jus tnu med en "Whiskypinne" (ölkorv) och en Staropramen och lirar Vanguard.
Kan det bli bättre ? (kan i.o.f var WoW också) :) :drink + :korv + :microsoft = :love
:wave
VÄLKOMMEN TILL BETA 6 ;)
nu är ios kl 04:00 och servern gickner.
Tack för igår gubbar.. Qul att få färdigt den där getquesten. och den var rätt kul fast vi strök med...
Bards are easily the best pullers in VG, they can single pull linked mobs.
Från ett forum:CiteraBards are easily the best pullers in VG, they can single pull linked mobs.
Låter ju intressant! Är det någon speciell förmåga som barden har eller?
Jäkla skitspel att vara vanebildande. :)
@ Hazard o Prunis: Hoppas det gick bra igår trots att jag fick logga ur lite abrupt. Lillgrabben var lite grinig, det hördes kanske...
Jodå vi kirrade questen strax efteråt. Dock så pullade Korven den största jävla krocken som fanns på stranden och vi fick fly hals överhuvud. Snapjaw (lvl17) var stor som en minibuss och lika ilsken som tysk tevehandlare! ;)
There’s Something About Vanguard
Whew! It’s been a long couple of weeks since last we’ve spoken. In that time, the official Vanguard forums closed, the Vanguard beta ended, and the game launched. (Oh, and I moved into a new house and promptly came down with the world’s worst case of the stomach flu…but that’s beside the point.) Our own John “Boomjack” Hoskin recently gave his first impressions of Vanguard in his daily column, Loading…. I agree with much of what he wrote, particularly this tidbit:
“From first impressions it appears that if EverQuest was your thing, then Vanguard will likely become the new love of your life, if and only if they can get the bugs out in the next couple of weeks. The similarities are too frequent to mention, which isn’t surprising given the fact that Brad McQuaid is at the helm. If on the other hand, you enjoy World of Warcraft because of its polish and structure you might want to pass on Vanguard until it matures.”
Vanguard lacks polish. It lacks a substantial hook to draw new players into the game. Some of its promised mechanics (the advanced encounter (AE) system, for instance) are still missing. Certain basics (the chat servers, fellowships) still aren’t functioning as one would hope they would be functioning in a live game. Vanguard’s critics rattle off mostly accurate lists of problems that plague the game. And while one can expect some problems at any game’s launch, Vanguard may have more than its fair share. And yet…there’s something about Vanguard.
I like the game, and I find it hard to say exactly why. It didn’t satisfy my initial expectations when I first started playing it back in beta 2, and although it’s come a long way since then I’m not sure it would’ve met my expectations now, either. All of the things I mentioned in the previous paragraph should have had me running for the hills (or at least for another game), and yet somehow Vanguard won me over. It is by no means a great game at the moment, but I’m playing and enjoying it nonetheless. Maybe I like this game because of how huge and epic it feels. Maybe it’s the wonderful atmospheric music (although some of the voice overs and grunts and groans of combat need to sound slightly less X-rated). Maybe it’s the stunning tree city of Ca’ial Brael.
I was chatting with my friend (and benevolent manager guy) Jeff “Ethec” Woleslagle about Vanguard and he admitted liking the game as well, despite not really knowing why. I commented that I’d spent 5 years of my life enjoying EverQuest and wondered aloud if maybe Vanguard reminded me of those years and those good times.
“I don’t think we’ll ever see another game like EQ,” Jeff said. What he meant was that people will no longer devote years of their lives to one title, because there’s always something bigger, better, and newer on the horizon, and also because MMO gamers are much more critical and discerning now. I think he has a great point. And yet I’ve also never played any recent MMO, from EverQuest II to City of Heroes to World of Warcraft, that made me anticipate what might lie ahead. Vanguard makes me do that.
Potential is the one thing Vanguard truly has going for it. If ever there was a game with vast potential it’s this one, and I think that promise is why I’m hooked. I had truly hoped Sigil and SOE would take their time launching Vanguard, but now that it’s out the door I’m still willing to pay my $15 per month to see what magic Sigil will work. There’s enough to like about Vanguard to hold me for now, and I believe my anticipation of things to come will keep me playing for a good long while.
- Shayalyn
http://shayalyn.blogs.tentonhammer.com/?p=26
Faktiskt tror jag att det kommer att tittas på rejält, för i och med det sk. unibodysystemet BORDE det vara lite mer lättdrivet - Men jag misstänker att det är alla kläder och utrustning som drar ner det. Kanske med optimering av den biten plus lite renderingsval vad gäller spelarmodellerna kan lösa problemet.
Testade o slänga in både Journal och Boxed i vgclient.ini eller vad den heter men den tar inte både två.. den tar den som står som rad 2.
Så nu VET vi det ;)
Ja, det måste vara svårt att gränsen för solomobs går vid tre prickars lila... ;)
Lika bra att att buffa upp necroklassen lite mer.
:lolabove
Ja, det måste vara svårt att gränsen för solomobs går vid tre prickars lila... ;)
Lika bra att att buffa upp necroklassen lite mer.
:lolabove
Ähum, 5 prickars röda om jag får be, om utrymmet finns och buset inte är immun mot fear! :lil
;)
Hur mycket AC ligger din pala på just nu Prunis?
826 obuffat tror jag (Viket gör dig tank, antar jag?)
826 obuffat tror jag (Viket gör dig tank, antar jag?)
Hehe! Nej, knappast, men intressant att ha något att jämföra med. Det är ju som sagt vid level 26 dessutom, och med buff, så någon tank lär knappast vara aktuellt.
Lite intressant var att tidigare så gav den spellen nånstans runt +725 AC, så en viss "nerfning" har den ju fått, till andra klassers stora lycka? ;)
Skulle vara intressant att få reda på hur mycket AC verkligen påverkar.
Om ex. en mob slår på en för 100 i skada då man har 100 i AC, hur mycket mindre skadan skulle vara om man istället hade 200 i AC? Någon som har koll på detta?
Vad tusan... Jag sitter nu med 450 i AC obuffat... Och jag är ju bara lvl 13
Och då kan jag inte feara skiten utan får efter 2 pilar slåss melee. :pistols
Allså inte bara idag utan mestadels... Inte sååå farligt igår men men
En del har mycket problem med CTD, tyvärr. Enda jag vet är att Sigil jobbar hårt på det och att det blir bättre och bättre med patchar. En anledning kan vara att du har lite för lite minne i maskinen, VG slukar gärna minne och 2gb RAM är att rekomendera.
Och då kan jag inte feara skiten utan får efter 2 pilar slåss melee. :pistols
Jag vet inte om du tänkt på detta, men om du går precis inom gränsen för en avståndsattack, påbörjar den och samtidigt börjar gå bakåt, så kommer du att kunna skjuta på buset på längre avstånd än normal maxrange. Kan innebära att du kanske får iväg tre pilar, beroende på hur snabb buset är?
Hur stor skillnad det gör ska jag låta vara osagt. Rangers har dock en hel del att se fram emot i kommande patcher efter vad jag har förstått.
:thumb Ceder
Själv killade jag 16-20 stycken träd till questen vi hade kvar.. whow.. gick upp hela 2% xp .. muhaaa...
Jag vill tacka Prunis och Skuggan för igår. Ni båda drog runt mig utan gnäll (nästan iaf) ;) jag gjorde nästan en hel level igår och uppgraderade min gear rätt mycket. Framför allt Chesten: "Jag hittade en... Oj...." :D
The plan, as I understand it, is to use lower poly/texture LOD models of player and NPC characters (especially PCs) when too many players and mobs are in your view. The visual quality will go down, but at least you will have framerate.
Ja jag är då lvl 15 och inte ens i närheten av gruvan bara så ni vet
Deadhead kolla här:Citat från: Brad McQuaid HimselfThe plan, as I understand it, is to use lower poly/texture LOD models of player and NPC characters (especially PCs) when too many players and mobs are in your view. The visual quality will go down, but at least you will have framerate.
Verkar ju lovande för prestandan, eller hur?
Ja jag är då lvl 15 och inte ens i närheten av gruvan bara så ni vet
Jag har hittat Ssre'Vessk, för den som är intresserad. Lvl 23-24 bus, 3 dottars.
Had I had the financial resources, ability to place the product later, etc. I would have given us about 3 more months to get more polish in, more high level content in, and to distance ourselves from the WoW expansion.
That said, we knew the launch date for many months before we released. And we made a promise and we stuck to it. I understand why that date was given and why we had to stick to it and I don't blame anyone.
We made our own share of mistakes that took up time that in 20/20 hindsight would have made up for those 3 months perhaps. I do believe, again in hindsight, that we entered beta too early because of the release date we had with MSFT -- otherwise it would have been held off quite a while and a lot of time getting things working first operationally with MSFT and then again with SOE could have been avoided (e.g. would have only had to do all that once). Much of the roughness of our systems would have been worked out before people from outside Sigil and our publisher would have been able to have been addressed under that scenario as well. I've mentioned the pain in learning the hard way how different it is to manage a company of 100 people vs. a team of 23 was. We had a very experienced team, arguably the most, but it was still a team, from the designer all the way up to me, that had only made MMOGs that had lasted 3 years and taken 23 people, or expansions that had lasted one year.
Had I a time machine, I would go back and do a LOT of things differently, but then life doesn't work that way. We didn't repeat a lot of mistakes we'd already made, but made a lot of new ones given the team size, how ambitious the game was, and the fact that it took 5 years, not 3. Switching publishers, while necessary, also took a lot of time. It also took a lot more effort running the company from a non-creative standpoint than I had thought it would. With EQ, Smed and others handled the business side of things and I, my managers, and my team were able to focus on the game.
As Kendrick posted, we did scale back several times and significantly, but again looking back I probably would have scaled things back more so.
I do take issue with the assertion that I promised a bunch of stuff we didn't deliver. I do fully admit my writing style is verbose and I made a significant effort to hype the game, but at the same time I also made a huge effort to manage expectations and let people know what might not make it in release, what was an expansion idea, etc. Sure, that changed as we got farther along with development. You can look up my posts and look at old copies of the FAQ and see the scaling back that took place (both what Kendrick mentioned and other stuff). And thinking back on it, while I posted a lot of these changes, the FAQ should have been kept more up to date.
I will say I think we did a pretty darn good job overall. We released a game that is probably 80% of what we'd originally planned outside of sheer landmass. We did not completely re-design major systems in beta other than diplomacy -- we revised crafting and harvesting and made some tweaks to combat in terms of pace, how complex it became at what level, etc. But the notion that we threw a bunch of stuff out just isn't accurate -- again, some of the perception likely comes from starting beta when the game was really still in alpha. Probably the biggest features that didn't make it in that I think would have been very cool (or some variant thereof): AES fully realized, fellowships, caravans.
Again, had we a few more months I think the game would have been more polished. That is one of the biggest things WoW taught us, the importance of polish, AI, general accessibility, etc. Launching near TBC was nuts, but again something that couldn't be avoided. Switching publishers also took time, but we would have had a LOT less time to make the game had we not done so. MSFT underwent a lot of internal changes and had to focus on getting out the Xbox 360 -- switching to SOE was simply another change that reality dictated during this long 5 years.
I think the biggest things that are hurting the game right now are:
1. Performance. We simply asked too much of the engine. Tech becoming faster and cheaper will help us with this issue over the next 6 months, but that's 6 month's that *might* have been avoided. That, and we would have had more time to polish and fix bugs and get better and more complete high level content in (and maybe even a more workable AES). We did run into this a bit with EQ 1 being one of the first hardware only games, but not to this extent. Ideally, you launch with both a flexible engine that grows with you and also in a tech window that doesn't mean that a lot of your players feel the need to upgrade their machines significantly. Failing that ideal, however, I'll take the more flexible, planned for the long term tech, and bite the bullet for overshooting in terms of tech than the former (undershooting and/or launching with inflexible MMOG tech that isn't easily upgraded over the years to come).
2. Underpopulated servers. The reason we are enhancing the LFG system (other than it's always a good idea in general) is because it's too hard to find a group. One of the biggest reasons it's too hard to find a group is that we were overly worried the newbie yards would be over populated the first couple of weeks post-launch that we opened with too many servers. That's why we are working on better LFG tools, having to seriously consider overland teleports, etc. If a world at peak hours had 4-5k people on it, this wouldn't be nearly the problem it is.
3. Launching so close to TBC. I never thought we were going to, but Blizzard's launch date was a moving target and things could have worked out better there. Again, though, I think a decent percentage of WoW players are going to want a game like Vanguard (or any other MMOG this year) once they are burned out on the WoW expansion, so I think in the next 4-6 months this issue will become less and less as painful.
4. Marketing. There are two groups of ex-EQ 1, UO, DAoC, etc. players out there: the ones that look back fondly on the years they put into EQ 1 and those who don't -- either they're upset or, more often, they simply have had their lives change and they don't have the time to play another EQ 1. So when they heard about Vanguard and all of the EQ 1 people working on it they didn't even give it a chance -- they simply assumed Vanguard would be as hard core as EQ 1 (when it absolutely isn't). We totally underestimated that second group, and I think if we had got the message out that Vanguard was not just another EQ with all of its time sinks, tedium, leveling times, necessary raiding, need for contiguous time commitments, and somehow got that message clearly and strongly through to that second group we would have launched more strongly. This is another issue, however, we will survive, not just by changing the marketing message, but mainly through viral marketing. Those ex-EQ 1 players who *do* buy Vanguard, and enjoy it, *will* slowly but surely let that second group of people know that Vanguard does *not* equal EQ 1 with better graphics in the ways some people look back, sigh, and mutter 'never again', but that it *does* have the elements in it that made EQ 1 a great game (as well as many of the cooler UO/SWG elements, new systems like Diplomacy, greater immersion, etc.)
So a lot happened in the almost 5 years it took to make Vanguard. We made our share of new mistakes, we were a bit too ambitious in terms of world size and feature set, we were definitely too ambitious in terms of performance, we lost some time switching publishers, we still could have used another 3+ months of dev time, the market changed in general, we did lose some time learning how to organize and manage a 100 man team, and it would have been damn nice to have not launched almost right on top of the juggernaut that is WoW's expansion.
Certainly none of the above mistakes were planned for. Many/most were unexpected. Some of the mistakes were directly our fault, and some more indirectly and some totally beyond our control. I could write another one of my missives going into a lot more detail and maybe one day I will, but I will spare you my verbosity tonight. No matter what ,however, I was CEO and the buck stops here. None of the above do I use as an excuse as if life was unfair to us. We made some bad calls and were put into some bad situations. But I should have known better, planned better, and reacted better, so I take full responsibility. Most assuredly I cannot stress how proud I am of the Vanguard team, past and present, and all of the hard work, sweat, and tears that were put into the game. The team was and is incredible and it was an honor working with them. So regardless of screw-up or mistake, I take responsibility and apologize. The team should feel nothing but pride and a great sense of accomplishment.
That said, I still believe very strongly that we planned many or even most things correctly and that we launched a game that was 80+% the game we had planned to launch (again, other than totally reworking Diplomacy, tweaking some systems later in beta than I would have liked, and shrinking the world a LOT). And again I humbly but strongly stress all of the hooks and stubs that are in the engine, gameplay code, tools, etc -- they *will* pay off. While Vanguard stands on its own as a fun game, despite the bugs and performance issues that we all know exist and have been talked about in this thread and others, it's also set up such that we have years and years of cool features, content, land masses, etc. planned out in detail that will make the Vanguard of 2007, as cool as it is, pale in comparison to the Vanguard of 2008, 2009, etc. Relatively quickly, player run towns with an RTS element, ship and mounted combat, Diplomacy expanding to become more integral with factions, organizations, etc., user generated content, and so much more are really going to make this game shine. That, and even though it does require a lot of horsepower in terms of tech today, those issues will become less and less relevant as time goes by, with PCs getting so much faster and cheaper, RAM and bus speeds getting so much faster, graphics cards getting faster, physics cards, DX 10, utilizing Unreal 3.0 tech more and more, going into expansions with tools and tech that while still could use a lot of improvement are finally at a point where a lot of R&D won't be necessary and that time will be much more efficiently spent putting in content, features, etc.
And finally I still feel very strongly that going seamless will really pay off as the live team adds efficiently to the existing world, databases of items and such can be updated en masse to slow MUDflation and at the same time refresh the world and make it feel more dynamic, ship travel and exploring vast archipelagoes becomes more integral, planes with unique physics models appear miles up into the sky, non-Euclidean Portal technology is used to build unheard of dungeon layouts, Underdark-style 'chunks under chunks' are added, the ability to load any art asset anywhere is more fully realized, and yes even the controversial 'unibody' system allows us to create *that* many more item & armor sets, adding even stronger visual variety to player characters in such an item-centric economy... I still feel firmly that even if we were early and our system specs initially high that all of this tech will pay off big time, especially in the mid to long term, given a genre that thrives on newness and patching, that demands a game world that remains interesting and compelling for year after year.
Anyway, the pages and pages that I posted promoting Vanguard, to get the word out, was the truth as best as I knew it at the time and I updated it as soon as it was obvious something would work differently or not make it in by release. And anything I did miss was unintentional, but the buck still stops here. Where I wasn't clear, or where I failed to manage expectations -- all of that was my responsibility. So while apologetic wherever and however we failed, overall I have no regrets looking back at the 5 years Sigil has been around and look to the next 5 years with even more anticipation. A lot of new mistakes were made, but we took notes and have long memories.
In summary, had a lot of the above not occurred then I think Vanguard would be nearing 300k or 400k and not 200k. A lot of the above caused the game to start out more slowly than I had hoped, anticipated and planned for. But still looking at both sales and retention, the game is doing well, even if in a more ideal world it could be doing even better. The team continues to work their butts off, fixing bugs, optimizing, putting in content, tweaking and balancing, and we have our first expansion and where we want new live content to go planned out for when the timing is right to begin that endeavor. So while all of the above, this post-mortem of sorts, may come across as critical and looking back negatively (and not by accident -- much of this thread is doing just that, so this post is certainly not off topic), Vanguard is still far, far from a failure by any means. Few PC games, MMOGs or otherwise, do more than 100k units, and we surpassed that in a couple of weeks. So even with regrets, some kicking myself, and a lot of 'dammit, if only...' coming out of part of me, the rest of me is damn proud of what we have accomplished, and what we will and are accomplishing, and most importantly extremely honored to have worked with such a team and that so much of that team continues to march onward. Ultimately I am very grateful to God, MSFT, SOE, EQ, and so many other people and products for the opportunity to have been able to do this again. Few get to make even one successful MMOG, much less two. And fewer still given $8M to make the first one and over $30M to make the second.
*humbly bows*
ps. Glad many of you like Nino's style -- he is definitely more cut and dry than me and probably could have said all of this in one paragraph. I hope he and other dev team members are able and willing to continue to post.
lvl 18 är det som gäller på alla quests utom drottningen som är min. lvl 19 men det ska väl inte vara några problem ;)
Johnny Johnny lille vän...
Kasta bekymmren därhän
Var inte så bitter för denna runda.
Ännu en myra skall dig få "stunna"
Övermodiga vi alla var
men i alla sina dar
Vi har ju en chest armor förvänta
Så kom nu ur din glänta
Och få din armor och se staven som din ränta.
Du e en liden gåsa påg från Skåååne....
* Mobs anfallar i samma sekund som dem spawnar - kommer nog inte ändras och är ju egentligen en spelteknisk fråga. Man får pulla till "fria" ytor och ha lite beredskap på adds. Är ju då egentligen inte en bugg
* Laggen är kvar och då mesti närheten av folksamlingar. Städer är värst.
* Simma - fjärilssimmet är kvar men är väl eg. inget problem mer än att det ser fåningt ut.
Ragge har fastnat i level jojjoträsket Jag har varit level 26 bra länge nu, men jag åker upp och ned i leveln hela tiden.
Igår sprang jag i luften med levitate, och det laggade,, och vips var jag inne i en by med massor av ilskna gubbs.. Det var inte ens att tänka på att tassa dit och försöka rädda stenen då gubbarna såg osynligt...
Vanguard känns just nu trist och jag har tom funderat på att lägga det på hyllan. Men jag ska försöka vara med på Torsdag, så Thally kan få sin überrusting eller vad det nu var :)
CODING NOTES
- There is a new programmable shader caching system to reduce hitching. You will hitch a bit more than usual while programmable shaders are cached the very first time you see a different material type in game. This is the last time *all* shaders will need to be recompiled. Hitching should be greatly reduced afterwards.
CTD verkar i dagsläget mest påverka nVidia 8800 korten, tråkigt nog. Är troligtvis en kombination av spelet och drivrutinerna i det fallet.
När du grindat ihop alla mobsen till alla delarna kanske du har 12 gold :D
De är jättefina. Statsen är inget speciellt, men visst är de fina.
Hur är det med faction och questkedjan?
Martok är än så länge den enda platsen jag stött på där min karaktär var KOS.
Sprang in i Sidharta Mining company och kom ut pa andra sidan.... Wow vilket landskap och enligt någon site jag kollade på så ska det vara bra ställe för 25-35 att öka XP på. Vi får se, jag ska spana in stället..
Här kommer några bilder från River Valley
Det var ju riktigt trevligt ställe och XP ökade fort där.
Du får bestämma server och gubbar DH, så försöker vi skapa och levla någesånär ihop då?
:rythm :rythm va fasen då! en jädra sketen uppdatering på dread knight och den är egentligen inte nåt problem... finns ju massor med annat som måste fixas och de "fixar" en animering.. :rythm :rythm
Va f-n gnäller du om då?!? Hur många fixar har du sett för necromancers i alla patchar dem släppt då? Va? VA!?!
;)
Here's some other tips as a Pali. It's almost always better, if you're the MT, to let another class pull a mob to you, then use the damage rescue to get it off him. This starts you off with a nice hate gain that you can build on really well (I pop the rescue, then pop marshalling cry and go to town).
Also, your upbraid doesn't reset the skill timer for your abilities. So instead of using shield bash, wait for timer, then use upbraid you should use upbraid first then immediately follow it with shield bash since there is no wait when used this way.
Another tip, you will have 3 rescues eventually, and they can be used on multiple mobs attacking the same defensive target. So, for example, your cleric gets 3 mobs on him. You target him and pop your 1st rescue, one mob will come off and attack you. Then you pop your second rescue (no matter what your targeting offensively remember), and a second mob will come off and attack you. Then you pop your third rescue and the last mob will come off as well. In this way you can pull multiple mobs off of a defensive target quickly. You could also just use your Virtue ability that AE taunts everything at the cost of 1 virtue point. But it's nice to know that you CAN pull off a few mobs off of the same defensive target via other means.
Oj oj... Puttiputt... Blev du AV med xp? Staaaaackars...
;)
Hej på er! :)
Jag är inte med just nu, jag väntar på att få tummen ur röven och beställa en ny dator. Den gamla hämtades av LiL för ett par veckor sen, och min laptop kraschar bara till desktopen när jag försöker spela Vanguard på den. Jag återkommer med bäst grafik av alla. ;)
Hmmm Intressant att se att Coban inte varit inloggad sen 05/24/07 20:47:14
så ven FAAN är det som jag spelat med den senaste tiden ??
?? :poke
Hmmm Intressant att se att Coban inte varit inloggad sen 05/24/07 20:47:14
så ven FAAN är det som jag spelat med den senaste tiden ??
?? :poke
Uhuh ... påminner mig om en gammal 80-tals rulle (som i sin tur var en ny filmatisering av en 50-tals film). :scared
(http://us.movies1.yimg.com/movies.yahoo.com/images/hv/photo/movie_pix/universal_pictures/the_thing/kurt_russell/thing7.jpg)
Ja, kan ni gissa filmen? Om Prunis inte är Prunis (så kanske han är Kurt Russel ;)) så borde han inte kunna gissa filmen, o på så sätt vet vi att han är en alien!!
:cartman
Ceder o jag lirar EQII ... mmm vi skulle behöva en egen avdelning tror jag ... ;)
LOL vi är bara 3 som lirar EQII
Edit: Gunsan har ju köpt det med så då blir vi 4:a (+1 med min grabb)
(och nån kvart EQ2 också, men det vågar man väl inte knysta om...) ;)
Jag ska bara ha med mej ett Nintendo. :D
Jag kommer förmodligen att spela lite jag med. :)
Ni behöver en ny coach för Vanguard btw. Just nu står jag som det trots att jag varken är gillesledare eller spelar för tillfället. Kan jag anta att ni båda blir en sorts coacher?
Jag tänkte försöka fixa Panter masken, +20% movement speed är mums vill jag lova!Den har ju jag redan :) -och ja, det är lite grind innan, men ni borde ligga bra till i level.
Du kan spana lite i denna tråd Ragge, för mer info:
http://www.vgnecro.com/forums/viewtopic.php?t=708&highlight=panther
Det är en hel del grindande innan man öht kan få questen tyvärr, men vad jag sett av de som har den så är den absolut värd det för oss som inte är så snabba! :)
Se Telon från ovan på Randolph the Reindeer!
En permanent flygande mount nu under jul-eventet, hur coolt som helst! :D
Server Restart: 1/29/08 – 5:00 AM PST (1/28/08 – 8:00 PM PST Halgar)
01/28/2008
All U.S. servers will be brought down tomorrow morning at 5:00 am PST for their weekly restart. The downtime should not exceed four hours, with the servers up and ready for play by 9:00 am PST.
In an effort to keep the European server up during prime time, Halgar will be brought down at 8:00 pm PST for its restart and should be up again by 12:00 am PST.