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kairus

Testers
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Everything posted by kairus

  1. As you get higher in FPS the screen tearing is less noticeable because each frame is more similar to the last compared to the large changes per frame with low FPS that cause large rifts and noticeable screen tears.
  2. The reason they 'were desirable at times' is because of screen tearing, which I mentioned in my edit. The screen tearing becomes completely unnoticeable if you are running at 2-4x your monitor's Hz, the screens that are being smashed together are trivially different from each other and the tear lines become impercetible.
  3. Nope. Your monitor refreshes at an even rate, your computer does not render frames of a video game in even intervals, it'll be unsteady. If you have a 60 Hz monitor and you're running the game at 60 FPS, there will be frames in which no changes have occured because the gap between two rendered frames longer than the refresh delay on your monitor. The more FPS you have than your monitor refresh rate, the more the movement you see will be evenly divided across each frame and therefore smoother. EDIT: After doing some research it seems that having higher FPS can sometimes cause screen tearing, but screen tearing becomes less and less noticeable as you get significantly higher FPS than the monitor's refresh rate. It's probably better to cap at your monitor's refresh rate if you're only passing it by a minimal amount of frames.
  4. People are poorly made socksting all over that @mortalman guy but actually having FPS significantly higher than monitor framerate gives a far more even and smooth experience, he's definitely right. That being said, 300 is a custard stupid target for this game. 300 is barely needed in a precise game like CS:GO, anything above 40, preferably around 60, would be acceptable for large scale fights, and 120 should be the target for small skirmishes.
  5. kairus

    VIP

    I'm not sure if this is correct but let me know what you think. Currently VIP membership is priced at $15 dollars a month. In one year, that would be $180 dollars. If you buy multiple copies of the game instead of paying for VIP, you will not only get an extra archetype training slot out of it, each of your chosen archetypes will have their own unique main skill training slot. To even use VIP to its maximum potential, you would be restricting yourself to archetypes that could play well off the same trained core skills (if you skill into combat, I guess this matters less to pure crafters and explorers). For instance, my friend buys the game, and subscribes to VIP at the same time that I buy 4 copies of the game. One year from now, his account can play Knight, Templar and Myrmidon competitively, all of them have the same abilities in regards to crafting and exploration and fairly similar combat stats. I now have a Templar, an Assassin, a Druid and a Confessor each with specifically tailored core skills and unique crafting/exploration capabilities. He has spent 30 more dollars than me. The vassal system allows me to use the 4 characters pretty much the same way I would use 4 characters on a single account. It seems to me that VIP pricing needs to be rethought or more features need to be added to it to make it worthwhile.
  6. Guys, let's also not forget that the endgame of any MMORPG is guild drama, and friendly fire can only enhance drama.
  7. Not a needed feature. If collision is implemented properly, the smaller groups will always move faster anyways (unless the large group is incredibly organized, but if they are then they deserve to be rewarded for it). Not to mention the premise makes no sense. Why would extra footsteps on the ground make it deteriorate anyways?
  8. Does anyone else think that instead of hard animation locks they should simply reward players for standing still. If it is in fact a physics based system, then it would make sense to grant some sort of stability bonus. If there was a 20% bonus to damage for being still whilst swinging, players would have the choice between dealing more damage and retaining mobility in any given situation. Or, perhaps there should be a small window in every skill to cancel out of it, with a dodge or another skill. In any case, I definitely agree with some of the others about how animation lock is looking so far and what it means for the skill ceiling of the game.
  9. Yeah, thread title was super misleading. Came here to rant about lack of mobility and stealth until I read the follow-up comments.
  10. This may have been suggested before but my search didn't turn anything up. Has body temperature as a survival stat been explored at all? It would add another layer of danger to the winter season, it could potentially add armor diversity and would force you to make camps when travelling which could lead to interesting player interactions.
  11. If there is a monk class I hope it's staff based.
  12. I actually said increased friction whilst wearing an item that is specifically made to increase friction. Decreased friction in rain, compensate with that item, being the tl;dr of my post.
  13. You know what would be amazing? All units in a 25 meter radius have their mass reduced by 99%. As soon as you cast in people just go flying left and right. 10/10 would play whichever Archetype had it.
  14. Well in regards to super armour, it will likely be in the form of changes to values used in the physics system, like increased mass for instance. I doubt there are going to be skills that are straight up unable to be interrupted. What I think would be really cool, is if at different points during a skill, your mass is actively increasing/decreasing and so depending on where you are in the skill, your mass would change. EG: If you character throws a punch, he'd be more stable in the wind-up and less stable after the follow through.
  15. What if my wit and intellect runs on fuel made from the tears harvested from explaining to 12 year olds exactly what I did or did not do to their mother? Hint: The only thing I didn't do is tip.
  16. If you ask me, your suggestion is on too small a scale. What point is there to have a changed animation if it doesn't do something? And if it does something, what should it do? I don't see how that change is relevant to real/fake physics. To the person above me, why would a stealth character be more easily noticed? Personally I hope they don't handle stealth like every MMO and just have disappearing and reappearing characters, and instead actually have stealth rely on hiding behind poorly made socks and not making noise. Rain would maybe increase the sound of footsteps (the sound of rain would cover it a fair bit though, I'd assume), but decrease the odds of you being found visually. You could even have different "levels" of rain. So if it rains harder, there's more rain noise to cover up the footsteps, and whatever else might change from that. In my opinion, if we're going to have a good weather system, it should be on a large scale. If you have an outpost on the south side of the map and your camp to the north is planning an invasion on an enemy stronghold, and a player from the south outpost tells you that there's a rainstorm headed north, you should be able to do something with that information. Let's also say there's an item that can be crafted by blacksmiths onto boots to give them +Friction and reduced friction reduction in rain. Then you equip your teammates/raiders with these items and wait for the rainstorm to hit the stronghold you want to assault. If the enemy team is way more likely to fall down after being hit than your team it should be an easy win. Or if you don't want a straight up fight, you can send in sneaky characters who won't be seen from far away thanks to the rain and sneak into the castle (iirc one character can tunnel under walls).
  17. So you're saying you'd implement this feature just to have it make an inconsequential stat change to cloth-users? Doesn't really seem like there's a point.
  18. Why would you have increased weight when it's raining? I think the fairly obvious change they could make it to decrease friction.
  19. There's a fairly expansive pro scene that really shows how high the skill cap is in that game. DFO is juggle heavy too, especially if you're playing a class like rogue.
  20. If you don't think you can lose control of your character in SS then you must not have played it much.
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