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Posts
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Joined
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Who said they were, Assumption Man?
You make assumptions, then leap to conclusions & offer "advise" in a condescending tone.
Sheesh! I guess I'm just glad to know I'm not the only one whose been the recipient of your particular brand of rudeness. -
Thanks Electric-Knight.
There is a line for "Finer control in placing items", I can add your "smaller snap grid" alongside the "45 degree rotation" comments. -
Quote:...
I will not argue the point further unless someone else can show that it is not WAI.
Edit. The question has been posed to me as to whether this is a misunderstanding of mechanics... testing now to see if it is the "Edit Rank properties" capability (in SG settings) that determines who can edit storage permissions, as opposed to the "Modify (edit) Base" setting.
Edit 2: Further testing seems to indicate that it is the "Edit Rank" setting that determines ability to edit storage permissions. Please see tangent thread. -
Djeannie, this is NOT a bug. It is WAI.
I will not argue the point further unless someone else can show that it is not WAI.
If you wish to discuss whether or not it is a flaw, take it to another thread. -
Quote:Just remember that at any time, test can be wiped clean, and you will lose everything.Quote:
I feel it's worth it for the chance to get rid of bugs that would otherwise attack the live servers.
At the very least, they could give us a couple mil in prestige, so that it would be relatively effortless to throw up a medium sized base... But I'm thinking that won't happen until they actually have something base-related to test out, y'know, "Soon" (tm). -
Quote:The only way this would be a bug is if the red star (who has all permissions) or other rank with edit capability is unable to change the bin permissions. Otherwise, it is WAI. Neither is it a flaw, it is set that way as a measure of security.Bugs: SG Rank unable to change a perm:
Yes I'm pretty sure this is a bug. If the rank has the permission to edit the base they could very easily delete the salvage bin if they wanted to. As to changing the permissions if they changed it to not be useable by their rank anyone of the same rank could just change it back and they can't change the higher up ranks. Not being able to use a bin you just placed is just silly and slows base editing down.
I would rather have it confirmed by others if they are unable to change storage permissions with a toon that has edit capability, before I add this as a bug.
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Quote:This falls under "debating the worthiness of a suggestion"... I'm neutral on it. It certainly can't be any worse than some of the Character Names out there.
Name Dropping NPC suggestion: I really don't want to have the game spammed with tons of supergroup names seeing as many of them are, well less then desirable to even hear. "Wow that group Poopy Pants Patriots just took out a longbow base"....yeahhh I so want to hear that ingame.
Quote:IO Salvage is seen as more valuable than Base Salvage. That relates to the following points:
This point should be removed as there is no more base salvage being dropped in game and any character can hold an infinite amount of base salvage.
IO Salvage is seen as more valuable than Base Salvage used to be... Since it is more valuable to the individual, people are less willing to contribute to the base, less willing to use it for empowerments, etc... the points are still viable.
Quote:Bugs: Some of the lesser ranks in a SG, when placing a storage table can not change the permissions related to their rank, so it becomes impossible for them to drop a storage item and then put items into it unless a higher rank enables the ability for them to do so. My personal experience is with the ringleader rank, though it may be with other ranks too.
The "storyline" argument against some of the beacons has been presented before. It's a question of form over function, really, and could be hashed out in another thread.
You've already listed your version of NPC's in the stickied thread... which I linked to in the list.
Quote:Have a no trim option in the styles editor under the trim tabs.
Quote:On Pathing/Hitboxes:
Isn't this a moot point with the current lack of base raiding and the ability to place stuff in/over doorways we currently have?
Quote:Base Building BUGS: (another one to add) Sometimes prestige totals are not calculated right in the editor.
Quote:It is possible to bring up the normal chat screen by hitting c when you're in the editor, then you can talk like normal to people.
Quote:Useage:
- Single teleport room still limited to only 1 beacon when it can only hold one teleporter. What is so overpowered about allowing a single teleporter to teleport to 2 destinations like every other teleport room ingame?
- No 1x2 Medical Room. There should be a small 1x2 medical room costing 50k, similar to the teleport room and the workshop room, that will allow a single rez ring+1 storage item.
- Costs for Base building functionality / progression has a crazy jump in cost and should be rebalaced for a smoother progression.
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Quote:Wow.Well, then, quite frankly, you don't deserve our help.
If you want to pre-diagnose your problem and only give us information you think is relevant then there's nothing more we can do for you.
You're just very much in the dark over how much that other stuff, which you think is irrelevant, can affect your current performance.
Frankly, Zombie, you don't know me well enough to take that presumptive and insulting tone. You have obviously not really taken the time to examine this thread in it's entirety.
This thread, as established by the OP, is about whether one could/should try tweaking the Nvidia Control SETTINGS in order to improve their graphics.
Quote:Hey guys,
After playing around a bit trying to see if I could sort out some issues with i17 crashes I accidentally discovered a fix for people using NVidea cards, although I'm sure it most likely works with ATI cards too.
If you use the Nvidea control panel to force high settings then run the game, you will find that even if the in game settings are set to the same, you will most likely still get better looking graphics.
Im not sure if the ATI Catalyst bug stops people doing this on ATI cards but it definitely works with NVidea.
I'm not sure why if the in game settings are the same but ...
It doesn't just apply to characters, it applies to world objects too from what I can see.
I don't expect that everyone will be able to contribute, since not everyone is familiar with the Nvidia Control Settings, but my thanks to Bill Z Bubba, who was willing to take a crack at it.
BTW, None of our friends were on last night, so we're still working on figuring out if the base items are a global issue. -
Quote:No go on the AF. Even after re-setting the Nvidia settings to "default".Crank AF to 16X and see if that odd wavy pattern on top of a train station goes away.
Wait... you said the base items look just as bad on your mate's rig? Does anyone else have those crystals in their base? Do you have any other SG mates that could take a screenshot of your crystals? Perhaps it's just those that are globally broken?
Will work on getting a base screenie from another SGmate or two. I did mention it in the Base Forums, but haven't really gotten much response on it (their focus is elsewhere atm). -
Are you pondering what I'm pondering?
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I hear ya.
My lighting truss looks pretty craptastic with beakers on it.
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I think the idea of Personal Apartments deserves it's own thread.
The question on the table in this thread is how to get the Dev's attention and how to get them to communicate with us proactively and productively. -
Okay, new settings:
Thank you for the tips, Bill.
I didn't realize the reflections slider triggered UM settings. I don't recall fiddling with those, but weirder things have happened.
I've always run the game with my world detail at full tilt, but I'll compromise to see if it helps. =)
I'm still getting jaggy edges, but upon further experimentation, even the highest FSAA setting doesn't get rid of them. So, it looks like I'm stuck with them no matter what I do. I just don't remember the "News Anchor wearing a baaaaad herringbone suit" effect being quite so bad.
There was absolutely no change in the look of the base items. The shading on the crystals, tp filigree & a few other items is completely borked. This seems to be base specific, since everything else in the world looks okay. -
Quote:what further information?Sorry, can't help you without the CohHelper and HijackThis. There's information in those reports which you have not posted here which may be the cause of the problems.
This is a question of graphics SETTINGS, not a question of how the game is running.
I'm not going to be fiddling with anything else. -
Zombie, I have been to those threads and they do not address the problems I'm having... or if they do, the info is buried amongst a bunch of other inapplicable stuff.
I have posted both my Nvidia GeForce 7300 GT settings and my in-game settings to show what I have going.
Yes, my drivers are up to date (downloaded & installed from the Nvidia site)
I am NOT trying to run in Ultra Mode.
I AM just trying to find the settings that will bring back the quality I had before UM was implemented.
The specific question is: What settings do I need to change toa) get rid of the jagginess (raising the FSAA in game causes lag) &
For the record, Hubby IS running UM settings on his rig (a more current system), and the base items still look just as craptastic.
b) bring back the shadings on certain items in my base.
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These are my settings for my card & in game.
I am still getting the jaggy lines as mentioned in a previous post
And the base looks horrendous.
What do I need to change?
or is there not anything I can to at this point?
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Quote:This is why I refurbished the Big Consolidated List... to make exactly this point.The truth is, there are a LOT of awesome ideas out here...the problem is there isn't any chance of them coming into being if the developers ignore us...and that's what this whole thread is about.
The fact that I could take a 2 year old list, make minimal changes (adding as well as removing things), and it still expresses so many concerns that haven't been addressed... does indeed highlight the fact that we need to beat the drums. -
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How to get more people involved in base design/editing has been a question for a long time...
From the Big Consolidated List:
Quote:Some of those issues could be resolved.... also on the Big Consolidated List:Base Building FLAWS
- Low percentage of SG members are given edit permission. Seems to come down to players not giving permission because of 3 factors,
- The all-or-nothing security. (similar to problems that kept Storage from being better utilized.)
- Lack of SG infrastructure such as communication and logging.
- Fear of having other people edit "your" base. Including fear of major destruction, such as loss of items or loss of many hours of work.
Quote:- Editor needs an undo/redo button
- Some way to rapidly place favorite items. Such as making a Favorites listing in the base editor. Or a Most Recently Used list. Or a "place another copy" button on the item's info window.
- Save+Restore room designs. Convenient for making a backup of your architectural efforts, and perhaps a way to share designs as player-generated content.
- would it be possible to have a way to be able to make edits and changes which don't effect the actual base until it is "republished"? Similar to MA arcs.
Quote:- More communication to SG members - Messageboard, mass email. A block of text on the SG screen that's not public. (The Description is seen by everyone at the Register.) Perhaps a base item like a calendar or whiteboard that can make this interactive.
- Short description text for each SG Rank on the SG Settings screen. Since most SGs have rules for promotions, this would help communicating those.
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Quote:Unfortunately, it still doesn't fix this hideousness...
Graphics
- Fixed a software conflict with some graphics cards using Intel chipsets that made the shader quality degrade significantly.
- Fixed a conflict with ATI-based PCs using driver versions 10.1 or 10.4. The game would crash if the user changed the 'Water Effects' slider to 'Recommended', disabled Advanced Graphics Settings, then moved the Water slider again.
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Here ya go...
I'm actually in the ceiling trim tab here, but the doorway tab is right next to it... empty, but it's there.
I doubt it means we're actually gonna get proper "doors", but we'll see.
I'm guessing this might mean we'll get to determine the look of the doorway itself... instead of having the automatic 1/2 & 1/2 look.... maybe
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I *think* this may be related to the addition of more exploration badges in some zones.
IF you already had your beacons, you would not need to gather the new badges, they would become "grandfathered".
If you need NEW beacons, you would need to go gather the new badges, as they have become a part of the requirement for the beacons.
... I *think*