The Glade 4.0

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PostPosted: Mon Feb 10, 2014 12:24 pm 
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Ulfynn wrote:
What is the grapling hook for? Should I make one or wait?


Point at something, hit E to shoot hook, turn into Spiderman. Enjoy. Most accurate in first person.

Kaffis Mark V wrote:
I kind of wonder if we'll ever get trees as props rather than having to build them out of lumber like you are. I rather like the whimsical fantasy style the giant trees have...


Well, we're going to get a lot more tree props when the Jungle biome launches (snow + jungle next). Aside from that, I am pretty sure that players are going to be able to save and import their own 3D props made from third party programs. I don't remember where I read it but I remember being surprised when I did. The voxel engine is always going to be pretty limited due to the minimum detail size of 6 inches, but being able to model our own high-detail props and place them in the world will go a long way to alleviate that.

Of course... If you know how to use a 3D modeling program, that is :P


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PostPosted: Mon Feb 10, 2014 12:39 pm 
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I was just reading a thread where one of the devs confirms that voxel size is between 8 and 9 inches, actually. But yes.

Importing props isn't really that surprising. Sony Online's been doing it in other games for a while now with Player Studio, as has Valve with TF2. And then, of course, the king of player-created imported content is still obviously Second Life. My favorite remains Pirates of the Burning Sea for how it was handled and integrated, though.

What surprises me more is that they're not trying to build the prop creation into Landmark itself. I was figuring they'd let you build something at a huge scale, and then template it and store it as a much smaller prop, trading small detail for no destructability.

I suppose the difference there is that importing gives you cleaner meshes.

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PostPosted: Mon Feb 10, 2014 12:46 pm 
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Building things in voxels at a large size and shrinking down would give you the reverse problem of scaling a bitmap image up in photoshop. You'd hit a minimum size of voxel and too many details would be lost or merged together :/


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PostPosted: Mon Feb 10, 2014 2:18 pm 
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Oh, and the grappling hook is far more similar to a Batman or Darkwing Duck style grappling gun than what people usually think of when you say Spider-Man.

Namely, it attaches and then reels you in, creating a straight trajectory directly towards it, there's no swinging.

Which becomes rapidly apparent when you begin using it, but if you haven't, probably makes my talk about grappling the ground make more sense.

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PostPosted: Mon Feb 10, 2014 3:20 pm 
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Ha! Swinging like Spidey would be fun. But, yeah I pictured the straight-line dash from what you guys said earlier.

So glad to hear there is a first person view. I was really wishing for one yesterday. Usually, camera zoom is on the mouse wheel, so when that didn't change the view I figured maybe it wasn't implemented. I'll have to dig around for a list of keybinds and commands when I get home.


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PostPosted: Mon Feb 10, 2014 3:22 pm 
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Shift + scroll wheel is how you change your camera distance. It's slow and clunky, not much work has gone into the interface yet.

Kaffis Mark V wrote:
I may also have a spare key available depending on whether the person I'd kind of earmarked it for expresses interest), open beta to follow sometime after that.


Just noticed this, just a heads up. You're going to get four closed-beta keys, and they're each restricted to seven days of access.


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PostPosted: Mon Feb 10, 2014 3:58 pm 
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Non-shift scrolling changes your cursor size when using building tools and rotates when using placement tools for props and such. I'm torn on whether or not this is backwards. On the one hand, convention says camera is default, and I do a lot of camera positioning in the course of gathering.

On the other hand, the game is kind of about building stuff.

Eww, I hadn't noticed that. Thanks for the warning. *shrug* Probably just means I give them out further into the closed beta rather than right away. Make the gap between that and open shorter.

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PostPosted: Mon Feb 10, 2014 9:26 pm 
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So I just happened to run across a Sapphire-laden Cobalt vein on my way back to my claim today. Spent about half an hour poking around and found another one to round out my 100. Built my Amaranthine Forge, then built a Cobalt Pick there... and it was green. :( 56 speed and a decent (109 or so) damage, but it's also tiny. Oh well, at least I had previously figured out the trick where if you have multiple picks, you can equip the one you want to keep and it will use the other one in the recipe. So I have a lousy Cobalt Pick for mining Rubicite and Rubies, and my demon of a Mighty Veridian Pick with 112 damage, 75ish speed, 150 size, and 23 reach! The Cobalt Pick will be one I won't be sad to lose to the Indigo Pick recipe when I can dig up some rubies, at least.

Also found a neighbor a few plots away with a sifter that does cotton. Was able to get another ~20 out of 90 bags, lol. Now to dig up a little more Elemental Silver and try for a second blue Assessor's Ring to replace my green one (I've got one around +3 and one nearly +5 Discovery.. I'd love to crank that up to tennish...), then I think I'm going to look into some +size jewelry for when I want to just dig person-sized mine shafts in a straight line. My pick is technically big enough to do that, but depending on how deep each bite is, sometimes there are awkward ridges that are a little too tight, which kind of ruins the point.

I also discovered I'm too easily amused. I was perfecting my technique to create large, nearly perfectly cylindrical holes in the ground. It seriously looks like somebody took a fifteen-foot diameter drill bit to the ground.

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PostPosted: Tue Feb 11, 2014 8:30 am 
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Why is green bad, what does size of a pick have to do with it?

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PostPosted: Tue Feb 11, 2014 9:26 am 
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There is a rarity color scheme to gear. Green is lower on the scale. I'm not sure what the size rating of picks indicates.

What I do know is that I made my silversteel pick last night and it is way better than the crappy iron pick I had before. I also got the bronze grappler and a lightstone.

Then, I switched gears and started messing with my plot of land. I cleared my plot and started doing some measuring.

Is there a way to add blocks constantly, vs. click to place each block?


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PostPosted: Tue Feb 11, 2014 9:40 am 
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Size rating is the size of the reticle, which corresponds to how big a bite the pick will take out of the ground each swing. I'm still trying to figure out whether damage plays a part in that, too, though. Like maybe if you have a large-size, but unusually small damage pick, it won't remove all the material from the reticle size (the thing that leads me to this suspicion is the way the edges sometimes behave unpredictably; I haven't taken the time to study the unsmoothed voxel patterns to determine whether this is a voxel placement pattern issue or something where you remove voxels up to your damage from anywhere within the reticle kind of thing...).

I don't think you can add blocks constantly, but you can adjust the brush size of all of your tools with the mouse scroll wheel. Couple that with using the add/delete tools in tandem while toggling the snap to grid on and off and you can at least handle flat surfaces more quickly. Use a big placement block to create a thick layer in fewer clicks, then turn snap to grid (G) off and offset your deletion tool by one. Remove all but the bottom (or top, or side, depending) layer and you have a floor/wall/ceiling much more quickly than placing one small voxel at a time.

Likewise, if you've got the selection tool, you can use that to add/remove en masse.

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PostPosted: Tue Feb 11, 2014 12:33 pm 
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Don't build until you get the Selection tool, IMO. Makes you 20x faster. If you want any arbitrary angles, you're going to need the Line tool. If you don't wanna look blocky, farm for the Smooth tool.

Kaffis Mark V wrote:
Size rating is the size of the reticle, which corresponds to how big a bite the pick will take out of the ground each swing. I'm still trying to figure out whether damage plays a part in that, too, though.


Damage does indeed make a difference. I have two picks that are basically the same minus damage and the stronger one mines a bit faster. Also, if you craft yourself some of those strength bands, you'll also harvest much faster. Seems like each voxel has a certain amount of HP.

Kaffis Mark V wrote:
I don't think you can add blocks constantly...


I'm pretty sure you can, but you might need to jiggle your mouse a bit. That's what she said.


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PostPosted: Wed Feb 12, 2014 3:09 pm 
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Gonna start having building contests during alpha:

Quote:
Blog from Dave Georgeson, Director of Development:

So launch has been a blast, but where do we go from here?

We’re putting together a plan. It should roll out very soon so that you can give us feedback. We intend to tell you what we’re doing, and why.

As a teaser for that plan, let’s talk about the state of the game right now. You can build and you can craft. What’s there is fun, but the systems are not yet fully-fleshed out and there’s a lot more to come.

While we’re building that “lots more to come”, we want you to push the aspects of the systems we already have in the game. And to let you do that, we’re going to bolster those systems quite a bit so that you can do more.

We’ll be focusing on communications, rating systems, and ways for you to cooperate with each other on building and harvesting as our first order of business, and that stuff will start appearing to you on a rapid basis. At the same time, we’ll also have folks working on the bigger systems (combat, water, AI, etc.) so that those systems are eventually ready also, but at a slower pace. A detailed list will be presented to you soon!

We’re also going to start running building contests. Yup. One of the first ideas is a contest for building Landmarks! Yup. We hope that each island hub will have an identifying Landmark with it that makes it easy to tell the islands apart, even between worlds. We’d like it a lot if those identifying features came for you folks, the Alpha team. So would you like your name immortalized on a plaque at a hub? Yes? Okay…then start thinking of your next Landmark!

Anyway, there’s lots more to come. So stay tuned!


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PostPosted: Wed Feb 12, 2014 6:41 pm 
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call me silly, but I couldn't figure out how to get into this after purchasing an alpha package. Hopefully instructions will be forthcoming.

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PostPosted: Wed Feb 12, 2014 7:11 pm 
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Whatever account you purchased it on is already flagged and you should now have access to the alpha forums: https://forums.station.sony.com/eqnlandmark/index.php

Here is the thread with getting-started instructions: https://forums.station.sony.com/eqnland ... mail.2823/


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PostPosted: Wed Feb 12, 2014 7:51 pm 
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Over one hurdle to crash into the next one. launcher dying shortly after launch, trying to fix now.

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PostPosted: Thu Feb 13, 2014 6:12 pm 
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Okay, got to dink around with it a little bit earlier. It sure is pretty, but I'm not sure what I am doing well enough to know what I think about it yet.

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PostPosted: Thu Feb 13, 2014 6:16 pm 
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Rorinthas wrote:
Okay, got to dink around with it a little bit earlier. It sure is pretty, but I'm not sure what I am doing well enough to know what I think about it yet.

You're playing Minecraft. ;)

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PostPosted: Thu Feb 13, 2014 7:33 pm 
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They just posted the EQNL roadmap on the forums.


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PostPosted: Thu Feb 13, 2014 8:24 pm 
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Kaffis Mark V wrote:
Rorinthas wrote:
Okay, got to dink around with it a little bit earlier. It sure is pretty, but I'm not sure what I am doing well enough to know what I think about it yet.

You're playing Minecraft. ;)


When do we get to play Everquest?

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PostPosted: Thu Feb 13, 2014 8:26 pm 
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After you've made all their content.

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PostPosted: Thu Feb 13, 2014 8:33 pm 
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shuyung wrote:
After you've made all their content.

Oh, good. I'm not the only one this jaded.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri Feb 14, 2014 3:43 am 
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After the last patch I've got rubies and sapphires coming out of my ears, elemental rubicite is my new bottleneck :[


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PostPosted: Fri Feb 14, 2014 2:23 pm 
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I did some testing with the Rings of Brawn last night. I made four of them, and I think the two best were +25 and +27 damage.

Wearing both of them and using my Founder's Pickaxe, I literally halved the amount of swings that it took to chop down the largest trees. 20 swings exactly with the two rings, versus 40-41 without them.

I think being 100% faster while chopping is more beneficial than wearing my two +10% harvesting founder rings, so that's going to be my new setup for high-quantity farms.


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PostPosted: Fri Feb 14, 2014 8:51 pm 
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Getting around a bit more, getting the hang of things. I need to find some topaz so I can make the selection tool and get building.

Also Its fun to be Spiderman.

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