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HekaHeh

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    https://www.youtube.com/user/trav37z0r
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    SWTOR
  1. VERY NICE! Many thanks, that is actually what I was looking for the whole time, even though it's kind of a rough fix. Works like a charm now, as the game no longer has a chance to force the monitor/GPU up to the 144Hz Guess I've to redo this with every nvidia driver update, but this fix (deleting the 144Hz option) is actually very easy to pull off with the program in the link. Thanks again!
  2. Yah, you're absolutely right. Kinda had a rough week. Sorry for the attitude there. This problem is just really showing up with SWTOR (at least for me and Norag, as it seems), so I didn't think I had to be too specific about anything around it besides the fact that the game keeps "disrespecting" my graphical driver's settings and jumping to the max. refresh rate possible, despite even in the ingame settings and the settings file it shows to be at 120Hz. I think I just give up on it. Many thanks for the advice anyways
  3. It's super amusing always seeing people wanting reasons for doing stuff. I could just say "cuz I can" or "120 is my lucky number" The actual reason is, my monitor "fogs out" on 144Hz - hard to describe, but the picture gets somewhat foggy (bright/washed) in the down-right corner of the screen. That's why I'm running it at 120Hz, where this effect is not visible at all. And please, spare me the "get a new monitor then" - advices, it works perfectly fine besides that flaw
  4. Valid question, but yes, it does. SWTOR is unfortunately the only game that acts weird like that - and as a mmo with a lot of alt-tab to desktop at times I'd very much prefer to play <fullscreen (windowed)>. To again specify, <fullscreen> and <windowed> intriguingly work without any problems. And yes, I basically run all my games usually <fullscreen (windowed)> (for alt-tabbing-reasons). ^This is exactly what I do. Annoying, but sufficient for the moment I guess.
  5. Hello there, maybe someone has had this problem and knows a solution: I normally run the game <fullscreen (windowed)> with no problems. I've set it to 120hz refresh rate ingame (settings file shows the same) - for image quality / blb reasons. Yet every time I start the game, it jumps back to 144hz It actually makes the nvidia driver jump to 144hz despite the fact I've set 120hz there too - no other game I own acts like that. I have to get out of the game, into the driver, set it back to 120hz every time. This does not happen when using <fullscreen>. It even jumps back to 120hz ingame when changing <fullscreen (windowed)> to <fullscreen>. The ingame settings however always show constant 120hz refresh rate. What the heck is going on?
  6. Since I've read that report that claimed they allegedly had (have) the resources, I guess it all comes down to a series of bad decisions, bad luck and the lack of ideas/balls to do stuff the "right" way. I've recently played thru the WoW expansions again and was staggered how much they tried to copy from the "big boy". My best guess is very early after release they gave up trying to deliver content like they initially planned. I can't get Mr. Ohlen (irrc) out of my head stating that they worked 1.5 years on the first rakghoul content batch (GU 1.1) - "that's how epic that is". The non recurring event was probably (at least imo) one of the best ones, the flashpoints are nice both in atmosphere and mechanics. It was content for roughly 2 weeks in my case. You could argue what is RNG now was the stretch of the event over a week - but at least it felt somewhat original (like the Chevin event). Ossus, on the other hand, is theoretically content for several months - if you care for gear acquisition and RNG'esus hates you. If not, Ossus is content for a mere few hours. They want to focus on gear, which is absolutely okay in a MMO imo. I want to be rewarded for stuff I do because I manage to do it. I don't want to hammer(station) the slotmachine and pray for loot. I digress, sry. I don't know why I still have love left for the game. Guess I'm a weird addict who can't get away from his drug, who knows
  7. You are a wiseman and a scholar. Theses changes didn't make anything better at all, but I fear they were necessary because they couldn't deliver other content than RNG. #greyknight
  8. Modern RNG lootbox gambling schemes are made up to maximise playtime (aka "games as a service") and trigger addictive collection behaviour (aka "thrill of the hunt") to milk the most money out of your playerbase with minimal effort in development. 1) Grind the loot into fine dust 2) Throw the dust into players face 3) Whatever randomly sticks may be of use, if not enough - rinse and repeat 4) ??? 5) Profit PS: I like the idea of horizontal gearing, I like the sets on PTS (even though most of the tweaking does not matter much) - I absolutely despise the horrendous RNG that's solely there to artificially lengthen the time required to gear up.
  9. +1. If they want to have some conquest mission with player killcount, they should do it for opvp - sure, hardly anyone will go for it, but still
  10. How about implementing a simple tree-like system into legacy (something like the skills/utilities) to a) See which choices lead to which outcome/path and light up/show which of your characters have made which choices - to add replay value b) Circumvent (optional) the dreaded auto-complete of starting Ossus by lettting us make the core choices (just use the mentioned system for that)
  11. Agreed, but I was hoping for it in the wake of the expansion to be somewhat less painfully able to grind 4 chars to cxp level 300... guess I have to do it the hard way now (yeah yeah, I know, I don't HAVE TO do anything... )
  12. Sorry Sir/Mam, but - even though I didn't like the idea of Malgus being gone in the first place, so I'm glad he's back in action. Still wondering about the carbonite scene with the sons of Tenebrae - was there ever anything in the game that indicated he survived the explosion of the Emperor's Station?
  13. Will there be another x2 exp/cxp week or weekend in the timeframe before the game update?
  14. Mkay, I think I got your idea now. As said, more missions/incentives overall == good stuff. This. Very important. At first read I was thinking you outlined the ultimate rewards for the MOTW-warzones. Without proper blanace between the rewards, I'd probably first try to finish the MOTW-weekly/daily on all my characters and then start queuing randomly (unless I hate the MOTW). Problem with this scenario: If enough players do so (for gearing purposes etc.), you'd only see the MOTW - for a long long time. Well, I almost agree. Alternative for BW: fix the successional pops of the same maps. Any map (unless it's your favourite) will probably annoy you playing it more than 2 times in a row. I personally still wish for a variety (of maps and players) during my pvp sessions, but this fix could potentially double queue time. Sad to hear that, but now imagine 10-15 of these players either deselct your favourtie map or only select a certain map (certain maps) you don't enjoy very much. #dealwithit? In fact, if a guild chooses to do so, you might end up seeing 5-10 times the same map in a row (depending on the weekly), with some arenas in between. I still feel like I have to tell you that I really appreciate your effort, you certainly put a lot of love and dedication into this, but I personally think (while in fact I would love to be able to choose maps) this could potentially be the final nail in the pvp-coffin.
  15. Please don't get me wrong - as I've said in the other thread already, I really admire the effort you put into this Maybe it's cause I'm a rather pessimistic person, but let's talk about a "worst case" (that's one out of the countless scenarios that come to my mind, just for example): Map of the week: Huttballs (a random rotation of all three) 30 players queuing in the beginning. After the first match, 7 players don't want to play Huttball again (estimate) - they choose 4 maps (anything but Huttball). Considering the (interesting) incentives put on the Map of the week, I assume the majority would queue for Huttballs. So I put 15-20 players in that queue. Result: Only Huttballs (with basically the same players over and over again) and arenas (for the remaining ones) will pop. I would be happy with that cause I like Huttball, but 1) I prefer not to play with the same people the whole time. 2) The ones stuck with arenas might not be happy. I would really love to think thru all the possible variations and run a simulation or sth. to be able to tell you how many active players queuing I would need to NOT be so super pessimistic about any possibility of map choice. Unfortunately, time's really short on my end atm. (and I'd need a sophisticated guess of the player base for each map)
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