I don't have the paint tool yet but I'm gonna go ahead and assume you can't paint diagonally?
I'm gonna try something else later on though, it was being weird when I used thatch on top of wood on top of stone, maybe it'll act normal if I just do thatch on stone.
[del]I have crafted every work station except for the Marble forge. Need to do some more mining and then it is mine. Once I have that I can create the rest of the abilities and use them to help make more complicated buildings.[/del] (look at my next post there is more tiers of crafting stations :suicide:)
Also I teleported to a tier 1 island to get some tin when I was making some other work station and when I spawned my view was like this and I thought it looked cool so I took a screenshot of it.
(click on the picture to enlarge it because of the dark spots it does not look as good viewing it small)
[t]http://i.imgur.com/4RXN1RW.png[/t]
Holy shit that detail.
[QUOTE=kenji;43861410]Holy shit that detail.[/QUOTE]
This is why I play on ultra.
-------
Also I just crafted the Marble forge (currently uses the same model as stone forge) and realized there is another tier of forge after that known as the Amaranthine forge which I hope is the last tier of forge. This Marble forge also lets you make a Tungston saw table as well as two more higher tier picks known as the tungston pick and the viridium pick. I would assume the next forge allows you to make the Mithril pick that being the highest tier of pick. Also the marble forge lets you craft a golden axe as well as a better grappling hook. And of course you can now craft the smooth tool and paint tool with this forge as well as melt gold and cobalt ingots.
If I end up crafting all this stuff the Amaranthine forge and all of the stuff in that too I will be so depressed when they do a wipe. It will be like Planetside 2 all over again losing my hellfire rockets.
why would they wipe landmark tho?
[editline]10th February 2014[/editline]
i mean its not really a game.
[QUOTE=CaF;43861924]why would they wipe landmark tho?
[editline]10th February 2014[/editline]
i mean its not really a game.[/QUOTE]
Yes this is a game. This may have Eeverquest Next slapped onto the title but this is its own game and not simply an extension or expansion. I hate this games name as it only causes confusion and misunderstanding.
This is its own game and when done will have PVE and PVP and mounts and all that other MMO crap you would expect. This is the start of alpha and they have only implemented the basics for building. This game will basically be an mmo version of minecraft once it is completed.
Building is the games main focus but it will expand beyond that once they have nailed the building experience.
Since the difference isn't quite clear and the FAQ doesn't tell you shit i looked up some more info.
[quote]Based on more recent information this answer is no longer quite as accurate. The devs have gone to great lengths to explain that EQ Landmark is a full MMORPG game in its own right, however the game will be much more focused on exploring, gathering and creation whereas EQ Next will be focused on experiencing the world and lore of Norrath. EQ Next will be fleshed out with NPC's, structures and general content that promotes the lore of Norrath whereas Landmark will be more of a blank canvas with almost entirely proceedurally generated terrain and little in the way of pre-made content.
[b]- A Wikia contributor[/b][/quote]
I understand now.
[QUOTE=CaF;43862368]Since the difference isn't quite clear and the FAQ doesn't tell you shit i looked up some more info.
I understand now.[/QUOTE]
Originally they started making EQN the story based MMO with questing and all that stuff you would normally expect from an MMO. They realised that their building tools was user friendly and that their new voxel based system would go hand in hand together for a building game.
Landmark is basically like minecraft a sandbox game with randomly generated worlds. You collect resources craft new items and stuff. They said that they plan on adding PVP once the building experience feels complete or thereabouts. They have shown a video of a giant man eating plant so unless they just add obstacles there is also hope foe PVE but PVP is the only thing they have actually said they are going to do.
Thinks like mounts they said they have already coded they just need to finish the artwork and then they can add it in.
Moved out of Oasis because my plot was very poorly placed. The sun was blocked by a mountain for most of the day and it was as dark as shit, and the rest of the places were eh.
I'm on Fork now.
[QUOTE=PieClock;43863027]Moved out of Oasis because my plot was very poorly placed. The sun was blocked by a mountain for most of the day and it was as dark as shit, and the rest of the places were eh.
I'm on Fork now.[/QUOTE]
This game is not really practical right now for living next to each other because spaces go so quickly. Does not matter that much really though at the moment.
[QUOTE=alexojm;43863270]This game is not really practical right now for living next to each other because spaces go so quickly. Does not matter that much really though at the moment.[/QUOTE]
I can only see it getting less practical to be honest. Like you said though it doesn't matter much, but it's a shame because I had a great spot asides from the light blocking mountain.
So the outside of my house is pretty much done, save for some windows in the triangle bits up top.
[img]https://dl.dropboxusercontent.com/u/14733079/housewip2.jpg[/img]
Already made most of the walls for the inside, time to decorate soon.
[QUOTE=Demoness;43875287]So the outside of my house is pretty much done, save for some windows in the triangle bits up top.
[img]https://dl.dropboxusercontent.com/u/14733079/housewip2.jpg[/img]
Already made most of the walls for the inside, time to decorate soon.[/QUOTE]
Looks awesome, but is it me or are the thatch textures ridiculously stretched?
[QUOTE=Jrose14;43876132]Looks awesome, but is it me or are the thatch textures ridiculously stretched?[/QUOTE]
Yeah some of the textures have some weird scaling/stretching going on. Most of the stone textures are WAY too big for example.
This is why I try to avoid textures that use obvious patterns. I used marble with a smooth looking texture as the stretching is less noticeable.
Also I started work on a bigger building for my claim and it will be facing opposite to the current one. I am recording it for a time lapse but I am going to wait until I have finished making this one then edit it all together and release it as one video rather than in parts.
I am remaking this model I designed but I am going to be changing things up a bit so it will look quite different.
[t]http://i.imgur.com/retb6I3.jpg[/t]
Current problem is that loads of trees and plants have just spawned across my claim and in my building site as well as the existing building and they cannot be edited out so building is being halted until they release a fix so you can remove them. Until then I will just gather resources as I need more anyway.
I know you said you're remaking that model but having a door that leads to the flat roof and having it act as a terrace would be pretty sweet, put a fence around it and such.
[QUOTE=Demoness;43883042]I know you said you're remaking that model but having a door that leads to the flat roof and having it act as a terrace would be pretty sweet, put a fence around it and such.[/QUOTE]
My intention was to mimic the right part of the house onto the left side and turn that flat bit in the middle into a big balcony. The house may end up being slightly taller because of the steep angles you have to do the sloped roofs no matter what way you do them so to make good use of the space it could end up including an attic to.
Upstairs I could fit 2 bed rooms on either end of the house with the middle part of the upstairs being a living room with a door that leads onto the balcony. Downstairs on one side of the house is the dining room and the other a kitchen with the main living room in the middle part of downstairs.
[editline]12th February 2014[/editline]
So news from David Georgeson posted on twitter within the last hour.
[url]https://twitter.com/DaveGeorgeson?original_referer=https%3A%2F%2Fforums.station.sony.com%2Feqnlandmark%2Findex.php&profile_id=1705865744&tw_i=433401895202598912&tw_p=embeddedtimeline&tw_w=397789857591746561[/url]
[quote]many map improvements are cooking. High oriority for us to let you guys find each other.[/quote]
[quote]A few new props to craft today. :)[/quote]
I hope they fix the plants and tools things by tomorrow, sucks that I can't continue work.
So today at 4pm PST (like midnight in the UK so fuck these guys) they are doing a livestream. At 4.30pm servers are going down for an update.
The thing that gets to me is that they don't release the patch notes until after the update is underway. I understand that things might not end up making it to the update so they don't want to say ahead of time but they could easily just say sorry if that is the case.
I hope open beta isn't too long after closed beta
I want to play so much :v:
Patch notes.
[quote]• Procedural props will no longer spawn on your claim. If they previously did, they will be removed and free you up to manipulate your claim appropriately!
• Fixed an exploit that would allow people to place props on other people’s claims and have them be “immune” to manipulation by the claim owner.
• Added 8 new props! Their recipes can be found on the Copper Reinforced Saw Table, the Tin Trimmed Work Bench and the Rubicite Trimmed Work Bench.
• Add 12 new materials to use when building! Sand, Stucco, Plaster and 9 different Sandstones are now usable in game!
• Fixed an issue with a tree that has been harvested would still be visible for a few seconds after the destruction happened.
• Fixed an issue that made the quantity arrows on the crafting or stack splitting windows difficult to click.
• Fixed an issue where your selected server could change while sitting on the character select screen.
• Fixed a crash that could occur when placing a claim.
• Fixed the “white box” issue when dragging items from window to window in the UI.
• Fixed an issue where the game settings window was too small by default and cutting off some of the sliders and options.
• Fixed a bug when strafing while running that could cause issues.
• The Trade window has gotten a facelift.
• Fixed an issue that could cause a template (or a paste) to come in to the world with the wrong rotation than the preview showed.
• Fixed a bug where the chat window wouldn’t auto-scroll to the bottom as things happened around you or chat came in.
• Fixed an issue on laptops with the intro movie being choppy.
• F1 should now open the start menu.
• ‘U’ should now properly open claim management.
• Fixed a problem with the Explorer and Trailblazer flag recipes showing up incorrectly.
• Fixed an issue where the inventory window would be behave differently if you closed it with escape versus closing it with the ‘I’ key.
• Changed the default screenshot folder from being EQNext to being EQNLandmark.
• Chat should now be colored appropriately for different types of messages.
• Fixed an issue that could cause some of the controls (rotate, scale, move) to stay in the world after you finished using different building tools or prop manipulation tools.
• Evac To Safety should work reliably now.
• Added stats to the upper left corner (with the framerate) to help diagnose issues some people are having with lag.
• We now stop a trade from going through if it would result in either player losing items. You now have to have enough open space in your inventory for the incoming items.
• You can now drop items on the tabs in the inventory to move them between your main and your collection inventory.
• Icons on the hotbar of items that you’ve consumed or moved to your void vault will now be inactive instead of disappearing.
• You should now only see the health bars of trees you’re currently harvesting.
• Added item quantity to the drag icon as you drag and drop stacks between windows.
• Adjust lighting so that it is consistent between islands and more consistent as the day progresses.[/quote]
However.
[quote]Plants showing up on your claims is still broken.
The 12 new materials didn't go out with the update.
These are both known and we will fix them both with an update tomorrow.
Sorry for the issues, but we'll nail these and get them out to you![/quote]
Everytime I go to the alpha forums and read some of the threads I honestly get a massive headache. Some of the oldschool played Everquest 1 fans are fucking insane.
[QUOTE=darkrei9n;43905496]Everytime I go to the alpha forums and read some of the threads I honestly get a massive headache. Some of the oldschool played Everquest 1 fans are fucking insane.[/QUOTE]
I read a massive thread yesterday where this one guy was convinced that they should discontinue Landmark because it'll hurt the EQN community because... reasons. Then there's the people who think they'll completely switch around the aesthetics at this point because 'this cartoony shit isn't everquest'.
The general gameplay forum is filled with hilarious complaints and suggestions. :v:
has anyone been on hollow in liberation, just curious.
Also the latest patch notes.
[quote]• We found and fixed a number of issues that would allow props to spawn on your claim. If you have any left, you should now be able to delete them by using the selection volume and hitting the delete key (they should no longer respawn). This also shouldn’t happen on any newly placed claims moving forward.
• The 12 new materials should now ACTUALLY be available to build with. Sorry for the confusion, the data gnomes took a break and didn’t let us know.
• We have increased the availability of a Sapphire, Ruby, Obsidian and Alabaster and also made sure that they will spawn more often on the surface to make them easier to find. Happy hunting!
• Aquamarine and Iron/Aquamarine veins no longer appear on Tier 3 islands, please look for them on Tier 2 islands from now on.
• Fixed the color of rubies and sapphires in the world!
• We’ve also fixed a number of potential causes for the rollbacks some players have seen when servers come down. We’ll continue to monitor this and address any new issues that we find.[/quote]
[B][U]NEW INFORMATION !!!![/U][/B]
They are working on the art fro a new tool that is called the pulverizer. In the future resources aren't just going to be lying around showing on the surface you will have to search for them in places you would expect to find them such as iron at a mountain. The pulverizer is a tool that will be used to quickly mine through a mountain or dirt to find resources. The pulverizer does not pick up any resources so you will need a pickaxe of the right tier to actually get the resources but the pulverizer will help you find them quicker.
Currently the tools art is not done and they want feedback on what look to go for. Here is the current ideas.
[t]http://assets.soe.com/img/GlobalAssets/Community/eql/2014/02/Pulverizer_Tier2Silversteel_Thumbnails_PP.JPG[/t]
Also check out the thread on it: [url]https://forums.station.sony.com/eqnlandmark/index.php?threads/the-pulverizer-new-harvesting-tool-vote.19261/[/url]
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Ok so the Roadmap is out and it is quite long but worth the read as it gives insight into when we get things like dynamic water and combat and all that cool stuff.
Here is a link to the thread on the roadmap: [url]https://forums.station.sony.com/eqnlandmark/index.php?threads/eqnl-roadmap.18810/[/url]
[quote]
Hello there, Landmarkians!
As promised, here’s the “roadmap” of what we’re adding to the game, and more importantly, why we’re rolling things out in the order that we’re doing them.
[B]NOTE:[/B] There are some categories of things that we are not including in this roadmap. Stuff like new materials, new props, new biomes, new recipes and design tweaks will be rolling out continuously and aren’t part of any single milestone. You should expect to see those changes like that coming in all the time.
[B]ALSO NOTE:[/B] The “Phases” we describe below have almost nothing to do with whether we’re calling the game Alpha, Closed Beta, or Open Beta. Those “label milestones” will be determined almost entirely by how comfortable we are letting new groups of people into the game. So (for example), Closed Beta might arrive in the middle of Phase Two. (Again, that’s just an example…not a plan. ;)
And of course, everything you’re reading here is “time approximate”. We’re aiming at the timelines, but software development is…fraught with peril. It may take longer to get things done.
But as far as big stuff, here’s the list.
[B][U]What is Phase One?[/U][/B]
Phase One is what we’re working to accomplish in the following four weeks or so.
What’s the purpose of Phase One? It’s designed to do the following:
Let all you folks talk to each other easily. To form friends, groups, and above all to benefit from having other players around you.
To allow and support cooperative building.
To make building a better experience.
To make the world bigger.
That’s it. Doesn’t sound that ambitious does it? But it is a LOT of stuff coming your way in the next few weeks. Stuff that you may not even realize you’re missing until you see this list.
Phase One includes:
[B]Better Communication[/B]
Claim Ratings : Bragging is fun. Getting comments and ratings from people that stop by your claim can also be fun. Having ratings lets us also add leaderboards and let the best of the creators in our community begin to surface. They’re also critical for our Player Studio presentation later on.
Chat: We’ll be improving chat with better channels, customized tabs, and more. Why? Because if you can’t communicate easily, you might as well be playing a single-player game.
----We’re also adding the ability to add links in chat so that you can designate a waypoint on the map and have it show up in chat for other people to click and see.
Key configs: Yes, you need to be able to customize your key mappings. Duh, right? It’s coming.
Voice over Internet : Yes, many folks use Teamspeak servers (or whatever is the flavor of the month). But not everyone has a server to join, and we’ve found that forcing people to use external voice servers often fragments the community severely. So that’s getting added also.
[B]Socialization
[/B]Groups & Group Harvesting Bonus: Right now, when you harvest, it’s a race for those resources against other people. It’s almost a PvP-ish kind of feeling. We don’t want that. So the systems are changing so that it’s advantageous to group together when harvesting.
We’re also allowing groups so it’s easy to have a private chat channel and see each other on the map.
-----Friends: Self-explanatory, but you need a way to see who is online from the folks you know, as well as to be able to find their claims and see them on the map.
Twitch/Facebook/Twitter: Some of you will want to brag. Some of you want to stream. And to be honest, the more you folks do that, the bigger the game can become. So we’re trying to make it easy for you.
[B]Moving around the world[/B]
In general, the dev team does not want to turn the game into “instant travel”. However, a large part of the game is oriented around being able to drop by and see someone’s claim and buildout. So we’re carefully adding some quick-travel options to make quick visits less onerous, but at the same time still encouraging exploration through the world so you get accidental discoveries as you go.
Plus, keep in mind that you’ll be digging deep now. Walking all the way back uphill to return to your claim may not be the joyous experience you think it might be. ;)
It’s almost certain that most of these options will be somewhat limited in usage by requiring either crafting of an item or requiring a certain amount of time to expire before reuse.
Teleport to Claim
Teleport to Hub
Teleport to Friend
[B]Better Building[/B]
Unified Tools : We have way too many different ways to rotate, translate, and scale things. There should be a single system across all tools so that you can manipulate them all in the same ways, and those ways should be intuitive and easy to use.
New Smoothing Tool : The current smoothing tool is very powerful. It’s also persnickety and it requires non-intuitive things like “air buffers” around a column to smooth it properly. We can make it better, so we’re doing that.
Claim Permissions: Building by yourself is fun. Building something grandiose with other players is even more so. Permissions allow you to cooperate together on your claims.
More Space
Caves : The surface world is cool, but it’s only the top layer of what we promised. So caves are coming. Lots of spaces to mine through and explore. Why add them now? Because the resource tiers are *supposed* to be spread down through the crust of the world, not segregated on separate islands and spawning on the surface. You’re not playing the intended game yet, and we need to move the game closer to the real end-goal now.
Attached Claims: You’ll first be able to add a new claim onto any existing one (whether to the side, above, or below). This will be the first time we let you have more space to build.
Additional Claims : After Attached Claims are working well, and we have more server hardware in place, we’ll also be letting you establish more claims in different locations. It’s coming!
Claim Upkeep : Empty and abandoned claims are not cool. So we’re introducing Upkeep which is basically a small amount of in-game coin you have to spend to keep your claim from being repossessed into the world and made available to other players. (NOTE: If you don’t pay your upkeep all you lose is your spot in the world. All your resources, props, crafted items, etc., are saved in your inventory and your buildout is templatized and saved for you.)
[B][U]Phase Two[/U][/B]
Phase Two is scheduled to be done the in the four weeks AFTER Phase One is complete. And it includes some really big systems that will have huge impact on the game.
[B]NOTE:[/B] These systems are being developed during Phase One. You just won’t *see* them until Phase Two because they’re too big to finish and test before March.
[B]Socialization[/B]
Guilds: Bigger than a friends list, but essentially fulfilling the same role on a bigger scale. But now with a cool title and a few other perks.
SOEMote: You knew it was coming! We’re adding this in now because Landmark is a beautiful stage for the folks that like to roleplay or machinma. SOEmote will be hugely useful for them. (And don’t forget the voice shifting tech so you don’t have to sound like you on VoiP!)
New Naming mechanism with account handle: Now you can be any name you want. No longer do we require unique names for your character. (No name reservations!)
Player Studio: You can finally submit your templates to the Player Studio (part of the overall Marketplace). This means that your creativity and work on your claims can be turned into real cash…if other players will buy your creations. This system is extremely interesting and will merit its own document soon because it’s heavy on socialization elements. It’s going to be fun.
[B]Ley Lines & Movement[/B]
Think of these as mini-hubs on the Islands. They let you micro-jump between ley line positions, and then explore the area from that hub. (You still have to go to the main hub to transfer between islands and worlds.) There are several advantages to this, not all related to ease of travel. (For example: Real estate around these micro-hubs is more desirable, adding yet another type of claim to seek out.)
-----Ley Line use will require in-game coin or resources.
New movement methods: Methods of gliding, flying, etc. will be added to the game via items that you can craft and find.
[B]Risk & Danger[/B]
Health: Yup…you can die now. But you can actually increase your health by finding increase items while adventuring through the world.
Death Penalty: Yes, death will have teeth. Try not to die.
Revive: Standing up after you fall down is always useful.
Graveyards: When you die, you’ll need a place to respawn unless you Revive.
BASIC combat: This is the first of many steps that will lead us to the eventual combat style we want. This first step is extremely basic as we prototype systems. But things will try to kill you.
Buffs: If you can die, there need to be ways to avoid that damage and death. You’ll be able to craft (or find) various mechanisms to make yourself tougher.
[B]NOTE:[/B] For both combat and buffs, your combat abilities and defenses will all be tied to items and potions, so there will be much item and crafting progression involved in getting ready for those things. Future rollouts beyond this initial offering will make the whole system more robust and do so pretty rapidly.
[B]New things to do[/B]
*Plant harvesting: Expect great things. ‘Nuff said for now.
*Tree harvesting revamp: Again…great…things. More details as we get closer.
*Water: The likely progression of water coming into the game will be:
*-----Oceans: These are static bodies of water surrounding the islands. When oceans show up, we can start doing interesting things with our coastlines and real estate choices will be a lot more interesting.
*-----Lakes: Lakes are different than oceans because they can appear at many altitudes. They are still static bodies of water, but again, they add more desirable real estate choices for claims.
*-----Running (dynamic) water: This is the piece that will come in last. This is the rivers and waterfalls that everyone wants. It adds more real estate choices, but it also creates a lot of gameplay as you folks can start diverting water to do all kinds of interesting things on your claims.
*-----[B]NOTE:[/B] The dynamic nature of water is a big system that still has a lot of R&D to overcome before we can be absolutely certain of when it will arrive. We’ll keep you informed as we progress.
*Journal: There’s a lot to keep track of in this game. All the crafting choices, your resources, and we’re going to be adding a lot more achievements (see below). When we do that, you need a mechanism to keep it all straight and to help you organize what *you* want to do. The Journal is a cool interface designed to let you do just that.
*Achievements: Achievements are the “quest-like” equivalent within Landmark. There’s a ton of things to collect and do in the world, and the achievements system allows you to be recognized for that effort, as well as hinting at what you can do to become more powerful or capable.
*Salvage: Remember all those picks you discarded on your way to Rubicite and beyond? Well…you can reclaim part of those resources now. You can also “remake” a crafting result so that you don’t have to be quite as disappointed that your brand new axe you finally got to make is “Inferior”.
*Treasure Chests: This is a generic term to represent loot and surprises that you can find as you explore through the caves system below ground.
*Unlocking recipes: Right now, all recipes are available at crafting tables as soon as you make them. When this system goes into the game, you’ll need to find those recipes before you can make them at the crafting tables.
*Claim Chests: More storage! Your vault is stuffed to the gills and you’re carrying as much as you can on your back. Time to make chests! You’ll be able to craft chests and store them on various claims as supplemental storage.
[B][U]Phase Three – Everything after Phase Two[/U][/B]
There are a LOT more systems to come after March. All the huge stuff like PvP, advanced combat, better AI, interesting physics features, plus a whole host of “possibles” and “must haves” that we’ll narrow in on as we get more of Phase 1 & 2 complete.
However, we’ll update the roadmap as we finish each of the Phases we list above, so you’ll always know what’s coming and when.
[B]In Summary[/B]
Hopefully, this TL; DR roadmap has helped set your expectations as to what you can expect to see in the game soon, as well as giving you an overview of what the game will become so that your suggestions can be more in tune with what we’re planning already.
Once again, THANK YOU for participating in Alpha, and thank you for your opinions. This process has been amazing to us (the dev team) already and we think it’s going to grow into something even better as time goes on! Please let us know what you think on the forums!
~Dave Georgeson, Director of Development
[/quote]
-----------------------------------------------------
And on another note I am finally able to carry on building my new bigger house. With luck I will finish it by the end of next week and will then edit together the time lapse and sort out some pictures of it.
I'm curious what it'll look like ingame and how much of a performance hit it'll be. The game already sutters sometimes when destroying/building things, I wonder what it'll be like when people use those tools all over the place. :v:
[QUOTE=Demoness;43944223]I'm curious what it'll look like ingame and how much of a performance hit it'll be. The game already sutters sometimes when destroying/building things, I wonder what it'll be like when people use those tools all over the place. :v:[/QUOTE]
Well considering Planetside 2 runs on the same engine (although using a different terrain system) and for ages the game had bad performance until they did mass optimization and now it runs fine on most machines with luck they can do sort of the same thing.
We are lucky as it is to not have to not have hundreds of bullets flying around all over the place so optimization should be less of a big task hopefully.
Maybe not hundreds of bullets but I imagine the full destructability of the world also takes quite a toll on performance.
Sorry, you need to Log In to post a reply to this thread.