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Everything posted by Balandar
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We have another big update this week! New features, changes to existing functionality and bug fixes! Let us know what you think about them! Feature Updates • Claims Permissions are in! You can now give your friends permissions to help build on your claim(s). These are set through claims interface, which you can access now through the Start menu, and have to be set for each person you want to have rights to change your claim. Currently, there is an issue with moving/adjusting or interacting with props on someone else’s claim. This issue will be fixed for next week’s update, but we wanted to get the rest of permissions out there for everyone to have fun with! No Access – You cannot use any tools on this claim (default for everyone but yourself). Visitor –Once the prop issue is fixed, Visitors will be able to use any placed prop. Customer – The permissions of a Visitor PLUS the ability to take items from chests. Decorator – The permissions of a Customer PLUS the ability to move props you didn’t place (once we fix the prop permission issue). Builder – The permissions of a Decorator PLUS the ability to place or destroy voxels and place a prop. If you placed it, you can also move it around. • Phase two of our business plan has begun, so the marketplace now exists within the game…and it even has some stuff in it for sale if you’re so inclined! Resource bundles and character outfits are available for you to peruse. To enter the marketplace, just hit the “shopping cart” button at the bottom of the screen. The rest should be self-explanatory! Many of the features within the marketplace are grayed out right now (because we’re still building them) but this area will become very, very useful in the near future for contests and claim ratings as well. You’ll see. This is also the area where Player Studio offerings will be available. The “What’s Trending?” categories and such will make a lot more difference later on. You can use the Categories pull-down on the left side of the search panel, or just type any tags you want to use for a search and hit enter. This takes you to a Search Results page where every item with that tag on it is shown. (This becomes vastly more useful later when we have more items and Player Studio opens up.) Anything you purchase on the marketplace (or that you get with the Founder’s Packs) will persist through any wipes we do. • Overflow Inventory! This is a new tab in your inventory that will only show up a situation occurs where you are granted items, but your inventory is full (e.g., when you Delete a claim that has 1,000,000 stone on it). You can go there and drag items out to your normal inventories. Be warned though: Items will be destroyed after being in your overflow inventory for 24 hours of in-game time. We will be balancing this time limit and will let you know when it changes. • Tweak Mode is now in the game! With a paste volume or template, if you hold SHIFT+CLICK to place it, you can then move around and modify the placement of it to be exactly where you want before you confirm the placement (which you do by clicking the checkmark button). With a prop, if you hold SHIFT+CLICK to place it, you automatically go into “adjust” mode so you can easily move it around without it being attached to your cursor. With any building tool, you can SHIFT+CLICK to enter tweak mode before you confirm the placement as well! This even works with the Line Tool (both parts)! • Friends are now in the game! Now all of those friend requests can actually be accepted (or declined)! We’ve also added a Blocked list for people who are the opposite of your friends! You can access these by pressing ‘K’ or by using the “Friends” button from the Start Button. • Added 4 new paintings to be used in decorating your house, castle, pub, tent, giant statue or other creation! These can be crafted at the Tin Trimmed Work Bench (or higher versions of the work bench). Changes • We have made significant changes to wood harvesting. Burled and Striped wood are no longer rare drops on trees, instead specific trees drop specific types of wood. Look for burled wood in the desert and striped wood from many of the larger trees in the tundra and old growth forests. Trees now drop significantly fewer logs than before, but logs can now be converted into many planks at saw tables. All recipes requiring wood logs have been altered to use a proportionately smaller amount and building now pulls from your plank supply instead of your log supply. You are guaranteed to get at least 1 primary crafting resource from every tree you chop down. In most cases, this will be heartwood. However, if you find rare trees in each biome and chop that tree down, your guaranteed crafting resource will be a different one. Other primary crafting resources to get include: Palm Heart Thistle Seed Serpent Resin Spindle Cone Ancient Rootstock The Alchemy Crafting Station is now available and will allow you to create higher tier versions of heartwood by combining it with the unique items dropped by rare trees. These high tier heartwood items are required to craft several high tier tools, such as axes and picks. Several new axes have been added to the game and the overall axe progression has been modified. Stone Axe – Harvests basic trees in any biome Tin Axe – Harvests basic trees in any biome (but more awesome than a stone axe!) Silver Axe – Harvests basic trees in any biome (cooler than a tin axe) Gold Axe - Harvests basic trees + special Jungle and Desert biome trees Rubicite Axe - Harvests basic trees + special Jungle, Desert, and Tundra biome trees We have also made some changes to the way we assign quality to gathered and refined resources, as well as changed the actual names of our quality types from Common, Uncommon, and Rare to Average, Superior, and Exceptional. Legendary items remain Legendary, and NO item statistics were modified by this change. The quality of crafted tools also remains unchanged. All ores, ingots, gems, stones, and plants are now Superior [uncommon], which should make elemental drops (which remain Exceptional [Rare]) easier to spot. All types of wood are now Average [Common] and all heartwood and seed drops are now Superior [uncommon]. Changed the quality names assigned to items from.. Item statistics were not changed. • Added animations when your character is crafting an item. • You can now use Free Look (left mouse button) when you have a tool equipped if you couldn’t activate the current tool based on where your mouse currently is. • You can now walk around the world instead of running! You can press ‘.’ to toggle back and forth between walk and run. Sprinting automatically puts you in run mode. • We’ve added “cannot use” mode drawing for all tools now so that you can easily see if a click of the mouse should actually work or not when you’re building with the various tools. We’ve also added sound effect feedback for when you attempt to use a tool when you can’t actually use it. • Claim Management is now available via the start menu or by pressing the ‘U’ key. • We’ve extended the range at which you can see trees. But make sure to continue to search for the forest. Bug Fixes • Fixed a problem that was stopping people from getting their Founder’s Pack items if they recently purchased a pack. • The material tray now shows the material you’ve selected! It should now automatically open to your current selection when you expand the tray. • Fixed a problem where a number of props were showing up faded or gray. They should now be properly tinted. • The hero window should now behave more consistently. Items you’ve equipped should always show up in their appropriate spot. Previously they would occasional not show an icon even though they were equipped. • Previously, tools would occasionally disappear from the hotbar when you clicked on them. This should now be fixed. • Fixed a bug that could cause drag and drop to fail after recently dragging another item. It should behave now. Good dog! • Previously, if you hit ‘/’ while the UI was hidden using Ctrl+F10, it was difficult to get the UI to come back. Now, it works as expected if you just press Ctrl+F10 again. • The chat window should now properly reposition itself when changing resolution or window size. This fixes an issue where the window could have ended up off-screen with no way to get it back. • Also fixed an issue where you the chat window could be moved off the screen purposely and then you couldn’t get it back. If you restart the client it should always move back on to screen. • Trees on other people’s claims should no longer highlight when you have an axe equipped. • Fixed the issues with deleting a claim owned by a character when that character was deleted. This was the cause of many “orphaned” claims out in the world. • Re-enabled the delete character button on the character create screen. • Fixed/Updated a large number of icons for items, props, materials and resources. • Temporarily removed the Claim Group functionality from the claims window. • Fixed an issue that was causing the game to use the wrong font in a number of the UI windows. • There was an issue where it would report the wrong quantity of a material needed when using shaped blocks. It is now correct. https://forums.station.sony.com/eqnlandmark/index.php?threads/update-notes-03-13-2014.24566/
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A new EverQuest Next eBook was posted last week on the official site. You can find the link below. If anyone wants to read these PDF's on your amazon kindle (or other device) google a program called "calibre". When converting leave the defaults the same, except change output to your eBook device (Kindle White here) and make sure you have Heuristic Processing turned on! Otherwise you get extra line breaks and weird word wrapping. You may need to tweak it based on your device. Some artifacts will stay (like page numbers or page titles), but it's much easier than reading the tiny pdf print depending on your eBook reader. "Heuristic Processing provides a variety of functions which can be used to try and detect and correct common problems in poorly formatted input documents. Use these functions if your input document suffers from poor formatting. Because these functions rely on common patterns, be aware that in some cases an option may lead to worse results, so use with care. As an example, several of these options will remove all non-breaking-space entities, or may include false positive matches relating to the function." If anyone has a kindle white and would like the .mobi books, let me know on the forums and I'll send them over. Rise of the Ring - https://www.everquestnext.com/media?category=ebook calibre - http://calibre-ebook.com/
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Damn you! You are wetting my thirst to make a dwarven complex now. We'll need to get those permissions setup. With the central shaft, I just pictured crisscrossing walkways 2 claims high above lava.
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DO I have permission to post/share a screenshot?
Balandar replied to Rumblebore's topic in LM Chit Chat
Awesome! I've been thinking about doing something with copper as well for a lava look... but then again they will be coming out with lava at some point. -
You can do some nifty claim placement. You could place your main claim on top of a mountain, place a claim, under it, delete main claim, place in front of mountain, then place again in main area.. I think.. you may actually need three, but then you could create a lower village with steps going up to a tower in theory.
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There are two things everyone needs to know about attached claims! 1) When you click the attachment claim flag, you have to be standing in the claim you want to attach to. So if you want to add on past an existing attachment claim, you have to be standing inside of THAT claim, not the "root" claim that was placed with a normal claim flag. There is some fun stuff you can do by deleting the "middle" attached claim after the 2nd one is place down. Have fun experimenting! 2) The recipe to create the attached claim flag actually requires 9 ingredients. You won't see the 9th one unless you use the mouse wheel in the ingredients list. We'll be fixing that, but just so everyone knows for now, the 9th ingredient is 10 iron ingots. We'll be fixing this in the near future. Sorry for any confusion. https://forums.station.sony.com/eqnlandmark/index.php?threads/attached-claims-information-you-need.23332/
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General Overview This update lets you experience new biomes and islands, lets you torture test the new Smoothing tool, and provides you with extra room to spread out and build (attached claims)! Unfortunately, the claims permission feature we wanted to release to you this week turned out to be more time intensive than we had hoped and it will slip until next week’s update. So, more space this week (and a huge raft of bug fixes), a new tool to use, new areas to explore, new materials to build with and a ton of plants, rocks and trees to help round out your claims. Next week, is claim permissions, claim ratings, claim upkeep, groups and friends! Enjoy! Feature Updates • Attached claims! You can now create an attached claim that must be placed directly next to an existing claim. You can craft an attached claim flag at the stone forge! Currently you can have up to 2 attached claims. • New Smoothing Tool is in the game! This new tool will allow the system to add/remove voxels while smoothing in order to create more natural shapes and curves. • There are 2 new biomes! Tundra and Old Growth Forest. To avoid having to do a claim wipe on the existing islands, we’re rolling out 12 new ones instead, bringing the total number of islands on each world to 50! o Abyss (Tier 1) – Old Growth Forest & Tundra o Barrier (Tier 1) – Old Growth Forest & Tundra o Channel (Tier 1) – Old Growth Forest & Tundra o Shield (Tier 1) – Old Growth Forest & Tundra o Cave (Tier 2) – Old Growth Forest & Tundra o Kettle (Tier 2) – Old Growth Forest & Tundra o Spine (Tier 2) – Old Growth Forest & Tundra o Valley (Tier 2) – Tropical Jungle & Old Growth Forest o Gully (Tier 3) – Old Growth Forest & Tundra o Stump (Tier 3) – Old Growth Forest & Tundra o Tube (Tier 3) – Old Growth Forest & Tundra o Tunnel (Tier 3) – Tropical & Tundra • The new materials in the new biomes are available to be used as building materials now as well! • We’ve added recipes for all of the tree, plant and rock props that are around in the world. This should allow you to create the missing props so your templates will once again work. These recipes are temporary while we work on the real system for collecting these types of props from the world. • We’ve changed the Selection tool controls a little to make it much easier to use the Selection tool at small sizes. Holding Shift will now cause the manipulation arrows to appear and be usable. Control is now used to grab the “far side” of the selection volume (previous, this is what Shift did). Bug Fixes • When attempting to place a template, if you are missing props that cause you to not be able to place it, the game now lists each prop (and number needed) so that you know what you need to craft. (NOTE: If you had a template that didn’t seem to work any longer, try it again now. The chances are that you were missing a prop and didn’t know it.) • Fixed numerous client crashes. • The red rock (material ID 1) should now be usable in templates and building. It missed our last pass at including the terrain materials for building. Silly data gnomes were slacking again. • The island list at the hub Teleport crystal is now alphabetized! • MouseLook (right mouse button) and CameraLook (left mouse button) now behave properly while standing as well as while moving around in the world. • There was a problem with bad characters in loot notifications breaking the chat window and only showing parts of the loot message. This should now be fixed. • Dragging an item on to the character sheet to equip it will now equip it in an empty slot if one is available rather than swapping with another item in the first slot of that type. • Creating a female character should no longer show a male character for a split second before getting in to the game. • After deleting a character, it will no longer show your old equipment in Character Create. • Fixed an issue that could cause you to sometimes have a reticule attached to your cursor after you unequipped a tool. • You can now interact with the UI while moving around and it will no longer stop you. • Fixed a bug that would allow you to harvest trees on claims when you shouldn’t be able to. • We’ve fixed an issue on the required resources to make a change on your claim. Previously you had to have the total number of resources needed BEFORE it took in to account the existing resources in the area you are changing. Now, you only have to have the difference between what it would cost and what you’re going to be refunded. • We’ve cleaned up a lot of the character stats. See the table below with the details. These are subject to change as we move forward and some of these stats aren’t being used yet, but they will be! • Previously if you entered the map while in first person mode, it would switch you back to third person when you exited the map. It will now return you to whatever mode you were in before opening the map. • There is now a maximum name size (30) for templates. Previously it would fail to create the template if you entered a name that was too long. • The names for all crafting stations will now shrink to fit in to the UI instead of just overlapping the edges of the area. • Made tooltip placement better when they were appearing near the edge of the screen. • Changed the crafting window to notify you when your inventory is full instead of graying out the Craft button as that lead to lots of confusion and thinking that crafting was broken. • If you’re in a claim that gets deleted, we now make sure the UI with the claim information goes away. • You can no longer hide the UI while in character/server select. • The mouse cursor will no longer change to the crafting cursor when you’re too far away and hovering over a crafting station. • Previously, if a large prop touched the edge of your claim it could get “stuck” in a state that wouldn’t let you move it. This has been fixed. • There was a way to lose an item if you attempted to place it near the edge of your claim. This should no longer happen. • The targeting reticule will now behave appropriately when switching between a pickaxe and dynamite • The hub spires have received a face lift. Now they even come equipped with ramps you can run up! • When you duplicate a prop on your claim, it will now remember the rotation and scale of the original prop. • When you destroy an item from a chest it now tells you the name of the item you’re destroying. • When crafting a quantity of items, the number now properly decrements as you craft them. • The Prime Grappler can now be deleted! • The bottoms of letters will no longer be cut off in the chat window or in character create. • The crafting window will now select the first category, first recipe, when opening the window up for the first time. • You can no longer resize your chat window until it disappears. source: https://forums.station.sony.com/eqnlandmark/index.php?threads/update-notes-03-06-14.23270/
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Hey Strider! It has been a long time! PGoH is still active and going strong. They are mostly on facebook these days, I'll shoot them a message to check here. I still have an active account but rarely get on (been in Everquest Next Landmark). Let me know if you need me to update your email address on your old account (or swap things around). Your old email was getting bounce backs on the server. See ya around.
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Shadows are a pain for me. It's way to dark at night. I usually have to put up torches around me. I need to get a legendary light stone.
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Here's what's going in with today's update! • Added Chests in to the game! You can now craft 2 different chests (Ornate Small Chest and Simple Large Chest) at the Copper Reinforced Saw Table and the Cobalt Reinforced Saw Table. They can be placed on your claim and you can use them to store props, items and resources. • Fixed the issue with embedded Intel chipsets that caused the world to only render with completely black textures. Laptop users can rejoice! • Moving props around your claim should be easier and be more reliable. We will continue to improve this with upcoming updates. • We added a tooltip to the recipe icon in the crafting window to show you what you would craft with that recipe. • Fixed a number of client crashes and optimized a number of trouble spots as well. • Dragging icons between windows should now be more reliable. • The Force Hoop recipe was erroneously requiring 200 Elemental Rubicite. It now only requires 9! • The teleporter window at the hub wouldn’t always pay attention to the first time you clicked on a world. Now it will. • Templates and copy/paste will no longer grab procedurally-placed props from your claim. • Fixed an error in the description on the Silversteel Pick. • The mouse cursor will now update appropriately when over the light source props that can be turned on/off. • Updated a few of the marble textures to look better/clearer. • Fixed an issue where the location information wasn’t updating when you switched zones consistently. • Now when you change zones it should clean up any oddities with animations from grappling to the spires. • Updated most windows in preparation for localization. Please let us know if you see any weird or missing strings. • Added a feedback message to the player when they submit a bug. Now you know when it successfully sends the bug! • Several windows will now save their positions properly when closed using the Escape key. And now for some of the stuff the team is hard at work on for next week’s update! • A new smoothing tool that should allow for much more intuitive behavior and results! • Claim permissions! When this is in, you’ll be able to work with friends to make even more amazing things! • 12 new islands and 2 new biomes! This will include new materials to build with, new props and new areas of the world to explore. • Attached claims! The ability to place another claim directly attached to an existing claim you own. This will allow for bigger builds or space to do more builds next to one another. https://forums.station.sony.com/eqnlandmark/index.php?threads/update-notes-02-26-2014.22214/#post-259405
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From the SOE Forums: Many of you have expressed interest in/desire for a code for a Prime Grappler Grappling Hook. Well, this week, you've got a chance to win one in our Prime Grappler Giveaway! You can enter from now through Monday, Febraury 24th at 12:00PM (Noon) Pacific Time* We will randomly select twenty-five (25) winners who will receive codes for the Prime Grappler Grappling Hook. http://soe.votigo.com/fbsweeps/sweeps/Friday-Fun-Day-Prime-Grappler-Giveaway-Feb-21 Good luck! Source: https://forums.station.sony.com/eqnlandmark/index.php?threads/friday-fun-day-prime-grappler-giveaway-feb-21-24.21303/
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Ideas for building, if you like castles
Balandar replied to Rumblebore's topic in LM Alpha & Beta Forum
Nice. Too bad a lot of the pictures don't load. I've been working on a tavern now between the tower and borg's plot. -
"One note about the controls that I’ve had a lot of questions about: You can move the camera in and out to different distances from your character by holding shift and using the mouse wheel. Hopefully this helps! • The camera no longer collides with loot generated from mining and harvesting. This should help significantly when mining in a tunnel and having the camera constantly moving around as you mined. • Various optimizations and stability fixes. We will continue to plow through these on a daily basis to get these out to you as quickly as possible. • Fixed an issue that could make it difficult to click through the area that the material tray would be in when it was opened even when it wasn’t actually opened. • You can now drop items on to the tabs in the vault to move them around easily. • Fixed a number of issues with undo/redo that caused unexpected behavior and results. These should now work much more reliably. • The sphere Delete brush should now be centered on your cursor instead of your cursor being on the edge. • Fixed an issue that would cause the camera to transition twice while placing a claim. • Removed the camera shake when chopping down trees. • Added new icons for a number of items in the game. • Added splinter particles to tree explosions. • Changed tooltips to be more informative and to be color coded to make them easier to read. • Fixed a bug that could cause the first attempt to place a template to fail. • Changed the default starting distance of the camera from the player so that you can actually see yourself instead of just your back/head. • Fixed a problem with seeing other people’s light sources when they had them equipped. • Fixed an issue that would cause a door to reset scale and/or rotation when animating. • The crafting window will now close automatically when you move away from the crafting station. • Updated the error messages when trying to build so that they are clearer and more useful to players. • Fixed an issue where the props that have light sources didn’t always look “off” when they were clicked off. • Burled Wood building materials have been touched up to be cleaner and crisper. • Added a message about your inventory being full when attempting to craft something so that players actually know why a craft failed instead of failing silently! • Added a new hotkey to bring up the game settings (F2). Terry Michaels Senior Producer - EverQuest Next & EverQuest Next Landmark" Source: https://forums.station.sony.com/eqnlandmark/index.php?threads/update-notes-02-20-2014.21019/
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Nice! Did you use cobalt for the water? I like the design on the floating prism.
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Prison bars work great with the nano voxels. I'm thinking about making one as well if I can get two more claims. One up and one below. I want to expand my tower higher and also make a cellar.
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So I've been watching http://www.twitch.tv/cohhcarnage who has been playing around with the tools. He termed Nano Voxels.. Basically you take a square block within a 3x3 selection (so the block is in the middle). Smooth it until it's a dot (very hard to see). Use that dot to make whatever you want. Here is a fence I made using the Nano Voxel technique. No idea if the devs intended this or if they will remove it. I think it's an AWESOME feature.
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I haven't seen it as an option. I know that due to voxel size limitations you wouldn't be able to resize down smaller than the smallest voxel. It's why the smallest sphere is quite large. It takes that many smoothed voxels to create a sphere. I wouldn't mind something smaller for more details, but I don't see that happening. It would be a lot of data and bandwidth to download. I get the little gear icons ALL the time when running around other claims that have as many voxels as mine. I wish I could resize a template or somehow make it one solid piece and not voxel based. Then I could resize my AT-ST and have them swarm around Borg's castle.
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There has been a lot happening in Alpha lately. The official Alpha forums are now open to the public in a read-only format. The game WILL REQUIRE 64 BIT. They will not be supporting 32 bit systems when it goes live. They opened a new server, Serenity, which is where THE is currently located (on Pingo). Additional servers will be opened soon. The UI is going to be getting an overhaul soon (possibly this week). Official EQN Landmark Forums: https://forums.station.sony.com/eqnlandmark/index.php Our location on Serenity - Pingo:
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I tried this and can't get it to work.. Seems to work only in full screen and not windowed
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Now that the NDA is lifted, I have had a bunch of people asking how to take a screenshot in the game so I wanted to put up the instructions for everyone! First, if you want to hide your UI, you can use ALT+F10 to toggle the UI on and off. When you find something you want an image of, you can take a screenshot by pressing CTRL+F12. On Windows 7, you can find any screenshots you've taken by opening a windows explorer window and navigating to C:\Users\<username>\Pictures\EQNext Hope this helps! -- Terry Michaels https://forums.station.sony.com/eqnlandmark/index.php?threads/how-can-i-take-screenshots-of-the-game.5644/
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