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Kanly! throws down gauntlet

Fantastic. :-)

Yes; I too suspect that it could be related to third party libraries, or the infamous HERO engine :). But it still sucks, considering how much of an improvement we saw in wow and aion when they made the switch to 64-bit.

Thats from DUNE is it not?

That’s from Dune, indeed.

16 characters. Ha… powindah bargaining.

I get that people is going to ask for 64 bits, even if it don’t make sense. But also that people with 16GB will feel weird if they see a out-of-memory message with a game that only uses 2.

Videogames used to push the boundaries of what is possible with a computer, now lag behind 12 years. Debian woody had already support for 64 bits in 2002.

So, I prepared early by trying to download everything before the beta opened because I’m out this afternoon and evening. I want to give ESO one last chance to click with me. Just as noon hit, however, boom 3.6GB download. :( Probably little chance of being able to play before tomorrow.

(stares directly at the gift horse’s mouth)

I updated my beta client and it wouldn’t launch. Tried verifying and it gets stuck verifying the last 4 MB of data. Tried throwing away a few files near the end, and it re-downloaded them but didn’t fix my issue. I filed a tech support bug and was going to write off the attempt to play but then I saw on reddit that issues like this can be solved by throwing away the game_player.version file and restarting the launcher. And sure enough that fixed me.

If anyone’s going to play, you might want to try this addon: http://www.esoui.com/downloads/info28-FoundryTacticalCombat.html

It goes in your documents folder on your (usually) C drive, in Elder Scrolls Online\live\AddOns. I have installed it but haven’t fiddled with it much, but it seems like it’d be pretty good.

I wonder if we’ve reached some sort of limit wrt ROI with these things in terms of resources used vs. impact?

I mean, in theory, 64 bit ought to open the door to lots of lovely detailed texture carpeting and stuff - didn’t Carmack try that with the last ID game? But nobody seems to be interested. Or rather, exploiting 64 bit means exploiting art resources even more, which are already amongst the hardest-pushed and most expensive assets to put in? And at the end of the day, would people notice that much? (Not for a gamey game, but perhaps for more of a sim?)

Am I in the ballpark here?

Is there any way 64 bit could massively improve any less-expensive-to-exploit aspect of game-making? AI perhaps? Super-good AI (good enough to give a measured challenge, good enough to stop the “damage is king” rot in MMOs, etc., etc.) is I think something that would draw crowds.

Speaking as someone who doesn’t have any experience in developing games, I would think that 64-bit would be a little more applicable to strategy games, where you’re having to keep the whole world and world state in memory. In a typical RPG or FPS, it seems like it would be easy enough just to unload assets you don’t need (they are in a different zone, they are too far away, etc).

That’s not to say that a MMO couldn’t do something cool with 64-bit, but one has to keep in mind that while this game is releasing in 2014, it has been in development since 2007… not too terribly long after WoW, the Xbox 360, and PS3 launched.

That’s not to say that a MMO couldn’t do something cool with 64-bit, but one has to keep in mind that while this game is releasing in 2014, it has been in development since 2007… not too terribly long after WoW, the Xbox 360, and PS3 launched.

I have made a new character, I am tryiing to be a “hunter” like character.

The game don’t allow for that. Mobs can easily get to melee distance and kill you. Maybe at high level a “hunter” would be viable, but at low level seems that hilariously no.

Patched it and fiddled around a bit with my level 7 or 8 sorc. I’m guessing they’re still messing with the AI and stuff, because the quests seem ridiculously easy. Few mobs, the NPC soldiers stand around like de-activated droids, and some of the quest objectives, like explore an enemy camp, are satisfied by simply walking up to a point and, well, that’s it, quest objective met, return to your handler. Add to that the sort of disconnected feel of combat and the rather generic fantasy look of the game, and I’m still skeptical.

I gather you’re looking for one of three abilities:

  • Kill them before they reach you
  • Snare them
  • Pet tank

The game allows for all three just fine, though I’m not sure what you mean by “low level.” If you want to do that as soon as possible, you want a sorcerer with a bow. They get snares early, and they’re the only class that gets a pet. The bow itself also has snares and knockbacks, but you’re not going to get those until the teens. That’s still low level in the grand scheme, but it’s not the first night of play.

Ok thanks. That what I wanted to know. A bit obscure,… taking sorcer if you want to be hunter, but I can work with that.

+15 levels take many hours to reach, so is hard to know what works or not, specially in a weekend beta.

Made level 13 in 14 hours, saw a Sorcerer with Pet + Bow burn through mobs in the public dungeon I was in. Unfortunately my Dragon Knight did not have the same success vs multiple mobs.

This is going to confuse a lot of people. The classes are not nearly as important a consideration as they are in most games. They’re nothing but three of your 20+ potential skill lines. Any class can use any weapon, armor or guild skill, and these skills work the same way for everybody.

While this isn’t a “classless” system, as with The Secret World, it’s closer to that than Guild Wars 2. Character building is very flexible. I am planning to alt a nightblade-based “shadow priest” in live, for example.

Nightblade with a bow is a very good “hunter” as well.

Indeed. RTS games can easily ram themselves over the 4GB memory allocation limit for 32-bit processes (Supreme Commander, for instance). But…for MMO games that can also be an issue depending on texture sizes, how “open” the world is, etc.

The main other thing which immediately comes to mind for 64-bit processes is you can make it much harder to implement certain kinds of memory-related hacks.

Engine performance has been flawless for me this weekend so far, with every setting maxxed. This includes Cyrodil, which was a disaster in previous betas (2+ second lag rendering it unplayable). The only real problem is loading times. 15 - 20 seconds to load a large zone probably doesn’t rate an “atrocious,” but it definitely tries my patience. I also haven’t tried on my gaming laptop yet – the engine has had serious problems with dual-gpu laptops in the past, being unable to use the dedicated graphics card.

I have no idea if that’s the sort of thing that a 64-bit engine might help (I already have a fast connection, great hardware and all SSD’s). If it is, I hope they switch over someday :)

Long loading can be just a disguised queue to get into an instance, keep that in mind.