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From Life Is Feudal Developer:
We're using Torque 3D (beta 3 ATM), but we're planning to migrate on Torque 3D 1.1. final somewhen soon. But yes, we were forced to rewrite alot of functionality in a stock engine to make dynamic tunnel building and surface shaping possible.
Hands down this engine is producing a better look than Unity.

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Yeahh mmm k thing is all that other crap takes a long time to fix. Grass on the other hand is easy as F to fix and would makle exploring the world about 1,000,000 x less painfull. You want bang for buck/man hours FIX THE FING GRASS. Also this thread is about fixing the grass so if you're here to talk about fixing WoT or other crap go to that thread and stop derailing mine thanx.

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It's good to have people that are focused on a variety of aspects of the game. I think most of us will be pleased if it looks better one day, but appearance is not generally a top-10 priority at the moment.
Oh I think you underestimate the value of appearance in the sales pitch for a game. I'm not saying the graphics are top 3, but that is only because the game mechanics are so wanting, Goblin Works doesn't have the luxury of graphics being in the top three of concerns.
I put graphics, including animations, in the top 5 of concerns.

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Caldeathe Baequiannia wrote:It's good to have people that are focused on a variety of aspects of the game. I think most of us will be pleased if it looks better one day, but appearance is not generally a top-10 priority at the moment.Oh I think you underestimate the value of appearance in the sales pitch for a game. I'm not saying the graphics are top 3, but that is only because the game mechanics are so wanting, Goblin Works doesn't have the luxury of graphics being in the top three of concerns.
I put graphics, including animations, in the top 5 of concerns.
Exactly and grass is a no brainer.

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Yeahh mmm k thing is all that other crap takes a long time to fix. Grass on the other hand is easy as F to fix and would makle exploring the world about 1,000,000 x less painfull. You want bang for buck/man hours FIX THE FING GRASS. Also this thread is about fixing the grass so if you're here to talk about fixing WoT or other crap go to that thread and stop derailing mine thanx.
How is mentioning that I'd rather they spend their time on things OTHER than grass a derailment. Pretty sure it directly relates to the op...
Derailment: I don't think it means what you think it means...

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There are many things they can do with graphics; I post bug reports when I see graphics or terrain disconnects or problems.
I read this post earlier today, then logged in later to play for two hours. Now I re-read this same thread, and I realize: I didn't look at the grass during those two hours; it didn't catch my eye as some abomination of what grass should be. I don't dwell on the appearance of my neighbor's grass during a morning walk either, so maybe I'm just easy-going. The grass visuals in game are fine in my opinion.

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PFO is essentially using the eve online bluprint for game development. What is missing from that recipe is that eve online had cutting edge visuals from the start. I realize that a fantasy mmo has a much higher object count then a space mmo. However there are some easy things that can be done with minimal time and effort to make the game look better and weather you can fathom it or not realistic grass is at the top of the easy to do and takes little time list.

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Cutting edge visuals, circa 2000.
This was the same year Spyro 3 and Final Fantasy 9 came out. I disagree with your assertion about EVE's initial graphical fidelity.

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I defy you to, in one week, write just the comments for the LOD logic required to implement AAA quality grass.
Used to be you could slap a cheap sprite and call it good; then a billboard or x-block was good enough. Based on a quick comparative search, a brown texture seems to be pretty standard for grass in modern games.

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I would rather see some more love for better scenery in the hexes. More interesting props and a bit more love for sculpting the landscape.
Take this picture: absolutely horrid grass-textures, the trees are cardboard fold-outs, yet very atmospheric and memorable scenery.
Lisa said that more scenery is coming so that's good.

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I'd rather other problems were looked at first. Anything that reduces performance (like extra graphics) should wait until the basic game functions are fixed, and players have the option of turning their graphics settings up or down.
Yes, a good-looking game might attract players, but they'll soon leave if that lovely-looking game crashes and bugs at every opportunity. More seriously, they'll then share their poor experiences with others online and the game will attract a negative reputation.
I think GW would rather have a review that reads - 'good game but graphics still need polishing' than, 'lovely graphics but the game is rubbish'.
Yes, landscape graphics are important to the final game, but so are plenty of other features. I think playability and internal mechanics should be a higher priority than cosmetics.

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I guess what I could do is run the game take a secreenshot of a valley and then photoshop in grass so you can see what im talking about. Though to be honest I don't think I like this community much anyways.
It's perfectly human to not enjoy a group that generally disagrees with our viewpoint. There have been days when I felt exactly the same way. Only the individual can decide if it's worth overcoming, but it's worth noting that avoiding people who disagree with you is the immutable core of why American politics is such a mess. Disagreeing with people is good for us because it helps us better understand the world and stops us from becoming isolated.

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Though to be honest I don't think I like this community much anyways.
Honesty is generally a plus, but to dislike others because they disagree will limit your intellectual growth.
In an echo chamber of agreement there is no reason to question assumptions.
I have heard that it is a burden of the brightest to forever distrust their own conclusions. There are so few able to refute their hypotheses that the likelihood of error grows unsustainably great.
Embrace your peers.

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Forget the grass.
In fact fix the graphics so we can use fastest again.
Better still make a "super basic" option available with no fancy graphics at all.
Fancy Graphics is for big girls blouses.
I hope you are not implying that there is actually some fancy graphics in the game now. Because that would be pretty laughable.

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What can grass do for your game?
1. Grass can hide the ugly transition between the ground and every object on the ground. This includes trees rocks buildings and you guessed it monsters.
2. Grass hides the ground poly edges themselves so when you look at a hill you see a smooth curve rather then a flat edge.
3 Different types of grass and ground cover add to the overall mood of a given area. Grass can be vibrant, dry, rotted, tall or short. Grass is and indicator of wind speed giving life to the very air. Is it a windy day a light breeze or supernaturally still?
As for the challenge of implementing grass...Are fing kidding me I can link tons of unity grass tutorials for you but I give more credit to the GW team then to think they need a tutorial. In the asset store there are tons of pre-made grass objects ready for use, many are free.
I don't dislike people due to disagreement. I dislike people when they cannot be reasoned with or see the obvious.

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We have no idea how Goblinworks' use of Unity--along with several other utilities, some custom or customised--causes variance from what others, outside of Goblinworks, know about Unity. Thus, no one outside of Goblinworks can make any statements with certainty about what Goblinworks can or cannot do.

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There are (or were yesterday) a couple of dozen beast pelts in the Alderwag AH for a copper each. I put them there myself.
speaking of which, since I don't live there, if they fail to sell do the go back to my inventory, or to the local bank?
My experience with the TK auction house was that the recipes that didn't sell went to the TK bank. (Which seems likely to prevent 'selling' for high sum, moving across map, and magically moving the items when they don't sell.)

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when we get encumbrance I can get the horror of having the three plate armour you where selling suddenly drop into your inventory when you run away from that mad dragon... Which goes for the current system of getting the crafting stuff teleported to you....
Why not just deposit in the vault? That is the obvious place to store it...

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I wasn't lobbying for anything in particular, just curious, as I put about 140 lines involving nearly 1000 items up on the weekend in my first foray into the AH.
In game terms, it's probably best that they go to local bank, to avoid people using the AH to transport overpriced goods to wherever they're heading next.

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Items that fail to sell go to your local bank.
When I was foolish enough to try and use the AH system I would return to TK to find 50 or 60 items in the bank including a lot of +1 and +2 weapons and armor I put up for sale earlier.
PROs
It is a logical system that avoids magical teleporting the goods around.
CONs
- Without a global inventory you can lose track of what is where (some of the complaints about disappearing stuff are probably errors about what bank the item ended up in).
- You only get 2 days on the AH before items drop back to the local vault and become inaccessible till you return to that settlement, which makes placing things for sale at remote AH you rarely visit a waste of time.
- Even at TK higher quality items never sell unless you announce "+2 pot plate in AH" as no-one knows the items are there due to broken search. The problem with making these announcements is once you leave TK there is no way to see the status, they could have sold, could be still available or could even have timed out and dropped back to vault.
The AH bank system is a bit useless in current forum. I tend to direct trade, The problem then is you can have big issues delivering items to your customers who may log in at different times to you or be in a different location each day.
EXAMPLE: I have a +2 Great Sword I have been trying to deliver to a customer for 3 days. Ideally I should have been able to deposit it straight into his vault at a settlement we mutually agreed upon and he would have had his sword by now.

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I would rather see some more love for better scenery in the hexes. More interesting props and a bit more love for sculpting the landscape.
Take this picture: absolutely horrid grass-textures, the trees are cardboard fold-outs, yet very atmospheric and memorable scenery.
Lisa said that more scenery is coming so that's good.

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I've started a paper-type book detailing things like hexes with given common resources, items I deposit in banks (and put up on the AH), and so on. I'm sure that's not really what the developers intended but there is so much information I feel the need to keep track of that a written record was the obvious answer.