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roweboat

Totem Arts Staff
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Everything posted by roweboat

  1. welcome back @RadicalEdward2 ! yes, unfortunately, I've been having that same issue occasionally. ever since Beta 5.1, some nasty but (seem to be) rather ssystem spec specific bugs and crashes have arisen
  2. I think the joke is that it needs work
  3. I've been experiencing this issue since Beta 5.1 ... so its nothing new but seems to be getting worse. like a sickness.
  4. I'm forgetting if this was mentioned already ... but basically, it seems like there is a bit of a catch 22 going on here. We want to grow the game community and its presence, but Devs are looking to have the game be less Beta-ish first. ...but to speed that along more people working on the game would be necessary. But since not many know about it, few people who have the skills are able to work on the game. So my suggestion is we should look to recruit even more developers? (I think Havoc89 put out a call for this like a year back, not sure what came of it).
  5. I am inclined to agree with you to a degree @dr.schrott , and I know you've brought up some good discussions before (the current running "how to grow the community for e.g.). But frankly voicing negativity like this, without an immediate positive solution of some sort is not helpful at all. Obviously the Dev team and others know there are problems and I know they are working hard to correct them. Best to leave thoughts / comments exactly like these directly to a Dev instead of an open forum. Criticism is fine but I recommend more concrete examples, otherwise, it simply breads negativity.
  6. oh is that where all my recs went to? lol
  7. Make City_Flying in a post-apocalyptic setting after a nuclear war. Ice age. Then it's almost like glacier too. everyone wins.
  8. Glad to see some much requested improvements with this patch!!! =D
  9. looks promising! always great to see new maps in development.
  10. I agree, esp since it's only been happening since beta 5.1 I'm not sure which is worse, the UDK crashes of Beta 2 or this XD. I think this because it happens in game. at least with the UDK crashes of Beta 2, it was only after the match finished.
  11. @yosh56 tried editing my page file maximum up to 10 gigs, still caused out of memory error on Outposts. I'll try 20 gigs next ...
  12. I'll try that when I get time later today
  13. I have this problem frequently, since Beta 5.1 I think? only see the out of memory crashes on 32-bit version. Win 10, gtx 1080 gpu, amd fx9370 cpu. I've found it can happen on any map, but biggest culprits are Outposts & Sunrise. But ive had it happen sometimes on Tomb, Field, Field X & Walls Would sending logs help? 64-bit version gives me its own problems. Game hangs 95% of the time when I access the PT menu.
  14. Snow makes for a surprisingly good race track XD
  15. Personally I like the higher starting credits. I remember a few years back, when CT & EKT both (nearly) full servers most of the time, it was nice being able to switch between the 0 starting credits and 300 credits (EKT always favored higher starting credits), because the strategies change quite a bit.
  16. The question is how similar could the game be without being considered as infringement? I have been thinking this is really the only path to actually expand the game.
  17. I feel this should be implemented before any other changes are made.
  18. very true @DarkSn4ke . It's difficult to find a balance that is equal, yet different.
  19. I wonder if simply increasing the choke points into GDI's base might make the difference the map needs?
  20. -Decrease max player count between 45 - 32 -lobby / chat in-game or in launcher. minimum I think it would be greatly beneficial to see how many players are in the game / launcher so e.g. I enter an empty server I can expect to only have to wait x # of minutes until others join. Or if the top server is full, how many others could be looking to jump into another server right away (basic psychology, if its empty others won't join, but if 1 or 2 are in, the chances of others joining goes way up.)
  21. fair enough!! simple limits on team swapping might be the best option
  22. I don't remember which game did /does active shuffling (an EA title I'm sure), based on player count, team score, personal score etc. during an active match of whatever game it was, I remember players being auto-swapped to even out teams actively throughout the match. It did get a bit disorienting at times, but to the health of the game and the match, it always kept things as even as possible. point is, dynamic auto swapping isn't an untested idea and could work. although I'm sure many here would be against something like this.
  23. For the record, I don't think you'd feel very chill after breathing Tiberium.
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