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Old 03-16-2007, 08:18 AM   #1231 (permalink)
Sithro
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Originally Posted by Wolfen View Post
All you have to do is go to Microsoft DirectX: Home Page and download the latest version. I got the same thing when I recently loaded EQ back up.
That's what I did, yet it still didn't work.

I'm going to try some other stuff when I get home. For one, I need to figure out how to get the station patcher thing going again, then I can concentrate on the other issue. :/

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I have been trying very hard to break away from the "hang out in central hub to find a group" mode of thinking and move to the "go to the dungeon and find a group" style. Part of the problem with that, is that the concept for all of the dungeons (as I understand it) was creamy easy outer filling with tough insides: i.e., soloable "yard trash" so people had something to do while waiting for a group to move in and do the tough stuff. Somewhere else on this board someone pointed out directly how that was currently not the case in many dungeons.
That's how EQII's dungeons usually are. At the entrence is yard trash, but farther in you get to those clay giants. A named spawns and drops nice armor. That's the core of the place, it's really awesome.
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Old 03-16-2007, 08:24 AM   #1232 (permalink)
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It would actually be a cool mechanic if the crafters and other folks can set up shop at will and sell shit to people doing a dungeon. If you could do some mini building a tent or a shop, then who knows towns might be built up permanently. That would go a long way (but not near all the way) to make shit "next gen". The ability to alter the game's landscape on a permanent level.
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Old 03-16-2007, 09:11 AM   #1233 (permalink)
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Originally Posted by Draegan View Post
It would actually be a cool mechanic if the crafters and other folks can set up shop at will and sell shit to people doing a dungeon. If you could do some mini building a tent or a shop, then who knows towns might be built up permanently. That would go a long way (but not near all the way) to make shit "next gen". The ability to alter the game's landscape on a permanent level.
While a great idea "conceptually", the aspect of "permanance" negates the possibility. Mostly because you'd end up with as many permanent structures as there are players. Imagine 5 or 6 hundred permanent structures all littering the countryside around a dungeon. Certainly not practical. Mainly because the players creating them will inevitably move away from the area.

However, one solution would be to utilise "mobile structures" (tents, merchant stands, etc). Which after all, is what a tent is. Which opens up a whole new aspect of the game. Like crafters actually crafting and selling these mobile structures to other players who really aren't into crafting as much as other players. Players creating "temporary mini-communities" close to thier favorite hunting areas/dungeons as they progress through level appropriate areas.

It doesn't even have to be a highly detailed aspect of the game to add tons of gameplay appeal. Such a simple crafted thing could go a long way to adding depth and immersion to the game, as well as providing the "vertical interdependance" they desire (hire a lowbie crafter to build you a tent, or a slightly advanced crafter for a merchant stand). Done with a particular area? Pack up your tent/stand and move on.

The key though is ease of mobility.
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Old 03-16-2007, 09:19 AM   #1234 (permalink)
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Originally Posted by Sithro View Post
Guys, I hate to bother you again, but...


"d3dx9.31.dll Not Found" is the error.

Anyway, thanks.
You're running Vista, right? Fix is simple, download the latest DX9 and install it, that gives you the .dll file you need. Strange that DX10 that ships with Vista doesn't include all the latest DX9 files, but that's the case.

Doh, replied to this before I saw the five other poeple that beat me to it.
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Old 03-16-2007, 09:20 AM   #1235 (permalink)
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Wasn't really clear, what I meant permanent is it's there as long as the player uses it. 1-2 days of no use and it goes away.
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Old 03-16-2007, 09:29 AM   #1236 (permalink)
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Add crafted tents, sleeping bags, etc,., and foraging, hunting, fishing and cooking skills (which your character can engage in while offline) and give xp bonuses if your character gets a good nights sleep and eats well.
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Old 03-16-2007, 09:41 AM   #1237 (permalink)
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Wasn't really clear, what I meant permanent is it's there as long as the player uses it. 1-2 days of no use and it goes away.
Yeah, but then it just reeks of "money/time sink". Still, there need to be incentives to even using temporary structures. Like offline merchantile. You pop your stand in a temporary mini community for the night, and your character goes into merchant mode. And other little things. Perhaps a 5% experience bonus for a length of time equal to the offline mode, up to a specified and reasonable maximum. Not "rested xp" per se, but just a small incentive to actually motivate the player to actually utilise those aspects, instead of relegating them to running back to a town.

I'm curious. There was a whole discussion a while back on the official forums about utilising the "campfire" mechanic. Did that ever materialise?
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Old 03-16-2007, 09:43 AM   #1238 (permalink)
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Thats a great idea Draegen, but no way thats ever going to work with 'meaningful travel'
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Old 03-16-2007, 09:51 AM   #1239 (permalink)
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You're running Vista, right? Fix is simple, download the latest DX9 and install it, that gives you the .dll file you need. Strange that DX10 that ships with Vista doesn't include all the latest DX9 files, but that's the case.

Doh, replied to this before I saw the five other poeple that beat me to it.
No, I'm running XP, actually.
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Old 03-16-2007, 09:57 AM   #1240 (permalink)
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Originally Posted by Draegan View Post
It would actually be a cool mechanic if the crafters and other folks can set up shop at will and sell shit to people doing a dungeon. If you could do some mini building a tent or a shop, then who knows towns might be built up permanently. That would go a long way (but not near all the way) to make shit "next gen". The ability to alter the game's landscape on a permanent level.

Wouldn't this turn into the UO real estate problem where literally every square foot of ground which COULD have a house, DID have a house? I know placing a large brick was a bitch, and I was in there early.
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Old 03-16-2007, 10:01 AM   #1241 (permalink)
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No, I'm running XP, actually.
FFS stop filling this thread with useless bullshit about your personal PC issues, enough already. This is where the moderators, with all due respect, need to step in.

There are threads that deal with PC requirements with Vangaurd, post there, or start a new thread if you absolutely HAVE to post about your PC issues, or just fucking Google your problem or go to VG tech support or whatever but stop being such a douche bag. This isn't your MySpace page or guild message board filled with your buddies.
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Old 03-16-2007, 10:06 AM   #1242 (permalink)
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Yeah, but then it just reeks of "money/time sink". Still, there need to be incentives to even using temporary structures. Like offline merchantile. You pop your stand in a temporary mini community for the night, and your character goes into merchant mode. And other little things. Perhaps a 5% experience bonus for a length of time equal to the offline mode, up to a specified and reasonable maximum. Not "rested xp" per se, but just a small incentive to actually motivate the player to actually utilise those aspects, instead of relegating them to running back to a town.

I'm curious. There was a whole discussion a while back on the official forums about utilising the "campfire" mechanic. Did that ever materialise?
For a crafter, what you can build is a temp workstation. Anvil/forge thing to craft at that spot. Like you build a tent or soemthing and after 1 day a forge appears or something.
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Old 03-16-2007, 10:20 AM   #1243 (permalink)
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Its like we have been trained as players that every play session has to begin and end in a major city/population/transport hub. PoK in EQ/Ironforge(Ogrimmar) in WoW/etc.

Vanguard (I'm assuming) was built around a different model, where instead of starting/stopping in a big transportation hub every night, you went off into the wilds for a few days to a dungeon, and returned home only infrequently to handle 'major' things like training new abilities and such.

However, the things that support that sort of model and make it feasible and even, dare I say, fun -- stuff like Rayne and Draegan are describing -- aren't in the game.

And there is a source of nerd rage right there for ya, heheh.
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Old 03-16-2007, 10:24 AM   #1244 (permalink)
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FFS stop filling this thread with useless bullshit about your personal PC issues, enough already. This is where the moderators, with all due respect, need to step in.

There are threads that deal with PC requirements with Vangaurd, post there, or start a new thread if you absolutely HAVE to post about your PC issues, or just fucking Google your problem or go to VG tech support or whatever but stop being such a douche bag. This isn't your MySpace page or guild message board filled with your buddies.
I'm replying to someone you tard. Stop being a dick.
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Old 03-16-2007, 10:34 AM   #1245 (permalink)
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Thats a great idea Draegen, but no way thats ever going to work with 'meaningful travel'
Actually it might work well for certain reasons based on the current state of the game. The fellowship, caravan and player city concepts were designed with the idea in mind that a group of players explore content within a particular area (level range) over a period of time. The problem is, now with the rate at which adventuring xp is earned being increased and issues with LFG in particular areas (depending on the time of day as well), regular moderate/long-distance travel has become a necessity. Caravans might ease the problem, we'll see.

If there were even temporary shops/camps/vendors available, it might offer some incentive to encourage players to commit to adventuring in the same general area more consistently, making the travel that is made more "meaningful".

Just my 2 cents.

Edit: Faltigoth basically beat me to it...
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