Monday, September 22, 2014

Swulfen makes mikki an offer she can't refuse

Just when mikki thought she was going to get to her destination faster swulfen decides to give her an offer she can't refuse. He offers to take her by rowboat down the waterfalls so she can turn her pack in. What seemed like a good idea riding with swulfen turns out being a total trap. She then learns it would have been faster to walk backwards to the destination instead of riding with swulfen. But don't worry swulfen we all still love you.



Sunday, September 21, 2014

Archeage Game Performance Tweaking

Archeage uses cryengine 3 one of the more amazing graphics engines for a game and this topic will be dedicated to information based on how to tweak archeage and make the graphics play better and explain how to get the most out of the graphics. While it is possible to modify graphics using ingame system control panels editing graphics via the configuration files always allow you to change more then what is normally listed and allow you to add extra tweaks into the system. Always keep in mind you should back up settings before making modifications of them this way if something breaks you can replace the settings file and revert it when something doesn't work properly.

Full list of client commands cryengine 3:

To modify settings for Archeage you will need to find the following location:
C:\Users\(Your User Name)\Documents\ArcheAge\system.cfg

Keep in mind some of the settings are used for tweaking max graphics and might not apply to the video cards you are using so you might need to play with some of these settings to set them for your specific system. But these will give you an idea about what each of the settings will do for you and what exactly it will effect on the system.

sys_spec_full = 4
r_driver = "DX9"  --DX10 or DX11 settings work as well depending on graphics card
r_multithreaded = 0 --0=disabled 1=enabling rendering in separate thread 2(default)=automatic
option_sound = 4
r_windowx = -1
r_windowy = -1
r_width = 3840  --width of screen size
r_height = 2160 -- height of screen size
r_fullscreen = 1  --fullscreen or not
r_vsync = 0 --disable for performace  enable for increase in graphics
login_first_movie = 1 --to disable login movie
ucc_ver = 2
auto_disconnect_timer = 30

-- Tests
 r_Scissor = 1
 r_SilhouettePOM = 1 --Enables or disables the Pixel Accurate Displacement Mapping (VERY GPU intensive).

cl_fov = 60  --Field of view calculator to make it easy

 -- Render Sharpening
 r_Sharpening = 0.25

 -- Color Grading
 r_ColorGrading = 1 --Enables or disables the artist controlled color grading post-processing effect

 -- Global Illumination
 e_GI = 1

 -- Lighting
 r_FullDeferredShading = 2 -- Set me to 1 if you have a weaker system
 r_DeferredShadingSSS = 1 --Toggles deferred subsurface scattering (requires full deferred shading)

 -- Screen Space Reflections
 r_SSReflections = 4 --Glossy screen space reflections
 -- Fog
 r_FogShadows = 1 --Enables deferred volumetric fog shadows 0: off  1: standard resolution 2: reduced resolution

 r_fogShadowsWater = 1 --Enables volumetric fog shadows for watervolumes

 -- Shadows
 e_ShadowsMaxTexRes = 4096 --Set maximum resolution of shadow map 256(faster), 512(medium), 1024(better quality)
 e_ShadowsResScale = 40 --Shadows slope bias for shadowgen
 e_ShadowsPoolSize = 4096 --Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize)
 r_ShadowsPCFiltering = 1 --1=use PCF for shadows
 e_ShadowsOnWater = 1 --Enable/disable shadows on water
 e_ShadowsSlopeBiasHQ = 1 --Shadows slope bias for shadowgen (for high quality mode)
 e_ShadowsConstBiasHQ = 1 --Shadows slope bias for shadowgen (high quality mode)
 e_ShadowsCastViewDistRatio = 800 --View distance ratio for shadow maps casting from objects
 e_ShadowsCastViewDistRatioLights = 800 --View dist ratio for shadow maps casting for light sources
e_ShadowsClouds = 1 --Cloud shadows
e_ShadowsTessellateCascades = 2 --Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
 r_ShadowGenGS = 1 -- DX11 only geometry shader for shadow map generation
 e_VolObjShadowStrength = 1 --Self shadow intensity of volume objects
r_TerrainAO_FadeDist=1 --Controls sky light fading in tree canopy in Z direction

 r_WaterVolumeCaustics = 1 --Toggles advanced water caustics for watervolumes.
 r_WaterCausticsDeferred = 2 --Toggles under water caustics deferred pass. Default is 0 (disabled). 1 - enables. 2 - enables with stencil pre-pass
e_WaterOcean = 2 --Activates drawing of ocean. 1: use usual rendering path 2: use fast rendering path with merged fog
e_WaterOceanBottom = 1 --Activates drawing bottom of ocean
e_WaterOceanFFT = 1 --Activates fft based ocean
e_WaterTessellationAmount = 10 --Set tessellation amount
e_WaterTessellationAmountX = 85 --Set tessellation on x axis - 0 means not used
e_WaterTessellationAmountY = 85 --Set tessellation on y axis - 0 means not used
r_WaterReflectionsQuality = 3 --Activates water reflections quality setting. Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
r_WaterTessellationHW = 1 --Enables hw water tessellation.
sys_spec_Quality=4 --Console variable group to apply settings to multiple variables
--sys_spec_quality [1/2/3/4/default] [current]:
-- ... q_Renderer = 1/1/2/3/2 [3]
-- ... q_ShaderFX = 1/1/2/3/2 [3]
-- ... q_ShaderGeneral = 1/1/2/3/2 [3]
-- ... q_ShaderGlass = 1/1/2/3/2 [3]
-- ... q_ShaderIce = 1/1/2/3/2 [3]
-- ... q_ShaderMetal = 1/1/2/3/2 [3]
-- ... q_ShaderShadow = 1/1/2/3/2 [3]
-- ... q_ShaderSky = 1/1/2/3/2 [3]
-- ... q_ShaderTerrain = 1/1/2/3/2 [3]
-- ... q_ShaderVegetation = 1/1/2/3/2 [3]
r_ssreflections = 3 --Glossy screen space reflections

 -- Sky
e_SkyBox = 1 --Activates drawing of skybox and moving cloud layers
e_SkyQuality = 2 --Quality of dynamic sky: 1 (very high), 2 (high).
e_SkyType = 1 --Type of sky used: 0 (static), 1 (dynamic).
e_SkyUpdateRate = 1 --Percentage of a full dynamic sky update calculated per frame (0..100].

r_ssdo = 1 --Screen Space Directional Occlusion
r_SSAO = 0 --Screen space ambient occlusion:
--0 - disabled
--1 - SSAO technique with normals
--2 - SSAO technique with normals and temporal accumulation
--3 - Volumetric Obscurance technique with jittering
--4 - Volumetric Obscurance technique with jittering and temporal accumulation (Consoles only)
--5 - VO variation with multiple radii
r_ssao_quality = 3 --SSAO shader quality[0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]
r_ssao_amount=.7  --Controls how much SSAO affects ambient

 -- Draw Distance ( Disabled for now, draw distances for players and objects seem to be hardlocked )
 e_MaxViewDistance = 2500 --Far clipping plane distance
 --e_ViewDistRatio = 2000
 --e_ViewDistRatioDetail = 2000
 --e_ViewDistRatioCustom = 2000
 --e_ViewDistRatioPortals = 2000
 --e_ViewDistRatioVegetation = 2000
 --e_ViewDistRatioVegetation = 200
 --e_ViewDistRatioDetail = 800
 --e_ViewDistMin = 2000
 --e_ViewDistCompMaxSize = 2000

 -- Merged Meshes (aka Flora)
 e_MergedMeshesInstanceDist = 32.0 -- Should be safe to set this value up to 96.0
 e_MergedMeshesViewDistRatio = 100 --merged meshes view dist ratio
 e_ObjectLayersActivationPhysics = 1 --Allow game to create/free physics of objects: 0: Disable; 1: All; 2: Water only.

 -- HDR
 r_HDRBrightLevel = 1.0 --HDR rendering level (bloom multiplier, tweak together with threshold) Default is 1.25
 r_HDRBloomRatio = 0.15 --HDR scene bloom ratio

r_MultiGPU = 2 --0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI),
2(default)=automatic detection (currently SLI only, means off for ATI)
should be activated before rendering

 -- Level of Detail
 e_LodMax = 3
 e_LodMin = 0

 -- Terrain
 r_TerrainAO = 7
 e_TerrainTextureLodRatio = 800
 e_TerrainLodRatio = 800

 -- Particles
 e_ParticlesSortQuality = 2 -- HQ Sorting
 r_ParticlesSoftIsec = 2 --Enables particles soft intersections.
 r_ParticlesRefraction = 1 --Enables refractive particles.
r_ParticlesTessellationTriSize = 1 --Sets particles tessellation triangle screen space size in pixels (DX11 only)
 r_ParticlesTessellation = 1 --Enables particle tessellation for higher quality lighting. (DX11 only)
 e_ParticlesForceSoftParticles = 1
 e_ParticlesObjectCollisions = 2 --Enable particle/object collisions for SimpleCollision: 1 = against static objects only, 2 = dynamic also
 e_ParticlesMotionBlur = 2 --Motion blur for particles 0 = Off  1 = On  2 = Force
 e_ParticlesShadows = 2 -- Forced
 e_ParticlesSortQuality = 2 --Minimum sort quality for new particle insertion: 0 = basic, 1 = better, 2 = best
 e_ParticlesLights = 1 --Allows to have light source attached to every particle 0 = Off 1 = Deferred lights
 e_ParticlesGI = 2 --Apply global illumination to appropriate particle effects 0 = Off  1 = On 2 = Force
 e_ParticlesDiffCM = 1
 e_ParticlesAnimBlend = 2 --Blend between animated texture frames 0 = Off 1 = On 2 = Force

 -- DOF
 r_DepthOfField = 2 --Enables depth of field.Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled
 r_DepthOfFieldBokeh = 3 --Sets depth of field bokeh type (only for dof mode 3).Default is 0 (isotropic/spherical).
r_DepthOfFieldBokehQuality = 1 --Sets depth of field bokeh quality (samples multiplier). Default is 0: ingame quality, 1: high quality mode
--r_DepthOfFieldDilation Sets dilation width to reduce ghosting artifacts on near objects (can introduce other artifacts)
r_DetailDistance = 20 --Distance used for per-pixel detail layers blending. Usage: r_DetailDistance (1-20) Default is 6.
r_DetailTextures = 1 -- Toggles detail texture overlays. Default is 1 (detail textures on).
 -- Refraction
 r_Refraction = 1 --Enables refraction. Default is 1 (on). Set to 0 to disable.

 -- Screen Space Indirect illumination (Does this work on AA's build?)
 r_SSII = 1

 -- Sun Shafts
 r_sunshafts = 1 --Enables sun shafts. Default is 1 (on). Set to 0 to disable.

r_Supersampling = 3 --Use supersampled antialiasing(1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...)
 -- Light Beams
 r_Beams = 1 -- (3 default)

 -- Engine Tesselation
 e_Tessellation = 1

 -- Clouds
 e_Clouds = 1 --Enable clouds rendering
 e_ShadowsClouds = 1 --Cloud shadows

 -- Wind
 e_Wind = 1
 e_WindAreas = 1
 e_WindBendingDistRatio = 800

 -- Weather
 r_Rain = 2

 -- Vegetation
 e_Vegetation = 1
 e_VegetationAlignToTerrainAmount = 1
 e_VegetationSphericalSkinning = 1
 e_ProcVegetation = 1
 --e_ProcVegetationMaxObjectsInChunk = 200
 --e_ProcVegetationMaxViewDistance = 1200

 -- Character Animation
 ca_thread = 1
 ca_cloth_air_resistance = 1
 ca_ApplyJointVelocitiesMode = 1
 ca_eyes_procedural = 1
 ca_UseLookIK = 1
 ca_useADIKTargets = 1
 ca_UseAimIK = 1
 ca_LockFeetWithIK = 1

 -- Sound
 s_HDR = 1
 s_HRTF_DSP = 0
 s_ReverbDynamic = 1

Wednesday, September 3, 2014

Fast way's to levelup in Archeage

So this is actually going to be pretty useful to players who will be coming into the game looking to level up since that will get you to end game fast. So today I will explain some of the methods for leveling up fast so you can beat everyone to max level.

One of the fastest ways to level up in Archeage comes down to the crafting system. The crafting system has many different aspects of the game play but one of the fastest ways to level up is actually mining and processing raw stone. Why raw stone you might ask? Well after raw stone is crafted into stone bricks you can use the stone bricks to spend 50 labor points and craft hereafter stones which are used for teleporting. This gives a large amount of experience per craft for hereafter stones.

Of course this method requires labor points which you will need workers compensation potion patrons status. One thing which can really help you benefit is offering the service of processing peoples raw stone into brick. This will be in high demand since labor is so valuable. You can offer the service of processing for free and just convert peoples stone which will also level you.

The area called Auroria has a level 53 elite monster called Chaotic Abyssmal Guardian and these monsters can be killed very easily with a level 40+ spelldagger build. These monsters give a generous amount of experience when someone is killing them for you. While we do not know whether the monsters will be accessable from diamond shores its still worth it to post about them for the future since we know this as a fact.

Aside from our labor spamming with crafting you can also quest while this really isn't super effective means of leveling it will give you the gear that you need. To be honest gear is one of the most important aspect of the game. Having the gear makes a major difference later on in game. So skipping these quests might not be the best idea in terms of gearing up. But if you do however hit level 50 you can skip all of the other quests and just complete the ones in rookborne and hasla area which will get you to level 40ish quest gear. That would be decent enough to get you into some of the first dungeons while you are waiting to level up crafting.

The hasla weapon farming for the level 50 weapons is also a great way at getting a free level 50 weapon which will have really good stats unless you manage to craft the high tier crafted weapons.

How to go Pirate in Archeage

So while I was playing on alpha before it was shut down. People all the time would go uproot trees and such to go pirate which to be honest is a major waste since your talking about 10 labor points to uproot a tree for 3 infamy. And sure you can go around killing people which gives 10 if you can actually kill them but small blood stains only give 1 infamy point and also means you can get killed and spend time in jail. So today I'll show you how you can get 3k infamy with screenshots included.

To accomplish getting to pirate you need a friend or an alt with about 3g and about 4 hours of time. The object is to use the lowest amount of labor per gather so to do that we used cucumbers since they take 9 minutes to be pickable and when you pick them its 1 labor point for 3 infamy. Once you go crazy picking all of them someones gotta report all the footprints too and its a slightly time consuming way but you won't die in the process since it can be done anywhere including the begining of tigerspine.

Keep in mind when you go pirate and your in a party with someone who isn't a pirate you'll still be friendly in a party with the person until you leave the party since you end up as an enemy faction. Also as a pirate you have to worry about guards killing you in any of the non-neutral area's. And players can kill you if they choose the same type of thing applies like the enemy faction. As a pirate people can attack you and trigger a fight but you cannot attack them unless your in a pvp area. To be honest thats kind of disappointing since you would think pirates would be lawless and allowed to attack anyone anywhere which is not the case.

As a pirate you get to enjoy the pirate island which includes being able to get near the NPC black pearl which is not possible when you are not a pirate. The pirate island has different quests that give various pirate items and you can also obtain a title which gives you 20% faster swimming.

You get access to a dungeon which has some interesting items as you can see from the screenshots above and according to the portal in the pirate island this dungeon is opened during the weekend but you must be in a party to enter.

Another bonus to being a pirate is there's a crystal with a 1% damage buff to players you can touch to gain for an hour. Pirates also have a buff all the time that when they die anywhere in the water they will not go to jail but if they die on land they will end up going to trial and likely jail because people hate pirates.

The above is an example of what happens when you die as a pirate on the land even if you have no crime points its an instant go to trial and you will always get atleast 40 minutes of jail time as a pirate.
If you manage to get innocent during a trial you will still remain a pirate until you drop your points all the way back to zero. This means that you would need to work on quests which help to lower your infamy points or buy the infamy potions from the loyalty shop.

The pirate island itself has a quest to remove 100 infamy points. But its likely that you will be unable to complete the quest if you are not a pirate because the npc would be surrounded by many pirate related guards. But as a pirate if you are sneaky you can actually do not only the one on the pirate island but the other quests which are located in the other two contients.

To accomplish the other infamy quests you must have shadowplay so you have the ability to cloak because you will be passing by guards who will jump you and 1 shot you if they catch you. Not only that but if players spot you doing the quests they will also likely kill you and the guards won't help you because your a pirate.

100 infamy pirate quest starts in Growlgate Isle

The following quests will reduce your points by 240 infamy points and can be completed daily. starts in Rookborne Basin. starts in Sandeep, Memoria Lake. starts in Solis Headlands, Austera. starts in Solid Headlands, Austera. starts in Shrine of Awakening, Marianople.

To unlock the quests for Austera you have to go to the prison island off the shores of Austera theres a npc on the dock of the island which will give you a quest that takes you to the npc's. One of the quests requires that you carry trade packs into another part of the city. You need to be careful when you pick up the trade pack because people who see you carrying the trade pack will think that they can steal it and will most likely kill you for it which you will go to trial and it will be a frustrating experience for you. Use steath to sneak past the guards you need to turn in 3 of those trade packs to get the point reduction.

The other quest in austera is cleaning up a building construction site that has ghosts for the most part you shouldn't have too much opposition in this area. But before you go up there some guards patrol near the edge of the ruins just make sure to avoid them or they will kill you and make you have to walk all the way back since the grave is very far from Austera.

The rookborne basin quest requires that you travel around the map and give priests locket items it's not really super dangerous aside from avoiding running though towns or seeing enemy's who could possibly try and gank you but this is one of the more safter area's instead of Austera.

I haven't done the quest for sandeep as of yet but the quest seems to be related to picking up trash off a beach and knowing sandeep is a pretty big questing and PvP area I would say you would just need to becareful for anyone roaming around helping friends quest. The area its located in has some quests so you might need to becareful if you spot anyone.

The one for the shrine requires you to pick up trash inside the main city in the following location.
You'll have to be careful with this one and use stealth since there are also a lot of guards in these area's too.

Its also possible that there might be more quest since the Austera related ones might also include ones on the western faction as well which could be done by a pirate. I have not played western so I only know about the ones which can be compeleted by someone if they are eastern or pirate. If anyone knows information about the ones which overlap and whether they are considered seprate dailies since they are on the western side let me know. Cause in that case it would most likely be possible as a pirate to remove almost 400 infamy on a daily basis.

But even still this should help quite a bit since you could greatly reduce your points on a daily basis. I wouldn't recomend going pirate until you have everything settled in your normal faction since it would end up taking atleast 10 days or more to get back to being friendly with the faction. So in that time you would not be able to quest or do all that much aside from ganking people via water without risking going to jail.

I hope that this guide helps you and allows you an easy way to achive pirate and then have a way to go back to being friendly faction if you choose. Stay tuned for more helpful guides!

Monday, September 1, 2014

Crafting System: How to craft gear

Gear crafting in Archeage might be slightly confusing to someone who's new in the game. So today I will be explaining how the crafting system works and how to craft gear. Crafting gear is an important aspect of the game and while it might not seem to be super important at lower levels there's a reason why it is pretty important to start off while your lower level.

If you notice the screenshot above this is a screenshot of the tailoring window. As you can see I can craft Apprentice's Ocean Shoes the very first level of crafting. The best way to describe how the crafting system works is to craft the higher level stuff you need the lower level items. Basically you start off with the Apprentice's ocean shoes and from that you can craft the Craftsman's Ocean Shoes.
If you notice the next picture above you see some higher level gear I crafted. This one is the illustrious ocean sleaves and the quality is epic without having to reroll the item. Basically by chance when you are crafting items they can get improved qualities and the improved quality versions can carry over to the next upgrade. But I'm sure you must be thinking this seems way to easy for a guide anyone can figure this stuff out without much assistance.
But there is a little catch from when you go from sealed illustrious to the next upgrade if you look at the screenshot above see the salvaged illustrious sash. Basically when you attempt to craft a sealed item you have a chance for the following:

Illustrious Ocean Sash
Illustrious Meadow Sash
Illustrious Stone Sash
Illustrious Lake Sash

The only sash which can be upgraded to the next type would be the ocean sash the other three are just different stat variations of each sash. This means that if you don't manage to get the ocean sash you would be left either selling the other 3 types and trying to get lucky crafting it or the other option is breaking down the piece of gear and creating a salvaged sash. Remember three salvaged Illustrious sash's make one ocean sash which can be used for the upgrade.
And what makes it time consuming this continues on for the next type of gear which is Magnificant Ocean Sash. With each upgrade you will need to either get lucky and craft the ocean version of it or make three to salvage and have another chance to get lucky at an ocean it doesn't garrenty that you will get an ocean like illustrious. This makes the crafting system very time consuming. Especially since to make the higher tier gear you end up needing 50k points in tailoring.

The other problem currently at least ever since alpha's been down is the low drop rate on archeum dust. Obtaining this dust is from dismantling gear. Unfortunately you cannot dismantle gear from dungeons. This only leaves quest gear which is a one time thing, the coin purses (very low drop if any), getting lucky with a treasure map, or the archeum trees which are a pain to grow and only give off 3 to 4 dust per harvest which means you will be hauling spring water back to the house every few hours only to get 3 to 4 dust.

Hopefully they plan some kind of fix cause currently this has not been resolved as of yet. But aside from that the crafting system does give better rewards then that of most mmorpg games. And all gear even after it's been used and abused is still tradeable in archeage meaning that even after you slot gems in it you can choose to pass it down to someone or sell it.

Crafting gear will be much more important then it was in alpha as well considering that we will have no access to diamond shores which means no access to library or monsters over level 50 when the game is released. This will change everyone's strategies slightly when it comes to gear. But I hope this guide will help provide some guidance to how gear works.