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System Requirements straight from "Tasos" ........ kinda

HairysunHairysun Member UncommonPosts: 1,059

I have seen numerous comments in various posts/threads inquiring about the system requirements for Darkfall.  I ran across this paragraph in one of the Darkfall Dev Journals dated March 28 2008 that may put things in a better perspective for folks.

28 Mar 2008 4:29 pm

Tasos Flambouras:  The typical reaction to the screenshots has been for people to wonder what kind of beast they're going to need to play the game. It's not like that at all. Everything in Darkfall has been optimized for speed since it has been made for massive warfare. To give you an idea, you could get good gameplay displaying graphics like our latest screenshots using an average - above average system and a Geforce 6600 graphics card.

The Darkfallonline.com screen shot database is <HERE>.  Based on the date of the article and the post dates of the screen shots I believe he was referring to these specifically.

21.jpg

17.jpg

12.jpg

location_02.jpg

location_07.jpg

location_06.jpg

location_04.jpg

location_01.jpg

location_10.jpg

 

Wow!  This is great news it seems as though the only thing in question is what "Tasos" feels is average/above average RAM and CPU speed ......... appx 10 months ago.  If you've got a 6600 or better video card, your golden.  In case you don't have one I took it upon myself to do some checking into that as well.

You can pick one up at Newegg.com for only $19.99 <LINK>

I hope this will alleviate some concerns about system requirement.  Anyone who games on their current PC should be fine.  Heck from the sound of it, I'll be able to play on my cell phone ....... and run the game looking like the above screen shots to boot. (Eh hem)

: )

 ~Hairysun~

 

«1

Comments

  • xpiherxpiher Member UncommonPosts: 3,310

    good find, but its yet to be tested in mass so it doesn't really hold any weight.

    image
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    GW 1 - Xpiher Duminous
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    Warhammer - Xpiher

  • DAS1337DAS1337 Member UncommonPosts: 2,610
    Originally posted by Hairysun


    I have seen numerous comments in various posts/threads inquiring about the system requirements for Darkfall.  I ran across this paragraph in one of the Darkfall Dev Journals dated March 28 2008 that may put things in a better perspective for folks.
    28 Mar 2008 4:29 pm
    Tasos Flambouras:  The typical reaction to the screenshots has been for people to wonder what kind of beast they're going to need to play the game. It's not like that at all. Everything in Darkfall has been optimized for speed since it has been made for massive warfare. To give you an idea, you could get good gameplay displaying graphics like our latest screenshots using an average - above average system and a Geforce 6600 graphics card.
    The Darkfallonline.com screen shot database is <HERE>.  Based on the date of the article and the post dates of the screen shots I believe he was referring to these specifically.
    21.jpg
    17.jpg
    12.jpg
    location_02.jpg
    location_07.jpg
    location_06.jpg
    location_04.jpg
    location_01.jpg
    location_10.jpg
     
    Wow!  This is great news it seems as though the only thing in question is what "Tasos" feels is average/above average RAM and CPU speed ......... appx 10 months ago.  If you've got a 6600 or better video card, your golden.  In case you don't have one I took it upon myself to do some checking into that as well.
    You can pick one up at Newegg.com for only $19.99 <LINK>
    I hope this will alleviate some concerns about system requirement.  Anyone who games on their current PC should be fine.  Heck from the sound of it, I'll be able to play on my cell phone ....... and run the game looking like the above screen shots to boot. (Eh hem)
    : )
     ~Hairysun~
     

    I call complete BS.

     

    If he means 20-30 fps on crappy resolution on default settings average.. then that's not acceptable.. well, not for me.  And yes, it depends on if that system is only running 1gig of ram and a single core processor too.

     

    I have to be maxed out at minimum of 40fps. 

  • damian7damian7 Member Posts: 4,449

    good thing that silly stuff like ram, cpu, etc don't matter when it comes to if a game will play well or not, and that the only thing which matters is a video card...

    seriously, if you've been developing a game for a decade and 8 days prior to release, you still can't be bothered to release basic information like this...

    could we please get correspondent writers and moderators, on the eve forum at mmorpg.com, who are well-versed on eve-online and aren't just passersby pushing buttons? pretty please?

  • HairysunHairysun Member UncommonPosts: 1,059
    Originally posted by DAS1337

    Originally posted by Hairysun


    I have seen numerous comments in various posts/threads inquiring about the system requirements for Darkfall.  I ran across this paragraph in one of the Darkfall Dev Journals dated March 28 2008 that may put things in a better perspective for folks.
    28 Mar 2008 4:29 pm
    Tasos Flambouras:  The typical reaction to the screenshots has been for people to wonder what kind of beast they're going to need to play the game. It's not like that at all. Everything in Darkfall has been optimized for speed since it has been made for massive warfare. To give you an idea, you could get good gameplay displaying graphics like our latest screenshots using an average - above average system and a Geforce 6600 graphics card.
    The Darkfallonline.com screen shot database is <HERE>.  Based on the date of the article and the post dates of the screen shots I believe he was referring to these specifically.
    21.jpg
    17.jpg
    12.jpg
    location_02.jpg
    location_07.jpg
    location_06.jpg
    location_04.jpg
    location_01.jpg
    location_10.jpg
     
    Wow!  This is great news it seems as though the only thing in question is what "Tasos" feels is average/above average RAM and CPU speed ......... appx 10 months ago.  If you've got a 6600 or better video card, your golden.  In case you don't have one I took it upon myself to do some checking into that as well.
    You can pick one up at Newegg.com for only $19.99 <LINK>
    I hope this will alleviate some concerns about system requirement.  Anyone who games on their current PC should be fine.  Heck from the sound of it, I'll be able to play on my cell phone ....... and run the game looking like the above screen shots to boot. (Eh hem)
    : )
     ~Hairysun~
     

    I call complete BS.

     

     

    Bingo........

     

    ~Hairysun~

     

  • stayontargetstayontarget Member RarePosts: 6,519

    Funny the video's don't look like those SS's.

    Fact: They are nice screenshots, But why they don't use max settings with a full zerg raid going on in a video is beyond me

    Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...

  • OddW0rldsOddW0rlds Member Posts: 40
    Originally posted by DAS1337


    If he means 20-30 fps on crappy resolution on default settings average.. then that's not acceptable..



     

    actually 30 FPS in a MMORPG is totally acceptable.

    but not in one that uses FPS combat

  • niles08niles08 Member Posts: 43

    i dont think you will make it whit 6600gt wow wont even play on 6600gt on max settings you probly need a min form 8800gt lol it looks like its using pysic and dx10 so 6600gt cant even play that i think if you realy want to play this game on fulllest you need a 260gtx/280gtx/285gtx/295gtx/4850/4870/4870x2 and a quad core processer and atleast 2gig ram min so kind of a mid/hing end pc

  • downtoearthdowntoearth Member Posts: 3,558
    Originally posted by OddW0rlds

    Originally posted by DAS1337


    If he means 20-30 fps on crappy resolution on default settings average.. then that's not acceptable..



     

    actually 30 FPS in a MMORPG is totally acceptable.

    but not in one that uses FPS combat

    actully i think its 30-60 fps in big battles and higher than that by you self it ws in another update XD

  • downtoearthdowntoearth Member Posts: 3,558
    Originally posted by niles08


    i dont think you will make it whit 6600gt wow wont even play on 6600gt on max settings you probly need a min form 8800gt lol it looks like its using pysic and dx10 so 6600gt cant even play that i think if you realy want to play this game on fulllest you need a 260gtx/280gtx/285gtx/295gtx/4850/4870/4870x2 and a quad core processer and atleast 2gig ram min so kind of a mid/hing end pc

     

    no lol it can play on alot older hardware theres some pretty shity pcs in beta that play fine.

    the gfx scale ALOT meaning low settings will look fubar even compared to medium settings.

    and there playing finr with everything in debug mode i do know the game wont install on less than 512  ram tho.

  • niles08niles08 Member Posts: 43

    well kind of hard to believe for  me if im looking to screenshots the shadowing and dictance and its probly using dx 10 but i dont know what eng ther playing on so hard to say its probly a unreal eng

  • downtoearthdowntoearth Member Posts: 3,558
    Originally posted by niles08


    well kind of hard to believe for  me if im looking to screenshots the shadowing and dictance and its probly using dx 10 but i dont know what eng ther playing on so hard to say its probly a unreal eng

    no its there own engine unreal cant do what they want at least it couldnt . the shadowing ans stuff can be disabled everythign else just goes to lower quality

  • OddW0rldsOddW0rlds Member Posts: 40
    Originally posted by niles08


    i dont think you will make it whit 6600gt wow wont even play on 6600gt on max settings you probly need a min form 8800gt lol it looks like its using pysic and dx10 so 6600gt cant even play that i think if you realy want to play this game on fulllest you need a 260gtx/280gtx/285gtx/295gtx/4850/4870/4870x2 and a quad core processer and atleast 2gig ram min so kind of a mid/hing end pc



     

    You live in a pretty screwed up dream world if you think Darkfall uses DX 10

    Based in the videos and screenshots of this game you will be able to run it on a Radeon 9800 Pro card.

     

  • EbonHawkEbonHawk Member Posts: 545
    Originally posted by niles08


    i dont think you will make it whit 6600gt wow wont even play on 6600gt on max settings you probly need a min form 8800gt lol it looks like its using pysic and dx10 so 6600gt cant even play that i think if you realy want to play this game on fulllest you need a 260gtx/280gtx/285gtx/295gtx/4850/4870/4870x2 and a quad core processer and atleast 2gig ram min so kind of a mid/hing end pc

    lol...  Looks like it's using PhysX?  DX10?

    That's classic...

  • downtoearthdowntoearth Member Posts: 3,558
    Originally posted by OddW0rlds

    Originally posted by niles08


    i dont think you will make it whit 6600gt wow wont even play on 6600gt on max settings you probly need a min form 8800gt lol it looks like its using pysic and dx10 so 6600gt cant even play that i think if you realy want to play this game on fulllest you need a 260gtx/280gtx/285gtx/295gtx/4850/4870/4870x2 and a quad core processer and atleast 2gig ram min so kind of a mid/hing end pc



     

    You live in a pretty screwed up dream world if you think Darkfall uses DX 10

    Based in the videos and screenshots of this game you will be able to run it on a Radeon 9800 Pro card.

     

    i dont doubt that at all im 100% positive it can run on that

  • downtoearthdowntoearth Member Posts: 3,558
    Originally posted by zymurgeist


    At great expensel using the latest techniques in forensic computing we have reverse engineered the technical specs for the computer used to produce the code used in the game
     
    Specifications
    Internal hardware

    Microprocessor CPU:

    MOS Technology 6510/8500 (the 6510/8500 being a modified 6502 with an integrated 6-bit I/O port)

    Clock speed: 1.023 MHz (NTSC) or 0.985 MHz (PAL)

    Video: MOS Technology VIC-II 6567/8567 (NTSC), 6569/8569 (PAL)

    16 colors

    Text mode: 40×25 characters; 256 user-defined chars (8×8 pixels, or 4×8 in multicolor mode); 4-bit color RAM defines foreground color

    Bitmap modes: 320×200 (2 unique colors in each 8×8 pixel block),[22] 160×200 (3 unique colors + 1 common color in each 4×8 block)[23]

    8 hardware sprites of 24×21 pixels (12×21 in multicolor mode)

    Smooth scrolling, raster interrupts

    Sound: MOS Technology 6581/8580 SID

    3-channel synthesizer with programmable ADSR envelope

    8 octaves

    4 waveforms: triangle, sawtooth, variable pulse, noise

    Oscillator synchronization, ring modulation

    Programmable filter: high pass, low pass, band pass, notch filter

    Input/Output: Two 6526 Complex Interface Adapters

    16 bit parallel I/O

    8 bit serial I/O

    Time of Day clock

    16 bit cascadable timers

    RAM:

    64 KB (65,536 bytes), of which 38 KB minus 1 byte (38,911 bytes) were available for BASIC programs

    512 bytes color RAM

    Expanded to 320 KB with  1764 256 KB RAM Expansion Unit (REU); although only 64 KB directly accessible; REU mostly intended for GEOS. REUs of 128 KB and 512 KB, originally designed for the C128, were also available, but required the user to buy a stronger power supply from some third party supplier; with the 1764 this was included. 20 KB (9 KB BASIC 2.0; 7 KB KERNAL; 4 KB character generator, providing two 2 KB character sets)
    I/O ports and power supply



    PortsI/O ports:

    8-pin DIN connector containing composite video output, separate Y/C outputs and sound input/output. Beware that this is the 270° (horseshoe) version of the plug, not the 360° circular version. Also note that some early C64 units used a 5-pin DIN connector that omitted the C output.[24]

    Integrated RF modulator antenna output via a RCA connector.

    2 × screwless DE9M game controller ports (compatible with Atari 2600 controllers), each supporting five digital inputs and two analog inputs. Available peripherals included digital joysticks, analog paddles, a light pen, the Commodore 1351 mouse, and the unique KoalaPad.

    Cartridge expansion slot (slot for edge connector with 6510 CPU address/data bus lines and control signals, as well as GND and voltage pins; used for program modules and memory expansions, among others)

    PET-type Datassette 300 baud tape interface (edge connector with cassette motor/read/write/sense signals and GND and +5 V pins; the motor pin is powered to directly supply the motor)

    User port (edge connector with TTL-level RS-232 signals, for modems, etc; and byte-parallel signals which can be used to drive third-party parallel printers, among other things; with 17 logic signals, 7 GND and voltage pins, including 9V AC voltage)

    Serial bus (serial version of IEEE-488, 6-pin DIN plug) for CBM printers and disk drives

    Power supply:

    5V DC and 9V AC from an external "power brick", attached to a 7-pin female DIN-connector on the computer.

     

    wtf is that

  • EbonHawkEbonHawk Member Posts: 545
    Originally posted by zymurgeist


    At great expensel using the latest techniques in forensic computing we have reverse engineered the technical specs for the computer used to produce the code used in the game
     
    Specifications
    Internal hardware

    Microprocessor CPU:

    MOS Technology 6510/8500 (the 6510/8500 being a modified 6502 with an integrated 6-bit I/O port)

    Clock speed: 1.023 MHz (NTSC) or 0.985 MHz (PAL)

    Video: MOS Technology VIC-II 6567/8567 (NTSC), 6569/8569 (PAL)

    16 colors

    Text mode: 40×25 characters; 256 user-defined chars (8×8 pixels, or 4×8 in multicolor mode); 4-bit color RAM defines foreground color

    Bitmap modes: 320×200 (2 unique colors in each 8×8 pixel block),[22] 160×200 (3 unique colors + 1 common color in each 4×8 block)[23]

    8 hardware sprites of 24×21 pixels (12×21 in multicolor mode)

    Smooth scrolling, raster interrupts

    Sound: MOS Technology 6581/8580 SID

    3-channel synthesizer with programmable ADSR envelope

    8 octaves

    4 waveforms: triangle, sawtooth, variable pulse, noise

    Oscillator synchronization, ring modulation

    Programmable filter: high pass, low pass, band pass, notch filter

    Input/Output: Two 6526 Complex Interface Adapters

    16 bit parallel I/O

    8 bit serial I/O

    Time of Day clock

    16 bit cascadable timers

    RAM:

    64 KB (65,536 bytes), of which 38 KB minus 1 byte (38,911 bytes) were available for BASIC programs

    512 bytes color RAM

    Expanded to 320 KB with  1764 256 KB RAM Expansion Unit (REU); although only 64 KB directly accessible; REU mostly intended for GEOS. REUs of 128 KB and 512 KB, originally designed for the C128, were also available, but required the user to buy a stronger power supply from some third party supplier; with the 1764 this was included. 20 KB (9 KB BASIC 2.0; 7 KB KERNAL; 4 KB character generator, providing two 2 KB character sets)
    I/O ports and power supply



    PortsI/O ports:

    8-pin DIN connector containing composite video output, separate Y/C outputs and sound input/output. Beware that this is the 270° (horseshoe) version of the plug, not the 360° circular version. Also note that some early C64 units used a 5-pin DIN connector that omitted the C output.[24]

    Integrated RF modulator antenna output via a RCA connector.

    2 × screwless DE9M game controller ports (compatible with Atari 2600 controllers), each supporting five digital inputs and two analog inputs. Available peripherals included digital joysticks, analog paddles, a light pen, the Commodore 1351 mouse, and the unique KoalaPad.

    Cartridge expansion slot (slot for edge connector with 6510 CPU address/data bus lines and control signals, as well as GND and voltage pins; used for program modules and memory expansions, among others)

    PET-type Datassette 300 baud tape interface (edge connector with cassette motor/read/write/sense signals and GND and +5 V pins; the motor pin is powered to directly supply the motor)

    User port (edge connector with TTL-level RS-232 signals, for modems, etc; and byte-parallel signals which can be used to drive third-party parallel printers, among other things; with 17 logic signals, 7 GND and voltage pins, including 9V AC voltage)

    Serial bus (serial version of IEEE-488, 6-pin DIN plug) for CBM printers and disk drives

    Power supply:

    5V DC and 9V AC from an external "power brick", attached to a 7-pin female DIN-connector on the computer.

     

    This is almost identical to my new uber gaming system!  Awesome Stuff!

  • ZyllosZyllos Member UncommonPosts: 537

    That my friend, is ancient technology! Reminds me of when I was programming in Assemblier.

    MMOs Played: I can no longer list them all in the 500 character limit.

  • KainisKainis Member Posts: 436
    Originally posted by downtoearth

    Originally posted by zymurgeist


    At great expensel using the latest techniques in forensic computing we have reverse engineered the technical specs for the computer used to produce the code used in the game
     
    Specifications
    Internal hardware

    Microprocessor CPU:

    MOS Technology 6510/8500 (the 6510/8500 being a modified 6502 with an integrated 6-bit I/O port)

    Clock speed: 1.023 MHz (NTSC) or 0.985 MHz (PAL)

    Video: MOS Technology VIC-II 6567/8567 (NTSC), 6569/8569 (PAL)

    16 colors

    Text mode: 40×25 characters; 256 user-defined chars (8×8 pixels, or 4×8 in multicolor mode); 4-bit color RAM defines foreground color

    Bitmap modes: 320×200 (2 unique colors in each 8×8 pixel block),[22] 160×200 (3 unique colors + 1 common color in each 4×8 block)[23]

    8 hardware sprites of 24×21 pixels (12×21 in multicolor mode)

    Smooth scrolling, raster interrupts

    Sound: MOS Technology 6581/8580 SID

    3-channel synthesizer with programmable ADSR envelope

    8 octaves

    4 waveforms: triangle, sawtooth, variable pulse, noise

    Oscillator synchronization, ring modulation

    Programmable filter: high pass, low pass, band pass, notch filter

    Input/Output: Two 6526 Complex Interface Adapters

    16 bit parallel I/O

    8 bit serial I/O

    Time of Day clock

    16 bit cascadable timers

    RAM:

    64 KB (65,536 bytes), of which 38 KB minus 1 byte (38,911 bytes) were available for BASIC programs

    512 bytes color RAM

    Expanded to 320 KB with  1764 256 KB RAM Expansion Unit (REU); although only 64 KB directly accessible; REU mostly intended for GEOS. REUs of 128 KB and 512 KB, originally designed for the C128, were also available, but required the user to buy a stronger power supply from some third party supplier; with the 1764 this was included. 20 KB (9 KB BASIC 2.0; 7 KB KERNAL; 4 KB character generator, providing two 2 KB character sets)
    I/O ports and power supply



    PortsI/O ports:

    8-pin DIN connector containing composite video output, separate Y/C outputs and sound input/output. Beware that this is the 270° (horseshoe) version of the plug, not the 360° circular version. Also note that some early C64 units used a 5-pin DIN connector that omitted the C output.[24]

    Integrated RF modulator antenna output via a RCA connector.

    2 × screwless DE9M game controller ports (compatible with Atari 2600 controllers), each supporting five digital inputs and two analog inputs. Available peripherals included digital joysticks, analog paddles, a light pen, the Commodore 1351 mouse, and the unique KoalaPad.

    Cartridge expansion slot (slot for edge connector with 6510 CPU address/data bus lines and control signals, as well as GND and voltage pins; used for program modules and memory expansions, among others)

    PET-type Datassette 300 baud tape interface (edge connector with cassette motor/read/write/sense signals and GND and +5 V pins; the motor pin is powered to directly supply the motor)

    User port (edge connector with TTL-level RS-232 signals, for modems, etc; and byte-parallel signals which can be used to drive third-party parallel printers, among other things; with 17 logic signals, 7 GND and voltage pins, including 9V AC voltage)

    Serial bus (serial version of IEEE-488, 6-pin DIN plug) for CBM printers and disk drives

    Power supply:

    5V DC and 9V AC from an external "power brick", attached to a 7-pin female DIN-connector on the computer.

     

    wtf is that



     

    That sir, is a classic! LMAO! Basically, I would be able to play DF on a graphic calculator as well as I would on a pc!... course I would need to DIY an old Atari 5800 controller to also fit the specs, but hey... if Tasos can do it in a decade, I can do it in a week! See you in game! (smirk, laughs, smirks some more then /facepalms)

    -----------------------
    Tried- L2, Ryzom, WAR, DDO, PWI, Tab Rasa, Requiem, Champs, AA, JD, PWI, SUN, Dawntide

    Played- SWG (pre-cu), AoC, VG, WoW, LoTRO,CoX, EQ2, DAOC, GW, PotBS, Aion, MO,APB, NASA, Fallen Earth, DCUO, Rift

    Playing- EVE, Black Prophecy, TOR

    Waiting for- Tera, Jumpgate Evo, WH40K, WWE, WOD, TSW
    --
    --
    "Hey, if Activision liked it, then they should have put a ring on it," Double Fine President Tim Schafer said. "Oh great, now Beyonce is going to sue me too."

  • jimsmith08jimsmith08 Member Posts: 1,039

    *unpacks Commodore 64 in anticapation*

  • HairysunHairysun Member UncommonPosts: 1,059
    Originally posted by zymurgeist

    Originally posted by jimsmith08


    *unpacks Commodore 64 in anticapation*



     

    Bingo. It's good to know someone else remembers the golden age of computing.

    Lol ........ awesome.  Certainly brings back some memories.  I wonder how many 5 1/4" floppies are gonna be in the Darkfall box .......

    <Please insert disk #87>

     

    ~Hairysun~

  • tombear81tombear81 Member Posts: 810

     Bearing in mind that the closed beta is quite smal,  the number of machines the game is being  tested on is quite small. Likewise the developers are too small a outfit to use a larger companies testing facilties for hardware.

    I would not hold out that this game runs well on *your* hardware. Then I would not hold out it even going to release next week. Who knows ? Given a few games released should have easily run on high end PC yet ran like shit ... I would tend to be cynical. Vanguard being on such example and GTA 4 a newer one. Looks great plays like shit. 

  • HairysunHairysun Member UncommonPosts: 1,059
    Originally posted by tombear81


     Bearing in mind that the closed beta is quite smal,  the number of machines the game is being  tested on is quite small. Likewise the developers are too small a outfit to use a larger companies testing facilties for hardware.
    I would not hold out that this game runs well on *your* hardware. Then I would not hold out it even going to release next week. Who knows ? Given a few games released should have easily run on high end PC yet ran like shit ... I would tend to be cynical. Vanguard being on such example and GTA 4 a newer one. Looks great plays like shit. 

     

    Ahhh ....... a very valid point.

    I remember this with Vanguard.  Lots of people complaining about how bad the game ran and the fans rebutting with "Upgrade your PC!". 

    Many just had and were sporting uber rigs ............ that couldn't run Vanguard.

     

    ~Hairysun~

     

  • DFOracleDFOracle Member Posts: 36

    Actually, I think geforce 6600 is a realistic minimum, considering games released this year like WAR have exactly the same (and indeed war including rvr is very playable with a 6600, as long you set graphics for perf).

    Also don't forget that DF probably still uses some pieces of code from razorwax version,  8 or more years old, and a graphic engine remade around 2003-2004, when aventurine took control.

    I would be very suprised to see high requirements for this game, considering it started to be developped for computers having about the same power as the minimal config of WoW at launch (the only time they said something precise it was.... loooong time ago, P3 800, 512mo ram and a 64 mo graphic card)

    I bet they have just about doubled these minimal req, and will just ask for any basic dual core + a 128 mo graphic card + 1go RAM (exactly minimum specs of war).

    I also expect most recent and powerful computers to have more bugs with this game than a medium 3 years old configuration.

     

     

     

     

     

     

     

  • rhinokrhinok Member UncommonPosts: 1,798

    No official system requirements released this close to launch (even with it being pushed back a month)? Why? I can think of a few reasons off the top of my head:

    1. Aventurine doesn't actually know what the requirements are, probably based in part  on lack of testing (especially stress testing).
    2. The requirements are higher than expected and they're waiting to release them in order to avoid negative hype (few machines able to run the game well, a la Vanguard when it was released)
    3. The requirements are lower than expected and they're waiting to release them in order to avoid negative hype ("zomg these graphics are teh suck wtf is this 1999?!?")

    Unfortunately, Aventurine's silence simply fuels the fires of speculation and accusation even further.  It would be incredibly refreshing if they'd simply release information, such as:  how to download the client, how big it is, what the system recommendations/requirements are, how much the game will cost, etc...  After all, the Euro release was supposed to be in just a few days.  Regardless, the limited access free trial/stress test is scheduled to start in a few days and players are scheduled to be able to pre-order the game is less than a month. 

    ~Ripper

     

  • stayontargetstayontarget Member RarePosts: 6,519

    It's gonna have to do a lot of scaling to perk this baby up.

     

    Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...

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