9 days passed. Nothing new in discussion. There were just 3 suggestions for reward change that I mostly agree with. And also making a new category for it.
Here are the results of the poll for now:
29 is not a big number, but there is literally 0 votes for no.
Here’s a idea that sounds pretty reasonable: Restructuring the Pecking Order in The Magic Flute to be similar, if not identical, to Visitors from Another Dimension.
My proposal would have each set of chickens (the three sets that spawn from each portal) have their own Pecking Order set, instead of the whole portal “lane” being one long Pecking Order. This would make it easier to obtain a Pecking Order, instead of messing up with any of the 12 spawns that appear, breaking the Order chain. In exchange, each set would have a Pecking Order bonus of 2K (compared to the 6K received from completing the whole row of 12 spawns).
Also, if possible, if the bonuses can be rewarded once the Pecking Order is achieved, instead of waiting at the end to see, that’d be pretty great.
IA, can you update the current quest standings list? You know, the kind of list that shows the number of players per specific quest rank? Just curious…
I wonder if the Beckhen stages can have their Pecking Order stages rearranged a bit. Instead of having their starting point at the same point (absolute left side of the line, regardless of orientation), why not have the second and fourth set start on the absolute right, creating a zigzag/sweeping pattern? It’d make the stage a bit easier to achieve the Pecking order and to avoid any soccer balls (from trying to realign yourself to get to the left) already launched. I can see this being better on the harder variant of Beckhen, with all those soccer balls being launched.
Anti-Aliasing
Smooths out the edges of things. More visible on lower resolutions.
Options for Anti-Aliasing are:
Fast Approximate (FXAA) Not the best looking, but the least taxing.
Multi Sampling (MSAA) Only applies to where it’s most needed. Looks nicer than FXAA, not as taxing as SSAA.
Super Sampling (SSAA) The most demanding, but looks the best.
More Texture Filtering Types
Options include: Point/Nearest Filtering. The simplest and cheapest texture filtering. Bilinear Filtering. A balance between performance and visual quality. Trilinear Filtering. Requires more memory bandwidth than Bilinear Filtering, but looks nicer. Anisotropic Filtering. Makes things look better at an angle. Not sure how well this would work here.
Bloom
Tries to simulate realistic lighting. Also creates an aura-like effect on light sources.
But… The game already sort of has this (suns and planets), does it not? Maybe this can apply to explosions and projectiles too?
Post Processing
Enhances game’s visual aspects.
optional suggestion for the above suggestion: Graphic Presets.
This will be below the “Details” option in the Basic Graphics menu.
Potato: FXAA, Point/Nearest Filtering.
Low: FXAA, Bilinear Filtering. This will be used by default.
Medium: MSAA, Bilinear Filtering.
High: MSAA, Trilinear/Anisotropic Filtering, Post Processing.
Maximum: SSAA, Trilinear/Anisotropic Filtering, Bloom, Post Processing.
Custom: Anything that does not match the above 5.