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Author Topic: Star Wars: The Old Republic (dev posts, news items, fan sites etc.)  (Read 18101 times)
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raydude
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« Reply #80 on: January 03, 2012, 03:16:51 PM »

Quote from: Blackjack on January 03, 2012, 12:58:45 PM

If you're like me, and still find yourself mistakenly thinking a Jedi Sentinel can heal (it's melee DPS) or a Jedi Shadow's a tank (it's also melee DPS), or are otherwise confused by the various advanced class titles, this SWTOR Face list is a handy cheat sheet:

Class Info (aka, what does that name mean?)
http://www.swtorface.com/p/class-info.html

Yeah, I've done several group missions now where the Jedi Shadow seems to think he can stand toe to toe in melee with the baddies. Luckily once I cast 'force shield' on him he really is able to stand toe to toe for a while. Long enough for me to do my own ranged DPS before having to cast healing on him and the other group members.
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« Reply #81 on: January 03, 2012, 07:34:33 PM »

Quote from: Blackjack on January 03, 2012, 12:58:45 PM

If you're like me, and still find yourself mistakenly thinking a Jedi Sentinel can heal (it's melee DPS) or a Jedi Shadow's a tank (it's also melee DPS), or are otherwise confused by the various advanced class titles, this SWTOR Face list is a handy cheat sheet:

Class Info (aka, what does that name mean?)
http://www.swtorface.com/p/class-info.html



 icon_eek
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« Reply #82 on: January 03, 2012, 07:49:03 PM »

Quote from: raydude on January 03, 2012, 03:16:51 PM

Quote from: Blackjack on January 03, 2012, 12:58:45 PM

If you're like me, and still find yourself mistakenly thinking a Jedi Sentinel can heal (it's melee DPS) or a Jedi Shadow's a tank (it's also melee DPS), or are otherwise confused by the various advanced class titles, this SWTOR Face list is a handy cheat sheet:

Class Info (aka, what does that name mean?)
http://www.swtorface.com/p/class-info.html

Yeah, I've done several group missions now where the Jedi Shadow seems to think he can stand toe to toe in melee with the baddies. Luckily once I cast 'force shield' on him he really is able to stand toe to toe for a while. Long enough for me to do my own ranged DPS before having to cast healing on him and the other group members.

Umm, Jedi Shadow can spec to be a main tank.  Perhaps you have not grouped with a tank specced Shadow.  Jedi Shadow are an odd case...for example no matter the spec, a Jedi Sage can heal, a Jedi Guardian can tank etc...where as with the Jedi Shadow, unless you spec for tanking, then they are DPS.  However once you spec for tanking, Shadow is a very viable tank.
« Last Edit: January 04, 2012, 12:42:15 AM by Arkon » Logged
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« Reply #83 on: January 03, 2012, 08:32:42 PM »

Well, can't pretty much any class ignore their specialization in favor of dps? For example, as a Commando, instead of going up the combat medic tree I can put all my points into Gunnery and Assault Specialist and never use the Combat Support Cell. I wouldn't be a very good healer then. I certainly haven't done the math to see how good the dps would be.
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« Reply #84 on: January 03, 2012, 09:30:38 PM »

Quote from: Teggy on January 03, 2012, 08:32:42 PM

Well, can't pretty much any class ignore their specialization in favor of dps? For example, as a Commando, instead of going up the combat medic tree I can put all my points into Gunnery and Assault Specialist and never use the Combat Support Cell. I wouldn't be a very good healer then. I certainly haven't done the math to see how good the dps would be.

That's my understanding -- any advanced class can potentially be setup for DPS.
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« Reply #85 on: January 04, 2012, 12:44:01 AM »

Quote from: ydejin on January 03, 2012, 09:30:38 PM

Quote from: Teggy on January 03, 2012, 08:32:42 PM

Well, can't pretty much any class ignore their specialization in favor of dps? For example, as a Commando, instead of going up the combat medic tree I can put all my points into Gunnery and Assault Specialist and never use the Combat Support Cell. I wouldn't be a very good healer then. I certainly haven't done the math to see how good the dps would be.

That's my understanding -- any advanced class can potentially be setup for DPS.

Yes, they can spec for DPS.  My point was that without speccing for healing, a sage or commando can still do a decent job of healing.  However without speccing for tanking, a shadow can not really do a very good job tanking at all.  However once specced for tanking they can do so very well.

I was merely responding to the fallacy that the shadow is not a tank class.  Their two roles are tank/dps, just as a Vanguard or Guardian are.
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« Reply #86 on: January 04, 2012, 04:36:39 PM »

Quote from: Arkon on January 04, 2012, 12:44:01 AM

I was merely responding to the fallacy that the shadow is not a tank class.  Their two roles are tank/dps, just as a Vanguard or Guardian are.

You are and have been correct in this. The shadow can definitely be a tank class. The problem in the groups I joined was that the shadow players clearly were not specced to be a tank (how else can you explain the shadow losing 1/3 of health on the first hit?) yet jumped in light sabers blazing. The only thing saving the tank wannabes was my healing and force shield.
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« Reply #87 on: January 04, 2012, 04:39:15 PM »

This is all why I think that link/list is helpful (http://www.swtorface.com/p/class-info.html). It really doesn't mean anything to say "I'm a Trooper>Commando" or "Jedi Sentinel" etc. if we don't know what your specc'd as.

As for my L40 Gunslinger, he's primarily Sharpshooter but I suddenly realized I wasn't making proper use of sabotage charges so I'm working up that tier (Saboteur) which also offers some welcome improvement to overall survivability (Endurance, a bit of a self-heal etc.) and the Damage tree a bit. It's fun though there's really no option to turn the Gunslinger into anything terribly tanky or healery, though sometimes the abilities that improve absorption, dodging etc. while in cover help improve survability.
===================

Darth Hater had nicely formatted patch notes from today (they note the patch differs a bit from the public test server patch notes):
http://www.darthhater.com/articles/swtor-news/19843-patch-notes-1-0-2-1-4-11
*Oops, fixed the link.

Some notable changes to Flashpoints:
Quote
Flashpoints and Operations

Flashpoints

Cademimu

    General Ortol can no longer be pulled out of his room.

Maelstrom Prison

    Corrected an issue that could cause Kilran to behave incorrectly when defeated in cover.

Taral V

    General Edikar now has the correct loot in Hard Mode and no longer enrages in Normal Mode.

Operations

Eternity Vault

    Gharj can no longer be pulled out of his encounter room.

Bug Fixes

    Fixed an issue that could cause choosing Nightmare Mode to not set enemies to Nightmare difficulty.
Key Flashpoint bosses are such a pain in the arse, I don't know if making them reset when you draw 'em out seems like such a good idea.

What most groups are trying to do is make it so maybe only the tank takes direct damage, while the rest of the group huddles behind the walls surrounding a doorway. That might sound lazy or exploitive even, but some of these later Flashpoint bosses just plain seem unfair in the sheer volume of DPS they inflict. Which either forces you into a 2-healer, 2-tank sort of makeup, or to resort to trying to be "clever."
« Last Edit: January 04, 2012, 06:17:34 PM by Blackjack » Logged

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« Reply #88 on: January 04, 2012, 07:35:53 PM »

Quote from: Blackjack on January 04, 2012, 04:39:15 PM


What most groups are trying to do is make it so maybe only the tank takes direct damage, while the rest of the group huddles behind the walls surrounding a doorway. That might sound lazy or exploitive even, but some of these later Flashpoint bosses just plain seem unfair in the sheer volume of DPS they inflict. Which either forces you into a 2-healer, 2-tank sort of makeup, or to resort to trying to be "clever."

I think people need to stop trying to do Flashpoints like WoW Dungeon instances.  This is not the same game.  So many people are of the mindset that you *have* to have 1 tank, 1 healer, and 2 dps to do these and I'm starting to see it just isn't the case.
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« Reply #89 on: January 04, 2012, 07:43:49 PM »

Quote from: The Grue on January 04, 2012, 07:35:53 PM

Quote from: Blackjack on January 04, 2012, 04:39:15 PM


What most groups are trying to do is make it so maybe only the tank takes direct damage, while the rest of the group huddles behind the walls surrounding a doorway. That might sound lazy or exploitive even, but some of these later Flashpoint bosses just plain seem unfair in the sheer volume of DPS they inflict. Which either forces you into a 2-healer, 2-tank sort of makeup, or to resort to trying to be "clever."

I think people need to stop trying to do Flashpoints like WoW Dungeon instances.  This is not the same game.  So many people are of the mindset that you *have* to have 1 tank, 1 healer, and 2 dps to do these and I'm starting to see it just isn't the case.
I only played WoW 2 weeks in 2005, so I definitely don't approach Flashpoints like a WoW instance because I never played a WoW instance. icon_smile

I like variety, but when I've tried a couple Heroic4's with healer-less teams, it's been team-wipe city, generally reducing us to just using some sort of cheesy method (Stealth, or other cleverness) to get the minimal objectives for completion.

Most Flashpoint teams that I've been on at least have a tank and true healer of some sort, and then some mix beyond that. What we've usually found (in later FPs after Esseles) is some end boss or mid-level boss does more damage-per-second than any mortal healer can successfully "out-heal." At this point I don't feel I need the misery (people screaming literally at each other that they're "not tanking right" or "not healing enough" or "not shooting the right targets enough"). My last 2-3 Flashpoint attempts all went like that. It absolutely drained all of the fun out of the game for me while I was in them, I don't play games to deal with that kind of BS. The solution seems to be to have at least a couple players way beyond the Flashpoint's level (say, 4-5 levels), which usually make those encounters a little less painful.

Now that's just my experience. Maybe everyone here has sweetness and light Flashpoint experiences with cookies and Gummy bears, and if that's the case, bully for you. Maybe I suck or I keep teaming with a bunch of clowns.

I do hope maybe once our GT guild has a full bevy of 40s toons to do the Operations or late Flashpoints as a guild unit. Then, we can at least get upset at fellow guildies.  icon_razz
« Last Edit: January 04, 2012, 07:48:15 PM by Blackjack » Logged

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« Reply #90 on: January 04, 2012, 07:50:37 PM »

Bioware posted an update on the guild/party chat not working sporadically, on some servers:

Party/guild chat not visible
http://www.swtor.com/community/showthread.php?p=1161651#edit1161651
Quote
Hi folks, just wanted to give you all an update on this.

This has been a tough bug to track down as it was not persistent across all servers and did not affect everyone – however we know it affected a lot of you and prioritized it accordingly. Thanks to some extra code we added during the patch earlier today we now have the data required to complete our fix, and this should roll out very soon.

Thank you for your help in this investigation, and we apologize for any inconvenience.
So supposedly today's patch is at least a major first step towards fixing this problem.

Although logging out and then back in sometimes fixed it, in a Heroic4 group I was in last night, that only fixed it for me (another guy found that logging out or even existing/restarting SWTOR didn't fix it).
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« Reply #91 on: January 04, 2012, 09:49:56 PM »

Quote from: ydejin on January 03, 2012, 09:30:38 PM

Quote from: Teggy on January 03, 2012, 08:32:42 PM

Well, can't pretty much any class ignore their specialization in favor of dps? For example, as a Commando, instead of going up the combat medic tree I can put all my points into Gunnery and Assault Specialist and never use the Combat Support Cell. I wouldn't be a very good healer then. I certainly haven't done the math to see how good the dps would be.

That's my understanding -- any advanced class can potentially be setup for DPS.

Are they effective at DPS?  I've been thinking of switching my Guardian to a DPS build because a Tank seems to be a bit more advanced of a role for my first MMO than I thought.  A tank is nice in the sense that it's easy to get in a group since tanks and healers are at a premium but I also feel like I get blamed (occasionally unfairly) if a battle doesn't go well.
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« Reply #92 on: January 04, 2012, 10:13:08 PM »

Quote from: Blackjack on January 04, 2012, 07:43:49 PM


Most Flashpoint teams that I've been on at least have a tank and true healer of some sort, and then some mix beyond that. What we've usually found (in later FPs after Esseles) is some end boss or mid-level boss does more damage-per-second than any mortal healer can successfully "out-heal." At this point I don't feel I need the misery (people screaming literally at each other that they're "not tanking right" or "not healing enough" or "not shooting the right targets enough"). My last 2-3 Flashpoint attempts all went like that. It absolutely drained all of the fun out of the game for me while I was in them, I don't play games to deal with that kind of BS. The solution seems to be to have at least a couple players way beyond the Flashpoint's level (say, 4-5 levels), which usually make those encounters a little less painful.


I just discovered that my "force lift" power is excellent at crowd control - able to take at least 1 enemy out of the fight for 60 seconds. I assume other classes have similar stuns or crowd control effects. I'm just guessing here but perhaps there is a stun power that could be used to temporarily prevent the enemy boss from throwing out DPS while everyone heals?
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« Reply #93 on: January 04, 2012, 10:43:46 PM »

Quote from: raydude on January 04, 2012, 10:13:08 PM

Quote from: Blackjack on January 04, 2012, 07:43:49 PM


Most Flashpoint teams that I've been on at least have a tank and true healer of some sort, and then some mix beyond that. What we've usually found (in later FPs after Esseles) is some end boss or mid-level boss does more damage-per-second than any mortal healer can successfully "out-heal." At this point I don't feel I need the misery (people screaming literally at each other that they're "not tanking right" or "not healing enough" or "not shooting the right targets enough"). My last 2-3 Flashpoint attempts all went like that. It absolutely drained all of the fun out of the game for me while I was in them, I don't play games to deal with that kind of BS. The solution seems to be to have at least a couple players way beyond the Flashpoint's level (say, 4-5 levels), which usually make those encounters a little less painful.


I just discovered that my "force lift" power is excellent at crowd control - able to take at least 1 enemy out of the fight for 60 seconds. I assume other classes have similar stuns or crowd control effects. I'm just guessing here but perhaps there is a stun power that could be used to temporarily prevent the enemy boss from throwing out DPS while everyone heals?

Sorry Raydude, your force lift will not work on bosses or elites.
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« Reply #94 on: January 04, 2012, 11:13:17 PM »

Quote from: Kevin Grey on January 04, 2012, 09:49:56 PM

Quote from: ydejin on January 03, 2012, 09:30:38 PM

Quote from: Teggy on January 03, 2012, 08:32:42 PM

Well, can't pretty much any class ignore their specialization in favor of dps? For example, as a Commando, instead of going up the combat medic tree I can put all my points into Gunnery and Assault Specialist and never use the Combat Support Cell. I wouldn't be a very good healer then. I certainly haven't done the math to see how good the dps would be.

That's my understanding -- any advanced class can potentially be setup for DPS.

Are they effective at DPS?  I've been thinking of switching my Guardian to a DPS build because a Tank seems to be a bit more advanced of a role for my first MMO than I thought.  A tank is nice in the sense that it's easy to get in a group since tanks and healers are at a premium but I also feel like I get blamed (occasionally unfairly) if a battle doesn't go well.

I haven't tried it, but my understanding is that Jedi Guardians setup for single saber DPS are actually quite effective.
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« Reply #95 on: January 04, 2012, 11:46:21 PM »

Quote from: USMC Kato on January 04, 2012, 10:43:46 PM

Quote from: raydude on January 04, 2012, 10:13:08 PM

Quote from: Blackjack on January 04, 2012, 07:43:49 PM


Most Flashpoint teams that I've been on at least have a tank and true healer of some sort, and then some mix beyond that. What we've usually found (in later FPs after Esseles) is some end boss or mid-level boss does more damage-per-second than any mortal healer can successfully "out-heal." At this point I don't feel I need the misery (people screaming literally at each other that they're "not tanking right" or "not healing enough" or "not shooting the right targets enough"). My last 2-3 Flashpoint attempts all went like that. It absolutely drained all of the fun out of the game for me while I was in them, I don't play games to deal with that kind of BS. The solution seems to be to have at least a couple players way beyond the Flashpoint's level (say, 4-5 levels), which usually make those encounters a little less painful.


I just discovered that my "force lift" power is excellent at crowd control - able to take at least 1 enemy out of the fight for 60 seconds. I assume other classes have similar stuns or crowd control effects. I'm just guessing here but perhaps there is a stun power that could be used to temporarily prevent the enemy boss from throwing out DPS while everyone heals?

Sorry Raydude, your force lift will not work on bosses or elites.

Actually it will work on elites, and most champions...it will not work on most bosses as they are immune to CC.
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« Reply #96 on: January 05, 2012, 12:04:39 AM »

Quote from: Blackjack on January 03, 2012, 01:06:15 PM

The first gold-farmer, Terms of Service violation account suspensions/bans took place recently. Some of it just plain old heavy duty credit-farming, and a smaller number apparently due to some clever, repeated exploitation of the Ilum zone:

Recent actions against some customer accounts
http://www.swtor.com/community/showthread.php?p=1060894#edit1060894
Quote
First, action was taken against a number of accounts for what's commonly known as 'gold farming' - or in our case, credit farming. These accounts were found to be exploiting the game in a variety of ways to maximize their credits in order to sell them to other players. Our Terms of Service team took action against these accounts and removed them permanently from the game.

Second, a smaller number of accounts were warned or temporarily suspended for exploiting loot containers on Ilum. To be completely clear, while players may choose to travel to Ilum earlier than the recommended level (40+) and may loot containers if they can get to them, in the cases of those customers that were warned or temporarily suspended, they were systematically and repeatedly looting containers in very high numbers resulting in the game economy becoming unbalanced.

None of these accounts were banned for their actions and no accounts have been banned for travelling to Ilum while still relatively low level. By comparison, the number of accounts that were warned or temporarily suspended was considerably lower than the number of accounts banned for 'credit farming'.
The loophole seems to be there's nothing to stop a, say, L12 toon from picking up L50 loot and then selling it for a fortune. The game has "level minimum requirements" or class restrictions for equipping something -- that doesn't prevent the L12 from grabbing L50 items and selling 'em for a fortune on the AH, which seems to be what was happening there.

Reid said they don't plan to level-restrict Ilum. So I suspect either they're going to adjust AI "swarms" to make it next to impossible for low level toons to exploit the loot loopholes there, or they'll have to find a way to restrict what levels can pickup the max-level loot there.

I had been getting some in-game spam from people trying to sell me credits.  I reported them as spam and I wonder if this action was against these people.  Interesting that it didn't take them long to start cracking down on this (which is a good thing).
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« Reply #97 on: January 05, 2012, 01:19:49 AM »

Quote from: Arkon on January 04, 2012, 11:46:21 PM

Quote from: USMC Kato on January 04, 2012, 10:43:46 PM

Quote from: raydude on January 04, 2012, 10:13:08 PM

Quote from: Blackjack on January 04, 2012, 07:43:49 PM


Most Flashpoint teams that I've been on at least have a tank and true healer of some sort, and then some mix beyond that. What we've usually found (in later FPs after Esseles) is some end boss or mid-level boss does more damage-per-second than any mortal healer can successfully "out-heal." At this point I don't feel I need the misery (people screaming literally at each other that they're "not tanking right" or "not healing enough" or "not shooting the right targets enough"). My last 2-3 Flashpoint attempts all went like that. It absolutely drained all of the fun out of the game for me while I was in them, I don't play games to deal with that kind of BS. The solution seems to be to have at least a couple players way beyond the Flashpoint's level (say, 4-5 levels), which usually make those encounters a little less painful.


I just discovered that my "force lift" power is excellent at crowd control - able to take at least 1 enemy out of the fight for 60 seconds. I assume other classes have similar stuns or crowd control effects. I'm just guessing here but perhaps there is a stun power that could be used to temporarily prevent the enemy boss from throwing out DPS while everyone heals?

Sorry Raydude, your force lift will not work on bosses or elites.

Actually it will work on elites, and most champions...it will not work on most bosses as they are immune to CC.

Well then, I have no further advice. I guess I will just wait to see once I reach later flashpoints. One would think Bioware would allow us to come up with tactics and end boss strategy that does not require mega-healers.
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« Reply #98 on: January 05, 2012, 06:17:25 PM »

Yeah, my Smuggler's limited CC abilities (Flash Grenade, Dirty Kick, Droid Slice etc.) tend to be useless against Flashpoint bosses. What most people focus (fixate) on is interrupting boss attacks. The smuggler's one interrupt skill has a decent length cooldown, and I find sometimes that simply doesn't match with the intervals of the boss's nuke attacks.

The official site blog had a PVP update the other day. Since the site is sometimes down for maintence, thought I'd link to Darth Hater's entry on it instead:
http://www.darthhater.com/articles/swtor-news/19845-gabe-amatangelo-reveals-upcoming-pvp-changes
*Obnoxiously long so I tucked it under spoiler codes just to save some space here. This Gabe guy is also in charge of Flashpoints.  *Fist Shaking*
Spoiler for Hiden:
Fellow PvPers, thank you for taking on the challenge of player vs player combat in The Old Republic!

In the first week after launch there were over a million Warzone matches played, with nearly half of all players participating in Warzones. Bad news for Republic players, though - the Empire currently leads overall, having won 53% of all Alderaan Civil War and Voidstar matches (across all servers). Huttball has been played the most, accounting for 39% of all matches – and yes, we’ll be adding a new same faction vs. same faction enabled Warzone in the future.

We are all really excited at the tremendous volume of participation we’ve seen in PvP thus far. Your interest and demand dictates what we’ll be delivering in the near future. I wanted to give you some insight into where we are with PvP development and where we are going.

First and foremost here is what we are addressing as a top priority:

Level 50 Bracket Warzones: Level 50 players will have a bracket of their own, playing in separate Warzone matches to lower level players. This is something we have wanted to do for some time and now that there is an increasing number of level 50 players we will be implementing the feature in January.

Open World PvP on Ilum: The planet of Ilum currently allows for open world PvP even on a PvE server, but the mechanics and incentives of the planet are not in as intended yet. We’re working on longer term goals for the planet and for other PvP areas, but expect to see some interim adjustments in January - such as more respawn points to focus conflicts, restricting Companion Characters from the area, and revisions to rewards. Ilum will also become a major source of Valor. Valor buffs will increase and decrease based on the objectives your faction owns. These buffs increase the amount of Valor you receive per player kill. However they do not give anything in and of themselves, so players will still need to defeat other players for significant Valor rewards. Additionally, daily and weekly missions will require player kills to complete. Player kills for quests and Valor credit will have diminishing returns per player killed. So, the more players that are fighting other players, the better it is for everyone.

Combat Gameplay:
You’ll see several optimizations come online in January, and we are going to continue to tune this as time goes on.

We also have other exciting features coming in the near future including Ranked Warzone Matches, PvP Stat Tracking, Open World PvP Loot Drops, more Warzone medals for different objectives, Guard Optimizations and Target Optimizations.

Additionally we’re looking at ways to enable team vs. team, more level brackets and the ability to choose which Warzone you want to play in.

This is not a complete list of everything we’re working on that’s PvP related, but we have to keep some surprises for later! Thanks again for all your feedback and please keep it coming. We read as much as we can then cross reference with metrics to take action on features and tuning the game to ensure an enjoyable and competitive PvP community.
Gabe Amatangelo Principal Lead PvP, Operations & Flashpoints Designer
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« Reply #99 on: January 09, 2012, 07:27:22 PM »

Darth Hater data mined the current public test server build to try to list out what's new:
http://www.darthhater.com/articles/swtor-news/19853-datamined-changes-pts-build-1-1
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« Reply #100 on: January 10, 2012, 12:14:01 PM »

Quote from: raydude on January 04, 2012, 04:36:39 PM

Quote from: Arkon on January 04, 2012, 12:44:01 AM

I was merely responding to the fallacy that the shadow is not a tank class.  Their two roles are tank/dps, just as a Vanguard or Guardian are.

You are and have been correct in this. The shadow can definitely be a tank class. The problem in the groups I joined was that the shadow players clearly were not specced to be a tank (how else can you explain the shadow losing 1/3 of health on the first hit?) yet jumped in light sabers blazing. The only thing saving the tank wannabes was my healing and force shield.


Did he change technique?   If he was still in force technique then he was in his DPS stance...  He should have been in Combat which increases armor by 60% and shield chance.  Also changes he Force Breach works for drawing aggro
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« Reply #101 on: January 10, 2012, 01:20:13 PM »

Quote from: Blackjack on January 09, 2012, 07:27:22 PM

Darth Hater data mined the current public test server build to try to list out what's new:
http://www.darthhater.com/articles/swtor-news/19853-datamined-changes-pts-build-1-1
Oh, among the new additions are three iterations of small Tauntaun pets (Taunlet, Taunta, Taunling).  icon_smile
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« Reply #102 on: January 10, 2012, 02:45:13 PM »

Bioware on Orange Gear and the End Game:

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The current situation with end game gear and item modifications isn’t final and, in fact, many community members like yourself have correctly guessed at what our plans to correct the current design are.

Since this is a fairly important issue to many players, let me disclose more details about what is currently in the work regarding purple items and mods:

- All partially moddable purple items will be made fully moddable again, allowing the removal of the armoring, hilt and barrel.

- The set bonus of end gear purples (PVP and PVE) will be transferable to custom items.

- Some item modifications will be restricted to a certain item type. For example, some item modifications will only fit on helmets, while other will only fit on chests, etc.

As usual, the caveats about unfinished work apply, but this should give you and the community a very good idea of our intentions. We are serious about making custom gear an entirely valid alternative to end game gear and we support the players’ ability to customize their appearance all the way to (and including) end game.
Emmanuel Lusinchi
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Star Wars: The Old Republic
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« Reply #103 on: January 11, 2012, 05:57:43 PM »

A fairly involved explanation about why character models look more detailed in cutscenes than during gameplay:
http://www.swtor.com/community/showthread.php?p=1478869#edit1478869
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We understand the passion and desire for people to see the same textures you see in our cinematic scenes in the main game. Because of the performance issues that would cause for the client, that's not an immediate and easy fix; we need to ensure we're making choices that the majority of our players will be able to benefit from. Having 'atlassed textures' helps performance overall, and that's a very important goal for us.

With that said, we've heard your feedback here loud and clear. The development team is exploring options to improve the fidelity of the game, particularly for those of you with high-spec PCs. It will be a significant piece of development work and it won't be an overnight change, but we're listening and we're committed to reacting to your feedback.
The UI issue was that on the public test server, it was showing low, medium and high textures options choices, when there really is no "medium" choice.

fwiw, it's really not something I've noticed much (cutscene character models looking more detailed than in gameplay) unless someone told me to specifically look for it.
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« Reply #104 on: January 11, 2012, 06:40:32 PM »

So, in short, Bioware outright lied with their screenshots showing a detail level that isn't viewable at all in the normal game.

Nice work.

Something is seriously wrong when WoW for crying out loud has higher detailed textures than TOR does. And they can show a ton of people happily without issues.

Did Bioware forget that we live in a world of 1GB (and more) of dedicated memory for graphic cards?
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« Reply #105 on: January 11, 2012, 07:55:15 PM »

Quote from: Destructor on January 11, 2012, 06:40:32 PM

So, in short, Bioware outright lied with their screenshots showing a detail level that isn't viewable at all in the normal game.

Nice work.

Something is seriously wrong when WoW for crying out loud has higher detailed textures than TOR does. And they can show a ton of people happily without issues.

Did Bioware forget that we live in a world of 1GB (and more) of dedicated memory for graphic cards?

I can't say where the truth falls, however in alpha there was a run of a few builds that most definitely had higher res textures/characters and then they went away. The builds during that time were quite a few gigs larger to download.
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« Reply #106 on: January 11, 2012, 10:16:23 PM »

Quote from: Arkon on January 11, 2012, 07:55:15 PM

I can't say where the truth falls, however in alpha there was a run of a few builds that most definitely had higher res textures/characters and then they went away. The builds during that time were quite a few gigs larger to download.

Yeah, I heard about that (and read as such on the forum link, too).

As somebody pointed out on the official forums - this is what TOR really looks like:
http://img833.imageshack.us/img833/1963/pvparmor.jpg

Sure doesn't look as amazing as the official screenshots show, eh?
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« Reply #107 on: January 11, 2012, 10:18:29 PM »

The graphics are pretty bad right now. I'm constantly bothered by completely fuzzy, blurry textures.  The game directory is about 25ish GB.  My directory during beta was over 31gb and had crisp textures.  I'm pretty certain they gimped it on purpose, just not sure what purpose.
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« Reply #108 on: January 11, 2012, 10:25:44 PM »

Quote from: Harkonis on January 11, 2012, 10:18:29 PM

The graphics are pretty bad right now. I'm constantly bothered by completely fuzzy, blurry textures.  The game directory is about 25ish GB.  My directory during beta was over 31gb and had crisp textures.  I'm pretty certain they gimped it on purpose, just not sure what purpose.

The official word is basically 'we realized our engine sucks and isn't capable of (in theory) displaying loads of people and textures at once without exploding, so we just turned off the option despite people having PCs that were fully capable of displaying this properly'.

And you want to see how good the game could look?
http://imgur.com/3JUxV

That's created using the 'bug' that the game drops into 'ultra' detail mode for a second or so whenever you click the holocommunicator in your ship if you have nothing to do there. Rather HUGE difference, no?
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« Reply #109 on: January 12, 2012, 10:36:24 PM »

Couple posts from the suddenly chatty Principal Lead Systems Designer Damion Schubert about the hot topics: slicing, and LFG finder. He even uses the word "moron."  icon_razz

Slicing post-nerf, please look at the numbers BW
http://www.swtor.com/community/showthread.php?p=1502082#edit1502082
Quote from: Damion Schubert
Let's get the obvious thing out of the way - slicing was giving too much money, and this needed to be corrected. A bug snuck through launch that resulted in some lockboxes giving out far more cash than our magic [sarcasm?  smirk] spreadsheets said they were supposed to give. The end result was that our economy was getting flooded with credits, which risks causing massive inflation in the economy. Players were abandoning other crafting skills for slicing which was causing the problem to feed on itself. Economic issues are tricky - once you let the horse out of the barn, it's pretty hard to coax it back in - and it's important that the dev team jump on these issues as quickly as we can.

Once we corrected the issue, the math started to fall into line, which is to say the metrics of our economy started to match what we expected slicers to have. It's important to note that, while slicing was always meant to be a little more casual, and less wedded to the other crafting skills than the other gathering skills, it was never meant to be a Magic Money Machine. Slicing is still profitable, I promise - the metrics are showing that slicers still do quite well - but it's no longer profitable to the degree where you were a moron if you chose any other Crew Skill.

Are we done balancing? This being an MMO, you're never done balancing, and we will continue to monitor Slicing and the other endgame skills to ensure they are fulfilling their stated purpose inside the game mechanics, useful to the players who choose them, and healthy contributors to the economy as a whole. It is not unlikely that all Crew Skills will get further adjustments once the game and economy has matured and metrics points out a strong need. Once this happens, I promise we'll make a better effort to let players know the rationale of the changes we're making as we're making them.

Dungeon Finder Needed Badly.
http://www.swtor.com/community/showthread.php?p=1502055#edit1502055
Quote from: Damion Schubert
Improving our LFG system is high on the list of features that Systems Design wants to add to the game. We want this to be good not just for helping people find Flashpoints and Operations to run, but also other multiplayer content like heroic missions. A key emphasis will be on advertising for specific role needs (healer, tank, DPS). This feature is currently in the design stage, and once this feature has moved beyond this to a development stage and has a firm ETA, I'll be coming back to you guys to give more details.

We've known we would need to revisit this feature for a while. In the level-up game, finding players isn't too rough because, with few exceptions, everyone in that level band is either on your planet or on the fleet. Once more and more players hit endgame, and are spending their time in more places, the need for this feature is going to increase. Note that right now, high level players have the opposite problem - there aren't enough other players up there to group with. This problem will dissipate as the game ages, and more players reach the later levels.

That being said, our design team doesn't philosophically believe that cross-server Flashpoints are good for the game at this stage in the game's lifespan. There is huge social pressure to not be a jerk that goes away when the odds that you will never see these people again is high [i.e., if you're all on the same server, it encourages better behavior in theory-bj]. I'm not saying never - there may come a time in the future where we reevaluate this - but at least in the short term, we believe this will cause more damage to the community than good.
This is all well and good though I'm of the mind -- why wait? SWTOR was in development for years. Why wait on a tweakable/scalable/configurable UI? Why wait on an LFG Finder? Or guild storage? Why wait on the <thing you Mr. player wanted that you totally expected SWTOR to have at launch>?

I mean, I'm sure they have different types of devs, and maybe it's not reasonable of me to say I would've rather they had "all hands on deck" developing content now instead of doing X number of things most mmorpgs have implemented right out of the box.

Doesn't mean I don't love the game. I do.  icon_smile But when folks complain why it didn't do x, y and z right at launch... I got nothing. I got no defense.  icon_neutral
=========
As far as the behavior on the same server theory goes -- do I believe that? No. I've played with a number of spectacularly obnoxious or just plain mean people in Flashpoints. They really don't seem to care if they ever run into the rest of us again. In fact, the Vanguard on my disastrous Taral V team messaged me a couple days later about doing Colicoid War Game flashpoint. I thought "Really? After you insulted our entire Taral V team repeatedly, blamed us all repeatedly and took no responsibility for any of our umpteen team wipes, you have the gall to wanna team with me again?" I politely declined. He either had no memory or didn't care.

So I'm not convinced a cross-server LFG option would hurt the community. I tend to believe most folks I run into in swtor are nice because... they're nice. And a very few aren't nice because... they're not. Chances are, the "will I run into this people again cause we're on the same server" isn't that much of a factor. imho.
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« Reply #110 on: January 13, 2012, 12:31:47 AM »

Yep, I think some of the LFG explanation was just spin.  LFG and dungeon finder tools are expected features in modern mmorpgs.  I just have a hard time believing that the decision to revisit early 2000's era mmorpg grouping had anything to do with preserving or building a good player base culture.  Spamming for groups in general chat is silly.  The more I play, the more it feels like BW created this massive single player game, with 4 different classes per faction that you can play, complete with their own storylines.  That's 8 stories that I can play.  That by itself is awesome, although I have to remind myself that I don't get to enjoy all 8 of those storylines whenever I want.  I have to pay a monthly fee to keep experiencing all of that good single player content.  Which at this point I think I'm ok with, the stories are really good.  

The mmo part of the game feels tacked on though, and is not up to industry standards.  In fact, if I had to rate it, I would say that part of the game experience doesn't meet industry standards, and needs improvement.  Look at Rift for some good examples, and of course WoW.
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« Reply #111 on: January 13, 2012, 10:26:00 AM »

some more on the Legacy system:

http://www.gamespot.com/features/flashpoints-and-fixes-the-old-republic-rise-of-the-rakghouls-6348435/?page=2

Quote
GS: In terms of the legacy system, how much can you say about the features we can expect out of that?

JO: So the legacy system, it's kind of inspired by the fact that the family dynamic is so important in the Star Wars movies. You have Luke being Anakin's son, the most famous father-son relationship in movies. We wanted to have a system that encouraged players to create alts and to play the game through the different story paths. So the legacy system is meant to do that. It essentially allows you to, instead of just having a bunch of alts that have no relation to each other, you can actually create a family tree where your alts can be related to your main character, either as, you know, a sibling, a son, a father, a family friend, or a husband and wife.

You can actually choose the relationship your characters will have with each other. And then you gain legacy experience points and legacy levels, and with legacy experience points and levels, that gives you--that allows you to unlock abilities, perks, a whole slew of different advantages, essentially, that all the members of your legacy tree will be able to enjoy.

So it's pretty tight. I think people are going to really like it, and it's something we want to push towards players who enjoy the level-up game. It'll also be beneficial to the end game, but it really is going to have a lot of abilities that make leveling up even more enjoyable and allow you to customize your leveling experience.
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« Reply #112 on: January 13, 2012, 10:44:06 AM »

Interview with James Ohlen
http://www.rockpapershotgun.com/2012/01/12/interview-biowares-james-ohlen-on-swtor/

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We then have a second update coming in March, and that’s going to be a much bigger update, another flashpoint – part two of Rise of the Rakghouls – and we’re going to have a whole new planet, with a brand new operation and warzone. We’re going to have the second part of the Legacy system, which is the real meat of it. We’re going to have guild banks, PVP ranking systems, and a lot of smaller additions and bug fixes. And we’re already working on the third update. The story’s already written out and being recorded for the fourth, fifth… and I can’t say how many updates we have, but we have a lot. Just to give you an idea of how far we’re planning ahead, we’ve already got voiceover being recorded for content you won’t see for a year or more. We’re really making sure we deliver new content. We also want to make sure that the Star Wars galaxy feels alive, so we’re working on an event system, which we’ll be giving more details about in the new future.
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« Reply #113 on: January 13, 2012, 04:23:00 PM »

Quote from: Roguetad on January 13, 2012, 12:31:47 AM

The mmo part of the game feels tacked on though, and is not up to industry standards.  In fact, if I had to rate it, I would say that part of the game experience doesn't meet industry standards, and needs improvement.  Look at Rift for some good examples, and of course WoW.

Exactly, totally, and 100% agree. The very poor overall design of the UI, usability (WHY must my Companion tell me about his mission success and close ALL other windows immediately no matter what you're doing at the time?!?), MAJOR features missing that are COMMON in other MMOs, and other things... It just really shows that they had absolutely NO idea what they were doing when they designed the MMO 'part' of TOR.
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« Reply #114 on: January 14, 2012, 06:19:07 PM »

Quote from: Destructor on January 13, 2012, 04:23:00 PM

Quote from: Roguetad on January 13, 2012, 12:31:47 AM

The mmo part of the game feels tacked on though, and is not up to industry standards.  In fact, if I had to rate it, I would say that part of the game experience doesn't meet industry standards, and needs improvement.  Look at Rift for some good examples, and of course WoW.

Exactly, totally, and 100% agree. The very poor overall design of the UI, usability (WHY must my Companion tell me about his mission success and close ALL other windows immediately no matter what you're doing at the time?!?), MAJOR features missing that are COMMON in other MMOs, and other things... It just really shows that they had absolutely NO idea what they were doing when they designed the MMO 'part' of TOR.

The good thing is the majority of the "little" things can and should be easily fixed and fairly quickly.  Things like the companion mission closing other windows, UI scaling and others have no reason to take six months to implement.  There are probably 20 little tweaks they could add by patch 1.2 that would probably cut down on the complaints dramatically.

The problem is Bioware though.  They are so wrapped up in their game/launch of the century celebration that they honestly don't seem to care about the many, many, many little problems that are killing their user base.  I'm afraid it's going to take a major exodus of paid subscribers to make them actually sit up, put the cigars and bubbly down and actually fix what so many people are begging for.  I just hope they don't lose so much that they can't recover from it because the game core is great and I love it (even if it is Mass Effect 2.5 set in the KOTOR realm smile)
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« Reply #115 on: January 14, 2012, 07:17:34 PM »

Quote from: Destructor on January 13, 2012, 04:23:00 PM

Quote from: Roguetad on January 13, 2012, 12:31:47 AM

The mmo part of the game feels tacked on though, and is not up to industry standards.  In fact, if I had to rate it, I would say that part of the game experience doesn't meet industry standards, and needs improvement.  Look at Rift for some good examples, and of course WoW.

Exactly, totally, and 100% agree. The very poor overall design of the UI, usability (WHY must my Companion tell me about his mission success and close ALL other windows immediately no matter what you're doing at the time?!?), MAJOR features missing that are COMMON in other MMOs, and other things... It just really shows that they had absolutely NO idea what they were doing when they designed the MMO 'part' of TOR.

I guess not having much experience with other MMO's has been a real positive then, as most of the things you guys mention seem like very minor inconveniences to me.  :shrug:
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« Reply #116 on: January 16, 2012, 09:21:48 PM »

Saw an in-depth (fan written) Guide to Reverse Engineering at forums:
http://www.swtor.com/community/showthread.php?t=45866

>>>WHY must my Companion tell me about his mission success and close ALL other windows immediately no matter what you're doing at the time?!?

*I thought I saw in some public test server notes a change where the crafting results notifications would go up into that little "Pending" window where quest rewards wait if you close the rewards window (perhaps it was a player suggesting that). I can't find it yet though. It may be that the "tech" involved in doing those two things is different, so perhaps this update will "pave the way" for that. I hope so.

I know update 1.1 does at least prevent two droid companions from "vocalizing" crafting results in the middle of combat -- so it seems like they're aware of the complaint and are at least progressing towards a change there.

*The latest 1.1 patch on public test server (which should go in during today's maintenance period afik) apparently at least fixes Corso insisting on re-activating his annoying grappling spear attack whenever he is resummoned.  icon_smile (supposedly some other companions had this annoying "feature" too, w/ other skills that would get "re-enabled" after resummoning, on their own - they wouldn't "remember" how you set skill X before)

http://www.swtor.com/community/showthread.php?p=1584114#edit1584114
Quote
Companion abilities that have been disabled by the player no longer toggle back on when the companion is re-summoned.
So at least I've got one complaint getting addressed, and maybe using Corso won't give me an ulcer anymore.  icon_razz
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« Reply #117 on: January 17, 2012, 01:47:21 AM »

Oh, Penny Arcade (the duo loves SWTOR) had a much funnier description of how convoluted it is to get to/from one's spaceship:
http://penny-arcade.com/2012/01/16/swtor2
Quote
I also really dislike the Orbital Stations. When someone on another planet asks for help I think “I’ll need to go from ship to airlock to hallway to elevator to orbital station to shuttle to spaceport to fuck you I’m not helping you with that quest.”

If I want to quick travel (or space hearth as we like to call it) I click on a doodad and a shuttle is sent to pick me up. How about you just send my ship? or a shuttle to take me to my ship or whatever just get me to my ship without making me go through a maze of hallways and load screens.
I'm still convinced some small part of that is to allow preloading of something or other. I just gotta believe, if Bioware puts some heads together and thinks about it, they can come up with a more straightforward way to get from ground-to-ship and vice-versa.

I do think it's entirely possible to love the game (as PA does, and I do) and still point out that Bioware should've (or hey, should NOW - because the horses are already out of the burn) look around at how other games handle certain things convenience-wise or flexibility-wise or cosmetically-wise and just say "Hey, that's fun/convenient/appealing. Lets get that in there for those reasons and to make players happier -- the heck with whether 'it's Star Wars' or it fits in with our original design document."
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« Reply #118 on: January 17, 2012, 03:36:52 AM »

Have you SEEN the load times of some of the planets? There is no pre-loading inbetween segments whatsoever. It's just really shitty design as it dumps the entire contents of the planet into memory as you stare at a load screen and twiddle your thumbs.

TOR most definitely doesn't load anything else up on the side as you go to a fucking orbital station to a fucking giant ass huge dock for only your ship to a fucking planetary building thing that looks exactly the fucking same on every fucking planet of which you can't fucking use your speeder-bike on!

It's either A) Absolutely terrible design, or B) The core game engine blows chunks. Heck - it might be B, because of the whole 'we can't show many players with decent looking textures because our engine will blow up' problem that TOR has now.
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« Reply #119 on: January 18, 2012, 12:32:20 AM »

The odd thing is not every planet has an orbital station.  Coruscant and Corellia don't, for instance.  I want to say Tatooine doesn't, either.
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