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Valperion

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Everything posted by Valperion

  1. At least Blizzard takes time in not rushing their games. Bioware didn't even allow the engine to be finished before they started to make the game. Need proof? Read this article from "Hero Engine" http://www.heroengine.com/2011/11/heroengine-meets-starwars/
  2. Well I never said I would not try it. * But knowing its going to use the same engine, really does not bring me any comfort. Why didn't they use the "Cryengine 3" is well beyond me...
  3. I'll answer your question OP. Diablo 3. It seems kinda weird that "Blizzard" games just don't die. * Even people keep calling various games "WoW killer".
  4. Every single post you make is "Elder Scroll Online". * It uses the same cheap engine as swtor, I would not be excited at all.
  5. Hardcores play challenging games, what part of this game has a challenge? * There is no consequence of doing anything wrong. * If you die, you keep all your gear. * Money is easily gained from boring dailies. * Gear is easily gained from pvp and doing raids.
  6. I am sorry, but the wording of this sentence is too funny. * I understand what you really mean, but I mean come on..lol * Your going to feel xp allot slower around 35+
  7. As a dedicated fan to the "Star Wars" franchise. * I'd like the know the opinion of others, in how the game is epic to them. Personally what made "Star Wars" epic towards me was "Huge Epic Battles". Since large scale space battles don't exist in swtor, I'll focus on ground battles. Tho there was no "huge epic land battle in ep4." The battle of hoth was "EPIC", always loved "General Veers" - "MAXIMUM FIREPOWER" * Endor was .. meh.. too many fur balls. * Battle of Genosis was "EPIC". Then came the battlefield games of star wars. * Star wars battlefront 1&2 * Star wars battlegrounds "It was a "AOE2", but star wars style. What I am trying to get at... That since this is a "Star Wars MMORPG" * Where are the huge epic battles? "500 vs 500 / 200 vs 200" * I do not consider these "warzones" as epic battles, might as-well call this "squad wars rather than star wars"
  8. An epic star wars battlefield. 500 vs 500 on battlefields such as Taris/Balmorra/Hoth/Correlia. Instead what do we get? * 8 vs 8 warzones... * Might as-well rename the game "Squad Wars".
  9. Free for all... lol DPS > Healers/Tanks Nice idea there bro, real thought out idea. * Did you forget the whole balance theme that bioware has been trying to iron out.
  10. Funny, how there is still no date announced. * Did the devs ditch the game!?
  11. 1 warzone 1 raid/operation 1 flashpoint More dailies. Yeah that is about it.
  12. OP, this topic has been honestly beaten to death. During the beta, people demanded that the speeders to be faster. * But the fanboys find it to be fine, since there is no need for a "realistic speeder". * A realistic speeder would be "1000% faster" then what it is now. * But since the planets are so "small" they decided it would be better if they went "15mph". * If we had life-size worlds, then a realistic speeder would be a valid option.
  13. What about the mmo that uses the "Cryengine 3" * Destructible sandbox world. * Game : Archeage
  14. Ever since I was a beta tester for "swtor", I kept asking my-self the question. * Was the the problem with the games engine. Thanks to "zocat" for posting this info. * http://www.swtor.com/community/showt...=454059&page=5 I personally thought the Hero engine, was the source of the problem. * But it turns out it was Biowares fault. * Source from HeroEngine : http://www.heroengine.com/2011/11/he...eets-starwars/ "“I NEED THIS.” We showed the game to our friend Gordon Walton. We had known Gordon for many years, back in the days when he worked for Kesmai, our late great competitor. Gordon had since been with Sony for its Star Wars Galaxies game among other places. He knows games, especially online games. Not only did we show him the game, but because Gordon knew us so well we showed him the development tools we had built around our special process – building the game online, in realtime, with tools for the entire team all in one package. “I need this,” said Gordon. “I am about to start a special project and these tools will let us build and prototype fast and get something running in a hurry.” Gordon is not an excitable guy by nature but this had his adrenaline flowing. “This is just what I need! I want to license your engine.” We had thought about offering our engine and tools to developers but we had expected that we would have to actually ship a game first, like Epic did with Unreal Tournament before they licensed the original Unreal Engine. “It’s not productized yet,” we told Gordon. “There are whole sections of code that is only roughed in and not optimized for performance or security. And there are very few comments and very little documentation.” He didn’t care. “We are going to have tons of engineers. We can finish it ourselves. We’re going to want to modify your source code for our special project anyway.” BIOWARE LICENSES HEROENGINE FOR… A few months after the show we heard from Gordon again. He was now the co-head of a new online game studio in Austin as part of BioWare. This was very impressive. Not only was Gordon a solid guy but BioWare was (and still is!) at the very top tier of game developers, the kind of company that made games that were always great. Soon the deal was done – soon meaning after months of painful negotiations and many weeks of meetings with teams of engineers who examined every line of our source code and interrogated our engineers. We were concerned over their making major changes to our engine, but we loved the size of the check that came with the deal. A year or so later, it became clear to us that BioWare was building a Star Wars MMO. We had to keep the secret for another couple of years but it was incredibly exciting. If you watch some of the videos of BioWare developing SW:TOR, you can see HeroEngine and its unique tools and process being used by the massive team on this incredible project. Our role began and ended long ago, in a company far far away, but we’re still excited over the part we have played in helping BioWare (now part of EA, of course) bring its vision to life." So how are those engineers doing so far Bioware!
  15. If I was him, I'd explore more options, * I'd choose the Unreal 3 engine. * Than use coding that was not yet ready. * Thanks to his choice, optimizing the engine might not change anything. * They would literally have to re-work the entire engine from the base code to implement any significant changes.
  16. I understand that they can continue to optimize the engine. * But they should have at least allowed them to finish the basic coding of the game. * Not rushing the product for development.
  17. If the engine was not ready to be licensed. * If the code was not ready nor stable, how do you plan to fix it!? The Heroengine devs told him it was not ready? * Do you think its going to be easier, once you implement more code on top of code that is not finished? * How do you build a game with a "base" that is yet to be finished?
  18. Because the exile belong to a different company? * It would cost money to license material from another company as-well. * Then again why bother, if the game is based off more from "kotor1". * kotor2 lore was pretty much saying "revan is gone to a far away place" for over a 100 times.
  19. Ever since I was a beta tester for "swtor", I kept asking my-self the question. * Was the the problem with the games engine. Thanks to "zocat" for posting this info. * http://www.swtor.com/community/showthread.php?t=454059&page=5 I personally thought the Hero engine, was the source of the problem. * But it turns out it was Biowares fault. * Source from HeroEngine : http://www.heroengine.com/2011/11/heroengine-meets-starwars/ "“I NEED THIS.” We showed the game to our friend Gordon Walton. We had known Gordon for many years, back in the days when he worked for Kesmai, our late great competitor. Gordon had since been with Sony for its Star Wars Galaxies game among other places. He knows games, especially online games. Not only did we show him the game, but because Gordon knew us so well we showed him the development tools we had built around our special process – building the game online, in realtime, with tools for the entire team all in one package. “I need this,” said Gordon. “I am about to start a special project and these tools will let us build and prototype fast and get something running in a hurry.” Gordon is not an excitable guy by nature but this had his adrenaline flowing. “This is just what I need! I want to license your engine.” We had thought about offering our engine and tools to developers but we had expected that we would have to actually ship a game first, like Epic did with Unreal Tournament before they licensed the original Unreal Engine. “It’s not productized yet,” we told Gordon. “There are whole sections of code that is only roughed in and not optimized for performance or security. And there are very few comments and very little documentation.” He didn’t care. “We are going to have tons of engineers. We can finish it ourselves. We’re going to want to modify your source code for our special project anyway.” BIOWARE LICENSES HEROENGINE FOR… A few months after the show we heard from Gordon again. He was now the co-head of a new online game studio in Austin as part of BioWare. This was very impressive. Not only was Gordon a solid guy but BioWare was (and still is!) at the very top tier of game developers, the kind of company that made games that were always great. Soon the deal was done – soon meaning after months of painful negotiations and many weeks of meetings with teams of engineers who examined every line of our source code and interrogated our engineers. We were concerned over their making major changes to our engine, but we loved the size of the check that came with the deal. A year or so later, it became clear to us that BioWare was building a Star Wars MMO. We had to keep the secret for another couple of years but it was incredibly exciting. If you watch some of the videos of BioWare developing SW:TOR, you can see HeroEngine and its unique tools and process being used by the massive team on this incredible project. Our role began and ended long ago, in a company far far away, but we’re still excited over the part we have played in helping BioWare (now part of EA, of course) bring its vision to life." So how are those engineers doing so far Bioware!?
  20. Thanks for posting that source...just wow...
  21. Unless you "FRAPS or record your fps", in showing the community how stable your fps is. * Your words really don't mean anything.
  22. That is an article about "Skyrim" * LOL Google next time "Elder Scrolls Online" On the "Hero Engine" main site. https://community.heroengine.com/forums/index.php?topic=2620.0
  23. Sure thing bro. Unreal Engine 3 MMOs * Tera Online * Blade & Soul Cryengine 3 MMO * Archeage - Its a sandbox mmo, some vid demos of the game. Archeage Cryengine 3 demo: http://www.youtube.com/watch?v=Vv5862eaGPM Archeage physics engine : http://www.youtube.com/watch?v=A5E7OcHr2RU&feature=relmfu Archeage gameplay : A mmorpg with a destructible physics engine... So back to the main topic, how advanced is the "hero engine"?!
  24. There is a mmo where there is no Healer/Tank * Atm is just has dps. Its a mmo where it relies more on a players skill, rather than * Just smashing 1,2,3,4 as a tank or healer. Game * Blade & Soul
  25. New mmo titles are using the "Unreal 3 engine & Cryengine 3" * Please enlighten me how advanced the "Hero engine" is, since I've experienced this amazing engine in swtor.
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