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Gallael

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  1. Heh..I got the quest too. But since my character is "married" I had to take dark side points to have the quickie. But it was worth it.
  2. "You have no legacy" because you haven't played enough. No work = No reward
  3. So you guys are telling me I should drop cyber and pick up armortech or biochem, right?
  4. Honest question: do these 4 bosses drop all campaign set pieces? Of will we have to wait post 1.2 for some pieces?
  5. Pain. Major Pain. Post 1.2: Minor Pain? On another note...I've always wanted to name a character "TheOtherGuy". So when somebody in opposing voice chat calls out.."Focus the other guy" hilarity ensues.
  6. I know crafted mounts aren't BOP anymore, so we can sell them (not that anybody would want to buy them). What else is new? Can we now RE endgame earpieces? Mods?
  7. OK, so let me get this straight: 1) As a heavy armor user, I still can't use vendor sets like the pilot set without gimping my armor rating? 2) Even if I could use it as heavy armor, I can't take the mods out of my existing (or new) Rakata gear and keep the set bonuses? 3) Assuming I eventually get some armoring in my vendor set with set bonuses intact (from either campaign or war hero gear), I still can't get an augment slot on it...so I'm still gimping myself. 3) If I want the augment slot on my newly acquired campaign gear, my only choice is to...gasp...not roll on the campaign gear drops in the first place so the armortech crafter in the group (assuming there is one) gets it and can then RE it? 4) So then the only thing I'm running OPS for is to farm crafting materials that I can then trade to my crafter for gear? 5) Once I have my campaign gear, I can sell excess crafting mats on the broker so everybody else can essentially just buy campaign OPS gear off the broker? 6) "Campaign" and "Black Hole" were the best names for PVE gear you could come up with? What parts of this am I not getting right?
  8. I have several columi earpiece recipes, and yes, it lets you reverse engineer them. I however haven't yet gotten any new recipes from doing so...
  9. Well, I work across the street from them (at the big company with the 3 letter acronym). I'm game and filled out the survey. BTW, the survey only mentioned PVE not PVP.
  10. Yep, that's the way I see it. FYI, based on the videos of the test server I saw - hardmode OPS stuff like black/blue crystals and the dessler turbo speeder (or any dessler speeder) are not available from the new vendors.
  11. If you can crit oranges to get an augment slot, then there has to be another way to get augment slots as well. Otherwise, the vendor orange sets like the Pilot sets will be useless. Same goes for any other future commendation based sets BioWare wants to introduce (and I'm sure there will be some).
  12. I didn't see it mentioned here, but both SOA and Karagga can drop mounts as well (different ones).
  13. There are 3 different pilot suit sets you can get for fleet commendations. I've got the complete red pilot set and it looks pretty good. Gonna get the higher set next (200 tokens per piece I believe).
  14. TDD is great and all, but testing a multi-threaded client/server GUI application with a custom backend isn't just a simple little matter. You'll be able to apply TDD principles to a certain percentage of your codebase (and fix a corresponding % of potential bugs), but the rest...meh. TDD is best when applied to code that is easily testable in isolation. Throw in multi-threading, callbacks from the kernel, and a whole host of other problems related to testing a GUI and you'll see that it's not always one answer to all your QA problems. TDD is also great for affirming that what you expect to work...actually works. But you know what 20 years of software development have taught me? Programmers (at least those with a few years experience) are pretty good writing code that does what they think it should do. Likewise, they'll write their tests to test for exactly that (or manually interact with the application to test it). What they aren't always good at is anticipating the "unknown unknowns" (thanks Rumsfeld). I guess that's why they are called "unknowns". If you don't know what the problem is going to be, how can you test for it? You have to have a larger awareness of how that code you wrote is going to be used. You do this through integration testing, ad hoc/chaos testing, performance testing, etc. You do it by getting out of your silo and looking at the big picture. Do you think TDD would have prevented the bug that allowed more than 8 people in warzones? The ability to use /stuck as people are using it? Does TDD fix bad design? Most certainly not. The problem with SWTOR is not the quality of code (I would bet their bug count / kloc is pretty low). Another large bucket of bugs is a result from changing and/or misunderstood requirements. TDD won't help you here, but Agile can - sometimes. I've been using various forms/flavors of Agile for quite awhile now and would recommend it over any other development methodology out there. But it won't miraculously fix all your problems for you. Suggesting that TDD or Agile might have made the game better is IMO a little naive. I'm not saying that either or both wouldn't help, but their problems are larger than simple code quality problems. Basically their problems all boil down to this: They made too many bad decisions. Simple, huh? Rep/Imp balance? They decided not to manage the balance during launch. They only managed load. Ilum? They decided not to invest the money in a real endgame open PVP system. Lack of enough endgame content? They decided to launch without it. Exploiters running rampant? They decided not to invest in enough GM support to handle the problems. etc, etc. In the majority of these cases, I can almost assure you it wasn't the design/development team that made them (I do blame the time it takes to get from 1 planet to another on them though). Most of these "bad decisions" go higher than that, and the pressure to make said decisions goes even higher. You can figure it out from there.
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