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LVDave

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    LV, NV, USA, NA, Western Hemisphere, Anglosphere, Earth
  1. Yes, it's like a democratic government full of bureaucracy. There are many more processes to go through in order to get things done, and efficiency drops...whereas an oligarchy or dictatorship type of government or organization is the most efficient where efficiency is concerned (but politcal correctness drops). You're referring to Euclideon which is working on that graphics engine with voxels, but I was referring to the two developers on the Infinity game which is where the actual space-to-surface transition is exhibited in. I linked two different projects from two different organizations. This is the Suggestion Box, and I was merely suggesting a concept. I have no means to make any demands on BioWare except for the fact that I am a potential subscriber and a probable statistic where corporate profit is concerned. I alone cannot make or break BioWare or decide which direction they should take, but the community population as a whole can influence where any company takes its direction. A question is whether we'll be playing SW:TOR for a few months or for years or leaving and coming back multiple times. We each can play multiple games or subscribe to multiple MMOs at the same time as well. Studios are vying for our attention in the form of purchases or subscribership. This was just a suggestion in the meantime, and I didn't think anymore of it. I go on to play SW:TOR or any other game as usual and enjoying what's here in the now. Seamless space transitions will be implemented and realized in some form eventually, then we won't have to hope or dream or suggest of it happening anymore when that time comes.
  2. Yes, I know it's a game engine for another game. It's just two guys working on it part-time while they find investors or a publisher with the capital to invest in their venture. BioWare, on the other hand, is owned by EA which is one of the largest video game / computer game corporate conglomerates on the planet...maybe second to Vivendi. Vivendi and EA have money, and they have resources, but I'm not sure what projects they have going on behind-the-scenes, and I don't know where their priorities are.
  3. I know, right!? ...but seriously, I don't think BioWare has the dev manpower to pull this off. The MMO genre is very competitive nowadays, and devs must prioritize. It's only a wishful dream...
  4. I have to agree with you on this. I was looking all over the preferences and interface editor for how to lock the chat window, and I couldn't find anything. I just googled the topic, and this thread was result #1. A click-through option would be an added bonus, but I want the chat window lock more. Thanks for adding this to the Suggestion Box.
  5. I know. I'm asking for both... - what EVE Online is - plus, what EVE Online isn't ...from the SW:TOR team. It's a lofty dream, but I've always wanted a space MMO where you have that seamless transition AND where you can actually get out of your ship (which is what SW:TOR -does- do). Euclideon ( ) is working on graphics that render only what pixels you can see on your resolution and not what you can't see. If only we had that technology and speed at this present time. ='(
  6. I have an idea for 1.3! this! http://www.swtor.com/community/showthread.php?t=433727 haha...not gonna happen, though...ikr
  7. suggestion: seamless space-to-planet (and vice versa planet-to-space) transitions a la this... edit: sorry...here's the time code to the specific part in the video I'm referring to... &t=5m45s
  8. EA - bought Mythic Entertainment (developed DAoC and Warhammer Online) - bought BioWare (developed SW:TOR) - merged Mythic Entertainment with BioWare Warhammer Online had an option in preferences to enable click-through on your character. If enabled, the only way to select or target yourself would be with a keyboard or mouse hotkey (self target hotkey). I'm suggesting that BioWare borrow this concept from its brother-in-law, Mythic, and allow an option in preferences to enable click-through on companion characters. They just get in the way too often, and I can select my companion with one of my targetting hotkeys (target next ally, target nearest ally, self target twice, etc).
  9. LVDave

    Combos

    I'm suggesting possible combos for characters where you save-up some sort of resource (could be anything), and your character automatically performs certain damage abilities and/or support/healing abilities in sequence to the nearest (random # or set #) of enemies/allies. What do you guys think?
  10. I know this is a "Rated G" game and is kid-friendly...but I just wanted to throw this out there: I suggest a T&A slider (or sliders) for character customization during character creation. You devs know what I'm talking about. Bring on the flaming forum posts! lol
  11. http://marquee.blogs.cnn.com/2012/03/29/more-star-wars-never-says-george-lucas/ ^ ...so I guess we can't make anymore Star Wars movies until George Lucas passes-away? Georgie is QQ'ing b/c some fanboys didn't like his prequels, so now he's rage quitting. Who will take-over the franchise and make more movies??! lol
  12. I suggest that companion pathing for collecting resource nodes be improved upon and also be similar to their pathing AI for attacking enemies. When you tell a companion to attack an enemy, the companion will go anywhere it needs to go in order to reach the enemy target. However, when you tell a companion to collect/harvest a resource node, it bugs-out and won't reach the node target sometimes.
  13. I believe BioWare could have implemented dual targetting before SW:TOR hit final release since EA merged BioWare with Mythic, and BioWare should've had access to Mythic's (and Games Workshop's) IP in Warhammer Online. I also started a thread in the Suggestion Box forum regarding abilities being disabled until your target is valid and applicable which, then, would cause the ability to light-up and become enabled just like in Warhammer Online.
  14. I suggest the pathing/AI for gathering nodes be the same as attacking enemies. Whenever I sic my companion to attack, companions seem to have no trouble reaching the enemy...but when I command the companion to gather a resource node, it gets stuck very often and has trouble reaching the node. It ends-up bugging-out until I tell the companion to go passive or until I gather the node myself.
  15. I suggest that, in those flashpoints where we gain companion affection, the flashpoint conversation choices show (at the bottom of the screen) how much affection we gain or lose with our companion even if the companion was not able to join us in the flashpoint.
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