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Sahee

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Posts posted by Sahee

  1. Where in that quote does it say TOR (i.e., BioWare and/or Electronic Arts) forced Sony to lose its LucasArts license?

     

    Read again... my quote clearly states that Sony lost the license because Lucas Arts gave it to SWTOR and did not intend to renew the Star Wars license for SWG, which makes sense from a business perspective (a good amount of people I met during the release of SWTOR where coming from SWG).

  2. Source?

     

    Sony CEO "John Smedley":

    "We have a contractual relationship that's ending in 2012, The Old Republic launching, a bunch of other business things with LucasArts. And then you look at the odds of a pretty large portion of the audience moving to TOR, which looks like a terrific game. ... That's the problem with licenses: they end. We're going to continue to do some licensed work, but we're largely going to stick to original IP [going forward] because then we won't have this issue. We'll never have this problem with EverQuest. Back in 2001, not '03 when we launched, but back in 2001 when we [first] negotiated it, a five year license seemed like a really long g****** time. EverQuest was only a year or so old at that point. Could we have renegotiated? Maybe, but I don't think that would be the right thing for the company."
  3. Also, you do understand that you are talking about an era when F2P as well as competition were virtually non-existent in the MMO market, right?

     

    False, Guild Wars... Age of Conan, Rift, D&D online... they all went F2P while SWG was alive and Sub-only.... than SWTOR came and forced SWG to be taken down.

  4. Which game still exists (other than as a fan run emu)?

     

    'Nuff said.

     

    You are obviously trying to derail the thread. I already explained the reason why SWG does not officially exist anymore, the reason why Fans even make something as time consuming as an Emulator is because they want to continue to play the game, because it was one of the best MMO's out there. It never failed, it was forced to be taken down by Lucas Arts, they did not wan't to simultaneous Star Wars MMO's, which is why the took away the star wars license.

     

    Fact is, Bioware implements housing without proper interaction... which makes no sense.

  5. This again?

    SWG had a slow and painful death as well.

    Would you like them to add a new version of NGE just so it feels more like home?

     

    O Rly? SWG never went F2P in its lifetime, SWTOR went F2P after less than a year... some cheese for the whine?

    It did not die, it was forced to be dumped down due to the rejected star wars license. Lucas Arts killed it, it had enough subs to be profitable for Sony.

     

    ...and the problem with pre-NGE was that the majority was not able to understand the game mechanics... which made them dump down the difficulty to appeal to the masses.

  6. Well then go play SWGEmu.

     

    Why should I? I've played the original SWG for 5 years and there is nothing I can do there anymore (I achieved everything)... just like I did quit WoW after I played it 7 years as I got bored... simply because something gets too repetitive after a certain amount of time.

     

    ...the fact that people think that /chair is a proper interaction with a chair-object is quite funny.

  7. They are interactive like the chairs in a cantina, i.e., not at all. That's why they have 8 different "sit down" emotes.

     

    Emotes are not a interaction with the object, SWG had far better object interaction and it is a decade old. I guess it has something to do with the hero engine, which is a rather bad engine due to certain limitations (for example grass popping out of nowhere in front of the character, non-interactive objects, bad shadows, low-res player textures from distance).

     

    I absolutely agree with the OP, housing without proper object interaction makes no sense, at the moment the only reason why I use housing is the legacy bank and mail... which is quite useful from a gameplay perspective. I did spent hours of hours in my house in SWG because there where so many options to decorate my house, I could even make my own store where I could sell items that I've made and I could build crafting stations that could improve the chance of success with my crafting... it was awesome! Oh and by the way, player houses in SWG where outside in the open, not instanced like in SWTOR, but that has something to do with SWTORS "Theme-Park" approach, which is a perfect design approach for a star wars game (sarcasm).

  8. It's a dilemma... the grass looks really beautiful which means I don't want to turn it completely off, seems like I have to get used to this issue. I think the chance to get an official post regarding this issue is pretty low but who knows... maybe there is someone in the community who can explain why increased (grass) draw distance means higher server load, as I think that the server performance has nothing to do with this issue. Only plausible cause could be the engine itself, as I already do encounter micro-stutter here and there (especially when many people are on the screen at once)... this could potentially worsen with increased graphical settings.

     

    Here is a video which is showing the problem pretty clearly:

    It seems like it has been like this in the game since 2011... I cannot see even a marginal improvement.

  9. Is there an official posts on the engine limitations of the hero engine? I can't find one...

    Such a low grass drawing distance mean that bioware should come up with reasons, simple as that.

    I mean there are many other problems which may are engine related... like the slight microstutters even on 60 fps (vsync) while the server is under heavily load... or the sometimes weird shadows which look like triangles... and please guys don't tell me its because of my system... google is full of complaints regarding those issues.

  10. Just stop Sahee. Just stop. Quit trolling. What difference would ANY answer be to you. Lets say the answer is The HERO engine is so bad, horrible, a travesty to modern society, and it is the reason cats hate dogs. Would that be enough of an answer for you?

     

    If that is the case it would be an answer, yes.

    I want to know the reason why my system is heavily underutilized in SWTOR while I'm unable to do something against it... if it is because of a weak engine and/or server stability issues, than I would like to know that yes. I'm a new SWTOR player so I'm not into the whole subject.

     

    ...and don't call me a troll, I'm as far away from a troll as it can get.

    Just because I'm bluffed by the weak grass draw distance in this game, does not mean that I am not enjoying it.

     

    Bottomline: You dont need to know the exact reason that a blade of grass doesnt behave the way you think it should, as it would change absolutly nothing.

     

    It's amazing that you are able to decide on my feelings... how high is your midichlorian count?

    That quoted post reminds me of : "Those are not the droids you are looking for".

  11. And you seem to have missed my point that it's likely an engine limitation rather than a restriction being made by the developers..

     

    No, I did not "miss your point":

    Does anybody know the reasons for this behavior? It looks like engine limitation to me...

     

    If it in fact an Engine limitation, which was my first assumption, than I would like to know the exact reason why, as it makes the engine very weak in my eyes. 30-40m maximal Draw Distance for the sake of server stability and/or engine limitations... if that's true than it is very sad. It looks like the only workaround is to set the grass level setting to 0%...

  12. This game =/= SWG.

    I'm sure that if SWTOR had been built on the same engine that SWG used, you'd have been able to do the same.

    You'd also be running a game with graphics that are a decade behind the times.

    You also wouldn't be able to jump or drive over small rocks on the ground.

     

    They aren't restricting it to penalize people with better PC's, it's most likely an engine limitation and is unlikely to change any time soon.

    So you can either deal with it and be amused by it or turn the grass setting down and avoid it altogether.

     

    You fail to see what I wanted to explain with this example... I did not intend to compare SWTOR with SWG. I rather wanted to show that the player should decide which graphic options can be sustained by his system, not the developer (bioware). This rule can be applied to any game and any engine. I'm pretty sure that an i7 @4GHZ and a R9 290x (6GB VRAM) +16GB DDR3 low-CL 2333MHZ would have no problem to display at least triple the draw distance of the current 100% slider setting.

     

    SWG proves my point. It has gone down, in the lexicons of history, as one of the worst graphical MMO's of all time. It had an extremely low polygon count. The graphics were darn near pixIlated. In SWG the drawing distance could have been 10 miles and a 486DX could have probably handled it. Not true with SWTOR. This game is on the other side of the polygon count.

     

    It seems you have no idea what you are talking about, by the time SWG came out its graphics where absolutely marvelous especially in context to its massive open world planets. Comparing its poly count with a nearly 10 year later released SWTOR is an unfair comparison and that's an understatement.

  13. But what does this have to do with bacon flavored ice-cream? I will trying some later today -- can not wait!

     

    Draw distances are typically reduced in order to improve game play in areas that have a lot of objects to draw -- like grass. Not everyone has a monster gaming rig. Games with low textured graphics, or cartoonish graphics like WoW and the new Wildstar can get away with a higher draw rate with little degradation of quality of play. SWTOR, however can't as it would significantly impact your gaming.

     

    But this all pales in comparison to the goodness of Bacon flavored ice cream!

     

    I don't see the problem, why should the graphic option limit my freedom to assure that other players who might have bad rigs can play this game, with draw distance set to 100%. Those options are there to toggle/adjust them, not to set them all to the maximum. I personally need at least double the draw distance of what I can currently achieve and it is simply not possible because the slider is already maxxed out. Bioware should increase the slider density (25% = current 100%). This way people who have capable systems can assure that their immersion is not hurt while people with bad systems can leave it on 0%-25%.

     

    Example:

    The draw distance slider in SWG was impressively big, there was no system after release which could go past ~30% and after 4-5 years people where able to raise it to the maximum which meant that they could see mos eisley from 10000m away. This is how it should work! Players should decide which draw distance they are able to sustain... not bioware.

  14. The draw distance of grass? lol, seriously?

     

    It is not a troll complaint and yes I am serious. Grass-Draw Distance is far to small even on 100%.

    This is most apparent on planets with much grass, like Tython or Alderaan.

  15. Simple question... my grass level is on maximum (100%) and I can basically see the grass grow in front of me, which looks ridiculous. I'm asking if there is any way to improve the draw distance in this game... the problem is most apparent with grass, but it happens to all other objects as well. If I look at a tree which is far away, the tree will look a lot less detailed and at times makes me think it is just a paintjob on the horizon. There has to be a way to additionally increase the overall detailed draw distance and the grass level... the 100% settings are not enough.

     

    Here is a video which is showing the problem pretty clearly:

    It seems like it has been like this in the game since 2011... I cannot see even a marginal improvement.

    I'm not trolling, I like the game overall... but this is defiantly a problem which has to be discussed. Maybe if enough people moan about it, bioware will try to improve.

  16. As a tank, the first time I see a DPS meter is the instant I hit the unsub button. This game already has a problem with terribad Damage Dealers. DPS meters in general do not help damage dealers improve, they make them worse. When most people start to see those numbers pop up on their screen they stop thinking about mechanics and what is best for the group and only think about how to make that number bigger.

    Then there is the community issue cause all of a sudden you have the elitist jerks who feel if you DPS is not above an arbitrary number you aren't doing your job. That is BS. I'll tell you what I tell the DPS in my guild, did the MOB die? Did you avoid the fire? Did you target smallest to biggest? Did you let me pull? If you answer yes than it must mean you are doing a good enough job. Drive on.

     

    It is certainly not nonsense, if a player cannot provide good DPS and movement (boss mechanics) at the same time, he is a bad player. There are people, like me for example, who do not want to have bad players playing with them, that's mainly because I assure that I provide the best performance in any content and I suspect all of my group members to do the same. If a group member cannot achieve that, the overall group performance is decreased.

     

    I don't want to play with people who are not able to provide a certain amount of gameplay performance... If you can play with those people that's your decision and it means that those people will most likely not have much trouble in finding a group, even if there is a DPS-Meter.

  17. This is a good suggestion which shows one of the major game design flaws of SWTOR, the lack of neutral classes. In SWG you could create a character without a preset alignment and while playing the game you could decide if you want to join the imperials or rebels and you could even stay totally neutral and work for the Hutts.

     

    Bioware took a lot of freedom out of Star Wars by limiting the professions to certain factions... I know that totally neutral characters are not possible in this game due to game mechanics but smugglers and bounty hunters should at least be able to chose if they want to play for the republic or imperials.

     

    ...the following four classes should be faction specific:

    Republic Agent / Imperial Agent

    Republic Trooper / Imperial Shocktrooper

    Jedi Knight / Sith Warrior

    Jedi Counselor / Sith Sorcerer

     

    I think Bioware decided against it because they would have to make even more voice overs. At the moment it is 4 per faction (8)... with those changes it would have been 12.

  18. Hey Community,

    there is a Combat-Log Feature in the game which makes me wonder why there is no real DPS-Meter.

    A DPS-Meter would allow the Group/Raid Leader to see the performance and presence of each group member.

    It can display the HPS/DPS and depending on the featureset it can even display the overhead healing amount for example. This makes it easier to find out if a person is really 100% attending to the event and/or if the person knows how to play its class.

     

    I know that some people will argue that such a feature is discriminating towards certain players, that is maybe right because bad players will be easier spotted but for me as a player who wants to make sure that the persons he is playing with provide at least a similar performance, it is absolutely crucial to have a DPS/HPS meter. At the moment it is incredibly hard to discern players and you can force nobody to send you his combat log and the end of every raid...

     

    Basically I'm asking if there is such a feature planned in the future and if not I am making the suggestion to take it into consideration based on the fact that the base structure (combat log) is already done. I would be glad if players who feel the need for such a feature would post in this thread, this increases the chance for bioware to notice that there is a demand.

  19. Don't waste your money seriously. If you think everyone will see your nice ship in wonderful paintjob in space, then you are deluded. All I see in GSF space is a small red dot and a big red circle plus a lot of environment cliffs and rocks. I ain't see any details of any ships. So all these ppl who pay for new paintjob and new ship design are just throwing their $ down the drain.

     

    I'm not applying the paint job to make it appear special towards other players.

    I apply the paintjob because I do fly the ship and I want my ship to fit my personal preference.

    Reading your post makes me wonder if you even have your own preference/opinion.

  20. Hello community,

    I'm a rather new player and I'm having some trouble with the skill trees.

    Currently I am skilled as follows: http://www.torhead.com/skill-calc#5000MZcGrR0zso.3

     

    This is what I have figured out for lvl 55:

    PvP

    http://www.torhead.com/skill-calc#5000MZcGrR0MsRrfczZfb.3

     

    PvE

    http://www.torhead.com/skill-calc#5000MZcGrRb0sRMffzZfb.3

     

    My main question is... which skills cause weapon damage and which skills cause force damage?

    I do have the opinion that Plasma Brand, Blade Storm and Stasis cause Force Damage while all other skills cause Weapon Damage, is that correct? This would mean that only 3 of my skills profit from the 6% increased crit chance from the focus tree.

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