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Hanni

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  1. Uhm, most iconic races on SW are humanoid, even Jawas. I think the OP doesn't know what humanoid means.
  2. It feels alive when you go through that tall green wall. Once you go outside, into the actual "open" world, you see how static and empty everything really is.
  3. Couldn't agree more. 100 Internets.
  4. Yeah, first it was Holiday talking, and all was normal. She said something along the lines of "things are crazy around here, I'm feeling tingly". And then Tharan shows up on the comm, in underwear. My friend who was in the party with me and I just bursted laughing.
  5. Same thing happened to me on Consular quest of the Javelin. Every companion in underwear. I almost fell of the chair laughing.
  6. I read your title with a japanese accent. I did not, I repeat, I did not read the rest.
  7. Some great response so far. Thanks guys.
  8. I'm about to reach Social Rank V. What can I buy with that? Wish there was a guide somewhere that would tell me this, lol. Btw, Social Points are so hard to get by. I'm lvl 40, almost rank 5, played the entire game (so far) with a friend, that's how I got the points. Thing is, I want this speeder, on Hoth, but it requires Social Rank 7. 7!!!!!! How the herd am I supposed to get Rank /? Lol. Quite hard. Anyway, what can I get with Rank 5? Anyone knows?
  9. I didn't mean EVERYTHING else. Everyone has eyes for different things =).
  10. Not everyone sees these things. And this is not only game related, but for many things in life. Like listening to music on different headphones/speakers. For some people, everything sounds the same, while other people are able to notice very subtle, yet important to them, differences. If you're in the group that can't see, or just doesn't care (because of that reason) about things like Anti-Aliasing, then more power to you. Because it's less you have to worry about, and more you're able to enjoy. I do not mean to offend, but it's in cases like this, that the phrase "Ignorance is bliss", applies.
  11. I did some quick "testing" in-game. I found out, at least, in my case, Anti-Aliasing doesn't work (properly) when Bloom is enabled. It's like AA is enabled on the character, but not on the environment, when Bloom is enabled. I disabled Bloom and Anti-Aliasing worked much better. I could almost say Anti-Aliasing doesn't work when Bloom is enabled, at least in my case. PS: The "no lightsabers and holograms on cutscenes" issue goes away by disabling "Conversation Depth of Field", for me. TL; DR: TRY DISABLING BLOOM.
  12. This is an interesting read. How come no one comments on it? Lol.
  13. And how the work has only just begun. http://pc.ign.com/articles/121/1217036p1.html Electronic Arts-owned BioWare has spent the better part of four years developing its first massively multiplayer online (MMO) game at a reported cost of almost $200 million. James Ohlen, Game Director of the critically successful game at BioWare, took a break from working on new updates and the first expansion pack to look back at the game in this exclusive interview. IGN: What were you trying to accomplish with this first BioWare MMO? James Ohlen: I really wanted to bring in the three BioWare pillars to the online space. Those are represented by story, by the player's choice in story, and by characters. Those are the three big things that I felt weren't really well represented in the MMO space. I felt that it was the smartest course to go because it's something that Bioware is famous for. It's something that we're good at doing, and it was an area where we could innovate in. IGN: Now that the game has been out for a month, how do you feel that the final product has lived up to your original goals? Ohlen: I think that it's gone really well. When people are reviewing Star Wars: The Old Republic or commenting on it, it's almost universally positive when it comes to the storytelling, the ability to make choices in the story, and the companion characters. When we do internal polling and get test data feedback from our players, players two favorite parts of the game are always story choice and characters. I think we focused on it and were successful and people are also enjoying those additions to the online space. It has helped that it's differentiated us from the other online games out there, so that's been really useful. IGN: What were some of the challenges you faced while developing this MMO? Ohlen: It's probably the most challenging project Bioware has ever done or that I have ever worked on. I would maybe call it the most challenging project ever published because the scope of the game is immense and we have so many different worlds and some of those worlds are huge. We have hundreds of thousands of lines of dialogue. We have tens of thousands of characters. There are hundreds of hours of gameplay. That's a lot of game creation you have to do. There are so many art assets, so many stories to write, so many voices to record, so many events to script. The other challenge was to live up to and push beyond the expectations that MMO games like World of WarCraft have created. Players aren't going to understand if you don't have industry standard features. It's been a big challenge making sure that we can put in all of those features into our game at game launch or shortly thereafter. Whenever you're building a game from scratch, which is the case with Star Wars: The Old Republic, we're not building off of some existing Bioware engine. We had to build a large engine, which is always a challenge. IGN: While you were developing your MMO, the game industry was shifting to a free-to-play model. What impact, if any, did that have on your team as you were developing this subscription-based game? Ohlen: It didn't really impact us. We felt, and we still feel, that there is a place for subscription-based games and if you're going to build a subscription-based game it's got to be huge in scope. People have to feel that it's worth paying a subscription fee every month, so the scope of the game has to be much bigger than the free-to-play games. The quality, the polish has to be very, very high, and then you need to have a plan to continue to deliver free content on a regular basis. If you do those things, I think you can succeed as a subscription-based game. Obviously, there can only be a few subscription-based games. There is a limited MMO audience and not a ton of that audience is playing more than one MMO, but I still think there's room for more than just one really successful online game. I think Star Wars: The Old Republic can coexist with World of Warcraft and other successful games like Rift. You can have multiple MMOs with a subscription being successful as long as those games fulfill the requirements of high quality, good polish, lots of content, and continuing to do high value updates on a regular basis. IGN: How has fan feedback influenced the updates and expansion plans for The Old Republic? Ohlen: We have multiple ways that we can get feedback from our fan base. We have quantum metrics on what our players are doing, where they're spending most of their time, how often and where they're dying, how often they are playing war zones, etc. I get reports from our community on what the tops concerns within the community are so I can see what is the community really worried about or upset about at any given moment. We also do surveys within the game. We get players to talk about the game and explain what they like and what they don't like. We take all that information and it does help inform what we're going to do for the next major game updates and even further in the future wanting to do for expansions. IGN: Are there changes you've already made as a result of this input? Ohlen: Our auction house system, which we call the Galactic Trade Network, launched with a limited search and that was just simply due to what resources we could apply to that. Since launch, our community told us that they really wanted a much stronger, fully-featured search system, so that was a priority for us after launch and we've upgraded it. IGN: Once the game was over, what were you able to do that you had been putting off? Ohlen: Actually, to tell you the truth, things got busier once the game launched. So you'll have to ask me that question probably in a couple of months. IGN: Have updates kept you busy? Ohlen: It's because everything is so magnified now that we have generally have millions of people playing in the game, so anything that goes wrong is much more magnified now. We have our live team on call 24/7 so we can deal with things really fast as soon as they come up. We have our weekly bug patches that we need to be on top of. We have our game updates like 1.1, where we added an expanded operation and a new flashpoint. And now we have our game update 1.2, which is coming in March and that has even more content. We've been figuring out how to get the team to go on holidays in a staggered fashion because we don't want people to be burning out. IGN: How do videogames that you play outside of the MMO space influence The Old Republic? Ohlen: I have two different kinds of games that I like to play. There are games that I play for myself just for fun and games I play for research. A game like Portal 2 is just a game that I play for fun. It's too different a genre to really impact Star Wars: The Old Republic. There might be some things you can be inspired by, but a game like Skyrim or Red Dead Redemption I play for research and to have fun. But I like to take a look at what the competition is doing and also to see what's happening within the genre. IGN: What are you most proud of when it comes to Star Wars: The Old Republic? Ohlen: I think I'm most proud that we were able to pull off a game that literally has the scope of every other Bioware game that's been created. The scope of the Old Republic is so vast that it almost seemed ridiculous that we were going to build such a big game back when we were planning out the game. But we managed to do it. The team really has done a great job of creating great quality content at a huge scale.
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