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Reader Comments (76)

Posted: Jan 20th 2012 6:32PM (Unverified) said

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@Lenn

No one would know. He's never invited:(
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Posted: Jan 22nd 2012 7:10PM henbot said

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@Lenn
I agree with you on earlier comments but, but you don't have to read it (forums).
I think their censoring and over the top moderating of the forums isn't helping the situation either.

It's a great one player pve game, but with out doubt the dullest pvp title i've seen in a while. but hey different strokes for different folks right?
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Posted: Jan 20th 2012 6:19PM Nenene said

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"and significant input delay in "certain game situations, most notably (but not limited to) fast-paced PvP"

You only just NOW noticed this?!

Posted: Jan 20th 2012 6:33PM rhorle said

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@Nenene

That could be possible. Biowares specialty is Story. They've said about Dragon Age that if they could remove combat they would. They've never had a good grasp of ability with combat in their games so its is plausible that they just didn't worry to much about it.
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Posted: Jan 20th 2012 8:13PM KvanCetre said

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@Nenene
They've been talking about it for a while.
I PvP a LOT and have never noticed it - it's interesting that it is hardware related and happens mostly on dual core (I'm on quad-core).

I'm sure the fix isn't as simple as many would like to believe.

You could say that it should have been fixed in beta, but unfortunately, from my experience, all people during beta would say was "combat felt clunky" which really doesn't provide feedback a developer can use.
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Posted: Jan 21st 2012 8:59AM Borick said

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@KvanCetre If someone tells me that combat is 'clunky', then I know exactly what the issue is. Pace. Timing. Go check the timing on the server calls and figure out where the bottleneck is.

It won't be easy to fix. In fact, it's probably impossible to fix without deconstructing some essential low-level code nightmare, but that's what other games in the genre DO.

Don't tell me that if someone tells you combat is 'clunky' you'd be baffled by what they're trying to impart. Slow abilities. Delays between button-press and damage output. These things undermine the integrity of the PVP systems and are game-breaking for those who experience them.

Combat mechanics are much lower level (important) than are story mechanics and voice-overs (Even if most of your game is about story).
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Posted: Jan 20th 2012 6:24PM Ratham said

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@Ratham They did NOTHING other than stop spawn camping, faction balance is still a MAJOR issue which they didn't even address.

Posted: Jan 20th 2012 6:30PM (Unverified) said

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@Ratham How do you expect them to fix the faction imbalance? Force players to re-roll or force transfer Imp toons to Republic? This is a player issue not a Dev one, the most they can do is make changes with the faction imbalance in mind

Posted: Jan 21st 2012 3:33AM Amusednow said

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@(Unverified) How to fix a imbalance? Open up all classes to all sides not pussyfoot around by just having agents and mercs on one or troopers and smugglers on another. They cloned WoW and kept the idiotic factional separations in so people have to pick one side or another instead of a class they want to play. Besides people who pvp in a mmo are idiots anyways who need gear imbalance to do anything as they lack skill to play fps games.
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Posted: Jan 23rd 2012 7:29PM (Unverified) said

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@Amusednow

... Wow, talk about talking out your arse.

The classes are mirrors. Jedi Knight and its ACs, exactly like Sith Warrior and its ACs.

Jedi Knight == Sith Warrior
Jedi Consular == Sith Inquisitor
Smuggler == Imperial Agent
Trooper == Bounty Hunter

The only differences are cosmetic (names and spell effects). Even the talents are just renamed versions of each other. The factions are balanced, class-design wise.
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Posted: Jan 20th 2012 6:33PM (Unverified) said

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The ability dealy has been in this game for the past 2.5 years (Beta) and now they are gonna fix it "soon" .


HAHAHAH lol

Posted: Jan 20th 2012 7:33PM Beltyra said

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@(Unverified) Holy crap! A Time Traveler from a parallel universe where games are developed before they're developed!
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Posted: Jan 20th 2012 6:33PM Lenn said

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@Ratham I'd like to see them solve that one. They'd be the first ever to do that.

Posted: Jan 20th 2012 6:39PM Ratham said

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@Lenn

>Limit players in the zone based on the underdog side

>Give a % buff to the underdog side based on the ratio of how out numbered they are

>Npcs for every person they're out #'d by

>Add a 3rd faction just for Ilum with monster-play style classes

>Add incentives to re-roll / play Republic

>Turn Ilum into a large 24v24 warzone

Posted: Jan 20th 2012 9:57PM Lafajet said

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@Ratham Sorry for butting in, but my game design senses are tingling like crazy right now. I'll take it one by one:

>Limit players in the zone based on the underdog side

Not a good idea when it comes to an open world zone, it makes little internal sense with the rest of the game and seems to me like it would basically be the equivilent of having invisible walls that players are hitting constantly.

>Give a % buff to the underdog side based on the ratio of how out numbered they are

That solution is sort of like putting a bandaid on a flesh wound, it doesn't solve the fundamental problem and the procentage would have to cap out somewhere, making it possible that the outnumbered faction will still be steamrolled. It's debatable if it should or should not be implemented.

>Npcs for every person they're out #'d by

Unless they make some significant improvements in AI technology that won't be much help. NPC's aren't comparable to having another human on the team.

>Add a 3rd faction just for Ilum with monster-play style classes

That would lead to a very significant overhaul of the game and its systems would have to be made. I doubt that it's something Bioware have the time or will to do.

>Add incentives to re-roll / play Republic

I believe that's what the Legacy system is supposed to be for? Giving one side any significant advantage over the other by design isn't really a good idea, if that's what you meant, but I may be putting words in your mouth here, feel free to correct me.

>Turn Ilum into a large 24v24 warzone

That won't really work, the scale just isn't right and it would be a significant investment of time to change the whole system.

I'm not saying there isn't room in the design space to try to promote a better balance between factions, I'm just saying that most of the time what seems like an easy fix... really isn't.
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Posted: Jan 20th 2012 6:40PM Ratham said

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@(Unverified)

It most certainly is a developer issue.

They knew the factions would be severly imbalanced, yet aded NO system to help the underpopulated side at all.

Its the "get farmed or dont play" thingy... thats horrible game design.

Posted: Jan 20th 2012 6:45PM Miffy said

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His response makes me worried they don't understand the actual problem. Will have to wait and seen but I have a suspicion that they've missed the point and we'll have lots of complaints that the fix hasn't fixed anything. They'll probably try to blame our PCs or something lol...

The Hero Engine cannot handle more than 20 people in one area at the same time, it is not our PCs but the actual Engine. When I'm maxing out BF3 with 64 players and full AA on huge maps and the models are all high resolution at 80FPS and only getting 20 on Ilum with like 40 people and low resolution textures there is something wrong.

Posted: Jan 20th 2012 8:13PM (Unverified) said

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@Miffy
So, you're an expert on the Hero engine now?
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Posted: Jan 22nd 2012 11:42PM Song7 said

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@(Unverified) Funny thing is you don't need to be an expert to see the obvious.
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Posted: Jan 20th 2012 6:47PM Lenn said

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@Ratham They may have severely underestimated the Empire side's popularity.

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