Star Wars - The Old Republic (MMORPG)
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Pipili




Posts: 446

PostPosted: Wed, 11th Jan 2012 18:00    Post subject:
Phil2003 can you please tell me why your key got banned? Or maybe someone else knows? I searched google and cant find anyone complaining getting banned because of where he bought key....??

Also i think it would be stupid of BW to ban keys since this is subscription based game... Confused
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Phil2003




Posts: 1336
Location: Austria
PostPosted: Wed, 11th Jan 2012 18:13    Post subject:
Pipili wrote:
Phil2003 can you please tell me why your key got banned? Or maybe someone else knows? I searched google and cant find anyone complaining getting banned because of where he bought key....??

Also i think it would be stupid of BW to ban keys since this is subscription based game... Confused


"I" didnt got banned, but the key has been deactivated by Origin in first place. So when i tried to enter it, it first tells me that im about to register my copy of the game, and when i click next i get "message not found". Still waiting for a refund or replacement key from directgamekeys.com.
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Pipili




Posts: 446

PostPosted: Wed, 11th Jan 2012 18:18    Post subject:
Ahhhh OK then, thats a totally different matter then....i thought you were playing the game and suddenly key got disabled. You made me sweat a little mate.... Laughing
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Phil2003




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Location: Austria
PostPosted: Wed, 11th Jan 2012 18:38    Post subject:
haha Troll Dad
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CaptnNemo




Posts: 909

PostPosted: Wed, 11th Jan 2012 22:02    Post subject:
meh...figures..taken from the official site...

Originally Posted by StephenReid
Hey everyone, thanks for bearing with us as we investigated the concerns raised here.

After investigation, it seems that the confusion here is a combination of a UI issue that's been resolved and a feature that's working as intended, but the reason why it's 'working as intended' needs explanation.

First, the UI issue. The preferences menu as it is seen on the Public Test Server for version 1.1 of the game is correct - there are only supposed to be two texture choices, 'Low' and 'High'. This replaces the original three-choice preference of Low/Medium/High because in reality, there was never supposed to be a 'Medium' choice - that was a bug.

Here's where we need to explain. As many of you have noted, your character in the game world is rendered using lower resolution textures than inside of cinematic conversation scenes. This was a deliberate decision by the development team. To understand why this was done, I have to briefly talk about MMOs and their engines.

In comparison to single player games and other genres of multiplayer online games, MMOs have much higher variability in the number of characters that can be potentially rendered on-screen at the same time. In MMOs, even though most of the time you'll see a relatively small number of characters on screen, there are certain situations in which many more characters will be seen. Some examples of these situations include popular gathering places in-game (in our case, the two fleets), Operations with large teams, and Warzones. In those scenarios the client (and your PC) has to work hard to show off a lot of characters on-screen.

During development and testing of The Old Republic, our priorities were to ensure the game looked great and performed well. In testing, we discovered that using our 'maximum resolution' textures on in-game characters during normal gameplay could cause severe performance issues, even on powerful PCs. There were a variety of possible options to help improve performance, but one that was explored and ultimately implemented used what is known as a 'texture atlas'.

To understand that I've got to get technical for a minute. When a character in the game is 'seen' by another character - ie, gets close to your field of view - the client has to 'draw' that character for you to see. As the character is 'drawn' for you there are a number of what are known as 'draw calls' where the client pulls information from the repository it has on your hard disk, including textures, and then renders the character. Every draw call that is made is a demand on your PC, so keeping that number of draw calls low per character is important. With our 'maximum resolution' textures a large number of draw calls are made per character, but that wasn't practical for normal gameplay, especially when a large number of characters were in one place; the number of draw calls made on your client would multiply very quickly. The solution was to 'texture atlas' - essentially to put a number of smaller textures together into one larger texture. This reduces the number of draw calls dramatically and allows the client to render characters quicker, which improves performance dramatically.

When it comes to cinematic scenes, however, characters are rendered using the higher number of draw calls and maximum resolution textures. This is because in those scenes, we have control over exactly how many characters are rendered and can ensure that the game performs well. The transition between 'atlas textured' characters (out of cinematics) and 'maximum resolution' textures (in cinematics) is mostly hidden by the transition between those two states (when the screen goes black), but obviously it's clear if you pay close attention.

In summary; yes, we had a small UI bug that unfortunately caused confusion over how the game is intended to work. The textures you're seeing in the course of normal gameplay are optimized for that mode of play. The textures you're seeing during cinematics are also optimized for that mode of play. They are higher resolution, but that's because we're able to control cinematic scenes to ensure good performance in a way we can't during normal gameplay.

We understand the passion and desire for people to see the same textures you see in our cinematic scenes in the main game. Because of the performance issues that would cause for the client, that's not an immediate and easy fix; we need to ensure we're making choices that the majority of our players will be able to benefit from. Having 'atlassed textures' helps performance overall, and that's a very important goal for us.

With that said, we've heard your feedback here loud and clear. The development team is exploring options to improve the fidelity of the game, particularly for those of you with high-spec PCs. It will be a significant piece of development work and it won't be an overnight change, but we're listening and we're committed to reacting to your feedback.


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Phil2003




Posts: 1336
Location: Austria
PostPosted: Wed, 11th Jan 2012 22:30    Post subject:
Got my replacement key. So Much Win
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farne




Posts: 3735

PostPosted: Thu, 12th Jan 2012 11:43    Post subject:
Congrats ^ Smile

Now, will someone tell me when the "open world" game will start? Going to team up with a friend of mine and it'd be awfully boring if we played the same class all the way to level 50, if such is the case.
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Sin317
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Location: Geneva
PostPosted: Thu, 12th Jan 2012 11:58    Post subject:
wizarD. wrote:
Congrats ^ Smile

Now, will someone tell me when the "open world" game will start? Going to team up with a friend of mine and it'd be awfully boring if we played the same class all the way to level 50, if such is the case.


At level 10, when you leave the "Beginner" planet.

Each of those planet is shared tho, so you could play from 1 - 50 together (jedi knight/consular, Smuggler/Trooper , Sith Warrior/Inquistor and Bounty Hunter/Agent).
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Thu, 12th Jan 2012 12:11    Post subject:
Note that you can leave the starter planet before level 10. You just need to finish your class quest on it (Technically you don't even need to do that, but you should).
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Sin317
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PostPosted: Thu, 12th Jan 2012 12:17    Post subject:
dezztroy wrote:
Note that you can leave the starter planet before level 10. You just need to finish your class quest on it (Technically you don't even need to do that, but you should).


Yeah but if you start the game a new, like they do, i highly suggest doing the whole planet ^^. + Sure you can move on to the next planet earelier, but you'd be heavily gimped and outlevelled by the enemies lol, so whats the point in that ?
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Yondaime
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PostPosted: Thu, 12th Jan 2012 14:06    Post subject:
⁢⁢


Last edited by Yondaime on Mon, 2nd Dec 2024 15:43; edited 1 time in total
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Phil2003




Posts: 1336
Location: Austria
PostPosted: Thu, 12th Jan 2012 15:17    Post subject:
Bah just got lvl14... long way to go i guess lol wut

Better waste my time with other things... like making such videos Razz

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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Thu, 12th Jan 2012 15:46    Post subject:
Oh well, canceled my sub now. There is just to much stuff that annoys me atm.

The non-existant customer service. The amount of bugs. The cheap excuses made by Bioware about some issues (Performance, High-Res textures..).
Unfinished features (Legacy of example). The lack of endgame content (Which is only temporary, but it's keeping me from hitting max level. There is not the slightest motivation for me to do it at the current state)

It's a shame cause the game surely is fun but could have used some more developement time.
Gonna take a peek again around march/april I guess.


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red_avatar




Posts: 4567

PostPosted: Thu, 12th Jan 2012 17:05    Post subject:
I haven't really found many bugs myself - it's the game itself that stops me from playing any more. Making groups is painful, chat room is as good as dead, quests are starting to get dull and combat has barely changed the past 10 hours. Sure, the abilities are fun to use in a way, but there's not enough challenge and tactics possible due to how enemy AI works and how the maps are laid out.
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consolitis
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PostPosted: Thu, 12th Jan 2012 18:20    Post subject:
http://www.eurogamer.net/articles/2012-01-12-bioware-swtor-post-mortem-its-more-innovative-than-an-fps

Quote:
Labelling Star Wars: The Old Republic competent but not innovative is "unfair", BioWare told Eurogamer - the MMO does more than today's FPS and action games to push its respective genre forward.

"It's been a little bit of an unfair characterisation," SWTOR game director James Ohlen remarked to Eurogamer. "Because if you look at other game genres, if you look at a Battlefield or a Call of Duty or a Gears of War or even a Half-Life - those games use the same tried and true interface and the same tried and true game mechanics of the first-person shooter genre that's been around for 20 years.


BioWare trolling again Laughing Reaction
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garus
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PostPosted: Thu, 12th Jan 2012 18:27    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:25; edited 1 time in total
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Revan6999




Posts: 333

PostPosted: Thu, 12th Jan 2012 20:22    Post subject:
1.1 trailer
http://www.gametrailers.com/video/rise-of-star-wars/725676
Playing the zombie card in the very first patch. Sure looks desperate.
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sabin1981
Mostly Cursed



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PostPosted: Thu, 12th Jan 2012 20:30    Post subject:
Sigh. For someone with the handle "Revan" you don't know much about the lore, eh? Tut tut tut.

Mutants != zombies.
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dezztroy




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Location: Sweden
PostPosted: Thu, 12th Jan 2012 20:34    Post subject:
Pretty good trailer. Love the dead space vibe, heh.
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Smikis.




Posts: 1994

PostPosted: Thu, 12th Jan 2012 21:00    Post subject:
sabin1981 wrote:
Sigh. For someone with the handle "Revan" you don't know much about the lore, eh? Tut tut tut.

Mutants != zombies.


you should listen to last words of the trailer.. and if then you try to claim this isnt zombie cash in with " mutant " name on it...

since mutation is real thing, and zombies arent, for some reason we didnt had a god damn mutant apocalypse when Chernobyl went baboom..

bite + infection= zombies.. call it whatever you like
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Thu, 12th Jan 2012 21:07    Post subject:
Smikis. wrote:
sabin1981 wrote:
Sigh. For someone with the handle "Revan" you don't know much about the lore, eh? Tut tut tut.

Mutants != zombies.


you should listen to last words of the trailer.. and if then you try to claim this isnt zombie cash in with " mutant " name on it...

since mutation is real thing, and zombies arent, for some reason we didnt had a god damn mutant apocalypse when Chernobyl went baboom..

bite + infection= zombies.. call it whatever you like


So you're saying they should just pretend Rakghouls didn't exist in the Star Wars lore?
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Revan6999




Posts: 333

PostPosted: Thu, 12th Jan 2012 21:19    Post subject:
They exist, but Bioware is turning them into plain old "bite you and you turn zombies". The horde is upon us!Whatever shall we do? Oh yea, Hearthstone back to the fleet.
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sausje
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PostPosted: Thu, 12th Jan 2012 21:20    Post subject:
1.1 "wallpaper" they posted on FB after reaching 1.1 million followers on social networks worldwide.

https://www.facebook.com/photo.php?fbid=10150490454788860&set=a.10150113796393860.291837.28984808859&type=1

 Spoiler:
 


Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)
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sabin1981
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Posts: 87805

PostPosted: Thu, 12th Jan 2012 21:23    Post subject:
Revan6999 wrote:
They exist, but Bioware is turning them into plain old "bite you and you turn zombies". The horde is upon us!Whatever shall we do? Oh yea, Hearthstone back to the fleet.


You and smikis need to pay more attention to the lore Laughing rakghouls are mutants, plain and simple, and they have been engineered to mutate anyone they bite. Nice try though Laughing
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Thu, 12th Jan 2012 21:32    Post subject:
Revan6999 wrote:
They exist, but Bioware is turning them into plain old "bite you and you turn zombies". The horde is upon us!Whatever shall we do? Oh yea, Hearthstone back to the fleet.


Spoiler: They haven't changed since KOTOR.
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Gvaz




Posts: 345
Location: USA
PostPosted: Thu, 12th Jan 2012 22:12    Post subject:
sabin1981 wrote:
Sigh. For someone with the handle "Revan" you don't know much about the lore, eh? Tut tut tut.

Mutants != zombies.


They are mutants but the video is designed like a zombie movie trailer, and the effect they do is a whole hell of a lot like zombification.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Thu, 12th Jan 2012 22:14    Post subject:
It doesn't matter, the fact is this has nothing to do with zombies. There ae enough things to complain about regarding SWTOR (if the hatred brigade is to be believed) but making a stink because of rakghouls, which are already established in the SW franchise and lore, is idiotic and just smacks of desperation.
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Thu, 12th Jan 2012 22:32    Post subject:
The trailer made me mad because of other things like, for example, showing cutscene footage only so the textures are sharp.


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red_avatar




Posts: 4567

PostPosted: Fri, 13th Jan 2012 07:12    Post subject:
And amusingly, you'll get attacked by Rakghouls and won't turn into one like in every MMO out there Except maybe a 10 second effect or something like that Laughing
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Sin317
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Location: Geneva
PostPosted: Fri, 13th Jan 2012 13:15    Post subject:
on taris, when you fight Rakghouls, you get a stackable debuff on your endurance (each stack 1% of your health i think it was). So you definitly get weaker hehe. + When you play the taris quests through, you actually find an antidote of sorts, so you now NOT turning makes sense (since YOU are immun against now)

Sometimes playing the "optional" story lines of the planets pays out ^^

edit : "not" lol.


Last edited by Sin317 on Fri, 13th Jan 2012 13:52; edited 1 time in total
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