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Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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heapum
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Registered: 10-29-2003


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mpdivo wrote:


Chieftain1900 wrote:
Welcome Sheri,
 
Simple and plain fact: People are leaving SWG because Jedi is unattainable to the average person.
Look on Ebay and tell me that I am wrong. People paying up to $1500.00 dollars just to
play as one.


Please do not listen to comments like this.  There are too many Jedi as it is, at a time in Star Wars history where Jedi but all but extinct.

I do not want to play in a world where everyone is a Jedi...



     100% agree. SWGs not about jedi. its about everything else that is starwars. Give this game such an injection of imersive content that it faded jedi into the background and they are all but forgotten. Only to be found again by a old vet player who just so happens to passively get all six FS skill lines to qualify for the paddy trials blasting through all that content I Tell you now, if commando worked I wouldn't have went after jedi.
 
     The best of luck to you Sheri. Building content for SWG under the vice of the Star Wars standard will be a daunting task.
01-14-2005 06:29 PM   Report Abuse to a Moderator
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Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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TheRogerWilco
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let's just see monthly updates to places, like everquest had, a new planet every month would be way cool   it's really what this game needs for the long time players /shrug
 
 
 
 
 
 
 
 
 

-Ketzal tells you, "Load kills is the only way you'll ever kill me, enjoy it." -You tell Ketzal, "Having a Jedi by your side is the only way you'll ever kill me, enjoy it.

01-14-2005 07:56 PM   Report Abuse to a Moderator
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Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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darthsabertooth
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Im addicted to swg,and i love it.Despite any lack of content or combat balance issues...i still love it.People have had some great ideas here and i hope you consider them,sheri.

What id like to see in swg is going alot with what alot of others here have said.But also id like to see professions like armorsmith get more items they can make and in return give the community more items to use in combat or whatever.Also,dungeons are also an important thing,and some more instanced ones would be great.At the moment,swg is not the best mmo out there at the moment,but i think it has the most potential myself.
01-14-2005 08:39 PM   Report Abuse to a Moderator
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Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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Ridenar
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yet another  'we are gonna fix things' letter  
 
oh the joy in my heart
 
lets see
 
x years alpha (didn't get it even close to starwars)
x months beta (didn't get it even close to starwars)
18 months live (didn't get it even close to starwars)
 
but in the next few months they are gonna fix it all!!!...
 
i'm stocked   really!.
 
 
 
 
01-15-2005 03:03 AM   Report Abuse to a Moderator
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Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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Chroma_Key
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Once again welcome aboard

Since everyone is posting their suggestions I will advertise mine too. Check my sig below for a suggestion that:
 
  • Determines the role of Jedi in SWG, meaning how they fit both in the game experience and in the timeline of the Rebellion Era
  • Fixes the unhealthy relationship of Bounty Hunters-Jedi
  • Adds content to the game
  • Promotes players working together
  • 01-15-2005 03:58 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead   [ Edited ]
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    Chieftain1900
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    Mpdivo, your so wrong and your opinion is tainted by your bias. The reality and facts are stated and your inability to cite any factual basis for your rhetoric is absurd. Do not listen to Mpdivo, Sheri he apparently is so self-absorbed that he can not think clearly. Now, Heapum, I have stated clearly and factually why people are leaving this game and he/they apparently thinks that this is a disservice to your or Mpdivos' well being in the game. The main thing that derides your guys' confusion is the mentality of seeing that the only real scenario that sets apart this game from any others is the ability to become a Jedi. That being said, It's not the only thing but clearly the Main...

     

    Message Edited by Chieftain1900 on 01-15-2005 06:21 AM

    01-15-2005 06:06 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead   [ Edited ]
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    bonedriver
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    Space Content
     
    Imperial Bases  Where are the Big Imperial Star Destroyer Bases that form the backbone of the Empire?  They should be very Star Wars looking and titanic, able to service many of the huge behemoths.  These should be fully cities in their own rights.  Additionally ship yards should be added like Kuat as expansions allow.
     
    Non-organic and Petrochemical Mining should be primarily a space venture, with scouts and artisans able to purchase "seeker" mining ships and really gp check out those trojan points and asteroid belts.  Resouces should spawn as entire rocks just like in the present system, but instead of shifting the rock gets eaten away when mined, getting smaller until it fragments to little pieces. 
     
    Of course, the problem of claim jumpers might be a problem, so good finds might have to be patrolled by hired NPC guards or PCs, an where better than to hire pilots than starports or cantinas with PC created "job listing" terminals? 
     
    Mining Gas Giants  All the petrochemical and hydrocarbons you would ever need, at the bottom of a city sized gas mine platform.  Bring the gas giants into play as usable destinations too!
     
    Asteroid Civilization/Cities  Architects could prepare blasting plans and large hired bore droids could blast tunnels into selected asteroids, carving out space bases, homes or myriad smuggler complexes for population by players.  The sky is the limit here!  Build some major Developer settlements (Nar Shadaa anyone?) in each system, to give a place for players to go, then let THEM exploit and build in the stars! 
     
    Starliners  Give players the options to board starliners, which transit space somewhat more slowly than the normal transport.  Whole adventures could be placed aboard these vessels, including player developed ones with intrigue and subterfuge.  Make it so that they can be attacked, disabled and boarded by pirates, rebels and above all Imperials.
     
    Orbit and Land  Main planets should be orbitable, and landable.  Ships should be able to land on the ground, even through a loading screen.   That includes a pilot's eye view of the "landing cycle" and external observation on the ground. 
     
    Bonedriver
     

    Message Edited by bonedriver on 01-15-2005 07:06 AM

    01-15-2005 06:49 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    bonedriver
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    Scope
     
    What exactly ARE the technical limits that you Developers work under?
     
    As in: 
     
    1) Why can't you currently orbit worlds in JTL? 
    2) What is the major problem with a load screen prior to atmosphere then running the starship through the landing cycle to the starport?
    3) Why EXACTLY do polygon counts so adversely affect lag in cities?  What can be done about it now and in the future?
    4) Is there anything game engine wise or techically (out of game engine on the server-bandwidth end) that can be done to decrease server latency, or is that really a function of the speed that the net is operating at and we are "stuck with it?"
    5) Why can't we pack more people into smaller areas, increasing server population density (for cites) without increasing lag?
    6) Why do we have to have SO MANY servers?  Is there a fix possible to this in the future to accomodate higher densities?
    7) Why is is so problematic to solve the multiplayer vehicle issue?  It is done in JTL so why not in the ground game?
     
     
    I am sure there are MANY others.  Try establishing a continuing thread talking about these limits and let players in on your problems, as well as perhaps providing solutions!
     
    Bonedriver
     
    01-15-2005 07:33 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    Yakisoba1
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    I'm not on the Sony team, but I was in the game industry once. I'm in the IT business now, so servers and networks are familiar to me. Your questions have somewhat complex answers, but I'll take a stab, if you like:
    1) Because the worlds are flat. Big, flat objects. I bet; not for sure, as I haven't spent much time in JTL. I like the perspective, but since they decided early on to not have atmospheric flight, I bet they "cheated" the worlds in there for background only. One reason you can get very very good framerates in space is that there is no ground. Ground, and the collision checks associated with it, plus camera checks, clipping, and so on limit one alot.
     
    2) I don't know. I too would like a more "landing" feel to the game. I'd love to take off from anywhere on Dath, for example. Unfortunately, this would lead to many areas of worlds looking like parking lots. Yeesh. As to playing a cinematic, you'd need to make one per world, or perhaps per starport, and I bet they just didn't have the money or time in the face of other priorities.
     
    3) Polygon counts are not the only thing. The complexity of calculation in a city with many moving objects and lots of corners and weird sightlines is huge. It's not so much the poly count as the server deciding what to show you as you round that corner, and are able to see another player or client object. Then, the poly count comes into it, as well as the sound system, and so on. Having 3+2 objects in close proximity is not 5x as much server load/stress. It's more of a multiplicative curve than additive. The equation that defines that curve varies beyond my ability to determine, for SWG anyhow.
     
    4) Decreasing server latency is an ongoing problem in any clustered environment. In general, you can throw money at the problem. That money can be spent on very, very highly paid server programmers and systems analysts who can tell you where to spend yet more money on better hardware that will be obsolete in 18 months. The secondary problem is that there are no "standard" books on how to be a good server-side game programmer. Those guys are grown, organiclaly, out of the game industry, and are hard to come by. Sony has an excellent one or two, but it'll tkae a while for them to make their influence felt. Look at the difference between the database support in EQ2 and SWG, and you'll see the difference that just  acouple of years makes. Are we stuck with it? Until it becomes a critical issue, yep. Content and making SWG more Star Wars will come first, if SOE is smart about it.
     
    5) See above. For more people, you need more servers dedicated to a smaller area, which means more latency, and eventually, you hit diminishing returns. There are curves which define this point, but they are specific to the network you are talking about, and I'm not privy to Sony's.
     
    6) So many servers? So many worlds? Because of database size, probably. Look at the objects in SWG. Each one has a serial number. That means that someplace, a database is tracking EVERY ONE of those survival knives I just sliced to make master smuggler. It's mind boggling. It's also magnificent. Not sure I'd have been that ambitious, but since they were at SOE, it means that to have a good shot at not overloading their database, they have to limit servers to a certain size. This answer is the one I'm least sure of, but I bet server number is dictated by projected database size, and that's why we have alot of worlds.
     
    7) I don't know. I'd like to have a comely companion sharing my speeder from time to time as well. I can show her my yacht, but I can't take her for a drive. Ah, well, perhaps sometime in the future.
     
    --Yakisoba
    01-15-2005 08:10 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    TheSidhe
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    mpdivo wrote:


    Sewoo wrote:



    You guessed wrong and JTL blows -- after master there is zippo content!  750k subscriptions to under 20k subscriptions, you do the math.. People are leaving in trainloads. 


    I'm with you about people leaving in droves - that's a fact. Where did you get your numbers? I'm not challanging you; I would like to research it for myself. My understanding is that subscription numbers are not easy to come by. Earth and Beyond folded with roughly 25,000 subscribers (according to EA in an interview with CGW).
     
    My gut tells me that if the number s were in the 20k ballpark - they would pull the plug. Please people, don't come out of the woodwork with "all SOE wants to do is make money blah, blah, blah, yadda, yadda". It costs money to do these kinds of things - a lot of it. Which means you need a lot of it coming in to cover expenses and fund the future stuff. At some point it just isn't worth it.

    Message Edited by Sewoo on 01-13-2005 03:19 PM


    You know why I don't take these post seriously?  I played Ultima Online for about six years.  I remember the same post.  I even quit because of the Trammel.  Tons of post about people leaving in troves...but UO is still around, with it's crappy graphics and expansions...


    Like anyone cares that YOU don't take these posts seriously!   You seem to enjoy playing crappy games -- Kudos..

    I certainly hope you are sterile.

    01-15-2005 10:37 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    bonedriver
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    Yakisoba1,
     
    Excellent post and it clears up a significant number of questions.  This is the "technical wall" the game (and our expectations of it) are up against.  I do realize there are reasons the Development Team sets things up the way they do, perhaps immutable ones.
     
    Thanks again for the superb commentary, and I hope to hear something like it from Sony along with future plans to surmount these obstacles.
     
    Bonedriver
    01-24-2005 07:27 PM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    RedEyeJack
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    Ridenar wrote:
    yet another  'we are gonna fix things' letter  
     
    oh the joy in my heart
     
    lets see
     
    x years alpha (didn't get it even close to starwars)
    x months beta (didn't get it even close to starwars)
    18 months live (didn't get it even close to starwars)
     
    but in the next few months they are gonna fix it all!!!...
     
    i'm stocked   really!.
     
     
     
     


    LMAO soo true soo true

     

    But if you think about it ... If the game was just based off SW world it would get a bit Try and dry.....

    What kills an MMO is the fact that the companys dont want to deviate from the concept they started out with.

    A MMO is a living breathing thing

    It want It need It breaths It eats it drinks

    the players of these MMOs out there are the life force in them. With out us the player a MMO dies.

    So with that said leads meh in to the next key element of MMOs they must adapt Twist and turn and Fancy the tastes of manny Worldly cultures as well as a persons tastes. My self i like the people i play with and story content with a dash of PVP. thier is nothing like some guy or Gal getting Mad and sending Harsh and volger tells to you cuase you pawned thier Candy A$$. So What is StarWars?

    StarWars in a nut shell is culture look at the american Culture around the time the 1st 3 movies were made and they seem to relate with events in that Worldly Time line in the U.S.A there for took off like a rocket in to space! Then Starwars became a culture Icon and influenced the masses and as the story line even now in Starwars is adapting and changing in Further events in Time line and the way the Charaters in the Storys relate to one another. I am sure some were in StarWars there is a Hero Villian or protagnist that we can relate to. Thus Brings us to our own MMO!

    We dont Feel like that hero as we play the game or the Vilian that we Lothed so much. Most the Quests i have done in the game Dont make meh feel like i am a Han solo, Darth vader,or a Trandoshian on the brink of insainity.

    This game has alot i mean ALOT of protential Even if they Follow the Story line and the Time line As it stands. I am sure those of use that read the books Know there is alot more going on in this time line then a Farm boy VS a great Empire Govenment! There is alot of charaters that can be put in to the game to intereact with.

    Well i have spent too much thought and time on this post i need to go back to Harvesting a little Hemp

    MMOs save peoples lives from people like meh
    Orituss GANKED!

    01-15-2005 07:15 PM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    RedEyeJack
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    Chieftain1900 wrote:
     
     
    Mpdivo, your so wrong and your opinion is tainted by your bias. The reality and facts are stated and your inability to cite any factual basis for your rhetoric is absurd. Do not listen to Mpdivo, Sheri he apparently is so self-absorbed that he can not think clearly. Now, Heapum, I have stated clearly and factually why people are leaving this game and he/they apparently thinks that this is a disservice to your or Mpdivos' well being in the game. The main thing that derides your guys' confusion is the mentality of seeing that the only real scenario that sets apart this game from any others is the ability to become a Jedi. That being said, It's not the only thing but clearly the Main...

     

    Message Edited by Chieftain1900 on 01-15-2005 06:21 AM


    Jedi are not the problem..... Not enuff bounty hunter Gank Squads is the problem lmao

    But really those who want to be jedi or trying for it! the EXP is insain and the Amount of EXP you get perkill depending on what you kill is low.

    So i feel as time gos along more people will either give up as i have seen 4 others do and go back to Pvping and loot farming .....what else is there to do ?

    Jedi and Dark Jedi are not the Problem I Feel its the players fualt if they cant intereact with these power players After all thats what Jedi is for.

    We happen to have what seems to be alot of power players. It cant be helped cuase with out Jedi for those Powerplayers what would they do? Move on to a New MMO like i did with EQ after Running out of things to do of corse back then i had no Job nor a life... well i still dont have a life LMAO

    MMOs save peoples lives from people like meh
    Orituss GANKED!

    01-15-2005 07:25 PM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    heapum
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    Chieftain1900 wrote:
     
     
    Mpdivo, your so wrong and your opinion is tainted by your bias. The reality and facts are stated and your inability to cite any factual basis for your rhetoric is absurd. Do not listen to Mpdivo, Sheri he apparently is so self-absorbed that he can not think clearly. Now, Heapum, I have stated clearly and factually why people are leaving this game and he/they apparently thinks that this is a disservice to your or Mpdivos' well being in the game. The main thing that derides your guys' confusion is the mentality of seeing that the only real scenario that sets apart this game from any others is the ability to become a Jedi. That being said, It's not the only thing but clearly the Main...

     

    Message Edited by Chieftain1900 on 01-15-2005 06:21 AM


        

         I know why a mayority of the people I know left. Jedi was the only real goal set forth by the developers. I know some hardcore SW fans are leaving SWG because of all the jedi running amock and trashing the timeframe, but I honently believe that these folks are in the minority. most people have left because there was nothing left to do after, mastering a prof, going out on loot fests, Dying or pwning in the borked PvP system, making millions as a long term crafter, building a city, founding a guild, and becoming a jedi. that last one is the equivelent of another MMOs grind to max level char for a PvP fest.

         The only two profs that has game machanics specifically designed for it beyond the basic combat system is Jedi and bounty hunter. Jedi have the FRS and being hunted. Bhes hunt the jedi. you can breeze through all the other content now with the docs and their uber buffs. mastering a prof in three days is no prob now. you can kill almost anything with one combat prof, and everything with a combat template. PvP is jacked because people have tried and tested out all the best templates to use. If your not one of those, your dead. the only thing guilds have to do is hunt or craft for combat profs. All loot is just misc stuff or little weapon enhancing things. Pure and simple there is nothing in the game for players to apply their profs to besides PvP, and thats busted.

         I know this as fact for these reasons. One of my best ingame friends who went by the name of myreth quit two months after she mastered WS. She mastered swordsman two days before she left. Another one of my ingame friends migrated over to EQ2 when it went live. I watched the city that their guild built disappear within a month and a after EQ2 went live. the residents of radient now have a long ride ahead of them if they want to go krayt hunting. I watched most of the guild trickle away well before any other MMOs showed up. they left because they wern't willing to spend the exhorbitent amount of time to unlock the only in depth content SWG had for the long term player, jedi. After experiencing what little content their was they all up and left after that.

         My brother and I are the only ones left from the origional folks we used to play the game with. I will be leaving shortly once I master out my jedi and hunt with the guild I am currently with ATM. If I PvP at all it will be as a support player since jedi can't stand toe to toe with the current templates of the day. There is no content beyond what just mentioned I will do. There are no game machanics to apply all these profs to. Thats why people are leaving. Thats why this game is on its death bed. I hope the devs can pull it off life support and give the incoming players something grand to expierence.

         But I know one fact. Lucas isn't going to sit around and let SWG be the game that tarnishes the Star Wars name in the gaming industry. If SWG goes under I expect to see an SWG two takes its place. IT will be released when its ready, with all the game machanics for players to apply their profs to, with hordes of story driven content, and hordes upon hordes of content that promotes player interaction.

         I don't see players leaving the game as a dis-service to me in any way, shape, or form. It was their choice to go and I honestly don't blame them. The only reason I stay is the people I know and play the game with. When they all move on I will do so too. I post my ideas here in hope that the devs will get cracking on that content so we players have something to do and keep the fun times going.

    01-16-2005 01:30 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    Pilot
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    bonedriver wrote:
    Scope
     
    What exactly ARE the technical limits that you Developers work under?
     
    As in: 
     
    1) Why can't you currently orbit worlds in JTL? 
     
         The massive amount of layers that this game has in its rendering system is the biggest reason why it wont happen ATM. Not only does the game do multiple renders of the same frame but it also bump maps every surface, and applies a pixal/vector shader. all that combined will slow down most current computer systems systems. its also the main reason why everything moves so slowly in game and why vehicles were such a pain to put in to begin with. JTL has already proven that playes can move at high speeds and still be tracked by the servers with ease.
         Second, literally making the planets round for orbital landing would distort the ground perspective of everything so bad. Of course the earth is round but its so huge that we barely notice the slight horizontal curve. its more aparent as you climb in altitude. However if they devs applied so fade in tricks and an above the couods atmosphere zone on each planet they could get away with atmospheric landing. However players would have to pick their landing spot prior to going below the clouds and go about as fast as a swoop bike 300m up. that looks horendousely slow. each ship could have a foot print like a structure and be limited to where housing is placed. that the only solution I can think of for getting atmospheric flight in under the games format.
     
    2) What is the major problem with a load screen prior to atmosphere then running the starship through the landing cycle to the starport?
     
    See question one
     
    3) Why EXACTLY do polygon counts so adversely affect lag in cities?  What can be done about it now and in the future?
     
    The closer things are togather the more resources are needed to render the objects. More polygons = more points to calculate = more hertz dedicated to the rendering of the objects. Its the number one reason why rendering computer animated scenes takes forever.
     
    4) Is there anything game engine wise or techically (out of game engine on the server-bandwidth end) that can be done to decrease server latency, or is that really a function of the speed that the net is operating at and we are "stuck with it?"
     
         Buy bigger, buffer, more uber servers. dems the breaks. bandwidth isn't to much of a problum since SWG is probably working off of a T3 line anyway. Its getting all the info about a player character that needs to be rendered that the problum mainly. every toon probably has a database on it that tells the client what they are wearing, what weapon they are holding, and what settings they have on their character customization chart. Fetching the data for that is a snap. But the client still has to go about searching for all the graphics to render the character on screen. Thats probably your main source of lag.
        
    5) Why can't we pack more people into smaller areas, increasing server population density (for cites) without increasing lag?
     
    See answer four
     
    6) Why do we have to have SO MANY servers?  Is there a fix possible to this in the future to accomodate higher densities?
     
    each server is setup to handle up to 125 at a time. probably that way to maxamize performance. can't get past it without geting better servers.
     
    7) Why is is so problematic to solve the multiplayer vehicle issue?  It is done in JTL so why not in the ground game?
     
    Meeeh, they just haven't got around to it. they are soooo many other pressing issues out there ATM. I know multi player speeders will show up evertually.
     
    I am sure there are MANY others.  Try establishing a continuing thread talking about these limits and let players in on your problems, as well as perhaps providing solutions!
     
    Bonedriver
     

         A few comments on cut scenes. only place that any cinimatics can be applied without hindering game play would be when initially taking a quest or entering an area where the actions of accomplishing a quest will take place. An example would be talking to a NPC for the quest. you would lose all control of the toon except for responding to the NPC. The ingame camera would shift pan, zoom, roll, and do its thing while the NPC talked to give the whole conversation a more dramatic affact. Whole scenes can be keyed to groups to. anyone in the group would lose control of their character and be presented with the cut scent as well. they may not be able to affact the NPC with answers but maybe some options to express some social emote during the scene would be setup.

         Its all quite possible to get away with to. Things like making characters invonerable while witnessing the cut scene and limiting cut scene to a local area would need to be added to prevent player griefing. it would suck to be a part of a group sitting 1000m outside of town and all of a sudden be warped back to town to watch a cut scene. Little camera cut scenes can play also showing the player the spawned target. maybe the camera can pan in and back out showing the player a caravan that they need to destroy or protect once they get withen a 500m distance. Maybe an overhead shot can be shown when they succeed at the mission. its all doable. the devs just need to get some stuff of their plate.

    01-16-2005 02:19 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    LevaOripa
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    But this isn't going to be accomplished in a day, a month or even a calendar quarter. Currently we are ramping up on the tools and smoothing out the processes so we can get content to you in the quickest, cleanest way possible. Our plan is to get up to speed by producing content similar to what you see now and as we get our bearings, we will work to bring you more diverse, interesting, and most of all "Star Wars" focused quests and missions as we go forward.

    During this phase, you can be certain one of our first tasks is to read through the boards and the archives to make sure we are completely familiar with what you have been asking for. Ultimately, we want to bring you the SWG experience you want and expect!
    --------------------------
     
    Dear Sheri
     
    Welcome to SWG
     
    you have a daunting job ahead of you
     
    We have thousands of NPCs in the game giving quests/missions its labeled content and 98% of those quests were given about 3.5 minuts of consideration and thought then encoded and placed in the game......there boring and meaningless and unfun try a few and you will see what i mean
     
    A well thought out quest would take a creative person many hours of time to complete and balence............then this quest could be considered content by the players and enjoyed.......but who is more qualified to make a content filled quest ?
     
    A buisness person like those in the dev team or a Geek who knows everything about your products lore and history ?
     
    The Geek hands down
     
    You need to have a quest/mission generator made for you..........its like a game in its own right.................use this game to let the SWG geeks make the quests and missions for you they as a community will spend thousands of hours creating these fun and interesting quests and missions for the game that you do not have.
     
    Quest created by......SWG Geek
    Quest approved and modified by ....SWG Dev name here
     
    All you need to do is spend minutes reviewing them polishing them then adding them to the game
     
    What is content..........................
     
    Its the
     
    quests
    missions
    loot
    dialog with npc's
    they cant be a one time thing they must be dynamic so they arnt boring like they are now
     
    If you had a program made so the players can use tools to make the quests and all you had to do is review it look at the time that could be saved verses a Dev spending all that time attempting to make each quest themselves
     
    Its much easier and faster to edit and polish than to create
     

    Leva........Jedi animal slayer spender of credits

    -Leva- Free jedi ALT GCW / pvp ready
    Master Rifle
    Master Fencer
    Pistoleer 0040
    Medic 0040

    01-16-2005 03:13 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    Chieftain1900
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    Heapum wrote: I know why a majority of the people I know left. Jedi was the only real goal set forth by the developers. I know some hardcore SW fans are leaving SWG because of all the jedi running amuck and trashing the timeframe, but I honestly believe that these folks are in the minority.
     
    Okay I guess I misunderstood your earlier post. We are in agreement on this fascet of the game.
     
    I would like to ask you how far are you away from becoming a JEDI?
    01-16-2005 07:51 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead   [ Edited ]
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    bonedriver
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    Heapum,
     
    Thank you for the post.  The multi-pass render clears things up a bit.  I use Lightwave to render high res imagery from models so I know something about how this works, only that the realtime environment is much more demanding than a straight up essentially time-unlimited render.  Obviously technology has to improve to achieve some of the goals I would like to see in the game, however, there is no time like the present to do so. 
     
    The only way SWG is going to be a flagship is IF it is cutting edge.  Code, graphics, gameplay and overall game enjoyment have to be the best.  It simply can't continue to be the game of 1 year ago (even if it had been great then) and expect to hold a base of players.  That means enhanced speed certainly at the server end, maybe at the client end too.  SWG has some great core ideas in it, but it must constantly improve and that means have money invested in it.
     
    As for worlds being round, I was more thinking along the lines of they are round in space, with the ability of starships to navigate to them being limited by Tracon to several arrival "corridors," each depicting a cinematic like descent into a civilized cityscape.  Eventually you would hit a load screen and transit to the ground game.  Once in the ground game the world would be flat, emerging from a cloud layer or such, with the ability to maneuver the vehicle and set down as a starport.
     
    The issue about ships being large and taking up too much space is a problem in a confined world, so worlds need to eventually be expanded. For the present ships would have to pay to remain on "ground", not an awful rate but one in which would encourage storage.  When the owner or current group they are associated dropped offline, the ship would disappear.  Perhaps there could only be so many slots available on a world to land in the outback.
     
    Bonedriver

    Message Edited by bonedriver on 01-16-2005 08:15 AM

    01-16-2005 07:18 PM   Report Abuse to a Moderator
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    bonedriver
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    Content for Roleplayers?
     
    SWG is a MMORPG, so why is there such paltry emphasis on the RP portion?
     
    There isn't a forum to discuss RP, nor is there a dedicated RP server, nor are there any tools to enhance RP.  By RP I mean storyline, investing characters and plot with meaning, and not just playing a hunt and grind game.  PvP is all well and good, in fact I believe it to be absolutely essential, a goal in fact, of SWG.  However in my opinion it should be a goal with a meaning, that of fostering and fulfilling a story.
     
    Different people have different desires to play this game, but I do believe most people who come to this game because it says Star Wars come for the same reasons I did: not to be a pure PvP player but to experience the Star Wars universe firsthand.
     
    As a start it would be nice to throw the RP factions out there a bone.
     
    Bonedriver
    01-16-2005 09:08 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    RedEyeJack
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    Chieftain1900 wrote:
    Heapum wrote: I know why a majority of the people I know left. Jedi was the only real goal set forth by the developers. I know some hardcore SW fans are leaving SWG because of all the jedi running amuck and trashing the timeframe, but I honestly believe that these folks are in the minority.
     
    Okay I guess I misunderstood your earlier post. We are in agreement on this fascet of the game.
     
    I would like to ask you how far are you away from becoming a JEDI?



    LOL i am glowing ATM on orituss and Asuka Jedi isnt for meh i rather hunt big game for the sake of hunting them....How ever i havnt found a guild on Kettemoor that does that. Also have yet to find a group after a year or so of playing that uses battling Tactics I.E Docs heal Tanks tank Doters Dot  ect when facting PVP or PVE it sadens meh the current Combat sytem could work but in the long run it doesnt preform like it should For mass Groups Also thier is no way for say 40 people in 2 diff groups to Relate to one another when in combat. A guild grouping sytem could fix this that sets up group leaders and then Divide and plances Squads of players by group number.... hope this is making Sence.

    Squad 1 is Close ranged tanks with a healer in it 

    Squad 2 Ranged suport group

    Squad 3 CM/CHs

    Further more i would like to see crafting classes to get in to battling.

    Each Crafting class has a lot of battle potental if you use your mind a little

    Building bases that take no lots and that are temp for 5 hours time or so /redeedable with in 3 houres

    Arming those bases with turrets that take no lots and are temp/redeedable with in 3 hours

    Droids that act as scouts /Guards with 250k Ham but only attack with in 250m of the Temp base and disapear after the 5hours or the base is redeeded

    well you see what i am getting at you would need the crafter there to maintain the Base the turrets make sure the droids are well powered and repaired and they would act as a safe haven durning pvp Down times also these items shouldnt take alot of resouces and be at a set Decay attack speed  attacking power ect and only Effect pvp any random MoB/NPC not imp or rebel should be ingored by the droid patrols and turrets

    This would make a crafting class fun and give away to interact with other players other then ya thats a 500k T 21 with XXXX stats <money Trading hands> Making pvp more tactic orintated as well as challanging other then some mindless MOD stacker going around GAnking people and the group sQuad would alow Guilds or random players coming together to do pvp to keep track of thier Troops whos in what group how to use suport of Varius types to win a battle .... then again from what i have seen NO ONE wants to be a leader better to be a sheep in a flock then a Wolf leading thier pack to a kill!!!

    Jedi are powerless againt Sheer numbers!! sadly those numbers are falling 

    I still want my Looting of PC Skulls lmao OFF WITH HIS/HER HEAD MUwhahahahah .... ok find a happy place find a happy place ooo a penny

    MMOs save peoples lives from people like meh
    Orituss GANKED!

    01-16-2005 05:15 PM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    heapum
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    Chieftain1900 wrote:
    Heapum wrote: I know why a majority of the people I know left. Jedi was the only real goal set forth by the developers. I know some hardcore SW fans are leaving SWG because of all the jedi running amuck and trashing the timeframe, but I honestly believe that these folks are in the minority.
     
    Okay I guess I misunderstood your earlier post. We are in agreement on this fascet of the game.
     
    I would like to ask you how far are you away from becoming a JEDI?


         I am half way to being able to do the knight trials. Wouldn't even be close to glowie if commando worked and we something to apply the skills to.
    01-16-2005 10:11 PM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    mpdivo
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    Chieftain1900 wrote:
     
     
    Mpdivo, your so wrong and your opinion is tainted by your bias. The reality and facts are stated and your inability to cite any factual basis for your rhetoric is absurd. Do not listen to Mpdivo, Sheri he apparently is so self-absorbed that he can not think clearly. Now, Heapum, I have stated clearly and factually why people are leaving this game and he/they apparently thinks that this is a disservice to your or Mpdivos' well being in the game. The main thing that derides your guys' confusion is the mentality of seeing that the only real scenario that sets apart this game from any others is the ability to become a Jedi. That being said, It's not the only thing but clearly the Main...

     

    Message Edited by Chieftain1900 on 01-15-2005 06:21 AM



    Whoa! Big fonts! He must be some sort of real life Jedi to be able to yell like that.

    If it's so wrong, why does it feel so right....
     
    If you want EVERYONE (See, I can shout too) to be a Jedi then go play Jedi Knights II.

    ___________________________________________________________________________
    ENS Maaster Apollo, Imperial Navy Represenative
    Tirius Iron Works Shipyard

    Tirius Iron Works shipyard representatives are located in the commercial district at Tirius, Talus -3208, 3924
    TIW employees are premier designers and builders of complex, technologically advanced ships.
    TIW today is the lead designer and builder of the Eclipse Class super star destroyer, the most technologically advanced space combatant in the Galaxy.
    01-17-2005 06:31 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    mpdivo
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    TheSidhe wrote:


    mpdivo wrote:


    Sewoo wrote:



    You guessed wrong and JTL blows -- after master there is zippo content!  750k subscriptions to under 20k subscriptions, you do the math.. People are leaving in trainloads. 


    I'm with you about people leaving in droves - that's a fact. Where did you get your numbers? I'm not challanging you; I would like to research it for myself. My understanding is that subscription numbers are not easy to come by. Earth and Beyond folded with roughly 25,000 subscribers (according to EA in an interview with CGW).
     
    My gut tells me that if the number s were in the 20k ballpark - they would pull the plug. Please people, don't come out of the woodwork with "all SOE wants to do is make money blah, blah, blah, yadda, yadda". It costs money to do these kinds of things - a lot of it. Which means you need a lot of it coming in to cover expenses and fund the future stuff. At some point it just isn't worth it.

    Message Edited by Sewoo on 01-13-2005 03:19 PM


    You know why I don't take these post seriously?  I played Ultima Online for about six years.  I remember the same post.  I even quit because of the Trammel.  Tons of post about people leaving in troves...but UO is still around, with it's crappy graphics and expansions...


    Like anyone cares that YOU don't take these posts seriously!   You seem to enjoy playing crappy games -- Kudos..

    I certainly hope you are sterile.



    UO, a crappy game?  Holy smokes? What did MMPORG did you play in 1997?  UO is one for the history books, was a great game, and people are still sitting on that wall at the banks at Trammel.

    And for your information, I am sterile.  Got the boys cut about two years ago.  You know what, the doctors try and tell you that it doesn't hurt, but it does.  Does it ever!

    ___________________________________________________________________________
    ENS Maaster Apollo, Imperial Navy Represenative
    Tirius Iron Works Shipyard

    Tirius Iron Works shipyard representatives are located in the commercial district at Tirius, Talus -3208, 3924
    TIW employees are premier designers and builders of complex, technologically advanced ships.
    TIW today is the lead designer and builder of the Eclipse Class super star destroyer, the most technologically advanced space combatant in the Galaxy.
    01-17-2005 06:37 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead
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    mpdivo
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    bonedriver wrote:
    Content for Roleplayers?
     
    SWG is a MMORPG, so why is there such paltry emphasis on the RP portion?
     
    There isn't a forum to discuss RP, nor is there a dedicated RP server, nor are there any tools to enhance RP.  By RP I mean storyline, investing characters and plot with meaning, and not just playing a hunt and grind game.  PvP is all well and good, in fact I believe it to be absolutely essential, a goal in fact, of SWG.  However in my opinion it should be a goal with a meaning, that of fostering and fulfilling a story.
     
    Different people have different desires to play this game, but I do believe most people who come to this game because it says Star Wars come for the same reasons I did: not to be a pure PvP player but to experience the Star Wars universe firsthand.
     
    As a start it would be nice to throw the RP factions out there a bone.
     
    Bonedriver


    I like both PvP and RP.  This game has both.  Bonedriver is right though that there has to be some serious work given towards the RP community.  There has been a lot of great ideas posted in this forum.

    ___________________________________________________________________________
    ENS Maaster Apollo, Imperial Navy Represenative
    Tirius Iron Works Shipyard

    Tirius Iron Works shipyard representatives are located in the commercial district at Tirius, Talus -3208, 3924
    TIW employees are premier designers and builders of complex, technologically advanced ships.
    TIW today is the lead designer and builder of the Eclipse Class super star destroyer, the most technologically advanced space combatant in the Galaxy.
    01-17-2005 06:39 AM   Report Abuse to a Moderator
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    Re: Team Comments - Sheri Graner Ray, Sr. Designer & Content Lead   [ Edited ]
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    Chieftain1900
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    I'm sorry did the big font scare you? Is this better? I disagree with most everything you've written Mpdivo so can we both agree to agree that your wrong?
    Hehe funny huh. Big fonts don't mean I was yelling the weren't in caps. Live long and Prosper

    Message Edited by Chieftain1900 on 01-17-2005 12:49 PM

    01-17-2005 12:45 PM   Report Abuse to a Moderator
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