Armorsmith Archive

Thread: Has anyone else noticed this?

Co-valent
Mon Nov 01, 2004 1:01 am
#40

Perhaps I'm petty, well yes, I am petty, but R.I.S. Helmets are the only piece to naturally say R.I.S instead of R.I.S.


A missing .in case you didn't notice.




Nightshade - 12 Point Force Sensitive Armoursmith
R.I.S. Certified
J&Js Of Bestine
-1755 -3150, Tatooine






LM
Thu Mar 03, 2005 12:31 pm
#41

I read in the Test Center patch notes that "Player movement should now feel "snappier" (run, walk and turn rates have been accelerated)"


The majority of people responding in the thread say that the movement is terribly unnatural and arcade like. This made me think of something I have recently noticed in Live regarding the terrain and water graphics since the last publish and patches. Haveany of you have noticed it?


+ The terrain is noticably more "tiled" -- and most recently, the water now appears tiled.

Although I found one thread (can't remember where now, sorry) about this issue, I have seen no acknowledgement aboutit from SOE.


I have a 3.40 gigahertz Intel Pentium 4, 2 GB RAM and a Radeon X800 XT and SWG used to look beautiful. Now when I look out on the terrain (especially from a high vantage point) I am vividly reminded that I am in a game.


SWGhas beenvery immersive for me. Butwhatever they changed regarding the terrain and water has impinged on that immersion. If our avatars are going to be moving like Pacmen, my ability to "suspend my disbelief" will be further impaired.


Lilac Moon



Lilac Moon

__________________________________________________________

There are no functional Smugglers in SWG; even Han cannot Smuggle.


Smuggler History
Harrison Bergeron by Kurt Vonnegut
LM
Thu Mar 03, 2005 3:41 pm
#42






cpz wrote:

DUH


It's part of the much-taunted Smuggler Revamp



Pub 14.1 will introduce a fully player-led smuggling system, with Smuggler players gunrunning, spice-traffiking and people moving. The way this is achieved is for Smugglers to be given Smuggling pouches - crafted by Tailors and fully customizable - which fit inside ourSmuggler underpants.


To reflect these bulky pouches, which can hold up to 50 items, Devs have decided to tweak Smugglers movement and movement animations.


I'm sure we all agree flailing around like a loon is a small price to pay for smuggling underpants





Woohoo! I need some of those!


I am serious, though, regarding my concerns about where the graphics (and now it appears, the movement/animation) of this game are headed. This tiling REALLY looks bad to me, and I wonder -- why did they change it? Would reducing the tile size (is that what they did?) have an impact on client frame rates? Would it have an impact on lag? It didn'tdo a thing for me except nerf the immersion factor.


Lilac Moon


Message Edited by LM on 03-03-2005 02:43 PM



Lilac Moon

__________________________________________________________

There are no functional Smugglers in SWG; even Han cannot Smuggle.


Smuggler History
Harrison Bergeron by Kurt Vonnegut
cpz
Thu Mar 03, 2005 4:36 pm
#43

I know zero about computer programming, but if they're changing the construction of the landscapes, I certainly hope it's to tweak the rendering and loading of static and npc objects. I hate that objects render after you've past them...makes speedering around seem more like time travel.



oooooooooooooooooo
Colonel Narayan Darkfly (RIP)
Master Smuggler
Eclipse

The Awful Truth [now santized for family friendly fun]: One Two Three Four Five Six
LM
Thu Mar 03, 2005 4:50 pm
#44






WesBelden wrote:





cpz wrote:

DUH

Smuggling underpants





Finally! A justification for Hawtpants!


I've noticed the tiling effect aswell (I've had some very strange things happen to the sky ingame recently aswell..), I'll go see what's what..









Yay! Thanks for looking into this, Wes!


(And who needs justification for hawtpants? Wear yours proudly, Wes! LOL)


Lilac Moon




Lilac Moon

__________________________________________________________

There are no functional Smugglers in SWG; even Han cannot Smuggle.


Smuggler History
Harrison Bergeron by Kurt Vonnegut
riotcontrol
Fri Mar 04, 2005 1:13 am
#45


LM wrote:
I read in the Test Center patch notes that "Player movement should now feel "snappier" (run, walk and turn rates have been accelerated)"
The majority of people responding in the thread say that the movement is terribly unnatural and arcade like. This made me think of something I have recently noticed in Live regarding the terrain and water graphics since the last publish and patches. Have any of you have noticed it?
+ The terrain is noticably more "tiled" -- and most recently, the water now appears tiled.





I've noticed the tiling, and commented on the terrible movement system in the TC thread. When you want to go in a specific direction, you instantly go 5m and then stop, with your arms and legs flailing around in all directions in the process instead of the usual smooth walking/running animation. It's not just the speed of the movement, the animations are out-of-sync and look very unrealistic. I can't imagine why they would downgrade the system like that - perhaps they borked it while upgrading something else and are now trying to sell it as a feature...



__
wieland argosy <gunslinger>
Julak
Fri Mar 04, 2005 1:16 am
#46

so they ar gonna try and destroy the one thing that actually works....



"The only Imp I regret never meeting was Grand Admiral Thrawn, he was also the only one I was ever sad to see go." Talax Shrad
cpz
Fri Mar 04, 2005 1:34 am
#47

DUH


It's part of the much-taunted Smuggler Revamp



Pub 14.1 will introduce a fully player-led smuggling system, with Smuggler players gunrunning, spice-traffiking and people moving. The way this is achieved is for Smugglers to be given Smuggling pouches - crafted by Tailors and fully customizable - which fit inside ourSmuggler underpants.


To reflect these bulky pouches, which can hold up to 50 items, Devs have decided to tweak Smugglers movement and movement animations.


I'm sure we all agree flailing around like a loon is a small price to pay for smuggling underpants



oooooooooooooooooo
Colonel Narayan Darkfly (RIP)
Master Smuggler
Eclipse

The Awful Truth [now santized for family friendly fun]: One Two Three Four Five Six
IntenseJack
Wed Mar 23, 2005 2:39 pm
#48

Seems to me that since the Jedi/BH TEF got changed Padawans are blocking a buttload more of my shots now. A month ago a padawan was lucky to block my shots half the time and now i'm reading combat spam that has them blocking me 15 times in a row or more. Its starting to really cheeze me off. Did the Devs do some sort of 'stealth-fix' to give Jedi an edge 'cause of the TEF change of is this just me?



--Jack



"Criticism may not be agreeable, but it is necessary. It fulfils the same function as pain in the human body. It calls attention to an unhealthy state of things."
-Winston Churchill
Jargal
Wed Mar 23, 2005 5:17 pm
#49

I have had that too. Just couldnt score a single hit with my carbine, i got about 20 blocks in a row. I could score a few with my pistols thou.


I got the feeling that its a greater chance of gettting thru block with high acc. Got the same result when doing tests vs a jedi in our guild. Only a few with cabine and alot more with pistols.


It's about 35 acc diferance between my pistols and my carbine.



____________________________________________________________________
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Verish
Wed Mar 23, 2005 7:50 pm
#50

At this point stealth nerfs would not suprise me at all



Ghostafa of Bria
(Music is the sound of life, its tone sets the mood)
Acusnismoi
Wed Mar 23, 2005 7:55 pm
#51

Did you check his price? I've fought several paddy's who already had MLS, and an initiate who was most of the way there.




And when your fears subside
And shadows still remain, ohhh yeahhh
I know that you can love me
When there's no one left to blame
So never mind the darkness
We still can find a way
'Cause nothin' lasts forever
Even cold November rain

rubix-pewb
Wed May 11, 2005 10:45 pm
#52

Ok, i'm a lower level padawan right now. I have 50 innate jedi armor and 20 innate TK armor. My mods with lightsaber in hand are 180 melee defense, without its up to 220. so now I find something interesting. I unequip my saber to see how much damage I take, naturally I take less damage without it than I do with it. So I re-equip my saber, eat some food that adds to melee defense, its not the greatest stuff, only about 45 added, which bumps my defense with a saber over my normal defense mods without it, but I still take the same amount of damage, and that damage is more than TK with 20 innate armor. I don't get it. Is there something I'm not understanding about how this works? or is it that diminishing returns BS that has an even higher multiplier with jedi? Just curious if I'm the only one who's noticed this and if there's a logical explanation for it.(I know there hasn't been too many logical explanations as of late for anything.)

By the way, the day RotW came out was the exact same day all other EP3 games came out, I want to blame the devs for this, but I think this is more of a LA deal.
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