Game Guides Archive

Thread: SWG Very much a horisontal game?

BadMotivator
Thu Aug 19, 2004 2:54 am
#1


I'm not sure if anyone else has been thinking about this, but i find SWG to be very much a horisontal game. There are rarely any building that you actually can go into and then up (or down) several levels. Of course there are some structures like for example rebel and imp HQs, cavesand the medics center in Coronet and i guess that is fine. But iwas thinking aboutif SOE perhaps would introduceany new planets and especially Coruscant. This planet would probably have to be both vertical and horisontal which would present to me a welcome change. I like the idea of having sub levels which you can explore as much as thesurfacesand that they are not as limited as for example caves when it comes to it's size.


And speaking of caves... theyall look the same?!? You can never get lost since you are almost automaticlly guided (which perhaps tends to be the way of caves?). How about bigger and more versatile ones. I want to get lost. Well not really, but the possibility should be there if you ask me. And finally, i really would like to see more building that actually can be entered. Like the skyscrapers in Coronet. There doesn't have do be anything special about them, it would just give a more realistic feel i guess?



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WizKid72
Thu Aug 19, 2004 3:07 am
#2

there are verticals already in the game.. Theed Palace.. so basically the ability's already there in the game engine =)




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kettmalice
Thu Aug 19, 2004 3:24 am
#3






BadMotivator wrote:


I'm not sure if anyone else has been thinking about this, but i find SWG to be very much a horisontal game. There are rarely any building that you actually can go into and then up (or down) several levels. Of course there are some structures like for example rebel and imp HQs, cavesand the medics center in Coronet and i guess that is fine. But iwas thinking aboutif SOE perhaps would introduceany new planets and especially Coruscant. This planet would probably have to be both vertical and horisontal which would present to me a welcome change. I like the idea of having sub levels which you can explore as much as thesurfacesand that they are not as limited as for example caves when it comes to it's size.


And speaking of caves... theyall look the same?!? You can never get lost since you are almost automaticlly guided (which perhaps tends to be the way of caves?). How about bigger and more versatile ones. I want to get lost. Well not really, but the possibility should be there if you ask me. And finally, i really would like to see more building that actually can be entered. Like the skyscrapers in Coronet. There doesn't have do be anything special about them, it would just give a more realistic feel i guess?






Sony do something to make this game better? Poor n00b

Message Edited by kettmalice on 08-19-2004 03:24 AM



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Vaelorn
Thu Aug 19, 2004 6:12 am
#4

If you want specific and absolutely conclusive proof that SWG is a horizontal game...


The "jump" command does absolutely nothing but make your character *appear* to hop in the air, while showing a silly emote message (BOIIING? Puh-leeeez!). It does not allow you to actually jump over anything at all; your character will visually jump a few feet into the air, yet you still cannot manage to clear that 6 inch high ledge on the roof of a house or the front steps of a merchant tent.


If they add functional jet packs that allow players to fly, I want to actually be able to jump on top of a rock! Too bad those jet packs don't really let you fly; they simply have a "floaty" animation for your character, just like flying creatures.


I guess we'll all have to buy JTL to be able to get over those 6 inch high ledges...
Rockard
Thu Aug 19, 2004 6:52 am
#5

Lol things were bad enough that you wanted to jump of your balcony.... that's bad.




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Witnezz
Thu Aug 19, 2004 8:44 am
#6



Rockard wrote:
Lol things were bad enough that you wanted to jump of your balcony.... that's bad.





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Cobacca1
Thu Aug 19, 2004 9:02 am
#7

I guess my question would be: Is there something that you cannot accomplish in this game because you don't have the ability to jump? If not, why does it need to be included? Would it make a difference in your level of enjoyment in the game to be able to stand on a rock? It seems like a petty concern, I don't mean to sound inflamatory, but the game has "levels". Houses have levels, bases have levels, caves have levels, etc...


I agree about the caves, they shouldn't all be the exact same cave. It would be nice if they could change it up once in a while and maybe throw a new tunnel or 2 into existing caves.



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admiraljz
Thu Aug 19, 2004 3:08 pm
#8






station1 wrote:



Jumping may not be that important to alot of people, but how about combat? IMO, the same graphics engine lameness that lacks movement on the Z axis (e.g. ability to jump up on top of a rock) also makes realistic combat impossible. Why can't we shoot at someone on another level? From a balcony, orfrom the top of a large base like the Imperial Prison, ect.


I don't think its too much to ask from a true 3-dimensional game that a player can shoot another guy who isabove or below him.








And the first time someone shoots you from the roof of their private medium house or PA hall and kills you before you can even figure out where the shots are coming from, and as you lay there on the ground you realize you wouldn't have been able to get inside the house at all to fight back if you were a melee player... you'd be right back here on the forums trying to get that function nerfed.


The other guys are right. The z-axis limitations in this game do more good than harm. There are far too many possible exploits involved in z-axis fighting. Sure, it would be more immersive and probably more fun (minus the exploits), but it would probably be akin to coding an entirely new engine with everything that would have to be added. I'd rather the development time be spent elsewhere.





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station1
Thu Aug 19, 2004 11:35 pm
#9






admiraljz wrote:


And the first time someone shoots you from the roof of their private medium house or PA hall and kills you before you can even figure out where the shots are coming from, and as you lay there on the ground you realize you wouldn't have been able to get inside the house at all to fight back if you were a melee player... you'd be right back here on the forums trying to get that function nerfed.





Ahh yes, it is way toofar above the skill level of the Devs to put in code that doesn't allow you to intiate combat from a private building....


As far as me getting attacked by a sniperfrom a public building rooftop or from a base landing, I wouldn't call for a nerf; I would love it. My tab buttonworks in any direction if I am a ranged fighter, and my burst run works just fine if I am melee. If the sniper could duck below the wall, then quickly pop up and shoot at me it would be all the better. If I could dive behind some ground cover, pop up andchuck a grenade up there, all the better.


Leana_Txorana
Fri Aug 20, 2004 12:39 am
#10


The "jump" command does absolutely nothing but make your character *appear* to hop in the air, while showing a silly emote message (BOIIING? Puh-leeeez!). It does not allow you to actually jump over anything at all; your character will visually jump a few feet into the air, yet you still cannot manage to clear that 6 inch high ledge on the roof of a house or the front steps of a merchant tent.

================================================================

The devs addressed this issue early in the game.


By not allowing the "jump" ability, they avoid a huge number of problems and exploits. For example, how may times have we heard about people jumping onto things and being able to kill mobs with no risk in other games? Happens a lot. By not allowing this capability, they avoid this exploit.


As the previous person says, what can't you do that jumping would allow? Nothig substantive. Sure I would love to be able to step over logs or jump them but the alternative is additional resources and codeing and support to deal with the technical problems that "true" jummping would bring to the game.



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station1
Fri Aug 20, 2004 12:58 am
#11



Jumping may not be that important to alot of people, but how about combat? IMO, the same graphics engine lameness that lacks movement on the Z axis (e.g. ability to jump up on top of a rock) also makes realistic combat impossible. Why can't we shoot at someone on another level? From a balcony, orfrom the top of a large base like the Imperial Prison, ect.


I don't think its too much to ask from a true 3-dimensional game that a player can shoot another guy who isabove or below him.

station1
Fri Aug 20, 2004 6:43 am
#12






HardwiredXMan wrote:


Remember, your ability to shoot, hit and affect your opponent in various ways is determined by the game engine and number rolls, not you directly...if you don't have the numbers on your side, you lose basically.



I know what you are saying about the number rolls and basically being turn-based, but I can already affect them somewhat even now. I can go prone, increasing my ranged accuracy and ranged defense. This is really not that different than ducking behind some cover. In the cover example, it would just break my opponent's line of site. In theory, Ican already do this by running behind a house or something and popping out from around theside taking potshots. Of course my opponent can still win even if he is melee, because he can just come after me, just like he could if I was actually ducking behind something.


I don't have much faith that actual 3d combat will be implemented, but it would be great if it was.

admiraljz
Fri Aug 20, 2004 7:13 am
#13






station1 wrote:



Ahh yes, it is way toofar above the skill level of the Devs to put in code that doesn't allow you to intiate combat from a private building....



As far as me getting attacked by a sniperfrom a public building rooftop or from a base landing, I wouldn't call for a nerf; I would love it. My tab buttonworks in any direction if I am a ranged fighter, and my burst run works just fine if I am melee. If the sniper could duck below the wall, then quickly pop up and shoot at me it would be all the better. If I could dive behind some ground cover, pop up andchuck a grenade up there, all the better.








I wouldn't say it's above their skill level, but the rooftop tiles of private buildings are considered by the engine to be "outside," not part of the building. That's why we can't put furniture out there, but mayors can place city structures on the roofs of houses and PAs. I'd be willing to bet that the programmers working on live aren't the guys who designed and built this engine. They're maintenance programmers for the most part, not "designers" per se. To me, this sounds like something fundamental with the game engine, and considering how many people would like, and have asked for the ability, to put furniture on the roof of their house, it's probably a more complicated issue than it seems to us. They've stated it's something they want to work on in the future when more important things are finished.


But it really just goes back to the whole line of sight thing. The ledge of the house, as far as the engine is concerned, extends infinitely upward on the z-axis, breaking all LOS from behind it. The same way rocks and logs do on the ground.


I won't argue that the added dynamic would be fun, but I won't concede my argument that it would lead to far too many combat exploits. Basically it would be the building TEF all over again. Folks used to hide out inside their private houses waiting for unsuspecting players with TEFs to pass, and duck back inside to safety in a hit-and-run kind of operation with their houses set to private. Now, because of this, we can't enter a house with a TEF.


It also comes back to farming/exploiting XP. If I could stand on the roof of my house all day and shoot spawns around it without them being able to hit me back, I could conceivably farm a lot of xp that way with zero risk to myself, if I placed my house carefully enough to where large spawns are common. There are simply too many ways to abuse a system like that for it to ever be practical, no matter how much fun it would add for the honest players.





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