Ranger Archive

Thread: Update from Fan Fest

Rancorrider4
Mon Jun 13, 2005 11:41 am
#66






Owen-Lars wrote:

lol


Dont expect cap ships to be common place thats all i say and no there are no buts, not until we actually get details.







I heard a rumor last night on this that Star Trek Online is going to have capital ship vs. capital ship ability while having players man them. This would seal the deal for me with Galaxies if they could pull it off.



nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Owen-Lars
Mon Jun 13, 2005 11:53 am
#67

Yeah the thing for STO is that they want to have it so your guild has your own big ship (cap ship) and then each member (with the respective class) has a possition on that ship. There are also wanting to make it so you can just onto anyone's ship in your group and man the stations etc and walk about the ship.


Essentially this will make space mmos for me i think. Actually being able to walk around your guild's ship and man a specific possition on that ship, go on away missions and generally explore together will be the ultimate in regards to space in mmo.


Anyway hehe enough of STO or you'll start me off an STO and MEO daydream hehe



THORTAC BALCOR
The Lost Ranger
RANGER
Almagill
Wed Jun 22, 2005 2:43 pm
#68

Sean, your threads "Sort Of Famous" now... it's linked frm an official SOE page

Fanfest Highlights



New HOWTO: Gather Milk, Fish, Mollusk, etc.
Remember Rangers. Broke camp and took the Long Walk 15/11/05
Keeping it Real, Ranger Style
Yivvits and MrBubble - THE podcast


\\\\\\MY OTHER SIG IS A BUMPER STICKER\\\\\\
LastEE
Wed Jun 22, 2005 6:00 pm
#69


Almagill wrote:
Sean, your threads "Sort Of Famous" now... it's linked frm an official SOE page

Fanfest Highlights




mine too... *checks server bandwidth availability* uh oh

And the video I took probably wasn't as good a quality as the one posted, so... not gonna put it up

Message Edited by LastEE on 06-22-2005 08:01 PM



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
Wolfmans
Thu Jun 23, 2005 5:41 am
#70

I was a ranger/rifleman but quit due to geting an ass kicking in pvp by jedi due to the rate of fire i now had as a master. so i changed to doc/rifles and the speed is still wiping me out. compared to pistols/smuggler & carbineer rifles have no real special attacks that alter states. the only advantage a rifleman has is in an ambush where they can go covered and use either conceal or sniper shot. those are good attacks but how many times in pvp do you get the chance to set up a perfect sniper position. Rifles are already to slow but make up for it in power against most players and mobs. Jedi on the other hand pummle a lone rifleman due to hitting faster than they can recover from blind/dizz or stun.



Ranger is a lifestyle not a profession
Tar- minyastir
Tar' palantiri
Attimum
Freddie' mercury
Skifi_Widal
Fri Jun 24, 2005 1:43 am
#71






Calculus_Entropy wrote:
Capital Ship Movie

BTW, Yowsers it looks cool!!!One!1!







omg i need a towel



Message Edited by Skifi_Widal on 06-24-200503:45 AM

Message Edited by Skifi_Widal on 06-24-2005 03:45 AM




I see you have constructed your own Mineral Scanner.
Impressive. Most impressive.


"No Reward is worth THIS" -Han Solo (A New Hope)

Blix Nado - Port Last, Dantooine / Tarquinas

$$ >> Canon

Leafgreen
Tue Jun 28, 2005 4:06 am
#72






Cango wrote:





DaveG wrote:





elemental damage
dallas mentioned that they were going through the code and found an entire section regarding elemental damage commented out. they fixed it and elemental damage should be working soon.




Is it me, or is this a really grossly incompetant mistake, even more so that they feel so comfortable admitting it that they don't think it reflects badly on them?


They're a multimillion dollar set up, when you're at that level you have quality auditing measures in place so you don't make such "noobish" mess ups like this.


Even I don't make this sort of mistake and I'm not even a very experienced programmer!







No, it's just you. Programmers for games arent always in the best of working conditions. I dont mean that they are up to their ankles in filth, in 104 degree heat with no A/C, whiel a slave driver beats them. What I mean is staying up for well over 24 hours at a time doing as much as they can under stressfull deadlines. A quick /* is easy to do and hard to miss, especially since it wouldn't show up as an error in debugging.





/writescripts

/testscripts

/tweakscripts

/testscripts

/sendtolive


That's how I always did it when writing game code for Neverwinter, Unreal, etc.

It's also how they teach you in software design degrees.


Of course if there is a suit that isn't familiar with the fact that programmers are human, they can (and probably do at SOE from the looks of it) give the programmers so large of a workload or improbable deadlines that half of that formula is cut out. You can only go into crunch mode and do 16 hour days for so long...

Message Edited by Leafgreen on 06-28-2005 04:16 AM





Chorvat Carty'ugi
Master RangerMaster Rifleman


Build a man a fire, and he'll be warm for a day.
Set a man on fire and he'll be warm for the rest of his life.

Owen-Lars
Tue Jun 28, 2005 5:10 am
#73

SWG is the most complex game out there and hardest to code no doubt so the programmers have an uneviable task there


Once something is written, it goes to internal testing, then Q/A, then gets labled for TC (can take 3 weeks sometimes to reach this stage from QA), revisions and possible internal testing then to live.


Its a real shame that things take this long to get fixed but with swg i dont think anything can be done about it



THORTAC BALCOR
The Lost Ranger
RANGER
Leafgreen
Tue Jun 28, 2005 5:56 am
#74

I agree that it's MUCH easier when your code is only 50 megs or so, and you can at least tweak the script/placeable/ai/etc names for easy reference. Fixing code that someone else has written can be a nightmare.


I do know that the devs are at anywhere from good to excellent coders (or they wouldn't be here), and every dev is imaginative and truly enjoys their job. Or they burnout after the first crunch time. SOE must have learned a lot via trial and error from EQ and EQ2 as well, and have an experienced staff there in creating/running dynamic universes.


But I do see a log of bugs, minor glitches, tweaks that have been around since the game's beginning or JTL - is the emphasis just on more-more-more new content - new content - new content that causes them to be overlooked? Sure, sometimes that minor bug will turn into an all-day grind as your fix affects other scripts you had no idea it would impact, but do most of the small bugs since the inception of the game have a zero priority?


Just curious as to what type of a 'feel' you've gotten from them as to where they are told to direct their talents.






Chorvat Carty'ugi
Master RangerMaster Rifleman


Build a man a fire, and he'll be warm for a day.
Set a man on fire and he'll be warm for the rest of his life.

Page 6 of 6