Ranger Archive
Thread: Update from Fan Fest
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.
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
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
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.
Message Edited by Leafgreen on 06-28-2005 04:16 AM
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.