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#1 (permalink) | ||||||||||||||
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Junior Member
Join Date: Feb 2007
Posts: 1
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They need to focus on fixing game mechanics IE Warping of mobs, mobs running up a mountain where you can't go, group bugs, loot bugs, so many stupid places to get stuck, saying you cant heal when you are full of energy, I mean the list goes on, I understand they ran out of money and had to release, but quit nerfing classes and worrying about if people are lvling to fast until you fix what needs fixing.
Nerfing already in a game that dont work is not the way to go. |
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#2 (permalink) | ||||||||||||||
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Member
Join Date: Jan 2007
Posts: 80
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Many different people work on the project so art people won't code, design people won't make art etc. Thats why you see so much shit getting worked on at once when there is mind numbing bugs at times.
Yah they need to get the big ones fixed, mainly group / loot bugs and memory leaks ASAP. |
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#3 (permalink) | ||||||||||||||
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Member
Join Date: Jan 2007
Posts: 40
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It wouldnt be a win win situation no matter how they did it, be it like they do now or like you suggest... its probably better to do any nerfs still early on. If they wait half a year down the road after all bugs are fixed, then nerf something.... the people crying about nerfs would cry even harder after being used to having an ability for half a year.
Plus as they have stated, there are obviously many people that work at sigil - each having their own area of work. No reason all focus needs to be set on one issue and one issue alone. |
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#4 (permalink) | ||||||||||||||
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Junior Member
Join Date: Feb 2007
Posts: 4
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I'm not supprised that there are some bugs in the game its still in its infantecy. But to be honest with the issues that the Dev. had to deal with and having to push the game out before they really wanted to I think the game as a whole is pretty good. They seem to be very proactive about fixing issues and improving the game who wants them to get ahead of themselves and have them improve the game like sony improved SWG? If we give them time i'm sure they'll get to the game and its mechanics. you have to remember that the players out number the programers and will find bugs much faster as a result. Just relax and when you have a problem look at in the way that you found something that they overlooked and that your helping improve the game.
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#5 (permalink) | ||||||||||||||
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Member
Join Date: Jan 2007
Posts: 83
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Just remember SOE takes all the heat for SWG, but Lucasrarts retains and controls the creative license and the in game creativ elicense to SWG.
To blame SOE for SWG is like blaming the car dealer for a manufacturers defect. They maybe responsible for fixing it and dealing with you, but they didnt make the mistake.
__________________
Falcron GreyWolf 40th Vulmane Ranger Member of Final Resolve http://finalresolve.guildportal.com/...&TabID=1340009 Exmortis Darkenblade 8th Dark-Elf Necromancer 65th Shadowknight of Morrel-Thule (retired) 65th Shadowknight of Permafrost (retired) |
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#6 (permalink) | ||||||||||||||
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CLEARic
Join Date: Jan 2007
Posts: 90
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I didn't see any mobs warping last time I played - good stuff.
Now they need to fix LOS for mobs. It makes pulling a little tough when they're nuking or firing arrows at you through walls. They also need to fix up pathing and agro... we found a great place to cause a train in Lyceum. In the larger buildings outside, you take a right from the main room, down the hall and through a door. The room has a small side room on the same wall to the left and a hall on the wall to the right. The room itself is something of a mini-throne or library. The small side room has two pedestals with a book on each. If you stand in the alcove while guards are spawned outside there is no problem, unless someone (else) opens the door. At that point the guards agro the person in the alcove (even though it's out of sight?) and run back towards the entry room instead of into the room with the alcove. That builds up a nice big train... You'd think they'd either not agro the guy in the alcove (he's well around a corner and out of sight) or at least path to him properly...
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Damascis Wekanthus Human Cleric of Tursh Final Resolve Previous incarnations: Smaken Dahed (EQ1, EQ2), Fabinusar Fabulous (EQ1), Ravenleaf Runningsong (EQ2) |
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#7 (permalink) | ||||||||||||||
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Member
Join Date: Jan 2007
Posts: 83
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Yeah that was one mean train hehehehe
__________________
Falcron GreyWolf 40th Vulmane Ranger Member of Final Resolve http://finalresolve.guildportal.com/...&TabID=1340009 Exmortis Darkenblade 8th Dark-Elf Necromancer 65th Shadowknight of Morrel-Thule (retired) 65th Shadowknight of Permafrost (retired) |
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#9 (permalink) | ||||||||||||||
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Member
Join Date: Jan 2007
Posts: 83
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I dont remember the last time a chunk crashed for me.
__________________
Falcron GreyWolf 40th Vulmane Ranger Member of Final Resolve http://finalresolve.guildportal.com/...&TabID=1340009 Exmortis Darkenblade 8th Dark-Elf Necromancer 65th Shadowknight of Morrel-Thule (retired) 65th Shadowknight of Permafrost (retired) |
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