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Spoils of War live today!

Update 2.8 goes live today.  With it comes the casino on Nar Shaddaa ,update to the GF now includes 16mam ops double Xp in pvp and  more.  

http://www.swtor.com/gameupdates/spoils-of-war?intcmp=sor_bwa-mkt-t-us-hp-142

Comments

  • Po_ggPo_gg Member EpicPosts: 5,749

    Actually it's already live. Nar Shaddaa is pretty laggy right now.

    I still hold to what I wrote before, it's a nice money sink with cosmetic rewards, but BW could've put some effort in it, because the implementation is lacking... it's simply a right-click on a slot machine. STO's Dabo rocks :)

    (not to mention, so far my best winning was to earn my token back... cheapskate slot machine :) )

  • mayito7777mayito7777 Member UncommonPosts: 768

    Yeah is up but a lot of broken things

     

    http://www.swtor.com/community/showthread.php?t=746302

     

     

    want 7 free days of playing? Try this

    http://www.swtor.com/r/ZptVnY

  • ImpacthoundImpacthound Member UncommonPosts: 367
    Originally posted by coorsguys

    Update 2.8 goes live today.  With it comes the casino on Nar Shaddaa ,update to the GF now includes 16mam ops double Xp in pvp and  more.  

    http://www.swtor.com/gameupdates/spoils-of-war?intcmp=sor_bwa-mkt-t-us-hp-142

    Trimming Operations to 8man because the engine and servers can't reliably handle those numbers, lol.

    People joke about how the engine ruins the game and features, but when it's actually true it's pretty depressing

    http://www.swtor.com/patchnotes/6132014/2.8a-patch-notes

  • MMOManiacsMMOManiacs Member UncommonPosts: 191
    Originally posted by Impacthound
    Originally posted by coorsguys

    Update 2.8 goes live today.  With it comes the casino on Nar Shaddaa ,update to the GF now includes 16mam ops double Xp in pvp and  more.  

    http://www.swtor.com/gameupdates/spoils-of-war?intcmp=sor_bwa-mkt-t-us-hp-142

    Trimming Operations to 8man because the engine and servers can't reliably handle those numbers, lol.

    People joke about how the engine ruins the game and features, but when it's actually true it's pretty depressing

    http://www.swtor.com/patchnotes/6132014/2.8a-patch-notes

    Wasn't there a pretty lenghtly thread on here this week with a couple of folks going back and fourth about SWTOR's engine not being up to snuff? I guess this puts that to bed :/

  • ImpacthoundImpacthound Member UncommonPosts: 367
    Originally posted by MMOManiacs

    Wasn't there a pretty lenghtly thread on here this week with a couple of folks going back and fourth about SWTOR's engine not being up to snuff? I guess this puts that to bed :/

    I liked the gist of BuriDogshin's post here on the matter:

    http://www.swtor.com/community/showthread.php?t=746838&page=2

    Originally posted by BuriDogshin

    So it wasn't a bug in the code that caused all this mess, it was a feature

    And if it is because the grouping algorithm had high order complexity (as a outlined in another thread, it could be as bad as N! complexity) and therefore consumed a lot more resources the more people joined the queue, I can see why maybe nothing but running it on a fully-loaded server would reveal it. 

    Myself, I didn't take a course in algorithmic complexity until I was a computer science grad student. So I would not be surprised to find that if you ask most coders, even good one, to write you, say, a sort algorithm for a large data set with no worse the Order(n log n) temporal complexity that you might find you might as well be speaking as well be speaking ancient Sumerian, because they won't have a clue what you mean or how to code it. So, because many coders don't know much about algorithmic complexity, they do not choose algorithms with it in mind. And the result can be code that is good code and does well on small data sets, but slows everything to a crawl when the data set gets big.

    If that's what we have here - an algorithm that didn't scale well - then BW may need to get someone to look at it and recode it, from scratch, using a new algorithm. I wouldn't expect a task like that to be spec'd, coded, unit-tested, integrated, and tested on a test server for at least a couple of patch cycles - 5.5 weeks, at best. But it can be done. Will they? I cannot say.

    Speculation on my part? Absolutely, I have no inside info. Take it for what it is worth.

    I'll admit I don't know anything about the style of coding done in adding features to this game, but if it's a problem that can be addressed by re-writing the code to be simpler and more concise, then I hope it gets looked at down the road as a side project.

  • MMOManiacsMMOManiacs Member UncommonPosts: 191
    Originally posted by Impacthound
    Originally posted by MMOManiacs

    Wasn't there a pretty lenghtly thread on here this week with a couple of folks going back and fourth about SWTOR's engine not being up to snuff? I guess this puts that to bed :/

    I liked the gist of BuriDogshin's post here on the matter:

    http://www.swtor.com/community/showthread.php?t=746838&page=2

    Originally posted by BuriDogshin

    So it wasn't a bug in the code that caused all this mess, it was a feature

    And if it is because the grouping algorithm had high order complexity (as a outlined in another thread, it could be as bad as N! complexity) and therefore consumed a lot more resources the more people joined the queue, I can see why maybe nothing but running it on a fully-loaded server would reveal it. 

    Myself, I didn't take a course in algorithmic complexity until I was a computer science grad student. So I would not be surprised to find that if you ask most coders, even good one, to write you, say, a sort algorithm for a large data set with no worse the Order(n log n) temporal complexity that you might find you might as well be speaking as well be speaking ancient Sumerian, because they won't have a clue what you mean or how to code it. So, because many coders don't know much about algorithmic complexity, they do not choose algorithms with it in mind. And the result can be code that is good code and does well on small data sets, but slows everything to a crawl when the data set gets big.

    If that's what we have here - an algorithm that didn't scale well - then BW may need to get someone to look at it and recode it, from scratch, using a new algorithm. I wouldn't expect a task like that to be spec'd, coded, unit-tested, integrated, and tested on a test server for at least a couple of patch cycles - 5.5 weeks, at best. But it can be done. Will they? I cannot say.

    Speculation on my part? Absolutely, I have no inside info. Take it for what it is worth.

    I'll admit I don't know anything about the style of coding done in adding features to this game, but if it's a problem that can be addressed by re-writing the code to be simpler and more concise, then I hope it gets looked at down the road as a side project.

    Though hes purly speculating, it would be interesting to hear from the devs and see how much of that is actually accurate.

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