(NEW) Legacy Quest - the new races, by
Ackehece:
Issues with adding races to the Legacy Quest series are shared with the
suggestion of adding a few seconds on to the allowed time.
No response.
(NEW) About the Poll, by
Psychopyro80:
Feedback on the GCW and PvP poll is discussed. Senators ask why an
option for "I do not like PvP" was not included as an option because
many players just do not care for the play style regardless of any
perks or changes that could be made. The lack of an option for lag
issues was also brought up.
Shadowbrak states that "I don't feel like it" is not an option they can fix, and that option would generate useless data for them. Thunderheart also shares that the poll option function is limited to 10, but it would make an interesting follow-up poll.
(NEW) Commando Legacy Weapons, by
Heswindu: What's going to happen to the currently disabled heavy weapons?
No response was received in the Senate Forum, however HanseSOE posted in the Comlink that no changes were made to heavy weapons with Chapter 4.
(CONTINUED) Possible Lifting on RAM Restrictions? by
Psychopyro80:
The discussion continues now that changes along these lines have been
put onto Test Center. Senators are reporting a noticable difference
with the increase.
Tereb shared
that the cap on Test Center is now set at 1500MB rather than at 750MB.
Users with more than 1GB of RAM may see more of it get used. This came
to live with Chapter 3.6 and the limit will be upped to 2 GB with 3.7.
(NEW) Apparently, they like Spock, by
BadMisterFrosty: Musing on the contradictory nature of many forum posters,
BadMisterFrosty shares his thoughts on the conflicting desires of many community members when it comes to game play issues and development.
Thunderheart joins the discussion and shares his observations in regards to game theory discussions pre-launch and present.
(NEW) Cyber Arm Proc effects, by
Ackehece: After seeing multiple reports of issues with proc effects using the Cyber Arm as an Officer,
Ackehece assembles information on it.
No response.
(NEW) PvP and the GCW Rank System, by
Meatpuppet1987: Concerns
about PvP gains in the GCW rank system are brought up. Suggestions for
making PvP a more effective way of gaining GCW points--such as
increasing the number of points gained from PvP kills, making group PvP
a source of PvP points, and creating an Entertainer inspiration to
increase PvP point gain--are also included.
BadgerSmaker brings up concerns about potential fight-clubbing.
Khristen adds
that it may be necessary to wait and see how much of an affect rank
will have on the amount of points gained before adjustments are made.
No response.
(CONTINUED) Condemned Structures Need to Go, by
Khristen: Since the community desire for a pack-up of inactive housing seems to be having technical difficulties,
Khristen requests
that the bug be fixed that keeps condemned structures around
indefinitely. When the auto-deduct/condemned structure maintenance
system was first put in, structures were supposed to be destroyed after
6 months in a condemned state.
Khristen brings
up the issue again as reports surface that Customer Service has told
players that a "new" game mechanism has been installed to remove
condemned structures after 6 months.
Thunderheart previously
stated that part of the challenge facing pack-up is that the player has
to be in the world for a structure to be packed up. No further
response.
(NEW) Factory Spam Bug Appears to be Back, by
Elyssa: After seeing reports of the return of a much-hated bug,
Elyssa shares
information on the bug with factories that spams system messages. A
work-around is shared: keep a "junk" schematic for each of the factory
types in your datapad so the system will not generate the "You do not
have a schematic...." message.
Thunderheart gets clarification on the repro steps and gets the information passed on to the team.
(CONTINUED) Dude, where's my ITV?, by
SamousNemo: The discussion about ITVs being uncallable in some cases is brought up again as
Elyssa shares detailed information on testing results.
No further response.
(NEW) Why is a stealth move being given to Commando?, by
Marrow1: The logic of giving a damage-dealer the ability to be sneaky is questioned.
Glzmo points
out that while it does not seem to be an obvious choice, it gives
Commandos the ability to chose what type of Commando they want to
play.
No response.
(NEW) How do you want to have the GCW?, by
BadMisterFrosty:
A discussion about what the Senators as players would like to see the
GCW as begins, also allowing for larger community-based feedback.
No response.
(NEW) Buying unflyable ships - can we stop it?, by
Red-Dwarf: After seeing other players selling Jedi Starfighters and ARC ships,
Red-Dwarf questions
why these ships aren't made No Trade since a player cannot use either
of these ships without completing the quest that grants them. The deed
itself does not reflect this, resulting in player confusion and CSR
tickets when the ships cannot be used.
Glzmo suggests that the deeds could be used to replace decayed chassis while
Psychopyro80 offers the suggestion to remove the quest requirement to use the ship.
No response.
(NEW) What do you do?, by
Tralmek: With recent talk of play styles,
Tralmek decides
to start a place to post individual Senator play style preferences in
the effort to improve communication between the Senators.
Thundeheart joins the discussion.
(CONTINUED) Request for clarification on extra inventory deed, by
MoyaWookiee:
After hearing reports from players that the extra inventory deed is not
working on some structures, clarification is requested on the item.
Khristen brings up the issue again as players continue to look for more information.
Thunderheart
previously assured us that he is still looking into the restrictions as
structure/container permissions are complex issues. No further
response.
(NEW) Any chance of a medic expertise update, by
Marrow1: More information is sought about the Medic Expertise.
Thunderheart states it will be coming as soon as possible.
(NEW) What is the "True" Entertainer to do?, by
Psychopyro80: After reading
EJDev's information on the Entertainer Expertise,
Psychopyro80 brings up concerns that Entertainer is being turned into a Bard class.
No response.
Comments
The discussion continues now that changes along these lines have been
put onto Test Center. Senators are reporting a noticable difference
with the increase. Tereb shared
that the cap on Test Center is now set at 1500MB rather than at 750MB.
Users with more than 1GB of RAM may see more of it get used. This came
to live with Chapter 3.6 and the limit will be upped to 2 GB with 3.7.
1500? 1.5 gigs? For what?
And 2 gigs? For what?
And no, visuals simply don't count, because games out there manage thousands (several 1000) different particle effects and animations, not dozens that SWG offers.
A** Still Raw From Your Last SWG Subscription? Come join us at RLMMO.com
Ahh.. so in true fashion they are fixing something that was never broke... gotcha..
Xcathdra
Having access to a billion $ IP - Billions of dollars..
Having access to a massive fan base of said IP - Even more Billons...
Singly handedly alienating them due to stupidity - Priceless.
that the bug be fixed that keeps condemned structures around
indefinitely. When the auto-deduct/condemned structure maintenance
system was first put in, structures were supposed to be destroyed after
6 months in a condemned state. Khristen brings
up the issue again as reports surface that Customer Service has told
players that a "new" game mechanism has been installed to remove
condemned structures after 6 months. Thunderheart previously
stated that part of the challenge facing pack-up is that the player has
to be in the world for a structure to be packed up. No further
response.
Uhhhh...seems like a pretty simple issue to get around dudes. Put them in the world during the packup procedure (as part of that procedure), then take them back out. Little chance of them already being logged on, since you are dealing with people who have not logged on for at least 6 months.
Of course, they would likely forget to take them back out of the world at the end of the proc, leaving 100s of thousands of ghosts in game, but they would eventually, in two years or so get around to removing them.
I'm sorry, this challenge seems like child's play to an experienced developer.
I realize I said I quit. I never said it was forever
Since there has been some confusion on what this means, I will explain.
Before
publish 3.6 the game would allocate 75% of your current availible
memory (RAM) to the game up to 1GB. Meaning that if you had 1GB or more
of TOTAL RAM, the system would allocate 750MB to the game.
256MB = 192MB of RAM to the game
512MB = 384MB of RAM to the game
756MB = 567MB of RAM to the game
1024MB(1GB)or More = 750MB of RAM to the game (not quiet 75%
After
publish 3.6 the game allocates 75% of your current availible memory
(RAM) to the game up to 2GB. Meaning that if you have 2GB or more of
TOTAL RAM, the system will allocate 1.5GB to the game.
256MB = 192MB of RAM to the game
512MB = 384MB of RAM to the game
756MB = 567MB of RAM to the game
1024MB(1GB) = 750MB of RAM to the game (not quiet 75%
1280MB = 960MB of RAM to the game
1536MB = 1152MB of RAM to the game
1792MB = 1344MB of RAM to the game
2048MB(2GB) or More = 1500MB of RAM to the game (not quiet 75%
As
you can see, this only affects people who have MORE then 1GB of RAM. If
you do not have more then 1GB of RAM, it will not affect YOU! you will
notice no difference at all. You do not need to buy more memory to play
the game. You can still play it as you have been since this change went
in with the publish of 3.6. The change is already in the Live game you
have been playing.
So for all of us with 1 GB of ram, our performance should be better because we won't be capped at 750 mb of ram...
My machine can perform:
Athlon 64x2 5000+, 4GB DDR2 RAM, GeForce 7900GT
The NGE cannot.
I logged in for 30 minutes and got tired quickly of 10 on 10 gankfest.
Ugh.
They could dope up the NGE with Levitra, Viagra, and a shot of heroin and it would still be impotent.
One thing I'll say is that it'll be a small mercy to the tortured souls in SWG if they FINALLY bring back camps. My gosh, people have been trying to explain to SOE the simple concept that "CAMPS ARE FUN" since they were yanked with the rest of the fun things we all did.
Having said that, I still think it's crappy to give people back one thing at a time over the course of months, all the while taking their money, when they could restore everything via classic servers. To me it seems like they promise little tidbits of things that they wrongfully took away, to keep people playing and paying. I could be wrong, I'm not a mind reader, but when I was playing SWG last month, I really felt strung along. (e.g. keep playing and you'll get bases back soon, and TK back soon, and now camps back soon...etc.) BAH, keep it SOE. I'm not paying any more money while I wait months to get things back that I enjoyed. Besides after you give it back, how do I know that you won't just up and delete stuff again?
Sick of the mind games SOE, no thanks.
ARC3
So we dump just about everything out the window when they brought us the NGE. We all beg for them to give us stuff back... They say no, it will never happen...
Then they start giving us stuff back slowly and ask dumb questions (and it was fun?). It just proves they have no concpet of what the players enjoyed, what the players liked, or what the players wanted. Their own arrogance got the better of them with the we know what you want attitude.
Then they get upset because all they see on the SOe Forums are nothing but negative comments about whats going on.
Management needs to go...
Devs need to go.....
Community relations need to go...
The Senators need to go....
The NGE needs to go....
Then and only then are they in a position to go forward..
Xcathdra
Having access to a billion $ IP - Billions of dollars..
Having access to a massive fan base of said IP - Even more Billons...
Singly handedly alienating them due to stupidity - Priceless.
Once camps do come back, many people will realize how meaningless they are, and how the world has changed. If you venture outside of larger cities, you'll see there's really nobody there. Nobody will run across your camp, nobody will randomly wander in.
Roleplayers? Sure, all 18 of them still left in the game.
"Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience"
CS Lewis
I will say this in defence of the RAM changes. A lot of the 'lag' I used to see was really the result of caching delays while my hard drive thrashed (swapped game files from disk to RAM and back). I'd walk into a building, and have to wait for my drive to fetch the textures. I'm sure others see this performance issue.
Once upon a time the whole game could live inside of 750MB, so people with 1 gig of RAM could actually load the whole game into memory for improved performance. With 3 expansions and whatever else now, it hasn't been possible to load the whole game into RAM like you could before, since the game was limiting itself to 750MB max.
This change should improve performance noticiably. My only question is: why'd it take so long to make this change?
I'm also flabbergasted by this exchange:
It's not smart to sabatoge your poll data. If you feel it's important to get players into PvP, but it happens that a significant amount of players won't PvP no matter what games changes you make, then you need to know that, before you devote scarce developer hours to that issue. It takes special talent to be this bad at requirements gathering - I'm continually surprised at just how good they are at being bad.
SWG Team Mtg.
Wrong. There's nothing in SWG that would warrant the use of 750Mb in the first place.
Particle effect heavy games (3D textures, 128x128x32 or 256x256x(16-64), upwards of hundreds of such effects) run contently with 128-512 Mb of RAM.
Expansions and all that make no difference. The game has always been several gigs in size, and loading entire game into memory was never an option.
This is just a sign of improper use of graphics pipeline.
The reason why it makes no difference to performance whether you give the client 1 or 2 gigs, is because you're still limited by graphics pipeline. Graphics cards can use a maximum of 256 Mb or so of assets (meshes, textures, buffers, shaders, ...). Loading those assets into graphics card is prohibitively expensive, so engine must avoid such situations.
Performance comes from designing asset manager in such a way that you never have more than what you need, and the needs change very infrequently and incrementally.
Increasing memory cap is a managerial solution. "Oh, application running too slow? Buy better computer". Unfortunately, it doesn't solve anything. But that is a very good solution for customers with more money than brain, who will willingly dish out upwards of $500k for a new data center, not realizing that money will be wasted, since the bottlenecks aren't removed.
______________________________
I usually picture the Career builder commercial with the room full of monkeys and upside down sales chart when thinking about the SOE/SWG decision making process.....
SOE's John Blakely and Todd Fiala issued a warning: "Don't make our mistakes." Ref NGE
Winner of the worst MMOS goes to.... the NGE and SWG..!!! http://www.mmorpg.com/showFeature.cfm?loadFeature=1034&bhcp=1
Particle effect heavy games (3D textures, 128x128x32 or 256x256x(16-64), upwards of hundreds of such effects) run contently with 128-512 Mb of RAM.
Expansions and all that make no difference. The game has always been several gigs in size, and loading entire game into memory was never an option.
This is just a sign of improper use of graphics pipeline.
The reason why it makes no difference to performance whether you give the client 1 or 2 gigs, is because you're still limited by graphics pipeline. Graphics cards can use a maximum of 256 Mb or so of assets (meshes, textures, buffers, shaders, ...). Loading those assets into graphics card is prohibitively expensive, so engine must avoid such situations.
Performance comes from designing asset manager in such a way that you never have more than what you need, and the needs change very infrequently and incrementally.
Increasing memory cap is a managerial solution. "Oh, application running too slow? Buy better computer". Unfortunately, it doesn't solve anything. But that is a very good solution for customers with more money than brain, who will willingly dish out upwards of $500k for a new data center, not realizing that money will be wasted, since the bottlenecks aren't removed.
Tereb made a post about it and said that it's an improvement you would notice after long play sessions. Rather then dumping out data when you've shuttled to make room for the new info, it can instead take advantage of the larger available memory and keep previous locations ready when you shuttle back there again.
You generally want more data in the memory rather then on the much slower HDD when it comes to performance.
solution? "I don't like it" is an option they don't need to
fix. One of the options was something like, 'I'm not good at
it'. How the hell is that any more fixable than "I don't like
it"? It's amazing how inept the SWG dev team is.
Particle effect heavy games (3D textures, 128x128x32 or 256x256x(16-64), upwards of hundreds of such effects) run contently with 128-512 Mb of RAM.
Expansions and all that make no difference. The game has always been several gigs in size, and loading entire game into memory was never an option.
This is just a sign of improper use of graphics pipeline.
The reason why it makes no difference to performance whether you give the client 1 or 2 gigs, is because you're still limited by graphics pipeline. Graphics cards can use a maximum of 256 Mb or so of assets (meshes, textures, buffers, shaders, ...). Loading those assets into graphics card is prohibitively expensive, so engine must avoid such situations.
Performance comes from designing asset manager in such a way that you never have more than what you need, and the needs change very infrequently and incrementally.
Increasing memory cap is a managerial solution. "Oh, application running too slow? Buy better computer". Unfortunately, it doesn't solve anything. But that is a very good solution for customers with more money than brain, who will willingly dish out upwards of $500k for a new data center, not realizing that money will be wasted, since the bottlenecks aren't removed.
Tereb made a post about it and said that it's an improvement you would notice after long play sessions. Rather then dumping out data when you've shuttled to make room for the new info, it can instead take advantage of the larger available memory and keep previous locations ready when you shuttle back there again.
You generally want more data in the memory rather then on the much slower HDD when it comes to performance.
But most that still play NGE don't seem to play for long periods of time. The few people I know that are still playing still only log for a few hours at a time at most. I don't understand SOE's way of thinking its like they want to give themselves anything to do other than go over the changes they made after the NGE
Particle effect heavy games (3D textures, 128x128x32 or 256x256x(16-64), upwards of hundreds of such effects) run contently with 128-512 Mb of RAM.
Expansions and all that make no difference. The game has always been several gigs in size, and loading entire game into memory was never an option.
This is just a sign of improper use of graphics pipeline.
The reason why it makes no difference to performance whether you give the client 1 or 2 gigs, is because you're still limited by graphics pipeline. Graphics cards can use a maximum of 256 Mb or so of assets (meshes, textures, buffers, shaders, ...). Loading those assets into graphics card is prohibitively expensive, so engine must avoid such situations.
Performance comes from designing asset manager in such a way that you never have more than what you need, and the needs change very infrequently and incrementally.
Increasing memory cap is a managerial solution. "Oh, application running too slow? Buy better computer". Unfortunately, it doesn't solve anything. But that is a very good solution for customers with more money than brain, who will willingly dish out upwards of $500k for a new data center, not realizing that money will be wasted, since the bottlenecks aren't removed.
Tereb made a post about it and said that it's an improvement you would notice after long play sessions. Rather then dumping out data when you've shuttled to make room for the new info, it can instead take advantage of the larger available memory and keep previous locations ready when you shuttle back there again.
You generally want more data in the memory rather then on the much slower HDD when it comes to performance.
But most that still play NGE don't seem to play for long periods of time. The few people I know that are still playing still only log for a few hours at a time at most. I don't understand SOE's way of thinking its like they want to give themselves anything to do other than go over the changes they made after the NGE
Tereb is the one that changed it, which is part of his job. He builds the client.
A few hours would be considered a long play session IMO. You don't need to play a long period of time to shuttle alot of places though, which is where this change has been said to have the most benefit.
I always thought it was kinda silly to have a cap on how much memory the game could use. I have 2gb of memory, why not put it to full by removing the cap and allowing Windows to do the memory managing instead.
Starwars Galaxies, An Empier Diveded, That's what it says on my box anyway.