Star Wars: The Old Republic - [Thread Ufficiale] che lo Spam sia con te...
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Discussione: Star Wars: The Old Republic - [Thread Ufficiale] che lo Spam sia con te...


  

  1. #155
    SWTOR Mod L'avatar di vander
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    Citazione Originalmente inviato da psycosam Visualizza messaggio
    ci sono nuovi screenshot con la grafica ingame tratti da un articolo su gamestar
    http://leakerz.net/wp/2011/01/12/swt...estar-article/
    Bella l'immagine che mostra il sottosuolo di Taris!!!
    "Sempre con chi è in fondo alla fila" cit.Don Ciotti

    Neithan Legacy - SWTOR -


  2. #156
    Niubbino L'avatar di Ali
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    qualcuno sa se gli spostamenti tra i vari pianeti sarà con la propria navetta oppure solamente con un click su una mappa stellare? cioè graficamente si vedrà la propria navetta sollevarsi e partire per il viaggio? so che forse chiedo troppo....ma spero sempre in questi particolari che renderebbero il gioco ancora piu belo e completo

  3. #157
    Super postatore L'avatar di Goofo
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    Per spostarsi bisognerà andare sulla propria nave, raggiungere la mappa stellare al suo interno e decidere la destinazione... poi immagino che il tutto sarà contornato dai filmati di decollo e atterraggio come in kotor: http://www.youtube.com/watch?v=rEn3a...eature=related
    Ultima modifica di Goofo : 13-01-2011 alle ore 16:05
    I miei pg su GW2 (account Goofo.8467)
    Goofo -Sylvari Elementalist
    Tyros Darkfur - Charr Warrior
    Krisp Janszen - Human Engineer

  4. #158
    Vecchio postatore L'avatar di psycosam
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    sicuramente ci saranno scene cinematografiche della partenza e dell'atterraggio, ma al momento non potremo pilotare la nave da un punto all'altro della galassia (come succedeva in swg), cmq tra i vari spostamenti potremmo incappare in eventi particolari (gli space combat event) in cui saremmo chiamati a pilotare la nostra nave seguendo le modalità di un rail shooter.
    i tester che hanno potuto provare lo spostamento tra i vari pianeti hanno detto che bioware ha intrapreso una via originale ed azzeccata poi di più non so.
    ha la nave cmq non la prenderemo all'inizio del gioco, ma solo più avanti, infatti i tester hanno fatto sapere che lo spostamento tra gli starter planets e coruscant/dramun-kas si intraprenderanno attraverso il primo flashpoint-dungeon che dovrebbero essere i 2 flashpoint presentati all'E3.

  5. #159
    Niubbino L'avatar di Ali
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    bene bene. grazie per le risposte. gia sono informazioni positive. poi col tempo se miglioreranno questi aspeti tanto meglio. penso che questi particolari diano quel qualcosa in piu di "realistico" pensando al mondo sw.

  6. #160
    Vecchio postatore L'avatar di M@lD!
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    Le immagini di Gamestar sono bellissime sopratutto se si pensa che sono scatti fatti in game direi che sono vicinissime alla grafica che avremo in release se non addirittura definitive

    «SOLO 2 COSE SONO INFINITE, L'UNIVERSO E LA STUPIDITA' UMANA, E SULL'UNIVERSO HO DELLE RISERVE.»
    A. EINSTEIN

  7. #161
    SWTOR Mod L'avatar di vander
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    Riporto alcuni interventi rilasciati da Stephen Reid (il tizio che ha sostituito Sean) sul forum di sw:tor:

    Hello all.

    First off, you should know I picked this thread almost at random to reply to, but I (and the rest of the Community team, and the development team) are aware of the discussions that have been going on recently. The Forums as a whole are an important part of the overall landscape of the community, and we pay attention to what goes on here - we are just not able to post in every thread.

    Let's see if I can dig in a bit here and give you some insight. First of all, to re-iterate the general attitude towards development on The Old Republic. It's fairly simply summarised - we talk about things that will be in the game when they're ready to be talked about, and not before. That's an easy mantra to explain, but it's tough in practice, especially over a protracted development period - which any MMO goes through, TOR being no exception.

    With a long development period and a regular update schedule (every Friday - even holidays - since the website launch, in case you didn't realize), maintaining the attitude of 'talking when ready' is even harder. It naturally leads to a couple of things; one, weeks in which we have to be 'light on detail', and two, a heck of a lot of speculation in-between 'major updates'.

    As you can see, those two things don't always mix well together.

    Now, I've seen plenty of discussion over why certain things (you pick your favorite) can't be discussed now, or haven't been talked about already, because 'surely they must have been decided already'. I understand - I mean the game's been in development for how long?

    Well, it's a little more complicated than just the length of development. There can be any number of reasons why we hold back on talking about something, but those reasons often fall in three broad categories:

    Presentation: A picture is worth a thousand words, right? Everything might be ready except the art (which includes everything from textures to animation to rigging to skyboxes, and on and on) sooo... we don't talk about it yet. While some of you might say "But I don't care! I'm sure it'll be good in the final game! I can totally forgive you this time!" I'm afraid we don't get that latitude with, oooh, pretty much 90% of the rest of the world.

    (That doesn't mean that everything we've shown to date is perfect and exactly how it'll appear in the final game either. Art is an ongoing process, and the game improves daily - hopefully something you can see over time.)

    Connections and dependencies: Sometimes talking about System 'A' leads directly to talking about System 'B', and if System 'B' isn't ready, then guess what? We can't talk about System 'A' for now. The good news is, we can bundle both together for a big ol' bundle of info - bad news is, you have to wait a little longer.

    You'd be surprised about what connects to what, also, and how interconnected things can be. I can think of a specific example of something people have asked about, but we can't give an answer on, because the answer directly connects to a system that's not ready to be talked about yet.

    Marketing and PR: Believe it or not, we do have a marketing plan and we are following it... which means in some cases you'll just have to wait for key reveals, which are timed for maximum impact. (And sorry for the late notice, but Christmas Eve and New Year's Eve are not big dates on a marketing calendar.)

    It's also good to remember that there is a vast potential audience for TOR, and many of those folk may not follow us so closely. That's why we work with PR to get the message out about the product. Sometimes we give those magazines, websites, TV shows etc exclusives, and they have their own schedules too.

    Far and away, however, the main reason we don't talk about aspects of the game before they're ready is, quite simply, you. And here I have to quote:


    Quote:
    Originally Posted by somehuman
    The major concern is showing something and then having it change before launch. If people see a feature and like it, but it gets removed, they'll be upset. If they see a feature and it gets removed, but they don't see that it was taken out, they'll still be upset.
    Indeed. As you can tell from even a casual glance at these Forums, just about every aspect of TOR is intensely scrutinized and debated. Whatever we say, and critically whatever we show, is going to become gospel.

    We all know it can be frustrating, but the policy isn't going to change. We'll talk about things when we're ready to talk about them.

    Now a few other random quotes that I felt needed comments:

    Quote:
    Originally Posted by Droidlife
    What sort of "buzz" do you want to create. The impression I have atm is that the buzz is tainted by negativity because of the huge uncertainty that the tight lipped approach creates. Mabey a more open attitude, with more substantial material availiable at this point would contribute to a different atmosphee around the game than lots of uncertainty and negative speculation.
    Maybe it would, and maybe it wouldn't, but frankly it doesn't change our attitude of talking about things when they're ready.

    I need to also point out that your definition of an 'open attitude' is quite possibly different to ours. For many people, 'open' can mean "Any question I want to ask should get answered". For us, it's more "You can ask any question you like, it just might not get answered... yet".

    As I said, every single thing we do is scrutinized, speculated on and often completely turned around. Combine that with a very large community and frankly, we can only be 'so' open, because things can be (and are) misintepreted. We'd rather be as straight as we can, when we can.

    Last two quotes as I want to end on a positive note.


    Quote:
    Originally Posted by chubbywan
    5-15 minutes of developer podcasts or something would go a long way in the nerd community
    We're always looking at new ways to talk to the community, under the general rule of not talking until we're ready. Stay tuned, we have ideas, and they might even be in the same ballpark as yours.

    Quote:
    Originally Posted by Loekii
    Developers have access to tons of data that we never see.
    Yes. Yes we do. In fact I know what you're doing right now. Or is it that they know what I'm doing right now...?

    I'll end with this - yes we have metrics, and those are being generated by our Game Testing Program, which is continuing to take place and is giving us some amazing feedback.

    That feedback is leading to direct changes in the game in response to what testers are telling us, and it's going to lead to a better game that eventually, all of you will get to play and enjoy
    "Sempre con chi è in fondo alla fila" cit.Don Ciotti

    Neithan Legacy - SWTOR -


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