7/17/2011 1:03:59 AM
Yeah it wasn't meant as a release date 'prophecy' just a think for people to read over and take into account. We can wait for ComiConn and the EA shareholder meeting this week before making more assumptions.Posted in: Jawa Garbage Dump
7/16/2011 9:36:06 PM
My apologies, here is the link http://online.barrons.com/article/SB50001424053111904582604576432112118600694.html?mod=BOL_twm_dept.Posted in: Jawa Garbage Dump
7/16/2011 9:10:45 PM
I came across this article and I thought you might be interested. I know they are only analysts but still a good read.Posted in: Jawa Garbage Dump
"Barron's financial report marks November 2011 as the window for SWTOR's possible release date.
Electronic Arts has confirmed that it intends to acquire PopCap. PopCap Games is one of the best-known casual-game developers, and one of few [to] have created multiple hits on multiple platforms.
The price is $750 million, with a multiyear potential earn-out provision. The deal is strategically intelligent, with a fair price. PopCap's business is where EA wants to go, and it has been able to produce new hit intellectual property, which is where EA has struggled. Based on knowledge of PopCap's growth, we expect this to be an $850 million acquisition, which at 8.5 times revenue is comparable to similar assets in the space....
The deal is expected to be neutral to fiscal 2012 EPS, and accretive by 10 cents to F2013 EPS. We are updating our model accordingly. EA also pre-announced fiscal 1Q (June) positively. It gave disappointing initial 2Q EPS guidance. We are officially moving the expected Star Wars launch from September to November. PopCap is not the key to getting ERTS right.
We like this acquisition, but this is not going to make or break your ERTS trade this year. The success of Star Wars and Battlefield, on the other hand, will. All eyes now shift to them. Market cap: $8.1 billion".
4/3/2011 8:59:58 PM
I got really confused when you said raid-timers but then spoke about something else. When I read timers, I thought about DBM, DXE, BigWigs, basically boss timers. The raid timers you refer to I know them as raid lockouts :(Posted in: Endgame PvE
Anyways, I think that yeah they should be in the game but just like WoWs, you can extend them at your own leisure. Most progression guilds will never use them as once you have killed a boss they tend to get progressively easier the next time and then the extra loot helps on the boss you're stuck at.
I used to run a weekly PUG in Icecrown that done 11/12 HC on 10-man. We only done this on a friday evening normally with friends and alts and we never really took it seriously. After a few months and the buff reaching 30% we used the lockout to push the LK HC 10-man or until our 50 tries were over. The way it helped was due to our limited time we had time to work on him for the people who hadn't done him before and iron out the kinks rather than spend time clearing the 11/12 bosses and only leaving us an hour or so on the big man himself.
3/30/2011 3:49:54 PM
Me and my friend just booked flights from Glasgow to London for this!Posted in: SWTOR News
I'll try and get you guys some new information.
3/29/2011 7:31:05 AM
They tend to be raid bosses with a few abilities that are places in the roaming world rather than an instance. Normally they drop entry level stuff for people starting to raid and a decent amount of gold.Posted in: Endgame PvE
The kinda cool part about it is that because they are out in the roaming world, you can engage PVP with an opposite raid who are fighting the boss. Depending on the gear drops and spawn time on the world boss, competition can be quite fierce to get the kill.
3/28/2011 10:52:08 PM
Raiding is definitely the biggest fun factor in a MMORPG for me! I enjoy questing, PVP and to a lesser extent crafting but raiding is where it is at.Posted in: Endgame PvE
I would like to see extremely challenging raid encounters also but I do appreciate that some players only want to see content and aren't raiding at a competitive level so heroic modes would probably be necessary to please the majority (think Ulduar rather than ToGC heroic mode).
I size would be nice too, the amount of whining you see about 10 man vs 25 man vs 40 man is ridiculous and how people try to fiery defend whatever bracket they raid or raided in. It would also save a lot of development and tuning time for BioWare with just 1 size and 2 difficulties to design for.
World bosses, sure, why not. They could drop entry level raiding gear that way it gives players something to do who don't have time to raid at night or the longer 3 hour raids due to family or work commitments.
SW:ToR also has a limitation on how to design encounters. You don't expect to have 20 'heroes' fighting 1 bad guy in SW. This is a fine line for BioWare to manage since fights like Thorium were fun to do but a whole raid tier of them, not so much. I am extremely interested in how this will play out in the end-game for them.
3/27/2011 9:56:39 PM
I would like to see PvPvE planet similar to Tol'Barad, where there is a daily questing hub for both factions but then a huge battle for the stronghold and if your faction holds the stronghold they get access to more dailies (hopefully it doesn't have the horrible Tol Barad battle system though).Posted in: Endgame PvP
Also I know this will get a lot of negative remarks but I would LOVE a massive FFA planet similar to Gurubashi Arena where you can fight anyone who dares to cross your path except people you are grouped with. I can't really think of an objective or lore standpoint for this but I would enjoy it.
Quote fromAs long as you are not forced to enter the high PvP areas for questing or gathernig purpose, I do not really care much about the PvP aspect to be honest. PvP can be a nice addition to a game, but gets rather boring when it comes to ganking or cyber-bullying. Just my point of view though.
I can understand your point if a certain herb or mineral only spawned in that zone then it would be annoying but more than likely they will put the item in multiple zones, so players can choose. I'm assuming by that you will play on a PVE server ;)
1/26/2011 7:54:34 PM
Most players know encounters that require CC and know that certain classes will do less DPS in that fight.Posted in: General Discussion
As Caliber said, it's how people use the meters. Also there is actually a CC tab in Recount and Skada which allows you to check CC cast spells, who done them and how many times.
1/22/2011 7:45:26 PM
[emptyquote]Im going to have to take the stance that if you can do it in WoW you should be able to do it in TOR![/emptyquote]Posted in: Class Think Tank
Eww I dislike that. Also ACs aren't like WoWs specs which you can switch about they are more like classes hence the word 'class' in the acronym.
In WoW there was 9 classes upon release, ToR has 8 classes. The way in which you select a class is different just.
If you want to play a Priest say, your then stuck with Healing, Healing and Caster DPS. You can switch between these roles easily with talent resets meaning that if you get bored of healing and want to play a ranged DPS then you can without having to re-level etc but when you select a Priest, your stuck with it until start again.
If you wanna play a Caster DPS in ToR you pick a Sith Inquisitor and play it for 10 levels which is roughly 9 hours play and then you make that final choice upon being Caster DPS (Sorcerer). Now say you get bored of 'mad deeps' and decide that you want to heal, that's fine. A quick re-spec of your skill-set and you're now healing a group. Say you decide 'I wanna be doing 'mad melee deeps' (Assassin) instead of caster than that would be a no-no as you would have to change your advance class.
Think of it like changing a Priest to a Rogue in WoW. The only way that I would like to see it in the game is maybe an extremely long quest chain where you master your new AC.
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