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President and COO of HeroEngine blames Bioware for poor coding!

STAR WARS: The Old Republic > English > PvP
President and COO of HeroEngine blames Bioware for poor coding!

Selixx's Avatar


Selixx
01.25.2012 , 09:51 AM | #41
Quote: Originally Posted by Radiozo View Post
Interesting.

"I am sure that BioWare had rooms full of engineers who customized the engine for their needs. That is normal for projects of that scale. Because of the way they chose to convey combat and the graphical style, they clearly had to highly tailor the renderer for their own needs. I don’t have much contact with their engineers any more (the last code drop they took from us was about 3 years ago) so I can’t really speak to how much of our rendering technology is left in SW:TOR but I honestly don’t think there would be much."

BW ****ed up
Yes, remove the context in which that statement was made.

Quote:
On the other hand, from the videos we saw before release it looks like most of the tools and production process are still in place, and that’s what we focus on when we show people why HE is special.

I think the game is awesome and I am sure that BioWare will release patches that address the issues that people are reporting. They are a solid developer with an amazing track record for making great games that work well.
The dude says that Bioware did a good job, and will continue to fix problems with the engine. Doesn't seem like he is bad mouthing Bio at all. Reading comprehension is difficult, yo.

Ashane's Avatar


Ashane
01.25.2012 , 09:53 AM | #42
Quote: Originally Posted by Zarthorn View Post
Did you play WAR during it's first year?

64 players in an RvR lake used to = server disco.

In it's second year it did get noticably better though and could go up to 100 v 100 before Disco'ing.

Again, it just takes time to sort these things.
If Lineage 2 could have 300+, using the Unreal Engine 6 years ago, then I'm pretty sure we've advanced far enough along that 65 people shoudnt bring a server to a screeching halt.

Hell even Shadowbane managed more then 65-100 people, and that was what.. 9 years ago?

Just stop defending it, its horribly coded. WAR wasnt any better tbh.
Ashane | Flameborne

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chungkuo's Avatar


chungkuo
01.25.2012 , 09:56 AM | #43
Hey IT geniuses:

Stop arguing about scalability on a system you know zero about. You don't know what the back end is, the gear is, or really anything that would allow you to make even close to an informed statement on this, let alone an educated one.

Who cares who's fault it is? It doesn't change the fact that the engine is crap.

And stop apologizing for BioWare by saying "EA made them do it. BOOOO EA!" BioWare IS EA. They merged. EA isn't some outside entity coming into mom & pop BioWare with thumb screws and iron maidens to torture the poor developers. You don't think there weren't bonuses involved in hitting a target date? EVERYONE over there wanted this thing to ship at Christmas.

kidbs's Avatar


kidbs
01.25.2012 , 09:58 AM | #44
Quote: Originally Posted by Zarthorn View Post
Did you play WAR during it's first year?

64 players in an RvR lake used to = server disco.

In it's second year it did get noticably better though and could go up to 100 v 100 before Disco'ing.

Again, it just takes time to sort these things.
And SWTOR has had years to learn from past MMO experiences/mistakes. Especially considering some of the lead devs worked on WAR. You would think that they would know how to optimize large-scale battles by now.
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Selixx's Avatar


Selixx
01.25.2012 , 10:00 AM | #45
Quote: Originally Posted by djpravda View Post
Why everybody is making a TIME excuse for Bioware? This game was in a development since ... 2006- 2007? They had plenty of time to address these issues. There was BETA and same issues were pointed out to them by Masses, thou they still decided to release a game in a current stage.

If I want to make and sell burgers and compete with MacDonald's my burgers either would have to be as good as theirs or better and my prices should be lower. I hate fast food but its first example which came to my mind.
Lol @ your analogy, which btw has no connection whatsoever to the gaming industry. It doesn't take you days of programming to fix a problem with your burger. You grab two buns, grill a patty rq, slap some extras on it, and sell it. You don't need to spend days to fix the smallest problems.

People seem to think this game should have been released with all the features of WoW, and no glitches/bugs. Do you realize, when contructing a game, you first have to optimize the engine, program new features into the engine, and then begin development (where even the grass texture can take days to make).

I hope you all realize that WoW has had a massive company behind it, and has had 15 years of programming and optimizations (including the actual pre-release development). SWTOR has 5 years of programming and development behind it. New technology doesn't actually make the game industry perform that much faster...so they should be 10 years behind in features (which they are). Stop making stupid analogies about the gaming industry, you clearly have no idea how it works.

bklynfinest's Avatar


bklynfinest
01.25.2012 , 10:03 AM | #46
I may not have a Masters in IT or Comp Sci (as much as it pains me not to fix peoples' Outlook for a living) but it doesn't take a genius to figure out that when a 8v8 WZ is giving you sub optimal FPS and anything larger than that becomes a slideshow (ie Ilum) then something is deffinitely wrong. Engine, network, coding, who gives a F - just fix it. The only way BW would get any slack over this if it was the first MMO ever released but unofrtunetly it's not. This should have been priority before anything else. There's still no official response either regarding this issue.

Ntranced's Avatar


Ntranced
01.25.2012 , 10:06 AM | #47
Quote: Originally Posted by Ashane View Post
Hell even Shadowbane managed more then 65-100 people, and that was what.. 9 years ago?

Just stop defending it, its horribly coded. WAR wasnt any better tbh.
interestingly enough thats what I said on teamspeak the first time we had a 32v32 lag fest in Illum - "holy **** it's worst than WAR!". At least in WAR at the end the keeps with 120 people in it were still dreadful but at least most of the open world stuff was playable assuming you had everything turned down.

I think the most interesting point is that BW didn't take a code drop of the engine for 3 years. That is a LONG time in game development, hell high end machines 3 years ago are a shadow of what is around now.

I disagree about the FPS comparisons as well, Ilum is its own planet there is simply no reason for not giving that hardware the specs and bandwidth it requires.

Khabarach's Avatar


Khabarach
01.25.2012 , 10:06 AM | #48
Quote: Originally Posted by Ashane View Post
If Lineage 2 could have 300+, using the Unreal Engine 6 years ago, then I'm pretty sure we've advanced far enough along that 65 people shoudnt bring a server to a screeching halt.
Do you have any actual evidence that it brings the server to a screeching halt? From what I've seen the server handles it fine.

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Orangerascal
01.25.2012 , 10:08 AM | #49
Whether the engine can do it or not is irrelevant.

Their competitor's engine can: Aion, WoW, And even rift can handle 100's of people in a zone. And I'm pretty GW2 will handle it too.
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Semitote's Avatar


Semitote
01.25.2012 , 10:13 AM | #50
Whoa, Neil Patrick Harris is the president and COO of HeroEngine?
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