<
>

Profile: RainStar
Send PM  Forum Posts  Forum Topics 

UsernameRainStar
Rank: 5/100Rank: 5/100Rank: 5/100Rank: 5/100Rank: 5/100
Real Name 
RankNovice Member
JoinedDecember 8, 2005
GenderFemale
Age(hidden)
LocationFlorissant, MO, United States
Last VisitOctober 11, 2008
Post Count635
Biography 
Quote

I will always miss pre-CU but I still enjoy the game.

 

RainStar does not have a blog yet.

Latest User Gallery Images [more...]

RainStar has not uploaded any photos or screenshots yet

Recent Forum Posts [more...]

    • Do you, or would you, purchase in-game money?
    • Originally posted by matthewf978

      Many games have terms of service which prohibit the sale of in-game money by out-of-game vendors.
      If the game didn't prohibit the sale of in-game money would you purchase it?

      Feel free to comment on why you think that games should either allow or restrict the sale of in-game money?

      It seems to me that there are both benefits and grievances for allowing the sale of in-game items. A game could probably retain more players from one audience if it allowed those players to make such transactions. And those players might benefit from acquiring a little extra money. New players into the game might be more likely to continue playing if they had better access to gear to help them in their journies.

      However, the game balance might be disturbed by such provisions by making the game either too easy or to wealth friendly and cutting out the audience who plays on a more casual basis or plays on a tactical basis.

      Personally, I think that purchasing in-game shouldn't be necessary to enjoy the gaming experience, but that it shouldn't be prohibited either. Of course, game mechanics would be necessary to prevent perma-camping of mobiles which drop popular items, and I am not insisting that instancing be used because I don't prefer instancing.

       


       

      I've seen what problems arrive when players start buying in game money. The economy goes to hell and players jack up the prices on their vendors to compensate. It's just a mess.

    • Posted: 8/07/08 10:50 AM
      General Discussion
    • Star Wars Galaxies: 5th Anniversary
    • Originally posted by brenth

      agreed SWG/SONY are known as the biggest piece of garbage in the universe.

      this is what you get when you think you know better that the players that suscribe

      the only reason SWG is still running is because sony is so big and indifferent  it doesnt see  SWG died a LONG GLONG TIME AGO IN A GALAXY FAR FAR AWAY

      the only ones that play now are those lame PVP dorks that just use SWG as an arena and not as an mmo


       

      Hmm, I still play and I am not a PvP player. Been there since launch and don't plan on leaving.

      The Meatlump Themepark is cool and I love the sense of humor the Devs added to the NPCs in it.

    • Posted: 6/27/08 2:20 PM
      General Discussion
    • Star Wars Galaxies: Teesquared Technical Report
    • Originally posted by Szark

      The Star Wars Galaxies official site has been updated with another edition of the Teesquared Technical Report, which looks at SWG from a programmers point of view.

      Time flies when you're working on Star Wars Galaxies. It's time again for another Teesquared Technical Report, so here we go! There is a lot of fun stuff going on in Programmer Land these days, so there is much to cover.

      House of Commons Chat

      First off, I want to thank everyone again for attending the Programmer House of Commons chat on Stratics. You all asked some great questions and it was fun having the opportunity to answer them. We had a little incident with DevH at the start but luckily AdeptStrain had a handle on it.

      [18:58] <@DevH> Testing
      [18:59] * @AdeptStrain reboots DevH
      [18:59] <@AdeptStrain> ..crazy robots

      I'm going to cover a couple questions in more detail.

      [19:22] <@Sprite> *Saromus* Does Star Wars Galaxies use a Licensed Game Engine or does it have a Proprietary Engine?
      [19:23] <@Bogafett> The SWG engine was written from scratch. There was no tech available to handle what SWG provides for both the client/server.

      Bogafett was our mystery guest at the chat. He was one of the original developers and is currently working on another game for SOE. As he says, the SWG engine was written from scratch and it was written using the programming language C++. In fact, there are more than 2 millions lines of C/C++ that make up the client and server. With that said, you can understand why our minimum requirement of any programmer is a strong understanding of C++. We use two different C++ compilers. For client development on Windows, we use Microsoft Visual C++ 2005. For server development on Linux, we use GCC.

      Read more here.


       

      It would be great if mmorpg.com showed the same kind of respect that Stratics does when mentioning mmorpg or other websites in an article. A link would be appreciated. :)

    • Posted: 6/25/08 2:21 PM
      General Discussion

Special Offers

MMORPG.COM Polls

In your opinion, what kind of gamer are you?

Hardcore
Average

(login to vote)

View all polls