"SWG OL" Detailed characteristics of peer control system
A few weeks ago, Bioware developer log in to present the "SWG: The Old Republic," the companion system. 8, the production team released a companion system introduced in the second part, senior game designer William Wallace introduced the companion system to simplify balance control.
Online game players in the battle for the pet should have their own views on how to control. If the balance is not brought under control, then there may be too strong fellow, and affect the player's gaming experience.
Wallace talked about Bioware's view of the peer system is based on the players how to control the NPC in the game over. The production team for the companion system set up active and passive control, in addition, if the player just want some action to control the partner, but not all, Bioware also provides these options.
If the team dispersed in the game, then, Wallace explains "SWG OL" in how to resolve this situation:
"If the players left the team, for example, ready to look for business, he can call his companions with action before the players rejoin his companions will automatically disappear, and the rest of the team can use one of the player's companion alternative leave the player's position. "
Peer system is a major feature of the game Bioware, developers promise will continue to partner in the game experience better, to expect to meet or exceed the expectations of players.
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