On top of that, the character responsiveness bugs, as you can find all over the SWTOR forums, make PvP a real pain sometimes, and the graphics engine needs to be optimized better (more specifically, needs to be completely reworked to not be I/O bound to the hard-drive; I do not know who in their right mind at BioWare thought that was a good idea)
yeah! im a healing imperial operative and theres this glitch that one of my casting heals wont go off. the bar will cast, she'll do the animation then it freezes, her arm is just hovering and i cant do another skill(heal) until i unselect the target and go back to it. so annoying!
Yes, and they are huge game-play flaws that I'm dumbfounded were not corrected by time of release. Once again, don't know who thought ability animations are > ability cast timers. If my bar says I can cast another instant ability, I should be allowed to press that button and the ability happens.
The scary part is the I/O hard drive bounded threading and how BioWare uses multi-process threads... this is the source of a lot of the Frames Per Second graphical rendering problems people are having.
How WoW and other games deals with this is to just let the game go on running, and allow whatever hasn't been loaded yet to briefly appear as a graphical non-entity that is moving with a name tag over it, but will be briefly invisible since the rendering info is still be pulled from the HDD. Let the anomaly affect that single entity, not the whole client.
How SWTOR does it is: if it does not know what XYZ is that just game into range, it has to pause everything else, get the info, THEN continue rendering everything. BAD BAD game design.
Simple example, trying going to the Fleet and running around, while you run around, spam "C" to open and close your character pane.
People with SSD's have less of a problem since they can pull info from their Hard Drives faster.
The evidence to suggest this may be the cause of the graphical rendering problems is in Task Manager of High End gaming machines. You will notice that in large populated areas while moving around, the CPU, A. Never Gets Close to 100%, and B. The GPU activity plummets. GPU should always be close to 100% because it will try to give you the most frames it possible it can every second. But when the GPU is starved of information, it can't process frames, hence the lower than normal activity, making high-end gaming cards utterly useless for SWTOR in asset-intensive situations.
There are two fixes I can think of, make the game not I/O bound, but that might not be possible, they already build the game from the ground up on this obtuse cut-corners model.
Second, write a x64 engine that allows for as much data as possible to be cached into memory and dedicated to SWTOR. At the moment, it is limited to a 2GB maximum due to the inherent limitations of 32-bit software coding. However, this means 32-bit OS users are utterly screwed for this fix. But once again, this would mean massive effort to write a 64-bit client.