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eatumup

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Everything posted by eatumup

  1. I too thought there would be a little more with the ship. Getting intercepted with small battles or something. I agree that customizing its looks would fit well or even being able to buy different ships. Most of your suggestions I think are good. The only one I struggle with is adding things like the ability to access the market from the ship. In every other MMO I have played, when you make things like an AH accessible anywhere or in a non social environment, the social areas die. The thing about the ship being sent in to get you by a companion would be useful in the large open areas. Perhaps a landing pad could be placed out in the open desert of Tatooine for example. There would have to be only one for the zone for both factions tho. Making it a little hazardous to use on something like a pvp server. Also I agree that it should have a lengthy cool down. She should wouldn't actually need to dock. You could just vanish to a cut scene. On a side note, I would like to see that entering the ship in the space port does not cause it to go off into space. Sometimes I am just there to access the hold and don't need to sit though the loading and cut scenes as I'm just resting or getting right back off on the same planet.
  2. I have seen other posts similar to this but I felt to once again give it some light. From what I can find you can not add friends to your friends list, send a tell or trade with someone of the opposing faction. Even now when I try I get an automated response to the tune of player not found. I would like to further suggest that there be a way to at least be notified when a friend of an opposing faction comes online. I can understand why you wouldn't want the enemy sending whispers across faction (unfair PVP advantage) or cross trading (lore would suggest severed bonds, even in legacy). However, when my RL friends are not online I like to play on the Empire side vs the Republic side they play on. If I could at least add them to my fiends list, that would be lovely. Then I could check and see if any of them have come online. Even If I couldn't talk to them or be able to send from a list of dev programed automated tells.
  3. Don't get me wrong, I love this game and have an absolute blast with it. I personally just find that the more dynamic the play environment is the more I enjoy it. I was hoping to offer an idea that can allow to change things up, but not leave those who don't want the change lacking. The base concept was for players to be less predictable and require more human skill combined with chance than timing of foreknown conditions(like what DCUO does). Oh and no offense taken by you or anyone. This was meant to be a constructive thread of building or tossing. I can definitely see where you can foresee a division being created. As I mentioned earlier, It wasn't meant to be a thoroughly thought out idea but more of a groundwork suggestion. I kept pushing the topic hoping for building ideas and corrective suggestions to build a mold that would work vs "its just bad". Since all the replies have been in essence, forget it and lets move on. I propose we do just that and consider this idea tossed.
  4. Your right abut that first year. But in the end they worked it out. Not suggesting the character would be more powerful in the end. But perhaps be able to do the same with less. I too agree that balance is Extremely important. Which is why a heal that heals for 1.5x the stander heal would require 2x the cool down. and so forth. It's all about the give and take to make such a dynamic change work.
  5. I feel that I need to clarify something. I was afraid this might happen using a WOW example. I am not trying to suggest porting or direct copying of the death knight. I merely use it as an example of how the game turned out having these "heavy hitters" and did not become dominant. Which is why I would impose limitations on abilities, number allowed into groups and so forth. They would be at a PVP disadvantage due to the lower number of accessible abilities, most would be no different than regular classes, same armor, and special abilities would require a cool down long enough to get them killed without team support. Please do keep in mind that this is a unrefined idea. The suggestion is for a method to bring some personal skill and dynamic game play to the top. Is there any idea for refinement or building upon this? Or is everyone against the idea of offering a non-cookie cutter element to the game? If so I will concede the idea and let it die.
  6. I can see how granting a couple of other levels to those who choose to basically accept a seat on the council (if you were a Jedi) could yield an advantage too great. The idea is to limit character predictability. Mostly in active abilities. But something has to be given back to make anyone chose to loose that ability to call any one of their 30 abilities at any time. Any of us who has been playing MMO's knows what abilities the other player has to use. So they become predictable. You know what healing smugglers have on their action bar, what stun breaks are available, and you can plan around that. This gets monotonous in PVE and boring in PVP. Its like playing chess when you already know the moves to be taken. To anyone reading, if you have ever played WOW, think of the Death Knight. A stronger class but with limitations. Abilities are increased on some levels, but reduced in others. Folks were apprehensive of a player hero class at first in WOW. After the roll out we all found that they did not really give a great advantage over the regular classes. They were more of a crossbred class (much like the legacy characters will be). Many still chose to play normal classes and not the hero class. Its about having good give and take. The Hero classes by all means don't provide for a one stop replacement. This limited system works well in other games to provide more variety in the game play. With a limited selection a player has to chose between populating their active abilities with stun breaks, ranged, healing, close combat, stuns, finishing moves, etc. By having more to chose from than you can use, it creates a character set that is more in line with the player. Let me offer an analogy, Sometimes more can be less. Think about customizing a car. There are 10,000+ custom things you can do to it. If you put them all on (even if you could but all 20 dash covers on it) the car would be ridiculous. Instead you chose the ones that represent you for the occasion. You make it serve you and your style.
  7. this idea is to give more to the title than just a title, but to give it a playable role. I do realize that this sort of more difficult/limited play isn't for everyone, which is why I would make it an optional choice.
  8. In the world of Star Wars there are the soldiers and the generals. For example lets talk Jedi. In their ranking system, after being a Padawan they become Jedi Knights. In this game we play at the Knight level. The suggestion is for ranking above that. To be addressed as "Master " or "General" in the game. Imagine at 50, your travels and accomplishments would warrant the offering of master. This would be a choice. One however, that can not be undone. I suggest an offering of this title. But with some qualifiers. Masters, although may have all the skills at their disposal often only work with a certain few. I suggest: *Giving Masters the ability to gain 2 more levels. *Access to Master only level abilities. Cross abilities between other classes/paths. *These Master only abilities are more powerful. *Group players who are less than level 50 mentor the master and get one bonus buff of bonus experience, or defense, damage done, etc. depending on the Master's chosen roll and light/dark side standing. Provided that there is a level 52 master who has completed the master storyline quest line. The downside (to allow those who chose to not be a master to remain competitive): *Useable combat/healing abilities are limited to 8 abilities (not counting items in your inventory) *Once a player has accepted the rank of Master, They can not go back. *Masters remain masters in future expansions. Same limitations through expanded levels. *Auto attack (if introduced) such as a basic swing would not be auto and require activation for each swing/shot *Master abilities all have a lengthy cool down. So they must be carefully chosen to compliment standard abilities. *Only ONE master allowed per instance. This choice would have to be voluntary and the limitation of one action bar of useable combat/healing abilities would help balance instances such as pvp fighting or overly powerful players in instances. The limited ability bar would bring some unpredictability to combat and allow for players to shine in their personal skill/style. Much in the same way DC online or classic EQ does. The side and lower action bars should still be available, but I propose only allowing them to be populated with things like mounts, med packs, stims, etc. In regard to the 8 ability limit, All past learned abilities should remain available. The player is only limited to the chosen 8 during combat. The chosen abilities can be changed out when out of combat. I think this would be fun for end game players. This gives them a reason to play out in the world and a bonus to help leveling characters as they mentor their group members. Finding that balance between abilities would give variety for payer interaction in instances or pvp combat. This also gives room to expand on the legendary lineage. Like a smuggler who's parent was a master gets faster power regeneration or simply more health. Of course this can be built on from here. I just think this could be fun groundwork for adding a little something extra to endgame.
  9. +1 I really like the idea of making all the quests repeatable. But like Cormey suggested. Just make the quests not intended for repeat provide no reward of any sort (other than social points perhaps even reduced points. say only 2 for the entire participation.) for completing it again. This would make grouping much easier and a lot more immerse.
  10. I really do enjoy this game. It's story content is really nice and a downfall at the same time. So i wonder if this has been suggested. I have some RL friends that I particularly like to quest in game with. Part of the problem is that our schedules aren't always the same and we like to play at times when the other isn't playing. Problem is that when we play at different times we get ahead of each other in quests. In old MMO's this was no issue. I suppose it's not a big one today. I just thought that it would be nice if we could still join in on conversions with our friends even if we have already completed the quest. I'm not saying that we should get the quest again or make all quests repeatable, but allow group members to participate int he cut scene discussions as if we had not completed the quest yet. Just a suggestion that I thought would enrich the playing experience.
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