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Nethgilne

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Everything posted by Nethgilne

  1. Huh, good point. How would rail guns be affected if they too had to aim for a lead indicator instead of the ship itself? It'll probably only make it a little harder to hit.
  2. Since the new strategy will be focusing more on the single player aspects of the game, I was wondering if BW devs have ever thought about some changes to subtler game play elements. Specifically, adding questing areas where there are not path, and quest markers. Last night as I was playing a second toon through Rishi, I noticed that i had just turned on the minimap to get myself to the next quest point. Considering I had upgraded to a gaming PC from a 3 year old laptop in the meantime, It was a damn shame I didn't take the time to really explore and get a feel for the environment. Then I remembered this : To summarize: It's a comparison of Thief from 1999 to it's 2014 reincarnation, and pointed out a part of what made the older game fun was the lack of minimaps and quest markers. It forced the player to really explore the environment, appreciate it, and then master it. I'd like some of that out of SWTOR If Bio-ware is in the process of adding new areas, I hope they consider aspects of this philosophy and add areas designed not to use Minimaps and/or quest markers. Tell us general direction and distances where quest objectives are and we'll figure it out ourselves. Once again we'd feel a little like exploring instead of following a predetermined path. In addition, this will make seeker droid and micro-binocular quests that much more satisfying.
  3. So that's a new ability at 61, 62, 64 and 65? And here I thought they were trying to fix ability bloat
  4. Pretty much this too. I don't know if rail guns are insta-hit weapons now or just very fast projectile speed, but if evasion stat is dumped, then I suppose rail guns bolts will need a travel time now. But, that is an entirely different topic
  5. Some kind of turnbased minigame based on random collectibles from dropped loot or cartel market. Either Sabacc or Dejarik
  6. Are save points and MMO's mutually exclusive? This is an interesting point that I've been thinking about for a while. Actually, I have an exceedingly vague memory of something about character slots mentioned in a cantina tour sometime back. The statement was about expanding character slots, but the BW rep ( i forget who) also mentioned something about expanding something else in regards to how they saved player information. This memory of a memory is driving me nuts because I can't figure out if it's something I legitimately heard or just dreamed up somewhere along the way. Anyway.... my point is, there are probably only so many meaningful character choices along the length of a season's worth of story. So let's argue that at the end of the season a player can make 4 meaning choices along the way with 2 options each. So, along the way, the player's possible world state multiplies, go from 1 -> 2 -> 4 -> 8 - > 16. So in the end of a particular chapter there are 16 possible combinations of states the player could be in. A lot, but not exactly mind boggling. Now let's say that for each character slot, BW has expanded the character save architecture to allow the character to revert back to a previous chapter. Character will maintain all it's gear and stats, the only thing that will be reverted are that character's instanced world states, which will probably only involve switching off and on different instanced areas that were in game anyway. I'm the furthest thing you can get from a game dev and software engineer, but I believe something like this would give a player the illusion of save points without blowing up servers with useless extra data like the inventory and gear for multiple copies of the same character.
  7. I think this highlights one of the limitations of a game like GSF in the current engine. I always assumed that the RNG hit system was put in place to compensate for the engines inability to do any sort of reasonable hit detection. I can only guess that the dev's solution was to make all the ship's hit boxes similar in size and program different defense values to simulate the evasion capabilities of a small fast scout, vs the slow- easy to hit bomber. Pretty clever actually, but when the devs also decided on the speed and boost capabilities of each ship, they didn't realize how much that would compound to make the scout that much more effective than the strike fighter. That is to say ship surviveability scales a lot better with speed x Boost capacity x evasion, than Armor x shield capacity. Frankly, I'd really like to see how a game plays out when you simply turn off the evasion stat.
  8. A lock on indicator is not a bad idea, but might add even more information overload for a new player. Not to mention making GS's even MORE of a pain to sneak up on (in strike fighters) Maybe leave it as a equipment slot for strike with some added benefit of extra defense or shielding?
  9. I like your idea Kaiser, I had a similar one a while ago. But instead of the strike having one of these drones the "Bomber" gets this offensive turret probe that auto targets nearest threats and instead of having mines these "bombers" are given the slow targeting, but verly powerful AoE missiles that are used for clearing out mine fields and cap point defenses.
  10. My biggest complaint about bombers is actually a complaint about how the cap points are designed. Their LoS antics around the base of the satellites keep them alive much longer than they should. I believe that many of these complaints against bombers evaporate if the cap point were an open structure like a large open box, but then I suppose GS antics would become much more prominent. le sigh.
  11. Just started up GSF again lately just to get a feel for it again. Strike fighters have always been my main goto since GSF came out. In my opinion, the frentic speed of the game is what really hurts the strike fighters the most in it's current state. Any weapon that requires any sort of sustained DPS is severely handicapped by the rapid closing speeds. 1000m can pass by in a literal blink of an eye and thus bursty damage weapons like burst cannons and rail guns are going to win out over quad lasers and rapid fires. This is compounded by the strikes inability to keep pace with most anything that's trying to get away with it, save the bomber, which will simply drop a mine or LoS indefinitely. Hyper-unrealistically (and a bit selfishly), My suggestion to fix the strike fighter would be to slow gameplay by entirely dumping the boost system and slowing turn rates. Rework both the strike and the scout into one role that is fast and excels at hit and run tactics, and the other slower but maneuverable. I say selfishly, because this would boil the game down to something a little more that I would prefer, something that gives me a little more time to consider the board state, such as, the vector and speed that targets are traveling, and how to maneuver accordingly. Granted that all is sorta there as the game is now, but happens a little too fast for my shriveled brain to take in fast enough. More realistically. My suggestion would be much like anyone else's. Buff the strike fighter's damage and surviveability.
  12. As someone that's started playing around with EMP missiles, I like suggestion 3 a lot. They're nice to have when a node is mined up and absolutely useless any other time.
  13. There was a time i would disagree with adding joystick control. But as of late I've come to appreciate the need for more control options. One stepping stone to implementing joystick controls would be to put in a reticule sensitivity or range limiter. That is, a slider setting that controls the max distance from which the cross hairs can be move away from the center line. At 100% range the controls will behave as they do already and at 0% the cross hairs will essentially be locked in place. Anything in between sorta adjusts how "stiff" or "loose" the responsiveness would feel. Next step would be to map X, Y input to joystick controls which would conceivably translate better at lower settings. Yes, lower setting would not allow one to track targets, but I think it's a worthy trade off to have a tighter control over where your reticule is at all times and might be off-set by the forced decrease in tracking penalties.
  14. I'd also chime in and say that simply giving players tools to communicate may not be enough. Putting in an in-game system that rewards cooperative behavior would be the way to go with this. Difficult? Sure. But I wholeheartedly believe that it would be the way to go with this game, adding a new layer of depth that would go beyond simply adding more maps and ship variants.
  15. Absolutely agree with this thread. GSF needs more ingame options for PUG communication. I also agree with quick-key commands as being the way to go with this and drafted my own ideas on how such a system could ultimately be integrated into the game. Granted, much of it is pie-in-the-sky wishful thinking. But I think at the very least, having a "help" key, which highlights enemies currently targeting you to your squad members would be a HUGE step in the right direction. Maybe have it on cool down to prevent spamming or something.... anyway, here is a link to my original thread: http://www.swtor.com/community/showthread.php?t=736819
  16. Except a group in communication with each other can almost instantly callout a target and focus fire. Are you going to tell me that's not a significant advantage over a group of strangers not talking to each other? If you're going to tell me that a pre-made group offers no advantage, why are you so quick to defend any criticism against it? Yes it requires team work on the part of the group on teamspeak. And I also realize that it doesn't make people magically better (so cool your jets). But what it does do is give the TS teams a higher potential for coordination and effectiveness that can't possibly be matched by someone that just dropped into a random game. And again. I. AM. NOT. speaking against pre-mades. It's a totally legit and fun way to enjoy the game. But I'd also like for some of you that acknowledge that finding a group and jumping onto a mumbler server isn't for everyone. I don't know their reasons and neither do you. But I strongly believe that it isn't healthy for the game if those players are repeatedly dominated by coordinated teams. What's being created is a zero-sum situation where you either invest the time and energy to join a team or expect to lose. I only propose that there be some kind of tool that opens up a middle ground between the two.
  17. I apologize in advance if I am misunderstanding something. But a pre-made group (assuming that they have voice communication) has an OVERWHELMING advantage over pick up groups. As for the friends thing, I'm probably the last person in my guild that plays GSF any more. I still like the game, but I only play erratically, maybe a game or two a couple nights a week. It's not really worth the trouble to find a new guild i'd hardly play with or convince the few guildies that are on to drop what they're doing to play a mini-game they no longer care for. I strongly feel that there are enough people in situations similar to mine for BW to enact some kind of in game communication system to even the playing field between pugs and pre-mades. Especially if they're trying GSF for the first time, having some kind of instruction from a veteran player would do a lot to ease that learning curve.
  18. They really could use a better tutorial. One with moving targets. I know that 3D AI is tough to produce but even setting up something that flies around in a fixed pattern is better than no movement at all. And once they have that, make it mandatory for all players before they start playing.
  19. This is a noble attitude, and good for the community in general but so hard to enforce. Once that blood is in the water is hard to get that feeding frenzy to stop.
  20. The whole thing about reticule lock being difficult in this engine is news to me. I'd like to find out more about that. Time for some internet digging. Sorry real work. looks like you're taking the back seat again
  21. I try not to shoot at anything that's too far off my center line, but pointing my nose at a target that's moving across at a high angle of attack usually requires me to move the cursor off to the far end. By the time i've got my nose lined up, I've lost the shot in the 100th's of seconds it takes for me to drag the cursor back over the target. How would you all feel about the option to customize the sensitivity of the directional controls relative to the cursor? If I had my way, I'd set it way high so that I wouldn't have to move the cursor more than 5 degrees to get to max turn rate. Would it drastically affect the balance of the game? Sorry if this has been brought up before.
  22. I'm going to lean towards this line of thinking. I would guess that if it were simply a matter of shifting resources away from GSF, they'd say that the infiltrator is postponed rather than shelved indefinitely. I mean, the concept has been in the works since the start of the project (as far as i can tell from the datamined stuff), If they can't get it to function after that long maybe it was just time to accept that it just wasn't going to work. I just wonder how big of a bump this is for the GSF teams plans. I'd imagine the design, testing, tweaking and redesign of this role took up a large portion of their time, especially trying to get it in by the 2.8 deadline. Shelving this project will invariably result in a vacuum of content. I'm curious to see how the team bounces back from this and where they decide to spend their efforts on now.
  23. I think that would be a great way to start. In the end it might be all that's needed.
  24. I guess the ultimate question here is would be if this is WORTH doing. Obviously I think so. It would make the GSF or any PVP experience that much richer and strategically transparent. And I agree, nothing like this could possibly be implemented soon. I only wanted to get the dialogue on something like this started. Maybe encourage a dev to put this up on their wall of crazy. If they could put a system like this for all PvP, it would be a pretty significant update in my eyes.
  25. I have to respectfully disagree with VOIP for three reasons. 1) can't really integrate VOIP into a HUD warning. Hearing someone call out for help and not knowing where that person is isn't helpful. My proposal would integrate the hotkey with Heads up indicators. A new player would know who to follow and a squad will know who is being attacked and where. 2) people are not compelled to listen to VOIP commands either. Granted they're not normally compelled to follow a hot key commands either but a hotkey system would be much easier to integrate with a revised scoring system. For example, calling for help could tag all of the enemy currently attacking that squad member in need, making them worth extra req when you score hits on the attacker. This is not something that can be done with VIOP 3) You don't always want to hear what your team has to say. Hot keys limits the communications to the gameplay at hand. You've all seen general chat. now imagine it with VOIP.
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