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Taixads

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  1. I voted capital ship battles, but let me clarify: I think a PvP system with two capital ships duking it out would be amazing, but with the added nuances: 1. You can choose 1 person to captain the bridge of the capital ship a la Star Trek Online, which has great space battles. This person basically "drives" the ship and fires its weapons at the other capital ship 2. You pick a few people to pilot fighters, which attack other fighters or the opposing capital ship in a 3D space battle system 3. Once the enemy ship becomes damaged, you have a few players board the other ship and fight their way to the bridge through enemy players 4. If your ship becomes damaged, you get a defensive team together to protect the bridge It would be a multi-phased massive pvp slug-fest requiring tons of coordination and strategy to succeed... along with being massively epic. If you can do this Bioware, you win, and can take ALL my money. EDIT: Also, pazaak. You already have Pazaak Cantina, how hard is it to translate that into the game??
  2. Instead of writing a page and a half about clicking and keyboard turning, I'll just leave this here: http://www.torocast.com/content/yphm-5-keyboard-turning-vs-keybinding Yes, I wrote it a long time ago now, but the advice never grows out of style
  3. You should read my whole post before criticizing it such. I argue that people should be able to wear whatever they want, whether that be new gear that just dropped or old orange pieces they've had forever and like the look of. After 1.2 the look of a character means nothing, since even those without the ability to down content can potentially buy the exact same looking armor from somebody who RE'd an item they got from the same content. It takes away any real meaning of new gear drops, the whole experience is changed when you can't actually equip ANY new items you get, just rip them up for parts and destroy the item so you might be able to make a better version.
  4. The problem I have is this (and a few people have actually been able to pick up on this point): Previously in MMOs, and so far in SW:TOR, when gear dropped in a raid, you got the piece of gear and put it on, and that was that. People were able to pride themselves on the way their character looked because they had killed X boss Y number of times (or had done X amount of PvP, or had Y rating in ranked pvp) until they got that elusive piece. The ability to get a piece of gear, equip it, and be proud is completely gone come 1.2, since the ONLY thing new pieces of gear are even good for is 1. mods to upgrade your orange piece, and 2. the off-chance of reverse engineering the piece for a pattern which gives you a chance for a crit-crafted version (since non-crit crafted versions will be the same as the item you RE'd and are essentially worthless). People should be able to wear what they want their character to look like, I completely agree. Professions being added to the mix of gearing is also a welcome change to the status quo. However, the ability to wear what you WANT to wear also needs to extend to the piece of awesome-sauce epicness that finally dropped after a month and a half of raiding, instead of taking the piece of loot, ripping out everything valuable and destroying it for the chance of making a better version. What do I propose to fix this situation? Remove crit-crafted augment slots from main slot items (helm chest gloves legs boots) but keep the ability to remove base mods for people who wish to stick to one set of orange gear, and put in a system to add augments to profession-specific items such as implants for biochem, belt/bracer for synthweaving/armormech, and weapons for artifice/armstech. This actually allows EVERYBODY to look how they please, whether they want to wear the gear they just got from the latest content, or wear the robes they got at lvl 10. -just my 2 cents
  5. I'm not talking about right at 1.2's release, I'm talking 3-4 months from now, when we start upgrading the gear we get in 1.2. One single orange piece of gear gives you the permanent augment slot, a permanent upgrade for your character. You think people won't get 6 pieces of gear in a few months? With the system you're encouraged use the same items forever, unless you go through a ton of work to get the new raid looking gear with an augment slot (unless you want to downgrade that slot when a new item drops). Upgrades will all be simply swapping out the new mods, at least immediately when the upgrade drops. I honestly think most people haven't grasped this concept. EDIT: I've personally re-rolled synthweaving, planning on making a ton of money selling tier gear reverse engineered equipment with augment slots. I've also been using an orange item for my chest since I think it looks cooler than the tier, and I love the customization options it gives. I'm just confused as to the profession grind to actually upgrade the look of your armor.
  6. It's not about having the BEST gear available, at least not at the start, it's about caring enough about your gear to get an orange piece of gear with a FREE augment slot... why would anybody NOT have extra free stats? It's like raiding with a pvp spec, it shows you either don't know what you're doing, or don't care.
  7. "LOL, why don't you have augmented gear? Of course I won't invite you to our ranked wz/guild/nm mode op, you obviously don't care about your gear enough to warrant an invite." Heck, I'd even say that to somebody, and I think of myself as being more tolerant than fellow elitists
  8. It will prioritize queuing against people on your server.
  9. OK, so let me get this straight: Come 1.2, after everybody is done scrambling for a full set of orange gear with augment slots (since wearing anything else automatically handicaps you), endgame gear progression will involve getting a new piece of gear from a boss, ripping out the mod(s) to use on your current armor, then either trashing the piece or reverse engineering it for a chance to make an augment-slot version of it... What happens for non-synthweavers or armormechs? Do you loot the piece of gear to the guild token synthweaver (who reverse engineers it) if you want to actually wear that piece? Seems like a lot of extra work . Also, people who wear loot dropped straight from bosses will be looked down upon for not actually having the best gear... they could take a lvl 20 orange piece with an augment slot and put in the mods from the new gear and it'll be better. And what about earpieces and implants? Will these have to be purchased from those lucky enough to get the patterns to drop?
  10. Sounds to me like: Keyboard turners, those who don't have to constantly stare at their bars to see where to click next every few seconds either love, appreciate, or at least don't mind the feature because it allows us to keep our eyes on our positioning and still know when the GCD is up so we can keep chaining our abilities without delay. Clickers who stare at the bar endlessly hate it because it blocks out the shiny icons. Learn to mouse turn with keybindings? It was better in every way even before the UI change.
  11. Huge step in the right direction, having the flash lets me know when my GCD is up so I don't have to stare at my bars endlessly to know when I can use my next ability. Love it, just need to add bar space, let us move all our bars to the bottom of the screen and resize them. Some sort of HUD or proc notification onscreen option would be golden as well, spent HOURS back in WoW with PowerAuras getting everything just right so I could just outright hide my ability bars and just play with what's on screen instead. To those complaining that they can't tell if an ability is usable, you should know that based on your resource bar and the ability's CD (which is more clearly visible now, especially for long CD abilities)... maybe you should stop posting on the forums and start playing your character more. Try playing WITHOUT staring at the bottom of the screen and focus more on your positioning. You'll see that the flash helps quite a bit for this.
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