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Khors

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Everything posted by Khors

  1. Yes! We knew coming into it that this is a Single-Player RPG / CORPG (cooperative-online rpg). Whether or not you want to pay $15/month for it, is up to you. Im going back to my massively-multiplayer space combat missions.
  2. Personally, I found the Jedi Knight story more entertaining and engrossing.
  3. No. I'll play-out this lobby-system single-player rpg for another week, but cant see myself subbing to a single-player / cooperative-online rpg.
  4. Regarding the subject for a few reasons from my early-to mid-game experience, level 27, I'm wondering if many more than expected will unsubscribe to TOR more quickly than anticipated. So this is my constructive open thoughts. It (TOR) has had one of the most robust box/digital downloads since its’ release, and knowing that historically ~60% of mmo enthusiasts over the last several years looking for massively-multiplayer entertainment in past games unsubscribe 3-6months out from lack of massively-multiplayer features and content to justify $15/month, it comes to reason that when the majority discover how non massively-multiplayer this game is, it will be the same % of unsubscribers, maybe more. Maybe more because Bioware fans that are historically very entertained by Biowares Single-Player Cinematic RPG’s will be scratching their heads as to why their paying $15/month for what feels like their new Single-Player RPG, as opposed to a community-centric organically influenced massively-multiplayer game. - Tor feels like having the least Massively-Multiplayer features & content of any mainstream labeled mmo aside from STO. - My transition from Starter area to early-game felt like AoC's Tortage all over again. Very entertaining and lush game-play with story and players abound that you relied on to cooperatively complete content in a challenging environment, leading to post-early game to mid-game where your game-play becomes more redundant of the same content and much more confining in very closed-off and tightly pathed instanced zones. - Post starter area to mid-game content is not organic; there are absolutely no open-world dynamic events or community triggered or driven events; everything is a short-term staged scrimmage against static & predictable moles that add nothing to the atmosphere, other than those mobs standing on a cube waiting to be attacked by a player. - So for now, the feeling is one of extreme & heavily instanced linearly pathed & redundant content ‘without’ open-world post-starter to mid-game, but confining pathed maps barren of players. - There are no open-world challenging cooperatively community driven and influenced content; no community-influenced or incentivised dynamic events which involve the battle of Republic vs Empire factions, compounding there being absolutely no meaningfully faction vs faction game-play early to mid-game. - I don't feel as though players are important to the community or core of game-play, that other players involvement in game-play, traversing a map, mission completion involvement, crafting, merchandising, or trades matters. - Therefore, I dont get the sense that there is any importance placed on player/community crafting, merchandising & economy when there is the high drop-rate or green, blue and orange items in the general game-play quest-lines and drops from general mobs. Therefore, crafting, merchandising and trades for an emphasis on a massively-multiplayer community-driven economy is significantly undermined. - Eventhough my server is "Heavy", getting a group for a Flashpoint or Heroic near-promptly is uncommon, as there doesn't appear to be any players in terms of numbers that should account for it being "Heavy". - There is an incredible emphasis on single-player-esque quests. Bioware has certainly compounded the term ‘Questing’ into ‘Laborious Chore’. The mass amounts of side quests that are a core game-play design feature which I always end up with is astounding; a full quest log of the same fetch, kill 10, 25, 50, fed-ex runs, etc. It really does take away a lot of the feeling of urgency from your main story and importance of completion and de-emphasizes massively-multiplayer. Character progression is mostly a redundant & repetitive single-player chore due to this. - There is no multi-user feature to space combat, it compounds the feeling of the game (TOR) as a single-player game even more-so. So, space combat is single-player, not massively-multiplayer. It's static and doesn't contribute to the struggle of Republic vs Empire within what should be an influential massively-multiplayer environment. With space combat in it's current developmental state and having it featured as a main element of game-play without any massively-multiplayer content or features is disappointing to say the least. Who would have thought that they'd be paying $15/month for content that amounts to Star Wars X-Wing Fighter game-play. - Player-involved against player-involved combative & cooperative and competitive content is pathetic and massively-multiplayer meaningless. One can’t choose the warzone they want to play. Only to have 3 shoe-box mini-map 10 v 10 warzones to randomly get pushed into is shallow. There are no meaningful personal rewards or achievements that one can accomplish early to mid-game to strive to differentiate you within the community, or strive to differentiate your guild or faction within the community. Many matches leaves one side down from early game and serial leavers that flood a match compounds loss, while level 10-20 players are matched with level 40-50 players with greater access to skills in a bolster system that is nothing but ineffective. All while pugs are matched against pre-mades with gives a sizable communication, familiarity, cooperation and coordination disadvantage to the pug team. - Targeting system is horrible and doesn't work well in Warzone matches, compounding the frustration of aforementioned flaws of the PvP system. - The "Stuff" bioware is "working" on is "stuff" that should have been launch-ready; such as UI. Speaking of, the UI staticness and lack of functionality and modification is horrible, while Raid frames are rudimentary and lacking by not updating correctly without being able to see debuffs at all.. - LFG system is completely useless, can't search globally for people who are LFG. - No combat logs. - On a labeled Heavily Populated server, zones seem barren of players, compounding the lack of feel of massively-multiplayer. - Character / Race customization not close to any other mainstream MMO, not to mentioned complete lack of gear appearance customization, which is arguably another indicator this game lacks the massively-multiplayer features to really allow players to distinguish themselves in what should be a persistent massively-multiplayer universe, as opposed to being a mirror image of the other players standing next to you.
  5. I really wished TOR was more of an mmo than it's current single-player lobby-system emphasis. And since there is no multi-user feature to space combat, it compunds the feeling of the game as a single-player game even more-so. With space combat in it's current developmental state and having it featured as a main element of game-play without any massively-multiplayer content or features is disappointing to say the least. Many, it appears, never thought that they'd be paying $15/month for content that amounts to Star Wars X-Wing Fighter game-play. A drastic change is needed.
  6. Just a few thoughts as I round level 27...mid-game: - Extreme & heavily instanced content. - There is no wide open-world early to mid-game, but confining pathed maps. - There are no dynamic events. - There is no open-world community incentivised dynamic events. - There is absolutely no meaningfully faction vs faction game-play early to mid-game. - I dont feel as though players are important to the community or core of game-play. - I dont get the sense that there is any importance placed on crafting and merchandising when there is a high drop-rate or green, blue and orange items in the general game-play quest-lines and drops from general mobs. - Space combat is single-player, not massively-multiplayer. It's static and doesn't contribute to the struggle of Republic vs Empire within what should be an influential massively-multiplayer environment. - The "Stuff" bioware is "working" on is "stuff" that should have been launch-ready; such as UI. - Eventhough my server is "Heavy", getting a group for a Flashpoint or Heroic is uncommon, as there doesn't appear to be any players in terms of numbers that should account for it being "Heavy". - The bolster system for Warzones has been a pathetic attempt at balance since beta.
  7. Odd, because I just completed a Taris family of linear quests, including a Rakgoul series of compounding quests that amounted to kill 1000 Ratgouls. Dont get much grindier than that.
  8. Yep. It's a Single-Player RPG with CORPG elements. So far so good, but we have to see how long the appeal of the same content earns $15/month continuously.
  9. There isn't base stats on ANY gear or weapons , if i recall. Again, as I recall, orange and blue gear are no different other than the mods that are exchangeable or upgradeable on both.
  10. Same for Blue gear. It is slotted with mods that are one to 2 points less in quality, but can match the quality of am Orange piece by slotting-in equivalently higher mods.
  11. Pointing to past bad behavior to justify other bad conduct, doesn't make bad conduct justifiable.
  12. Bioware completely eliminated a whole host of meaningful and rewarding "Title" achievements. Thats a huge bummer and stick in the eye to achievement-based game-play. So yea. . .achievements that are recognizable by yourself and which can be displayed by the community are gone.
  13. Treadmill being the operative world. Most fair minded players dont want to grind the same exact warzones over and over and over again. Sheer redundancy will lead to sheer boredom.
  14. Khors

    Huttball....

    HB is horrible. Not for some, but for many, which is why there was wide support to allow us to play what "we" want to play in terms of warzones with an option to choose what we queue for, rather than having Bioware force-feed us game-play we dont want to participate in.
  15. The game and efficient game-play should start with the first 10 levels, not the last 50.
  16. Client-side optimization definitely needs some optimizing.
  17. . . .you can have any colored robe as long as it is brown. Seriously? Is the customization of this game that lame as to have only the color brown in robes from a blue level 5, 10, 15 and 20 Robe? Where is the customization access in-game, unless that too was left on the cutting room floor.
  18. *Subject. I was hoping for "choice" in the game-play that is available, rather than be forced to play something I have no appreciation for. Since we have not choice for what warzone we queue for today, will there be choice at launch?
  19. I've certainly had a great run of very frequently looted green, blue and orange drops from mobs. I began to wonder about how such a frequent and broad drop-rate that is as common as it seems would impact one's interest to search the AH for something. Also if you've experienced this do you think such frequency will have a detrimental effect on the crafting and merchandising aspect of game-play?
  20. Comon. That is weak. I appreciated the titles I received for being Republic and gaining darkside / lightside points, and now they are removed for Dark 1, I know that for sure.
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