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timewatch

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Posts posted by timewatch

  1. What drew most people into this game is the story+VOs. They spent millions on the story element, which is cool. But no way can a story MMO ever last. When the story ends, so does the gameplay. Although the story+scenes aren't quite as good as mass effect/dragon age, its still a blast to play a story game in a mmo setting.

     

    The problem with swtor is they are drawing from the wow playerbase. Wow players have done tons of casual raiding+heroics+nonstop quests. If they left wow because they are bored of wow, they certainly won't last in swtor. That's the problem.

  2. Hardcore penality have a place, just not in theme-park games. In a theme-park, you want to get back on the rail ride asap after you fall off.

     

    The problem those open-world sandbox games is, they are still about building your character. As such, losing everything means end of the game pretty much. Most people don't want to restart over from scratch because some high level character kills them in 2 seconds. That's stupid game design.

     

    But if they ever come out with a real faction-based mmorpg, where your purpose isn't to build your character, but build up your faction. And if you were to die and lose everything on you, your faction can provide for a fast restart. I think having hardcore elements like perma-death and lose everything can work if you have a real faction backing you up. No such game exist though..

  3. Removing factions actually would make a lot of sense. Jedi/Sith are all the same, except Jedi = light force users and Sith = dark force users. The current system actually makes no sense allowing dark jedi and light sith.

     

    And why can't smugglers work for imperials. Or bounty hunters work for republic? And the troopers look more like empire soldiers than republic. And republic has ISS operatives.

     

    If they remove factions, it would make more sense. They'll have to rewrite quests and story though...

  4. Yeah, it kinda bumped me out when I realized it doesn't matter what i choose as dialogue option. But its a rpg, i just pretend and go with it and pick choices that fit my character.

     

    Its just like when I know I save a planet and get my 'rich' reward of 400 credits, its just a game. Or when I defeat the rebels, I didn't really do anything because the world remains exactly the same. Or at level 50 and defeated the Empire and become the hero of the republic .. well not really you didn't really do that.

     

    The story and dialogues are just fluff. It adds flavor but ultimately is not meaningful in anyway.

  5. Its funny that theyre even comparable when u look at the budget and resources each company had. In the end TOR's guilty of probably the biggest misuse of funds in game history. So much spent on voice overs and cinematics that many people don't even watch. They succeeded in making story a bigger selling point but sacrificed too much. Clunky engine and gameplay, so many missing basic mmo features. If all that money went to the right place it makes u wonder what could've been.

     

    Personally I think this is the last time we'll see voice acting and cinematics on this scale in an mmo at least until technology advances further.

     

    What are you talking about? The VO+cinematics is the prime feature of this game, and I rarely see people skip them. During first week of Esseles, every newbie would watch the scenes. Nobody was skipping who hadn't seen them before.

     

    And most people probably watch their class quest scenes too. People probably do skip the generic quest VOs because they are mostly boring and has nothing to do with anything. The problem isn't the VOs, its the quest mechanic is very boring and generic. People just want to hit accept and go their way.

  6. Yup! One thing SWTOR is badly designed, its such a rail that people rarely bump into each other. Its made even worse since the entire game is divided into levels of 4, and the server capacity is so low. It doesn't have the hustle and bustle of other mmos. Bioware severly underestimated how people want to feel like they aren't playing alone.
  7. Hehe, if all those people faceplaming the OP actually READ the post, they would in fact, be facepalming themselves. :)

     

    The OP admits being extreme and over the top to state a point. The point is extremely valid, but it really doesn't apply to this case, and he knows it. People facepalming the OP is actually saying its okay for games to become automatic bots that plays the game for you...since that's the the OP's main point. So they are in fact, faceplaming themselves. :)

  8. I thought it was cool at level 1. But it quickly got useless and annoying. I especially hate it when it would roll me to cover to a spot I don't want to be...like I would cover to set up my shot, and boom! Rolls me right next to the mob to get aggro right away.

     

    its espeically annoying in pvp when I have a good spot, and it rolls me to the open where everyone can see me! But being an uninterrupt dps turret is fun though. :) Good thing about turret, you can be immune to all CC and interrupts. :)

  9. Isn't battlemaster bad set for healing? For more heals, you need a PVE set. And the level 42 only has pve sets. Bolster increases those stats, so he's like a 50 pve stats. If you wear full pve set, you probably can heal more than that 42.

     

    Just a theory, you will have to try it out.

  10. I don't like sandbox games because they feel so pointless. It might be fun to build up stuffs, but why? Sandbox games all revolves around griefing each other. You build something up for the sole purpose of getting tear down by others.

     

    With theme-park games, there's a purpose. You collect X items kill Y stuffs, get a reward! It feels like you did something. With the ultimate goal of running endgame instances for awesome loots. Sandbox usually don't have any sort of endgame? No big raids for end game instance, right? Otherwise it would be a theme-park game.

  11. Imo, they should just remove healing altogether and make everyone tougher to kill. No where in star wars were there people sitting on the side pressing their tricorder or shooting green beams out of their autocannons.

     

    But heroes are genearlly hard to kill. They usually get beaten up really bad, crippled, or whatever before they die. So instead of a defeat and respawn, how about crippling the enemy player when their health is low. So ideally pvp is all about crippling players and move on to other healthy targets. Or they could try to spend a lot of extra time finishing off the crippled player at the risk of being crippled themselves by healthy enemies... In movies, even crippled heroes are still very hard to kill.

  12. Rock throwing is totally op'ed, not just in pvp but in pve too. You are in the middle of Voidstar and the Esseles, and rocks are flying everywhere!!

     

    Sages can get rocks in the middle of space! Totally op'ed. Either that, or starwar spaceships are made out of rocks, in which case, i take back what i said and they aren't op'ed.

  13. There's also another possibility. Anyone remember how in the USA team would put together a all-star basketball team with big name players for the olympics? Then the USA team gets creamed.

     

    The problem with big names is each have their own big vision. Its possible the big names all disagree on how pvp should be. So instead of one grand vision, each is doing their own thing and half-heartily supporting the others secretly hoping they'll fail.

  14. Its one thing if you are level 49 around hoth running around doing quests or instances and gank the occassional lowbie that happens by. Another when its a loser level 50 who purposely go to a level 30 planet looking to gank lowbies.

     

    But when people talk about open world pvp rewards, they talk about the situation #1 above where people just wander into each other and pvp. There should be rewards for that.

  15. I agree, giving nothing for losing means people will stop pvping. So to fix that, how about make it so when you lose WZ, you also lose access to that planet! Losing Alerdan Civil War means no one in your faction can enter Alderann unless you guys win it again. How awesome would that be!

     

    So if you are a loser, you get nothing. But you still want to pvp to gain access to planets. And it also let one faction to 'beat' out another faction because lots losers will reroll to the winning faction. Truly giving meaning to winning!

     

    And once everyone is in the same faction, they won't have any problem looking for groups. Huttball will start much faster. AH will have more stuffs up for sale. Its just a win-win-win situation!

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