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Keien

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Everything posted by Keien

  1. Its Star Wars not "ground wars" and in EVERY MOVIE there is action in space beyond said "clearing the atmosphere and going into hyperdrive." Your responses clearly show you have no skill in space and therefore hate that which you cannot do solely because you cannot do it. Space in this game is horrible and it is a missing component. Like the movies, space is the connection between planets, missions, and people. This game has no such connection, it is disjointed and disconnected which makes it feel DEAD! The NPC's hardly move there is no artificial life or player life for that matter. Bioware flat out screwed the space game up because they didn't listen to us tester! They didn't listen about the LFG tool during beta nor did they listen to the OVERWHELMINGLY negative feedback about space. Now they have to completely revamp it and the resources and costs to do space in this game have now doubled. If the devs actually listened to the testers and swallowed their egos for 10 seconds they would have left space out completely at launch and incorporated the PvE and PvP features they're just now (6 months later) putting in. Space should been an expansion to the game not an after-thought. They "say" they're revamping it right now but we have not even the slightest detail about it, NOT EVEN A DROP OF INFORMATION! Inacceptable. Just like your comments on this thread.
  2. Interesting idea but given the direction they have gone with ships highly improbable Overall some interesting ideas the pet stuff and the graphic whine are lame but there are a few good nuggets in that lode.
  3. Thanks for the feedback. BUMP
  4. I do not like your idea for three trees for piloting and would rather go with a skill based system for piloting. Rather than forcing people into trees with defined (and limited) roles why not have a menu of skills with corresponding actions attached to them. This gives players freedom to choose and gets rid of the cookie cutter approach so heavily used in this game. Players can go strictly for one set or mix and match. For example: Missiles = Grants types of missiles, arrangements of firing the missiles and cooldown alterations. Blasters = Grants different speeds, types and arrangements of blasters with power boosts or power patches. Evasive Manuvering = defensive bonuses, shield transfers, EMP, cloaks, etc. Tactics = speed boosts for your ship, instant repairs, special ship moves, loops to make opposition fly by, etc. If players have a limited amount of skills they can have at any one time it would keep them from being overpowered. The skills would be earned through XP and they could be dropped and refilled with more XP as needed or wanted. This gives players freedom and flexibility. If they don't like their build they can change it rather quickly. Of course this is all predicated on the idea that they completely change space flight and ship parts at some point down the road. Pilots should gain rank and rank should give access to different ship types and missions. Mastering piloting should give a title and have an effect on repair costs and mission payouts.
  5. I've played for since beta and here are my current conclusions about SWTOR and what I believe should be on the minds of Bioware as they look to the future: Observations: 1. There needs to be a LFG tool that automatically creates groups for flashpoint runs. WoW's dungeon finder was great, it allows you to meet people you would not normally run into any other way, it allows anyone to access content and not wait for guildies or waste time forming a group of friends, it allows you to continue gathering or grinding without stopping and standing on the station spamming in chat for a group (which is annoying for others and frustrating for the caller) 2. There needs to be a more clearly stated progression from flashpoints-operations-hard mode. This has been very confusing for myself at times and my guild. At what point are you ready for normal mode operations or hard mode dungeons? Why can someone do an operation but then get pawned in a hard mode dungeon? Where is the walkthrough, droid, dialogue that guides you through this stage of the game. 3. Space combat is weak. As a mini-game for xp and a break it works on some level but it could and should be so much more. Bioware needs to break free from the notion that space isn't that important to Star Wars because IT IS! The current state of space is the yugo of MMO space action and must be upgraded and expanded. 4. Crafting is impersonal and rather boring. We were promised dynamic crafting the current system fails completely in that regard. There is nothing creative or original about the system and it needs an upgrade. 5. The social elements of this game are nowhere to be found. There is no reason to hang out. No non-combat trouble to get into. 6. The NPC's are lifeless and boring. Very few of them path or move more than their arms and it makes the entre universe seem dead when you walk through it. Ideas: 1. Guild missions - These would be missions that the entire guild could undertake to help a planet, space station or specific town. There would be two options: take over a station or town through PvE or PvP action or gain control through diplomacy which would include quests anyone in the guild could run to gain influence with the species on the station or in the town. Control of a space station or town could give the guild members an XP bonus, 2% credit drop increase, or a buff of some kind. 2. Speeder bike racing and customization. On Nar Shadaa, Tatooine, and Coruscant there could be tracks for speederbike racing. Races could be leveled by difficulty and ranks could be earned for successful completion. There could be a leaderboard for players to check and there could be PvP races between players for credits or pride. Speeder bikes would need to have components that alter their speed, manuvering and turbo boost. This would also add to the crafting game. 3. Land-to-space missions. There need to be missions that have a land-to-space-to-land component. Check any of the Star Wars movies and you find there is a pattern to the travel. Smugglers could have real smuggling missions, bounty hunters could track NPC bounties, Jedi could do escort or rescue missions, troopers could drive enemies from system to system, agents could assasinate and then avoid capture by security forces. This is a huge component of the adventure that is Star Wars and this game needs this. 4. Space combat needs to have zones of 3-axis flight like BF2 or BF. Specific missions in a given space that allow players to choice direction, speed, and target. There could be a set of objectives and NPC ships could entire and level the battles in real time. This would be eipc and more like the Star Wars I watch. Missions where you hyper into a system and find a disabled ship and get jumped by the enemy and have to hold them off till help comes. Missions where you hyper right into the thick of a battle and have a specific task to take out the main ship before time runs out. This is the type of action SWTOR needs in space. 5. Encounters. I envision encounters as solo boss fights. The idea being there are many bad guys in the universe and one might come across them at any moment in the galaxy and should face your fate. I think this would bring a sense of unpredicability to the game that would be exciting. Imagine walking on Balmorra minding your own business and all the sudden a shuttle lands in front of you and Darth __________ rolls up on you and you have a battle of the fates moment out of the blue, that would be cool.
  6. Agree with everything except MACROS! Macros for non-ombat use are fine (i.e. guild recruitment, LFG, etc.) I am absolutely opposed to combat macros. They are the lazy way to play bottom line, be aware, be efficient on your own ability not some computers timing artificially making you a better player. While your at it, fix bugs on datacrons, add more content to space or change the mechanic altogether, add space-to-land missions, class specific daily missions and a LFG mechanic other than spamming chat or looking at the who menu.
  7. NO 1. The space game is incomplete, unattached to any-ground game amd repetitive (its the same mission with more objectives over and over) 2. Finding a group to run flashpoints or gear up takes too long and some nights its impossible. 3. I can't craft only my crew members can craft which leaves me sitting around waiting for no apparent reason. 4. There is no solo end-game or any end-game for that matter. Running dailies on two planets hardly gets my blood pumping. 5. There is no reason to go back to any planet at 50. Bioware is missing a great opportunity here. 6. The game is too linear and not open or dynamic. Only 10% of missions are unqiue and you pretty much run from point A to point B and never have a reason to just wander off and see what's there cause there is nothing. 7. No guild functionality (as of right now) 8. Still no Legacy system 9. Poor class design and skill tree design making choices unclear. (i.e defense Knights are worse than Vigilance knights) 10. Terrible Glalactic Trade Network interface. 11. Lack of sandbox areas in game 12. PvP gear is too easy to get while PvE gear is not. I could go on but why bother. I waited for many years for this game. I beta tested it. I have played it to its end. I am disappointed at Bioware and its lack of vision and unwillingness to encompass a wider ranging game, a more free flowing game, a player driven game instead of a script-driven game. So now I wait for changes or the next company that has the balls to try and capture the Star Wars universe properly in online-game format.
  8. Space combat sucks. The missions are copies of each other with different environments but the same exact goal or pattern to their flight just more targets required for completion. This is not enjoyable or replayable in my opinion of course I've been saying this since it was announced and all through beta but people are sometimes too proud to let a vision die. Here's how Bioware fixes it over the next year or so: Step 1: Keep the instances of the space missions as they are, but take the rails away and give players the ability to free roam within the instance. (Play within a box) This allows for attack runs, player choice and more fun. Allow players to control speed and move in all directions from the third person view. Step 2: Introduce multiplayer PVE missions in instance form from Republic or Imperial fleet stations much like the flashpoints. Ideas: Space Station Attack, Escort, Ambush, Track down and kill, Full Front Assault with a twist. Step 3: Introduce PvP Instances with fraction objectives ala Deep Space, Kessel from SWG and give space commendation bonuses for objective completion. Step 4: Introduce the ability to build/modify the original ship chasis and introduce a shipwright crafting skill attached to scavenging and underworld trading. Design new ship chasis for sale or discovery or purchase from various spots around the galaxy, maybe even a rare drop from a difficult instance. Step 5: Introduce class based space quests with a limit say 3 per day that either are entirely in space or have a planet-space combination . This would make the space part of SWTOR soar and make it much more enjoyable to play.
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