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Jayque

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Everything posted by Jayque

  1. If a larger percentage of people were honest it would likely be found the true request for SGR has nothing to do with equal rights ... the reality is that it has to do with a bunch of guys playing female characters who feel uncomfortable about flirting with their male companions. Ironically enough, this means those hanging on tightly to the battle cry of homophobia for anyone that does not want SGR in the game are possibly displaying a form of homophobia themselves.
  2. Several MMO’s have developed methods for player generated content. The three that come to mind off the top of my head are City of Heroes (architect mechanic), Star Trek Online (Foundry mechanic), and Everquest II (dungeon maker mechanic). Each of these introduced mechanics had/have positive and negative aspects about how they were implemented. I personally would like to see such a concept implemented within SWTOR. There are things to consider with how it could be implemented. Sometimes the content becomes leveling farmland for characters and when that is corrected, the content becomes less popular to some. There is the issue that player content could be unbalanced by the designer, remove players from the standard gaming environment, provide rewards that are either useless or too much better than the standard content. There are also many positives. It provides a stream of new and fresh content for players. It provides the more creative members of the community an outlet to play in and keep occupied. With the right xp incentive provides a leveling mechanic for alts that a person might not want to run through the same side missions for the third or fourth (or more) time. How could it be implemented and what features should exist? Basics: The basic function would be to allow players an opportunity to decorate and fill a map with obstacles, enemies, and challenges. Maps: Several maps could be made available to fill with content. This includes, starships, bases, caves, and possibly small planets with an isolated movement map. Players would be able to determine the spawn point within the map and have access to objects to fill the map with. Objects could be superficial and aesthetic or functional hazards. Enemies: Players would select spawn location and actions (wanderer, patrol route, stationary) for the enemies in their map. Enemy looks could be adjusted from various skin selections and/or outfits. If final bosses are utilized, the designer could have the power to size scale up standard enemies (like a giant Akk Dog) which are then assigned attacks, debuffs, and/or buffs with boss caliber quality. Regulation: The system could be setup to prevent piling too many spawns within a certain area (helping to limit farm creations). Spawn quantity and recurrence of difficulty could be limited by selected map being populated. Loot could be based on a loot table based on the selected enemy and the difficulty scale of the encounter. Alternatively, no loot drops with only a new form of commendation provided at the end. Story Craft Commendations: A potential reward for playing content (and developing content that gets played) could be a new commendation currency. This currency could provide access to additional purchases (maps, enemies, hazards, alternate skins). It could also provide access to functional PvE gear. Mission Content Level: There are several options that could be utilized: 1) Autoscale (similar to PvP) would place everyone at the 49 mark for purpose of storycraft content. This would allow wide level range grouping and potential balance. 2) A 4 level range could be set at the start of creation that would limit range of encounters and provide the guidance for who should play the content. 3) The content could scale to the average party level. (Depending on feedback I may edit and flesh out the above suggestions for clarity) Best parts of Architect system: Customization of enemies (both visually and power sets), the ability to create a story arc by combining several missions. Downside of Architect system: Limited to setting up the enemy types, mission parameters, and spawn difficulty (easy to hard or consistent levels/difficulty for example) Best part of Dungeon Maker system: The ability to scale size of enemies, rename enemies, and the decoration aspect of the dungeon, glass armor reward (purchased rewards cannot be repaired making equipment earned consumable to maintain demand for content) Downside of Dungeon Maker system: Lack of story, redundancy in maps, lack of objectives beyond slice ‘n dice to exit, content limited to enemies and decoration (no traps etc) --I haven’t utilized the Foundry system so I am not sure on its good points Would like to see: High level of enemy customization (species, armor, weapon, skin, hair, etc) Reward system that encourages community interaction for both building and playing Capability to make maps from simple encounters to ops difficulty raid content Variety of utilized objectives (collection, touch ‘n click, blow-up, kill, save, protect, etc) Interactive environment/hazards
  3. Would it be possible to get some equipment similar to the Wayfarer's Robe chest piece without the cape or hood? To me this is the most similar model to the more "traditional" Jedi look (black version worn by Anakin image in link) I would like seeing this in a variety of color pallets (and hopefully added as drops and not a cartel item). Also ... regarding pants: Does every pair without armor plating need to look like stretch pants? It seems some baggy pants would not only be more functional for movement, but would also attribute to a more traditional look. (If I am mistaken and the look sans hood and cape is already in game with moddable versions, someone please correct and direct me)
  4. Nay ... btw, Nay is too short a response to post, your original directions won't work (might want to edit your request).
  5. So I've read this entire thread ... I have posted my opinion as have others. For me, they should NOT be legacy wide. I think there are multiple posts in this thread that make an extremely valid points on why not. handing over +42 in EVERY stat to EVERY character of your on a server is just CRAZY and overpowered. One suggestion was to have it be for level 50's ... here is the ONLY way I would ever think this could fly. If this was a character specific legacy perk which required legacy level 50 and character level 50 - and cost a couple mil, then I would concede. Still ... some people say "they should be legacy wide because they are a pain" ... well your "pain" is my "content". Don't want them, don't get them. This is like saying I want Black Hole gear, but I hate raiding and doing dailies ... should have an "easy" way to get BH gear, because it is the type of content I don't like to play. Datacrons are rewards for a specific type of content. Perhaps the most interesting is cunning, because they tend to be the most platforming jump accurate ones. I'll never understand why players request to remove content from the game. You don't have to go to every part of the map to play your class content and make it to 50 ... its a type of content rewarded with XP and a more detailed map. You don't have to PvP - its a specific type of content that is rewarded by XP and comms for gear. You don't have to raid, or do side missions, or dailies, or repeat heroics (or heck heroics at all), or even crafting ... Hunting and achieving datacrons is the same. And every time I get that datacron whether it is the tattooine balloon ride, the Strength datacron for Republic on Nar Shadaa, or a two man datacron like Taris or Quesh ... I feel I have played content and won the challenge provided by the game. What about matrix shards? Would these be magically generated too?
  6. I would prefer if this were a new branch of development when cap is raised. Up through original 50, the class remains "traditional". At 50, a new skill tree would open up with specialized options (similar to KoTR feats). This would have weapon and armor feats (possibly others) which could be developed. For example feat = "dual wield" ... allows the use of an offhand weapon at the expense of not using a focus or shield (or two-handed weapon). The off hand weapon would suffer a penalty of -20% to accuracy and -15% to damage (or whatever). Further, all abilities requiring use a specific weapon type "sniper rifle" would be useable when dual wielding. For example feat = "dual wield 2" ... reduces the penalty of offhand weapon by 5% to accuracy and 3% to damage Foe example feat = "lightsaber duelist" ... grants a bonus of 5% to accuracy and damage when wielding a single lightsaber. grants the ability to use a focus (if it was restricted to any lightsaber class previously, can't remember offhand). abilities previously requiring dual wielding or double bladed lightsabers now function with a single lightsbaber. For example feat = "Medium Armor" (available to light armor classes) ... grants the qualification ability "medium armor". Reduces force power by 10%, reduces accuracy by 5%, channeled abilities suffer a 5% increase to time. For example feat = "Medium Armor 2" reduces the power reduction from force power to 5%, accuracy reduced 3% and removes channeled abilities penalty. For example feat = "physical training" increases endurance by 7% For example feat = "Heavy Armor" (available to characters that have ability to use medium armor, naturally or with medium armor 1 feat). Similar, but perhaps more severe restrictions to penalties incurred with medium armor 1. etc and so forth. I would not mind a strategic tree with pros and cons to develop unique characters in the SWTOR universe; however, I prefer not to just have people use what they want or the making of changes cosmetic only.
  7. I fully support this idea. My first instinct was that this is good with some limitations. There are areas (such as WZ) where I could see a cross-faction chat being abused. I'm not certain how exactly, but the fear exists. So my initial input was that it should only function while in the fleet and not in the field ... until I thought about it. My current guild has both an imperial and republic structure. We also have teamspeak (others have mumble, ventrilo, etc). Talking across factions unregulated exists today anyway for guilds that want it. All this would do would be to make it accessible to those without a mic or in guilds that do not utilize a chat server. I would be curious how it would be implemented, as it would need to be a permanent setting and authorized by both guilds. Perhaps a location to type in sister-guild (or whatever term) and when completed on both sides it becomes locked and permanent with access to a "faction" channel. I also support the blended ops groups if in the same x-faction guild. While it is true the factions are at war, not everyone is necessarily loyal to their side. Also, many goals are mutually beneficial. Perhaps its going to far, but I would not even mind a toggle in the group finder to allow cross-faction matching.
  8. I actually like this suggestion a lot. Of course, I enjoy anything that adds content, and prefer not to spacebar my convos (though of course do if the group requests). When I first went through the game on each side, I did every single triangular mission marker I could find, every datacron, every zone explored (I like to get my money's worth). When I first went through the game with other 6 classes (3 on each side - not all are finished), I really enjoyed watching every unique story unfold. I only did the side missions/heroics that I required to stay above planet level by a couple levels, and I still got all the datacrons I can. Now, I am working on additional characters a marauder instead of a juggy and a shadow instead of a sage for example. These provide complete redundancy to their entire future (I've seen the class quest, I've seen the side missions, I'm just getting a different playstyle from the character). I find on these characters I spacebar everything and even though the multiple heroic moments, presence boosts, and legacy experience boosts provide for a faster path through - I am still rushing past content. That is basically a long-winded way to say I would love some new content during the leveling process. Most everyone I know or play with uses alts (often many). The game structure actually encourages alts by making each class a unique adventure to the top. I think racial paths would add something new for the alts. I would even love to see the result be perhaps racially specific adaptive armor. (can you imagine actual headgear designed for Lekku like - wraps or something). Anyway, I do think the possibility is low for a few reasons. I think you oversimplified the resources. It is as simple as adding more quests from one perspective, but the missions would need cut-scenes and voice-overs, so it would certainly require an investment in time and resources. Perhaps no more than the Gree event, but still some investment. I would like to see a heritage series mission line that scales the full level range and is race specific; but the last response I saw on the addition of the Cathar race (which is long overdue) is that other reasons are not going to be worked on until the effort of all the time required to make it work is justified in success among the player base. When the game has plenty of content (albeit linear) to keep you planet hoping in order to gain your levels - it seems to me unlikely they would invest any of those resources and time into something that would yield results of content to cover levels that already have coverage. I could be wrong, I wish I was wrong, but I don't see anything that shows otherwise.
  9. I completely disagree with this concept and request. I have have gotten every datacron on 4 (3 empire 1 republic) characters and probably average about 50% on another 8. Next thing people are going to request to have maps go legacy wide once you've explored once. I like that achievements for explorations, datacrons, etc are tied to the character. I'm all for legacy perks, but this is just going too far. Not to mention giving characters +42 in every stat as soon as they start the game would be way overpowered at low levels. In five years, players are going to tell MMO devs, hey - I already hit level cap on one character, can't I just start all my alts at the cap?
  10. One frustration that I have when doing space combat is my chat log. The spam of space combat knocks out not only all historic chat up to when I started, but usually wipes out most current chat that I get for the 3-6 minutes that I am doing the mission. A session of space missions can last 15 to 45 minutes depending on how many I am doing, so for that time period I am blind to guild chat, whispers, and other chat while showing to everyone as online even if it is "Space" as a location. I also keep some chats (like guild chat) in a separate chat window, but this does not prevent it from being driven out as "old" when the space spam begins to fill up. My suggestion is that space spam either receive its own cache and is treated separately than other text chat history, or that each chat window (for those of us that use multiple tabs, can have its own history so that we don't lose or miss chat logs because we choose to participate in the space combat portion of the game.
  11. In what way would this be different than someone saying "I love the DPS of the Sniper, but I would prefer to visually wield a lightsaber instead". I understand the desire for a traditional single saber look, however the sentinel is a dual wield class. I would love it if there were a new light armor (evasive) DPS single wielding Jedi. I would roll one, but this is not what is in game at the moment. I would love it if my DPS shadow had the traditional single blade, but that is not how it was designed nor the class. I understand your wishes, but I truly hope the classes remain a visual representation of their function and design.
  12. Yeah. The legacy system overall is good; however, the complete hard stop of benefits at 25 is sad. There are many things that could be done. Aside from my original suggestions in the OP, they could continue to scale up convenience traveling: reduction in fleet, fast travel, and location passes. I understand all the time, energy and dedication it takes to get to max legacy. I took about two months off (just coming back 2 weeks ago) when I got tired of grinding BH comms, HMs, and didn't have the time/energy to sit through a 2-3 hour operation anymore. Had I not, I expect I would be legacy 50 and not legacy 37 - and the sad part is, it wouldn't have made a difference one way or the other in terms of rewards. I think one thing I would like to see is some perks that are in fact Legacy only. At the very least, a level 50 legacy should come with an automatic title unlike of something like "The Legendary". I could also see having a level 4 Speeder unlock with a level requirement of 50, and a legacy requirement of 50. I saw another post on here for scaling armor (and idea that I did not care for); however, I think it might be cool to have legacy vendor sell scaling armor mods. Maybe for legacy level 35. At that level your are playing multiple alts more than likely and have several end game. Legacy armor mods would make it more convenient to bring up a new character (scaling benefits to the character's level). Alternatively have the legacy vendor sell bound to legacy armor and weapon mods.
  13. I don't think it is completely stupid. I mean, they aren't one size fit all, or useful for the entire game, but most things aren't. What they do give you is a piece of Equipment that is overpowered slightly for its level. The legacy construction weapon which is granted for completing Chapter I, allows your next character to have a small advantage from level 14 to around 19. This is the range in which it is better than a maxed orange piece of gear with appropriate mods. This small boost is a free bonus to help out your subsequent character(s). I find that a quite functional temporary boost to help a new character out while they wait for their abilities to develop in the early part of their career.
  14. So my current legacy level is 36.5. There are many people who have legacy levels that are even higher than mine. For the most part the majority of legacy perks top off around legacy level 12. There are a handful of countable exceptions. Quick Travel/Fleet Pass reductions cap at 15 and the starship Galactic Market Kiosk which is set at 25. My suggestion is to offer more legacy benefits to individuals that have put in the dedication and effort to rise about these capped benefits. There is a lot of gameplay between legacy level 25 and 36. Also the jump from 15 to 25 has no other benefits before finally making it to the 5,000,000 credit kiosk. So – here are some suggestions to add in. Priority Transport Starship: Allows quicktravel to a player’s ship (in game) Group Priority Transports: A quick travel that works like other priority transports, but shuttles the entire group to the location. Operations Priority Transports: Brings an entire Ops group to the destination. Group Delivery Transport: Brings the entire group to the user’s location (ie for summoning them to a world boss fight) Legacy Cargo Hold: 1 Cargo hold that can share (non-bound) items across all characters. This cargo hold could share mats between characters, so that my synthweaver can use power crystals stored there from my artifice (the same way current cargo hold is auto-used for mats). Cartel Coin Gift: A one-time gift of cartel coins to the player that can be unlocked once at various milestones. For example: 100 CC at legacy 10. 150 CC at legacy 15. 200 CC at legacy 20. 250 CC at legacy 25. Since it would be a click unlock this would be retroactive for high level legacies. Legendary Legacy Titles: Various titles that represent high legacy levels (which would most likely denote a well seasoned player to other players. And of course … the list could go on and on. PS: Every high level legacy unlock should not require millions upon millions of credits in addition to legacy.
  15. You know ... sometimes it is just nice to have things be limited time offer rares. I like the fact you can't get it anymore. It makes it much more of a trophy. Sticking everything in a cash market devalues the achievement of those that put in a daily effort, and were active at the game at time of release. I've been a sub the entire game's life and been playing since beta and early access. If "trophy" achievement items (functional or novelty) become cash options, I'll drop my sub, quit the game, and never look back.
  16. Presence ... I'll answer the rest in a bit.
  17. I'm not suggesting (nor would I want it to) that creatures would replace companion - in fact the opposite is true. Creatures replace the combat abilities of the character. Companions characters would still be part of it, so one does not exclude the other. As far as how it fits in, I can come up with several ways a story would/could include a tamer. There is nothing at all that would limit how that plot would be integrated. I mean regarding “find pets, got to pet show, win pet show” – that would be like kicking the idea of smuggling around going, “nah … no story, what would they do, grab parcel, smuggle parcel, collect payment?”. The integration of a beast master’s talents into the warfront could be easily done and is only limited by the imagination of the story author. The same would go for the previously suggested Imperial Engineer. Sure, it could start as a job - hunt/capture, but easily turn into a personal vendetta from getting ripped off or the need to support the SIS new tamed creature war effort … Why couldn’t there be the equivalent of the Great Hunt for tamers. He lands on a new planet to make a delivery when something happens and his ship and cargo (creatures) are destroyed/stolen. These are all just quick, undeveloped thoughts that I am sure a talented writer could come up with 1,000 times better with some time and motivation.
  18. While overall, I'm kind of cold on the idea, two things that were mentioned would be wonderful... 1) Saving/naming quickbar setups. The class that I believe benefits the most (as is the most drastic example) is healer/dps classes (Sages, Sorcerers, Mercs, etc). Sure, for some people its a manner of re-prioritizing, but the DPS and heal version on these classes litterally have me wiping the bars and starting over. 2) The ability in respec to either wipe tree OR just adjust ... ie, if selecting tweak spec, instead of all points being refunded it would allow right click in tree during a respec to refund points to re-allocate.
  19. If the pet revival was channeled for 5.5 seconds and had a ten minute cooldown, I believe this issue is minimized if not corrected. In PvP the pet revive would only be possible once in an entire match. Option two is that you would provide a battle rez (for one of the advanced classes) which would be intant and long cooldown, also sharing the 5 minute team cooldown with other battle rez for PC (for ops). Then there would also be a regular revive pet command. 10 second channeled and requiring 2m proximity to pet. This way you can’t “hide” and revive in PvP. I’m not saying its perfect, and others may come up with even better balanced mechanics, but I certainly think the concern could be resolved. I mean, for me, the overall is the same as a sniper or Sage off hiding doing damage. Eventually they are spotted and taken out (or not spotted). As long as the creature commands require LoS, I don’t see an OP situation of unkillable command giver. Can you explain? I’m not sure the disadvantage you are seeing in PvP movement from the pet having to move to the target it is supposed to attack.
  20. Well, in my “vision” of what it would be – the pet is a surrogate for the controller (like ranged melee). So when you give a command “bite”, “swipe”, “strike”, that is what it does. It would run to whatever target you select when on the command. The blaster pistol would be another attack, only coming from range, so the pet would not attack when the instant attack is there. It would just be a ranged attack vs. the melee (and probably weak). Perhaps used when beast fatigue gets low (just throwing out a quick concept for the yellow bar energy pool). Or to quickly change targets while beast runs in. But you would basically have to choose to fire your gun or use a pet attack – much like you have to choose between a saber strike or force technique each action. Damage would be based on where the attack is aimed (an NPC or PC could target the pet or the handler). The pet (droid or critter) would have its own HP Bar. At higher level I assume the creature handler would obtain a pet battle rez. The pet (stance) selection would have to be locked out so that it could not be changed during battle. When the pet is dead, it is blaster pistol only to hopefully end combat (and of course damage from companion character). The tamer would die if their personal HP hit 0. So use of taunting or backstabbing equivalent abilities by their pets would be important. It would have to be worked out how hate works. Obviously if it is just damage, NPC’s would never aggro the tamer, so I would think there would need to be some AOE hate generated (at a reduced rate) for calling out pet commands. Not sure how well that is implementable. I also imagine (and I’m not sure I mentioned it) that abilities, like pounce, would have ranged similar to weapon ranges. Most in the neighborhood of 20 to 30 meters, so that the pet can’t just fight way ahead of the group and would be within area of hearing commands. There are certainly complexities and a lot that would need to be worked through. It would be a major undertaking of an implementation, but I do believe it would be a valuable addition. One additional hiccup I had thought about was how creature/droid would be controlled from a movement perspective. Obviously if you are controlling your movement, a second controlled movement is not feasible. So, I would think that the beast would follow similar to a companion or novelty pet. When something is targeted and then an attack command is given it will move to that target and auto-follow within max control range (so if that is 30 meters, it would not continue pursuit beyond that range). When target is dead, it would return to the handler until a new target is selected. or switch between targets as often as the handler commands it.
  21. Well the story thing is certainly something that must be considered, though I am certain that there are lots of ways it could be taken. I can easily see a Beast Master class having several plots depending on how it is integrated; revenge, exploration, business (ie collecting rare critters for a Hutt). I had thought to research some of the various lore in the SW Universe on tamers to come up with something more concrete, but it seems like a lot of effort for an idea that I don’t see traction on. I do have an idea of how I would like to see the next retail box paid expansion incorporate the idea. So I thought about the engineering class suggested above by wargonglok and then how the SWTOR game is broken up with mirror classes Empire and Republic. So I would suggest that the Imperial Engineer be a mirror to the Republic’s Creature Handler. Second would be how to incorporate them on the starting planets. Right now Tython, Korriban, Hutta, and Ord Mantell are pretty solid for the two classes that start each planet. So I would suggest a new planet. I believe that two starting planets would be borderline too much to ask, so I have an interesting concept for the solution. I would propose a new planet of either Kashyyk or Endor. I would also suggest that the planet would have three major areas (it would be a very large planet – possibly the largest). Basically on one side of the planetary map would be the starting area for the Engineer with a stronghold for the Empire. On the other side would be a republic aligned settlement and the starting area for the Creature Handler. In the middle of the map would be a new high level area for the increased level cap of the expansion. Providing the dual purpose of both starting new characters in the expanded classes, and also a battle ground for brand new end game and high level content. Such a setting seems to provide plenty of opportunity to launch a story for both an engineer and creature handler class.
  22. Unless I am missing your point, this is more or less what they implemented with Orange custom gear. Once you have a look that you like, you can change out mods and keep the look. Now granted, you can't replace that gear with completely different gear and look the same (which is what I believe you are asking for), but the ability to have gear that levels up with you, and that you can replace with something else when you find or earn the more advanced orange gear, seems a better alternative. My advice, is that you pick some low orange gear and just worry about modding it up - your look will never change. If you pick up other mod-gear you can strip out the mods and put it in what you like. If you pick up a piece that is not moddable, vendor trash it for cash or put it on GTN.
  23. I can solo many champions at level when I use lightning, choke, flamethrower (particularly in the lower levels). I can only imagine that a full group of four doing it would be incredibly OP. Heroic moments are great solo and duo to get through tough moments when AI just limits appropriate strategy, but the healing and damage given by Heroic Moment is just too powerful (in my opinion) to give a full group unrestricted ... can't even imagine the power of an ops group letting off all their HM's.
  24. I know there have been several requests for a Beast Tamer type class. I started to wonder what that would look like and how it could be integrated into the mechanics of SWTOR. Aside from being a popular class in SWG during its day, they are also seen throughout the Star Wars Universe in film, books, and other media. In fact, they are even (as NPCs) within SWTOR. Now, several issues would have to be addressed including game balance, crowding of FPs and Ops, and even how to implement the classes. Below are my suggestions: Primary class: Creature Handler Class Buff: Beast Guard - +5% Armor Rating/Defense Chance Armament: Mainhand: Blaster Pistols Offhand: Focus or Shield Advanced Class 1: Beast Tamer (Focus is on buffs, debuffs, cc’s, and pet healing) – Medium Armor Advanced Class 2: Beast Master (Focus on combat commands) – Light Armor Beasts: Similar to stances and ammo; the beast would be a toggle with only one allowed on at a time. The primary two types of beasts would be tank or MDPS. The creature handler itself would have a limited attack set, 1 or 2 pistol attacks. Their primary abilities would be in the management of their pet. This would prevent the OP concerns some have of having pet + Companion. The pet would be a surrogate for the creature handler. Some examples of small creatures that could be used and are already in game (some as tamed beasts): Akk Dog (tank) Manka Cat (MDPS) Kath Hound (MDPS) Wraid (Tank) Vorn Tiger (MDPS) Nexu (MDPS) Gundark (Tank) Some example abilities might be “Protect” which would be similar to guard only the beast is taking damage (for tank beasts). A "threaten" command that works like taunt. Charge (crash/knockback). Bite (basic). Frenzy (AOE), Pounce (short range leap). And of course a violent back attack for when they need to peel something off their handler. Beast Tamers might have a class tree allowing them to increase their beasts roaming distance 5 meters per point. They could also have a healing line of veterinary skills and could get some minor healing for players in their advanced class line. Beast Master line might increase the effectiveness of taunt and distract abilities. Increase damage or defense of their pets. Unlike companions, creatures would be actively controlled at all times.
  25. I had figured it was likely a fairly common request. It would be a simple update overall. Brown, Dark Green, Indigo or dark blue, and a light pink would add a lot of variety. And as another post said, it would be nice if some of that variety was before end game.
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