Jump to content

Darth_Halford

Members
  • Posts

    475
  • Joined

Posts posted by Darth_Halford

  1. Allow players to fly ships from the ground, through the atmosphere, and into space. This would create a much more immersive, Star Wars feel to the game.

     

    Great so now rather than just hitting the one button on the galaxy map for where I want to go, and seeing boring cinematics of me leaving the planet, now I have the wonderful opportunity of commuting to work in a videogame....

     

    Maybe I'm missing something here, but I don't see the "fun" anywhere in this.

  2. How about droids? I would love to play with an astromech, no, honestly... As that is highly unlikely, maybe assassination unit like HK-47? Who wouldn't like to play crazed maniacal killer?

     

    Whole first chapter can be about him going around killing targets for his master.

     

    the narrative is supposed to display some level of choice. Most droids do not have hueristic processors that give them the capability of making proper choices.

     

    Considering a droid is nothing but somebody elses property, what would it have as companions, or a ship?

  3. Because one good enough reason why it can't work throws all the reasons it can out the window.

     

    Even on an MMO budget, you can't get everything, and you have to develop close to your games "mission statement". TOR's mission statement, which was obvious from day 1, was to provide a true narrative to the MMO genre, which hadn't been attempted before.

     

    With that in mind, you build content that either directly accomplishes that mission or works close alongside. Having Non-Humans as playable characters does neither. If anything, it detracts from that, as you have a species that the game wasn't written for doing all of these interactions, and at some point it's going to seem strange. Now you either have to not have that species, or write a new narrative for it.

     

    Sure, for people who don't care about things like the story (like you I assume), it's completly irrelevant. That doesn't change the priorities of the developer however.

  4. I have to say that I wouldn't have unsub if i could have been able to do ANOTHER character that just was not so similar to the ones i already own.

     

    First, our characteristics are completely pointless. My jedi uses "will" to hit with her lightsaber. Got other jedi, that uses "strenght" to do exactly the same. Then I got companion that uses "aim" to hit with his weapon. But then my bounty hunter uses his "aim" to shoot. ?¿?¿?¿?¿¿? It is just POINTLESS to have more than just ONE characteristic, the others are there for ornament. And these characteristics are not chosen, so stupid then, they do not serve the gameplay and do not serve to give you a "feel" of customizing your character.

     

    Then our gear: we can't choose from outside the kind of clothes the designers think that it is the "look" a character SHOULD have. Why can i place PANTS in my consular jedi?? Why can't i have a smuggler that actually looks like a trooper? why not? we got hundreds of examples of characters in star wars universe that don't look as the designers think they should look. I love to have a vest for my smuggler, but why can't i have a vest for my jedi?

    And of course ships: no possibility to have any other ship than the rest of us. So ships are like tatooine, or like Fleet, same to EVERYONE. No customization.

    And then races: just colours, nothing less, nothing more. No aliens. No differences but some social moves that are absurd and have no in-game effect.

    And the illusion of light and dark side. Just for having SOME kind of clothes or weapons, anyway there is no difference in the story, doesn't serve any purpose, and anyway nobody is looking for a light III chest if you got lvl 50 gear.

     

    So: WHAT DO WE CHOOSE in a suposed ROLE PLAYING GAME? Nothing, we follow a story, then finish, and we got to reroll VERY similar characters once again, or do endlessly same fp.

     

    I find that first assertion highly doubtful. At the very least it's completly illogical. The content doesn't change: the narrative won't change. To use the previous analogy, you just put a different wrapper over the same candy bar, and somehow you think it'll taste better.

     

    I'm kind of lost as to how you want to "customize" your stats. There's custom gear so you do get to tweak and create the stats in your equipment, thus customizing the stats that your character has. If you're talking about actually getting to customize what stats your character relies on for different abilities, I think you're being overly imaginative. I'm not aware of any MMO that basically lets you make your own class.

     

    Sure, there are of course exceptions to rules all the time, but how many of them are really prominent? How many of them contribute anything significant?

    Better yet, how many characters are actually defined by what they look like or how they dress? Even characters like Darth Vader or Bobba Fett, where you don't see anything underneath their "gear" are defined by their actions more-so than their appearance. Likewise, the game puts more emphasis on the actions and choices of the character than they do appearances.

     

    Ships are also a completly minor part of the game. the only time you're ever in your ship is to change from one planet zone to another.Does it make an ounce of sense to create this great wealth of ships and customization options for something that is at best, a distraction in space combat and at worse is an easy out to load a new world server?

     

    In what MMO has species ever had a "real" effect? none that I've ever played.

     

    Light/Dark is not an "illusion", it is a real mechanic. Sure, it may not have any affect on the world itself, but very little in an MMO ever is actually affected by the player.

     

    You choose your narrative, you choose your advanced class, and you choose your talents.

     

    The narrative actually serves a purpose in that it gives you a reason to continue playing, to continue progressing your character. Ideally you stop worrying about what abilities or gear you get at the next level, you start wondering what the next story quest will have you do and how it advance your overall plot.

     

    What does customization give you except the illusion that you're special? That out of the millions of people that play the same game as you, you are somehow unique.

  5. Every 'problem' that's been brought up has a workaround. The only thing preventing Bioware from doing it is that they want all PCs to be able to sex one of their companions.

     

    because there is that expectation that you have the ability.

    Imagine down the line, you have (Insert non-human species) as playable. Pretty much the same, but alot of the interactions are removed, including potential romances with your companions or others. Do you REALLY think that's going to sit well?

  6. the voice-over, which adds to the narrative, provides a choice of morality for your character with the Light/Dark scale, as well as an actual sense of interaction between yourself and the NPC's.

     

    Sure, in other games you get a wider choice of species, but nothing changes either way. You could play the same class with each different species, your experience is going to be exactly the same.

     

    Do you want different kinds of candy, or different kinds of wrappers?

  7. Its a degree of fairness.

     

    Every character has to work for what they have, either by getting from a quest, a random drop, or earning the credits to purchase it.

     

    By making everything unbound, inevitably you'll an individual who has played for a great length of time, and is leveling up a character, giving that character all the super-gear that he had earned in the past. Another player, who has only been playing for a short period of time, does not have the ability to get those items, and that creates a very unfair, and eventually hostile environment.

  8. Correct me if I'm wrong here, but WoW doesn't have species with hammerhead head structures or mouths on the side of its body. Everything in WoW is set up to be more or less a Human-ish face (all of the primary organs are all in the same place, all that changes is the shape of the skull). In such a case, all that you really need to do is resize the helmet. With full-head helmets, it just replaces the head polygons with the helmet polygons to conserve processing strain.

     

    Even if that were to be attempted (say, putting a Trooper helmet on an Ithorians head and just take out the head poly's) it would still look odd because the head structure is so strange.

  9. 1- I don't need them to speak basic, just as a lot of npc that talk hutesse, simply read the translation. With a wookie a little of noises would mean a lot of things, they could even use just a dozen of different sounds, combine them randomly and voila, you got a wookie talking for hours and hours... you could just write the setory and that's all, easier than actual voiceover.

     

    2- All alien races that people are talking about got two arms, two legs and a head, what's the problem???

     

    3- So they are lazy, because they have not done every gear to suit different characters even being all of them HUMAN. My bounty hunter seems a booblehead because he is small sized and its helmet is ENORMOUS, every helmet he uses is very big for its size. There is no different size helmets. And what about male jedi knights that sudddenly have female chest and butt when using robes?. Lazyness, we got a robe so let's use them in both genders so we got diversity with no effort. And by the way, every gear that a human uses could be used by a rodian, or a ithorian, or whatever... you only need to do gear for the HEAD, and anyway we already know what happens when we place headed gear on our alien companions. They don't have helmets for aliens? In the meantime, the solution done for our alien companions could work.

     

    1) You only interact with a given hutt, wookie, or other Non-Basic speaking character for 5-10 minutes total. It takes longer in those cases for you to realize that the same voice-clips are being used. You will notice it with a player character much sooner, and by the time you notice it, you'll also begin to tire of it.

     

    2) so does a gorilla, but you'll be hard pressed to make one walk, stand, or act like a human does.

     

    3) You really think a Human can wear the same headgear as an ITHORIAN? ya, sure, lets go with that. Next thing you'll tell us that Jawas are nothing but tiny Herglics.

  10. Excuses excuses. THE BODIES ARE THE SAME AS HUMAN BODIES, that's what the problem is. It's extremely dull and immersion-killing to be talking to aliens who have exactly the same body shapes as the humans you talk to. At the very least they could have elongated a bit here, changed proportions there, so that you didn't feel you were talking to muscle-bound human body type 3 with an alien head stuck on top.

     

    Yes, lots of the aliens are humanoid, but that's a big difference from lazily having the exact same 4 body types that human beings have for every fricken' alien type.

     

    You're changing your argument here I think. At first you were talking about artistic integrity and keeping in touch with "the cantina scene". Now you're nitpicking and saying that there isn't enough customization options in the characters present. That has nothing to do with artistic integrity or keeping to what got us interested in Star Wars in the first place, and everything to do with looking for something new to criticize because the old one fell flat.

     

    Yes, they could have theoretically done that. What do they really gain from it though? that much extra level of immersion? unlikely: you'd still probably critique that they're all humanoid, and most players wouldn't notice or care about the nuanced differences. New subscribers? Again, highly doubtful, as per the reason explained prior. Does it help tell a more compelling story? No.

  11. I'd throw out for consideration that if EVE Online of all games, which is often seen as the crowning jewel of letting players do anything with or to one another, including scams for currency, does not allow the purchasing of in-game currency with real-world currency, there's probably a good reason for it.

     

    The simplest one being economic inflation. I even remember seeing a thing from the EVE teams when they did a massive raid and shut-down of gold farmers at once, the standard in-game prices of high-level items had dropped by half or more.

     

    You allow in-game currency to be purchased? say goodbye to anything approaching an equitable in-game economy.

  12. They should have looked at the starwars game they took off the market 2 days prior to this ones launch.

     

    Sullustan (you know, that fugly thing that destroyed the 2nd Deathstar)

    Ithorian

    Wookiee (note, 2 E's, Seriously)

    Trandoshan

    Rodian (Hate them, but yeah...)

    Bothan (Dog like, in some ways; although ToR draws them differently)

     

    ^ All of these were options in the previous starwars game... not to mention they have the artwork and different skins to choose Togruta and Cathar in this game, so why don't we have those options?

     

    I was looking forward to rolling a Togruta in 1.2, instead I just get the same old -edit- from the other side. Nu uh. Not funny, furthermore... I have to level that to 50, or dish out a mill and a half. Gee.

     

    Urgh

     

    Yes, lets look at a game that had a completly different design philosophy, which also changed several times in order to keep some semblance of profit, and use it to justify things into another game that has almost nothing in common with.

     

    Seriously, the only similiarities The Old Republic has with Galaxies is the same franchise. Trying to suggest one game should have done something the other did is akin to suggesting golfers should use wooden clubs because that's what pro baseball players do.

  13. Uhhh, excuse me? Never mind min-maxing to the majority - what about bloody ARTISTIC INTEGRITY, eh?

     

    What about bringing as true a representation of the lore as you can into a game - a lore that was notable from its first appearance on the big screen, for presenting a really good impression of aliens of all sortts of shapes and sizes?

     

    The Cantina scene in Star Wars is probably the moment that clinched the deal for lots of Star Wars fans, so I doubt you can seriously claim that only a "minority" who are interested in Star Wars are interested in authentic aliens (as opposed to human forms with alien heads glued on top).

     

    Yes, this has always been one of the major minor letdowns in the game (so to speak) - along with lots of little niggles like immediately taking off as soon as you enter your ship, not having a proper community-based space element, not having much integration between ground and space (it's absolutely canonical in Star Wars to have fights that move from ground to space, or vice-versa).

     

    Bah. It's just a symptom of this game's odd lack of attention to detail in odd places (there's tons of attention to detail in some areas, but just a curious lackadaisickal feel in others).

     

    This game is like a Potemkin village - it looks absolutely great from certain angles, but the longer you live with it and look at it from other angles, the more jerry-built it looks.

    Bioware is showing more artistic integrity than you're probably aware of.

    If you pay any kind of attention to the key stories in Star Wars, wether its the original three, the new trilogy, or the vast ammount of Extended Universe lore that is out there, the protaginist is always a human or "near-human", like the species that are currently present.

     

    Yes, the Cantina scene and others like it are great at showing off the great diversity of possibilities that is life in the Star Wars galaxy. However none of them, not even the mighty Chewbacca, do anything all that important.

     

    Than there's the ability to identify with the characters, which is what Bioware has actually come out and said pre-dev. In order to have the proper "attention to detail" that you claim is missing, there has to be special attention put towards the fact that the character is not human. Bioware, being first and foremost about story, wanted to create a compelling class-based narrative, rather than one about species.

     

    By playing to all of those different factors, Bioware has actually created a game and a narrative that feels very close to that of the original material, thus maintaining their artistic integrity.

×
×
  • Create New...