Jump to content

Tokoloshe

Members
  • Posts

    18
  • Joined

Reputation

10 Good

1 Follower

  1. I think the following settings should be able to persists between zone changes Choice of default chat channel Companions - they should not be dismissed upon zoning
  2. Lootable players doesn't seem to fit into the swotr philosophy, after all it isn't a feature of ground pvp. I pvp for the fun of it, the rewards help me buy gear to improve my equipment edge but playing to win a game is my motivation. Sometimes the losses can be hilariously bad and some wins are grabbing defeat from the jaws of incompetence. Most games are a team of strangers working together to achieve the game's objective. It isn't meant to be risk vs reward in the model of say EVE online. I have played both and they each have their market.
  3. I use my gunship to snipe defensive satellites around a base and the occasional fighter who sits stationary at a base. When a fighter dogfights me it is really a case of delaying death by using line of sight and hopefully a team mate will help me out.
  4. There is also the possibility that, under pressure from fire, the player makes an evasive mistake and dies. I know I have a couple of times, hit the barrel roll or reverse thrust manoeuvre while dogfighting and it slammed me into an object. Temporary situational awareness fail. I haven't yet seen any opponents deliberately crash.
  5. I find lack of preparation and reading up on GSF is a chief obstacle for some new players. I have helped some new GFS players who had trouble with getting started. In five cases so far the players had not done the tutorial and had not checked out the new GSF keybinds tab. Once they did they had a different view of the game. The rest is, as other posters have said, practice and situational awareness. I would add familiarity with your ship and the choices of crew skill. I am a former JTL player and I love this expac.
  6. I envisage holocalling as providing a cut-scene like appearance with each character's holo image appearing for the other character in the call via the existing holocommunicator interface. Either from one's ship or from the hand held device. Below the cut scene is a chat box so players can text chat with the other player in the holocall. Movements of the holo characters can be keyed to when a text is sent (enter key is pressed) using the stock movements we seen in other game communications. One idea that might require more work is integrating the social commands into a holocall (the ones available from the chat box). We've already seen that a holocall can include a current image of our character (equipment and appearance) so the image system exists, with a new hot key and icon to activate the holocommunicator and a link to the holo terminal in the ship I think it would be a fun addition for those rp minded.
  7. Game mechanics Space category for key mapping Don't summon a dismissed companion after a cut scene Remember crafting search order in recipe list Ship module comparison similar to new item/character/summoned companion item comparison Role playing Be able to holocall other same-faction characters when outside of war zones Characters retain access to Story areas after they have completed them.
  8. Port Nowhere would be a great place to have access to for Smugglers and their group members after you've completed your class story. Hopefully this might be possible in the future.
  9. Said by a quest giver on Taris just before they send you out to certain death... "Normally I'd ask for your next of kin's holofrequency...but I'd like to maintain some optimism." That and my Smugglers "So what is the upside for me?"
  10. I regularly sell Missions, Scavenging and Underworld Trading materials on the GTN. I differentiate myself with pricing and discounts if you buy batches of goods. Having your own vendor would require a personal space for each player, perhaps player housing of some form. Some players feel sitting at a crafting station is not fun and would rather be out doing missions. I think the Companion crafting is in the same vein as SWG factories and harvesters. BW have said there is more space coming...the minigame was just the beginning. Depends upon which server you are on as to which faction is "endangered". I enjoy WZ for what they are though I would be unlikely to willingly queue for Huttball. The open world pvp I've done to date has been fun, I am looking forward to Ilum when I hit 50. What would you consider would make the loot exciting? For me I enjoy the Orange gear idea, getting the look I want and then upgrading it as I progress. I am looking forward to the PVP/PVE tiered gear to be converted to the same system, it seems strange to me BW made the Orange gear system then abandoned it for their level 50 gear. Community is what you make of it. My community in SWTOR is primarily my Guild but I have met and added plaers as friends during quests and pvp. I think the community feeling will grow. It is a themepark MMO, which means you enjoy the ride, have some input into the direction it takes but ultimately it tells you a story rather than provides a stage for you to make your own story. I would like the ability to decorate the interior of my ship. The repeatable quests to make blue rugs and such would be a nice departure from the directed quest chains. It is a product of current MMO corporate theory. The VO and ability to choose actions during quest dialogues I find enjoyable. I hope other departures from "vanilla" mmo's are planned for the future.
  11. I agree that travel in SWTOR could be tidied up for more immersion and fun. My ideas: * Replace the black loading screens with something - a moving lift/door, a relevant splash screen, something. Black screens are not fun. * Entering your ship's airlock does nothing but place you on board. * When sitting at the Galaxy Map on the bridge, you can select a destination and then you get the takeoff from planet scene, travel through space and the landing/docking scene. It doesn't require additional interaction. * As an option, each of the travel steps in the point above can be done manually for those who enjoy the RP. * When you step out of your airlock you are on the planet/station. * I prefer distance affected how long you were in hyperspace but others may not - perhaps make this a Preferences setting. Time should not be onerous but give an impression of differing distances, perhaps include a visible timer. * Add an option to take off and be in space about a planet/station, to afford access to the Space missions. * When you leave a group member's ship, you exit into their landing bay not yours.
  12. I'm not sure why BW felt the need to add expertise to PVP at all. If it didn't exist on 40+ PVP gear, you would still have improved stats and set bonuses and there would have been no need for a level 50 bracket. It seems like a stat created to promote end of game grind.
  13. The idea of the orange armour being modular is a good one, I don't understand why at level 50 we lose the ability to have orange pvp gear. At level 40 I bought my pvp set and used the mods in my then-current orange gear and kept the look I prefer for my character. In 4 levels I'm looking at either being gimped in pvp or having an static armour set. I look forward to a range of modular gear being available for pvp at level 50.
×
×
  • Create New...