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Syylara

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  1. I'm quite enjoying my lightside journey, to be honest. I get much more of an impression of my character appearing to comply with her master's commands (adding snark and backhanded comments at every opportunity :9) while setting dominoes in motion that will allow her to overthrow him eventually. That's actually...VERY sith-like when you think about it.
  2. Yeah, and you're just oozing fuzzy warmth, yourself. Show us where on the doll the SWG playerbase touched you. Also, it is not required for this game to be a "spiritual successor to SWG" for it to have a housing system that isn't embarrassingly outdated. Your logic works like a pretzel.
  3. SWG or not, this style of housing customization is a decade old or more. No free placement, no scale, no rotational axes, no color control, no lighting control (hell, no light from supposed light sources!). Mentioning the subscription numbers of other games doesn't remove the fact that this system is quite restrictive when compared to its modern day peers (or even ancestors!). Does that mean it isn't "fun" by some people's definition? No, of course not. But subjective feelings and irrelevant statistical comparisons don't change the basic fact: this system is not as feature-rich as other contemporary offerings. You may now proceed to absurdly exaggerate my position as "OMG DOOOOOM!" so it can be dismissed from consideration in your mind. CARRY ON!
  4. Sadly, then it just turns into "biggest zerg guild wins."
  5. Can the cleanup start with this pointless necro?
  6. The model you linked is one of several that share the same wire-frame with different textures. You could say it has a "contoured grip", but it is most certainly NOT the curved-hilt model (which has an entirely different wire-frame).
  7. There's a number of words to describe what you propose. Market rigging Price fixing Collusion Oligopoly Yes, it's "good" for the few in the "club" together, but generally bad for everyone else. Another example of how an absolutely "free market" ends up not so free.
  8. Might be more than a bit late on this, but I have some experience with RPing medics in sci-fi settings :9. I usually start off by sending a private message to the patient asking them to describe their injuries. It's usually easiest to break these down into 2 categories: surface injuries and internal/organ damage. With Star Wars weaponry, unless it is a slug-thrower, the majority of the injury will probably be burn damage. You can show off a decent range of options to deal with various injuries: nanites to repair an organ, slug extractors, de-ionizer, laser scalpel, etc. Spend a bit of time detailing the cleaning, disinfecting and dressing of the wounds since infection is actually one of the biggest killers (especially with the skin compromised from the burns), this also allows for follow-up RP opportunities. Then again, sometimes you slap a bacta-lined bandage on them, stick them with a cocktail of stimulants and anti-biotics and tell them "get back in their soldier!" :9
  9. I think a big part of the issue revolves around what is or is not changing about the endgame. Will the current FPs/Ops be re-tuned/recycled or are they starting all over with only 1 of each being relevant to the new cap? Will there be new progression tiers to replace the current sets? I can see a lot of anxiety around the idea of farming through the same (rebalanced) dungeons again for a whole new progression sequence (burnout). If they have to start all over with 1 FP and 1 Op until 1.4, 1.5, etc or they keep the current gear sets as they are now, you run into the lack of depth issue (boredom). I just don't see how raising the level cap accomplishes anything more than simply adding in the new planet purely for story purposes would have. Right or wrong, a level cap raise produces certain expectations in the community as well as taking a great deal of developer attention to a whole new round of class balance concerns (usually dominating at least one major patch cycle) which can eat up time that would otherwise be devoted to further new content development.
  10. If they raise the level cap, on of two outcomes is likely. Either they are ditching the previous end-game content and starting all over (with 1 FP and 1 Op) or they will have to devote more development resources to re-tuning the current ones to present the intended challenge to the players. Another issue is gear balancing. Either they are invalidating the previous gains and presenting whole new sets to progress through or they will maintain the current sets. Either result is likely to alienate a segment of the players, so I just can't help but see this entire decision as lose-lose.
  11. He wasn't saying SWG had 400k players, he was saying that 4-500k players found TOR disappointing.
  12. Gamasutra is a major game industry publication and that blurb matches the press release Blizzard made at the time. Funny how you still refuse to provide any support for your claims while sticking your fingers in your ears and refusing to acknowledge one that is provided. You just want to believe whatever reinforces your pre-determined narrative, regardless of evidence to the contrary. http://eu.blizzard.com/en-gb/company/press/pressreleases.html?id=2443799 Just in case it didn't sink in: World of Warcraft now hosts more than 2 million subscribers in Europe, more than 2.5 million in North America, and approximately 5.5 million in Asia. It is one thing to be uninformed and make a mistake, quite another entirely to steadfastly refuse to become informed.
  13. http://www.gamasutra.com/php-bin/news_index.php?story=17062
  14. Actually WoW was at or just over 2 million subs by June 2005 when it initially launched in China. Again, you really need to familiarize yourself with the actual facts instead of making things up to suit your narrative.
  15. Wrong. When WoW hit 10 million, the splits were 2 million EU, 2.5 million NA and 5.5 million in Asia. So that's 4.5 million, not 2 million. 55% is not a "vast" majority. So don't accuse others of misrepresenting stats if you're going to do so yourself.
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