Jump to content

Thelooney

Members
  • Posts

    87
  • Joined

Reputation

10 Good
  1. Cept when you order food, they don't force you to order a month's worth in advance. They also don't expect you to pay triple the amount the first month because it costs them lots of money to cook that months worth of food. But here some of us are, with a month of food sitting in our fridge. It's still food, albeit very poorly made, refrozen, reheated crap. So we complain because we really would have like food made by this particular brand to have been delicious.
  2. Canceled. Subscription is up tomorrow, so this is pretty much the last night. I just can't keep playing a game where the developers seemingly want to waste my time. Instead of questing that's smooth and enjoyable, I have to battle through clunky (still) gameplay, and where majority of the time is spent killing trash. I would start to get in the groove of things and actually enjoy the game a bit, then I'll face multiple trash pack that's blocking the only way in and out of a location (in the open world, mind you). Or I'll get a loading screen after a dialogue, and the game crashes again for the upteenth time. Or I'll get a mob that bugs out and I'm unable to see or attack it without moving my companion. Or my companion will aggro another pack. Or I'm riding around an...gah! So many annoyance in this game. I know MMORPG's are a work in progress, but there is an expectation that the game feel FINISHED. This game? Still too many kinks left.
  3. I'm a fan of any planet that lets me travel unmolested. So Hoth gets my love. Nothing worse then having to clear a trash pack every 30 seconds...well ok, that's a stretch. There are things that are far worse. But it's very annoying none the less.
  4. Time sinks on most MMORPGs are associated with grinding for something. SWTOR's timesink is in the silly time wasting crap the game forces you to endure. Doing dailies? Sure, but you'll have to go through a gauntlet of loading screen, and once on the ground, there are packs of mobs you have no other option but to clear through because we're too lazy to properly place the mobs and we like forcing you to clear silly trash mob, and once you're done with your daily inside that structure, we timed it JUUUUST right so the earlier ones respawn while on your way out. MORE timesink for us to enjoy! Yea, I feel ya OP. It's especially frustrating while leveling. The big cave structures they ahve around. Clear to objective, then clear back out. 30 min spent beause they couldn't figure out a way to loop the map for an easier exit. Crap that most RPG, let alone MMORPGs have mastered already is missing in this game.
  5. You can't abandon a mission if it's in the middle of a chain of mission. SoL if you decide not to finish a quest chain.
  6. I have to agree with your assessment also. There definitely isn't as much experience available on Tython compared to Korriban. I leveled every single class (sith war, inq, bh, ia, smug, jedi cons, knight, trooper) to at least 10. The repub side definitely needs some help, as you are either barely lvl 10 when you go off planet, or (in the case of the Jedi Consular) you are only half way through lvl 9 when you run out of quests (even group ones). This is just bad development, no two ways about it. Korriban has enough quests to get someone 1 - 11 (and 3 - 4 bars into lvl 11), all the while it only takes you 2 1/2 hours to get finished. Tython only gets you lvl 9 (J.Cons) or barely lvl 10 (J.Knight), and taking someone over 4 hours to get there. Hutta and Ord Mantelle is about even, but again, Hutta ensures you are at least lvl 10 without group quests before you head off planet (unless you skipped), whereas without the group quests, you won't see lvl 10 on Ord Mantelle. Every starting zone has to ensure there are enough solo content to get someone from 1 - 10. The smart thing to do would be to put in enough experience on those starting planet to get someone to lvl 12. The flow is interrupted if you aren't lvl 10 when you head off the starter planet, since doing otherwise requires someone to go back to fleet to pick their advance class. It's been said most SWTOR developers preferred the sith side. I hope their favoritism isn't bleeding out into the way they develop their game.
  7. Had this happen in a WZ. Beat back 3 repubs on Void near the door, and was healing up. Then I find I keep losing health and I can't heal up the deficit. I used my knockback, and voila! A sneaky little jedi knight was hammering away at me invisible like near a wall. Not sure if he exploited or the game got buggy, but it was annoying to say the least. I died, btw.
  8. Sub is gone on thursday. Was trying to get my sorc to 50, but currently sitting at 36 or so, so it's looking doubtful.
  9. Assassins/jugg/powertech have no right to complain about medal count. You get 4 easy from protection medals, then 6 from Damage medal. The 4 protection is 1 more than a healer can ever hope to get, and the 5k heal was impossible for most DPS spec'd sorc/merc/op without shockfrozen. so really, it's two less medal for all dps spec. But healers only have access to 3 healing specific medal, and if they are actually busy healing and keeping the ops up, they have no time to get the other medal besides defense.
  10. Between walking through space port in planet A, to the orbital station (loading screen), to your hangar (loading screen), to your ship (loading screen), walking past that god damn robot that won't shut up!, going to planet B, exiting ship (loading screen), walking to orbital elevator (loading screen), walking to shuttle to planet (loading screen). Between all that, it's damn close to 10 min spent. OP might have been exaggerating, but the core of his criticism still stands...there's too many loading screen, too much time spent in empty places.
  11. Tanks aren't the correct terminology either. They're meat shields. They're damage soaker. They're aggro holder. I mean, that's their job description. A real life tank's role isn't to hold attention. It's built to destroy. So by using the term 'tank' to denote aggro holder, you're doing it wrong (according to the OPs assbackward logic). And healer is also incorrect, if you want to argue about it. You're not suffering from ailment, no cancer in your kidney. You're not plagued by the influenza. The correct terminology would seem to be constitution restorer. So once we can start using the correct term for aggro holder and constitution restorer, then we can start calling DPS damage dealer...but then, aggro holder has to do damage to hold aggro, and constitution restorer oftentimes use offensive spells to deal damage also. So in essence, EVERYONE is a damage dealer. This make things too complicated. Let's just call it Tank, healer, DPS.
  12. Corellia is probably republic controlled. The Imperial Agent storyline pretty much hints at this.
  13. I never got the imperial light side choices. I don't think I ever will. Some say, 'oh if it's for the benefit of the empire that'll give you light points'. That doesn't make sense either, but then there are choices which are clearly for the benefit of the empire instead of self, yet it's the dark side choice. Maybe it's moral choic...HAHAHA, oh man. Well, it's definitely not that for sure. Give you an example - in one of the mission on the empire side, after defeating the boss (a chaotic good jedi who spent his lifetime trying to turn the indigenous humanoid into a good natured force user), you're given the choice of ending his life, or letting the indigenous humanoid finish him, shattering everything he's worked his entire life for. Guess which is the lightside choice? The above light/dark choice, both choices are inherently evil in nature. But because the game's light/dark uses a point system with different levels once you've accrued a certain amount, it's like they have to arbitrarily put in light/dark choices every so often. But we're talking of bioware. Harken back to KotOR; you played the entire game light/dark, but before the finale, you have a choice of either killing someone or sparing that person. No matter how light side you are, you kill that person, you are given so much dark points that you are turned evil and get the evil ending. Flip side, no matter how evil you played til than, you save that person you are a good being and you get the light side ending. It's business as usual in bioware's light/dark choice department.
  14. I also chose the same option, and haven't seen any followup to that story.
×
×
  • Create New...