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Thelooney

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Everything posted by Thelooney

  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.
  15. I had a blast playing the IA storyline. There are choices I made, at times, which were purely emotional. You don't end up as powerful as the other class ends up being, but the story keeps you going. And you never really kill imperials you wouldn't have killed anyways (traitors). Remember the class you chose is the CIA, Mosad, MI6 type. It seems like you wanted to wave your imperial flag in pride, and show your colors everywhere you went. If so, you definitely chose the wrong class. The IA's theme seems to be 'the ends justify the means'. And don't get tied down with dark/light side mess if you care about story. Seriously, anyone who really cares about light/dark points aren't in it for the story - they mostly do it for gear choices. But at lvl 50, everything you did during your class mission doesn't matter. No one treats you differently. So there's also that.
  16. I think the bigger issue is population imbalance, which leads to gear imbalance, which leads to the weaker side always struggling to get their dailies done, which leads to an even greater gear imbalance. The whole 'gear through bag through winning 3 WZ' system isn't friendly, fun, nor is it effective. It makes a grind even more noticeable for those that ended up rolling on the under-represented side, through no fault of their own.
  17. In the same vein, generously speaking, there are MAYBE 500 unique lovers of swtor posting everyday. *****iiiii...that's less then 0.025% of the SWTOR population that loves this game. Yea...that's not how statistics work, man. If you take a number from a smaller sample, you can't then all the sudden compare that to the bigger whole.
  18. It's most definitely slower doing WZ. I put in more /played on my sorc getting to lvl 20's then my other toons using quest only approach. I'm really not sure how feasible wz grind + class mission can be, not because of xp issues (slower than questing, but still going at a steady pace), but becuse...staring at the same 3 WZ's over and over and over taxes me. I find myself having to log off after an hour or two of wz grinding. Though being that I'm leveling my 3rd toon, questing would have been worse. At least I have much better gear thanks to full pvp vendor gear. Also had enough to purchase a champ bag (have enough comm for another one). If you can handle the WZ grind, it'll end up being a bit more rewarding. Not sure how it'll turn out later on, but at least in my 20's, I'm finding I have more credit than when I did pure questing. edit - HA! said the same exact thing as the poster above me.
  19. Huh...only 2 in-game animator, and 2 cinematic animators...no wonder they used carbon copy of human for all races.
  20. As cool as a line of sniper sounds, in reality, a line of merc/commando can deal far more devastation. One tracer/grav from just 3 puts up 5 stacks, and they just go to town. 10-49 WZ is full of these atm, and it's far more OP then ops full of sorc, sniper, operative, assassin...anything. A stacked group of merc/commando is just ridiculous.
  21. My sniper has 10.5k health, no relic (no freebie relics for neutral alignment), and not a single epic. My sniper has the same gear right now as she did turning 50 a week ago. She still does top 3 dmg on most WZs. Medals might be a problem, lacking the ability to obtain healing and shielding medals. But putting out dmg is not a problem. once people see the low health, they do tend to try and collect an easier kill by focusing on my sniper. And if she get more than 2 without backup, dead sniper coming up! But the lethality spec really helps in making a good escpace with countermeasures (45 sec CD) breaking snares/slows. The sniper also has legshot (30m), flashbang (30m), and debilitate for those that gets near. On getting high dmg - it's what others have said in this thread. Positioning, movement. I'll add to this that I tend to go with the pack when possible. In huttball, this is what you should be doing anyways, but in games like civil war...yea, too squishy to hold a position. Give lethality a shot. The aoe slow is amazing in dealing with ball carrier chasers, and our back loaded burst in cull really catches people off guard. The tree is also loaded with PvP oriented talents. Also, people tend to tolerate a series of 700 - 800k dmg, even though they add up in 3 second to over 6k dmg.
  22. Firstly - great post. Regardless of whether or not I agree/disagree with your points, it's always nice to see calm, concise post in these forums. The issue with this game is varied, and really you haven't listed 7 gripes and the potential answer to them. Some of those are 1 problem that you've split into 3 (bug fix and the issue thereof). But at any rate, at the core, as far as I can discern, is a game that doesn't invoke a feeling of community. Even if I were to have a moment of charity, and wanted to help a lowly guildie out, the game gets in my way of doing anything of that sort. Many die hard fans of this game will simply brush my reasoning aside, but it gets tiresome trying to navigate through a gauntlet of loading screen, and a world map that is severely limiting in the path you can go on. The instancing of EVERYTHING is the second biggest issue. I can be in a server with 4000 people online on my faction, yet the most I'll interact is limited to a few dozen. And this is going off the MOST popular server right now. Most other server only hold a fraction of that number. There's no central area to congregate. On the PvP side of things, the instancing, AND the phasing means you'll barely meet the other faction during your travels. This isn't how an MMO is suppose to play out. And the third gripe I feel is very major - as mention elsewhere, the engine itself was said to be limiting on how many players it can have in the same area. Correct me if I'm wrong (and if I am, then I can only attribute laziness to why the devs can't put out a bigger WZ like 16 v 16 or 32 v 32), but this being the case, the game was BUILT on top of a very faulty foundation. The game wasn't made ground up to be an MMO. Feels like they started making a single player game, then switch midway to subscription based. That just seem like a blatant money grab. I've given it an extra month to see where things are going, and now I personally can't excuse paying $15/month to play what is a single player experience.
  23. I had spoiled myself by watching the end of every act on youtube prior to rolling my inq. So I'm very familiar with the storyline Compare to the other class's story arc...my goodness, the inquisitor one is pure awesomeness. Let me put you on the totem pole of power at story's end: The basic storyline might not be all that amazing (I'll find out more, but currently in act I, being indiana jones for the sith isn't all too exciting), but you can't argue - the ending is amazing.
  24. I think it's just being a melee that's the biggest issue. So we're hampered in the dmg badge department. Too easy to run from us, as everyone has quite a bit of snare and cc they can use. All our snares are melee range, to make matters worse. So it'll take much more effort to get the same amount of badges. I tend to scavenge on my scoundrel. Stealth around and only engage when I know the odds are in my favor (3v1s, people tunnel visioning ball carriers, ect). Far as tips on getting big badge count...I'd like to know if there's a secret for us melee classes. Because I usually obtain 5 - 6 myself (7+ if I'm in a dominating team).
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