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sly_swg

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Everything posted by sly_swg

  1. ever considered playing a game designed for pvp iso pvp'ing in a game designed for PVE?
  2. I respectfully request the devs IGNORE the QQ'ing pvp kiddes and stop destroying class balance by changing game mechanics for a bunch of whiners.... TYVM
  3. NOtice the same in PVE, so not related to expertise I'd say
  4. see the problem here is you failing to accept not every mmo follows WOW mechanics with "gear progression" apparently you were not aware the game had a PLAYER BASED ECONOMY which is the opposite of kindergarten level "gear progression" in simple mmos...And there were dungeons (the corvette eg.), but also a lot of open world content..... (nightsister cave, geonosian cave, the warren, etc) So besides keeping busy, I guess you could say the endgame in swg was unlocking your FS slot and levelling your jedi (for some people)....I however managed to keep myself far from bored for a LOOOOOONG time, wihtout levelling a fluostick char by playing loads of different templates, picking up crafting, optimizing my gear (which is weapons, armor, FOOD, DRINKS and spice) etc. Don't speak about the game unless you actually played it pls and have a base understnading of how it works, which you clearly don't as you would not talk about "gear progression" (gear actually DID get better with new resources spawns)
  5. You also sometimes wonder that "if the Ford T was such a special car why did it sell less than a Trabant"? Oh there WAS a way to become jedi, and there WERE a few jedi per server before "the village" It was called Hologrinding.....At character creation a number (6 or 8) out of the 32 professions was randomly selected, if your character mastered ALL of these you unlocked your jedi slot. You could get tips for some of the profession by using holocron, but some (1-3) always remainded "blind", hence "hologrinding, which basicly came down to master profession after profession. For every 'rose tinted goggles" remark I have to say a lot of the "bad stuff" being claimed are equally wrong....as above claim for example....oh and there was endgame....just not cookie cutter like in other mmo's
  6. aim does not influence accuracy....
  7. going over 100% acc DOES NOT increase damage, but lower defenses, in any case it is not worth it going over 100% also afaik ALL stats are subject to deminishing returns, but have different formula...Eg. Aim is less harsh on it then crit. at lvl 50 I'm currently at about 1520 aim, 75% crit damage from surge, 100.7% acc and 28.something crit unbuffed and about 300 power iirc...Will likely keep stacking aim for some time longer
  8. don't be a tard, if you want to compare, compare subs vs the total market you goon the mmo market at launch of TOR was HUGE compared to the swg days, so when it comes to %marketshare SWG likely did beat SWTOR hands down....
  9. you clearly were clueless about swg game mechanics.....
  10. I would say referring to swtor as "wowclone" is inspired by the fact this game looks the same, mechanics are quasi identical, concepts are quasi identical......SO I think it's eright on the money calling it a wowclone (I do)......I do like the sci-fi theme more than fantasy so no complaining.... And yes, SWG pre-curb was superior in many many ways and sadly enough will never be equalled.....when swtor is nothing but a distant memory in six months, I'll STILL be playing around on swgemu
  11. for me its pve'ing on a pve server as this game was designed for PVE....I get my pvp kick in games designed for pvp.....where the gank/grief fetishist usually is nowhere to be found
  12. If you really believe that, you're more fit for game like this that only gives you 1 clear path to spec and gear..... PVP (and selling faction) was pretty much what I did in swg, and very succesfully, without even a single box in above proffs... I've pvp'd as TT (tkm/mp/ms), MP/MS 0004 medic, MBH /w LLC and marksman carbines (killed full template jedi), M Commando /w consumables, nades, and 2 crazy flamers (killed buffed players while unbuffed* like this) and ended as a defense stacker commando... off those only the first 2 temps could be done with the cookie cutter gear, but then again they were pretty cookie cutter and popular templates, and big pistols (Geo, DL-44, DX2) The others worked because I geared accordingly, (all my gear was custom crafted for me) The MBH worked because I'd put on some LLC skilltapes, and had a crazy LLC (2.1S 820 max +76 acc) that would kill most people there where KD in a few shots, even in comp armor....and I'd get them KD with (with marksman 0040 (carbines) a special crafted carbine, 1.2s +112 acc, 50 or so damage (only for applying state effects/posture changes) Kite and Boom..... the M commando had one very fast 900 max high acc FT and one 1300+ slower FT, acklay enhanced nades, and high acc 8.4k damage rocket launchers (can't remeber the stats on the other consumables, but the rockets carried the biggest punch), when defense stacked I'd template into the defense boxes of TKA and pistoleer that was the beauty of swg, even if the classes were unbalanced, and swords/CM/rifle were easy out of the box, the complex mechanics at least gave you the possibility to compensate for the shortcomings of your prof... *I did use a special tantel armour set when unbuffed with 27% stun and 85 avg encumbrance sometime it surprises me how little some people took advantage of the complex game mechanics of swg pre-curb
  13. absolute nonsense, I've beaten buffed players while only on spice and brandy multiple times....pvp in swg was much more technical than in wow/swtor.... I've seen 2 jedi kill a group of almost 20 in under 5 minutes, while they had to run away from a gang of 4 the day after......the latter knew how to play and gear, the first mob didn't... You also didn't have "15 row of buff", you had docbuff, entertainer buffs, spice and food/drink....And yes figuring out the best food rotation was complicated, but rewarding
  14. absolute nonsense, and it makes me wonder if you even EVER played the game, making an ignorant statement like this....there were no multiple toons per server to start with, 1 toon/server/account, so what you claim is "everyone" running multiple accounts which is a blatant LIE On top of that if you had played the game you'd now mastering a crafting prof got you NOTHING if you didn't have access to quality resources ,and assembly/experimentation tapes.... People who clearly never played the game should refrain from posting in this thread....people craving braindead "we tell you what to do, when and where" games also should not post as the type of game SWG was very clearly goes WAY over their head....
  15. swtor is fine, but there's no depth to it's mechanics, which means it'll be a short sweet ride, whereas pre-curb swg would've kept me going for many a years without getting bored
  16. We started the game with a new Bloodmonks <BLOOD> chapter on hydian way (EU), originally from Tempest in SWG
  17. I think the most important thing is having a sandbox that still caters to themepark players, in other words, thb I still think swg did this: you could play the game without every needing to craft a single item, just pick up stuff from vendors... So if you launch it, do it with a Laz-E guide the tells themeparkers how to spec, what to buy etc to be relatively competitive...
  18. just fyi: NGE should not be mentioned in the same sentence as pre-curb swg....curb swg was already a disaster... Freedom just lacks here, freedom to develop your char as you like IS content. over here (and with many other "mmo's) you play a class and there's no room for individuality you spend your talents like THIS or you suck.. en of story crafting: take A, take B press nbutton, get C isn't even worth the name crafting. Complexity is also nowhere to be find, the stat system and combatsystem here (and in a lot of other mmo's) is childplay... A Bountyhunter in SWG you at the very least had the choice of different weapon platforms: pistols, carbines or light lighting cannon....over here it really is "the clone wars" For me the lack of freedom in character development and the lack of complexity prevents me from playing a longer time... I never had to wonder "what am I doing today" in swg, even though some people who apparently never played it claim lack of content.....in swtor however this is the case, or the stuff I know I "have" to do does not interest me (grinding dailies etc)....I have a severe distaste for brainless repitiveness. now, I did know what I was getting myself into with SWTOR, I also new before I played it would be a miracle if the game kept my attention for more than 60 months......in reality my playtime has been decimated since a few weeks due to getting bored....
  19. theorycrafting is a big part of the fun for me, not having the option to do it due to lack of combatlog just means one less reason to stick around for me. I really think that a big part of the customers are being ignored here: the part that thrives on figuring out the mechanics, and loves to play with the possibilities you see while learning to understand the system. Imho 2 things are needed for these players that are missing: a combatlog, and a crafting system (crafting meaning the crafter can influence the outcome of the product....currently we only have an assembly system). Over simplifying a game (eg also by making the talent tree in such a way that you only have 1 or 2 ways of spending your points) lowers the "threshold" to start the game, but also lowers the long term interest.... Before I started playing, and considering the mechanics I predicted I'd get bored after 5-6 months due to lack of complexity/possibilities.....turns out I was wrong as I haven't logged on in a week and it's only been 4 months since launch
  20. the amount of nonsense spewed about swg here is....sad, the game was nothing short of visionary, game-mechanics freaks could get endless enjoyment, while casual combatchar players could go about their game without being confronted by the complex game mechanics by 'trusting' certain ingame crafters judgement.... The whole game was pretty much endgame content.....and I don't agree there was no storyline, as the storyline even impacted the whole world (I guess you forgot about Imperial Crackdown , the village etc). Fact remains: pre-cu swg kept me busy for many years thanks to the freedom, and 4 months into swtor (though levelling is AWESOME) I already notice my intrest waning severely....As I don't really enjoy grinding char after char into cookie-cutter templates and identical gear to the rest of the players.... Also swg pvp was millions times better than wow/swtor as it was skillbased, not gearbased. I really think that any adult with a decent IQ and a lack of need for systematic, instant gratification would prefer a real sandbox mmo.... Unfortunately this audience isn't as vocal as, say the dumb and young gamers,....And thus companies seem to feel they need to cater to what they percieve to be their target audience. Tbh, the success of wow screwed us over, as after their success everyone modelled after them: this being take a successfull franchise, and make a "sort" of mulitplayer game with such a lack of complexity and posibilities that a five year old could play it. The only challenge in wow were the raids, and those were challenging because of the social aspect: getting 40 people not to mess up. Soo, untill someone makes an mmo which gives you more than 1 way to play your char, has some actual crafting in stead of assembly like wow/swtor, and focusses on keeping the social aspect life I expect there will not be a loyal audience. I already noticed the trend in wow: people got bored, quit, came back when new content was release, while each time it took longer for them to come back, and they stayed a shorter time before leaving again, untill they quit for good (happened to me and countless other). There's more to an mmo than an endless slaughterfest, but post-swg that fact seems to have been forgotten by most if not all gaming companies.....and tbh playing quasi the same game in a different package gets ooooold too
  21. again this is a game made for PVE, being used for (poor) PVP, and as the l33tkids are so vocal it will happen here too that PVE'r get screwed over by QQ-ing kids with a hard-on for ganking. and ez-mode pvp....they fail > demand changing mechanics to compensate for their poor performance...
  22. noticed my link did'nt work, sooooo this is my current look, and will be for a looooong time as I totally dig the color-scheme and "evil demon" vibe http://img29.imageshack.us/img29/739/screenshot2012012922410.jpg
  23. personally I'm sorely missing the Light Lighting Cannon as alternative to using pistols, for both merc and powertech
  24. Sly of <BLOOD> on Tempest server...
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