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Bald_Haliaeetus

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  • Location
    Oregon
  • Interests
    Parkour, outdoor funz, and MMO's ...odd combo.
  • Occupation
    Looking to become a law enforcement officer... grr @ tedious hiring process...
  1. I just canceled my subscriptions. The state of end game PvP, and the archaic UI are what threw me. I'm sure these will be improved in the future, so I'll probably be back... even if I don't come back, I enjoyed the hell out of the story aspect of the game for the IA, so it's money well spent either way. I was going to bide time on alts, but none of the republic class stories hooked my interest, and all of the imperial classes would be 90% repeat content (non-class quests) so I decided to just put the account on hold. I do wish the best of luck to BW, though! And I look forward to returning when the time is right!
  2. Heh. 90% is being generous. I've only seen a couple posts so far that are opposed to macros for legitimate reasons.
  3. 3rd party macros or bots could be compared to steroids... in game macros would be more in line with a good pair baseball shoes (if there is such a thing... i don't play baseball, so just roll with it ) Using the shoes would make playing the game more comfortable, but that's about it. A better baseball player wearing tennis shoes is still going to beat you; a fat slob wearing $10,000 baseball shoes is still going to suck. I just want to be able to choose my own shoes >_>
  4. The difference is that with the 'good' conditionals, the combat decision has already been made by the action leading to the execution of the ability. You can't just arbitrarily shoot a friendly target in the face, or heal an unfriendly target. Now, if this game had friendly fire, different story; that decision would be much more critical. frontstab vs backstab, though... the condition of being behind your target vs infront of your target can change from one to the other many times without the player executing the ability even moving. In other words, the 'good' conditionals do not make decisions for you, while the 'bad' ones do. Get a Razer Naga. you can make the 'win button' macros with it... it does make combat excruciatingly boring, though, so do it at your own risk. Although, speaking as a Razer Naga owner, macros or not, they're a great mouse especially for the MMO genre. eh, I think the MMORPG genre has evolved beyond its title. Most of them pretty much ignore the "rpg" portion of it. SWTOR does a good job of bringing the rpg bit back to the mmorpg, but only if you look at it as a single player game... it is as much an RPG as the kotor's leading up to it. There are zero "massively multiplayer roleplaying" aspects of the game that I'm aware of, barring player generated RP, which BW is too apathetic toward to even enforce a RP naming policy. There are small-scale multiplayer roleplaying elements in the form of group quests / instances... but that's it. Anyway, point is that although "massively multiplayer roleplaying" may not scream "player v player", but its grown to be not only an important aspect of the game, but a focal point of many players, who pvp almost exclusively, and rarely PvE (which is the category I personally fall into). this is something I wish people would keep in mind when offering their feedback. I have a feeling a lot of the folks who say macros are not necessary are the ones who can get away with using like 4 abilities.
  5. I have a Naga Razer, it can do pretty much the same thing afaik. The macros its capable of are marginally useful... I use it to fire off relics in tandem with certain abilities. Outside off that, the only thing it's capable of are the 15-abilities-in-one-button macros, which make the game boring as he'll... if you like using those kinds of macros, give Rift a shot - it runs on them. Most people who want macros in SWTOR do NOT want those kind of macros.
  6. You misunderstand me. I said that macros do not effect the difficulty of the game. They do effect the difficulty of the UI, but imo, the UI shouldn't be a source of difficulty in the first place. Perhaps I should have specified that they do not effect the game content, opposed to just 'game' ...understandably confusing, as we're talking about some nit-picky differences, but differences nonetheless.
  7. Let's stop the e-peen flapping, please. As for the rest of your post, read the op and you'll see that the whole i-win button concern is absolutely invalid.
  8. curious what you have in mind as far as retooling goes... could you elaborate on that? Any suggestion that has something to do with the affection system could be integrated into this one; even if, as you say, this one is just a temporary solution until something better down the road comes.
  9. Not understanding the proposed limitation... Could you elaborate? Why would it be necessary? And as a ui function, why does it matter what your character does / not know about the companions?
  10. Having maxed one player, and experienced the story elements of the game that come with that, I am now playing an alt. The class story for the alt is still interesting, but the other quests are all been-there-done-that, and usually consist of me spamming the space bar. The only part of those conversations I care about are how they effect alignment and affection. Generally I can figure out which options will be liked or disliked by my companions based on their codex info... but some of the chat options on the selection wheel only vaguely represent (or sometimes blatantly misrepresent) what my toon actually says once the chioce has been made, making the companions' reaction to them somewhat unpredictable. Anyway, it would be nice if we had an option to show affection increases or decreases on the dialogue selection wheel, similar to how we can currently display alignment changes. Example: (Current dialogue wheel) 1: Agree to help. 2: Ignore request for help. 3: Kill him. (Suggested option for dialogue wheel) 1: Agree to help. --+--+--- 2: Ignore request for help. --+--+--- 3: Kill him. --+--+--------- The various 'smilies' representing different companions, of course. I know this will probably get a lot of responses like "that would water down the story" or "the story is great! you should watch every second of it!" etc, but realize that what I'm asking for would be optional, and that your personal playstyle is not reflective of anyone but yourself (even if you wouldn't use it, others would). That's all, folks! /salute
  11. I think they're programmed to like you... doing things for them to gain affection wouldn't make sense. Instead of displaying at 0/10000, it should be 10000/10000 by default, and locked. Also, let us silence them. ^_^
  12. Macros do no effect the difficulty of the game. Addons are another story, but that's for another thread. Could you describe specifically what macros in wow that you felt effected the game difficulty? I'm no expert on the WoW system, but the ones I used (mouseover and certain conditionals such as help vs hurt) did not effect difficulty at all. That's not to say they don't exist, though, so if you know of something that hasn't been mentioned yet, please share.
  13. Anyone who thinks that doesn't know what they're talking about, and probably shouldn't be on the internet in the first place. At the very least, read the op before flaunting your ignorance.
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