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-Silver-

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Posts posted by -Silver-

  1. Its funny how best graphical mmo runs fine 60 fps and old good swtor got big fps problems... :rak_01:

     

    Meh, most MMOs run terribly. And every MMO forum likes to pretend their MMO is the only one. They're all massively CPU hungry games, yet it's incredibly rare to find game engines designed to use multi-core CPUs efficiently. SWTOR, ESO, WoW, GW2, BDO, none are great with splitting the load and making the most of each core. You'll tend to see one core maxed out, and the others reaching as high as 50% usage at best, often not using other cores and threads at all.

     

    One day, far in the future, a big new Western MMO will launch that is specifically designed for multi-core PCs and consoles, and we'll all praise the ground it walks on for the performance it's capable of. Until then we can only curse at all the MMOs we play today designed primarily to target ancient single core machines from a by-gone age that apparently make up the bulk of the target playerbase...

  2. Disable

    - nameplate on yourself (I never understood why some players like to keep it on)

    - nameplates on player characters

    - nameplates on neutral NPCs

    - nameplates on friendly NPCs

     

    This, and shadow cascade quality, make by far the biggest impacts on framerate. Nameplate removal also has the benefit of massively decluttering your screen. Do you really need to know the names of all those players around you that you just ignore anyway? All you need to see are enemy player nameplates, so you get a heads up when you're in danger.

  3. Thanks! Found the requirements in the Legacy tab as you said :D

     

    Also, just seen that there are Dark vs Light packs on sale in the Store. Do we know if these are being removed when the event ends, or will they hang around afterwards as another way of obtaining these items? Really hoping they hang around.

  4. I'm returning to the game thanks to the awesome trailer for the upcoming expansion, and now I see that there's a really fun Diablo Seasons-esque event going on for amazing looking rewards. I have absolutely no idea how to start it though, and the majority of articles I find seem to be about a different kind of Dark vs Light thing that doesn't start until the next expansion is live (they tell me to check my Galactic Command tab to see how I'm progressing).

     

    I have created a new character and leveled to 10, and they have a new icon on the character select screen separate from my old characters. Is that all there is to it? Is there anything I need to do in-game to get the event rolling or is it all automatic? I don't want to get to 25 with this character and miss the reward because I didn't start the event properly, having to reroll again if I want to take part in the event.

     

    Thanks for reading, and I hope someone can explain this event for me better than Bioware has :o

  5. I found this list on TOR Fashion (no complete list I could see on Dulfy), and I've checked the Emote tabs in the Collections page as well. Both have the same problem - I can't tell which are healing replacements and which are just general use emotes. There's one I can see on the Cartel Store for 600 coins as a featured item (called "data entry" I think?) but that's the only one I can see.
  6. I recently created a Sith Inquisitor and quickly realized the healing emote bothers me far more than it should. He just paces back and forth while an ugly shader turns his skin, clothes, and weapon completely red. It looks ridiculous.

     

    I know there's a bunch of healing emotes available on the Cartel Market and GTN though, right? Is there a list of these anywhere online someone could link me to please? :)

  7. I think adding Planetary Missions to the Class Missions is a great idea tbh. As much as I loved being able to rush through the story of a class with the 12x EXP boost, I often felt a little bad about skipping the Planetary stories since they tend to be as excellently written and paced as the Class stories. I think new players will enjoy them just as much as the Class stories, and they help provide a lot more insight and attachment to the planets we're exploring.

     

    Keeping Side Missions optional was the important part of all this, and I'm glad to see Bioware are doing that. The old-school MMO design of filling out the levelling time with fetch quests and mob grinding really does need to be left behind. I think all of these changes are a fantastic step forward for the game, and the only part of the game that will risk putting off new players now is the vast amount of repetitive skills and abilities compared to more modern MMOs like ESO, Guild Wars 2, and Wildstar. Even WoW adapted to that by merging abilities together into more powerful and versatile ones. Imo, that should be the next priority.

  8. the misconception with this post is mind boggling.

     

    and explains why little effort is going into the combat system

     

    because little effort is being put into trying to learn it. tool tips are there for a reason. Tooltips? You'd be fantastic on the dev team. Every other MMO is trying to keep the player's eyes on the action, and SWTOR is the only one keeping our eyes on the tooltips and the hotbars to manage cooldowns.

     

    Master strike is a three second channel. its focus neutral, and is the back bone of some Knight specs, others its just a decent filler, and in watchmen, its clipped for optimal use. Zealous strike, has a shorter cooldown, only consumes a GCD just like every damaging ability, and is you main "focus builder" ability in most specs. One of them is often just filler? That's exactly what I don't like about the abilities in this game. Too often the individual skills only apply in specific situations, or are only useful in PVP, or only work well to a specific spec. Fold these two skills into one, making it more awesome, and it's useful to everyone, all the time.

     

    Crippling Slash, its not just a root, it also applies a healing debuff, so any healing going onto your target is reduced by 20%. Why can't this be an additional effect on the standard Slash skill? Slash now deals damage, slows, and applies a healing debuff. Now Crippling Slash is useful in standard PVE too.

     

    and slash is a small rage building filler that you want to find rotations/priority systems were you use it minimally. Filler again. Woo...

     

    4 different abilities, with 4 different functionalities, that are meant to be used at 4 different times. try again. You're missing my perspective. I don't want a different ability for each different situation, so that they become filler or avoidable at all other situations. I want fewer abilities, that have all the effects and versatility that the current ability list provides, so that each ability is viable in ALL situations and is never seen as filler.

     

    also, the compairison between games is like trying to say a cucumber, an orange and a cheeseburger are all the same thing. The philosophies and game engines used are so vastly

     

    MOBA's are about timing, and how well do you know the hero that the opponent is using, how do you counter it in their role, and how well do you know how to use the one you are on.

     

    GW2 is about micro managing your boons you put out, how to condi cleanse, and some specs (mainly DD Ele) do require "optimal rotations" that can be a bit complex. Also, your positioning is paramount in that game. If you don't position yourself correctly, you can chunk yourself, and be put into a downstate very quickly.

     

    ESO was meant to be simple because at some point they were going to (and did) port it to console, so it had to be dumb as **** to play. The same goes for Neverwinter. And that makes FFXIV dumb too? I don't agree that fewer skills make for a dumber game. I think the combination of skills and the positioning of them in ESO (especially in 200 player PVP sieges) makes that game immensely intelligent on a moment-to-moment basis. I'd argue SWTOR's design is the least intelligent of the lot right now, relying on a slow and derivative WoW combat design that, unlike WoW, hasn't evolved with the times.

     

    Point is, or a TLDR if you will: if you are trying to manage 4 hotbars, and trying to keep everything on CD, you are doing it wrong. I'm well aware I'm supposed to be managing my skill use based on certain rotations and situations, but when my hotbars fill up with more and more crap every other level I just can't be bothered to keep up with that many hotbars filled with abilities. I lose interest. I now specifically select which skills are worth keeping on the TWO bars I want on my screen, and chuck the rest into oblivion never to be used. So long, Leg Slash. You're too boring and situational to waste time on.

     

    Replies in red. And yes, I'm well aware I'm a casual player. I'm more than happy with that. My career is my focus because I adore my job. I also adore playing games in my down time, and SWTOR has amazing class stories that I enjoy playing through. I strongly believe the combat is a drag though, and ability bloat is the reason. I also strongly believe that a colossal wave of new players will be joining SWTOR this fall with Episode VII, and that if combat remains as dated and out of touch as it is today, then the vast majority will be quitting the game before level 30, simply because the number (and design) of abilities is over-whelming when all you want is a simpler system to enjoy the story content.

     

    Simple to learn, hard to master. That's the beauty of MOBAs and modern MMOs with fewer but more versatile and impacting skills.

  9. Mainly I want an Ability Squish. I HATE having multiple hotbars filled with skills, most of which have similar names and do similar things, just with different cooldowns forcing you to use them all. I'd love an emphasis on only a handful of skills, each of which are highly versatile in their use and impact, and have low cooldowns. Kind of like ESO, modern WoW, Guild Wars 2, and MOBAs. That's my only sticking point with SWTOR these days, and the reason I'm not a permanent subscriber. Still becomes a chore to play, and all those skills make it so difficult to return to the game and jump in where I left off. I come back, look at the hotbars, freak out and create a new character instead.

     

    fk it, im just gonna ask...

     

     

    exactly what abilities do you feel have similar names and do similar things that the game forces you to use?

     

    For example, Strike, Master Strike, Zealous Strike, Slash, Cyclone Slash, Leg Slash, for Jedi Sentinels. All sound similar. Leg Slash is just a cripple, so why not fold that into an existing skill like the standard Slash to make it more appealing and reduce bloat at the same time? Master Strike and Zealous Strike are both lightsaber skills that execute a series of melee attacks over X seconds, with the only difference being that Master Strike also stuns weaker enemies for the duration. Why not just make that an upgrade to one of the two skills and fold them into one? If animation variety is an issue, why not expand Strike's "finishing blow" dynamic animation across all abilities? If Zealous Strike is folded into Master Strike, that skill could still play either animation randomly.

     

    It's strange seeing every other MMO out there opt for less skills, reducing them and making each skill more versatile and powerful to make them more exciting to use and easier to manage, while SWTOR ignores that trend despite the recent cash injection for the expansion and looming film releases. MOBAs are a fantastic example of how to do this well, with most characters having only 4 skills, but each skill being incredibly versatile in varying situations. ESO has a lot of fun with skill customization, having each skill start off the same way for each player, but then allowing them to add additional effects onto each skill as they level up, customizing their skills based on their preferred play style. Guild Wars 2 follows a similar approach, allowing players to choose a small number of skills from a roster of powerful and versatile ones, customizing their character in the process. SWTOR just says "Here, have everything, enjoy managing four hotbars."

     

    Personally, I'd reduce the number of skills by up to 50% for each class, aim to fit them all on one hotbar, and make them all more versatile and possibly customizable. I'd get rid of the need to repeatedly "level up" skills at a trainer and have them improve automagically as you level. Do that and I'd expect a much stronger attach rate from the new influx of players from Episode VII. As it stands, the quantity and (in some cases, ie Leg Slash) blandness of skills are the most archaic aspect of SWTOR as an MMO, similar to WoW from the better half of a decade ago, and all the new players are going to notice it.

  10. The 12x EXP has been the most fun I've ever had in this game. It now genuinely feels like the KOTOR 3 they infamously promised back at launch. I always knew the class stories were fantastically written and voice acted - it was all the level barriers and "go grind a bunch of filler side-quests before the next part of the story" that made it a chore to play before. 12x EXP solves all those issues, and I'd hate to see it go without a decent replacement. Planetary missions are pretty awesome too though, so I could a 4-6x EXP boost applying to all quests working well. Can still skip the filler that way.

     

    Mainly I want an Ability Squish. I HATE having multiple hotbars filled with skills, most of which have similar names and do similar things, just with different cooldowns forcing you to use them all. I'd love an emphasis on only a handful of skills, each of which are highly versatile in their use and impact, and have low cooldowns. Kind of like ESO, modern WoW, Guild Wars 2, and MOBAs. That's my only sticking point with SWTOR these days, and the reason I'm not a permanent subscriber. Still becomes a chore to play, and all those skills make it so difficult to return to the game and jump in where I left off. I come back, look at the hotbars, freak out and create a new character instead.

  11. Yeah, this is such a big problem. I've just resubbed and instead of continuing to level my 48 Consular I've started a new character, specifically because I took one look at the four hotbars my Consular has, all full up, and the companion hotbar to micro-manage on top of that (with each companion having different skills)... holy crap. I don't have a chance of remembering what all the dozens of skills do.

     

    However, I DO remember that many of them did pretty much exactly the same things as each other, and Bioware assumed it would be more fun to give players multiple skills doing the same thing, rather than one skill with a lower cooldown.

     

    I'm now crossing my fingers for a gameplay overhaul expansion, that aims to keep all classes working to one hotbar. Combine skill effects, combine buffs, ditch duplicates. There are way too many skills right now, which makes it a pain to return to after an absence from the game or after playing an alt. But hey, maybe I'm too adjusted to MOBAs, and SWTOR's core playerbase loves having a bazillion different skill icons clogging up their screens.

  12. Since there's no more class stories coming, I'd love a huge planet dedicated to free-form game play.

     

    Bounty Hunters could hunt bounties. Smugglers could actually smuggle. Jedi Knights could be all heroic saving people, while Sith Warriors create carnage. Consulars and Agents could work behind political scenes, brokering peace or assassinating targets.

     

    Basically, something that allows each class to feel like they're doing something that fits their character, with a lot of room for replayability. With class stories when you're done you're done. Free-form game play would provide something class specific, without the depth of class story missions, and with a lot more replayability.

     

    Also, PVE space. PVP space has been nailed now, so for PVE - same rules as above (free-form game play) but in space. Bounty Hunters taking their bounty hunting to the stars, chasing targets through asteroid fields. Smugglers doing blockade runs. Etc etc.

  13. Are there any classes built around speed and agility? In previous MMOs I've always adored classes with high mobility (Druid in WoW for speedy cat form, cheetah form, jumping into flight form etc, and an Orc Tyrant in Lineage where you can switch totems around for insane attack speed or insane movement speed).

     

    I seem to love hybrid classes in MMOs with a focus on mobility, and I'm struggling with my Shadow and Sniper characters in SWTOR since they're much slower in comparison (Shadow is uber-tanky with low damage, Sniper has great damage but very slow initiation and cover ability means I'm rooted in place when using most skills).

  14. Do they stack? I only play for an hour two per session so I always have rested exp to consume, and the Minor Exp Boost says "does not stack with any other form of exp boost" or something along those lines. I'm wondering if rested exp is an exception to that rule?

     

    I have three minor boosts now, and rarely use them for fear of wasting them (in case they don't stack with rested bonuses).

     

    Thanks for reading :)

  15. As for the engine having trouble with many players in the same area at once, I doubt there is a solution (even given time) for that.

    For a quick-fix, try disabling name plates. The engine seems to have more trouble rendering text than polygons. Visit a busy section of the fleet and try it out yourself, switching name plates on and off, and watch your FPS skyrocket without them :p

     

    I still leave nameplates for enemy players active, because for PVP I need some way of distinguishing friend from foe at a quick glance. But knowing that one of my allied players is called "Obi Wan Skywalker" really doesn't provide any benefit to me, so I'd rather take the extra 10fps from disabling the majority of nameplates.

  16. The short version: Bioware built SWTOR on someone else's engine (Hero Engine) while it was still in alpha. They now have a bug-riddled engine, and because they didn't build it, they have no idea how to fix some of the core issues. Hence, performance issues to this day, and a lot of hatred from the players.

     

    Example: SWTOR's engine is infamous for struggling to render text on-screen. It's why there are no speech bubbles, and never will be. Visit the fleet and disable player and NPC name-plates: your FPS will sky-rocket :p

  17. Odd, I wonder if it's a performance decision for certain instances?

     

    I disable all nameplates except enemy players, since this engine is crippled when it has to render text for some reason. On the fleet I literally gain around 15fps by disabling nameplates. No wonder they can't make speech bubbles work - the game would implode.

  18. Why would you take away a blade from me when I tank :( the whole point is to basically tank with a bo staff, not look like a guardian tank.

     

    To make the forms look unique. Right now there's no visual difference between any lightsaber forms, which strikes me as odd. The idea of using a single blade from a double-bladed lightsaber for one form is just based on the way that in the only movie we have of a double-bladed saber being used, the wielder sometimes fights with only one blade active.

     

    It would be neat to choose between one or two blades, even if it isn't form-specific but a visual preference choice. In exactly the same way it would be neat to choose whether to have our hoods up or down. So... not going to happen, eh Bioware?

  19. I would equally love expanded zones (50+ only) on existing planets with unique story lines

     

    So much this.

     

    Expand the existing planets with an emphasis on exploration (SWTOR has a gorgeous draw distance for stunning vistas), and make the earlier planets feel more like planets rather than fenced off meadows. You've already got 95% of the assets required for that, and it provides a heck of a lot of new content.

     

    New planets would be great too of course, but there's a lot of potential left to leverage from existing planets :)

  20. I would love my Shadow's double bladed lightsaber to look different depending on stance.

     

    Combat Technique (Tank): One blade active, hilt gripped by both hands.

    Force Technique (DPS): Both blades active, as they are currently.

     

    Not exactly a new weapon, but adds visual variety to an existing weapon, and a sense of character to individual lightsaber forms (which I feel is greatly needed across all Jedi/Sith classes).

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