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Xaeo

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Everything posted by Xaeo

  1. Just cancelled my subscription. As per the OP's request, here's a few reasons why: 1) The game was either rushed or elements of it were poorly conceived. Just to name a few, the GTN was dreadful, and is now bearable, though still buggy. The LFG feature was poorly implemented, especially for a game with so many different planets and instances (there has to be a way to find each other!). There are duplicate mods/enhancements: they have different names, yet have identical stats... This is just lazy and demonstrates a clear lack of attention to detail. 2) The loading and instancing. The load times aren't absurd, though Alderaan and Belsavis tend to take a while... The main problem I have here is with the frequency, rather than the duration. Especially in the days when space stations were required before boarding your ship/shuttling to a planet, the number of times you found yourself either staring at the Bioware/EA logo or reading a helpful tip was a bit outrageous. Not to mention the double loading screens (and self-loathing) that accompanies queueing for pvp while doing your daily level 50 duties on Belsavis! Further, the fact that nearly every cave I walk into has a prophylactic green shield in front of it so that no one else may sneak in and participate in (impregnate) my MMO gameplay is not a design I personally find appealing for this genre. 3) The lack of open world PVP. It's not so much that I require open PVP to be sated, but rather that I felt miffed by the failure of Ilum and the consequent capitulation of the development team. I have a feeling Ilum was meant to be a major time sink at 50, and that its miserable design/implementation/reception caught Bioware hopelessly off guard. For the wotlk players out there, imagine Ilum à la Wintergrasp and how amazing that could have been... Simple incentives like an unlocked raid for your faction or server wide buffs might have made a big difference. Unfortunately, the fact of the matter is there was very little reason to cooperate with members of your faction beyond the proximal removal of nomadic groups of Republic scum, and ample reason to compete (and eventually loathe)... Think player versus crate farming. In general, I suppose the game fell short of my expectations. And yes, my expectations were high, which were no doubt shaped by the MASSIVE hype campaigns EA rolled out 14 months prior to launch (yes, my puny human mind was warped by advertising). While playing the weekend Betas before launch, all I could think was "wow... this is a really polished Beta" and enjoyed the hell out of it. Getting to 50 was fun, and being 50 was fun for a couple months. My second leveling experience opened my eyes as to how many generic side quests there are (and how few story quests, seriously, play a Sith Warrior on Belsavis and pay attention to how much of the map you're actually required to visit... I could swear my sorcerer already freed you, suspiciously re-attired Dread Masters). If you're still reading at this point (question yourself as to why), I guess you might be able to guess my main criticism of the game. Before launch, they promised to "put the RPG back into MMORPG". I would contend that they absolutely did. Without a doubt, this game felt like a mid-2000s RPG complete with basic morality meter and disappointingly bland companion personalities (oh hey Corso Riggs, if Hitler was a woman would you still hold onto your metaphysical deontological Kantian position that it is always wrong to hurt women?). This game just didn't feel, to me, like what an MMO should be in 2012. Frankly, it lacks what many games have had for years, and hasn't done anything all that revolutionary to set itself apart, aside from full voice acting, which in the end will likely delay the arrival of new content....
  2. Seems like a bit of an overreaction to missing out on one piece of gear from an outdated (Columi) endgame set. If you want to stack the odds in his favour under the current system, find (or pay) 2 other smugglers to run with your tank so that your group comp is: 3 smugglers, 1 tanking class. If the new loot system is working as intended, then there should be a greater chance his token drops.
  3. The game could use some sort of prompt that warns people that they will lose their posting fees upon cancelling GTN sales. I tried to corner a certain market right after 1.2... long story short, I get marginally undercut, try to cancel and repost, lose a total of 1.2 million credits (yes this working as intended) (yes it serves me right for being a greedy capitalist pig)
  4. Are we really "losing" a day? The computer game we wish to play is unavailable for ~10 hours. Ride a bike, go for a walk, go to the movies with a friend, post on the forums! Carpe diem.... Carpe diem.
  5. There's a fix posted in the forums by the mods regarding the early patch download. Look for it. Do it. Buy your items. "Problem" solved.
  6. 1)Probably. 2)Probably not. 3)Your level 10 can probably pay, if not, send credits in the mail. 4)Legacies don't carry over to different servers, so you'll have to start the whole process again.
  7. What's more balanced than a system in which anyone can get the PVP gear that someone else has, provided they put in similar time and effort? You have to work for things in MMOs. Yes the initial grind may be tough, but especially after recent valour changes it is quite easy to get a set of PVP gear. Your analogy is a failure: advantages were not "given" to anyone, they were earned through effort and purchased with rewards. Does it come as a surprise to you that the team (in any sport/game etc.) with the better equipment increases (but does not guarantee) their chances of winning? Again though, the best thing about all of this is that this equipment is not reserved for a privileged class of player, but is available to everyone! Work for it and you'll be rewarded, which is quite the opposite principle of taking PEDs.
  8. Man... you're arguing all over the place. I'll try to hit each main point. 1) An unwarranted assumption is made when you claim that all people in favour of preserving PVP content on PVE servers are BMs who currently boast an advantage. 2) PVP gear will be made less viable for PVE content. This is confirmed by Bioware and is coming in early April. 2.1) You complained about rewards not reflecting effort in your first post, yet now you are arguing that people who put time and effort into PVP should not have an advantage over someone just starting to PVP. I contend that people who play more warzones should have an advantage over someone in Rakata gear in PVP, just as someone who neglected PVP and got Rakata should have a measurable advantage in PVE. While the latter may not be the case right now, it will be soon according to Bioware. 3) Regarding your crying child analogy: of course people will be displeased if Bioware decides to axe a major component of its game. Surely it isn't a surprise to you that people can have Rakata and be Battle Masters. In other words, people can enjoy both PVP and PVE content respective of one another, and excel at both. There doesn't have to be a dichotomy here between "PVPer" and "PVEer", why not just "player". 4) PVE and PVP servers differ only in terms of open world PVP, that's the only real distinction. Being on a PVE server provides more structure to PVP by allowing you to determine when and how you wish to engage in PVP (open world zones, warzones, etc). It isn't a desire for the "easy life", or "gank central" as you suggest, but rather a conscious choice to add predictability to PVP encounters. There are many good PVP players on PVE servers, just as there are many good PVE players on PVP servers (see WoW progression ranks). The server type does not predict player skill set, nor does it presuppose which content a player will choose to experience, but rather only affects the nature of open world game play.
  9. In 1.2 they're a) reducing the viability of endgame PVP gear in PVE content, b) removing valour rank requirements from top tier (war master) PVP gear, c) giving players who neglected warzones while leveling entry level endgame PVP gear for credits, and d) making intro level raids more accessible to the casual player, while increasing the difficulty of hard and nightmare mode raids. Anyone has the right to experience any content they damn well please in a video game for which they pay 15 bucks a month. Reducing entry barriers and making it harder to acquire top tier items should be the goal, not restricting access to content in the first place based on playing preferences. Bioware is doing precisely this in 1.2, and that's one major reason for which I'm optimistic about where this game appears to be going.
  10. Any gear/token that drops from FP bosses, Ops, etc. is bound on pick up. This is necessary and should not change. Again though, ship pieces are a different story. I agree with you that they could be non-bound and it wouldn't change much.
  11. Example: If no items were bound, then people would roll need on everything for (real or imaginary) alts. Imagine the frustration of a priest rolling need on every warrior token on the grounds that "my level 34 warrior will need it later". I agree with you though that some items, like ship upgrades, could be multi-use items and it would have no serious impact on the game.
  12. That's about an hour longer than I've ever seen it take. If it takes this long for your group to do HM FE, then no, it isn't worth it.
  13. That which is declared without evidence may be dismissed without evidence. Either elaborate on what you mean by "cheating", or kindly stop asserting that it is taking place.
  14. Wrong forum, but it's a known map glitch where the coordinates for the shuttle don't show up on your map. The quest is indeed "soloable". Run a quick google search, you'll find what you need.
  15. I'd like for playing as a different species to mean something. Sure, Wookie will look neat, but it might as well just be a hairy human since none of the species have any distinguishing gameplay abilities/enhancements.
  16. Agreed. Once everyone gets their crit-crafted-orange-pieces-with-extra-special-augment-slots (or CCOPWESAS for short) all we're going to be farming is the specific mod we need to maximize our output. Gear design will be rendered entirely obsolete by the upcoming changes since people will inevitably hold on to those ugly looking oranges (seriously, have you seen the Zeyd cloth set?), and Bioware may have just shot themselves in the tentacle. Edit: (Unless Bioware puts an open augment slot by default on upcoming endgame gear)
  17. I remember reading in a recent dev blog that GTN improvements were a "priority". What this actually means and what changes will come of it is really anyone's guess.
  18. These are actually really decent ideas. Drop them in the suggestion box thread, they'll just get buried by troll threads in general.
  19. I think we should make aeroplanes out of led because the old model is just too... I don't know... successful.
  20. This isn't a "comparison to WoW" thread, though it will mention a few elements of WoW as examples of what TOR could be doing differently. Think of it as constructive criticism rather than an as attack. -Lack of Differentiation: Since HMs drop identical gear to normal mode Ops, something just feels missing. Something WoW did very well was create a sense of differentiation between Heroic dungeon and raid content: in Burning Crusade, "rare" blues dropped off most heroic bosses, and occasionally an epic would come off the end boss. In TOR, Ops don't feel (subjective, I know) like a "step up" from hardmodes, but rather just a longer version thereof. For example, the fact that (normal mode) Gharj drops ONLY Tionese belts and a Columi offhand token seems lazy. If bosses were to have more diverse loot tables to include maybe an intermediary level of gear, say item level 130, then Ops content would feel at least a bit more meaningful than HM bosses. -The Process of Gearing up to 136: In TOR, the fact that you can buy any piece of columi "tier" gear with commendations cheapens the whole experience of gearing up a character. It becomes more of a grind to collect commendations than anything else. The fact that it's actually possible for someone to grind black talon every day (for a long time) and receive all their columi gear through trading in currency is, in opinion, a major flaw in the game design. -Gear sources: Flashpoints, ops, crafting, and to a minor extent dailies are the primary sources of PvE gear. The lack of differentiation between HM and Ops gear has already been touched on, so I'll move on to something I'd love to see TOR implement, namely reputation vendors. Grinding reputation for unique rewards is time consuming and sometimes tedious, but also an excellent way to keep people busy at endgame. It doesn't have to be WoW's tabard system, but I think it would be awesome to be able to farm reputation with, for instance, the neutral Voss to win their favour and receive viable endgame rewards for doing so. The potential here is almost limitless as difficult to obtain faction specific pets, schematics, gear, consumables, mounts, etc. would not only give people more stuff to do, but would add an important dynamic to the game. Being the only armormech on your server with that coveted "Eternity Prison Guard schematic" will come with its perks -A personal pet peeve: The "Prefix, Class, Slot" System: The loot names in TOR are woefully uninspired. It seems as though the only pieces in the game with unique names are weapons... From "Red Reaper Specialist's Helmet", to "Athiss Enforcer's Headgear", the naming of non-tier gear is something that could use an injection of creative thinking. I understand the point of it being this way is probably to help people learn to differentiate between classes' gear, but a simple tutorial window upon choosing an AC telling people what stat they should aim to accumulate would be equally effective. I know this is a minor point, but it would help make the gearing process feel less sterile. These are just a few constructive criticisms and suggestions to help stimulate a discussion that might help improve TOR, which I believe is already a fun game in many ways.
  21. I don't always bump threads, but when I do it's because they were on the front page for 26.7 seconds.
  22. This isn't a "comparison to WoW" thread, though it will mention a few elements of WoW as examples of what TOR could be doing differently. Think of it as constructive criticism rather than an as attack. -Lack of Differentiation: Since HMs drop identical gear to normal mode Ops, something just feels missing. Something WoW did very well was create a sense of differentiation between Heroic dungeon and raid content: in Burning Crusade, "rare" blues dropped off most heroic bosses, and occasionally an epic would come off the end boss. In TOR, Ops don't feel (subjective, I know) like a "step up" from hardmodes, but rather just a longer version thereof. For example, the fact that (normal mode) Gharj drops ONLY Tionese belts and a Columi offhand token seems lazy. If bosses were to have more diverse loot tables to include maybe an intermediary level of gear, say item level 130, then Ops content would feel at least a bit more meaningful than HM bosses. -The Process of Gearing up to 136: In TOR, the fact that you can buy any piece of columi "tier" gear with commendations cheapens the whole experience of gearing up a character. It becomes more of a grind to collect commendations than anything else. The fact that it's actually possible for someone to grind black talon every day (for a long time) and receive all their columi gear through trading in currency is, in opinion, a major flaw in the game design. -Gear sources: Flashpoints, ops, crafting, and to a minor extent dailies are the primary sources of PvE gear. The lack of differentiation between HM and Ops gear has already been touched on, so I'll move on to something I'd love to see TOR implement, namely reputation vendors. Grinding reputation for unique rewards is time consuming and sometimes tedious, but also an excellent way to keep people busy at endgame. It doesn't have to be WoW's tabard system, but I think it would be awesome to be able to farm reputation with, for instance, the neutral Voss to win their favour and receive viable endgame rewards for doing so. The potential here is almost limitless as difficult to obtain faction specific pets, schematics, gear, consumables, mounts, etc. would not only give people more stuff to do, but would add an important dynamic to the game. Being the only armormech on your server with that coveted "Eternity Prison Guard schematic" will come with its perks -A personal pet peeve: The "Prefix, Class, Slot" System: The loot names in TOR are woefully uninspired. It seems as though the only pieces in the game with unique names are weapons... From "Red Reaper Specialist's Helmet", to "Athiss Enforcer's Headgear", the naming of non-tier gear is something that could use an injection of creative thinking. I understand the point of it being this way is probably to help people learn to differentiate between classes' gear, but a simple tutorial window upon choosing an AC telling people what stat they should aim to accumulate would be equally effective. I know this is a minor point, but it would help make the gearing process feel less sterile. These are just a few constructive criticisms and suggestions to help stimulate a discussion that might help improve TOR, which I believe is already a fun game in many ways.
  23. I apologize if this is a repost of a repost of a repost, but I was unable to find any concrete information on the forums and was hoping someone might be able to enlighten me: Is normal mode Ops loot distribution currently working as intended? I only ask because it seems completely nonsensical to me that loot is entirely RNG based and that it's possible for a person to get 4-5 iterations of an item/schematic before somebody else gets their first. Further, what's with DPS gear being assigned to healing spec'd players, while healing gear goes to the DPS? Has Bioware issued any statement with regards to implementing a /roll feature at any point? What happened to "loot containers" that were talked about pre-launch? I distinctly remember developers discussing how each member of the raid would receive a container upon killing a boss that had the potential to contain a combination of class specific gear, consumables, commendations, etc...
  24. Exactly. Why punish good for players for getting pugged onto a team of bad players? If you're going to be playing the entire match for valour or misplaced sportsmanship principles why care if people leave? They'll just be replaced within a minute and ten seconds anyway so that you can complete a game that you were never going to win. This is a total non-issue.
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