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ShelvanUberwan

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Everything posted by ShelvanUberwan

  1. I 2nd that vote. XP for any kill should fix the problem. Then they'll be forced to hit 50. But I"m sure there will be one nut-job who will find a way to bring people down to low health, and let someone else kill them. Who gets the xp then lol. Just a thought.
  2. Agree with this statement. Do your time, and L2P your class, and focus on the objective and you'll find that your experience in warzones despite the premades will be much more enjoyable.
  3. First intelligent comment I've seen since I"ve been reading this ridiculous post of cry babies and whiners. I have a sage/dps and the changes have done nothing to me except give me another heal. I am actually more viable in PvP even against Marauders/Sentinals Juggs/Gurdians because of that fact. I'm not the typical guy who is going to call you a noob, and say you don't know how to play your class. I just think that the above comment is spot on. Adapting to the changes can be fun, and enjoyable. If they are smashing you for 7k or more then find a way to mitagate thate damage. As a sage/sorc. If you see a dps coming at you bubble yourself. Put some points in the 20% increase. Use a "red" to help with your defense, or line of sight. I'm giving theses suggestions because they have worked for me successfully. Now since you have your can't get snared ability on the heal tree, you have an even better chance to survive with that extra heal too. Sage/Sorc were buffed, and people don't even see it. My main character is a sage. I leveled him has a healer, switched to dps and have used all trees extensivly. I feel sage is much better off where it is at then it was before. Adapt and overcome is the moral of the story.
  4. Not sure anyone is really suggesting this. I think most people just want features that were in the previous Star Wars MMO. I think you're exaggerating a little bit too about making it from the ground up. They wouldn't have to do that at all. In fact some of the old SWG features could easily be integrated into this game without a whole lot of effort. For example, the appearance tab. It was a secondary equipment tab that you put non-combat gear on to make your character look unique. This could very easily be implemented without a whole lot of coding. We all understand that this game is not SWG. But this was suppose to be even better, and its not. And that is saying a lot. Because the SWG graphics was horrible, it was the game play that made it awesome. It seems to be the reverse in this game. The graphics are incredible, but the game play, especially the end-game content is lacking. But I'm crossing my fingers. I know that they are capable. Lets all Jedi Meditate and pray to the force that they do start puttting some better end-game content in the game.
  5. I think that datacrons is a pretty fun part of the game. But it shouldn't just give you stats. It should allow you to get other rare items, that are not attainable unless you get to the datacron. Thats just my two sense about datacrons.
  6. Well if I was to interpret what he means. Instead of having a big boss fight at the end. It would be a more wide open fight against many NPC's coming at you with a barrage of laser fire. Huge ships passing by dropping squads of troopers, etc. An actual Star Wars battle, and not a single boss that will kill you just because you get one small mechanic wrong. This in my opinion is more epic. More Star Warsy. Seeing many Jedi or Sith coming in at you and parrying back all the bolts of blaster fire coming toward you. Seeing armies of droids, or Huge Krayt dragons, etc.....so many easy ways to make the battle epic and star warsy.
  7. 100 Dollars says they already had this idea for a later date release and just holding it back until subscriptions start going down in a 2 or 3 years if this game lasts that long.
  8. It wasn't really the lack of players. It was the change in the original game engine that killed it. A lot of players were very bitter about that because Jedi was an earned class. To be the best crafter it was earned. To be the best PvPer it was earned. You had to work at it. SWTOR doesn't even come close to SWG. It missed the mark in so many areas of the game it isn't even on the same playing field as SWG. With that said, it is still fun to play. But if I didn't have guys that I've played for 7 years in SWG to hang out with. I would probably drop my subscription in a heart beat.
  9. I like your thought process on this one. SWG housing was the best in any MMO, and will always be the best. The crafting system was even better, and there hasn't been a game to match it yet. Read the above paragraphs. SWG was an awesome game, and SWTOR should have used the main ideas of SWG and built upon it. But, I know this is just a wasted fantasy that will never happen.
  10. I 2nd this motion. It has been voted. SWG features will be put into the game. Thank you come again
  11. Yes exactly ADD THEM ALL. We want it all!!!!
  12. Read the upper part. Not asking for opinion was looking for some good ideas on End-game content. If you don't like SWG and you feel I'm trying to make it that then move along and quit trolling. Thank you come again
  13. First I would like to start this post out by saying that I really enjoy playing this game, although in all honestly I was hoping more in the end-game content. I have had a ton of fun playing this game thus far. Especially with my guild-mates (Red Five). I would also like to add that I am a software engineer, and that I do have an understanding of the type of work it takes to add the below mentioned features. You may agree or not agree with my ideas, but I request with the utmost respect, that you add some of your ideas for end-game content that you would find enjoyable. Preferably ideas that do not exist in-game. Feel free to add any additions to any of the ideas that I've mentioned. Lastly, I use the phrase "my ideas" very loosely because most of the ideas mentioned below are not all my ideas they are just a regurgitation of content in other games that I have played, so just read the areas I've put below, and see what you think. Collectables What I mean by collectables are items that you can loot and keep as a momentum of some sort. Now I understand this may seem very little, but honestly it is something that I felt in other games that I've played is really enjoyable. An example would be a painting of a famous battle in-game. The issue with this as the game stands is where would you put it these collectables? Well that leads to my next idea that I would like to see in-game. Housing Housing I feel is the most under rated aspect that was not included. The collectables that you loot could then be arranged in the house for decoration. Imagine finishing a nightmare mode operations, and the rare painting of SOA drops. You can then put that in your house, and have something to show for what you've done in-game. Now I realize not all people find this enjoyable, and from a development and management standpoint may become a nightmare if not implemented correctly. However, I think owning an apartment in the high-rises in Nar Shada, or owning a hut in the Dune Sea on Tattoinne would be an incredible end-game experience. Crafting Advanced Classes This idea is really something I morphed from Star Wars Galaxies an MMO I played for many years done by Lucas Arts and Sony. Star Wars Galaxies in my opinion had one of the best crafting systems ever implemented in a game to-date. I also present this idea because there are a lot of players especially the people that experienced crafting in SWG that really enjoy crafting in-game items. To merge the crafting system from SWG to SWTOR you would have to use the current implemented crew skills, and add on top of that to make and create a more specific advanced crafting class. So my ideas is to create a tier 2 level of crafting an "Advanced Crafting" tree. Once you have attained 400 on any given crew skill, you will have the ability to choose from two different types of advanced crafting classes much like the combat profession advanced classes. Additionally this will not be something required to have to do good in the game, it is for the more casual gamer that likes to do crafting and PvE rather then warzones and operations. The Advanced Crafting trees would allow you to create in-game items, that allow you to either extract more resources or have a higher chance of critical procs on crafting, and the most important addition would be to craft different types of collectables, like chairs, tables, boxes, paintings, plants, decorations, etc. that are usable in your house as mentioned above. Also, it would allow you to create tools that will allow you to extract special components that specific to crafting, very specific collectables. For example, if you're on Belsavis there is very specific types of foilage on this planet. You could create a tool that extracts the specific DNA from the plants on that planet, so that during the crafting process of a plant you could include this component to create the specific plant that will then be usable to decorate your house. In addition to that, in order to create most of the collectables the gray items dropped in loot could be used to create these decorations. So instead sending your companion off to sell these grey items. You could keep them to craft tables, boxes, paintings, decorations, etc... All grey items would be sellable on the GTN, so that other people could buy and sell those items for people who may need those items to craft the collectables they want for their living spaces. Advanced Crafting Trees Examples Armormech ----- Shields ----- Armor Plating Cybertech ----- Shipwright ----- Vehicles Synthweaving ----- Sheilds ----- Cloth Reinforcement Artifice ----- Advanced Weapon Tech ----- Advanced Saber Tech Planet Surface Flight This was a feature that was asked for by the community in SWG but never was implemented, and would love to see in this game. I feel this would be easier to add to SWTOR, but not sure. I thought of this idea when I was flying around on the taxi in Nar Shada and Coruscant, and I'm sure I wasn't the only one. The scenery in these city-scapes is awesome. I thought to myself how incredible would it be, if I could taxi myself around (legacy perk maybe) without the constraints of the taxi path. Allowing you to also go into areas and land, and walk around in the city that are unreachable via the taxi. This could also be a way to get to your planet house if that was implemented in-game. Space Exploration This was another feature that I'm stealing from SWG that was pretty incredible. Allowing you to launch into space, and explore the unreached areas of space freely, not within the constraints of the mundane space quests that are currently in-game. Additionally allowing users to also get gray items or collectables that you cannot get on the planets surface. Like some rare resources, or gray items that only drop in space like a crystalized meteor fragment that glows. An addition to this idea they could have livable space-ports. Much like the "Cloud CIty" concept you could create an area in space that would host your guild. This could be a variation of housing, but in space. I realize they have mentioned having a huge ship to do this, but I think a space port that you make bigger over-time, and decorate would be cool idea that would create a lot of enjoyable in-game time for users. For the space port if you're guild is a Republic then only republic will be able to dock at that space port. If it is Imperial then same goes, only that faction is able to dock. The only exception they could add is for opposite faction to pay a fee set by the guild leader. I could go on again, about many ideas in this area, but I'll leave it at that. I hope you guys enjoyed and honestly I hope these ideas are eventually implemented in-game. Shelvan Uberwan
  14. Sounds like someone is doing AOE's that shouldn't be, or you have someone that doesn't have the full CC. For Example, if a shadow does a force lift. It doesn't last a minute like the sage. I assume that the imperial class is pretty much the same. It last only a couple of seconds. So you need to make sure that classes doing the CC are the correct ones. Additionally, the technicians if I remember will heal the droids, so those you have to lift them first, and kill the droids quickly so technicians can't heal them. Be aware of AOE's too, that can bring in surrounding enemies in the area.
  15. Your statement made me laugh. I read your link too on Narcissim and love the article on this was very informative, and filled with so many truths.
  16. Agree 100% You and the guilds that have issues with their choices should leave the game. I'd much rather have people who are interested in having competitive PvP. On my server, the Imperials got geared for warzones much quicker, so often at times you'll find that there is no competition. The imperial blow us out of the water. That is not enjoyable game play. I'd much rather have a hutt ball where the game is tied or close to it, then a game where you loose 6-0 and they are farming you the rest of the time (not fun at all). Besides it isn't out yet, so we really need to see how it all pans out first before we start drawing conclusions about the fun of rated warzones.
  17. First this post was clear, concise, and very very spot on with your assessment of issues in PvP. Additionally I agree with everything you posted too. I also feel that everything you mentioned should be looked at in detail by the developers. Lets cross our fingers and wish for the best.
  18. I agree with this 100%. It sucks sometimes getting ganked by imperials that have better gear, but in the end when I have the same gear. I'll be twice as good as they are because I've practiced with the lesser gear, and my survivability will be expontentially greater. I can't wait to get my gear its gonna be epic.
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