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ADGarner

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Everything posted by ADGarner

  1. The game is definitely headed in the right direction now! My friends and I just got back in to it and are attempting a story mission only speed run. We thought it would be a ghost town but there's some open world PvP again. Now if only they could make grouping when two people are at different parts of a chain a bit less of a hassle...
  2. I'm satisfied that they answer any number of questions on a consistent basis. 4 questions last week was all they gave us but some times it's more and some times it's less. Comparatively to other gaming companies actually maintaining routine like this is pretty good form. Normally players do not have a direct line to the designers and instead resort to spamming the associated game forums incessantly hoping to catch the eye of a "blue" or "dev" or "mod" or whatever person it may be. As an aside you did say all or most. I don't think their performance is necessarily poor so I'm not sure a mechanism need exist. However if I were actually concerned I would consider writing up a FAQ. A well written FAQ on responses would be good. It might also make a good place to store frequently asked questions that do not get answered. Another poster in this thread mentioned SGRA's have been asked about for a very long time with no response. (Obviously of course a question about future development that is also a sticky issue is unlikely to get a response) EDIT: This will be my last post for the evening. I must rest for the inevitable riveting.
  3. Hmm... Secret World fan I'm guessing?
  4. That's because they've already stated multiple times that they do not like to respond to questions about current development when they can help it. Here's the quote: "As a reminder, we previously suggested a shift in focus in your questions. As development plans are always subject to change, questions about future features will often get vague answers which can be repetitive and sometimes annoying. With that in mind, the development team is more interested in questions about current in-game features or systems, or questions about why development decisions were made. You’re still welcome to ask questions about future features and we’ll continue to answer them where appropriate – just expect the occasional ‘soon.’"
  5. I'm not sure it's realistic to ask any one to field over 200 questions a week. The community managers have many other duties to perform other than writing detailed answers to every question. Not to mention many of the questions are repeats from previous weeks or rhetorical attacks on the designers. Not to mention if the community realized that every question would get a response there would be a lot more queries. At which point some one would need to be reading and writing non-stop. To deal with the inevitable pour of responses they would need to create a wiki for all the repeat answers and then finally how do you justify paying an employee $40,000+ a year plus benefits just to answer waves of questions? It seems to me that suggesting to answer every question is touch trollish.
  6. If four isn't enough how many questions should they be answering?
  7. I have a question about the missions chain design. Each planet has a self contained story that has a beginning, middle, and end. It's great because it's very satisfying even at higher levels to go to planets and encounter new choices and stories. However being a multiplayer game people are usually at different points along the chain for any given planet. So when people want to do missions together there's often a lot of back tracking. Was this a conscious design decision to encourage missions to be more single player focused? Some other things that seem to suggest a single player design, being unable to see opening planet class mission dialogue when in a group, many holocalls cannot be viewed in a group during class stories (unless strangely within a class phase?), and mission specific companion dialogue is only available when playing solo. Has there been consideration for allowing players to go back to another players point in a mission chain and still earn mission rewards? Great game looking forward to future developments.
  8. Has any one heard if Bioware intends to put a mission tracker in the Codex? One of the things I liked in that other game is how you knew you had finished a territory because it kept track of how many missions to complete. With the story and voice acting being the thing that keeps my girlfriend and I keep coming back we some times reluctantly move on to the next planet unsure if we did all the missions there. Also it would be really nice if repeatable missions had a different colored symbol when they are available.
  9. I'd also be okay with a legacy unlock that allowed any one to put up more items on the GTN.
  10. If you're a slicer you know my pain. It wouldn't be a big deal but there's a 50 item limit on the GTN to boot. After awhile those mission discoveries start to feel like the Tribbles.
  11. I think a couple months delay isn't too bad. I'm happy they did this at all. Warcraft you had to play all the prior games or a lot of stuff made no sense.
  12. Found a gem on the website. Fully voiced and with animation! SWTOR history videos. Freakin awesome! http://www.swtor.com/holonet/galactic-history
  13. We had to read our quests and there were no fancy quest markers! Your turn.
  14. If you're paying for story the Jedi storylines are where it's at. Imperials just got cool clothes.
  15. What do you think about some randomization in the quests? Ala Diablo/Torchlight.
  16. Oh I hear yah! Do you think they should continue to add companions to the game? If so what do you think about them being shared between classes?
  17. Codex already does track your achievements. Get a new title, added to the codex. Down an important boss, added to the codex. Explore some aspect of the game... Added to the codex.
  18. I much prefer using money to acquire things over carnival tokens. Just sayin...
  19. Because you can raid mark healers in Warzones I definitely notice once they've figured out the fat guy with the green beam thingy needs to die. Suddenly a pair of Powertechs is bee lining to me the moment I spawn. Fair enough. They don't like my heals. So I need peels. Who is good at peeling people off? I want to heal and I'd like to figure out who to pal around with. Please list peeling abilities if you know 'em. Thanks!
  20. Well back when the populations were high there were different instances of the same planet. It's possible that world PvP could be balanced numbers wise because it could split up who goes where. Remember when you transfer instances it gives a half our cool down so you couldn't constantly go to the "grass is greener" side.
  21. Well end game instances are definitely doable but pulling off ops with just a few close buddies is really hard. Even though outside the game I have way more than seven close friends their play styles and interests are so much different. For example I might have a friend who would do an op with us but he's too busy rolling alts to even get to the end game. I too would like to see more content geared towards parties instead of ops. A "Four Man" content update would be very cool indeed. More heroics, more flashpoints, more daily hubs, and comparable rewards to other content would be nice.
  22. There's so much potential when it comes to space combat. Drafting an all new system would be a lot of work. What if they put in "random" space missions. Where it mixed and matched features of a level and objectives. Sorta like how many action RPGs generate the maps when you enter the level so they're not quite the same every time.
  23. Is this a typo? Did I read three factions? I'm interested to hear how you'd like to see RvR in SWTOR. To me the big hurdles are Only two factions. On the losing faction? Just swap to your alt! Video Lag Avoiding "musical keeps" ala Warhammer Online
  24. Wait, Is there some sort of option I missed?
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