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galadimana

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Everything posted by galadimana

  1. I know, horse, dead, beat. But I will reiterate for those who haven't read it elsewhere yet: I resent being forced to do PvP content to get my PvE gear. and/or I resent having to tippy-toe and avoid doing something that will flag me for PvP when I'm working on my PvE gear. and/or I resent accidentally nicking someone with my AoE attack and immediately being flagged for PvP, then having a truckload of 9 year olds (no offense), or even 19 year olds, or 39 year olds... hell-bent on making someone's life miserable, ganking the living carp out of me because the game is designed to frustrate me. Seriously, how many times, in how many games, does this have to come up? I don't hate PvP. Hell, this game handles it better than the other game I formerly played. But sweet Jeebus on a stick, WHY doesn't anyone (devs) listen to the hue and cry that PvE players put out when this sort of thing is done? Getting unexpectedly ganked is not my idea of fun. Devs, please take note for the future. To be explicit: Please keep PvP loot in the PvP areas, and keep PvE loot in the PvE areas, and keep 'em separated. Have a great day.
  2. 1. How do you think your Commando spec is perceived by other classes? Suboptimal healer, suboptimal DPS. Would take another party member if available , Contribution-wise. 2. How do you perceive your own spec? Suboptimal healer, suboptimal DPS. Don’t feel I am contributing as much as I would like. To make one comment on the game in general, I’d like to see more in-combat mobility provided, for all classes.
  3. Because as soon as you have this, you’ll say, “Is there an option to give me Columi gear instead of Tionese, I hate grinding for Columi”, then “Is there an option to give me Rakata Gear, this Columi grinding is for the birds…” then “Battlemaster” then “War Hero” then “Black Hole”… Then, “This game is boring, devs are stupid, I hate this, Seeya!” Experience the story. Work/Play the game like everyone else. Enjoy the journey – life (and gaming) is not all about “winning”. Brought to you by Preachy McPreachington, and his Preaching Preachers. ...But I still stand by my words.
  4. I disagree. 80+% of gamers are casual. I consider myself casual, even though I play nearly every night and do Ops -mainly because I want the game to be easy, not hard. Experiencing the game should not be 'hard' - what disappoints me about the current state of the game is that the Devs seem to discount the idea of making most of the game more accessible to casual players and leave the 'elite' stuff for later releases. The other thing that disapoints me is that there are so many people out there who want 'hardmode' just to showofff their e-peen. 'Skill' at this game, like any other, proves absolutely nothing, zero, zilch, nada, nyet. It is a GAME. Yes, you can play it well, and smartly, and benefit your friends, and have fun well, but to laud it over other people (by making it harder than a 'game spider monkeys can play', for example) is just silly. The game is plenty hard as it is, unless you are playing 25 hours a day and use a bottle for bathroom breaks, (like it seems many are... which is just sad, but meh, whatev). Accessibility and entertainment is a huge part what makes a game successful. SW has lots of both available, though I wish it was less WoWish and more SWish. Making this game harder will continue to drive away reasonable people and just concentrate the hardcore players, leaving the 'normal' people out there, the 80+% of the available players, playing some other thing, be it Assassin's thingy, D3, Halow, Secret whatcha, Batdude, or whatever. That's just my vented and flame-susceptible opinion.
  5. (And on larger servers, 10+ might be reasonable. I'm looking at you, Fatman...)
  6. I’ll take a stab at it as well. Let’s say one has a fairly unusual recipe – on my server’s GTN, that tends to be ship upgrades and droid parts, for example. So I really have no idea what the supply/demand curve is for these – presumably, the demand might be high, since they’re scarce, but a too-high price might not sell. So if I sell one at a time, I won’t get a feel for the supply/demand. If I try selling several at once, however, I can get a better feel, and if they go fast, I know I went too low, and should raise my price a bit, until they go, but go a little slower. [Now a few = 2-5, vs 20-50.] Relatedly, I don’t have all the mats for all my recipes all the time, so I make what I think will make me the most money with the mats I have. To another person’s point, about stacks, again it’s related to price points – I don’t want to sell 99 Mandalorian iron at 1000 when I (should, but might not) know they go for at least 10k a piece – and with the new mats, gauging best price can take some time, so selling a few at a time can give an indication of where the price should be. This is esp true for the newer materials (slicing tech drops). Also, listing a lot of items of the same type at once seems to make sense to me – unless there are already others selling the same items, 3 or 4 people are likely to be in the same level range looking for the same item at the same time… and especially for Aim items, troopers can need 5 characters worth of (augments, mods, offhands, etc.), often of the same type. This is all my personal opinion based on nothing more than a stick of chewing gum and a paper clip. YMMV. GLHF.
  7. Thank you, Darlgon, and I do have that info, I'm just looking for an easier way to collate all the mats I have on each character and send them to the appropriate crafter.
  8. Does anyone know of a comprehensive list out there that has all the crafting materials and what professions they each have relevance for? I’m having a helluva time keeping track of which of my crafting characters needs which of the materials others are picking up from missions, nodes, etc. (I’m a spreadsheet guy, so I’d love to see it charted…)
  9. OR because waiting until something is 'perfect' is unrealistic. Also, by putting out something early, you might get player feedback that can inform your future decisions about the features to be released. Also, because players would rather have something now than later. Also, 100 other reasons.
  10. Sugg: Add in the Tooltips for crafting materials, the profession for which the materials are useful. I know this is available online, but it's clumsy to refer to multiple sources for information that is directly relevant in game.
  11. Crazy people agreeing with me a little, sheesh.
  12. It sounds like you don't like this game. Good to know, there is someone on this Earth of ours that does not feel this game is worth his money. Excellent for you! I suggest you spend your money in a place that will give you good value, and have a terrific day!
  13. Honestly, if I was in the SWTOR universe and I had a ship like the one we have in game, I would never settle on any 'planet'; the ships are bigger than many houses, and if I want to hang out on a planet, I can just land there and hang out! I'd rather have the option to expand/upgrade/buy a new ship than player housing.
  14. Also, for example: Demo round could instead be a passive add-on of damage/other effect to Explosive round , rather than another ability to keypress.
  15. Yeah, I play pretty casually. I understand the basics, but your'e right, I did make some mistakes in my post about different trees. On the other hand, I'm not an idiot... at least that's what I tell people. Still, I think my main point is clear without the need for your condescension: there are too many abilities for anything but mid to hardcore players. I don't think most people want 54 keybinds for each character they play. And importantly: more abilities are coming with each expansion, each revision, each patch. I'm really not interested in a game so difficult and complicated that I need spreadsheets to keep track of optimal combat rotations or that hitting one wrong key in a fight makes the team go from succeeding to teamwipe. And I don't think most people are. Some of your concerns can be addressed by averaging the cooldowns of the different interrupts.
  16. Agreed Roccobb, I have no need to show complete strangers that I am a foot-and-a-half-of-awesome. I find it hilarious when people start threads with, "Bioware, if you want this game to survive..." It amazes me the number of award-winning mutli-millionaire computer game development experts come around and give free advice to their competitors. 'Suggestions' are much more effective when phrased as 'suggestions,' as opposed to threats, ultimatums, or dire warnings.
  17. People smarter than me will tell you, balance is an illusion. It's a moving target that is hard to hit even with static situational parameters, much less with dynamic situations. If you like to play, play. If you don't like to play, don't. In most cases, the devs seem to be making good faith efforts to make and keep the game fun for the majority of players. You can't please everyone all of the time, so pick your preferences, and see if the game meets them. Suggest improvements that you think will make the game better for most people in the proper venues, and have a little patience, the game is less than 4 months old by my reckoning.
  18. Well, in order to avoid being modded, I'l just say that you may not have a full understanding of 'business', or 'game design', or 'computers', or 'reality'. GLHF on your '2 year break'. Hilarious.
  19. I have done some of the things you've suggested already, but I think it would benefit SWTOR (not that they need it, but still...) to appeal to a more casual crowd. There is so much hardcore stuff in the game imho, that it does kind of dissuade people when not only is the game hard (I'm referring to mutiplayer operations and the more interactive stuff more than the solo player arc content), but the interface needs very careful management as well. It's just my opinion, but I would like the interface and the power structure more if it were a bit... simpler.
  20. Some of you may expect something... different in this thread. "This is not the thread you are looking for... move along." Sorry if this has already been suggested, and I’m sure balance/other issues will arise, but I’d like to suggest an idea that will save some of our precious fingers for more worthy pursuits – CC breaking, snacks, etc. A lot of the abilities on multiple classes are either redundant, or can be stacked in a way to save having to use multiple abilities for a similar effect. They could be increased in (ammo/cooldown/etc.) cost if necessary, or they could have effects with percentage chance to trigger assigned – here are some trooper examples: • Combine Full Auto and Charged Bolts. • Combine High Impact Bolt and Explosive Round: It does extra damage when the target is CCd • Combine Stock Strike and Blitz, extra damage when CCd. • Combine Cryo Grenade and Sticky Grenade. • Make Tech Override a passive with a low percentage chance to activate on each power. That’s like 4-5 less fingers I need –mmm, SNACKS! (Please note: typing speed and accuracy may be impaired due to heretofore finger shortage.) Again, I understand this is not trivial in terms of balance, mechanics, and probably many players will initially not like the idea of ‘losing powers’, but I think we have WAAAAAAAY too many abilities right now to be useful. Also, I understand we have keybind options. And I get that more options is ‘better,’ in the minds of some people. But I submit 2 ideas: 1) 2 abilities labeled Pew1 and Pew2 (with 0 cooldown, for example) are no better than 1 ability, in my opinion, and 2) I am old. And I forget things. And I like to play alternate characters. And remembering 6 sets of unique keybind patterns for 6 different characters, while it is certainly *possible*, is not something I desire to be required to do, after either a long day at work at a keyboard populating Excel spreadsheets, or after a week of such work. I don’t think I am unique in this feeling. And I think other classes have even more power bloat than I find with Troopers, from anecdotal evidence. 3) Also, did I mention I forget things? I hope so, because I think it is somehow important… [Related idea: UI custom loads: As a ‘healer’ commando, I occasionally come across situations where I need my healing less and my ‘DPS’ (such as it is) more. But moving all my abilities around in my UI and moving them all back later is tedious (and I r dumb.) I’d like to be able to load a “Commando Healer DPS” UI that I saved beforehand for certain situations, then a “Commando healer default” UI afterwards to get my original UI back. If this is in the works for 1.2, great, if not, I hope we see it soon.] I’d like to see what others think.
  21. Let me modify your statement: Gotta make it fun for everyone, and punish people who seem to value the idea of getting ahead of the pack, presumably at the expense of others, more than the enjoyment of the game. And I'm glad to hear that 'anyone who values PVP' has left this awesome game. Priorities, ftw. GLHF, Next!
  22. Also, anyone who gets shot with a physical projectile should have a VERY good chance of dying immediately in any game, because that's reality, right? Reiterating what someone already said, please don't become a game designer.
  23. Actually, One Really Big Item. Speaking of which, anyone have a schematic for a small moon-sized orbital bombardment station capable of blowing up planets? I was thinking of calling it a Moon of Killing. Or something like that. It might take me a few years to craft...
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