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Fdzzaigl

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Everything posted by Fdzzaigl

  1. I completely disagree, huttball is great fun, except you often end up with teams that have no clue how to do things. Which makes any warzone a mess, not just huttball.
  2. Yes, indeed, this is probably the most problematic thing in warzones right now. It's extremely annoying. When you've got just a bit of lag, you have to tap some instant abilities twice or thrice in order to get them to activate, which spells certain doom in many scenarios with the amount of CC being thrown around. Also, it's extremely noticeable when attempting to use aoe abilities like mortar volley or pulse cannon. When you stop moving and try to cast them, the game only registers you as having stopped moving about a second later. That has lead to many a dramatic failure on my part as you stand there thinking your aoe will go off, until you realise nothing happened. My full auto also constantly channels without doing any (visible) damage.
  3. Hammer station is one of those flashpoints in "classic dungeon style" they added to fill in gaps, you can see this pretty clearly. However, although I agree that one is kind of easy and uninteresting. It does get better for this kind of flashpoint. Athiss only does marginally better. Mandalorian raiders is a lot more interesting. Cademimu is much more interesting due to setting (the whole revolution thing going on). Taral V is again more story-driven. It does improve, and HS is a good way to get you introduced to things.
  4. Users will either give high or low scores. The use of just scores alone without motivation is ... fishy at best anyway.
  5. I wasn't aware, and that says quite a bit since I have put a decent bit of time in this. Things are kind of mixed up with the mission skills, I personally dropped UT since it's much more profitable to simply buy stuff and generate money for that with slicing.
  6. Whatever result the discussion of modded gear vs non-modded might eventually turn up (someone will likely start the spreadsheets soon)... I think one question remains clear: why can't armormechs / synthweavers craft more orange items? Sets of craftable orange gear would be sought after and cybertechs too would profit (even more) due to increased demand for mods.
  7. Listen to this man, what are you with a ton of credits that don't move around and aren't even worth anything any more after a while. Especially if you're a new player who doesn't even have any credits whatsoever to start with. The only good thing is that you can pay for the fixed costs of the game, otherwise, nada.
  8. You obviously haven't witnessed a lot of MMO launches if you think this is the worst one, even in "modern MMO times". The only one I can think of that was better was Rift. Aion had no bugs and great performance but 8 hour+ queues. Other games were bugged to all hell and then we're not even looking at all the indie games that simply burned in eternal hellfire.
  9. Restricting respecs is good for nothing except to appease some nostalgic minds. Unrestricted respecs are good for: 1. Diversity 2. Group formation 3. Investment in your class through experimentation ... If you offer respecs, be consequent and offer them at acceptable rates. And I don't want to be pigeonholed for 1000 hours, right back at ya.
  10. You're being terribly naïve. Printing money doesn't make the real life economy run any smoother either, in fact, it's those virtual ways of bring more money into the system that are causing a lot of problems now. 1. You're presuming the value of Underworld Trading = the value of slicing as a profession. Which you can never be sure of. Right now, the opposite is true: UT <<<<<<< slicing. Why? Because the costs for UT materials on the GTN is negligible and almost no one uses the GTN in the first place because of its atrocious state. Even at endgame, when UT goods will be in higher demand, just presuming that the value of a mission profession will be same as that of slicing is wishful thinking. They will be either valued more or less than the mission rewards from slicing. 2. If the slicer even engages in the actual crafting, which you can never be sure of either. Also see 1 3. Same as 2, same as 1 All of that is just wishful thinking, the only thing that can be said is that slicing will create inflation. It will bring more money into the system period, while it needn't (as in, it is not required) for it to actually participate in the rest of the economy. I have to laugh at your last point, slicers being hurt by taking slicing. I had no slicing up to level 24, I had 50k. I took slicing and got 85k by level 25. Bought my mount and riding skill (48k) down to 37k. In the process of one and a half level (now halfway through 26) I once again have close to 80k. Total profits in 2.5 levels by just non-stop sending two idle companions off on lockbox missions? 68k, more than double as much as I got from level 1-24 having no slicing. If that isn't overpowered I don't know what is. But I digress, this thing will probably inflate the economy so much that in the end, it will likely make itself irrelevant as its missions will also bring comparatively insignificant rewards. Question being: why the frak is something like this in here in the first place? Why make it that much better than any other mission prof. in the early game stages.
  11. 10k for 8$? They must be insane. You can make that much in no time, especially if you have slicing But yeah, I'm surprised I didn't see any on Lettow yet.
  12. No, it will not. Because the story based qualities aren't going to be attractive to some, because the pacing of the game isn't as spontaneous as WoW's in its earlier days and because there are still big problems with the game in its current shape. UI, auction house, slicing (bound to inflate all heck out of the economy) and general clumsiness of some mechanics being the most apparent ones.
  13. Because it's possible for people to need these items for their companions should no one else really need them for their character itself. Ninja looting is a problem in any game, you have to quit or kick those people out if it happens, there is no other way. If it happens once, ask them about it, if it happens twice, instakick.
  14. I read your name and knew what your conclusion would be, upon further review of your review, I was proven right. What does that say about you?
  15. I've had a pretty good experience with the community as well, even on a heavily populated server like Lettow. Of course there is the usual trashtalking, but because the general channels are specific for each planet, you'll only see much of that on vaiken / carrick station and the other heavily populated zones.
  16. I will boast a bit and say that vanguards do outclass guardians for tanking at my level (27). You can abuse LoS much better, can keep better aoe aggro, pull in runners and generally have a lot more options. Of course, the single most important thing is still player skill and guardians will have no trouble tanking stuff at their level either way.
  17. /sign I just don't understand why you would implement it in this way BioWare. The auction house does have the ability to search by keywords, why the heck would you implement required categories then? If I want to search for shadowsilk, I could just as well enter shadowsilk and bam! get results. Instead I first need to figure out which crafting skill happens to make shadowsilk, hope it's categorised correctly (which wasn't the case for underworld trading) and fill that in, if I didn't guess the right crafting skill, I am then obliged to repeat the whole process. I simply refuse to use the auction house in this state, period. Using big words is something I usually dislike, but there are crappy free2play games that honestly have better auction houses. The auction house needs the following presto: 1. Search by keywords first and foremost 2. No more idiotic drop down boxes, but boxes you can tick that are on the side of the interface That is the very basis, the deepest freaking fundamentals of the auction house system. You had to put that in YESTERDAY, after that you can try to improve it more.
  18. You already have a quicktravel tool that lets you return to bound places, I don't see how returning to your ship or the fleet straight away through that tool or allowing you to leave the planet without a lot of clumsy intermediate steps would cause such a detrimental effect on immersion. I agree with the poster above who is against flying mounts, I too will never support those. And heck, earlier this week I spend a good 4 hours jumping around coruscant on every pipe I could find to look for datacrons, I enjoyed it. But some things are clumsy and need to be smoothed out, you don't have to put up with overly long-winded mechanics.
  19. Except it isn't a real world. If there would actually be something to do in the hangars, then yes, I wouldn't mind them, but there isn't and the resulting load screens and waits for elevators transporting you into other instanced places really doesn't add anything to the "legit" factor of the world.
  20. I also mention these in the OP And yes, this is a good solution. Indicating their location would be nice.
  21. I can accept that for the mission area on the station. But you can hardly use that excuse for spaceship hangars and spaceports in general, most of which are rather large areas that are very similar each time and are always devoid of life.
  22. I wonder if you people actually read the OP, if you did then you would know I'm perfectly aware of all this. You needn't inform me. The things I see as becoming problematic aren't the size of the world or the quicktravel system (which is pretty good), it's all the intermediate clicks and runs through otherwise uninteresting areas that shouldn't be required.
  23. I agree that there shouldn't be an easy way to teleport everywhere. But quicktravel is on a 30 minute cooldown. I don't think you can seriously enjoy going through your ship's hangar every time and the need to use 3-4 elevators to get around in some places, like the station. That issue doesn't have anything to do with the size of the worlds, which I enjoy, by itself.
  24. I have never had significant trouble finding people to do heroics, nor did anyone else I came across. That might change once most people are high level. But it won't be an issue for months to come. Making a title saying there are "not enough solo quests" is not really believable, as there are enough solo quests on Coruscant alone to outlevel another planet, Taris, before you even get there.
  25. Travelling around in TOR can get a bit annoying as you encounter a whole lot of intermediate steps to get to your location, while those really shouldn't be required. I don't mind some walking, but lets look at a typical journey to your faction's fleet and then back again to your spaceship: Planet spaceport > hangar door > hangar itself > spaceship leaving animation > click on destination + animation > spaceship door > arrival animation > fleet hangar > elevator to station Now, you can skip the animations, but the hangars and elevators get rather annoying, especially because some hangars are rather huge. Proposed solution: add an option when you click your ship's door or the hangar door, similar to the one seen on many elevators. That way you can immediately get into your ship and fly back. The options would be: 1. Ship Hangar 2. Leave Planet (ship interior) Secondly, legging it back from the closest base all the way through the spaceport can get annoying after the 50th time, there is a logical solution for that. Look at how you did things in Kotor with the "Return to Ebon Hawk" option on the map. Proposed solution: your ship functions like a bind point in the quicktravel menu. When quicktravel is available, a "Return to ship" button appears below the menu that pops up. Using this option would also trigger the cooldown for quicktravel. Thirdly, you need to return to the fleet far too often for a fleet pass to be on an 8 hour cooldown (dailies and helping out guild members with flashpoints come to mind). You already provided a decent number of shuttles on planets, but you could do more. Proposed solution: either add a "Return to fleet" option, also linking it to the quicktravel menu. Or simply shorten the cooldown for the fleet pass. Finally, please avoid using elevators like you do on the fleet station as much as possible in future content.
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