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MeTwo

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  1. So... am I the only one having these problem? Or does no one else on here play a stealth class?
  2. Don't know if it's been mentioned, but stealth detection is absolutely ridiculous. It's range is almost twice that of normal aggro range, and it's incredibly inconsistent. You can fight the same boss multiple times, and they'll only use stealth detection maybe 1 in 3 of the times. Since both stealth ACs are melee based, it only serves to handicap their DPS by making them stay further back then the rest of the group and have to run in after they're pulled. I've also had it pull multiple groups of mobs 20+ meters away from the group I was moving to attack. I've also noticed once you've been detected, you have to move 5 - 10 meters further away than the initial point of detection. This combined with the fact that there is no visual clue an enemy has stealth detection until it is already detecting you means if you're running in to CC you get 1 - 2 secs to turn around and bolt out before you get caught. On a somewhat related note, aggro should not instantly involve people who are no where near the fight. Was in a group where 2 people AFK'd, so I stealthed and hid in a corner. The 4th aggroed a mob and died or ran out, and the mobs ran across 1/4 on the instance to kill me in stealth, which is a horrible mechanic. At the same time, if I'm moving to CC something and get detected, Vanishing Act should drop all aggro and let me move back, not cause the enemies to turn and immediately start attacking my group (although that one is at least somewhat more realistic).
  3. 12 days of prepaid left and I have no desire to resubscribe. Since I've already paid $100 and invested countless hours in this game, I feel more than justified recounting my experience with the game, and why I will not return. My first experience with the game was during Beta. I leveled a Sentinel to 25, and messed with a Commando and Shadow briefly. I was immediately in love. Long had I yearned for a Star Wars MMO. The story was enthralling, the voice acting only added to the immersion, and combat with a companion seemed like a great switch from the norm. Primarily playing the Sentinel class, I found it creative yet still familiar. It was enough for me to place my digital pre-order and anxiously wait for head start to begin. My first level 50 was a Guardian. Even though it meant repeating a decent chunk of story content, it struck me as easily the most iconic. Plus I am a grouping junkie, and expected tanking to reduce the amount of time I would spend LFG. It was during this leveling that I realized companions were really more of a hindrance. Since all the content is designed around having AI assistance, it makes you reliant on them, and most are dumber than a bag of rocks. The first time this really hit me was when I tried using my ship droid as a healer. Fight after fight he would insist on standing directly on top of me, despite me moving constantly to discourage such behavior, and get cleaved to death before the first mob died. While Kira too had her flaws, she would at least kill 1 or 2 things before dying, and thus became my companion of choice until I maxed out her affection around level 48. Most of my leveling was uneventful. The story kept my intrigued, though I was disheartened by my ever growing list of unfinished heroic quests. Still I found more than enough soloable content to progress. As I leveled, I began to notice that even though I was planet hopping frequently, nothing ever really seemed to change. I'd roll into the new hub, grab X quests, kill/collect Y things, and speed off towards the next hub. The only planet whose quest story I really cared about was Belsavis, and it ended by slapping a bandaid on the problem and calling it good, off to the next sparsely inhabited world. The most exciting thing I ever saw was 2 groups of NPCs engaging in never ending fire fights, which of course they would break off if you got too close because obviously when you're engaged in a heated battle with 3 armed men the most dangerous adversary is the guy on the speeder looking on as he tries to make his way to a group of enemies he actually gets quest credit for killing. While I tried to complete all the quests for all the planets, apparently I skipped a few, or just didn't waste enough time looking for group quests/FPs and PvPing because as I discovered my 2nd time around I was too low level to get a lot of the planets main non-story line quests. This resulted in me finishing Corellia just barely into 49, with no quest left except my ridiculously hard class one and a bunch of greyed out Heroic/FP quests. Thankfully, level requirements were lowered by the time I made my 3rd 50, but this left me with a rather tough choice. Do I try to complete my nightmare of a story line or do I grind/PvP to 50? I went with the story option, and while I won't get too bogged down on the details, I will say I managed to make it all the way to (spoilers?) the emperor with my cheap knockoff R2D2 still in level 17 gear (Cause why the hell would a tank use and gear a tanking companion?) only to be obliterated by him the first time he split. After 2 more failed attempts, I said screw this I'll wait til a guildie hits 50 and then force them to do it with me. In the spare time this afforded, I gathered arch fragments on Ilum and did squat else. After finally hitting 50, I began looking for groups to run... well, level 50 stuff with. And I was shocked to discover that apparently everyone else on my server had the same 'roll a tank and get into groups easy' idea I did. Heals were sorely lacking, and being a fresh 50 I could simply not compete with all the PvP geared tanks and their ridiculous 17k HP (ah, simpler times). After experimenting briefly PvP with mysef, I did the only sensible thing and rolled a Sage healer. I was determined to not make the same mistakes as I did on my first toon. No. This one would stay just over the recommended levels for planet. I got her geared in oranges as soon as I could, and kept them in prime condition through comm vendors. I even managed to get into Heroics with little to no difficulty, life was grand. I was rediscovering how much I hated being reliant on a companion, made worse by the fact that most of my time was spent healing Qyzen and watching him slowly chip away at the enemies health. I ran more PvP and more FPs. I looked for ways to avoid doing the same exact quests I had done on my Guardian. Through sheer force of will and determination, I pushed through the monotonous 40s, through the nightmarish mazes of Corellia, and finally hit 50 for the 2nd time. It was around this time that people in my guild finally started to hit 50. With a willing group of 4, we decided to tackle our first 50 FP. We did Battle of Ilum because... well, it was the only level 50 FP we knew of, and we didn't feel we were geared enough to tackle a HM. We blew through it in our level 48 gear with barely a hitch to claim our glorious loot of... level 48 items. I had come to the realization in earlier FPs that the loot they dropped was mostly garbage and you were better off farming comms, but still I expected a level 50 gear-up-for-HMs FP to offer at least level 50 drops. And Corellia comms on top of it. Not even daily comms, which would actually have been quite useful, and would offer some incentive to run those things. Disheartened, our group disbanded, resolving to try a HM net time and hope for some actual progression. It proved to be awhile until we would get the band back together, so to speak. In the mean time, I enjoyed the luxury of having a level 50 healer and tank, and jumped into every HM I saw LFM. Most people wanted to run Esseles (the BT equivalent, for all you moral-less baby eating Imps out there). It seemed logical. Ess was the first FP, it should make a good place to start HMs. Of course now we know that's not true, it's actually soul-crushingly difficult and I'm entirely convinced this misconception led to many of the early level 50s hating each other due to the inability to complete it, or even get past the first mini-boss. But through many runs of TV and FE on HM, I became something close to geared. Eventually I felt confident enough to volunteer for Eternity Vault, and began to prepare myself for my first OPs encounter. I joined a largely guild run, and had no idea what I should expect. HM bosses had been disappointing. Most of them can be adequately described with 'enraged and summons adds' but I though surely this will be different. Surely this will involve group coordination, strategic planning, and quick wit and reflexes to succeed. It ended up my contribution was boiled down to 'stand still and heal' and' follow everyone else if they run'. And of course, 'This boss has an enrage.' Creativity and innovation at it's finest. Even healing was tremendously uneventful. As a Sage I was expected to throw down my AoE whenever it was off CD, throw bubbles on the one tank (And anyone else, if I was feeling raunchy) and... twiddle my thumbs while the Commando did most of the real healing. Only the last fight offered any real challenge, and that was just a matter of timing my circle heal properly. struggling to remain optimistic, I convinced myself that Hard and Nightmare must be where the real game begins, only to be informed that the mechanics were exactly the same, they just had more health and hit a bit harder. With nothing else to really look forward to, I turned to PvP. It was immensely more satisfying on my Sage than it had been on my Guardian. For one, healers were actually appreciated in PvP, as opposed to tanks who largely go unnoticed. There's an ongoing debate about whether tanking gear is even viable in PvP, because few people will actually target a tank directly. No, when you see a tank in PvP, you look for the squishy that he's protecting, and you gang **** it, knocking out huge chunks of the tanks HP in the process. And while I was on the receiving end of many of those explicit acts on my Sage, I slowly began to acquire PvP gear, and was soon able to endure the assault. I had healed in WoW. I had a moderately PvP geared Paladin that could laugh at solo attacks while spamming flash heals (ah, simpler times again). But with this game healers got the added delight of not just reducing the damage they take, but proportionally increasing the heals they put out. It was delightfully overpowered, and I wondered how they could make such a simple oversight. But nothing was, or really has been done to fix it, so I enjoyed it for what it was. And Huttball! Oh, Huttball. The bane of many PvPers, as a Sage I found it an indescribable delight. Armed with my Life grip knockoff ability, I pulled many a wayward ball carrier from the pit of despair into the loving embrace of victory. People began recognizing my name. I was greeting warmly in WZs, and myself began to recognize other WZ regulars. For the first time since I started playing, it felt like an MMO. They say all good things must come to an end. So it was with PvP. I'd like to blame Ilum for my rapid decay of interest, though I know it was equal parts running the same 3 battles 20 times a day. After a few days of running around for 2 hours and getting killed 50 times just to get 10 armaments, I swore off Ilum for good. This effectively cut my amount of completable PvP daily quests in half. I stopped getting gear, my valor level stagnated, and eventually I just stopped logging on to my Sage unless I saw a non FE/TV HM group LF a healer. To fill the time, I experimented with many different alts. I currently have at least a level 10 of every Republic AC, except for a Commando, because **** Commandos. Healers are alright, but the DPS reminds me way to much of Hunters, and I refuse to ever play one. While I desired (and still do, to some degree) to fully play an explore every AC, most of them never made it above 15. The first time through, the quests were exciting. The 2nd time I learned what the space bar did. By the 3rd time I flat out did not care. I already knew what they were going to ask of me. My conversation choices had absolutely no impact on the course the quests would take (though I did have some fun picking DS options on occasion. Favorites include threatening to kill a sick child and smarting off to the general lady on Coruscant, only to be told she'd attribute it to the toils of space travel and let it slide). I was revisiting the same listless, callous worlds I had already explored twice. It was around this time that I canceled my subscription, 1 month into my 3 month prepaid time. Not one to waste something I already played for, I decided a Scoundrel would be my 3rd and final 50. It was picked for two reasons: I had been ganked many a times by those sneaky Imperial Agents and wanted to try it out for myself before I left, and also for the fact that it was a stealth class. This itself afforded me two distinct incentives: I could play while I worked and vanish if a call came through that required my attention, and I could stealth through 80% of the game content. I think in my entire journey from 1 to 50 I completed 10 bonus quests, and most of those were early story line ones. At first I loved my Scoundrel for his story line. After playing two relatively uptight and morally straitlaced Jedi, a cocky and selfish Smuggler was a refreshing change. I extorted credits for a job well done. I killed those I considered bad without a second's thought. I did what I wanted to, when I wanted to. And the story line only confirmed my choices. I was a free spirit, bound to no one. my quest evolved (low level spoilers!) from a personal vendetta to reclaim my ship, to a National Treasure style hunt for a dead man's wealth. And while many of the quests to send you to the same planet everyone else has to go through struck me as unimaginative, I kept my eyes focused on the prize at the end. Rather quickly I acquired my fabled fortune. So what new gimmick would Bioware employ to keep me making the rounds on my quest to 50? As it turns out, I became a freelance agent of the Republic, and was dispatched on largely diplomatic mission to all those familiar worlds. Some time around Alderaan I realized I was spacebarring my class quests as well, because even though this was my highest level Smuggler, I had already seen these quests. Blah blah, blah, Republic. Blah, blah blah diplomacy. It was like the Smuggler story writer had quit halfway through, so they took the Knight story, changed some names, and hoped no one would notice. And while I tried to get back into it later on, the thrill was gone. It held for me the same excitement as the generic planet quests I had grown to despise. I turned to PvP for most of my leveling. Upon hitting 50, I was valor rank 47 (I slacked at the end) and had 1000 merc and wz comms. After getting my 6 bags, I was finally ready to enter the 50s bracket as a feared and despised stealth ganker. I could only afford 3 gear pieces, so I was not quite the terror I had been in the 10 - 49 bracket. Still, this afforded me time to fine tune my strategy and work more on a defensive approach. I am currently at 54 valor, hoping to hit 60 before my time runs out. The joy of stun-locking people and taking 80% of their health in 5 seconds might have been enough to keep me going, if it weren't for all the bugs that arise in intense PvP situations. While my connection is strong, and my FPS is solid, there is still a .5 - 1 sec delay that pops up from time to time, usually when I'm about to die. I know many of you will be quick to shout "L2P noob. It's not the game, it's you" but when I click an ability, and the GCD gets halfway through, then resets and the ability never activates, I have to think it's not me, it's the game. And it's not just melee abilities that they could be out of range on. My Escape has not worked the first time I clicked it since hitting 50. If there is a correlation, I do not know why. I've also noticed many abilities that are 'off the GCD' are not actually off of it. Flechette round in particular will reset my GCD to it's full duration, meaning if I do not hit it immediately after an ability (instead of before, like you would think) it adds precious fragments of seconds that can make huge differences in PvP. Add to this the current retarded state of tab targeting, and you have a very aggravating experience for close combat fighters when there are many players and a lot going on. If you have made it this far, you may have realized this is not a typical rage quitting post. Perhaps you have found it uninteresting and needlessly repetitive. Perhaps it didn't go in the direction you had hoped, and you lost interest halfway through. Well then, congratulations! You have just lived my experience with this game. But I am nothing if not appeasing, so here's a disgruntled, bulleted list of why I am leaving the game. - Encounters are stale. There are only a handful of creative encounters with mechanics that aren't ripped straight from a WoW boss. Most of them are simply gear and 3-5 button rotation checks. - Classes are stale. You all have probably seen the image comparing Sith Marauders to WoW Warriors. You can do the same thing with healy Sages and Priests, or Scoundrels and early Resto Druids/Rogues, or Commandos and early Paladins/Hunters. The only class I found unique was the Sentinel, but perhaps I just haven't played the MMO that they ripped it off of. - Worlds are empty/lifeless. Few interactive NPCs. the only ones that talk get old fast, which wouldn't be so bad if their voice didn't FOLLOW YOU AFTER YOU LEAVE THEIR AREA! While the planets are large, for the most part, they're filled with empty space. It really only makes travel a pain. While on that subject... - Too many loading screens. You travel to a planet, load the docking bay, run to the elevator, load the station, run to the shuttle, load the planet. I waste more time getting to a planet than I do questing on it. - Linear game play. If alts and multiple story lines are a key selling point to your product, you should probably have more than 1 straight path for people to take. Anyone who can level all 8 classes to 50 has my undying respect, even if I do think you should probably go outside. - Crafting. I hear it's getting better. I hope that it does. Right now most of them are worthless. I know once 1.2 hits, everyone will be in crit-crafted orange gear. Sadly, this one time per toon purchase will probably double the amount of crafting and selling that goes on in this game. - Bugs, bugs, bugs. I know this game is new. I know some of them (specifically end-game content related ones) are hard to find during beta testing. Still, I'm pretty sure I saw a video of an 8 man Dev team doing EV before launch. If I were releasing a game, I would work much harder at making sure these bugs did not hit launch. Failing at that, I would release some sort of reassuring statement about when and how they would be fixed. 'We know about them, and are working on them' for 3 months is not acceptable. There is a group of mobs on Belsalvis that has been bugged since the very first time I did the quest on my first level 50, some 2 - 3 weeks after launch. As of 5 days ago, they are still bugged. - Low/Too far spread populations. I know some servers are fine. That's awesome. I've watched my server go from a consistent 50 - 100 people in the fleet at all times to just over 100 during prime time hours. PvP is non-existant between 2a and 8a. I know the story. Queues were long because Bioware capped the server populations low because their servers couldn't handle a healthy population at launch (and from the looks of things still can't) so instead they opened more, spread the population thin, and now if you weren't lucky enough to guess which server would survive longer than the first month it's too bad, so sorry, but you're free to reroll on a more populated server and replay the same exact story over again just to be able to put a group together in less than 90 minutes. To that, I say no. There are more, I'm sure, but I've already spent far too long on this. I'll wrap it up by saying I would keep playing this game if my guild were still active. We played together for 4 years on WoW. At launch there were 20 or so ready to take on this new adventure. Today, there are never more than 6 on at a time, and they mostly PvP for a couple hours, then log off. And it's not just my guild, I haven't seen anyone on my friends list on in weeks. Everyone who bought this game for a great MMO experience is not-so-slowly leaving, and the people who remain want to level alts all day and hunt down datacrons. That's fine if that's your thing, and I have nothing against it, but I wouldn't exactly call that an MMO experience. I've got plenty of games I can play on my PS3 where I can run around and hunt down obscure objects, or play through again as a different kind of character, and it doesn't cost me a monthly fee to do so. If you want to continue to wait for things to improve, or if you really just enjoy the game the way it is now, I'm very happy for you. But as for me, I'll be taking my $15 a month elsewhere. So long, and thanks for all the fish.
  4. I was suggesting adding experience per legacy, not per character (I.e. if you leave a character on the server you transferred from, their legacy level would go back down to 0)
  5. You have to complete Act 1 to unlock legacy, so I don't think it would be that much faster to make 5 lvl 10 legacy levels. They could just add the legacy experience together, but I think you were right when you said it would take too much extra work.
  6. Ilum lags on every server I've heard of, and on every computer. You might try this though, haven't tested it myself: http://www.swtor.com/community/showthread.php?t=154568
  7. ReggietheThird: The problem most people (myself included) have with this game is that it is nothing new. Most ACs are copy/pastes from WoW and other MMOs. Skill trees are almost exact copy/pastes of WoW's. Things get repetitive fast. Hands down, best part of this game is leveling 1-49 for the first time. But then 50 Gets boring quickly, and if you make an alt, you are basically forced to run 90% of the same quests. Wow had issues when it came out, but it also took months to reach 60, had multiple starting areas and questing areas of the same level, and had enough end game crafting/rep grinding to give people something to do. Also, it came out 8 years ago. Most MMO's have learned to improve upon WoW's formula. This game feels more like a bad rip-off. Since it's your first MMO, you probably don't notice all the similarities. And of course, loving Star Wars helps (I don't think anyone playing this game right now can truely say they're not a fanboy). But if you imagine playing this game for 10 years, then a new games comes out that looks interesting and innovative, only to find that it's the same exact game, just with a different setting and about 1 month of new content.... well, I think that's how most of us feel.
  8. I must say, the first few times I played Huttball, I hated it. Now it is my absolute favorite WZ. I think it just takes some getting used to. What makes it really stand out for me is that it really requires a team effort, while also showcasing individual talents: - The ramps and enviromental hazards give true purpose to knockbacks/stuns. No longer are they confined to interupt casts or add a few seconds to your getaway. Timed right, this moves outright kill an opponent, or force them to take a lengthy run to get back up top. - It's really the only one that makes tanks useful. Sure, tanks can give a squishy an extra couple hits before they die, and they can run around being annoying, but Huttball is the only WZ where I ever see tanks get MVP votes. - The key to winning requires more than just forming a huge mob and trying to kill all the enemies around you. Probably the hardest thing to get used to is passing, and getting into a position to get a pass from a teammate. This is also the most important aspect of the game. I've seen teams with good passing and positioning win games in under 3 minutes while the other team ran around killing people. On a side note, I mostly PvP on my Sage now. There is simply no feeling in the world like watching your ball handeler get knocked off a platform and running over and pulling them right back up in front of the end zone.
  9. My ignore list does the same thing. And as long as they follow the typical format where you can't get PuGed to people you ignore, I'd only have to put up with a specific D-Bag once.
  10. I really liked this question, and have put some thought into what it would take to truly make a captivating MMO. In Extra Credit (a web series formerly on The Escapist, currently hosted on Penny Arcade) they predicted the future of MMOs was to move away from the fighting/RPG style and into other genres, because no one will ever be able to do what WoW does better than they do. And it's actually happening. Many current and soon-to-be released FPSes have started to incorporate successful MMO devices in their games (My personal favorite example being Syndicate. The demo is available for XBox and PS3). But this does NOT mean that all MMORPGs are doomed to fail, just that (as 90% of these forum posts will reinforce) more needs to be done to get away from what we've grown accustomed to over the years. Without further ado, my thoughts: Get rid of locked in factions - I honestly don't know why they still exist. They're rather dated, and only serve to separate players in what is supposed to be a large online community. I don't mean that all players should be friends and get along and not be able to kill each other, just that a black and white choose-when-you-make-your-character-and-it's-impossible-to-reverse (unless you allow faction swaps) decision. There's nothing wrong with choosing an initial allegiance, but it shouldn't lock and dictate your allowable actions. For example, my Jedi Guardian is a full LS protector of all that is good. I consider him a Paladin. So if I saw another DS Jedi killing innocent people, wouldn't it fit my persona better if I tried to stop him? It feels like I'm a defender of the innocent, unless someone of my faction wants to hurt them, and then it's just tough luck for the people getting slaughtered. Factions should change based on actions and circumstances. What I'd really like to see is an ability to group with people of an opposing faction to take on mutual enemies. A Jedi and a Sith wouldn't normally run together, but heck there's even apart in the Republic story on Hoth where you team up with the Imps to neutralize a native threat. From a PvE perspective, anyone should be able to group with anyone else against most content (though not always. An Empire would not bu running Esseles from a lore point of view) PvP could still exist with initial factions against each other, or later factions against each other based on current standing. Open world PvP would be limitless, but you could also help everyone you meet if you're just really a nice guy. Fuller customization - Not just aesthetically (though I would like PvP gear that doesn't make me look like a space samuria) but actual character play and progression. LS/DS would be much more fun if it had an actual impact on the story. I've never played Fable, but I've heard a lot about it's branching story, complete with people reacting to you differently based on your actions. Different places with different alignments (in the DnD sense) that react differently based on who your character is wouldn't be hard to implement, and would help with immersion. Also, specs and abilities. When I first chose guardian for my AC, I opened up the skill tree and immediately said "Tank/DPS/PvP", then mentally mapped out where all my points would go. Lo and behold, 2 months later that spec has not changed, and I imagine it's the same as 90% of the other guardian tanks in this game. I knew exactly where to put things, because it is the same as what I did in WoW for 7 years. What I think would work better would be a system similar to Rifts, with interchangeable trees, and abilities based on preference, but with ability points added as well. You choose a tree that you like, put talent or skill points into changing the way abilites work with each other, and then add points to the abilities you prefer using. Your rotation would be based on which abilities you choose to enhance (to a limit of course) and which talents you have chosen, rather than the copy/paste specs and rotations most games employ. Having procs that slightly change a rotation does not make game play dynamic or exciting. Granted, this would be a nightmare to balance, but half the fun would be finding ways to create OP combinations the designers never thought of and then laughing while you wait to get hit with the nerf bat. Since this is getting lengthy, I'll wrap it up with one final suggestion: Truely dynamic worlds - The name escapes me, but I've heard of a game with capturable PvP objectives in an open world environment. You attack a city/settlement, take over, and hold it as long as you can. You create your presence in the area, and it reacts and acknowledges that you now own it. Imagine this, but no restricted to PvP. Imagine PvE objectives opening up new areas. Imagines lands where you don't directly fight other players (though you could) but race against them to destroy enemies first, to collect objectives before they do. Where the land reacts to what you do, and encourages you to keep going. Towns people start to cheer each time you return. Settlements grow as you slay their enemies and bring them supplies. The world grows and crumples around you based on how they are doing, and how other players help/hurt them. Anyway, just my thoughts.
  11. The sad thing is I was reinstalling Rift while typing out my original post. Say what you will about it, they had a fully functional LFG tool within a month of release, and have continued adding some of the most innovative dungeons and raid designs I've ever seen (plus 90% of their bosses don't amount to "stuns a lot and summons adds).
  12. Glad to see I'm not the only one who thinks this way. Though I already knew I wasn't because over half of my guild has already quit playing. I remember playing my first week, and at the end I realized if I had to sum the game up in one word, it would be "disappointing". I love the story lines, I have 2 50s, a 31, and some 20s. I'm really finding it hard to keep leveling them because while the class story is great, the 20+ quests per planet that you have to do with them are all the same. The planets are extremely linear, with the class line re-enforcing it. Normally I'd do instances or PvP to break the monotony, but both of those give TERRIBLE experience in this game. I think my biggest complaint with this game is that it feels very much like it was made to be a single player experience, and they threw in some multiplayer content to be able to slap an MMO title on it. It wouldn't bother me so much if it had been marketed as a single player game with online content, but most of the multiplayer in here is awkwardly implemented at best. Heroics are scattered throughout the planet and take more time to organize than to complete. The only time past Tatoine that I've found groups for them is when I catch people about to leave who are willing to go through all of them at once, because most people gave decided they aren't worth the effort otherwise. The fact that most require a full group (Or mostly full, depending on classes and CC) is simply ridiculous. End game crafting is a joke. Most professions only have 1 one 2 worthwhile patterns (though some have more) and require days of recrafting the same thing in an attempt to RE a useful pattern. The random aspect of it only makes it infuriating. Class stories have no real reward for their ending (unless you just really like titles) and are a completely single player experience. The in game economy is a joke since there is nothing to spend credits on (unless you just really like overpriced speeders that barely go faster than the lvl 25 version). Dailies aren't the worst I've seen, and I guess having all the worthwhile stuff cost 200 marks is incentive to do them for a week per item, I just don't know why more things (like lvl 50 reg FPs) don't give the comms. You can call this ************ or trolling or whatever you want, but it's legitimate concerns for a game with this much hype behind it.
  13. This game is losing me faster than any other MMO ever has. I love Star Wars, and it's always been my dream to play a game where I can run around slashing a lightsaber. But the simple fact is there is very little to do at lvl 50. PvP gets old fast. And HMs only seem to happen at very rare hours. I really hope BW has something new and captivating coming up in a not-too-distant patch, but if not it may lose me completely.
  14. Are there currently any plans to link servers for Warzones and to implement an LFG tool? If Warzones are going to be linked, will we finally start getting matched at level 50 based on valor level?
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