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Bekkal

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Posts posted by Bekkal

  1. Haha still,can`t stop laughing about the "socialism-phobia" displayed here, haha.

     

    All means of production in this game is controlled by BioWare.

     

    ToR is, by definition, a socialist game.

     

    That guy you are responding to is just a moron.

  2. I totally agree, i dont mind getting greatly reduced rewards for a loss but... nothing = just waisting my time, you are just basically saying those whom are BM geared like me will dominate the WZ's untill its fixed.

     

    once again not a complaint just an observation.

     

    At least make it so that medals over a certain threshold provide comparable rewards to winning and having very few medals.

     

    Right now there is literally 0 incentive to try at all when you get in a match that is very behind. "Stand by an objective and afk until the next one" is literally the best option.

     

    Before I get "you queue for pvp to have fun, not for gear, blah blah" - premades dont generally make a habit of inviting people in recruit gear. Queueing without a premade on my server is literally gambling in team arrangement to either landslide win or landslide lose. I need to farm up a real set before I can even give swtor pvp the run I want to give it.

  3. Yesterday I spent roughly an hour going from losing WZ to losing WZ on my server.

     

    I'd get in with the team losing heavily, now undermanned because the system incentivizes quitting, try desperately to get medals before they lost, requeue and repeat.

     

    I came back for 1.2 solely to pvp (and to a lesser extent, to level alts).

     

    There are a max of 2-3 WZ's at a time happening on my server.

    It is very possible to "chain" losing WZ's for a long period of time if you don't queue to match the premades. If you *DO* queue to match the premades, you have a roughly 50-50 chance of getting them on your team and winning. Otherwise, you're in for a rough day.

    I have never seen a Republic player on Ilum. The entire planet consists of 3-4 bored Imperials running in a circle farming armaments, then leaving.

     

     

    I really, really want to like this game. I really do. I find Operatives fun in any spec, and want to try out other classes as well.

     

    Honestly, though, there are some fundamental flaws that are just embarrassing for a company of this size.

  4. It's how I thought the mid-high planets should of been all along. You level up almost completely separated from the other faction. Voss is the only true planet that has both factions in the same areas.

     

    I haven't done the dailies yet, but it seems like we also share vendors and quest givers. This is where I find the mistake at. Fighting to complete the quest is one thing and PvP does happen. But when I'm done fighting and ready to turn in, I shouldn't have to fight to do that.

     

    It also probably has more to do with who is there. Are those two that let you finish your fight two that you have seen you attack you before?

     

    This is why (world) pvp in modern games isn't very good.

     

    If you want to play on a pvp server, there should be no "sanctuaries" imo. Let players draw the battle lines.

  5. If your boss walked into your work and started giving out bonuses to some of your coworkers but not you based on some arbitrary factor you would be upset.

     

    Bonuses at work do not correlate to an MMO in any way, shape, or form.

     

    Let me know when I can feed my daughter with a month of free game time, thanks.

  6. As an extremely undergeared healer who quit the game in 1.1 and came back in 1.2 to try it out, I can confirm that the people whining about pvp healing being "terrible" are all bads being bad.

     

    1.2 is the first time since open beta weekends that I have been excited about swtor at all.

  7. Interesting. So in this system, with no gear reset, What happens when someone joins the game 2 years later and no one is running the first, say, 5 stages?

     

    While there is no direct gear reset (in EQ there actually was a revamp of old zones to drop "reset level" gear, but EQ is a very, very different beast in terms of loot. Literally worlds apart from modern mmo's) levels often make enough of a difference that old raids can be effectively beaten/solod. As an example, in the first expansion, single groups were able to easily wipe the floor with vanilla raid content that took 6 groups to clear.

     

    In modern environments, it would work by the very nature of later-expansion Power Creep making some old raids obsolete. I see nothing wrong with a "semi gear reset" in that a person who levels to 70, obtaining new gear and such, really has little interest in the most casual of level 50 raids, but they may find one (or several) items they really like in a "hardmode level" level 50 raid. This gives them a reason to see content they otherwise would only have visited out of curiosity (i.e. soloing when greatly overpowering the zone). If pickup single-groups are clearing raid content from 2 years ago and finding items they can use to beat entry-level raids in current content, you really aren't "wasting" any content at all.

     

    In addition, craftable items finally gain real use in this sort of system, as they can be a great way to gear up to at least semi-modern content (i.e. the level where the more casual of guilds would actually be raiding).

     

    Edit: Again these are heavily simplified examples with numbers off the top of my head, so let's stick to talking about the general idea as opposed to specifics.

  8. I'm not quite sure I understand. How does that address the issue I mention above regarding only a certain % of the population seeing content, and thus making it a less financially sound decision for the dev studio?

     

    Please understand there is no hostility in this reply - I merely never played EQ and am trying to understand the system you are describing.

     

    Everquest (and possibly other MMOs, but this is the one we're talking about) had a system like this.

     

    http://everquest.allakhazam.com/wiki/eq:raid_progression_guide

    (You don't need to know what any of these raids actually are)

     

    This is pretty simplified, but each of those "Stages" contains a number of raids from several expansions. As more raids came out, they were staggered in difficulty so that no matter what expansion you happened to join in, there was content easier than the current "top of the line".

     

    Now, that game is 10+ years old, but you can apply the same lessons. Never do a gear reset, never introduce a hard mode. Introduce easy, medium, and difficult raids and, as more content comes out, fill in gaps between those raids and add new ones of increasing difficulty. All players eventually see all content (minus raids that are obsolete due to power creep: i.e. the "stage 0" stuff from the EQ page).

     

    The problem with the system is the "release a raid on a specific big patch and that's THE raid for the next 6 months" style of development. If there was a lot of raid content of varying levels (and possible "super bosses" like WoW's Algalon livening up the "easy" content) your players all see/experience everything, pugging has some sort of viability, and elite raiders are back to being elite again because they saw it first.

  9. The major flaw in your second argument there, is that designing content with the intent to only have a small amount of the player base access it, is not a smart financial move.

     

    It is my opinion that the MMO trend will continue with tiered difficulties of encounters. It is the most cost-effective way to provide multiple types and difficulties of challenges. It is why WoW changed to do that, and it is why SWTOR came ready with it.

     

    The best way to do it is how EQ did it back in the day - tier raids not by release date, but by difficulty, and never nerf old content to be "doable". This allows people to approach raids in an organic way instead of through some silly arcade system where they choose a difficulty level.

  10. When I reported this to the support team, they did no support and closed the ticket without even talking to me. Support team does not lift a finger to help a character that is STUCK, cause you cannot continue the game until you finish this part. Very disappointed in Bioware. Luckily a friend with his lvl50 character was willing to help and I got the mission done. I guess another option was to reset the instance and not fight him :mad:

     

    Funny this bug seems to have been reported more than 2 months ago, yet not fixed :confused:

     

    Rather than being a bug, failing at this fight is literally the definition of "user error".

  11. Been playing a lot of EQ lately on P1999.

     

    Hell levels FTL.

     

    Let me ask you this, have you ever missed a meal, or didn't realize what time it was while playing SWTOR? If so, you are showing signs of addiction.

     

    You call that addiction? LOL.

     

    You must be new to MMOs

  12.  

    WRONG! I'm still waiting for my Sith Warrior, Sith Inquisitor, Bounty Hunter OR Imperial Agent to get some action (smex) on the starting world. My Jedi Knight got himself some before leaving Tython. THAT'S good story right there.

     

    Pretty sure no one even comes close to the amount of action the Imp Agent gets.

     

    Also whining for MVP votes is silly.

  13. Already in game, actually. Those saying "Never" are clearly either trolling you or total nubs.

     

    The only downside is that it's a pretty long ordeal because you have to start over at level 1, similar to the old Dungeons and Dragons 2nd ed. Human Dual-Class ability.

     

    When logging in, instead of clicking your character to enter the game, simply click "Create New Character" and VOILA!

     

    Happy to help.

  14. Repair cost is WAYYYYYY too low. Death should have serious consequences. I barely even notice when I die other than the 8 seconds it takes me to get back on my feet and click my one buff.

     

    Well, sometimes I need to wait for a two-minute cooldown to tick a bit, but even then...

  15. I feel TOR is wayyyyyyy too linear to have any sense of adventure. This is a problem common in most newer BW games, but it is even more apparent in an MMO.

     

    The story is fantastic, however, so even the linearity isn't too troublesome. I will confess I go into a BioWare game expecting to "play the story" rather than "be a character" - they are like the FF series in that aspect.

     

    Edit: I have never once felt in this game the way I felt every time I went through Rathe Mountains in vanilla EQ - that a wrong turn would be seriously ill-advised, and that each hill I crested could be dangerous. A big part of the problem is lack of a real death penalty, but it goes deeper than that. The real issue is that the entire game feels "explored" and that I am walking in someone else's footprints.

     

    Edit 2: I just once want a modern MMO to make me feel when I d/c'd in Lower Guk and had to find my way out on my own because my bind point was on a different continent.

     

    That is FEAR right there.

  16. I like the rail system because it's a great way to do dailies, but I HATE the lack of variety in missions, the lack of any ship customization at all other than more pewpew, and the general uselessness of fleet commendations.

     

    Give me the damn minefield mission, but make my objective 3 (2 primary and a bonus) random things from the following list:

     

    1: Destroy X heavy fighters

    2: Destroy X enemy fighters

    3: Destroy X mines

    4: Destroy X facets of Y capital ship

    5: Destroy A facets of Z capital ship

     

    Then add additional vanity items and whatnot to the Fleet vendor.

     

     

    You just exponentially increased the play-value of your level 50 space daily. Not tough.

  17. Why should we wait for a product to develop? It seems to me that it is the developer's responsibility to produce a finished (or, at the very least, working) product. You don't buy a car without the airbags and hope that they'll be made available later on. There seems to be no timetable for basic things like AA or LFD being added so why should players stick it out?

     

    Is it so hard to hold BioWare accountable for their work? Why shouldn't they have taken another six months or so to polish their game to what they think is perfection?

     

    This post doesn't make any sense. Not in the comparison and not in the complaint.

     

    At least the OP had some semi-valid concerns.

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