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AlexDougherty

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Posts posted by AlexDougherty

  1. I've played this game for a while now, it has it's flaws, but they are for the most part ignorable, but I've finished the eight class stories, and found I hate the Makeb and Oricon Planets. Well, to be fair I found out I hated the Republicside Makeb when it was released, but now I now the Imperialside is just as bad.

     

    I have had a blast playing this game, but I really can't enjoy the end game, so Goodbye, may all those still playing continue to have a blast.

     

    But before I go, I'm going to make four recommendations to fix the end game (well the third is about the whole game tbh)

     

    1. Make Makeb and Oricon less of a slogfest!!!

    They simply are not enjoyable, Makeb is bad, with mobs two or three levels higher than the missions, and wandering guards that wipe you out just as you finish defeating a group. But oricon starts at this unejoyable level, and gets worse.

     

    Yes I know some people enjoy the difficulty levels, but those of us who don't are leaving.

    2. Continue the Class stories!!

    The main part of the charm is the stories, it gets us through tough planets, and without it the game looses two thirds of the charm, and it needs this back. I know Devs have said it's not happening, bad decision, it really needs to happen, and happen now

     

    3. Make Crafting more relevant to the Game!!!

    Artifice make crystals that are useless, Armormech and Synthweaving make a few barelly sellable armours, and the others have taken a few hits for the Cartel Market. Yes I know they are never going to threaten the CM but they need updating and making more relevant to the game in it's current form, please do this.

     

    4. Add more than one planet to a storyline

    Ilium, Makeb, and Oricon, you keep adding new content one planet at a time, meaning people can skip huge parts of the story, if you add any more planets, add areas to existing planets for extra content, make the stories multidimensional.

     

    Thanks for reading my suggestions, and may you continue to have fun.

  2. Is there going to be another name purge on the Harbinger or is that an ongoing process or what?

     

    I sent in a ticket to CS to see if they could possibly e-mail the account owners of the names I wanted to see if they would relinquish them or, if they got no response, release them back into the name pool.

    And CS, of course, told me to post here. :/

    So here. :/

     

    Thanks.

     

    This is pointless, there will be very few names that now fit the criteria for a wipe, the period was unplayed for three months for F2p and below level 30. Most of those names will still be above level 30, and most of them will still have been played within the last three months, so no names will come off.

     

    Now if they made it that the account had to be used within a year and no level safety net, then you might get some names back, but they won't do that.

     

    PS. it sounds like CS is passing the buck, yes this the right forum, but they must know it won't be done, and have simply dodged telling you this.

  3. So yes your probably thinking " Oh another on of THOSE threads " and your probably right so lets get it over with :p I've been playing SWTOR for about a year now and I've played every class , every advanced except Guardian ( But i have played the mirror jugg) and i got them all to 15 most level 20. In the end I'll probably have three classes a Tank, a DPS, and a Healer and there's already two problems. Which do i do first? and Which three do i do? I like burst healing and ill PVE and PVP but but main priority will be PVP i want to feel important to my team when i heal i want to heal everyone and keep them alive without having to die a lot. My tanks are a Vanguard and a Jugg my Vanguard level 26 ( Sadly he's my highest level ( Ive played that many chars) The jugg i don't like the feel i just started it and its only 12 but i enjoy having a burst move, i don't enjoy the rage either so i think ill go vanguard there. My healers I don't even know :o. I have an Operative, Sage and Merc id like to do a commando instead but i don't want to level it up to my merc ( 16 ) I like all the healing but i don't enjoy sage as much as the others. And then theres DPS and i have about everything there i want to destroy there and not be too squishy i wouldn't mind rage/focus here but tanking is annoying with them. So yah. can anyone help me? :p All i really need is Advice but ill take whatever :)

     

    Way too much text, but basically just pick one, play it through to the end of chapter3, then pick one from the opposing faction (so you are not repeating world arcs or Heroics), and repeat until you go through all the stories.

  4. It does make sense though. If you get high enough rank you wouldn't serve on the front lines anymore and I don't think that sitting in a base somewhere would make for an exciting gameplay. :)

     

    I know, but both Colonels and Brigadiers can and do take part in front line ops (much rarer for Brigadiers since they are low rank generals but they do occasionally do it). But I take your point.

  5. Difficult question, technically Sith Purebloods can only breed with humans (the slight genetic variances should make near humans non-viable for them), but if they know Sith Alchemy or are geneticists then they might be able to get around such limitations.
  6. After a certain amount of time has passed it's not a spoiler anymore.

     

    While I get what you are saying, the devs really should try not to build spoilers into the game, because if someone doesn't know how the story ends (details rather than outline(anyone can spot the general outline)) they won't be happy with a glowing terminal that ruins it if they click on it.

  7. I definitely support this. In fact, I included it in a thread I started myself (http://www.swtor.com/community/showthread.php?t=716569). For the sake of consolidation, I wouldn't mind if the OP included my ideas in his OP. :)

     

    Ok, well the third one is this thread, and the first one isn't practical, but I'll put the fist one and the fourth one in, which is actually a really good idea btw.

  8. Stuns and knockdowns are an easy way to give monsters some power to fight players. It's not going to get better, it's going to get worse, so learn to deal with it.

     

    Which is why I said dail it back, not remove it, they are never going to remove stuns, but they do need to reduce the number in certain areas.

     

    Just yesterday I was hit with a stun, removed it, and was hit immediately with another, and another before the other wore off. And this was a solo fight, one enemy, it wasn't a heroic were you are expected to team up, it was supposed to be just me and my comp against him, but he was spewwing stuns.

     

    They need to be dialled down in frequency, so you actually have a chance.

  9. Artifice does lighsabers, and you can get schemetics as drops and crafting mission rewards(the ones were the companion goes off).

     

    And some of them are alright, there are about eight advanced moddable lightsaber designs I've crafted (not the basic single and double that the schemetic drops fifty times per planet), and the one with the blue crystal on the hilt is my favourite. I really should buy the DS aligned ones too, oh well one day.

  10. The idea for this game ive had for months.... have a appearance / style option or w/e. so you dont have to spend money pulling mods out of armor and wasting credits... just simply put on your new armor and choose the style/chest from the style/appearance list you have.

    It's been suggested before, but the general consensus is that they made significant inroads with appearances with the dyes and collections, and are not likely to start over with a customisation tab.

     

     

    and another great and most important part ive thought of.... What if a jedi shadow or a Sage could duel wield lightsabers. also apart of this appearance only ,,,, a sentinel using a double bladed lightsaber.... a Trooper or smuggler using guns and melee weapons there not suppose to use.. but just apearance.. cause. we know it would take alot of code changing to make a Shadow to actually have duel lightsaber capabilitys. and abilitys.. but the skin wouldnt be hard at all.., now theirs alot of details i have hashed out on how it could work , i will post later once questions are asked, but ive talked to alot people ingame about this.. and they think its a great idea... pls... support this and give me your feedback :cool: in game name....Tosh Sith Warrior.... Toshiela jedi shadow , Niklaus sith Sorc.

     

    I doubt they will do this, part of the feel for each class is the weapon limitations, yes they could allow marauders to use the double-bladed lightsaber or shadows dual weild, but then part of the individuality of those classes is lost.

     

    And finally grammar, please in future think it out before you post it, making it look like colloquial speech (everyday speech) might have it's charms, but it gets in the way of reading, so please set it out a bit more carefully, so people can read it.

  11. Why not? They introduced Cathar as a playable race for the imperials( a race the Empire deemed too much trouble to even keep as a slave). Lore has already been ****ed in the ***, so why not **** it sideways now?

     

    Hmm, you do realise that Cathar were introduced in the Imfamous Star Wars Christmas Special (which also introduced Life Day), so have been part of the Lore before Yoda, Wampas and Hoth.

  12. Sometimes it does the affection modifiers for every companion who was active for the mission (and you never know before you finish it), and sometimes you get affection modified even if that comp was never active (usually for class missions ant the end of the planet (but not always)). But usually the summoning of another companion works.
  13. Its settled then, we breed back the Taung race and appoint a new mandalore, someone who will have a cool title to their name like mandalore the ultimate had...

     

    Sounds like a plan, there are probably a few on Belsavis (they seem to have every race there).

  14. As for the Trooper, Havoc Squad often enough makes use of the term "Boss", so I might rather go with that instead of "Meteor". Plus, the commander of Delta Squad from Republic Commando was also called "Boss".

     

    Personally I was disappointed by the lack of a promotion at the end, I would have liked to see Colonel or maybe Brigadier (as a Dr Who fan I really would have liked Brigadier), a special call name would have been my second choice, but I really would have liked the promotion.

     

    Hell, I even would have settled for "Unidentified Commander of Havok Squad" Coplann Nightwalker.

  15. Well there were a couple early in the Consular storyline where I always chose them because the LS choice just felt too...mean.

     

    - Break up the two Padawan lovers(LS) or keep their romance a secret(DS): I know, Jedi belief is that romantic love is evil, but you don't exactly feel like some enlightened intellectual (which isn't that what the Consular class is supposed to embody?) when you tell two people in love with each other "you can't be together because that's not what our faith teaches."

     

    - Aid a Padawan who asks for help in his trial, get caught by his master, and either tell him that he asked, which gets the Padawan expelled(LS), or lie that you helped him on your own and the Padawan gets a second chance to improve and learn more(DS). Because potentially adding another initiate to the Sith ranks instead of keeping him within the Order where he can be monitored is totally the will of the Force...

     

    idk, maybe my Consular is just too liberal for her own good. But, that's what my Knight is for; he's the more conservative of my Jedi, like the Benedict to my Consular's Francis (Catholic reference).

     

    I think you've missed the point with those two decisions.

     

    The two padawan lovers, when you refuse to take the bribe the girl threatens to kill you, she is not in control of her emotions and is rapidly moving towards the Darkside. If she were less aggressive, then you would be right, but she has clearly lost it, and revealing this to their masters is the only way to prevent her falling, and taking her boyfriend with her, who is actually ok. (and yes It would still be the same if the guy was out of control and the girl was fine)

     

    The Padawan, this is a bit tougher, the fault with this padawan isn't that he can't move the boulder, it's that he can't accept a lack of progress, and when found out tries to shift the blame onto you. This is not acceptable behaviour from any profession, would you accept it if a soldier tried to shift blame onto a fellow private, no, which is why you can't let him get away with it as a Jedi. That said his master was clearly setting him up for a fall, but he might have had reasons, maybe his student had shown signs of giving up too easily or shifting the blame when with others, we don't know.

     

    Personally my Consular is the rigid one, viewing the code as a strict set of mantras, while my Knight is more pragmatic viewing the code as an Ideal that can't quite be lived up too.

  16. I have dropped all trade skills for all my alts, I only have slicing, scavenging and treasure hunting on all my characters. And I earn much more money with that, than I do with any crafting skill. I am also thinking about removing synthweaving on my main character as crafting in this game is completely pointless, it is way to expensive and you get nothing good from it. All the cool gear is from the CM anyways, so what is the point?

     

    Well, One of the best looking lightsabers is from Artifice, and a couple of the Armstech weapons are good looking too, and Biochem gives great medpacks and implants. But synthweaving isn't worth it.

  17. I like diplomacy, although I don't really know how well it can be represented in this game, beyond Chapter 2's representation of diplomacy by killing things.

     

    Well without spoiling anything, you get to negotiate with several factions, of course you still need to neutralise threats, but dialogue options do offer up the chance for genuine diplomacy (simplified of course).

  18. They are assigned to you, yes but if they get reassigned to someone else, you no longer have any superiority over them. It's simply NOT how intelligence organizations work. You get assigned a team and you run the show but outside it, you have no say whatsoever what some other Fixer, for exmaple, does or doesn't do that isn't part of the team assigned to you.

     

    If a Cipher met a Fixer that's working under another agent, that Fixer is under no obligation to take orders from you. This is done for multiude of reasons, primarily to give operatives as much freedom to do their jobs as possible.

     

    The chain of command is short and simple according to the Codex in-game. Minister of Intelligence > Keepers > Operatives.

     

    It's an Intelligence Agency, you only ever get authority over the people assigned to you, this is true for real Intelligence Agencies too, but they have ranks. The whole point is the higher the rank, the more likely to be given subordinate agents to order and use, but you wouldn't even know who was an Agent otherwise, and they certainly wouldn't know you were a Agent, let alone a superior. (if they did know you were an agent, then you are incompetent, likewise if you find out they are an agent, they are incompetent, if you both know, you're in serious trouble)

     

    Also you missed watchers out of chain of command

    Minister of Intelligence > Keeper > Watchers > Operatives.

  19. Because to let it die out, we would need an option to either heal or kill infected people around us... If that is not possible, the plague would never die out, so it will die out by force of the Force.

     

    ^^This^^

     

    This is essentially a static game, so thing will never die out by themselves, and as for letting it grow, just plain no.

  20. /signed.

    Just to note - outside phases group play allowing non flagged to heal flagged would mean another exploit.

    Phases/OPs/FPs & so on can (at least those FPs/OPs I have been have it) have sanctuary status that doesn't care about flags and don't force flags.

    Open area - grouped players should have 2 options - go partially/all flagged or flagged member/s opt out of OWPvP with same penalty as other players switching their flag. Only change - 5 minute drop flag time to not need cantina but any faction limited QT zone (For example rakghoul tunells have QT zones for Rep/Emp but no cantinas, what means you have to exit to Alderaan, go to cantina or QT to Fleet/Ship and come back loading Alderaan again).

    Once per day seems too much but lowering this time may make things worst... has to be carefully thought.

     

    Ok, I added the heroic areas because some planets have hard Area4 quests, but I'll remove that aspect.

    The last thing we want is someone saying this would become an exploit for griefers.

    I agree that the period for changing needs to be thought out very carefully, some want once a week, and others will want once once an hour, so I compromised on once a day, but I'm sure the devs can work out a better compromise.

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