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Anonymousy

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Everything posted by Anonymousy

  1. no, simply no. either you thrive to make a compelling universe based on story, or you allow the father sniper to kill the dark council member that the daughter operative is currently serving. 'oh, that sounds like a cool idea, who cares if it makes sense' is exactly the kind of thought process behind giving joda a lightsaber and making a star wars holiday special. leave this 'binding characters together' stuff to the fanfic writers and don't include it in the game. it's just one of those features that noone would have missed, had it never been mentioned (this includes all other forms of unlocking as it is not any kind of reward but a hassle, especially since class and race unlocks are not account but legacy=server bound as i understand it). -> remove the whole 'child of' relationship (just leave it as one generation of friends, enemies, whatever with possible alibi family trees that can be placed if you have to). -> I'm eagerly awaiting the type of skywalker legacy where luke and leia get together (you're going to get flames for race/family/gender restrictions anyway, no matter what you allow/restrict; hint: jainaXleia fanfics). -> remove unlockable species and make them free for all from the beginning. unlocking is not casual friendly (either play a lvl 50 char that i might not want to have or farm some credits what i also might not want to do. Forcing players to do actions they don't enjoy is bad for business as they get fed up with it and leave. Besides, I unlocked that stuff by paying for the game with my credit card, so just give me my race/class combinations (obviously they are not restricted based on story; maybe you should drop the 'story' sales pitch if you screw with it when ever someone thinks it might be 'cool'). -> make all remaining unlockables (special abilities) account wide instead of server-wide. The only thing you are creating that way is an enormous amount of work for your upcoming char transfer feature.
  2. guild vs guild. The whole bolstering is (outside of the 10-49 warzones) a terrible idea. be it with stats or npc. there is and can never be a perfect balance. also there shouldn't be. the better players, those with superior strategy, etc are supposed to win. reasons why it will never be 'fair': 'Raw' Open World: Zerg is successful because no coordination. No real impact anyway. PvPvE: if the supporting items are too good, it is contra-productive to bring people. if they are worse (as it will be), they don't change the outcome. Faction population capped: generates playing times. we already have that in form of winning/losing streaks based on faction and time of the day (and day of the week). reason for that is that the % of bad players vary by time. all pvp with max group size suffers from that, will never be changed as long as pvp is not event based and in organized groups. Guild based: also not fair but differences are earned. you think organizing a 100man group is easy? zerging doesn't work anymore if the defenders are even a little bit smart. because if the defenders have a spy in front of a choking point or just see it from their defense, the attacker runs into 4 simultanous orbital strikes, 5 cluster bombs etc and die. guild based pvp requires management and player skill. with it's rewards and competitive nature it can give a nice end game variant.
  3. Mechanical: Either resolve influences push-backs and roots (instead of only stuns) or it doesn't. so either a pushback etc increases resolve and is blocked by it, or it doesn't increase it but then it also doesn't block it. the current 'pushbacks doesn't increase resolve but are blocked by a full resolve bar' is inconsistent. Conceptual: To improve the standing of pvp, it needs an event-based, large-scale alternative to the endless warzones. large scale: guild vs guild (or raid vs raid where the members belong to a guild alliance. multiple raids per alliance/guild possible). damage is done on everyone not part of the same raid or guild alliance. event based: ~2 times a week, 2-3h duration There are other possibilities but the base idea would be an attack/defense gameplay on different bases (indoor, outdoor, starship, etc). Each base consists of multiple 'parts' (think voidstar) and is controlled by a guild. when the final control node is taken, the guild of the person that did the last (or most or whatever) damage is the new owner and everyone else it thrown out (maybe add a 2 min delay to give the defenders a time to organize). the one that control a base at the end of the event-time keep it until the next event. every day they keep it, they get a reward (guild leader, guild bank, a simple raid boss in the basement, think wow:Vault of Archavon). different bases can drop different items and all have a different layout. example (ragnarok online): http://www.youtube.com/watch?v=DdmF-qCxp1c Additional Warzone objectives: if you want to continue doing new objectives with warzones, tf2 has some nice ideas: - capture the flag (different from huttball) - king of the hill - payload - payload race
  4. A short video in the tradition of the AMV Hell series with a simple formula: - Take recording - Set new sound to it to create an effect A comparison to the 'A New Meme' video is probably not avoidable though I'm pretty confident that I started doing my little segments before it was published. Also the styles are imo clearly different (mostly in the usage of sound and text overlay). hf.
  5. Background: I'm currently gathering the equip for my jedi shaddow to raid with. From 'the other' game I know that accuracy is the most important stat for damage dealers. Question: How much accuracy do I need so that I don't miss in raids?
  6. We know that Accuracy reduces the chance attacks will miss, and that Accuracy above 100% reduces the enemy's chance to avoid an attack. For purposes of determining how much Accuracy Rating is "enough" in PvE (the "Accuracy soft cap"), we also need to know the maximum Melee/Ranged and Force/Tech avoidances for Flashpoint/Operation bosses. So the question: What is the Melee/Ranged and Force/Tech avoidance Flashpoint/Operation bosses currently have (on normal, hard and nightmare mode), and will this value be stable in short and mid-term?
  7. it's so very, very simple. if you like the grind game, go play some of those asian "i just hit lvl 30, now i stay on this one map, using 3 skills till level 99 so i can do the 'endgame'." abominations. imagine the following: - there is no gear - there are no medals, points, reputations, etc - there are no achievements Would playing the game fun in this scenario? if yes, then please stay. if no, then g.tfo, for your own sake.
  8. I'm aware that the progression system of 'go farm x so you can go farm y' is in place to keep the monkeys busy. Not neccessary happy but busy and subscribed. What I would like BW to do on the test server is handing out the best items for pvp and pve and observe if the players still play pvp, flashpoints and raids or not. after a month, remove these items again and evaluate how the players spent their time. if they didn't keep doing flashpoints, raids or pvp, then they are badly designed and need to be tuned. Also keep in mind that giving rewards can actually reduce the fun of activities.
  9. happy datacron hunting.
  10. it's intentional. teaches jugg players to pull carefully and mind their surrounding. important skills for future tanks. also since your dps sucks, it beats some patience into the players that they will need to deal with the 'ololol gogogo stupid tank11!!!' dps.
  11. @op let me (43 jugg) give you a tip: when you're in tank spec, use the frigging tank stance! (see screenshot) also you have 2.5 (short) cc: - force choke doesn't need to be channeled anymore -> cc (if not tank, still cc where companion does damage) - backhand short cc, no questions asked - force push: give it a chilling scream, push a melee away and run in circles with force scream, saber throw, companion damage. especially helpful to get a cooldown ready in elite fights. also: use your defensive cooldowns like saber ward. the real problem i have with jugg is that it has way too many proc'd abilities. -> need macros.
  12. in higher levels you find either completely stupid 'ololol rush to 50' kiddies or people that know how to play and like it so they spend some (efficient) time on it. Healers are mostly fine, cc is set (though not always marked which makes it a guessing game -> need mark on my F1-key) etc. and if someone pulls that isn't the tank, i don't jump in, maybe i even pass them and pull the next group. just be sure you can handle the flames.
  13. @op it's not that i don't see where you're coming from but there is a point you missed and that i hit yesterday (lvl 43) after finishing act 2: you are burned out. give it a rest for a week or two and start-over on a more casual schedule. there is no raiding, max crafting doesn't sell and people are spamming the general channel with stupid questions, lfg and trade at the same time. take a chill pill and enjoy the ride.
  14. anyone knows if you can learn them from analysing bought/dropped tanking mods? the few i tried didn't succeed. (cybertech 400)
  15. nah, the missions just get longer and longer. if you ever want to get to the max ressources, you better keep some companions occupied the whole time.
  16. are purple items even sold? i tried it with cybertech but the longer i think about it, maybe i should just ignore the re as well (or at least only go to blue for my own needs) and sell the rest to npc. also i'm really, really missing my auctioneer. i mean the real market for expensive but superb leveling-items are rerollers that have the money-power of a lvl 50 to back them up. and we are simply not there yet. now what to do with the treasure hunting mats ... lastly: the gtn fees are just absurdly high. somewhat around 10% of the potential buy-out price.
  17. i will enjoy your 'free money' when you spend it on my mods good to know there are cash cows running around.
  18. with me as jugg tank we used the order of: knight > trooper > consular > smuggler That was based on my experience from beta but it seems they were tuned a bit: in beta the trooper kicked you back and casted full auto. haven't seen any of those two in life now. also the jedi knight was impossible to keep aggro so i basically ignored him while the others burned him down. that way i could build up aggro on the other three and keep them most of the fight (with a bit of spot on occasion).
  19. treat it as natural hazard. also depends if cc (for example) works level-independent (just get away). keep your eyes open and evade them (if possible, rogue types are a bit harder to spot).
  20. yes. so? You can see that as a form of 'romancable' just not in the sense of smooches. it's like a lesbian couple where they have sex with a man simply for a child. they also pick friends over total strangers.
  21. you can't. Just wait for the next time she is willing to talk to you. It might either play the line that she wanted to say the last time or you will have to watch it on youtube.
  22. she just complains that you should take it off. but if you do and romance her, then she gets kinky and 'finds the old shock collar'... make of that what you want.
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