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Banegio

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Everything posted by Banegio

  1. In the story chain, you started with doing a quest each at the three areas on the map before taking up the solo final mission which require you to do 6 dailies + killing 4 named npcs. Weekly = do 8 dailies = the 6 dailies + the first 2 quests mentioned above = story chain - 2 quests
  2. Aside from the lag, it is not too bad imo. But it is kind of meh that the main part of the story was designed with the backbone of serving as dailies area. Interesting that several people mentioned in the other threads that they dislike side quests. Just looking at SOR, the whole Rishi are side quests; and maybe 10% of Yavin is actually about finding Revan. {My point is: RPG = side quests. But you have the options}
  3. Often consumers don't even know what they really want. Some audiences asked for more actions; so some movie makers said here you go... movies with non-stop actions, nothing but actions. Nope it didn't work. It just made the movie boring. Good entertainment experience is about the pacing, particularly rpg. Look at mass effect; if you look at the parts independently (combat, world design, conversation), they are pretty average individually. But it is a great franchise because of the balance and pacing of everything. Side quests and dungeon grinding have been part of rpg. In fact side quests are the meat of many good rpg. Often wonder why people not just watch on youtube if they just want to see the story. 12x & class story only..... Spending 80% in traveling and transition, 10% combat and 10% conversation doesn't appeal to me as a good game. On the other hand, I agree that some side quests in swtor are not that interesting, but most of them are fine as change of pace.
  4. Something like this? http://www.dailymail.co.uk/news/article-2866264/50-000-gamers-sign-petition-Target-withdraw-Holy-Bible-stores-response-removal-Grand-Theft-Auto-V-except-don-t-actually-sell-it.html
  5. Nar Shaddaa Nightlife Achievements weren't like it was bugged and wasn't recorded. We had it for months; then something caused it to reset at some point; they have to have the record somewhere. If we just lost them, then I lose faith in the system and not even going to care anymore. To me it is similar to 10 mil credits just get deduced from our bag for no reason. Rishii's were different. It was new content. It got reset when logged out. And there is much less rng than the Nightlife Achievements. Happy to just re-do them.
  6. A suggestion: Archeaology mats from dead Force enemies (they would carry relics/crystals) Slicing mats from dead Tech enemies (they would carry gadgets) Bioanalysis mats from dead Bestiary enemy Scavenging mats from dead Mech enemy More cybertech consumables need to require slicing mats and/or archeaology mats
  7. I suspect the room before bill is there for the dev to gather performance data as well as telling the players to turn down the graphics before facing the boss
  8. While we are at revamping the model... Maybe look at hp too? Why not one-shot? Also why we have reviving? Isn't perma-death more realistic?
  9. tldr * Current world bosses are boring! * Majority of the current world bosses are either instanced or may as well put into an instance; * Lack of interaction with the world; missed of opportunity to take advantage of the environment; * Current rewards and mechanics neither encourage pve participation nor induce much organic pvp activities; * (PVE perspective) Suggestions of future world bosses to be more incorporated with the design of the world/environment and other quests and encourage adhoc participation. Current types of world bosses Currently there are two types of world bosses: one in the open environment (e.g. Dreadtooth, Nightmare Pilgrim, Surgok’k, Shellshock); the other spawn in an instance like a mini operation with single boss (e.g. Golden Fury, Xenoanalyst, Eyeless). The later type has its advantage and serves its purpose well. I like to focus on the former in this post. So from here on I will just use the term wb to refer to the form type. Rewards & Participations All the wb have the standard engage-loot-credit mechanics similar to all mobs in game.... if you are part of the group that first engages the wb, you are given credit and entitle to roll for the loot when it is dead; otherwise you are not (even you may help killing it). NP and DT even have certain anti-zerg mechanics in place to discourage participation from outside the group. DT further has anti-run-back mechanism that prevent player to rejoin the engagement if reviving at med-centre. That is not to say they are bad designs, but to highlight that they will most likely work better if instanced. Having the current wb instanced will also solve the issue of the unintended pve conflict when more than one group want to fight for the engagement by taunting and resetting the wb. Suggestions Having mentioned above the pros of instanced wb, there are definite benefits from having wb in the open world boss which are yet to be taken full advantage of by the current design. Imagine the followings: * A daily area with a world boss in the centre of the map. * Players will need to complete certain quests before they can enter the centre area to fight the wb. * Different stack/level/types of buffs are given to players participating different activities, completing different quests and engaging the wb. * Rewards are then given to players (based on their buff) when the world boss is damaged down to certain hp (e.g. 80%, 60%, 40%, 20%, 0%) * Quests can have impact to the main fight. E.g. when the pylon is charged up with 1000 orbs, the wb shield is reduced. * The main fight can have impact to the side quests. E.g. when the wb hp is at 75%, the hypergates are open for 2 minutes for the bonus stage of the quests. * The centre area will have mechanics to control the number of players. Maybe a simple aoe; maybe a stacking debuff to force player to leave the centre area or complete a side quest to clear the buff to re-enter. * Casual players can complete a few quests and help to damage the boss down 10% and get proportional rewards * Hardcore players can fight the boss for hours from 100% to death and get great rewards Engine limitation Find a solution! BW, we know you can do it. PVP Not in the scope of this post. But I believe most mechanics can be adjusted to suit the pvp side of the game given enough consideration.
  10. OK the old idea was.... Doing ops rewards ops gear Doing dailies rewards dailies gear Doing levelling quest rewards levelling gear Creating a character rewards starting gear So you think that's out dated? And everyone should just get ops gear by logging on?
  11. I think we should be rewarded 1k cartel coin by just logging on. Wait. I think we deserve more. The god should pay us $1mil by just waking up each morning.
  12. http://www.swtor.com/patchnotes/1222014/game-update-3.0-shadow-revan-early-access •Channeled abilities now consume resources every time the Ability deals - or would deal – damage or healing, and does not have an upfront resource cost.
  13. = 5 levels ? Well you and I will just have to disagree on this subject then. Happy levelling!
  14. Sitting at 13 x lv55 + 6 x lv60 atm, I would like to think I have a reasonable understanding of the time of levelling. When I compared to 2 zones in Voss and 4 zones in Corellia, this is obviously refer to the original intended way. Reaching cap while still in Rishi pretty much indicates you did other stuff or repeat high yield quests in addition to just following the new story path. One could gain a full level by spending 30min in Directive 7. I agree there is improvement but it is not as significant as what you made it sound like.
  15. The last time I checked, you could get to level 1 to 6 by auto attacking the mobs in the starting planet in less than 30 mins. Has that changed? Seriously, new content is always more refreshing. 45-50 is about 2 zones in Voss + 4 zones in Corellia. I say roughly 10 hours of leveling. So no that much different. I personally dislike the navigate aspect of Corellia. So I would think it is not such a bad thing that new content is an improvement of the past.
  16. There is not enough xp available from just Rishi and Yavin. My general tip is one should be close to lv59 before you arrive at Yavin, not in terms of difficulty but there isn't much xp from Yavin if you plan to reach lv60 by the end.
  17. It has been communicated to us in the past that regular maintenance is on Tuesday. If it is emergency, please do it asap (i.e. right now). Otherwise wait till next Tuesday. Please don't treat 12am pst to 6am pst everyday as a preferred maintenance window. I trust you will give good consideration of our feedbacks.
  18. hm fps have been getting easier. I am not even talking about lost island. Just comparing to lv50 hm fp when we were in tionese gear or lv55 hm fp when we were in dread guard gear. Yes hm black talon was a challenge and used to have more mechanics that you couldn't just ignore.
  19. If you are already lv60, then all there is the story. You won't get xp and no useful gear for you, unless you are after the rare mount drop or the legacy gear from the fp vendor. But if you are at lv55, doing the Prelude is one of the fastest ways to level up. So group up if the bug prevents you to solo.
  20. Pretty much my standard answer to this kind of question. Supply and demand change all the time and this is obviously a generalisation... Pug/sm tends to look for healers Progression groups tend to seek good tanks during hard mode cycle Nightmare guilds are after great dps
  21. Lets say a fight is 7-8min long; you wipe at around 5 mins; to be generous 5 mins to run back and ready for another pull. That's 10 mins per pull. 5 hours a day gets you about 30 pulls. So a month for 1k? Mathematically it sounds almost perfect. Remember beta is testing. All they do would be wiping. A simple bug can easily wipes you a dozen times. (If you have done any computer programming, remember how many times you recompile for a simple 20 lines program?) If top teams actually do that, they are doing a huge favour to the developer and the community. They would be like working as part time testers (subject to what they document from the tests). Note that the second hand info wasn't 1000 wipes to progress; it was 1000 wipes to practice (testing). 2.0 hm ops were cleared by top teams in the first week. So not 1000 wipes.
  22. The data includes all the ones created but never really played, including thousands people rerolled within seconds because they didn't get the appearance quite right. You need recent hours played per class for what you after. Well even that doesn't filter the players spend 90% of time chating on fleet.
  23. I says 1mil active players. The rest of the info are accumulative. They are just fun facts for hype.
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