Jump to content

Harb_id

Members
  • Posts

    8
  • Joined

Everything posted by Harb_id

  1. Hello Aethyrprime, nicely summed up post. I was wondering why do you suggest that each crew skill should have its let's call it a bonus - whether it's a grenade set for Cybertech or upgradeable lightsabers for Artifice. Please don't take it the wrong way, but for me this seems like you are trying to treat each crew skill as an item slot, where you put your bonus after hitting 400, rather than a profession which primary goal is to create in-game items. I never really understood the logic behind why a crew skill (or crafting profession in general, if we look at WoW) should provide any item-boost for its master. Do we want people to pick skills based on what "bonuses" they need rather than what items they want to craft? (Just like we can see in WoW) My point is that each crew skill can perfectly function without any bonuses, or skill-only items in both TOR endgames as long as each skill makes useful consumable items on daily basis. EvE Online Manufacturing & Industry is a prime example how crafting can operate without "silly" bonuses that are nightmare to balance. Speaking about useful crafted-only items: 1a) double the cost for repairs by NPCs 1b) add consumable items that repair gear made by their respective crew skill (encouraging people to use these items to repair gear and keep NPCs as a last resort) 2) using tokens to obtain Rakata endgame gear now also requires certain items (whatever we call them) crafter by players, ideally by multiple skills with long-enough crafting time to keep the supply-demand balance And we could go on and on with multiple layers.
  2. And what changes would you like to see? Be specific. Bug fixes? Make a report with the exact way how to reproduce them. Skill suggestions? Go ahead and type it down, with objective reasons why it's a good idea.
  3. There are people (vastly underestimated in numbers) who would play an MMO just for a solid crafting system itself, since it bring them satisfaction of making something (similar to management & building RTS style, e.g. Caesar III).
  4. Actually, having a crafting time is good, since it makes the time itself a resource and you have to consider the opportunity costs. Crafting time is there for a reason and it should stay.
  5. I also don't find crafting in The Old Republic satisfying or enjoyable. It's too simple for my taste (note I utterly enjoy EvE for its manufacturing parts). I would personally love to see additional complexity to crafting and even, if possible, providing enough depth for those players who want to only craft. Contrary to popular belief, there are players who would play the TOR just for its crafting section, it if was more complex. Roleplaying a crafter? Yes please!
  6. Me, my girlfriend, my mom and my dad all have PCs bought from a shop. That makes you a liar since we have our rigs bought as one piece and therefore you can't have yours built by yourself. *actually built them all This isn't about people wanting or not wanting to wait. It's all about the immersion the game can provide. Our brains are used to "no delay", simply put - your brain tells your hand to move, it does so instantly. Given that the keyboard and the hotkey system is there to emulate those brain links, any delay breaks the immersion. You don't tell yourself "I'm going to push number 1 where my main attack ability is", but rather "I want to attack". When there is no delay, or to be more accurate - no noticeable delay, your brain accepts the control system and focuses more on what's happening on the screen. The game immersion raises to the point where you might not notice your surroundings. The delay brings up the feeling that you aren't actually controlling the character, but rather fighting the interface. Every millisecond above the "unnoticeable" delay (which varies from person to person) break this immersion and makes you realize you are sitting in your chair pushing buttons. This can be very frustrating since most players go to games to relax and rest. Given my psychological education I understand this concern rather well and know why the character responsiveness is nr. 1 topic for Bioware and why some people can't enjoy the game when experiencing the delay. To give a real life example (while it might be a bit crazy, works for the purpose) - Imagine you are in a car with your friend who is driving, you are sitting at the passenger's seat. Now your friend isn't allowed to drive, but he can only do what you tell him to by simple instructions, such as "turn the wheel left", "chance the gear up", "left indicator now", ect. And you aren't allowed to queue these instructions up ("drive at the end of the next block"). My personal guess is you won't be able to enjoy a thing from the passenger's seat and it will be very stressful transporting experience.
  7. Yes, some people don't see it. And? Doesn't mean it isn't there. This comes down to reflexes and individual brains, just like some people can see light bulbs flashing really fast and some people can't. Now are you going to say that light bulbs don't flash? Again - Just because you and people around you can't see it doesn't mean the issue isn't there!
  8. Just because you have both hands doesn't mean there are no amputees. The Ability delay issue is here, it's real and has been acknowledged by the developers (guys who wrote the game code fyi). No matter how much you try to persuade others, the fact is the issue is significantly hampering the gameplay experience for large amount of players and it also deters them from engaging in any SWTOR combat. If you are lucky not to notice the delay, good for you. But please stop saying people in this topic are seeing things. Thank you.
×
×
  • Create New...