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Jedi-of-the-Hill

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  1. Of course you prefer the tab targeting system. I'm willing to bet just about everybody on these forums does. Anyone who doesn't like it either left SWTOR a long time ago or didn't buy it in the first place. For my part, I'm here because I enjoy the world and the friends I've made in it, and I've been playing these things since the launch of Ultima Online. I've played every combat model there is, it doesn't matter all that much to me personally. I can find as much entertainment clicking my target to death as I can performing a hotbar twist. Having said that, it is my personal opinion this game would be better served with a more recent combat system. But actually, I kinda like the idea the poster above you had. There's nothing saying the game couldn't be controlled either way. It's just a different presentation of the UI when you think about it.
  2. SWTOR's combat system has been deprecated for years now. It is, quite simply, not used anymore in modern gaming. No sane developer making an MMO today would go anywhere near it. SWTOR has always had its problems, but I think the big one that was always the millstone dragging the game down was the combat system. For some reason Bioware decided the smart move was to carbon-copy the combat almost directly from World of Warcraft, and the game was immediately labeled a "WoW Clone" upon launch. Being a "WoW Clone" is the kiss of death for MMOs. Death by a thousand cuts, true, but eventual death nonetheless. It's just a matter of time. MMOs created today use a much more action-based combat system. Think TERA, Elder Scrolls Online, Neverwinter, just to name a few. It's an incredibly long list. So the question I have is this: Is it too late to make a change to something more modern? Or is SWTOR so married to old-school MMO combat that they're prepared to die for it?
  3. The situation is this: What many of us would really enjoy, what I venture the majority of people would enjoy, is an off-the-rails PvE experience. Somehow, we have everything *but* what we want. The on-the-rails PvE game, what I'm prepared to call a "minigame" really, is fun for a while but gets old real fast. No real meat on its bones, you just fly a predetermined path and shoot things. The PvP game, while it's a large improvement over the PvE game in principle, is... Well, PvP. If you're not into PvP, the fact that it takes place in space won't help. Many of us would really like to get into fighters, join up with friends, and go shoot down AI bad guys and blow up large ships. We've dreamed of this experience ever since the days of X-Wing, TIE Fighter, and X-Wing Vs. TIE Fighter. We're still waiting for it I guess.
  4. Same here. But, I don't know if the queue is real or if the server is just malfunctioning. It seems the queue goes down, then back up, then down again, then back up again, not making any progress to get in and play. Weird.
  5. Can we really do nothing about speeder speed? Think about this for a minute. Assume your character, when not sprinting, is constantly doing the 10 minute mile jogging around. That's six miles per hour. Mounts in this game increase your speed by around 100%. That means that, when mounted, you're moving at around twelve miles per hour. THERE ARE GOLF CARTS THAT GO FASTER THAN THIS. I'd love a developer to weigh in here as well as players. What, if any, are the technical or gameplay-related limitations preventing our speeders from moving like speeders? Are those limitations insurmountable? Has this been discussed over at Bioware?
  6. No. The Imperial medium armor wearers get ****** trench coats. Republic get ******* pimp jackets. I have yet to hear a good reason for this. Actually, I have yet to hear a good reason for a lot of things. For instance, the gear system. Games like City of Heroes, Champions Online, Star Trek Online, Pirates of the Burning Sea, in my opinion their method of handling appearance is superior in every respect. Let us find costume pieces in our adventures and let us create and colorize our own unique appearance in the game! Why more games won't let us do this is a complete mystery to me.
  7. Been here since launch, love the game overall obviously, but I do have a few bones to pick, one being the visually exhausting nature of combat in this game. There are way too many effects that play during any given battle. It makes it very difficult to see what the heck is going on when your screen is full of flashes. Example of what I'm talking about: Choke Why does there need to be a giant purple cloud associated with Choke? Is the fact that the guy is hanging there by his neck kicking his feet and the trademark sound is playing not enough of a tip-off that he's being choked? It's redundant. How about: Snipe Is the giant targetting reticule necessary? There's a red line coming from the sniper to the snipee. What's the point of clogging the screen with the reticle effect? Some others are not in combat, but just as offensive to me. One being: Meditate Why can no Star Wars game get this right? In SWG, when you meditated as a Jedi, frikking LIGHTNING CAME DOWN FROM THE SKY AND SURROUNDED YOU. In this game, you SHINE LIKE THE SUN. Why? Why why why why? Someone tell me why the Force needed such over-the-top visual effects!!
  8. This. This is the only way the Legacy armor system makes sense! Because as a previous poster said, what's the sense in having it bound to your Legacy if only one character in your Legacy can use it? Might as well just send the money to your alt and have them buy it, and if you're doing that then there's even *less* sense in making it Bound To Legacy. Only way Legacy armor makes any sense at all is if it can be used at any Character level as long as you meet the correct Legacy level, and it's Adaptive so anyone can wear it. Devs. Do.
  9. I apologize for the way I responded earlier, OP. You're right, that was rude of me. I kinda took an unrelated frustration out on you and I apologize for that. I still cannot agree with your post, though. One of the major things people have complained about in The Old Republic is that the worlds don't feel like worlds, they just feel like "places you go to do stuff". Our characters don't live in this galaxy, they just work here. It's a big problem, one we need to solve if the game is to have any long-term staying power, and throwing a bunch of additional quests into already cramped spaces will accomplish exactly the opposite of that.
  10. ... Yeah. Because that *totally belongs in Star Wars*.
  11. Or you could learn patience. There is no quest in the game that takes longer than a couple of minutes to get to, from whereever you got it. Quite often you'll have stuff to do on the way, but even if you don't? 2 or 3 minutes. Seriously. Clock it. If you can't handle two or three minutes of travel time then I would advise you to examine possibly getting checked for ADHD at your next visit to your primary care psysician.
  12. The problem with a poll system on the forums is this: It only polls people on the forums. Only about 5 - 10% of an MMO's population come to the forums. Now you say, "Well, that's enough for a random sample, isn't it? That's how statistics are made! You get a random sample and poll them!" Well, no, it's not. The numbers for the sample are about right, but there's nothing random about the forum posters. Forum posters are the most passionate players in an MMO community. They care the most about what happens to the game, they have big ideas, they have pie-in-the-sky wants and desires, they are more likely to play at extensive stretches. They are, in short, the fanatics. They're the ones most are most likely to have been here since launch and the ones most likely to still be here on the day the servers go down forever. So, when you poll forum people, you don't get a sense of what the game's community *at large* would like to see. You're only getting what the die-hard fans want to see. You follow those poll results and you will find yourself catering to the minority most of the time. No, what is needed is *in-game* polling. You get a much better chance of understanding what the community as a whole would like to see that way.
  13. You misunderstand. I don't have long load times. This post is in the interest in creating a more seamless experience, one without so many breaks in the scenery to display a load screen.
  14. Loading screens are an unfortunate reality of a game like this. The art assets of each planet are radically different from each other, they need to be pre-loaded before you step out into the world. Just the way it is, no getting around it. But in my mind it should be do-able to 'minimize' their presence, shouldn't it? So what about doing it while we're in Hyperspace? For clarity's sake, let me explain what I'm talking about: You're on your ship. You select a planet. You click to travel there. Ship revvs up, enters the blue tunnel of hyperspace, and... stays there. It stays there, until the pre-load for the planet you are going to is completely done. *Then* you enter orbit. That way there's just the animation of landing, a brief fade-to-black, and you step off your ship and onto the new planet. This would have the added benefit of allowing us to do stuff while we're waiting for the load to finish. Craft. Roleplay if you've got someone with you. Play Pazaak if we ever get it. How do-able would this be, devs?
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