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Jerig

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  • Location
    Southern California
  • Interests
    Gaming, Reading, Writing
  • Occupation
    Math Teacher, Tutor
  1. 1) The explosion going off is the fuel and plasma going up uncontrollably. It explodes of its own because it releases energy without oxygen. Combustion is only required to liberate carbon bonds. 2) Hyperspace Faster Than Light travel is accomplished by tunneling through space. You go a realtime speed that then translates into a hyperspeed based on your hyperengine and realspace velocity. It's essentially an artificial wormhole 'shortcut' - like a path through the woods rather than around the woods. Well, you can take the road through the woods to decrease your overall time (thus traveling relatively faster than light without actually surpassing the speed of light in real time) faster or slower thus making your shortcut more or less effective. Hence because your relative speed in the corridor is less than the realtime speed of light you can fire a missile and it will go faster than you because its speed is faster than yours.
  2. DEVS: DO NOT LISTEN TO THIS MAN This is NOT an interesting idea and does NOT reflect a mindset other people share. I swear this is the kind of crap that one person muses about and the Devs go "oh, maybe the rest of the players think that too - hey look, that other game IS good." AND THEN THE NGE COMES OUT WITHOUT ANYONE KNOWING IT.
  3. I'll give you that for the feelings about the people, the initial experience with an MMO, and discovering the sandbox - but the mechanics: Custom decorated housing, Non-linear progression, Percentage based crafting performance tied to purity of sample resources - those aren't wrapped into the nostalgia blanket. Those are GOOD mechanics and were implemented VERY well.
  4. Indeed. Like the shuttle cast bar and animation. A perfect example of animation over cast bar because the cast bar isn't tied to using the ability - the animation is. Now It's not a problem making the animation dictate the ability's use as long as the background number crunching is in line with those animations. I love the animations. I love the detail. I love that I actually block and dodge and flip my saber behind me to block a blaster bolt, but then if I'm going to use Ripost it had better FREAKING go off when I press the button and see the button has been pressed. I'd even be okay with the animation for Ripost not even playing if the sabers are already flying for another attack during that 1.5s GCD. Every attack has a 'cast time' of 1.5s during which the animation for the attack plays and that animation has to complete within the 1.5s. Ripost can have an animation if you use it while standing, but if it's being used within the GCD just skip the animation but add the damage to the target. And be clear that I love the attention BioWare has paid to making everything play out - saber impact and blaster bolts feel like they have weight behind them. Just need to make the adjustment within the timing mechanic.
  5. Yep. NPCs fighting mobs themselves. Conversations going on while walking around. Worlds with visual elements that are more organic than anything produced in the last few years. Enemy encounters designed with multiple foe engagement in mind to make you feel like a BOSS. These are terrible elements. You're going to complain that this is below your dignity? What on earth do you want?
  6. I'm not a fan of the EMU because the system is PreCU which wasn't all that great... The Initial Combat Upgrade - before the New Game Engine - maintained the non-linear advancement system, streamlined the combat situation will cool downs and a GCD rather than a queue and script, it removed the grind for crafting but maintained the unique crafting qualities, and it offered a huge sandbox of experience enhanced with a unique flow of development. I loved the game CU to NGE and I will miss it. TOR so far has done a brilliant job engaging me within the story and the visuals. The voice acting is excellent and the writing is intriguing and compelling. I'm very much enjoying the core of the game. If some details can be altered - chat bubbles, chat window/tab mechanics, combat logs, macros, responsiveness, crew skill elements, shadows and textures, and custom gear models or an appearance tab - this game could be the Star Wars adventure we've been waiting for since the NGE.
  7. Not at all - to both points. Reduced Complexity Due to Macros: Complexity is generated by having situations where unique events are dealt with unique interventions. Force Kick is an intervention toward someone setting up an ability. Resolute is an intervention toward you being stunned. I have both on my hotbar but one is tied to a keystroke and the other I have to activate with a mouse click. If I wanted to I could use both with the mouse and spend less time looking at the events unfolding on the battlefield. I want to be able to watch the screen more so a macro making both available on a single key press the result of which is dictated by my status doesn't reduce the complexity because I still have these abilities that need to be used - ease of use is all that has changed. If you want to claim that 'ease of use' reduces complexity then I would counter with the suggestion that you remove all abilities from your hotbar and play using the abilities menu because that would be as far from 'ease of use' you could get. If you would say that making the same button do two things is removing the uniqueness of the intervention then I would counter by saying you should make it so when you want to click with the mouse on a button you have to use a different mouse button for each spot because that would ensure a unique element for every one of your abilities. Reducing the number of abilities we have would reduce complexity - not making the use of those abilities streamlined. Unfair Advantage Due to Lack of Understanding Complex Macros: Advantage over another player due to macros could only be accomplished by allowing those macros to achieve something the other player could not. I use Force Leap to enter combat and when in combat I use Saber Throw because I'm too close to my foe. I have both on my hotbar but one is tied to a keystroke and the other I have to activate with a mouse click. If I wanted to I could use both with the mouse but that again means I'd spend less time watching the screen. When I write a macro that makes these abilities available on a single stroke of the key I'm not engaging in anything the other can't already do. In fact when multiple people design these sorts of macros and they are posted online they are refined and fixed and available to all. If you would say that despite the fact they are available to all using them against people who don't use them is still unfair then we've entered into argument ad absurdum because unless you're fighting your own class you will be fighting against people who have things you do not and your point about macros becomes moot. Now where is my macro system?
  8. Until we have multiplayer space events there is no need to name ships in game (though that hasn't stopped me from renaming mine); this is probably pretty low on the list of needs with just single player space available. Though I cannot get enough of the space combat. I loves it so and hope giant 'all-range mode' pvp and story missions will be available soon (The hatches are open! *blam* Hey! See if I ever help YOU again!)
  9. First: you can't have Rebuke activate on the same button press that would activate Leap or Strike (Edit: actually depending on how their fix for the GCD works that might be possible, but right now no). Second: I'm not interested in making it so my cooldowns pop passively - part of a skill development is knowing when to activate important abilities - but there are a limited number of buttons my fingers reach and spaces on my hotbar which necessitates macro linking. Sure lots of skills are nice, especially when they do different things in different places (like Throw vs Leap) but they can't all be setup to individual key presses - hence the need for a macro system to tie buttons and skills together depending on situations. Having things you want to activate activate themselves is not only a bad way of playing because it lowers your skill level, but automatic activation will also prevent you from using the ability when you need it. Having your cooldowns or Centering used up automatically on a basic mob before a boss is dumb. I save Centering stacks for dire needs and I hardly ever use Rebuke or Saber Ward unless taking down something I know can kill me. Suit the ability to the situation, but let the situation dictate which ability is used. There lies the skill and masterful execution of a class. We just need a detailed macro system to fully engage it.
  10. We just need to be able to macro keys to multiple skills depending on situations. I'd love to be able to make a button that outside 10 I Force Leap and inside 10 I Saber Throw. A button where if I'm stunned I can break out but if not it performs the Force Kick. Once we get macros we can start to tie buttons and skills together to make us more streamlined based on our combat preferences.
  11. "Decieved" and "Revan" are also excellent and play heavy into the game's lore. "Fatal Alliance" was uuuggghhhhh... I couldn't keep reading it. But read those two. "Decieved" even has the cinematic written in it - I listened to the music while I read. Epic.
  12. SO enjoying the game. Having read Decieved and Revan in preparation was SO worth it. I'm having an absolute blast as an RP Sentinel. The differentiations with the Lightsaber Forms and the application of Lore in RPing while engaging in the world is amazing, but that's just my half - the game half is VERY well done interweaving Lore with Story. Taris was well written and the look of Coruscant made my jaw hit the floor. Keep up the awesome work BioWare! You replaced SquareSoft as my favorite developer company - now make more timeline vids! (But fix the bugs first please heh)
  13. Aww, that's a shame. I was looking forward to the later videos because of the Lore they would establish regarding the old Jedi and Sith. And besides - people who look at history to inform them about today's issues typically have to go back to the 'beginning' to explain things. We have an explanation about the current Empire's mentality; we have an explanation as to why the Empire formed in the first place; what we need is to hear about why the Jedi and the Sith split in the first place. I'm terribly interested in the ideals that caused the first Schism and the oaths of fealty to the Republic the Jedi took but kept them separate from the Republic until the Russan Reformations. Learning about how the name 'Jedi' came to be, learning how the Force was discovered for crying out loud! This stuff is MEGA interesting and I really hope that after the initial chaos of launch passes the team will go and make the rest of the videos (I always expected some to air after the game launched so no problem there - just finish the time line please!)
  14. The Empire knows about Tython. The Empire knows that Tython is located in the Deep Core. What the Empire does not know is a Hyperspace route to the star system. Remember that to fly through Hyperspace safely you need to plot a course that your NavCom can follow. Sure you could jump blind, but that doesn't do much for you when (if) you emerge into normal space. Grand Master Satele Shan found the planet by taking ancient lore about the world and figuring out the route through the Core to find the system. Deep Core systems are HARD to get too because the Deep Core is full of nasty dense star clusters, black hole maws, and thick cosmic dust. Without a proper route to plot your course you'll more than likely die than find even a safe wrong place.
  15. I do agree about the 'too-many-abilites' aspect a bit because of the limited space and limited amount of buttons you can actually press while set up on the keyboard. Though I have plans for when they implement macros - I'll tie certain abilities together based on criteria. Like I'll have a macro for when I'm 10-30 away the button press will activate the Leap and within 10 the same button press will activate Saber Throw. If I press my 'oh crap' button while stunned it will use my Stun Break, but if not it will use that Force Kick. So hopefully the macro system will include a lot of designations like distance from target and stun status and when things are on cooldown or not - needs to be indepth to make the buttons of value with this many abilities.
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