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ArmoredJuneBug

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Everything posted by ArmoredJuneBug

  1. Targeting macros/mouseover tageting. In WoW I used a targeting macro for healing that prioritized anyone under my mouse pointer, my active target if I weren't hovering over anyone and myself if there were no other target. I'd very, very much like to get back to that as the targeting mechanics for healing are very clunky with the current system. As a second request I'd like to see the following changes made to buffs/debuffs. Type (ie. Physical, Tech, Mental or Force) always prominently displayed. No unremovable debuffs, with the possible exception for those related to Ops boss mechanics/staged fights. An option to gray out/fade or otherwise render debuffs that my character can't actively remove less prominent. There's no point for me, especially as a healer, to see stuff I can't do anything about. I want to be able to easily tell when my cleansing skill is actually useful, especially in ops and PvP.
  2. I understand that perfectly, and I recognize that my personal preferences regarding this are neither universally shared by the player base nor an efficient use of resources. None the less I'd prefer to read all changes, as I'm the guy that tend to silently rage over getting stuck in that terrain seam, having an NPC facing away from me in a conversation that I'm watching for the tenth time, watch the planet I'm just jumping away from still hanging on in the side of my ship's windscreen while the 'stars' pass over it and so on. I'm not complaining over the way things are as such, I just wish for... more.
  3. Explaining game mechanics, mission rewards, crafting material requirements or whatever is hardly spoilers. I not only agree with the OP but would ideally like to see every minuscule detail added to the patch notes, including minor typo fixes in bonus missions or whatever. It's not like any changes will go unnoticed in a game of this magnitude anyway so it's far preferable to know the actual facts than having to extrapolated based on personal experience alone.
  4. That's not what I'm talking about though, as I play a healer. You either use everything you got to make it through a situation - because you have to - or you don't - because you don't. And if you don't have to there's no danger to begin with. In the first situation, which is even more relevant after 1.2 than before - due to the generally shorter fights, a large resource pool that regenerates at a consistent pace is far better than a shallow one that regenerate in proportion to how much you have left. It's all well and good to claim you like to pace yourself, that doesn't help much when you or your target is dead though.
  5. No they don't. I'm sorry but you're effectively asking them to exacerbate the very problem you're describing.
  6. ...in PvE. If you manage to handle it perfectly. In PvP Force is much, much better though - as burst output is what counts and most of the time you'll be respawning before you have to worry about running out. Those times you do run out of Force before dying you're likely to be steamrolling the opposition anyway.
  7. I don't doubt the truth of the matter, I'm just concerned with that fact that it's even possible. You're always going to be able to hack the client, no way around that, but that should only go as far as botting and other client automation goes. If hacking the client allows you to break game rules, which should be tracked and verified on the server side, that implies a very serious design flaw in the game. To make a comparison: During the time I played WoW there were certainly rampant botting and a number of geometry exploits (certain areas where you could enter the terrain or attack through it) but I've never seen, or even heard of, people being able to circumvent the game rules. That said I didn't play from the release and it's possible there were such problems in the beginning that were subsequently removed by replacing the relevant server/client system. It's just that MMOs aren't a new phenomenon at this point, any design should take into consideration the necessary design to make such exploits impossible. While I consider myself extremely liberal myself this isn't really a valid comparison. Your rights end where the next person's begin, that applies to everyone.
  8. To my mind I'm actually more concerned about the mention of speed hacks and teleporting than I am about the economical exploit, and I say that despite relying on the GTN more than most. If speed hacks, teleporting and similar flagrant violations of the game ruleset are even possible there are serious design flaws in the game's server/client code.
  9. Personally I found the event awesome! Both the questline(s) and rewards, with the side benefit that it's also been a great boost to open world PvP (I play on a PvP server) as there has been actual resources to fight over. The fact that it is/was an on-off event also makes me quite happy to have been playing the game right now and means the rewards will have a special appeal. I'd love more of the same but if there are any things to add to that I'd consider the following: Both recurring/seasonal and on-off events would be nice. I don't agree with the complaints about the event being poorly communicated, though adding more obvious information in the launcher is probably a good idea going forward.
  10. It pretty much is. I'm playing on a PvP server myself and I'm both terrible at PvP and have bad gear. So I've experienced the same thing myself. But I can't complain about it, because I chose to roll on a PvP server - well aware that things like these would happen. And I'm glad they did, because having actual resources to fight over has been the best thing for open world PvP since the game was released.
  11. Yes, the difference being that I'm right and you're wrong. I'm sorry, I don't like having to be the blunt instrument or resort to absolutes but that's the cold, hard truth of it. Paying a monthly fee gets you access to the game, anything else requires participation. There's lot of stuff in the game that I will never see, or get access to, because my priorities prevent from participating in the content that would let me. It's not going to kill me, or even make me unable to in any way play the game. You choose not to participate in the event and I'm willing to bet you had a good reason for doing so, namely that some RL event required you attendance. Deal with it. Finally I have to ask you to stop putting words in my mouth by choosing to grossly misinterpret what I'm writing. You're in luck then, as there isn't one for Khem Val.
  12. That's not what I'm saying though, what I'm trying to point out that if the event introduced something like +60 Power/Endurance/Expertise etc. color crystals, as opposed to the +41 variant that's freely available already, then the game would have to offer those through another source or risk a disparity in power level between those who participated in the event and those who didn't. Luckily, there's nothing of the sort - it's all vanity stuff. Which you may want, but clearly don't need. You're still only arguing entitlement I'm afraid, nothing new has been brought into this discussion. Again, you're failing to differentiate between want and need. If events like these didn't offer something desirable to the players the eagerness to participate would be much diminished. But it can't offer things you need, or at least not be the only source of such things, because it's not going to be around forever. You couldn't participate because you had to prioritize other things instead, everyone gets that. But that doesn't mean you're entitled to anything that has no impact on your ability to play the game.
  13. And I, for one, found it awesome. And I've still got a job and family at that. Point being, one-off events such as these makes me happy to play the game right now. It doesn't give any rewards that makes players more powerful, which would arguably make participation mandatory, but rather 'cool stuff'. This means that it doesn't matter if you miss it entirely, but you don't want to. That's perfect execution IMO, keeps players logging in and encourages participation. On top of that it's been some of the best world PvP I've seen in this game, as opposed to the abortion that is 'PvP lakes', because there are actual resources to fight over.
  14. Just a little heads up now that the event frenzy is dying down, I've personally found this to be some of the most awesome time I've had in TOR! The attention to detail is great, both with the news coverage (and the hilarious disparity between the Republic and Imperial messages, despite conveying the same information) the quest lines, the rewards and the whole NPC-guards-agroing-on-plague-carriers thing. Hopefully we'll see more events similar to this, both one-off and recurring events. Makes me glad I'm playing the game right now!
  15. Are there any plans to outline what the benefits of crafting are going to be for the crafters? I believe it's been mentioned as the intent that there should be at least end-game benefits for leveling up the various crafting skills but so far it's unclear what those benefits are. Biochem still has the reusable consumables, Cybertech the grenades (for what they're worth) but when cutting back on BoP items (which is a good thing in the general sense) crafting itself still comes across as lackluster. I'd expect novelty items (Cybertech Droid pets, unique-color Artifice crystals and so on) as well as purely statistical advantages (BiS earpieces for Cybertech, BiS wrists/waists for Armormech/Armstech and so on) but there's really little information about your intent here. Also, if I may be so bold, I'd like to suggest not limiting any crafting-skill perks purely to the endgame. As of right now it's far easier to power-level your way to 50 with three gathering skills and then power-level the crafting skill of your choice. If the crafting benefits were tiered (like a BiS earpiece at level 12/20/28/36/44/50 for Cybertech for example) you'd actively encourage players to keep a crafting skill up to par while leveling. Thanks for the word.
  16. So essentially we should all roll up whatever class has the best burst damage as our PvP alt, because everything else is meaningless at this point? Tatooine currently provides an excellent viewpoint into how many global cooldowns are needed to kill a player, assuming you play on a PvP server. And it's not many I assure you.
  17. Be that as it may there's a serious design flaw with Expertise as implmented. Namely, it increases damage output. The whole function of PvP gear, and specs, is to slow down the pace of the game to a moderately manageable level - so as to avoid making PvP gameplay the equivalent of Counter Strike - TOR Edition. With Expertise actually increasing damage output that's doesn't happen. Granted, I'm terrible at PvP and I don't have the gear either but at this point I'm going to have to ask if there's going to be free server transfers for those of us that had the poor judgment to roll on a PvP server. Because it's become almost unmanageable now. And failing that I'd like an ETA on paid transfers, because if this pace of PvP combat is intended - or anything near it really - that content is dead to me in this game. (As a side-note I left WoW because PvP in that game, where I were actually decent, turned into ever more of a gibfest after TBC.)
  18. Strictly speaking no mod would, since craftable item modifications aren't just poor but very uneconomical to make compared to the vendor-bought or mission-reward offerings.
  19. "Birthright" IIRC. Same vendors anyway. I suppose I have a casual outlook on this, getting prototype gear while leveling is trivial enough as it is and I merely see this as a bonus and not a must. The purchasable, moddable sets are quite nice though. Both in that they are complete and offer some more customization looks. Now, if I only could get a moddable 'Harbinger' set for my Assassin...
  20. I enjoy the game, so I'll keep playing. If there's anything I'd rate as a concern it'd be the bugs and the non-existent regression testing. That's not enough to make me stop playing though as things are mostly improving. Besides, as people like to forget even the 500-pound gorilla of the MMO genre were very buggy under the first part of its existence.
  21. Sure, I don't deny that. But in that case there's the level 31 set.
  22. Bump on me, as I'd also like to know this. Some were bugged and other ACs suffered, for example there's only one combination that grants Cunning at level 50 vs. two of most others (and 3 of the bugged... ). Also, at lower levels you've not been able to get certain stats for love nor money. This can't seriously be that hard to fix, unless it's already been looked at.
  23. Legendary idea, actually. Yes, the items you can buy are Legendary quality - they'll last a good, long while even if they don't scale.
  24. IMHO I'd rather they remove the chance of Sniper Rifles with Aim on them dropping for anyone. Ditto for Vibroknives and Scatterguns with Aim, Medium armor with Shielding/Absorption, Electrostaves with Strength and so on... I don't mind Sniper Rifles (with Cunning) or Assault Cannons (with Aim) dropping on either faction as those can either be sold or used by companions. Gear with stats that no one uses are way overdue for removal, however. I remember the Vibroknife/Scattergun category on the GTN before the patch, 90-95% of all items had Aim on them. If there only were a class which wanted Aim and could use said items...
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