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FixerFortyKay

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  1. @Charles. Can I make some suggestions for the next big story content release? Knowing in advance that you've probably already gotten half your next story content done and I have no idea if your resources can cover The current state of the Galaxy is of three Super Powers. The Alliance, the Republic and the Empire. Each are in ruins, fighting over resources and vying for control. Make the next story about how the Commander/Emperor tries to bring peace, or Order to the Galaxy. With the option to support the Republic, Empire or maintain neutrality as a choice. I don't think a linear list of chapters is the way to go here as at this point, the player is supposed to be a leader who's making decisions on a galactic scale, let's go back to the classic KOTOR and Mass Effect style of letting you pick your missions. Each of these missions feeding into an overall endgame. Having companions turn up in these separate conflicts feels less forced than them turning up as part of a linear progression. Make there be hard choices with no true ideal outcome in each situation and old decisions coming back to haunt you such as keeping Arcann alive despite his many war-crimes will make factions opposed to you. Having bombed Zakuul in the past makes oppressing them easier should you chose to become Emperor. Having third or fourth options instead of binary choices as well with favourable or unfavourable compromises. Tuchunka and Rannoch from ME3 are pretty much my ideals for this. Added bonus thought. Make each conflict class based in some way. Such as Inquisitor Vs. Consular, so we can get some nostalgia for the past or unique choices for that scenario. Allow us to have multiple companion options for missions, or even have two companions on a mission of our choice so we can have some interesting back and forth. I figure this will be extra handy considering the death tolls some DS players have racked up Finally, have the endgame complex like the ME2 suicide mission, with actual failure results. Forces and allies available depending on your previous mission choices. Something that really varies on the type of character and choices you've made. Last of all, a big reset button that allows you to do everything again from scratch.
  2. This isn't going to fix many of the underlying problems of Galactic command and the game's direction as a whole. SWTOR used to be a very alt-friendly game. Now it requires consistent grinding on a single character. It's taken from release to now to get 300 on my main. Command needs to be Legacy wide and on a consistent return from boxes. Not diminishing returns. Group content outside of reg PVP is practically dead. Uprisings and Flashpoints barely pop on BC. Solo play is simply the easiest and most reliable way to get returns. We don't even have the monthly chapters and alerts to break up the monotony. SWTOR's entire endgame needs a drastic overhaul.
  3. My agent chose to save Torian due to simple pragmatism. Despite personal feelings, and liking Vette more as a character I had to think of the long term. The previous adventure on Darvannis had shown Komo Fett and his Mandalorian followers armed with Zakuulan weaponry as a possible threat after the fall of the Eternal Empire. Torian was an insurance, helping redirect the inertia of the Mandalorians after the war towards more peaceful ends rather than continued conquest. Vette was highly skilled as a tomb raider, explorer and an extremely pleasant individual who undoubtedly improved base morale with her mere presence. However on the grand scheme, the possible lives lost from a post war Mandalorian crusade outweighed her own. I'm sorry Vette. If it's any consolation, my Sith Warrior would burn entire sectors to the ground to save you.
  4. Someone brought this up to me the other day. Killing Saresh was satisfying but it ruined some great potential for future conflict with the corrupt Republic. Next expansion having the Republic as the villains would have been great. Imagine Saresh's police state. Perhaps trying to make a new force sensitive order loyal to her using Jedi Academy dropouts.
  5. KOTET expansion should be bringing back the option of replaying chapters, so you may get to re-do it after all!
  6. I did a quick video of my thoughts about the exact same thing. I'm hopeful that the rumours about KoTET are true and that player choice has more of an outcome.
  7. The weirdest part of the KOTFE cutscenes had to be when my Agent shouldered the custom made force constructed blaster rifle specifically made to kill Arcann to pull out his rusty Mauser pistol he's had since Hutta. Now ideally he'd be using his blaster rifle. There's plenty of animations from the the Agent storyline. It would work for Operative, Sniper and Vanguard so that's 3 of the 16 advanced classes covered. If that wasn't an option, couldn't we change the cut scene pistol in an appearance slot? I have a suppressed pistol for Agent, a plasma core for my Troopers. It would be far less immersion breaking. As a last second, cutscenes for force power instead of saber fights for the Inquisitors or Consulars. Much like accepting Valkorion's power against Arcann, perhaps even using that same animation for Commandos for laying down an overwhelming field of fire.
  8. I'm going to say male Agent. Jo Wyatt's posh imperial voice just sounds fake. The extended vowels don't sound natural. They're like the mocking tones of a girl I knew down the pub that would complain about her clueless narcissistic rich boss at the end of the day over a pint of beer. "Oooh did you heaaar? My driiivaer called in saying his faaather died so I had to get a taaxi insteeaad. No thooughts for the feelings of ooothers."
  9. Well, the Smuggler is weird for a whole lot of other reasons. "The Empire and Republic have fallen, you're our last hope." "Really?" "Yes really, we checked with everyone else. All gone or otherwise occupied." "Exactly how far down this list was I?" "We're in a hurry. It would take a long time to go through them all." "Tell me while we're escaping." "Well, there was the Hero of Tython, Emperor's Wrath, all members of the Dark Council, the Barsenthor, the Jedi Council." "Lots of powerful force wielding people. Makes sense." "Since they were missing, next was Havoc Squad, Cipher Nine and of the intelligence assets connected to them. The Grand Champion, Mandalorians." "Warriors, leaders, people that could run an insurrection against the Eternal Empire.." "Exactly. Then we came to you." "The guy that cracks wise, is handy with a blaster pistol and owns his own space ship." "I did say last hope." "Did I mention I lost my spaceship?" "... I don't suppose you have Kai Zykken's contact details?"
  10. The Agent, Trooper, Bounty Hunter and Smuggler are all truly exceptional individuals who at the top of their respective factions. In Superhero terms they would be Batman and Iron Man respectively. Capable of standing up to the heavy hitters with guile and tech. In story terms though, I've come up with a theory for why Valkorion is so interested. With a story focused on prophecy and destiny, Valkorion is interested in the Outlander not for their force power but for their ability to make choices that shape the future. That's what makes them valuable. Or in a Meta sense, he's trying to hijack the player character. He tried with Revan for 300 years, now he's trying with you.
  11. Unfortunately ever since the Mass Effect 3 ending disaster with all the misinformation surrounding that BioWare hasn't really done community management or communication. It's been marketing and damage control. This isn't the fault of Erik or the community managers. They have their orders from whatever marketing or communications executive controlling the strategy for their office. This strategy is bizarre. I've already picked up from other sources such as the cantina tweets and reddit that there are going to be a lot of actual choices that matter and important character deaths you will have actual control over. If KOTET is going to have a lot of concerns over KOTFE's issues addressed, why not just say that? Why do we have to scavenge 2nd hand knowledge from other sources. This isn't a truth that's going to hit EA's stock price any time soon.
  12. I don't personally have a problem with Senya as a character. Believable character motivations. Decent backstory, good VA. It's her implimentation in the story and inability to call her out/influence her on that I can't stand. When I discovered that it was not Vaylin, but in fact Senya who threw my non force senstive character 100ft into a cold steel wall that I moved my opinion from "potential ally" to "serious liability". Her Chapter 16 plot armor and interference has shunted her firmly into the "problem to be resolved" category.
  13. Thexan or Vitiate's new host seems the most likely still. Valkorion did wander off to deal with stuff Chapter 12. This is probably it.
  14. Vitiate was a Sith pureblood as a child and the kid has the same arm tattoos as the person facing Senya, so this has to be someone else.
  15. The lyrics for KotET's new theme suggest it's a guy named Steve.
  16. Not quite as bad though. We haven't quite reached the level of questioning whether the entire last 20 minutes of the game were an extended dream sequence.
  17. I have a pet theory about why Valkorion would choose a non-force sensitive character. As for the ending.
  18. 1) With KOTFE's release I think the large content drop was necessary to get everyone on track with the new storyline. It worked very well with each chapter flowing into the next. The break until the next content was a mistake. There wasn't enough repeatable content to keep people interested for the 3 month gap. Ideally there should be something to return to every month. 2) Good for the most part, but not perfectly executed. The new chapters suffer from their more episodic nature on an immediate playthrough and a sudden ending on Chapter 13 that is out of place in a monthly chapter. 3) Good: The new setting, Valkorion, the art direction. The first 8 chapters set up a great new direction for the universe and a fresh new story in Star Wars. The bad: 99% of choices end in the exact result with the the story on Light side jedi rails, with the bare minimum effort made to have the dark side players stay on the same track. Character focus taken away from the player character. I don't run operations much so can't really comment. I have played Story Mode operations more though thanks to the recent changes. 1) I personally like it. With tank/healer currently combos being immovable in some situations mobile capture points make tactical play more fun. 2) After they fixed the instant-kill bugs, more variety is always good. 3) Extremely active. I liked both of them more for the ability to easily level up another character reputation. In fact would be good if they had a crafting or PVE companion that levelled up the same way. 4) Playing on PVE server I haven't noticed much difference. The PVP instances seem to be empty most of the time, which admittedly make it easier to get some quests done. I think the new heroic system is great. Previously there was zero reason to re-do them bit for some occasional cosmetics. Only thing I would do is add back the option to have the complete old conversations. Some heroics such as the Imperial Collicoid missions would be nice to see again. 1) Much better, organising a bank filled with materials was a pain enough before. Would be nice to add some flavour text back again. 2) I don't think it's made too much difference, I only craft when necessary. 3) No opinion either way. 1) I enjoyed the challenge of the 2+ mode achievements solo. However there should have been a proper 4 man version as an option. 2) Yes, the stations are effectively identical but for the end boss who is easily beaten. They could have used more of the variety of Kuat plus some more changes in scenery/trash mobs/bosses. 3) a new 4 man version at least. Better. Old planets are worth doing, you don't overlevel planets on new characters. Able to run with lower level characters on the same content. Level sync needs to be adjusted for character gear and planetary support though. Flagship support is meaningless now. 1) Had no problem with levelling them up. However their complete lack of influence on the game is grating. 2) Insufficient. You get crystals, some minor changes to the base you barely visit. A title. Alliance influence has no effect on anything other than one single recruitment mission or bonuses for Star Fortresses. 3) The specialists need to have more implemented to make them better. Allow a commander to assign weekly missions to companions for rewards which can lead to new cosmetic gear or unlocks. Allow base customisation, allow you to customise the look of a generic Alliance trooper, officer, scout so the base is shaped by yourself. Unlock in-game abilities of use such as Alliance support, or airstrikes in the same way class Legacy skills are used. 1) Having companions able to fit more roles is better in my opinion. In story missions you were stuck with a companion whose personality you hated because they fit the role you required to level. 2) some companions seem better in roles than others. I use Qyzen as my tank, T4-1D as my DPS. I haven't found companion healing to be much of a game breaker. 3) Better, I don't feel the need to say everything to appease my followers. 4) Less likely, though I tend to still pick companions that mesh with my Character's personality. 5/6) Good. No more arguing over "companion gear" for loot rolls, influence affects all stats instead. Now I can make them look however I like when gearing up an army without having to worry about cost. I also have more variety in companion choice. 7/8) Main problem is getting the customisation cross faction. I want to use some of the pub side Qyzen customisations Imperial side so I can dress up my bounty hunter's collected companions as the original ESB crew. 1) Good for the most part. It stops crafting from being the single most valuable conquest objective. It needs to have more of a limit though outside of crafting weeks. Perhaps repeatable for 5x for crafting so a crafting character doesn't have to resort to PVP to get their total. 2) Good, less of a grind per single character. 3) Most of my strongholds are filled with junk for the conquest boost. 1) Good, changing up on a weekly basis keeps things interesting. Ideally there would be more events so there was a different one to cover each week. 2) For the first week a lot of people were more focused on getting DVL done, which hit queue times. Now it's pretty much over. The event itself was boring. 3) I think a major intrusive event is a great way to introduce the storyline, then you have the less intrusive ones to follow on. 1) I liked it, a nice callback to KOTOR as well. 2) to get a few achievements done, but not much after. The EC really needs new bosses every so often to make it an on-going event of interest. 3) The armor is not, the new weapons aren't so bad. Early rewards were good. Liked HK-55, the Jetpack. You could tell that the effort was going seriously downhill after that though. Loved the HK-55 bonus chapter. I'd prefer that there was quality over quantity. 1) 8. Even as a player that doesn't run operations often they're something to aspire to PVE side and keep players coming back. 2) 10. This is the major group content that most players head into. This, or any other real reason to join up with other players in the game is sorely needed. 3) 7. I've logged a lot of GSF hours. I'd love for there to be more mission types, there was a rumoured "void star" style mission or Capital ship killing mission a while back. Implementing a few of those would be perfect. 4) 1. Was a grind, not interested in doing these again. Only thing I liked was the shroud base missions and instances. 5. This one depends entirely on the type of rep grind. Some are painful, others much less so.
  19. I really enjoyed the new chapter. Lots of action, unique environments, witty lines. A laugh out loud moment or two. I feel it highlighted the hole HK's loss left Chapters 10-16 without his unique brand of murderous comedy. I'm not really concerned about this being the end of the Shroud's story. I never thought he was that great a character. He was an over the top cliched comic book villain with all the tropes you'd expect, and his own doombot in case of defeat.
  20. We do at least know that BioWare reads the forums. At this rate though, I don't expect we'll see any official response until the big announcement on October 7th.
  21. There's nothing too unforgivable about the story for the most part. Chapter 12 is weird for a non force user but at least useful in letting you know some more of the motivations of the enemy. There's one major issue with non force users and that is the sudden expectation that you're going to fight Arcann in a 1v1 duel. If my Agent or Smuggler had to kill Arcann he'd fill his toilet up with detonite and explode him next time he needed to go to the can. If pressed for a description of the noble duel in how they bested the Emperor in a match of wits and skill, they would lie. Bigger problem is the whole "Failure for anyone not following the Jedi code" has been running.
  22. I'm hoping they develop this a lot more in the next expansion. There's a lot about his character and the differences between that and emotionless Vitiate, the Zakuulan mythos which seems to be playing out, and the history behind the original Eternal fleet-Gravestone conflict.
  23. I think Imperial side Makeb was actually handled pretty well. It was made clear you were the only person capable of leading the operation to victory. When the first plan went sour, you declare what the new goal is and you can demand every applicable resource in the Empire to be pointed towards finding the solution. They then give you the solution, and you go and kick butt to get that done while they act as support. Even dying in the line of duty to get you towards victory. Even though the story is essentially on rails, the choices you make plus the fact your character is the one driving the story/tone makes you feel much more involved. Whereas a lot of KotFE Chapter 10-16 you've felt like a follower to someone else's mission or a passive observer to the Valkorion family feuds.
  24. Changing the name of the option to one that suggests the possibility for failure still doesn't change the problem that any choice that does not follow the set path will automatically fail. When the outcome is identical the "choice that matters" comes down to letting your character follow the path the writers planned or choose for him to be a loser who only ever fails at trying to change the result.
  25. The underlying problem is that regardless of the name, [ATTACK] or [KILL] is unsuccessful. You can get away with the character not succeeding in an attack or a kill some of the time, but when it happens every time there's a major character it becomes a choice between [THE JEDI PLOT] and [FAILURE]. Two failures in a row against Arcann after a bunch of other defeats and betrayals at the conclusion of the story isn't great.
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