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PibbyPib

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Everything posted by PibbyPib

  1. I agree. I've always played my agent as a sort of Imperial loyalist who helps regular people when he can, but doesn't like Force users from either side, or Hutts. Kills either of these whenever the opportunity arises, lol.
  2. I don't work for Bioware's marketing team. Why would I care if you're excited?
  3. It's true-- these low-rez images make it all look like complete ***. I saw a series of high rez, in-game images of a bunch of armor sets that looked really cool, but the low-res lineup sort of short looked horrible.
  4. Yeah-- actually I think that is what I saw, though a match-to-chest feature is fine for me.
  5. Oh cool, that's great news. I can put some pants on my Consular at last. That aren't white or green, I mean.
  6. Or make it match somehow? I could swear I saw a video that showed something along those lines, but I don't know if it was something in 1.2 or something on the horizon.
  7. I was watching a video of the Legacy System, and I noticed one of the options on the family tree screen was "Adversary". I can't imagine how an adversary could grant you any skills genetically, so I'm wondering if they might pop up in your character's storyline as a kind of antagonist or something? Customized adversaries was one of the better ideas in Champions Online, I thought-- it'd be pretty cool to see it make it's way into Star Wars.
  8. It's in Pirate. Arrrg, power cell, maties.
  9. What little I've seen on The Secret World doesn't give me much hope in that direction. It seems very directed-- not sandboxy or exploration centric at all. This is just what I've gleaned from interviews and off-hand comments here and there, and I do hope I'm wrong. There are more open-ended, explorable games out there, but they're from small developers who had a shoestring budget to work on. Like Fallen Earth.
  10. Those are some excellent points, and I have to agree. It also seems like developers have tried to control the player's experience more and more, as the really mammoth studios took over the genre. The first couple of generations of MMORPGs were all really designed by a small collection of people who knew each other from the MUD community. Nowadays they're designed by people who started out at big game studios, and much is dictated by marketing. The local general store has turned into Wal-Mart.
  11. Could be. I used to loved FPS shooters. Bought them on release day, joined guilds, the whole thing-- then I got bored of them, and they all seemed the same. Developers who tried some little twist on the genre might suck me back in for a box purchase, but I'd be gone again in a couple of weeks. Eventually I just stopped buying FPS games altogether. I do think the MMO genre is suffering from this now much more than it used to, because the triple-A games have all really been attempts to recreate WoW (and understandably so). But they really are all incredibly similar nowadays, and it ends up feeling like you've played it before.
  12. You can find a lot of those features in some of the smaller, niche MMORPGs right now. I doubt you'll ever see them again in a game with a triple-A development budget, for the same reason summer blockbusters are always the same. The big budgets are always devoted to trying to recreate the last big hit.
  13. 1. When they put too much mayonnaise in the tuna fish, and my sandwich just drips tuna stuff everywhere. 2. People who slow down in the actual traffic lane before getting into the turn lane. THE TURN LANE IS FOR SLOWING DOWN. 3. Cats in heat.
  14. If I were her, I'd just spend my time doing a backstroke in money and spitting out coins like they're water. Like Scrooge McDuck.
  15. I didn't care for Kaliyo at first, but by the end of Agent's story I liked her a lot. I also really like SCORPIO, but it's frigging impossible to gear her out. Hate Qyzen.
  16. I really wish the MMO genre had drifted in the SWG direction instead of the WoW direction. SWG had so many fun ideas in it, and so much freedom for the player.
  17. People who give unsolicited advice almost never know what the **** they're talking about. Like this time, for instance. If the OP knew enough about the class to have a valid opinion, he/she never would've made the assumption that this guy should've been doing melee.
  18. Those look like the models from Medieval II: Total War.
  19. Maybe these skills could cross-over a bit. Agents being tasked with sniffing out Smugglers, for instance. Counterespionage. Or Troopers taking contracts to defend NPCs from targets with bounties on their heads... that sort of thing. You can always come up with *something*.
  20. I do know what you mean, and I agree. I'd love to see a collection of class-themed sandbox gameplay elements, like the smuggling you mentioned. That ought to be a game mechanic somehow. Smugglers *should* be trying to get contraband past the law. Ideally, that 'law enforcement' would be opposing players. Bounty Hunters should be going after other players to collect their player-created bounties. That sort of thing.
  21. Yep. The zone design has bugged me from the beginning as well. I think it's a great example of the way Bioware seems to want to control the player's experience *too much*. It works fine a single player game, but MMORPGs are about choice; what class you'll be, what spec, how you'll move through the content, right down to the literal paths you choose through zones. I've seen a lot of complaints about the linear nature of the game overall, and it's particularly noticeable in the map designs. I hope they keep this in mind as they go forward, and loosen their grip on the player in new content.
  22. That's exactly right. "Consular" is Japanese for "poop".
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