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PibbyPib

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Posts posted by PibbyPib

  1. never... and I mean never ever play the story fully one way, you will ruin it for yourself (most likely). this goes for all stories except Sith and Jedi, they work fine going full dark as Sith and full light as Jedi. the other 4 stories must be mixed a bit if you want them to be good.

     

    this of course is my honest opinion. play it like it was you doing these things and not what is dark or light. what would you do if you were in the agent's shoes (remember, you do have a licence to kill). I ended up somewhere around dark 3 on my agent. Such an awesome story. I was dark 3 on my smuggler too, also awesome story.

     

    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 got to see this in game and it looks a lot better on players than in the low rez preview screens. Never judge armor by the way it looks in images like this.

     

    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.

  3. 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.

  4. There's a lot of truth to that statement.

     

    MMOs used to be about virtual worlds to live in, explore, adventure, etc. Now it's all about level up real quick and raid. The focus is on end game when there really shouldn't be an 'end game'. Just being in the virtual environment should be the game. Sadly, the games are being developed to direct people along the path of leveling up quickly to that end game content that never really exists. So, there's not much else to do except level up and then wonder what happened.

     

    The excessive instancing in newer games is making the worlds feel empty, because people don't run into each other very often. I prefer running into others. I don't care if we end up completing for the same mobs. At least the world felt full of activity.

     

    I'm hoping The Secret World with put the virtual world experience back into MMOs.

     

    I'm actually looking forward to EQ going F2P next month, just so I can explore the new world areas and see what's changed after 12yrs.

     

    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.

  5. I've actually been in a very similar discussion on another board with some other fellow "old school" MMO'ers.

     

    I partially blame the lack of distractions in most MMOs today. Crafting in SWtOR isn't something you actually do. It's something you log in a toon on, intiate several instances of it and log off to play your other toon.

     

    Some might say that is good but with a well developed crafting system people find themselves killing some down time with it, just like they do housing, cosmetic options, etc.

     

    I've spent many hours in DAoC crafting because I was too tired to mess around with leveling/raiding or PvsP. I spend hours just messing around with the housing system. Or collecting various pieces of armor or dyeing my equipment to get a perfect look I wanted.

     

    Now days MMOs have none of these distractions. You're either grinding warzones or doing the newest fad which is quest grinding.

     

    So what happens is when I'm not in the mood to grind warzones or quest grind I'm just plain not in the mood to play the game because there is nothing else to do.

     

    Not to mention the social aspect of the MMO is dead so all the battle.net converts can have their little private gaming instances like they did in D2. So you can't just hop into a pick up group and "hang out" and chat while you kill mobs anymore.

     

    In other words you're probably no more bored with the MMO genre than I am it's just that the new MMO genre SUCKS.

     

    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.

  6.  

     

    ....but then again, if could just be that I'm MMO'd out :)

     

    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.

  7. If they introduced PvP bounties for Bounty Hunters, they'd need either 3 or 7 additional PvP class mechanics to come in with it - it was stated pre-launch that the only way it would happen is if they could introduce something for other classes as well.

     

    Smuggling could fit into that, cutting it down to 2 or 6.

     

    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*.

  8. 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.

  9. 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.

  10. And for the consulars we have this lovely rag we pulled out of the garbage. Covered in poop you say? Why that just means its quality merchandise with a story of its own.

     

    That's exactly right. "Consular" is Japanese for "poop".

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