Jump to content

Rodobson

Members
  • Posts

    71
  • Joined

Everything posted by Rodobson

  1. I have been running hard mode Foundry almost every day for a couple weeks now. Last night our healer disconnected mid fight and we wiped. From that point on there was no way to prevent HK 47's enrage. We attempted him 8 more times and encountered a few more odd things, including HK being targetable and attacking/ roaming outside the cylinder when he was supposed to be inside as it lowered. When the cylinder did lower, myself (tank) and our melee DPS were instantly killed as if crushed by the cylinder despite being on the other side of the platform where we had dragged HK. Overall a very unpleasant experience. I hope the BioWare team can get this issue fixed soon. One of our party members said they had encountered this bug before as well.
  2. One of the reaosns I love Assassin so much is because the specs are so different. Deception is supposed to be a burst spec with low survivability. People complain about the current survivability but I honestly think it is where it should be. What it needs is more burst, in the form of an offensive opener. Spike is a great opener but there should also be a solid low cooldown basic opener. Maul wants to be that skill, but just isn't quite there yet. I also really like the idea of Force Speed becoming a Shadow Step for a Deception Assassin.
  3. One of this game's fundamental concepts is that you can customize your character to look how you want. For that reason alone you could argue that they should implement being able to change your weapon usage. One of the other key counter argument points that has been avoided so far is that of class recognition. AKA I see a dual weilder so I know I'm seeing a Marauder. This is a fine line debate between trying to maintain iconic imagery and full customization. I already fear the ramifications that are coming with being able to wear custom gear that is outfitted with pvp mods, because you will not quickly be able to tell if you are fighting a bounty hunter or a juggernaut until they use an ability. To me this is the central debate. The main debate should not be about being allowed to only cast force powers with a free hand/ focus, or the physical mechanics of throwing a double bladed lightsaber. A skilled jedi/ sith can be trained in any form of combat. And to that end game aesthetics are 100% separate from game mechanics. There is nothing saying they couldn't create an item that functions like a shield generator but looks like a second lightsaber. I do concede such a system would require some animation adjustments, but you have to look at this in a more abstract sense. Scientists could genetically engineer a fruit that looks like an orange but tastes like a banana. Game designers can make a lightsaber that functions like a focus. Open the scope of this even further to absurd examples such as "Why couldn't a bounty hunter use a sniper rifle? Aurra Sing did"
  4. There is no reason not to maximize profit. You have to find what people are willing to pay and set your price accordingly. I see plenty of Orange items on my servers GTN that are only 5-6k. I'm sure those people sell those item fairly regularly. I have an item that I am the only vendor of (and buy the pattern for it every time I see it to keep it that way), and it happens to be a very nice looking piece of gear that is in high demand. I was selling a couple a day for 12k (high profit) and decided recently to increase the price to 18k. I sell the same amount as the demand is there. Crafting is my main source of income as I do not enjoy doing dailies. I do whatever I need to make it viable. I am also by no means rich as I take almost all my profit and put it back into RE'ing new patterns. I have encounter lots of people that buy items and resell them at high prices. That is how they spend their time in the game, and they are free to do so. I laugh because they think being rich in a game like this matters. Credits are just a means to an end. What is the point of being rich if you have nothing to spend it on. The game generates infinite credits. Therefore they are meaningless. No one can really fix the prices because if you want something bad enough you can generally make it yourself with a little effort.
  5. Overall I find Arsenal to be fine in PvP. It has its strengths and weaknesses. The only thing I think would be awesome is to spec into Power Shot being castable while on the move. Still retains the cast/ channel time, but usable while running. Something else to weave into Rapid Shots when running and gunning.
  6. Why would they feel that way? They can now have a PvE spec and a PvP spec, or a burst spec and a sustained dps spec. These are perfectly legitimate classes.
  7. This game is great. While it may indeed be more "Theme Park" than "Sandbox" that alone does not have any impact on how good the game is. Yes the game has some flaws and bugs, and has plenty of room to grow and be improved. That is the case with any game of this nature, where it's development time and audience lifespan are the same. This is all about managing expectations. People love Star Wars, but not everyone likes the same genres. Some people expected more, or something different than what it is. I'll use myself as an example. When I was a teenager I had no issue with playing a game that had lengthy time investments for little gain, I simply had more time to play. Now as an adult with only a couple hours a day to play, I simply can't enjoy games of that manner. Game designers can't accommodate the type of players that chew through content at such a high rate. Those players should move from game to game, suspending subscriptions when they have had their fill of one game and return when new content is released. I do not understand the mentality that gamers want to play a single game everyday. Variety is the spice of life. Playing just SWToR or any other MMO everyday for the rest of your life should not be a goal for a gamer, nor should it be a disappointment when a game has given you all it can. I have not seen many people say they did not enjoy this game. The common complaint is that it was too short. That does not make it a bad game, and length is highly subjective. I myself have only got a single character to max level. I have 7 to go. I just want people to be honest with themselves about their experience with this game, and try to be as realistic with their expectations as possible. The game can't be the be all end all, no game can. There is no Holy Grail of games. Games offer a set amount of experiences. One thing to note, experiences impacted by game performance issues are excluded from this write up/ discussion. I am only referring to the game experience as intended and seen by the majority.
  8. Not one currently in game but I believe they said they are adding a way to do it. I just made myself a list of schematics I am missing that I keep at my computer.
  9. I do not think you can, because you can not RE the Rakata items either. They would end up being more powerful than Rakata in some respects. Just think of them as Tionese equivalent you can sell or use to gear up guildies as they hit 50. They are end game starter gear.
  10. This is the most fun I have had in an mmo, played various ones over the past 10 years. I will be playing for a while.
  11. Rodobson

    Ram

    When I first got the game I had 2 GB of ram. I hadn't upgraded in ages, didn't need to. The game ran horribly, load times were outrageous and after about an hour of in game time everything would come to a grinding halt. I upgraded to 4 gb (max, 32 bit OS) and it ran much better, however if I play for more than 3 hours I still need to use task manager to shut the game down and restart my computer. The game consumes far too much ram.
  12. Everyone needs to recognize that these changes are to help improve the game as a whole. It doesn't matter what the numbers were. This doesn't break the game, people just need to adapt. Wasn't Power supposed to be the offensive stat that didn't have diminishing returns? What happened to that? Alacrity, and most of all, Presence, need to be looked at next.
  13. Sounds like you found a mistake. I would post this in the suggestion box as well. Nice catch!
  14. I'm pure evil so I had to get all my affection with her through gifts. The best gifts to start with are Republic memorabilia. After around 2500 affection and a couple dialogue quests with her she becomes much more susceptible to courting gifts. Her early affection gains are terrible, but they ramp up once you get past that 2500 hurdle. Make sure to give rank appropriate gifts, as with any companion. Once you reach 5k affection, rank 1 and 2 gifts are worthless. I had to spend around 60k credits to max her affection.
  15. Saber Marshall's Robe from Revanite quest, Black Talon robe from, well, Black Talon, and Traditional Nylite Vestments (crafted).
  16. I don't understand you folks that argue about this topic. This is not about skill at all. This is about feeling immersed in the game's action and like you are your character. I don't need to look at my cooldowns, but I do need to watch for the buff icons, which is something that I find detracts from the experience. Why are you folks against having cool visual animations on procs?
  17. When you folks are listing all the things certain classes can do, you are neglecting the fact that some of those abilities are directly linked to specific trees and a player can not access ALL OF THEM WITH THE SAME SPEC. Mutual exclusivity. You are being far too anecdotal. There is way too much "grass is greener" and "class envy" going on here. I'm not saying everything is perfect, but the game is still quite balanced. Go read all the class forums and you will quickly see other classes making the same kinds of complaints, about each other, across the board. If a particular class seems so strong to you I suggest you go play it yourself, or at the very least read that classes forum section. You will quickly see they have similar complaints about some other class. No one seems to grasp the concept of balance. Classes have counters, recognize them and play to your strengths and avoid going into situations where your weaknesses can be exploited.
  18. The class just needs more visual cues on the character. The addition of one for Harnessed Darkness is perfect and highly welcomed. It shows they are listening to us! Assassins still need a better animation for Energize procs. Someone mentioned what Dark Ward looks like at one charge. Is there a direct visual for that?
  19. Actually there are 8-10 armor sets for each Armor Class for Synthweaving, and a similar collection for Armormech. My Synthweaver has been collecting the patterns from the GTN. I keep a list of the remaining patterns I need to complete my collection. However I do agree there needs to be more options. Not all armor styles have Orange counterparts. We should also be able to modify the colors of Orange pieces.
  20. CC is such a wonderful topic. People get so mad about it, and for good reason. As soon as you lose the ability to do anything in a game, it stops being a game. You are now watching a movie, where you are the star, and it doesn't end well. This goes back to a basic design principal called COUNTER PLAY. Games that create situations in which there is no counter play are not fun. Soft CC, like snares, roots, pulls, pushes, and silences are fine, because you still have options for how to counter play. Hard CC such as stuns do not offer counter play, barring the use of your 1 or 2 CC breakers that are on far longer cooldowns than the CC's of the multiple enemies you are facing. So far game's have instituted numerous ways to include hard CC in PvP, with the goal of not entirely frustrating the players. Some of these are more successful than others at achieving that goal. 1. Diminishing Returns - This method still leaves the period in which there is no counter play, and no two people will ever agree on what "feels" acceptable when it comes to Diminishing Returns. SWToR has the resolve system which is really just a fancy modified Diminishing Returns system and thus there is plenty of room to argue whether it is good enough. Hint to the devs, if there is argument then this is not an adequate solution. 2. Incapacitates - Otherwise knows as CC that breaks upon taking damage. In PvP this is another poor concept because coordinated teams will be able to abuse this. 3. Channeled CC - This is reasonable, because in order to maintain CC on an opponent the player is effectively CC themselves. This results in a strategic use case that pauses play on both sides. These should never deal damage however, because that would disrupt the net gain/loss for the parties involved. 4. CC that grants damage immunity - This is another solid mechanic. The player that is not able to do anything is also immune to incoming damage, so while they are temporarily removed from the combat, they do not need to fear denial of play. You remove the "burst from 100% to dead" scenario, which greatly lessens the rage generated by having no immediate counter play. A lot of work could be done to improve the fun factor of the game's PvP. Hopefully it comes with time. For now however, things are not imbalanced in regards to CC. The largest imbalance in this game comes from being matched against people of different gear levels, but that is a whole different game design discussion.
  21. Accuracy is an important stat, just not in the amount they seem to be placing on the gear. +10% accuracy gets us to 100%, and every point over 100% results in armor penetration, therefore more threat. Depending on the Boss's level, you may need more than 100% as well to be hit capped. Once you reach 30% defense, 50% shield, and 50% absorb then extra accuracy is fine(not saying it's even possible though). Replacing the Rakata gear with Columi mods is perfectly fine. END, WP and Armor can not be ignored or underestimated.
  22. All classes should have well defined and easy to notice visual and verbal cues on proc. This is not a skill issue, this is about enjoying the game's visuals, maintaining focus on the game's action and feeling like you are the character and not a person watching for an icon to appear.
  23. On average, people are horribly narrow minded/ biased when it comes to game balance. Way too much "grass is greener" scenarios on these forums if you check other classes. You have to be objective when you look at balance, and most people can't do that and bring in bias and personal emotions/attachments to past game iterations. Each skill tree has a specific role that it excels at. If you feel a tree is lacking in it's functionality, please cite specific reasons. Always keep in mind the 3 core properties of a class. Utility, Damage Output (sustained & burst), and Survivability. Hybrid builds are not dead, it was determined that they were too strong and everyone has to come to terms with that. If you feel like a "gimped" version of another class chances are you are playing a class/role/spec that doesn't not suit you.
  24. I have been RE'ing the same pair of level 47 bracers trying to go from Tier 1 to Tier 2. It has been about 3 weeks, doing 5-10 a day. I have learned the + Presence version (garbage by the way and no one denies this), and attempted to relearn it 2 additional times. The system is not "fine". The break even point for my investment (time and credits/ material) to learn this schematic is beyond reasonable now. And to learn that it is because of a bug is extremely frustrating. I like the game's crafting system, I just wish I knew it was broken weeks ago before I wasted my credits. Nothing can really be done about this though. I just feel I should have learned the pattern I wanted by now. I welcome the changes. Crafting should require dedication but the current level is absurd.
  25. Thank you sir. Those notes are quite different from what was outlined 3 days ago. They have added several large changes. These updates were never announced however.
×
×
  • Create New...