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RabidPopcorn

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  1. Anyway I've decided on 'Jung Ma' but only because my name was taken on 'The Bastion'. Lol. Thanks everyone.
  2. Hmm... 'Jung Ma' is also a pvp server, albeit with a RP prefix.
  3. I just have to say this: Diablo 3 isn't an MMO; WoW is.
  4. But is it that bad that you would choose a lower populated server over a higher populated one? As it stands 'Jung Ma' is at 'Heavy' and 'The Bastion' is at 'Very Heavy'.
  5. What are everyone's thoughts? I can't decide between these 2 to transfer my characters. I'm not really interested in RP (but I did choose an RP server for a better community). I like being able to group up fast.
  6. I like the 2nd idea because it means that players who missed out on the first few days would not be precluded from getting the full armour set. Notwithstanding that, I agree with the part about how it makes the whole server feel like they're part of a big event - it brings it close to the server-wide events in WoW which I felt were a good way to generate some sense of community. About the armour set: It would have been nice if it had options in medium and heavy too; or some special universal category for social armour which would make it combat-effective for all classes.
  7. I totally agree; daily grinds are like work/chores to me and it isn't fun. THE MAIN PROBLEM: NO GEAR SHOULD BE EXCLUSIVE TO DAILIES; THERE SHOULD BE ALTERNATIVE WAYS OF GETTING THEM. Whatever happened to original, engaging, fun, deep and long epic quest chains? Imagine the potential in SWTOR for such an endeavour since story is the main focus. Even the SWTOR fanboi's hated game - WoW - does this better. Especially during the vanilla age, you had the drakefire amulet, quel'serrar, class epic mounts, the tirion fordring quest into scarlet strath and many more which I can't recall - all of these quests gave something unique; in fact, lots of weapons/armor in WoW are derived from quest-chains. There hasn't been any single mission in SWTOR that goes to such extents; and this is a game which markets itself as a story-driven MMO. The class story is perhaps the only one that compares.
  8. Will we be getting any server-wide events, at least to the scale of the opening of the gates of Ahn'Qiraj in WoW? That would be rather epic.
  9. I don't know any tech but I do know SWTOR uses loading screens way too often for my liking when travelling from 1 place to another. I find that having to go through loading screens so often - especially if they take quite some time to load - takes away from that fundamental aspect of an MMO - a seamless, persistent world. It's really undermines that MMO atmosphere where the player feels like he's part of one single unified universe. Perhaps, if technology (and costs) allow it, SWTOR could be better if they just allowed de-instanced inter-planetary travel - this means no load screens from the point where you enter your ship till you disembark. In fact, it would be best if they would allow us to use our ships to travel freely throughout space; we should get greater control over our ships - even more than what we can do in space missions - to the point where we can literally manually pilot it from any point in space to another.
  10. What bugs me isn't that players don't buff others per se; what bugs is that quite a number of players don't buff during combat situations, e.g. Warzones, Flashpoints, Heroics.
  11. Surely a player can expect that a young MMO like SWTOR would be well-populated all round. Even WoW was fairly well populated at all zones more than a year - perhaps even 2 years - into the game (I played on a light-standard load server). One of the reasons I got tired with WoW is the whole leveling process has got so lonely; there are lots of times where you're the only person in the zone - it really takes away from the whole MMO feel. It isn't necessarily about needing to group up with someone all the time; the occasional player that walks by and decides to helps you, even the occasional world pvp moment or even having some entertaining chat on general... things like these add up to create an MMO experience. This isn't to say that SWTOR sucks or anything - if a player was gonna go solo 1-50 SWTOR is probably that much more fun than other games. It's more of the fact that the amount of players online in a server can affect the MMO experience - I'd take a Full server even if it had a waiting time (<5mins preferably) over a Light/Standard one any time.
  12. The problem with a solo-centric, story-driven game that ALSO wants to be an MMO is sustainability: can BioWare keep up with the pace of players clearing the story side of SWTOR? Although it's true that quite a number of people like replaying content (e.g. I know there are some of you out there that enjoy replaying single-player games, not once, not twice, but ... many many times) I personally can't bring myself to do it. This again brings me back to a major point I brought up in the Blizzard/WoW gets it thread: anyone notice the major difference between BioWare and Blizzard? I don't think I've played any BioWare game, maybe Baldur's Gate, but let's think about that and the famous ones like Mass Effect and compare them to Blizzard games (mainly 3 I know of: Warcraft, Diablo, Starcraft): the main difference I see is that Blizzard has a heavy focus on multi-player (Battle.net), notwithstanding the fact that all it games also come with a story/campaign mode, in the end the proportion of time spent on multi-player far exceeds the single-player time spent. The point is that for some players (like me), playing with other players is less boring than story-mode.. This is not to say I hate story-mode, in fact I always complete it first; and I always find the story-mode experience (in any game) to be really enjoyable and more intense - while it lasts, that is, once I finish the main-arc, that's the end for me. Yet, does having a strong multi-player focus necessarily mean we can't have awesome and sustainable story-mode? SWTOR is probably the closest I've got. Although I can't wait for a game that will do it better - imagine the outcome: cinematic like graphics and lots of cutscenes but in an MMO; like watching a movie but also playing it.
  13. I hate dailies; I would so much more prefer a greater variety of engaging, deep and extremely long mission chains. Dailies feel like work/chores, it's like the routine for many players is to log on, do dailies, log off. My biggest gripe with dailies however, is that in order to get certain 'end-game' gear (such as earpieces, implants... and now black hole stuff) players have no alternative but to do dailies. Also, I hope we get some epic server event comparable to the scale of the gates of AQ or even grander in scale!
  14. MMOs have gear, if you really really really feel short-changed because of it, you may want to play an FPS.
  15. The premise behind resilience/expertise: that pvp'ers and pve'ers should have to grind twice. that pvp'ers and pve'ers should not be able to cross-participate. personally, i hate resilience/expertise. When vanilla WoW introduced pvp gear, there was no such thing as resilience, the only difference was more focus on crits and pvp talent bonuses - it worked fine for me, everyone could cross-participate and the gear gulf wasn't great.
  16. The passage that will help republic players get to the area between the 2 Imperial outposts can only be accessed from the Dune Sea at -705, 484. It's really easy to miss. You head to the sand people area along the eastern wall of the Dune Sea; it's a prominent location if you open your map, you will see something jutting out from the eastern wall - that is the area. When you do reach there, the tunnel is under the huge arch-like rock formation, to the east. Anyway, thanks for the help guys. (I'm using this for 'tracking the origin' rakghoul event mission).
  17. That would be nice, but I read somewhere that the devs don't like stuff like that because they don't want macros. Sounds nice huh =p. Anyway, my main motivation for having such an option was to allow players to kill targets just by engaging them with right-click - it would save lots of time when farming or when you're not needed to max dps. All such an option would do is to mimic how a player would right-click (or hit the key on the keyboard) repeatedly. It could be in the form of an ability or just an option in the interface, whatever, as long as it does what it's supposed to do; although I imagine it would be more convenient as an ability than an interface option.
  18. What can I do with battlemaster commendations in 1.2? Will they be deprecated like the centurion and champion commendations? Should I be spending them now, before 1.2 or should I save them to spend for when 1.2 hits?
  19. Which reminds me: why can't I use my ship's blasters to take out that enemy target instead of having to increase my risk of getting killed by fighting through an army with just me and my companion on foot? I wonder if our ships can defeat Soa 1v1.
  20. maybe, but I don't believe it was like that in WoW - for the non-casters at least - where say, a warrior, could auto-attack AND use mortal strike at the same time. Not sure if they fixed it yet, but in SWTOR they even have issues with the jedi knight's riposte not being executed properly.
  21. It's the way SWTOR's mechanics work - every ability you use triggers the global cool-down unless otherwise stated. In that sense, auto-attack doesn't exist in SWTOR. However, I'd be more than happy if they included a function that, on activation, would automatically cast the default 'auto-attack' repeatedly upon engaging a target without having me to click it.
  22. Hmm... does it require that we have a lv50 Chiss currently or that we had achieved a lv50 Chiss before?
  23. On microtransactions: I'm happy to allow microtransactions as long as they don't involve any in-game advantage (such as in combat), and in exchange not have to pay a monthly subscription. Even WoW has such things in the form of mounts and non-combat pets from the Blizzard Store. On customer service: Yea it would suck when you need customer service only to realise that it's non-existent (like bugs in raids etc.); but it really depends on how much a player would want to pay for customer service. With a monthly subscription everyone contributes to the customer service fee but it doesn't necessarily mean that all of us ever uses it. [before I go on to talk about profits, my understanding is that it is implied in the term 'profits' that expenses have been accounted for - i.e. expenses include salaries, server maintenance, and even R&D costs (can also be capitalised but that's another story). It's probable that most of these costs (expenses) are variable after the initial fixed costs threshold - that they have a minimum cost and then increase with the number of subscribers, e.g. server maintenance - but not all of them necessarily would be, such as R&D. Anyway the point is, if we really believe that the bulk of our subscription costs are paying for these expenses then intuitively we would compare the number of subscribers and the profit at each period; if our belief has any truth in it then we would expect expenses to increase linearly with the number of subscribers (yes it could even be decreasing due to savings from economies of scale, but that's one assumption I'll take); but if we discovered that after a certain point expenses no longer increase much but profits increase by a lot then it would imply that they don't really reinvest all the additional subscription money they get into the game - i.e. they'll only spend up to $x per period on the game, any amount above $x goes out of the game. Anyway this is just my rudimentary understanding of it and it depends on many assumptions but it helps support my model on this] On profits: The premise in your statement is that when companies make profits they would reinvest it in the game for further development, so more profits would tend to generate more development; but whether that is really the case has been part of the discussion in this thread. After all, this isn't a non-profit game so it is expected - and their right - to siphon off profits to satisfy shareholders or fulfil other strategic goals. In any case, the minimum we deserve from a game is sufficient maintenance and bug-fixing for the game to be playable - this is regardless of whether we pay a subscription or not. In short, if we can have a game that's objectively as good as SWTOR just that we'd have to sacrifice customer service (and allow cosmetic-improvements from microtransactions) but in return we won't have to pay a monthly subscription fee, I'd support it.
  24. Yay, someone who replied, thanks. Btw, I was asking about GW2, not GW1 (I've played some GW1, yet to try GW2); anyway, the reason why I'm asking about GW2 is because GW2 seems like it's actually going to be like a real MMO in that it will be a massive, persistent-world experience, i.e. it won't be instanced to death like GW1. Players have to pay for Guild Wars expansions, at the same time players also have to pay for WoW expansions; but players don't have to pay a subscription fee for Guild Wars. And it really wouldn't matter for the players whether the company made a huge or tiny profit, at least to the extent that the game is still being maintained and continually updated.
  25. I've only read the thread title, but here's what I have to say: Whether you like it or not, SWTOR is the closest thing to WoW in the market now in terms of the 'quality' and style of the game; the most substantive difference is that SWTOR is based off Star Wars. I.e. I feel that SWTOR tried to draw WoW players who were Star Wars fans. So SWTOR is effectively the only Star Wars based MMO in the market right now, and it will probably be that way for a good number of years; and I doubt they'd have more than 1 SW-based MMO out there, so if a new SW-based MMO comes out it'll probably be at the expense of SWTOR - but this is just a guess. I.e. Many SWTOR players are probably ex-SWG players or just playing this game because it's Star Wars. Essentially, I feel that the player-base that will be loyal to SWTOR over time would largely be the 1) Star Wars fans and 2) BioWare fans (yes, many players are both). SWTOR doesn't have that great of a lock-in power - not least because it doesn't take much time to get to 50 - so switching from SWTOR to the next MMO that the non-SW-fan-player finds more interesting wouldn't be that difficult a decision. Personally, if not for WoW becoming boring SWTOR wouldn't really be that attractive for me. I do enjoy SWTOR but not being that avid a Star Wars fan I haven't really felt an emotional connection with SWTOR. More importantly though, MMOs have left me really jaded; I'm still waiting for something more inspired.
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