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antonmasik

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  1. The snake of combat proficiencies has lots of nodes and their tooltips have lots of text, but the end result is much simpler than it appears. The main issue is that final ability tooltips (in ability window and quick bars) don't list the final result. This basically means reading all the tooltips and trying to remember all the little details. Several times. Part of the reason for this illusory complexity comes from the old base class → advanced class progression, where some base abilities get changed and replaced. I haven't started a new character recently, but I noticed that the character creator has advanced class selection right at the start. In my opinion, it would be great: to start with the advanced version of the ability (flame fist) and skip the base version (rocket punch) for that particular advanced class (pyrotech) this would allow to not mention the base ability in any proficiency snake tooltips nodes would need to be moved around and tweaked, so that it still feels that you get a reward while levelling Not sure if there are any plans to tweak proficiencies and abilities, but I think it would be for the better. Returning players would have easier time getting back into efficient play. Since this is a multiplayer game, other people would also benefit, because they don't have to carry a derp.
  2. "Effectively the same as creating a new character" would be the case if discipline were unset, which didn't happen. Anyway, even in the state of the dev server at the time, there was a working algorithm to change advanced class: 1. unset current discipline 2. set level to 9 3. set level to previous level
  3. It tells me they did level=9 instead of level=9 and advClass=null and discipline=null and... "Even on a dev server" is a bit misleading way to say it. It gives the impression that if it's at all possible, it should work smoothly there. Dev server is a buggy place and their "cheats" are more like construction work in a working building. It may keep working with added functionality, if you cut a space for additional door between rooms. It also may be unusable, if you break old staircase and are not finished with the new one yet.
  4. What's the difference between discipline (skill tree) reset and advanced class reset? Discipline respec works just fine and it removes passive and active abilities. Advanced class also grants active and passive abilities and I see no reason why those can't be reset just like in case of disciplines. Resetting advanced class also means removing equipment proficiencies (heavy armour for knight, autocannon for commando, etc.) Unusable equipment could be placed in your inventory and process only possible when you have enough inventory slots. I'm sure when they were implementing discipline respec, they had the same bugs initially, but necessary flags an properties can be set to correct values at correct times in the background and it works. This would suit me just fine. It would also get rid of several other issues: * Useless abilities. Sorcerer never using double strike. * Weird story. Shadow crafts the weapon, then immediately gets double-bladed saber and switches to it. * Ranged classes becoming melee and vice versa.
  5. The only justification that I have heard from them is that they have always thought about advanced classes as THE classes and they want that decision to be as final as picking class in the character creator. The problem I have with this reasoning is that this decision is pushed off many hours into the game and you might end up with a different gameplay than you were lead to believe at first: powertech changing from ranged to melee for example. So now you have a choice: suck it up or play Hutta again.
  6. Alabama is part of the USA fighting a war in Iraq in the same way as those planets are fighting a war. If there's nothing interesting going on those planets, then there is not enough reason to include them. Or would you be okay if BioWare added a planet and there are just NPC-s going on about their business and that's it?
  7. I have wondered the same thing. I'd like starfighter system to be legacy-wide (except companions). Unlocking GSF stuff from scratch on another character might seem logical from the character standpoint, but it's not really good/fun from player person standpoint. To me, this is similar to reputations, where we unlock stuff once per legacy even though it might be more logical to start from scratch for each character. One issue might be with ships unavailable to opposing faction. As I understand, Empire scout is functionally the same as Republic scout. Technically we are flying the same ship, it just looks different. So one possibility would be to give as much exp to mirror ship as to the one which you are using.
  8. I'd rather see them spend those resources to improve the actual game, not peripheral extras.
  9. And yet on the same stream they changed the advanced class. It's clearly possible from technical standpoint. There should be a cartel market item to allow switching advanced class for people who really want it. I've never understood this restriction. Class story is not affected at all, only equipment.
  10. One issue is that each class will be much less unique. Basically all force-users will look and feel like one generic group running around with whatever stick or 2 sticks you want. "Shooter" classes become another generic group. I personally don't feel strongly about weapon restrictions one way or another. I can see how current approach is good for over-all picture of the game and I can also understand that people want more customisation. I'll think along from the technical point of view. One thing to notice is that currently mirror classes and their weapons are balanced. This means that: * sniper with sniper rifle and vibroknife is no more or less powerful than gunslinger with dual pistols. * operative with rifle and vibroknife is no more or less powerful than scoundrel with pistol and scattergun. * mercenary with dual pistols is no more or less powerful than commando with autocannon and generator. * powertech with pistol and generator is no more or less powerful than vanguard with a rifle and generator. So, as the first step of losening up weapon restrictions, it seems safe from the balancing standpoint to allow mirror class weapon choices. I would suggest cartel market or legacy unlock, so that initial uniqueness of classes is preserved, but people can change it if they really want it.
  11. I support this. KOTOR 1 and 2 had those and I've always wondered why I haven't seen the likes of them in this game.
  12. You can already interact with major characters of the era like Revan, the Exile and masters from KOTOR. Overarching story is moved forward by Ilum, Oricon, Hutt expansion, Forged Alliances and Revan expansion. I rate this thread 0/10.
  13. Well, you can start doing that anything by being more specific. Which other games? "Explore" and feel "real" how exactly? Fleet is a hub. There are trainers, GTN, banks, etc. It's supposed to bring people together and have lots of activity.
  14. http://www.swtor.com/community/showthread.php?t=774774
  15. You have to be much more specific: * We already have sniper. How will this new class's gameplay be different? * We already have commando with autocannon. How will this new class's gameplay be different? * We already have vanguard and operative with blaster rifle. How will this new class's gameplay be different? * We already have bounty hunter and smuggler with blaster pistols. How will this new class's gameplay be different? * Current classes represent iconic archetypes from the movies and other works. What archetype will this class be representing? * Will there be unique class story (it seems very unlikely)? If not, how will the missing experience from class missions be compensated?
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