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antonmasik

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Everything posted by antonmasik

  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?
  16. Everyone would die on Hoth at night. I support BioWare's initial approach: every planet has its iconic look. Otherwise Ilum and Hoth would look even more similar than now, etc. Weather effects could still be used. To avoid problems of interfering with cutscenes and companion comments, these could be not planet-wide, but in select areas. At least would add a little variety when we do bounty event, do seeker droids and binoculars, move between mission hubs, get datacrons, etc.
  17. And what exactly is achieved by that? How is it making the game better?
  18. Reputations are legacy-wide. There is no point in reputation tokens being bound to specific character. Some alts are not in a guild. It would be nice to stick reputation tokens obtained by them into legacy bank or send by mail, so that guilded main can claim maximum points.
  19. Related: http://www.swtor.com/community/showthread.php?t=665733
  20. Not sure which imbalances you have in mind. Care to specify? You will be glad to know that we'll get "enemies working together" in the expansion, it seems. To myself, this theme has been over-done in games (WOW and STO off the top of my head) and TV series -- I consider it cliché.
  21. BioWare said a long time ago that they had some plans for the "grey side", but we have not seen anything for playable characters yet. We have revanites and voss in the game who are grey, but no Jolee Bindo type companions (to my knowledge). So I though it might be cool to have something like this in the coming expansion: A voss force-sensitive person came into contact with revanites at some point, thought what they are doing made sense. There could be a story arc spanning the expansion where this character interacts and confronts the player as the introduction. When we defeat the revanites in the end, we can spend some coins/credits to track down and recruit the companion. Affection would reveal more insight into voss and revanite view of the Force: how they are similar and how they are different. I don't personally care about romance and whether it's hetero-only, but that could also be there.
  22. First, keep in mind is that datacrons are not required to perform adequately. If you miss a couple of points of your main stat is not an issue unless you are one of world first operation or top ranked PVP person. Second, datacrons are intended for people who want exploration. Finding hidden stuff in hard to reach places. From this standpoint, it's important to not give away too many details via legacy window. If you are tired of doing datacrons, it's okay to not do them on a couple of alts. Other than that, people do keep asking for some sort of legacy unlock for datacrons which you have already found on some character (sort of logical). One issue I see here is preventing Empire characters getting Tython datacrons.
  23. That makes sense to me. How about giving +1 affection each time you gain experience outside of missions (because missions track their own experience and affection separately)? This would include uncovering the map, datacrons, lore objects, etc. Nadia Grell says "Yes! More exploring!" for example.
  24. I like the idea of making bounty contract more obviously relevant to specific classes. Maybe briefings and lengthy cutscenes are not needed. A simple thing to do would be making the first line of conversation with planet contact based on class. BH could keep current "Did you put out a contract?" Maybe IA too as a sort of BH disguise. Smuggler could say "So nice of you to pay for my adventure." Trooper: "Republic citizens' security is threatened. You have intel?" SW: "You know of worms trying to rise above their station." SI: "You'll help me stop smugglers desecrating artifacts of power." JS: "Did you want to bring criminals to justice?" JC: "I understand you could benefit from Jedi diplomacy."
  25. People have been asking for it since before launch. I imagine it something like this: 1. Against computer. Same as KOTOR. Pazaak tables with an NPC sitting at each. Interact with them and start playing immediately. 2. Against other players. These empty interactable tables would put you into Pazaak queue. Maybe you want to play specifically against a friend and queueing as 2-man group would start the game for you 2 immediately. Nar Shaddaa and Fleet Cartel Bazaar seem like the proper places for it. Nar Shaddaa casinos would be cool, but there is one casino for each faction (probably to avoid PvP fights). Promenade cantina would allow both factions to mingle safely -- can't really think of any other cross-faction hubs off the top of my head. Maybe some pazaak in Outlaw's Den too? There is potential here to stick rare cards and interactable decorations into cartel packs, add as rewards to reputations, summer gambling event, etc.
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