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xorv

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Everything posted by xorv

  1. The game could also benifit from a mechanic a bit like the one in Rift where zones would get mobed by Mobs and players had encentives to deel with them. For example on say Taris: got rakghouls-cool- your leveling, sudennly some agrssive mobs decide try to take on the space sport. Or some sand people on tatooine think it'd be a awsome idea to smash some droids. (or lots of sand people do)-
  2. The lack of social interaction in this game at least on Lord Praven is kind sad. I don't meen the kind where some dude looses a WZ and then flames the server. I meen the kind where people would be trying to sell stuff, or actively looking for group or bul*******. There is no THE place to be that i've encountered yet, and no multizone/planet chat thus when/if you have a quick Q and don't want to alt-tab it's neigh impossible to get it answered. I'm sure the list goes on. The worlds feel dead-though I guess Taris suposed to be that way. Wow did it right with emotes being voiced and not just random **** that goes to a chat tab.
  3. I think SWTOR needs a direction first. It's been 5 months and it's still EA saying: i'll be great any day now! Umm right well it's now may and the game had a december launch-while I'm enjoying playing a sage and knight it reeks of the EA games i've plaid: linear story-and no I don't think it feels epic for a random elete to squash my knight. Not sure what type of sand boxes others are thinking of or lack of-but it reely needs random **** like what rift has-massive zone events. I meen the sith hate the repub why not let sith NPCs try invading planets for instance.
  4. I want the sith to have the option of *********** up carick station such that untill a certain amount of time passes you get redirected to corescant., I want sith to have the option of puting a embargo on planets and make demands of republic player I want sith NPCs to try to tempt my goody-goody-holyer-then-then-though jedis to the dark side-and possible even suceed. (and i primarly play repub) I'd love to see a sub model based on what DC Universe Online has going-pay for only what you want-at least from the advertisements. I want a mechanic to have divergence in story- I want my darksided jedi to get read the riot act by the jedi councel. I want this game go have the feel of a true bioware game. ya know the kind where **** has consequences? I want my sage to piss off a sith and for a sith to have the option of puting a bounty on his *** and for my sage to live in mortal feer of some player controlled bounty hunter **** him- unexpectedly. I want 10v10 space combat. I'm not trolling with these by any strech. I want this game to do well. I've enjoyed the sage, jedi knight and sorc. storlines so far. It just plays more like a EA game than a Bioware game-if it's EA puting pressure on Bioware to do dumb **** -i encourage them to stop and allow bioware to shine as they've shown they can.
  5. Anyone else from the midwest having lag and DCs since the last (feb 22?) patch?
  6. Wered because on my server bio stuff seems to have a market.
  7. In my guild on Lord Praven there's a few cybertechs that claim that at least for now ship mods sell well. I've seen on Cor- people selling crystals. Might be a market there.
  8. Don't have a higher level feeding the toon. Was sort of hoping that having two gathering skills would be net proffit and find it atrocius design that it isn't.
  9. Is the way to actualy make money off of treasure hunting to sell gems on the GTN ?
  10. So having a few hours with treasure hunting going from t1-t2 it seems to be a money pit. The same for slicing at skill 90 slicing for me fails the T2 missions at least 60% of the time. Is this normal?
  11. Yeah but on the Republic side when you make a mistake your superrior doesn't force choke you.
  12. ^that. right now on Lord Praven on the Republic Fleet there's only 60 people. The other day a guildy said that the planet he was on had only one person.
  13. I'll just say right off that part of my personel hesitance to PVP republic comes from "that other MMO" in that one people got prety leastest and snoty if heaven forbid you didn't PVP much before if at all-I don't expect it to have improved atitude wise.
  14. On Lord Praven(sp) it's prety typical: Reblic more into PVE Empire more into PVP. It'd perception- zomg evil i pwn you. The trooper starting zone is a ghost town- while the force user starting zone is lively. The few aqaintences I know that have both republic and empire claim (possibly fastly) that republic players don't have much interest in PVP- IF that's the case what kind of incentives do you give republic players to PVP then?
  15. Is bioware planning to put in a search by name function that doesn't require categories?
  16. People can make millions off the GTN. So the GTN needs a nerf.
  17. I've already posted from a math standpoint why nerfing any prof this early is bad but I'll restate it. It's atrociusly bad game design to not let the players have some say in what stuff is worth. While I personaly wouldn't do it I've seen people in trade sell level 11 light sabers for 4k-wich isn't horrid but it meens there is a market there. At the moment there is close to no market for augments. We don't have a information vendor either that'll pay top credit for you to slice stuff to get info. So that leaves the lockboxes, and rare schimatics. In wow the suply side players set the tone for what the craft side players paid and then what the people buying craftables would get charged. The problem with slicing is there is no NPC or intrigue system where someone will say I want the dirt on x player you the slicer could then charge them a small profit for what it cost. What about bioanalysis what if sudenly x thingy was worth sending your pet after because of demand would they nerf that to? They already just about killed PVP on my server. So what i'm saying is that with a new economy it's a bad design to say bad player you can't help another player afford there shiny new speeder because you have credits to use to buy there stuff with.
  18. Also a large part of the problem with altering ANY skill this early is you don't have sufficient data on modes for how the population will respond to stuff that produces new shinies-vs gathering (the supply end.). For instance if people didn't take bioanalysis at all would they nerf other profs in response in the hope they got people to take that one prof?
  19. I realise they probably didn't have a large number of players with a economy to work from in beta. on the other hand as I posted nice and mathily it's fundimentaly flawed to not beef up weeker profs.
  20. Deer biofail. I know you made lots of profs suck ***. Then people discovered slicing: 100 credits to send a comanion out for 200 credits for a 100 credit profit IF YOU WERE LUCKY. It's *********** stupid to say oh look people get green augments and might (if lucky) make 100 credits in proffit. Let me lay down some gametheory on your *** since apparently you flunked game design school: x prof relies on suply and demand. You have 10 people-that want a new shiny. but they also want some credits. you lay out a certain number of profs for your brain i'll assume two profs. One LOOSES money because they can gather or craft. The crafter says well people want new shinies: I have to get the materials-wow only one way to do that. Ok no problem. So they use one other slot to gather. They can either pay a NPC to gather at x credits with y likely hood of sucess. say 10 credits with a 75% chance of sucess. Sounds reasonable? Oh wait it'll cost in utility 30 credits because now people want another new shiny so they just lost 40 credits. Then there's some passive way to net 20 credits. And it's the only way to garunte a few spare credits. but it takes 5 minuts and is RNG as to if the nodes are even available. That persons utility might be 40 credits more for a 20 credit difference. Instead of asking: how can we tune the crafters utility to make it atractive to encrouage 5 of those 10 people to craft while the other 5 or on suply. You arogantly assumed that the gatherer should have a reduced utility. This is poor design. Because now that gatherers utility might be 20 credits instead of 40 hurting the 5 people who gamble with even odds of having a node of x credits available for resonable proffit. Did bioware mis something with design best practices that you ALWAYS buf the weak link when it comes to group dynamics. People will be more likely to want to gamble on the creating end for control rather than nerf the suplier whos at the wim of the crafters for profit and utility.
  21. Deer biofail. I know you made lots of profs suck ***. Then people discovered slicing: 100 credits to send a comanion out for 200 credits for a 100 credit profit IF YOU WERE LUCKY. It's *********** stupid to say oh look people get green augments and might (if lucky) make 100 credits in proffit. Let me lay down some gametheory on your *** since apparently you flunked game design school: x prof relies on suply and demand. You have 10 people-that want a new shiny. but they also want some credits. you lay out a certain number of profs for your brain i'll assume two profs. One LOOSES money because they can gather or craft. The crafter says well people want new shinies: I have to get the materials-wow only one way to do that. Ok no problem. So they use one other slot to gather. They can either pay a NPC to gather at x credits with y likely hood of sucess. say 10 credits with a 75% chance of sucess. Sounds reasonable? Oh wait it'll cost in utility 30 credits because now people want another new shiny so they just lost 40 credits. Then there's some passive way to net 20 credits. And it's the only way to garunte a few spare credits. but it takes 5 minuts and is RNG as to if the nodes are even available. That persons utility might be 40 credits more for a 20 credit difference. Instead of asking: how can we tune the crafters utility to make it atractive to encrouage 5 of those 10 people to craft while the other 5 or on suply. You arogantly assumed that the gatherer should have a reduced utility. This is poor design. Because now that gatherers utility might be 20 credits instead of 40 hurting the 5 people who gamble with even odds of having a node of x credits available for resonable proffit. Did bioware mis something with design best practices that you ALWAYS buf the weak link when it comes to group dynamics. People will be more likely to want to gamble on the creating end for control rather than nerf the suplier whos at the wim of the crafters for profit and utility.
  22. People being anti xserver PVP are probably secretly xenophobic. Oh no! I has to make it not just a postive PVP experience on one server but to lots? heaven forbid. The math is fairly simple: with x population on server a NOT pvping you get y que times. When you increase the pool to include 20 servers you've reduced que times from x minuts to 1/20th of that. You'll get preoportionaly the same number of leachers anyway. Bad maners are universal in PVP but you'll get to enjoy x more matches. If done right there are ways to marke someone afk such that they don't gain benifit from the match. X server warzones is fine no deathstar will be constructed from one (good if your republic) no galaxies will explode the math is against it being detrimental. just my two credits.
  23. In so far as I know Sith and Republic team work isn't possible at the moment.
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