Jump to content

JarrenBlake

Members
  • Posts

    48
  • Joined

Everything posted by JarrenBlake

  1. Freedom stops on someone else's rights. And so on. No current MMO game will allow you to do whatever you want, whenever you want, however you want it. The social aspects of the game get ruined and the player base shrinks because of such things. Better to upset the vocal minority than they greater whole.
  2. GW is made for PVP, SWTOR was made for primarily PVE. Sure there are PVP elements and they will likely increase their focus on it, but its a PVE first game, thats easily seen. Its like I will not be playing GW2 for the raids or leveling experience.
  3. yeah yeah typing mistake, glad you got your laughs off. But PVP server or not, its still gonna get looked at with a critical eye that your tagging a boss with no intent to engage. you want to engage the Repub's thats fair game if your own group is also trying to kill the boss, go for it. But BW seems to be stating that in this game, such is not ok by them.
  4. After looking at the Ops clarification of things on the first page one statement stood out to me. That the OP's group were "tagging" the boss spawn with no intention of actually engaging it for a kill. That would likely be the root of the violation rather than the PVP fight that occured.
  5. Not a huge high end crafter fan, like the OP I do it to supply my raiding habit. If players sell beneath the vendor ceiling then I buy from players, if not, then I either make my own on my Biochem char or get what I need from Vendors. I feel the vendors should be used to provide a ceiling on goods so that prices do not get out of control. But even that seems abit...murky to the 'capitalist pig dog' in me. But I am sure in the fact that I would not like to see the vendor stuff lowered further nor would I like for the components to be made any cheaper or easier to get than they already are. To the OP, if your going to raid and PVP to the point that your consuming so much and doing so on multiple chars, your just gonna have to prioritize somethings and make it work. If that means you have to go Biochem on your main then so be it. However if this is another request to improve other crafts so that they are making competitive money then thats another subject altogether.
  6. I agree that imperial trooper was likely a better fit. BH and Smuggler both should have been neutrals. Either both sides having them or they start off as neutral with independent qest lines. Later on your could add in othe rnuetrals such as Pirates and the like. Also to say that a non Sith never has any authority is silly, sure, they have less authority but Moffs in both the game and Lore seem to carry weight. In the end its an imperium, meaning only one person has any real authority at all...the emperor. Everyone else is just carrynig on with what esteem he grants them.
  7. Asking Devs to respond to every post on the forums is just not going to happen. And the managers have little info as to what the Devs are going to do. Not like the Devs would tell them anyways or commit to anything by putting it out in writting before the masses, they learned from that mistake. As I have said in numerous threads, that issue with high end crafting is that it seeks to supplant the reward aspect of raiding. Crafters don't always want to be raiders, I get that. Reverse is true as well, raiders do not want to be crafters, but also do not want to have to always buy from crafters and be at the mercy of someone/group charging horrific prices. But mostly its about not wanting one of the main goals of raiding (gear attainment) taken away by having it offered in crafts. Only answer I have come up with is to take crafting in a direction that it does not create main raid gear(head,chest, legs, feet, and hands), but rather create all the complementary accessories, mods, buffs, and so forth. Add consumables into the game on more levels such as Ammo and weapon sharpening. Also add crafts that are for non raiding functions such as player housing, pet alternatives to companions, and the like.
  8. Crafting and raiding are at odds until Devs, crafters, and raiders realize that the two groups have conflicting interests and want to steal away the goals of the other. I am a core raider, not hardcore, but core. I am not a huge crafting fan, I was back when I played FFXi but even then I was not as into it as some. So there is my bias, layed out there to bare. As a raider, I don't want non raiders to have equal claim to me raid rewards, pure and simple. I do not feel they have done the same work, so why get the same prize? However a crafter wants exactly that and for their own reason. Whether its to sell back to raiders to make money and profits or to use for farming and thereby quicken the whole process and so forth, or to raid with themselves. Normally the reason is the first, to sell. So while not realizing it sometimes, crafters are trying to take away my reason for raiding when they ask to be able to sell me raid gear or to have a part in me attaining my raid gear. Strangely this does not hold true for PVP, yet BW does not have crafters heavily involved in that area of play. PVP does not use gear as a reward or as its sole reward, winning and beating others is the main reward there and getting gear is a second bonus to better enable that. Sure beating PVE content is also primary to raiding but you beat it once and then after that its about gear in order to look cool and of course progress further. IMO crafting should focus on complimenting main gear by way of sockets,mods, echant type buffs. Also providing mroe consumables such as bullets and the like that have vaired effects. And lastly going into seperate areas away from gear such as player housing and other such luxury items.
  9. But you canmake items better than what raiders get from dungeons. So the arguement kinda gets stale and old. And the vendor arguement is weak. Its truthfully a bunch of crafters that are not paying attention to what vendors have and what players need and are willing to purchase. Heck even while leveling this was an issue. There were so many mods that I needed but where not vendored and since my main is a Sage healer I can say that I speak for a number of others. Force wielder....as if! Yet I cannot find a dang Resolve mod of level anywhere on the GTN? Lets not even mention there were no Crit/Surge mods even when vendors in a number of level ranges did not stock them either making the crafted versions they only ones out there. Secondly many players hold their companions in non modded gear cause you cannot keep them upto date pre 50 because your not going to get enough commendations to buy it all. Gee, would be nice if someone would put them on the GTN cause the credit vendors mods always sucked.
  10. 10 years ago endgame raiding and PVP were not what they were now. And gear being exclusive to those endeavors increased their long term viability. This is especially true for raiding. No point in raiding if some crafter is just gonna get a better piece of gear by running around mining nodes for rare drops and the like. Even worse in SWTOR in whichhe sends NPCs off and goes to eat a ham sammich!
  11. The following is my opinion after playing and observing numerous MMOs, including SWG that seems to be on the lips of some, especially crafters. First know that I do not support crafting as a necessity to Raid or PVP, though their creations might be needed for both(will explain later). You do not have to PVP to raid and vice versa, so I feel that crafting should be subject to the same rules. Also I do not support crafting loot being better than the above endgame loots or that crafting should be needed to acquire endgame loot in anyway. IMO a crafting system should do its best to focus on consumable items rather than on static items. thsi mena more emphasis to creating a max of crafts such as Biochem/Alchemy, Cooking(as it was in Final Fantasy XI), and so forth. Also what is seen as static crafting (Armortech, Armstech, etc) shouldbe reworked to defocus from static items and by static I mean items that do not break and are used/reused until replaced by a better item. Some have stated the answer to this is to have these items break. I think this is a bad way to go. Your not going to have raid loot breaking and be unuseable, that would drive folks insane, and its pointless to have leveling loot break since it is replaced so quickly anyways. The answer is tomake more things consumable or use consumable. Every game uses Bows or guns, including this one. WoW originally had ammo as part of the game, but the never focused on it well, FFXi is a better example of using ammo to boost a craft. If Armstech created ammo(or heatclips, whatever) it would have more viability especially if ammo decision provided versatility and actually mattered towards DPS. Where WoW went wrong with this was that they made most ammo vendor purchaseable. Vendor should have generic stuff but the good stuff should all be player crafted. For those that cry that puts ranged at a disadvantage, I would support a "dulling" function for bladed weapons. Where a sharpening device would have to be bought ever so often and said device is of course used up and in need or repurchasing for the next shaprening. The second focus of crafts should be the "improvement" of acquired gear. This is your enchanting/modding crafts. CyberTech/Jewelcrafting, Enchanting and the like. Once again, that type of craft is in the game but vendor loot renders it not needed, however that is easily retifiedand like will be by BW going forward. Now instead of creating an enchanting type skill, roll those type of buffs into their respective crafts such as Armortech and the like. Also have things like socket creation be apart of those crafts as well using either the "Not to be traded" type function or somehow have hte services sellable through the GTN. Next I would focus the rest of your crafts on the game enviroment itself. Rather than always creating some armor making craft that never lives upto raid gear or angers raiders by forcing them to craft or having folks with loot that did not require the group work. i am talking about the Pet creation craft and architecture in SWG, building furinture for players homes with carpentry as in FFXI, that sort of deal. With ships and multiple planets with which to have houses there are a wide range of new crafts that could be developed. Lastly I would have crafts leading into each other going from gathering, to manufacturing, to end product production. Gather metals, create coils/barrels/stock, make gun. All the above takes one aspect into account, that your crafting to make money, to integrate into the endgame aspects, and to create a suitable economy type system. If your crafting should rule supreme over raiding ideaology I have nothing for you.
  12. i understand your logic, others have put this forth as well. My gripe with it is that your telling me and others that raiding, with the huge time and money invested into it is still not enough. That someone who crafts "on their own time" with little to no coordination from others should control my ultimate gearing fate. Even if you make the "mats" drop from raids, your then just overcomplicating the process by forcing me to craft to achieve my endgame goals that have nothing to do with crafting. it would be like forcing my to PVP in order to level or get gear. PVP players hated when they had to raid to get the best gear, and rightfully so. Many others would feel the same about being forced into high end crafting or having their endgame rewards watered down to satisfy crafters. However rather than just continue to speak negatively of others ideas i will take the time and place my own in this post, though fair warning they are not ones that cold be rolled into this game at this point, not all of them at least.
  13. Above link tells me what I knew. Crafted gear is on the level or even better(in some cases) than what drops. But is expensive to do. To that I say it should be expensive. Is it too expensive? Perhaps it can or could be adjusted slightly but once again thats a whole other arguement than the current "Crafting is worthless" line that is being pursued. My personal feelings are that crafted gear should not be as good, as its almost always easier to attain as an individual and requires little to no group effort.
  14. Don't tell me that I elude to solutions and then call me shortsighted. In truth I did not elude to solutions but rather pointed out how those lines of logic fail. Your trying to promote crafting to be equal to endgame raiding/PVP loot. To which I responded with an assertion that such is more damaging for games than beneficial. If you want to craft gear on par with what drops I would as you to what ends? To make money off of? Or to personally use in endgame content whether that be PVE or PVP? Or merely for the craft experience? What is you agenda, and if its all, rank them, but that would be kinda telling. My ideas for what a crafting system should be would in truth involve it not even competeing with raid loot drops or PVP earned rewards in any fashion whatsoever. I don't think crafted gear should be at such a level even though in this game it is to a good degree and is being ignored by yourself. You have ignored each posts that tells you crafted gear is indeed on par and instead complain about time and costs. Leading me to believe you want it to come cheap and easy as I said before.
  15. Should it be cheap or easy? Raiders and PVPers spend large sums of money and time to get their loot. Crafters will have to spend a function of hte same, more in money cause the time factor is lessened or at beast spread out into more small clumps of time. What your truely asking for is not a complete rebuild but an adjustment to the rate of "drops" as it were. If thats the cause, not sure how the system is garbage if it can be fixed with such a small change. Though that change may unbalance things in crafters favor.
  16. Professions are worthless in a lot of games, save for when they are consumables professions, especially those that provide buffs for a limited period of time. However gear crafting has been poor in amny games for a lon time and am not sure why anyone is surprised by this fact by now. The problem that devs face are this... Endgame raiding content has to have a prize, that prize is loot that no one else has unless they too are raiding at an equal rate. Without this, there is not point to raiding and endgame PVE content is wasted. Better to have crafting as useless than raiding. PVP has similar needs however they are not as pivotal because of the nature of PVP and the competition aspect being abit different. Also while gear aids in PVP there is no set standards that you have to reach or attain to put things on "farm status" as it were. So the only options are to somehow incorporate crafting into endgame content, but you cannot give crafts equal level items to endgame in and of themselves. AKA you can make it so that the materials drop from raiding but have to be crafted together. Or that you caft certain components that are then combined with raid items. But what have you accomplished here other than spreading out loot drops? It does not make the selling of items anymore viable as such thisgn would likely be Bind of Pickup. It somewhat forces certain class types into certain professions. And so on. I have a number of ideas as to how I would form a crafting system in a game, but no one is going to completely reinvent their crafting system post launch. Best you can hope for are new professions and small twinks such as certain crafts giving buffs and the like.
  17. This above goes to the difference in preferences that is one issue. Most folks that I know love the voice feature of the game, side or main quest. They also enjoy that mix of single and MMO feel to the game. Sure, its mainly for leveling and some hate leveling and want to do endgame like yesterday. Only issue with that is with a new property I would like to move around to a number of choices and playstyles to see what I like. The group that dislikes the focus on leveling normally have a type of char in mind that mirrors close to what they have played before and would just rather be done with all other things. Thats fine, their choice. And if this game giving some focus onto making leveling abit less bland bothers folks then thats just how it goes. Not the game for you, have fun wherever you end up.
  18. Not sure I agree with your earlier assessment of DPS never taking damage or their tank is doing it wrong statement, however most of what is noted above is true enough. However I woudl say this, that the combat medics have an interesting energy regen mechanic that makes them preferable for long fights. Sages start to sage the deeper a fight goes, could be true for sawbones, not as knowledgeable on them, which may be a reason that they get a rez as perhaps others are more likely to die and deeper fights. Also yes, I do feel that the heavy armor and damage mitigation ability of the combat medic plays a heavy role in them not getting an in combat revive ability. Do I agree with this, *shrugs* have not done enough research to know if that armor helps much or not.
  19. Well doubt Obi Wan or Luke were Juggs..but I get your point. anyways what the folks hve been saying relates back to the original topic. They are saying that its no longer a Tank issue if the healer gets aggro. Its a group issue. The expectation that the Tank is the defacto group lead is prevalent not just from WoW, but due to it being the quickest possible situation. The tank is going to the first one in anyways. Its better if he knows where he is going and what he is doing and then marks up quickly for others. However this is not mandated, alot of this stuff is new content for all, so if you have experience in a Flashpoint, do not assume that your tank does. Converse and figure out who needs to lead the group. I am leveling a healer and a tank currently, my healer sees most every flashpoint first, that way I know it when my tank goes in downthe road. Also as a healer many times when I have been gettign hit I could CC a target off me, LoS for a sec, and either the Mobs picked another target or if the mobs moved then it got the attention of the group who would then pick the mob off me.
  20. The issue is that you have two craftign extremes. Either gear is gotten from End game PVE/PVP or crafting. But which ever you do it negates the others. GAmes like EVE that are PVP based put emphasis on crafting cause folks will PVP without a gear reward. However PVE games or balance games will avoid making crafted gear the best cause it kills the entire point of PVE end game content. Only PVE high craft games I know of was the original Star Wars and the original Final Fantasy MMO. Final Fantasy had a hugely robust craft system, but it made other parts of the game annoying. Resource spawning/low priority to end game raiding past the initial kill and so on. The way I see it, BW will need to try and meld the systems together. A portion or part of gear comes from End game, then the improvement of that gear coems from crafting. Such as a T1 set that drops from raid, that high end crafters can turn into a T1.5. Taking what Wow did as Enchanting and putting such buffs into each individual crafting tree for their specific parts. Extra socket modifiers that craftes can make and sell and so forth.
  21. Yeah Heroic 4 quests should be kept to a low, probably only maybe 2-3 per world. 1-2 if they are going to have large Bonus missions attached to them.
  22. You carried nothing at launch. PVP servers were fewer and World PVP was little, it was a side deal for many at the time. The server DCs, the loot lag monster, the world fall issue, all vivdly remembered, but issues regarding PVP and balance were not there. And why? Cause it was just not that big a deal, at first. I agree however that such has changed completely and no MMO will make it unless it provides solid PVP content. But back at WoW launch numerous games ignored PVP altogether and did fine. But it grew fast and in a hurry, T. Mills soon became a warzone all its own and off it took from there.
  23. Yet there where many that could not log onto Rift for days, weeks at a time. And they did indeed have that faulty Authentication server that allowed hacks to bypass account security completely. Most of RIFTS problems and issues truely came before you logged into its game to play. Not to mention that their list of inovative ideas were even fewer than BWs. If Rift was so smooth, how is that so many parted ways. the game got stale after awhile, its replayability was small. Remember its not just about the bugs, but the game and direction itself, and I feel SWTOR is better directed than RIFT, not perfectly directed mind you, but better.
  24. Every MMO in history did have problems, I agree. For me though, they way that I see it is that now MMOs have a different monkey on their backs than WoW did. The PVP crowd. What most forget is that at launch WoW had no PVP. Sure you could role on a PVP server and could flag yourself and what not, but the game specifically did not cater to teh PVP crowd nor try to balance for such. It was months in before that even started happening, and year or more before BGs came out. New MMOs do not have that luxary. Most of the "Game balance" "Unforgiveable issues" come from that side of the ball. Human nature when it comes to losing is already sketchy, put a reason out there thats outside of their control and "causing" them to lose makes its worse. Yes, they chose a content patch over bug fixes, content does matter and bug fixes have to be taken slowly or else you get a stupid fix. Just look at the ability icon fade cooldown timer fix for example. For those that say that SWTOR has had years to learn from WOW and not make the same mistakes, they didn't, they made new ones. WOW had huge que times and vastly overpopulated server. They had to give out free transfers and it was the reason the transfer system was even put out there. SWTOR seeing this likely oversharded their own servers resulting in underpopulation. WOW you had to wait forever as quest mobs were over camped, SWTOR the mobs spawn like bunnies so little wait time. However it means your fighting on teh way in and on the way out of a zone area. The ability delay bug is a new problem, nothing they could have learned from wow to fix it, different engines running the ship. But from what they say, they have a fix for this to be released soon. Storylines, Voice Over, Character templetes, defined roles, Ranged combat on all levels. All new( or underdeveloped) aspects to MMOs that SWTOR is bringing in.
  25. They will get to buffing the other crafts, but that takes a very long time to do. Heck WoW still has not done it but they have made strides, and frankily those took years to get accomplished. Biochem was overly powerful if it was healing for half a bar or so. Nerfing that is fine. Making it so that you have to have Biochem to use the BOP stuff from it is fine as well. However they need to follow suit on that with the other crew skills or people will just level those, get what they need, then switch to Biochem.
×
×
  • Create New...