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Galbatorrix

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Everything posted by Galbatorrix

  1. Common sense kind of already dictates it. And using semantics really doesn't work against logic.
  2. The problem has already been fixed in FFXIV. You can be every single job in the game on one character (You just have to change weapons), so, technically, you could "need" everything that drops if you have all of the jobs leveled up. But, the devs made it to where you can only need on gear for your current job only. And also, it won't let you need if you already own the gear. Seriously, this may be a hard fix for old gear in the game, but Bioware could easily address this issue with gear going forward. Attach a group role to the armor mod and only let people in that role at the time of the gear roll need on it. If they can change set bonuses to be attached to the armor mod instead of the shell, then I'm sure they could assign armor mods a group role for need/greed purposes.
  3. This is another one of those things that surprises me greatly that Bioware hasn't fixed in 3 years. - Put a marker on all gear indicating Tank/Healer/DPS. - You can need only if it's your primary stat and if your current job matches the job listed on the gear. - You can not need on pieces that are in your inventory or that you're currently wearing. - Greed is free for all. This way, if you're an aim tank, you'll get priority if an aim tank piece drops. The healer or a DPS needing on these pieces for companions or alts is very selfish. I mean, if alts and companions qualify as "need", then every single class in the game has a need for every piece of gear that drops. So, they might as well just change the system to "need" or "pass" only. All the current system does is make it so that nice guys finish last. Because considerate people will greed or pass if an upgrade drops for a group member where as the jerks will need away on everything and claim "I was in here too! Don't be so entitled!!".
  4. I love it too. I'm half way through my Sniper's story, which is the last class story I have to complete. I really wish they'd keep the 12 x at least until the end of the year though... My hopes are to get 6 more toons maxed out at 55 (leaving 2, one on each side to play though everything again at a normal pace later on) and I don't think I'll have time.
  5. They could only do something like that if they scrapped the mod system... can you imagine changing out 40+ mods each time you wanted a new set? Yikes.
  6. Haha, fair enough. I'm currently on a hiatus from that game because after getting each of the jobs to 50, I got kind of bored with the daily/weekly gear grind. On the flip side, the 12x EXP pulled me back in to finish up the three class story lines I missed when I played SWTOR before.
  7. That was a guildhest, and those are not mandatory. Sastasha was the first actual dungeon and you had to clear it in order to continue the main scenario.
  8. No, they're definitely required. You can't move on with the main scenario unless you complete the dungeon. The dungeon is actually a stepping stone in the main scenario. The primal trials were this way as well. Personally, I think is was well done because the dungeons felt like a more integrated part of the world instead of just being side pieces like in SWTOR.
  9. Other games have done this and it worked out very well. I won't say the name again, because it seems like I'm prompting that game, but said game has a very grand and long single player story that has every single dungeon interlaced as part of that story. And at the same time, it is a grouping progression that gets players used to group dynamics and other things like boss mechanics as they level up. Since things get more difficult the higher the dungeons are. And then, in end game, you still get the occasional person who is clueless, but it's a lot fewer and farther between.
  10. Low level queue times would benefit as well because everyone would have to do those FPs at least once. Also, as far as black listing goes, that already happens thanks to people stumbling into high end content blind and causing wipes due to not knowing how to perform in that environment. At least my suggestion would allow them to learn these things in lower level FPs, where people are more willing to explain things. End game people just want to quickly get their dailies done. They don't want to reexplain basics every single day. And honestly, who can blame them? It gets old after a while.
  11. YES please. Having to switch out 20+ mods in order to change to a more aesthetically appealing set of gear is not only time consuming, but extremely expensive. A less cumbersome method would be very welcomed.
  12. No, but if they had to do each and every one once while going through their class story there would be a gradual build up since the difficulty ramps up later in the game. Which is better anyway, since they could learn as they go along. Jumping into a level 55 HM when you don't know what priority marking is, or threat, or party roles, etc is just asking for a wipe fest. If the player completed all of the prior flashpoints before the level 55 HMs though, then they've likely experience all of the different group dynamics in some form or another along the way. So, all they really need to learn at level 55 is the layout of the new FPs and the boss mechanics. Personally, I'd rather briefly explain the mechanics than explain basic stuff that people at that level should already know. You should never have to tell a DPS in end game that they need to kill adds as they spawn for instance.
  13. LOL, that comment was a joke based off your comment. Lighten up, man. Play the game however you want, but I'll never fold on my belief that forcing players to do each flash point once while leveling would greatly assist their ability to actually add to end game group content. And no, I don't believe forcing them to do this would infringe on their god given rights as solo only gamers.
  14. You're acting as if requiring players to run each flashpoint once while leveling as part of the story would some how destroy their enjoyment of the game. Do you really not see the benefits of this? If not, we'll just agree to disagree. Personally, I think training players from an early level on how to properly play group content in an MMO is a great idea. I'll just leave it at that (sense some of you are getting so defensive about those poor solo players rights).
  15. Did you rage quit Skyrim because the Devs weren't letting you play it your way?
  16. No, games in general are different things for different people, but people that go into a Massively Multiplayer Online RPG and then complain because the game makes you group with other people are not very bright at all. It would be like me buying Skyrim and then complaining because I can't play it with all of my friends. Also, forced grouping worked out great for FFXIV:ARR. It added to the story and helped players learn how to group and how to use their class in dungeons. It actually has worked out better for them than SWTORs system... since they haven't had to switch to F2P at this point.
  17. So, letting people play an MMO solo mode to max level and then have zero clue about what threat is, or CC, or other normal group functions like letting the Tank go in first would be the better option? Get real. It's already obvious in this game that too many people don't know how to play in a group environment. Again, FFXIV forced you to do each dungeon while going through the story and it worked out wonderfully. The only thing you have to worry about in that game at max level is the normal "This is my first time in this dungeon" thing. You never run into a ton of people that have no clue how to group or play their class. Complaining that you are being "forced" to group up in an MMO is beyond ridiculous. If you want to play a single player game, go play a single player game. Again, Bioware dropped the ball.
  18. I completely blame Bioware, but not because of the 12x EXP. If they'd have done it right, and added each of the flashpoints into the class stories, then every player would have had to do each one at least once as they leveled up. Not only would this have been cool for story reasons, but it also would have taught each player how to use their AC in a group setting. Even without the 12x EXP, players can still solo their way to 55 and then jump into HMs without having a clue. It's Bioware's fault for letting them go the whole way solo in the first place. This is yet another thing FFXIV did better than this game. The dungeons were actually part of the story line and you had to complete each one as you leveled in order to move on in the story.
  19. That works great for established raiders, but what about people that are just getting started? Their only option is to blunder into a SM Op through group finder and likely be kicked due to their poor gear (thanks to no ilvl requirements) and then spend hours shouting on fleet until they die of frustration because no one is answering the call. It's quality of life man. In two years, SWTOR hasn't added any QoL to what's typically one of the biggest reasons to continue to sub to an MMO. Making Endgame more user friendly is automatic in other MMOs and yet Bioware doesn't seem to care. Also, I realize the CM team isn't the same as the grouping team, but again, two years since the last Group Finder update? Really? I'm currently working on finishing the Counselor and Agent stories and then I'd love to get really into Endgame. As it stands now though, it seems like a daunting task and I may not bother.
  20. SWTOR's starter group finding system was extremely poor and hard to use. Trust me, it's nothing like what's in FFXIV.
  21. I'm simply using FFXIV as a reference point. So, please don't think I'm trying to "FFXVI > ALL!!" or anything like that. FFXIV just happens to be the most recent MMO I played regularly and there are a lot of things they have done right in that game that Bioware could really learn from.
  22. Another thing I wish they'd change... In order to add a previous undiscovered flashpoint to your FPF, you would first need to do the quest for said FP. Once the quest is done, the FP is added and you no longer have to do that quest again. The rewards (like the daily should be) would just be given at the end. FFXIV again, does this and it makes each dungeon have it's on lead up and story and then once you've experience it in full, you unlocked it for your dungeon finder list. In SWTOR, most people never even see the start to FP stories now because they join via FPF and then they're forced to watch the end on the fleet before they can even get their reward. QoL changes > CM.
  23. Honestly, that's the main reason I hated the idea of the CM when it was first implemented. It seems like updates to it just poor in while the rest of the game stands still. Heck, if not for them wanting to be lazy with future balancing, the skill tree system wouldn't be changing either.
  24. I resubbed after a long layoff so I could complete the three class stories I missed (thank you 12x EXP!) and while looking at the way you do end game and such in this game, it seems like nothing has changed in a year.... - Why do we still have to click the stupid terminal on the fleet to get daily missions? The daily and weekly should be automatic each day/week as long as you complete it. - Why is there still no cross server grouping? This one is obvious. This has to be the only MMO without any cross server grouping. - FFXIV recently added a cool group finding feature that allows you to create a group criteria that people can view and join if they are looking for the same thing. On the flip side, players can open the Group Finder window and see all of these groups and easily find one that's doing what they're looking for. It's 2014... why in the heck are people still shouting on fleet for Ops groups? - Why no gear level/ilevel? I realize there's a half arsed gear score in this game, but does the Flash Point finder even have restrictions using it? Some people will say that Ilevel is bad for the game, but to me, it gives me goals to work toward. If I can't get into a certain FP, I know I need to keep working on my gear. Again, it's 2014... get with the times SWTOR. To me, SWTOR feels very clunky and archaic when it comes to grouping up. The single player experience is great, but PVE grouping seems tacked on and not well implemented at all. Or am I missing something? On a side note... macros Bioware... MACROS..... Again, it's 2014 guys.. it's ok to make sure your MMO is up to date.
  25. Bioware - *releases EXP toggle* 5 guys complaining about the boost - "Thanks!" 10 new guys - "OMG, WTH?!? I accidentally turned off the EXP boost and completed two whole planets without it! I missed SOO much EXP!! Bioware! You need to give me all of the EXP I missed AND you need to install several prompts telling people that they're disabling the boost!"
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