For a new, and much touted system, it seems pretty much the same as leveling up a character and buying stuff when you unlock new skills / gear tiers. Am I missing something? Cuz right now I'm a bit miffed as to how they see this as a feature / selling point for the game.
I wouldn't be surprised if they had a deal with Razer to not have in game macros. I'm convinced that the "no macro" decision is an editorial one, and not a design one.
Often times at the end of the night when I'm too lazy to treck to a planet from the Fleet, I'll try to find a hidding spot and give 20k to the first player below level 15 that dances infront of me. Or I'll inspect players untill I find someone who could use a crafting mission / schematic, and just give them the item.
But frankly the most fun I have is going to lower level planets with my sith healer and just following players and healing / bubbling them when they need it.
Which game pre wow had challenging end game content? Arena in WoW is still the most challenging thing I did in an MMO and I've played most of the "hardcore" MMOs.
EDIT: Hell getting out of bed at 4am was the hardest part about raiding in EQ1.
As an avid fighting game fan, I assure you praticing the same combo for hours because the timing is a fraction of a second tight is more rewarding than doing the same skill rotation in an MMO.
A reoccurring complaint is the travel time, enough so that the Q and A addressed it. Saying it shouldn't be much of an issue because some people can access a shortcut is a bit fallacious. And this is coming from someone who has an iPhone and the app.
Maybe, and this is just my guess here, BW would rather players vent on the forums and stay subscribed, then follow your advice and give their money to the compitors. I know I'd rather BW get more money so they can keep improving the game.