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RealAeiouy

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Posts posted by RealAeiouy

  1. I agree, the game does play like a single player game, which is an amazing feat. For years folk like me have not taken mmos seriously because they don't resemble any traditional rpgs created in over 20 years. My experience in Skyrim/Neverwinter Nights should feel like my experience in an MMO, except, there should be many other live people around instead of npcs.

     

    I get this from star wars, to a point. There are always tons of people on our servers in our zones. (they should have put a limit not just on server, but on sides on a server as the republic is very overwhelmed everywhere. ) I can always find someone to do a flashpoint or heroic with in the area, even as my trooper.

     

    I do agree with you that the game is flawed. It's designed so that at some point you can do alt characters with its legacy system. It is also designed so that you can appreciate the story. I don't watch movies more than once, i don't read a book but once. So why would I want to go through the same sidequests more than once. There needs to be at least twice as many planets.

     

    In Rift, there are 2 or 3 zones I have never gone in. Honestly, if Rift had an interesting story, I'd be eager to do these zones or make an alt for them.

     

    I agree with this.. I want to be in a world with a lot of other people so I can group up when I need to, or buy stuff from an auction when I want to... I don't necessarily want to be in a dungeon with 50 other people running around killing monsters. That is not adventuring... it is silly.

     

    So I don't really understand the complaint where people want to be out in the middle of nowhere surrounded by 50 other people. Seems not to make a lot of sense.

  2. Okay, so the common argument is that it's a single player and that its quests are all linked down a single path and we have to go this area after doing quests in this one, and that they all run smoothly together in an awesome story of twists and turns and that this.. is not.. bad? for a MMORPG?

     

    Okay, okay hold on... Time out!

     

    Doesn't World of Warcraft as the common comparison push us down a line of quests, take Elwynn forest for example.. Why exact are we collecting candles of the helmets of kobolds again? killing someone's prized pig... and what's this!? I'm in westfall all of a sudden.. because i was following quests.. down a linear path!

    So, If i am reading this correctly, You all prefer the broken separate random small story lines in comparison to a bigger picture where you're playing an actual role, because this is a role-playing game.. on a Massive scale, But wait there's more if you're going to argue low level content.

     

    World of Warcraft's Cataclysm, Hey folks to begin questing we're going to send you a mail that throws you into Vashj'ir's story line if you like it or not because we aren't going to tell you about Mount Hyjal's possibilities?¿? no hints no clues it's a hidden option?

    Okay, so to conclude all this based of what you say, You prefer randomised small non linking quests that have no relation to any sense of rich story line, we can not immerse ourselves into our characters because we are punished for playing with others, so we all go play by ourselves and find an area on our own in an MMORPG anyway? isn't this just Biowares method of remedying this?

     

    On the other hand we have these rich linking area's Taris for example has a theme, a deep lore involving the locals (contained to avoid spoilers) and all the quests are linked well spoken and in general are fun to listen too, Then the multiplayer takes it one step further.

     

    I guess i just don't get what you are arguing about it being a single player, because world of warcraft and in fact all MMORPG's up till now Punish us for playing with others, If its a high level ruining our quest mobs or someone kill stealing us with statements of "Should of tagged it noob" unless its designed specifically To be done as a group,

     

    I think SWTOR has said sod it to the grief and offered us immersion because they realise we will only play by ourselves when we play alone in a MMORPG anyway, And if you want to bring a friend along you can! each quest offering interesting twists and turns!

     

    There was a game that was like that, and ironically enough was called Everquest... Questing was worthless for the first couple years of the game and ridiculous, with no rhyme or reason. More linear quest paths and story lines are things a lot of players enjoy, so I have to agree I find it hard to understand that as some fundamental complaint.

     

    I see people lament the replayability factor, but the problem for developers is they have limited resources and do they spend the resources creating alternate leveling paths or more high end content. They have to decide which is ultimately going to be used more often.

     

    I have always been an altoholic in mmogs, so I like many different paths to discover and find, but there are big sacrifices to be made for this, and this style of play puts me in the minority, as more people want to level up and be at the "endgame" with more content.

     

    Could you try to do both, sure, but then you also might fail at both... Regardless of budget every MMOG development team has limited resources that have to be allocated.

  3. Why is this an unreasonable expectation?

     

    Blizzard set the bar with WoW, so if other companies aren't meeting the bar, why should people stoop down to poorly thought out games and unfinished products which ask for $15 a month?

     

    It doesn't matter that the game just came out, they are trying to pull subscribers from WoW therefore they need to offer similar quality from the get go. If they aren't able to provide that then they should have stuck to single player games.

     

    It is a completely unreasonable expectation. When WoW first came out it was dwarfed in content by Everquest. WoW had nowhere close to the amount of content as Everquest. They were years behind. It already takes forever to design a AAA mmog, and then expect them to also match 5-10 years of additional content creation in that same time, it is simply not a realistic expectation no matter how you frame it.

     

    Problem is people played themselves out before the game even went live. Same happens with most mmogs. the outcome wholly depends on what percentage of people those are... In WoW it was several hundred k who felt that way but soon became overwhelmed by an influx of new people who did not have those problems. Same may be here or else you might have a situation like other games with 250k burnouts out of 500k players and it becomes a mess.

     

    It would be absurd for a game to wait until they had 7 years worth of content for the most hardcore players developed before they launched. No game would ever get made.

  4. I realize that. But should a game that is the next generation of the genre itself need a first patch to make the game acceptably functional? I am going to reference WoW's launch here. It has a lot of problems. Most of them had to do with lag, server downtime, queue times, lag lag and more lag, but the combat system worked. Grouping worked, guild windows worked... etc etc etc...

     

    SWTOR is a good game, but it was released in a terrible state. Bioware did good in avoiding too harsh of queue times for most servers and the lag for me anyway is virtually non existent. No complaints there. But youd think Bioware/EA would have learned from other mmos and especially from their own beta what players expect from their gameplay/ui etc etc.

     

    Depends... Are people who are fed up with it people who have been beta testing for a while or people who started playing a week ago? It makes a HUGE difference in terms of perspective and what the real problems might be... and what can be remedied by updates.

     

    If people who blindly logged in for the first time on the 20th, having never played it before are fed up with the game and have nothing to do, that is a problem. If people who beta tested for a decent amount of time are bored or fed up, well that is par for the course and not indicative of much at all.

  5. The game needs combat log, dps meter, and threat meter. Opponents of these are baddies afraid of having their lack of skills exposed.

     

    Without dps meters it is extremely difficult to weed the good players from the mediocre and it also helps us get underpowered/overpowered classes fixed.

     

    Actually I would say that those who need that information to be successful are the baddies.

     

    Like I said it can be used for good but too often is used for bad, which I suspect you know something about.

     

    If they make it so people can opt out of publicly sharing their damage when they want then I am all for it.

     

    I don't want to have to play policeman/peacemaker when someone who doesn't know what they are talking about starts attacking someone else for what their meter reading is.... Life is too short...

     

    So if you read this BW, realize that allowing people to control if their logs are available to their group or raid should be up to them. There is no immersion reason why that information should be easily collected by everyone.

     

    If you can not figure out who is good or bad without reading a meter, I would suggest you are the one in need of becoming better at these games.

  6. My personal damage meter:

     

    1) I hit stuff

    2)

    A) it dies

    B) I die

     

    If 2-A, damage good. If 2-B damage bad.

     

    Done.

     

    I agree with this general sentiment.

     

    I am not against people having access to their OWN data, but sharing data or compiling data on others no go.. people should be able to block their data from being collected by others if they choose to do so.

     

    How much damage someone else is specifically doing in a fight is not something a character in the actual world would ever be able to preciously calculate... So if they do add this kind of stuff, I would like the ability for people to block the sharing of their own data. Not because there is anything to hide but because such information is often mis-used by people more often than used properly to improve anything.

  7. If someone gave me £130 million and said make a SW MMO I would have done this:

     

    1. Make all planets seamless, no instancing at all. If you have to queue for a mob to spawn tough luck, get over it as these things happen when a mmo is launched. The world would be totally free, you can go where ever you like, it would be just like in the film, hop on your speeder and explore.

     

    2. There would be a LFG facility but you would not be allowed to teleport to your flashpoint, you have to make your own way there to keep the game as realistic as possible.

     

    3. From level 20 - 50 on there would be plot crossovers so meeting the enemy faction will happen very often when you quest. You would be rewarded for killing enemy players and even get quests to take out their leaders. Yes ganking would happen, roll PvE if you can't cope.

     

    4. All towns would be protected by NPC guards but they would not respawn quickly and certainly not in HUGE numbers, towns would NOT be capturable but you could bring your entire guild and cause havok in them. The invaded faction would have to rally to expell the invaders.... If you do not like this we would have PvE servers.

     

    5. I would copy the UI from WOW, it works and is excellent.

     

    6. Priority would be given to crafting and the AH, I would copy from Rift.

     

    7. World events and world quests like in Rift would be on every planet to make teaming up an attractive option.

     

    8. Level design would be taken from WOW, love it or hate it that game has some awesome designed levels. A mix of very open terrain but with the odd choke point added for ambushes. Loads of life, small towns and HUGE Cities and the odd little outpost. No invisible barriers.

     

    When you pay a fee to play, you need to feel you belong in the world, you need to be part of it, it's almost your second home. SWTOR feels more like a chore than a exciting adventure, it's just too linear and too boxed in for me.

     

     

    You would have 50k players the first month and 10k players by month three.

     

    Most of the things you want are things players do not want.

  8. Fact of the matter is... No game starts out "Amazing". They all have their bugs, they all have room to grow. Its what Bioware decides from here that really counts. If I were unhappy with the game ( which Im not btw ) I would at least wait tell the next January update... but hey Im just rational like that I guess.

     

    And this can be one of the funnest part of any mmorpg... Growing and evolving with it... I don't myself staying around games long enough for that to pan out much anymore, but it is that growing as the game grows experience that can be really enjoyable. So sometimes I think people cut themselves short by jumping off right away, but sometimes you just know it is not a fit.

  9. All of that you would have figured out in the beta. Why bother continuing?

     

    I long ago gave up trying to hope for an MMORPG to be everything.... I got burned... Like the OP I had my game I invested a great deal of time and energy into before release to be disappointed... but I never did end up subscribing... So I do wonder on that basis...

     

    What did the OP expect to change from release until now? I understand following a game for a long time and it not ending up being what you want, but that would be pretty well established as beta wrapped up and plenty of time to cancel any pre-orders.

     

    At the end of the day MMOGs are MMOGs and they are likely always going to be MMOGs. I know sometimes we follow and hope and dream for something miraculous to evolve, but that is simply not likely going to happen.

  10. You must have been really mad, that you looked at my profile. Cute, it makes me smile I have that impact on people.

     

    NJ - Highest Per Capita Income in the U.S. :)

     

    And you know what "Radio Personality" means. LMAO.

     

    People in New Jersey are so rich they force people to pump their gas for them.

  11. Lol? what? 1k cap are you playing on a private server or something? most MMO's have a 10k - 20k cap.

     

    And if you read properly you can see in one of the OP and many other post we've stated that in most planets there is only 1 instance.

     

    This is not true. Modern day MMOGs have between 2000-3000 people maximum on a server. They may have 10000-15000 characters/players on a server, but peak usage is no more than a couple of thousand. Only a single world game like Eve has those kinds of single server cap numbers.

     

    The person who said most servers are capped at 1k are equally as wrong, though.

  12. I might offer a suggestion to the OP. Why not role an alt and then provide examples of how hard it is to compete as a lower level player against fifties. I think seeing a comparison of the two sides of the coin might help illustrate the point better.

     

    I can't judge one way or another, as I have not even played yet, still waiting for it to download and have been reading some of the discussions. Just trying to get some understanding.

     

    You have seemed to show yourself a capable PVP player, and that is great. I would just like to see comparable information from you at a lower tier versus the higher tier, as I think that is an important data point. Since you played a lot in beta, and likely leveled very quickly I have to assume you have not spent much side on the other side of the coin. I would just be curious to see some data based on your experiences as a low level player versus higher level groups.

     

    You certainly don't have to do it, nor am I demanding you do it, just something you might consider if you are interested in adding more data to the discussion.

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