Jump to content

Spiritume

Members
  • Posts

    9
  • Joined

Reputation

10 Good
  1. Server pops: Most of the time, three are standard, the rest are light. You might be able to save your paying NA playerbase before it is too late by consolidating the servers asap. Thanks
  2. Conrad, Your reponse did allow me to consider perhaps the evolution of the gamer as a factor, more than I had. However, I would add that the Swtor experience is very similar to Warhammer which didn't fair so well in the end. I think an attempt to drive players into more interaction, dependency could go a long way in creating a more lively feeling to the world.
  3. I'm sorry that is all you got. I was really try to illustrate how the game doesn't really seem to establish a social base between players, combine this with a non-eventful, world reaching and lively chat and one is left with a rather empty feeling single player game with a local chat feature. I am in a guild, which helps to a degree, but the continued sense of this being an isolated, single player experience persists. However, I will say that the single player is enjoyable.
  4. Greetings, I really want to make this my game, but each time I try, the reality of the Swtor experience leaves me wanting more. 2x 50 levels, a few quick p/u groups to knock out a heroic or do a daily, and its back to the lonely road with my companion in tow. A mostly silent chat, completely soloable content until 50, no bonds, few friends and a feeling that this game has no legs...... Years ago, I remember the excitement, thrill and overpowering sense of being my brother's keeper and he/she being mine, as myself and group of low level adventurers embarked in crossing from Qeynos to the land of Freeport in a game called Everquest. No maps, no vent, no clue really....just a group of low level characters forced to depend on one another to reach a common goal. It was experiences like this and a thousand others along with a living, lively chat that developed and maintained social bonds that continued until it was time to move on to the next big thing. For the most part, this pattern of forced dependency and unrestricted communication continued into WoW though to a somewhat lesser degree. Nonetheless, the social experiences and bonds were maintained with world chat, annoying noobie chat, and all the regular drama that could be seen by anyone wanting to tune in; the world felt alive. you needed others to move forward and they needed you; making long time in-game bonds/friends was a reality and kept you coming back. Swtor has overlooked the essential aspects that keeps people coming back: social bonding and a world that feels alive. With so much work into the voices and quests, how could the basics have been so overlooked?
  5. Title is wrong. Wow is WoW and SWTOR is SPACEHAMMER!
  6. Title sums it up. I've played several Bioware games and this game displays Bioware's ability to make a fun rpg. I've also played DAOC and Warhammer, and this game displays Mythic's inability to recreate the success they had with DAOC. The end game pve and pvp is classic Warhammer (Mythic's 2nd large MMO) Fail part Deux. What part of BALANCE the Classes isn't understood? Balance the classes, nobody likes to get repeatedly kicked in the groin without any chance of retribution or payoff. If a warzone full of sorcs and republic always bringing up the rear in damage doesn't set your often spoken of game monitoring Metrics into warning mode then you need to get into some warzone's and forget your BS metrics and the ability to measure every time a player farts. I could care less if u can measure every time I hit /dance. Pay attention to what counts not what you can impress the suits with. Failure to balance classes and lousy high-end pve destroyed Warhammer. The game is pretty good pre-50, but at 50 this game is lousy. Speeder bike armament run on Ilum..........anyone?
  7. I'm going to have to agree with poster's concerns regarding Ilum, in fact the pvp problems overall are fairly substantial. If you played Warhammer, the problems seem very similar: massive CC, poor performance, poorly thought out Open PVP design. Faction imbalance was solved by Mythic in DAOC , but they have messsed it up here just as badly as in Warhammer. I'm really wanting to like this game, but I'm seeing basic mmo design flaws (no world chat..really.... in an mmo?) and pvp failures being re-visisted in what is the most expensive MMO to date. The Bio-Ware quests, storylines are spectacular BioWare goods. The MMO is WarHammer-Mythic failure. PVP has to have class balance and there has to be a way for the underog to advance and even get a win now and then or bye bye pvp. There isn't much else to do at lvl 50 so hello alt or bye bye Bioware.
  8. I'm enjoying most parts of this game immensly, at the same time, I'm troubled by the amount of CC in pvp and the resulting (never-ending) stun locks and snares. Is this an issue for anyone else, or has it been a point of contention previously? Any idea if it will be addressed? 300 million should buy the best PVP around.....just saying
×
×
  • Create New...