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Muesliac

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Everything posted by Muesliac

  1. Well, I can only speak for me, but you're pointing out precisely why I feel there is not enough endgame: "6 NM FP", "8 HM FP", "4 OPS". Aside from uninspired dailies, only content focused on grouping and raiding. Which is "what WoW offers" to a T. Only less. Because even WoW offers more to 'soloers'. And yes, while I had fun in the game with the class story and the occasional dungeon, this end game design isn't what I care for. It doesn't keep me interested in the game. So I play a class story, and cancel my subscription until I have gotten enough distance that I can play another class story through the game (since I can't even chose which planet to level on when). I really like the class stories. I wish there was more focus on immersion, exploration (no, playing Mario isn't exploration) and story telling instead of "the usual WoW crap".
  2. Okay, I have to admit, I am royally angry at the moment. I have been trying to get to the Republic Strength Datacron in Nar Shaddah for two hours. For those not in the know: It consists of a series of medium to very hard jumps, and if you botch one (regardless when), you fall all the way down and have to make your way back to the very beginning. First, a slap in the face to whichever sadist designed those 'challenges'. They are NOT challenges just because you have added every frustration factor known to man and then added difficulty. If I wanted to play a frakking Jump'n'Run with wonky controls, no save function and no 'lives', I would be a very sad person and should seek help. That said: Please, for the love of your own life, add some anti-frustration feature (like the /stuck command) to those very long and purely luck-based jumpathons! If you must, make me pay a few credits (adjusted to player level) to reset to the last jump, with a short cooldown, which can be circumvented by paying higher prices. If I botch a jump, I feel bad enough already. You don't have to almost let me die from the fall (thus necessitating regeneration), and then spend the next two minutes tracking back to the beginning of the sequence to make me feel even worse - and exasperated to boot. Just to fail the same jump fifteen times in a row (collision detection is a ******), finally managing it, and failing at the very next jump again. edit: Or maybe add some structure halfway down, so you only have to repeat a portion of the parcours. This is not fun, it's sadistic, in a 'let small puppy dogs bleed slowly to death' way. Oh, and to all you pros who managed all jump datacrons in your first go and have sucked on Mario's teat: Please, just be quiet. You're great and deserving of my adoration. I know I can't jump'n'run. Which is why I usually don't play them...
  3. Immersion and convenience do not necessarily exclude each other. Yes, some immersive features would make some things more inconvenient, but I think most of us would prefer immersive features that don't affect convenience at all (or positively). Secondly, immersion does not last "for one playthrough". I have no idea where you got that idea from. Immersion should 'last' every minute you are in the game.
  4. There is a concept called "escapism". In (very) short, everybody wants to escape from reality sometimes. As wikipedia puts it: "A mental diversion by means of entertainment or recreation, as an "escape" from the perceived unpleasant or banal aspects of daily life.” "Immersion" does not mean that people clamouring for it want to have their toon have a whole, simulated life (note the 'escape the banal aspects of life'). It means that they want to forget about reality for a time. And immersive elements helps that a lot. But making a game "more realistic" does not help immersion; it may even break immersion. Immersion: Present a believable escape (another concept: Willing suspension of disbelief!) from reality that makes it easy to get lost in, but without catering to the banalities of real life. And this understanding has to be sort of a baseline before you can even discuss "immersive elements".
  5. These are game mechanics unique to those fights. Which means they are not really game mechanics, but rather 'fight mechanics'. Which makes them pretty much puzzle mechanics in my book (and TvTropes' book). But of course, your opinion may differ.
  6. This is why I wrote "more than a game", and not "not a game"... As the rest of your posting is more of a patronizing rant how either the game has to be a full-on, 100% correct simulation OR a 100% non-immersive game-only, I'll forgo commenting it in detail - because, frankly, it's a strawman argument from your side: "Either you have to put up with a bladder meter, a poop meter, a hunger meter, a cold meter, [cont. ad nauseam], or you are not allowed to criticize a game for lacking immersive elements." And that really is no argument at all.
  7. Ignis' minions are invulnerable if you don't "puzzle-kill" them (kite them trough lava, then water ->boom). Magmaw has a unique mechanic that let's you 'circumvent' much of the fight: If you chain him down, he takes insane damage for a short time. Again, chaining a boss down is pretty much unique to Magmaw. But agreed, there are better examples for puzzle bosses in WoW: Take Karsh Steelbender, who is nigh invulnerable if you do not utilize a mechanic unique to the fight, and stack up those 'exposed to lava' debuffs on him. Or even Corla. If you don't take advantage of the beams and time them correctly, you can't win the fight. I'm going by tvtropes' definition of a puzzle boss here: Impossible (or VERY hard) to defeat if you don't use some feature of the 'arena' to your advantage.
  8. Apparently, you don't understand MMORPGs. They are supposed to be more than a game. They are supposed to create the illusion of a living, breathing world. That is a big part of their appeal for a lot of people. It's what keeps many players paying for the game, even if there's no new content. And unfortunately, some developers have begun to forget about this. That said, most of my 'immersion breakers' are related to TOR not feeling alive, but, well, like a game: - The ship is absolutely static: Companions don't move, don't interact (how cool would it be to maybe have them play a round of holo chess once in a while?) - The loading times. - My character apparently understands every alien language, but only in conversations. When I look at the billboards and other writing, it looks like gibberish to me. Same goes for the announcements in alien language. - The NPCs everywhere in the world are static. They're not "characters" at all, they're signposts for quests or animated background noise. - The unfortunate decision to make tube levels... er... 'zones' so prevalent. - Can't sit on chairs :-( - There is no weather, there are no day and night cycles. Living-breathing world? Paintings. Don't get me wrong: Many of these paintings are really beautifully done. I loved the look of Nar Shaddah when I was questing through it. But after that? No reason to visit ever again. Even just for goofing through, it is too much of an annoyance (cf loading screens).
  9. But... WoW has puzzle bosses (Ignis, Magmaw to name two)? Plus: What you're counting up as "TOR does different from WoW" are minor features. The main feel of TOR is very much WoW-ish. This becomes more apparent if you compare it to other MMORPGs (e.g. The Secret World). For example: - The zones are for levelling only. Once you're through with them, they might as well not exist. Also, and related: The 'quest string' leading you through every zone. Very similar to WoW. - The way level-ups are handled. From level 10 up you get a skill point every level which you can spend in one of three trees. Every next tier of the tree needs 5 points invested in the current one. - The design of gear. It's basically only there to provide you with stat points, same as in WoW. There are no 'incomparable' modifiers that would serve to keep gear useful: A level 30 robe for a Jedi Consular will ALWAYS be be better than a level 10 robe for the same class. - The combat in itself mirrors WoW's to a T. While that form of combat has been prevalent in MMORPGs for years, newer MMOs (Guild Wars 2, The Secret World) at least try to shake things up a bit. TOR is very WoW-like. Maybe even the MMORPG that mirrors it the most. In all honesty, it takes trying out other MMORPGs to really see and feel those similarities - trying to reduce them to a list is a behemothian undertaking.
  10. Thank you for telling me the method I already use in.. uh... pretty much every MMO ever . Again: It's not about the method, it's about the engine's perceptible clunkiness.
  11. I agree with your general sentiment: Players want to feel part of an over-arching gameworld. They want to be part of it, and do their part: They want to immerse themselves. Yes, even the most hard-core PvP freak wants immersion. MMORPGs have to be more than just games; they must be worlds. A personal story can be a strong link to your character, and through it, with the game world. But as you rightly say: Story cannot be produced as fast as it is consumed. So it's up to other factors to make you feel like a significant part of the game world. One, you identify as "community". I agree: Of course, community can be a powerful integrator; perhaps it's even the prime integrator into a world there is. because nothing socializes like a genuine human being. But apart from that, there are other things that can be done: For example, Class Identity.I remember in Vanilla WoW, I felt like a Priest, even when grinding mobs or helping people through a dungeon. I did not feel like I was grinding or dungeonrunning. I felt like being a priest. Part of that surely was that I had committed to one build, and that one build was all I had - it shaped me as I had shaped it. Part of it was that I looked the part, and so did my spells. Part of it was that I had class quests that reaffirmed my status and role in the world: Help the sick and ailing. With time, all those things eroded. More talent specs were given, my role, my identity diluted. My gear began looking like it belonged to a crazy mage/clown/raptor hybrid. Class quests were taken out. Class identity was gone. There's one other game that did class identity well, in my book: WAR. I always felt like a Warrior Priest, a Shadow Warrior, a Chosen of Khorne. It didn't have class quests, but it had very distinct class functions and gear. I could immerse myself there. TOR regrettably falls short of that goal. Even though it plays to the immersion factor: "Personal quests" were never as poignant as those in TOR. But the thing is: In those personal quests, I play a very specific character. One that everyone else also plays. And the second the personal quests are done, this character vanishes completely. I feel like I'm sitting on a strange toon, with no personality imbued by hours and days wandering the game. Secondly, they do have class armours. Mostly. BUT: They don't look very much StarWars-y after a certain point. And to top it off, the game world in itself is very sterile and lifeless. If TOR managed to play to the immersive strength inherent in TOR, it would really help its longevity.
  12. Personally, if given those three options, I'd say that it's the Hero engine who puts me off from playing TOR the most. But not for the reasons listed by iheartnyc. I have played an IA to 50, a Sage to 33 and quite a few low alts. Which means I spent some time in the game. And I still struggle with the game's camera. It just is too jerky and somehow is fastened at an odd point of my character. It also annoys me that after almost a year, I still cannot for the life of me find that godbammed option that prohibits the camera from snapping back to the standard Over-The-Shoulder view the second I move. Thirdly, as stated in another thread, the engine is simply not suited to all those jumpathons we players have to beat to get most Datacrons. Fourthly, the engine has strange collision surfaces at times. I dimply dove it when I dry to jump... and something holds me, resulting in me botching the jump. Fifthly (is this even a word?), the long loading times and segmentation of the world. Eugh! I don't think I need to elaborate that one.
  13. True, it's not impossible. But it's Fake Difficulty. It's a difficulty that is not primarily dependent on the skill of the player, but has many more factors that decide if you succeed. And many of those datacron jumpathrons are rather unforgiving if you fail a jump. That does not make them impossible. But it can render them very annoying. I have no problem with failing a challenge because I suck at it. But I find it grating when I fail a challenge because the tools I'm given to beat it are faulty. It makes me angry at the game's designers. And if a patch apparently introduces new bugs that make those 'unfair' challenges even more unfair... well, I'd skip them altogether if i wasn't such a completionist. Secondly, on a minor note: Some people see those platform segments as a welcome change. Some don't. I, for one, loathe platform games. I am simply no good at them, and that is why I play other games. And that is why I dislike this shift in gameplay. I'd rather have had some more exploration-type datacrons where you really have to look to find it (the one on Taris in the basement of the Hospital is great in that). But, as I said, minor note.
  14. Well, there are people who just recently re-subscribed, and just as recently discovered that 'their' names were no longer theirs. For example, take me. I made a Smuggler with a name I dearly wanted to have in the head start period. I didn't play that character much because I was stoked to see the IA's story. The name didn't fit an IA, however, so I put the Smuggler on the back shelf and played the IA. I then had to take a prolonged break from TOR for personal reasons, and just three days ago came back to finally play that Smuggler. Only to find that she (and another character) was in need of renaming. Even though she was still on my home server (Vanjervalis Chain). Now, the name is an insanely popular one, and I was surprised I had 'gotten' it in the first place. It somehow makes losing it now an issue I otherwise likely wouldn't have had at all. Anyhow, my incentive to play that Smuggler now is zero, and I wonder why I re-opened my account in the first place.
  15. I'm not sure if this is a "casual" vs "hardcore" debate. I would rather surmise that BioWare developed a game that is simply lacking in several key features that affect many players regardless of gaming style. In essence, it is very hard to perceive TOR as anything other than a game. And that is bad for any MMORPG. They work if they are perceived as more than a game - say, a virtual world where you can meet friends and strangers, which you can explore, and which feels 'alive'. And I think that all players appreciate such qualities in an MMORPG - be they casual or hardcore. I also think that is one of the reasons why WoW has had that much a stranglehold on the market for so long. Because it was more than just a game. It gave the feeling of a huge, fantastic world of which every player was a part. TOR does not, for many reasons. A few would be: - No day/night cycle - Tube worlds - Heavily segmented game world - One hub per faction - Very static - The game is much too noticeable. Planets are not planets, but 'zones to level through, to never be visited after." The rare case where you do have to re-visit an old zone just makes this much more apparent, since you only visit a single story area for a cutscene anyway. I would propose that many of TOR's shortcomings stem from these misconceptions about what people want from an MMORPG: That a MMORPG that is no more than a game is acceptable. As long as we put in raids (sorry, operations) and big shoulder pads, everybody will love it. Yes, those things can help retain customers. But if the foundations of the game don't feel right, those features are no help at all.
  16. To be honest, I didn't stick around. I'm more or less checking up on TOR once a month, if that. This time, I saw that thread and decided to respond. So here are my five reasons why I left (me being a huge Bioware fan until DA2, and a StarWars fan to boot): - The engine. No, I'm not kidding. I hate that I have to endure multiple -long- loading screens only to get anywhere. I hate that I cannot rotate my view around my running character without it snapping automatically. And since there are so many jump-and-run sequences that require near-perfect timing and aim, and the engine definitely is not suited for that, it makes those sequences a major pita. So much in fact, that I'd given up on collecting holocrons after Nar Shaddah. - There is no variability when levelling up. You will always run through all the same planets, and 80% if not more of quests will be the same. I cannot stress how much that put me off from re-rolling alts. - All characters are basically humans. That's one thing that drove me back to WoW, to be honest. Because its races differ]. Playing a troll feels totally different from playing a Goblin. In TOR, whether I play a Chiss or a Zabrak: Animations are the same on every race. Only thing that changes is the face. And as soon as you wear helmet, even that is gone. So there's almost no identification with my played race, and thus: My toon. - Worlds are tube-like and lifeless. Also, many don't feel vast and explorable. Exploration as a whole isn't a big thing in TOR apart from those horrible jump-and-run holocrons. I love being able to explore a vibrant world (being a Bartle-ESAK). In TOR, there's nothing to do on any world once you've quested through it. It's an empty, lifeless shell. - It's too much like WoW at endgame. I'm sorry if I'm going there, but that's my biggest gripe with the game. It was my one, big fear when I frequented these here forums before the launch, it sadly came true. Endgame is raiding, grinding and daily quests. Three things I avoided in WoW, three things that comprise the entire endgame for TOR. Three things I absolutely and mercilessly loathe. There are more minor gripes, but that just about sums up my major beef. I had high hopes for TOR, but in the end, it fails for me because of the very same reasons every MMO before it failed since WoW: It tries too much to be WoW in certain aspects while deviating in others, delivering a WoW 1.5 to a player base that has had enough of WoW. I don't know who made those decisions (game designers or shareholders/managers), but they should in my humble opinion be fired for incompetency. And I'm not sure if I should be sorry for being so blunt.
  17. Mir geht in einigen Fällen so wie Jalfadur, besonders was die offene Spielwelt angeht. Design der Spielwelt: Genau das ist für mich auch der größte Kritikpunkt an TOR: Vor Release wurde vollmundig versprochen, dass man sich -angesichts der Schlauchwelten in anderen Bioware-Spielen- keine Sorgen machen bräuchte: Es würde alles schön offen sein. Nachdem ich alle Planeten gesehen habe, bleibt von diesem Versprechen nicht viel übrig. Es fühlt sich verflucht schlauchförmig an. Zu viele Gebiete laufen ab nach dem Schema: "Starte bei Punkt A, und laufe den Schlauch bis Ende Z. Dann wirst du alle Quests erledigt, und keinen Grund mehr haben, in dieses Gebiet je zurückzukehren." Es gibt durchaus Ansätze von Ausnahmen (Hoth z.B.), aber viel zu wenig davon. Einen extrigen Punkt soll mir hier die Beute wert sein: Mobs droppen genau zwei Dinge: Grauen Vendorloot, der sich nach Mobart unterscheidet und "Nützliche Dinge", die aber von der Mobart komplett unabhängig sind. Vergleichen wir da mal WoW: Da droppen Feuer-Elementare Dinge, die man nur bei ihnen bekommt und die fürs Crafting nützlich sind. Da droppen nur Satyrn Teufelsstoffe. Da droppen nur bestimmte Gegner bestimmte Verzauberrezepte. Wozu das gut ist? Damit bringt man Spieler jeden Levels in die Spielwelt! Wenn es eben nicht total egal ist, wo ich bin und was ich schnetzle: Es kommt das gleiche dabei heraus. Sowas gibt der Welt ein mehr an Tiefgang und "Wiederbespielbarkeit". In TOR leider GAR NICHT vorhanden. Statik der Spielwelt: Ein anderer Punkt, der für mich ein gutes (MMO)RPG ausmacht: Wie sehr sich die Spielwelt lebendig anfühlt. Ein Beispiel dafür, wie es richtig geht, sind die Elder-Scrolls-Spiele: Es gibt Wetter, es gibt Tag/Nacht-Rhythmen, es gibt NPC-Zeitabläufe, es gibt mehr oder weniger gescriptete Events (wie Jäger, die durch die Wildnis ziehen). Für mich eins der tollsten Erlebnisse in dieser Hinsicht: LotRO. Ich war beim Worg"farmen" in den Nebelbergen, als ein Schneesturm aufgezogen ist. Plötzlich hat man keine drei Meter mehr gesehen, der Wind hat geheult, überall nur noch weißer Schnee. Der Mantel meines Jägers ist vom Wind hin-und hergerissen worden, und plötzlich sind drei Worgs vor mir aufgetaucht. Gehört hatte ich sie wegen des Sturms auch nicht... TOR ist in dieser Hinsicht wie ein Gemälde: Es sieht toll aus, aber ist komplett statisch. Ich weiß, dass es eine bewusste Design-Entscheidung war, keine Tag- und Nachtabläufe zu haben, damit jeder Planet sein eigenes "Feeling" hat (wobei Taris beim Imperium deutlich dunkler ist als bei der Republik; gehen tut's also). Aber was dabei gern vergessen wird: Dauerhaft ist es deshalb unglaublich langweilig und öde, auf einem Planeten zu sein. Es ändert sich nichts. Übrigens eine der -für mich- besten Änderungen in WoW: Als das Wettersystem eingeführt wurde. Hat dem Spiel ein riesiges Plus an Atmosphäre beschert. Bevormundung der Spieler: Da ist BioWare leider groß drin. Beispiel die Texturqualität. Statt die Spieler selbst entscheiden zu lassen, wie gut ihre Charaktere aussehen, wird da gesagt: "Ist für die meisten Systeme nicht performant genug, also bieten wir die Option lieber gar nicht an". Es wird automatisiert, wie gut das Spiel in welcher Situation aussieht. ich kann noch nicht einmal sagen: "Ich möchte wenigstens dass mein Charakter hoch aufgelöste Texturen hat - schließlich habe ich den die ganze Zeit im Bild." Grundsätzlich denke ich, dass BioWare mit ihrer Einstellung Recht hat: "Players are idiots". Ich komme aus der Branche, ich weiß wie blöd sich Unbedarfte bei allem anstellen können, was Computer heißt. Trotzdem - oder vielleicht gerade deswegen- ärgert es mich irgendwie, wie weit ich von BW gesagt bekomme, was ich tun kann, und was nicht. Sogar die UI (zwar besser als die von Skyrim, aber das sagt genau gar nichts) kann ich nur minimalst anpassen. Das mag zwar am Anfang nicht so arg stören, mit der Zeit wird daraus aber einfach ein "Jucken, an dem man nicht kratzen kann". Und auch, wenn ich da wieder das böse WoW aus dem Schrank hole: Für mich macht ienen großen reiz dieses Spiels aus, dass man sich seine UI wirklich so zusammenbasteln kann, wie man sie braucht. Teils logge ich mich in WoW einfach für eine Stunde ein, um mal wieder "meine" UI zu genießen. Fazit: ich mag vieles in TOR wirklich. Ich liebe es, dass man sich so Mühe mit den Klassenstories gegeben hat. Ich mache sogar die zusätzlichen "Töte X"-Quests in TOR gerne, weil sie ansprechend präsentiert sind, und selten in echten Grind umschlagen. Der Sound ist super, und auch das Kampfsystem spricht mich persönlich an. Ob ich einen Sniper spiele oder einen Jedi-Ritter: Himmelweiter Unterschied im Spielgefühl! Ich liebe den Schwierigkeitsgrad, und wie man von den Klassenquests graduell dazu erzogen wird, sich mit seiner Klasse auseinanderzusetzen. Aber die Spielwelt fühlt sich tot und leer an, wenn man einmal durchgequestet hat. Sogar die Holocrons sind da ein "einmal geholt, jetzt bin ich aber endgültig fertig mit dem Planeten"-Ding. Ich habe schon vor Jahren geschrieben: Abwechslung und kleine sich verändernde Dinge halten eine Spielwelt frisch. TOR fühlt sich in dieser Hinsicht an wie Zwieback. Oh, und Raids/Markengegrinde als Endgamecontent sind für mich eh gestorben.
  18. QFT. I'm so tired of heroics/raiding being the end all and be all of any end game activity. I mean, fine, let the people who enjoy them run them until they've worn a rut into the plaster. But don't intertwine all other possible ways of getting decent gear into them.
  19. Heh, you captured my favourite two pet peeves in TOR. "I'm sorry master - please don't deactivate me!" - and he brings me shiny-purply things. "Eh, that was easy". Yes, naturally, my minion, showing up with nothing is easy, imagine you that! And then I'm in a heated fight, lightsabres and blaster bolts everywhere, grenades. It's madness! And suddenly, my trusty C2-N2 walks calmly up to me, tips me on the shoulder, and shows me some holo of a Huttese dancer. I'm busy, you worthless piece of crap. Why can I not install a restraining bolt to keep you from a)ever talking and b)ever interrupting me when I'm getting headshot. Go, work some more, and don't you dare tell me about the results. Just deposit them in my ship's cargo hold and shut up. Blasted droids. By the way, I do love that "Don't kick the sad puppy"-look of C2-N2 :-).
  20. Sogar jetzt gerade in diesem Moment hat WoW teils gravierende Bugs. In komplett Northrend funktioniert die Autoattack der Vehikel nicht, was viele der Vehikelquests extrem schwer bis unschaffbar macht. Im Hyldstreff verschwinden gerne mal die Drachen unter einem - man fällt in den Tod. Gegner werden an Orten gespawnt, wo sie nichts zu suchen haben und potentiell tödlich sind. Es werden immer noch Ressourcen unter der Erde angezeigt (sprich: Man sieht sie auf der Minimap, kann sie aber nicht abbauen). Der Kampf gegen den Krokodilsmeister in Uldum ist dermaßen verbuggt, dass man mitten im Kampf tot umkippt, ohne getroffen worden zu sein. Laut Support sind das unsichtbare Krokodile unter dem Boden. Manche Questbosse registrieren nicht richtig als getötet - so, dass man sie teils zwei bis fünfmal töten muss, bis man den Kill angerechnet bekommt. Der Dunkelmondjahrmarkt hat anscheinend auch jede Menge Bugs, die teils extrem in den Spielfluss eingreifen. All diese Probleme sind Blizzard mindestens seit Monaten bekannt. Bugfixes? Ja, das kann dauern, sie können da keine Angaben machen. ...Und da fragt jemand in TOR, wie lange man kulant sein darf/soll/muss? Ich sage mal so: Das muss jeder für sich selbst entscheiden. Aber ich frage mich ernsthaft, warum TOR da mit so viel Missgunst und Häme entgegnet wird, und mit viel weniger Bereitschaft als bei anderen MMOs, auf Fixes zu warten. Bei TOR muss alles sofort perfekt laufen. Bei WoW passt dass schon, wenn bestimmte Sachen auch nach Jahren nicht gefixt sind, das ist ja Blizzard, die darf man nicht kritisieren. Und zu guter Letzt muss ich sagen, dass ich in meinem einen Monat TOR weniger Bugs (sprich: Genau einen, der meinen Spielfluss für drei Minuten gestört hat, bevor ich ihn selbst lösen konnte) erlebt habe, als in den drei Tagen, die ich in dieser Zeit auch WOW gespielt habe.
  21. Dieses MMO macht aber auch keinen Hehl daraus, dass dessen Designern Clippingfehler am verlängerten Rückgrat vorbeigehen. Da clippt nämlich fast alles lustig durcheinander, was man in die unförmigen Finger bekommt. Von daher solltest du den Zusatz "und nie Clippingfehler daraus entstehen" nicht weglassen. der ist nämlich das essentielle an dem Satz. Machen kann man lange Haare schon (fände ich auch toll, hab' selber sehr lange), nur wie gesagt: Es kommt da immer zu Problemen. Und Bioware hat sich halt gesagt, dass sie deshalb vorerst(? Hoffentlich !) darauf verzichten. Es ist halt eine Design-Entscheidung. Andere Entwickler treffen sie anders. Viele Spieler sagen: Clippingfehler bekommt man immer irgendwo und irgendwann, besonders in MMO mit ihren tausenden von verschiedenen Rüstungsteilen, da können wir auch bei Haaren damit leben. Zu denen zähle ich mich übrigens auch.
  22. Ganz sicher? Ich hab' meine ^-Taste auch umbelegt (auf Begleiter angreifen lassen und Rückrufen mit Shift), und trotzdem geht nebenbei das CS-Interface auf, wenn ich es drücke. Oder muss es die Lautstärke sein? oO
  23. Eigentlich nicht. Kann mich an solche Kasper aber auch kaum erinnern. Ein, zwei, ja. Ausnahmefälle. Ich hatte sogar den BeleSNG aktiviert. Aber evtl. hab' ich zu anderen Zeiten als Du auf Bele gespielt? Ich kann mich z.B. an eine Festlichkeit erinnern, wo es Pferderennen gab, an denen immer nur eine bestimmte Anzahl an Spielern mitmachen konnte. Wer quasi als erster am Anmelder geklickt hatte, der kam zuerst dran. Und auf Bele haben sich da ordentliche Schlangen gebildet, obwohl man so teils stundenlang gewartet hat. Aber da wurde dann eben geratscht, oder Musik gemacht, oder, oder... Stell' dir diese Mechanik irgendwo anders vor: Vier Leute dürfen alle halbe Stunde ein Rennen austragen; Nur einer gewinnt. Fünfhundert Leute warten...
  24. Ich sehe das genauso wie du. Aber leider (und, ja, ich habe eine Zeit lang auf verschiedenen PvP-Servern in verschiedenen Spielen verbracht) wimmelt es auf PvP-Servern vor Leuten, die genau solche Sachen erst als lustig sehen, und genau deshalb auf einem solchen Server sind. Die sind nicht daran interessiert, dass man anderen da vielleicht hilft - deren größtes Vergnügen ist es, anderen den Spaß zu verderben. Und ich bin inzwischen so weit, dass ich - obwohl ich faires PvP durchaus mag, und auch den Nervenkitzel beim Questen- nur noch auf PvE-Servern spiele. Einfach, weil da dieses unsägliche Klientel weniger prominent ist. Und auch weniger ausrichten kann. Wahrscheinlich gibt es sogar gerade deshalb weniger von ihnen...
  25. Also, mein "Ende" hat mich ganz und gar nicht enttäuscht, im Gegenteil. War überrascht, dass ich diese Möglichkeit bekomme (abseits davon, den Kodex zu behalten oder zu zerstören):
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