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MisterBK

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  1. It is depressing the crap out of me that as a Sentinel there's really only one correct choice of companion - it's far easier to get through quests with Doc than any other companion. Using Kira I'm more or less forced to use every ability I've got and engage in a life or death race against a single elite, whereas if I'm getting healz I can just merrily use a rotation of 3 or 4 buttons and be just fine by the end. This wouldn't be so bad if Doc weren't so insufferable towards a female character - he will hit on you, poorly, non-stop no matter what dialogue options you pick. No matter how many times you threaten to throw him out of an airlock or feed him feet first to Lord Scourge, he still insists on throwing out constant cheesy pickup lines. I gave the most cruel answers available the entire way through Balmorra, and STILL he wanted to join my crew and my only response choices were three variations on "yes". I do not want someone on my ship who would make me double check my door is locked every night. Either let me use another companion to equal effect, or let me beat his face with the hilt of my lightsaber until he learns some respect
  2. I don't think anyone will deny that PvP requires a carrot to drive it. The problem is just that you can't put the cart before the horse - you need to be able to enjoy PvP in the first place to be convinced a grind is worthwhile. If you hit 50 and are immediately crushed into the floor due to lack of gear, you are unlikely to have the necessary fun to want to keep going. Maybe you'll PvE instead, maybe you'll roll an alt, maybe you'll just quit. All bad outcomes for the PvP community. As time goes on the skill gap between a new player and an old one gets bigger, when you add a vast gear gulf as well it's very hard to sell a new guy on why he should spend 100 hours of his life getting made to eat floor in order to have a chance of actually competing evenly and enjoying himself. What's so wrong about making the carrot something that doesn't give you an advantage in the competition? There's plenty of things people strive for in the game that aren't directly beneficial, from comsetic gear to mounts to titles.
  3. Huttball is actually surprisingly enjoyable, purely because it genuinely rewards team play and punishes selfish behaviour. The teams that win are teams that know how to make effective use of the environment, understand how and when to pass and most importantly who can get players in effective positions BEFORE they're needed (running ahead of the ball carrier, so he has someone to pass to when needed). You just don't see that in other warzones, where you can be a perfectly useful member of the team just blindly attacking anything that comes near a fixed point The only thing I'd change is the air vents - instead of shooting you randomly they should have an arrow around their base that switches direction every few seconds and shows where it will take you. This makes them more tactical and eliminates the randomness
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