Jump to content

Morsong

Members
  • Posts

    36
  • Joined

Reputation

10 Good
  1. Pretty much agree with you on this. The OP was offering a valid and well constructed viewpoints which is an integral part of what a forum should be; offering insight to others. I also love this MMO and want to see it improve.
  2. I agree. I love this MMO. I really do. So do most others. But that's why we're giving feedback to Bioware, because we all want to see SW:TOR improve. I was just saying the same thing the OP was saying 2 hrs ago on the Republic Fleet. While I was waiting for warzones to pop I just could not find anything to do. There were only 13 other people on the fleet, and only one wanted to chat. Pazaak would be a nice addition me thinks. I am going to take WAR as an example. I understand it's completely different and aimed towards PvP, but it was a lot more fun than TOR at times (the pvp part that is). WAR also had warzones (big mistake I think) but it contributed to the war effort. The main goal at the end of the day was to capture the enemy city. To get to that point your side had to capture enemy territory such as keeps and forts. I usually play in the morning, and would get together a small group or a couple and we'd go capture enemy territory. Even if we never saw any enemies for a while, we were still contributing and working towards a goal by capturing fortresses and keeps. We would say "well, this will make our side's job a bit easier towards the start of the evening because we'll have captured a bunch of territory to lead the war effort". With the goal set in mind there was always something to do even if nobody else was on. There was going to be a greater battle or war towards the end of the day, and even if you didn't see any action you still somehow contributed. This is what Bioware needs to do with SW:TOR. They need to somehow make open world pvp a necessary component so players are forced to duke it out. Warzones are just convenient small pvp maps, but convenience isn't always good. Part of the fun imo is organizing and working up to the point of the huge open world pvp fight. Unfortunately, it's all about instant gratification now it seems. People play MMOs mostly to connect and interact with many other people at a given time. This is no different. It will add a better community vibe overall. Sorry for the long post, but that is my opinion. I love this MMO, but like anything else, there is always room for improvement, and I am curious to see where TOR will be in the next six months.
  3. I posted this same exact thing in another topic, but I also think it's relevant in this topic as well. Here is my opinion on what would help SW:TOR a better, stronger MMO. Hear me out please.. I absolutely love SW:TOR. I have followed it since 2009 and remember when I was selected to participate in one of the beta weekends. Amazing, just an amazing game. Like others have said though, it feels more like a single player game with MMORPG elements rather than a full blown MMORPG. Here are a few things that I think would give SW:TOR that much needed boost: Economy In my opinion and I think most others agree, the in-game economy is not good. There is very little reason to go to the auction house. The reason why is because it is easier and near cheaper to get your stuff at a vendor. Armor, weapons, medkits, mods, etc. All of those things can be bought and easily obtained at vendors with credits, commendation currency, or just looting NPCs. Bad, bad idea. I don't suggest Bioware completely take out the NPC vendors, but don't have them sell items that are at your level. On each planet, set the levels of the items that the NPC vendors sell, below everyone else's suggested level for the planet and people won't buy as much stuff from the vendors. They will be forced to loot, and sell/buy it all on the auction house. This will provide for a stronger economy, and better supply and demand I would imagine. Bottom line for the economy: don't let the NPCs sell the goods, let the players sell the goods. This will force people to craft and buy/sell their product at the auction house (GTN) thus creating a better economy and even better, a stronger community. Open world PvP I cannot stress this enough, but with the addition of warzones there is very little reason to fight opposing players in the open world. Bioware does not get this, and neither did Mythic when they created Warhammer Online. MMO players love open world pvp. We have seen the posts over, and over, and over again, and I agree. Open world pvp helps bolster a community, and gives a reason for players to fight for their side. Warzones in my opinion, although fun, is a bad way to incorporate pvp into an MMO. I understand the concept making it simpler and quicker for players who want to pvp but don't want to take the time to join a raid party, but sometimes going the easy route is not the right way to go about. In WAR it wasn't as bad because it was classified as an RvR MMO and the main goal at the end of the day was to sack the enemy's capital city. Everything contributed to the war. This is not the case for SW:TOR. This is mostly a pve with pvp elements. There is honestly no point for open world pvp other than it's fun, but now people will rarely organize pvp raids because they can simply go into a warzone for fifteen minutes, and repeat. Just imagine if Bioware hadn't incorporated warzones at all. Do you not agree that players would organize pvp raids more often? Why? Because that would be the only way to pvp in the first place, thus creating a much stronger community. Bottom line: I know Bioware won't take their warzones away (I really wish you all didn't add them in the first place), but give reasons for people to pvp. I'm not talking about buffs and all that jazz either. Give people an option to capture bases or something that they can be proud of. WAR nearly had it right. The main goal was to capture an enemy city and to do that you had to capture territory. All in all it was fun, although horribly implemented in my opinion. Server Merges I understand that Bioware is finally merging the servers and raising the pop caps. Good choice! I've been itching to see more people on the planets I currently roam. It makes it that much more exciting. Just hurry up please or you will lose even more subs with each passing month. Community As you can see I bring up the word community a lot. That is because community is key to a fantastic MMO. Take every single successful and amazing MMO, and understand that they had/have a strong community. Although many people whine about the kids and idiots who run rampant in WoW, the passion does indeed make it more exciting and fleshed out. Give players tools to building their community. That is why people play an MMO. At the end of the day the regular MMO player isn't just going to solo (why even play an MMO in the first place?). They want to join groups and interact with other people. That is the whole concept of an MMO. SW:TOR needs that strong community vibe. Without it, it is stale and boring. Bioware, give players the tools to help build the community it needs. It has so much potential.
  4. I remember reading a while back that one of the devs stated something along the lines of "TOR is not a life-sim". This sort of irritated me because that person was basically saying "if we add barbershops or something to that nature then it will change the concept of what SW:TOR is suppose to be". Giving players options for customization is a good thing. It doesn't have to be a life sim, but it helps bolster that community and immersion vibe. There were many times in WoW where I simply just stood around admiring my surroundings. This is what an MMO is about, being immersed within the locations.
  5. No they said they're finally going to make these "super servers" or something to that nature. We just don't know when. The sooner the better though because people are dropping their subs each and every month. Just having more players on a server will help the community a bit.
  6. I absolutely agree. I really want to pull up a quote that one of the devs said a while back..they said something along the lines of "these sorts of features will not be implemented (or at launch I believe) because TOR isn't a life-sim". What they fail to understand however is that this is suppose to be an MMO. I don't care if your main focus is story or whatnot, but if this is suppose to be an MMO, then players want to customize their characters and ships. Give players tools to help shape their communities Bioware.
  7. Agree with all posts here. I love SW:TOR, I really do, but like others it is getting tiring pretty quickly. MMOs are about communities and having their players being immersed in the locations. I was shocked when I first heard the devs stating there would be no day/night cycles in SW:TOR. Why, oh why, is this such a big deal? Even the simplest MMOs had the day/night cycle, and I understand each planet would have a different cycle, but it shouldn't be that hard, should it? Just that alone adds to the immersion and makes it refreshing. Corruscant would be freakin amazing at night.
  8. I absolutely love SW:TOR. I have followed it since 2009 and remember when I was selected to participate in one of the beta weekends. Amazing, just an amazing game. Like others have said though, it feels more like a single player game with MMORPG elements rather than a full blown MMORPG. Here are a few things that I think would give SW:TOR that much needed boost: Economy In my opinion and I think most others agree, the in-game economy is not good. There is very little reason to go to the auction house. The reason why is because it is easier and near cheaper to get your stuff at a vendor. Armor, weapons, medkits, mods, etc. All of those things can be bought and easily obtained at vendors with credits, commendation currency, or just looting NPCs. Bad, bad idea. I don't suggest Bioware completely take out the NPC vendors, but don't have them sell items that are at your level. On each planet, set the levels of the items that the NPC vendors sell, below everyone else's suggested level for the planet and people won't buy as much stuff from the vendors. They will be forced to loot, and sell/buy it all on the auction house. This will provide for a stronger economy, and better supply and demand I would imagine. Bottom line for the economy: don't let the NPCs sell the goods, let the players sell the goods. This will force people to craft and buy/sell their product at the auction house (GTN) thus creating a better economy and even better, a stronger community. Open world PvP I cannot stress this enough, but with the addition of warzones there is very little reason to fight opposing players in the open world. Bioware does not get this, and neither did Mythic when they created Warhammer Online. MMO players love open world pvp. We have seen the posts over, and over, and over again, and I agree. Open world pvp helps bolster a community, and gives a reason for players to fight for their side. Warzones in my opinion, although fun, is a bad way to incorporate pvp into an MMO. I understand the concept making it simpler and quicker for players who want to pvp but don't want to take the time to join a raid party, but sometimes going the easy route is not the right way to go about. In WAR it wasn't as bad because it was classified as an RvR MMO and the main goal at the end of the day was to sack the enemy's capital city. Everything contributed to the war. This is not the case for SW:TOR. This is mostly a pve with pvp elements. There is honestly no point for open world pvp other than it's fun, but now people will rarely organize pvp raids because they can simply go into a warzone for fifteen minutes, and repeat. Just imagine if Bioware hadn't incorporated warzones at all. Do you not agree that players would organize pvp raids more often? Why? Because that would be the only way to pvp in the first place, thus creating a much stronger community. Bottom line: I know Bioware won't take their warzones away (I really wish you all didn't add them in the first place), but give reasons for people to pvp. I'm not talking about buffs and all that jazz either. Give people an option to capture bases or something that they can be proud of. WAR nearly had it right. The main goal was to capture an enemy city and to do that you had to capture territory. All in all it was fun, although horribly implemented in my opinion. Server Merges I understand that Bioware is finally merging the servers and raising the pop caps. Good choice! I've been itching to see more people on the planets I currently roam. It makes it that much more exciting. Just hurry up please or you will lose even more subs with each passing month. Community As you can see I bring up the word community a lot. That is because community is key to a fantastic MMO. Take every single successful and amazing MMO, and understand that they had/have a strong community. Although many people whine about the kids and idiots who run rampant in WoW, the passion does indeed make it more exciting and fleshed out. Give players tools to building their community. That is why people play an MMO. At the end of the day the regular MMO player isn't just going to solo (why even play an MMO in the first place?). They want to join groups and interact with other people. That is the whole concept of an MMO. SW:TOR needs that strong community vibe. Without it, it is stale and boring. Bioware, give players the tools to help build the community it needs. It has so much potential.
  9. Been playing since release and finally started getting into crafting. I never crafted in any other MMO because it was always daunting for me. I can see why so many people are enjoying it, and this article really helped flesh out the money-making process of crafting. Thank you so much!! Time to go roll in those credits now.
  10. 8/10. Incredible MMO. By far the best I've ever played.
  11. Agreed. People usually forget the launch of many major MMOs. They start out with not a lot of end-game content, even WoW started off with little endgame content. It didn't even have battlegrounds at first. And why would the devs release a lot of end-game content in the beginning? It's taking people at least a month to reach cap unless they power level through it, but end-game content will come. TOR launched Dec. 20 of last year and it's only Jan. 9. Hasn't even been around a month. It is going to get better, it already is.
  12. After waiting for an hour and a half it's nearly time for me to play, so I will be leaving you lot for now. It's been fun chatting and sharing viewpoints with all of you, and I want to say one thing before I head out: Hang in there!! I've been through a lot of MMO launches before, and this is pretty standard. These responses are pretty standard as well btw. It just a fact that a game of this caliber is going to attract interest, and everyone is really really eager to play. After a couple weeks that eagerness may die down, and so will the queues. People will start to adjust their own time to play TOR. On another bright note, we're all making MMO launch history. A few yrs later we'll all look back at this moment and be like "ah yes, I remember that".
  13. A little dramatic imo. If you look at the forums dev responses, twitter responses, facebook responses, you'll see quite a lot of responses from a lot of different ways that a lot of different devs and customer support members are posting from. They can't simply help every single person at the same time. That's quite impossible. In fact I was looking at Stephen Reid's twitter an hour or so ago and right when I got done reading responses that were 4 minutes old, 20 new responses came up. Compare that with any other MMO you've played and you'll find that TOR's customer support team far outweighs some others. That's my opinion at least. Feel free to flame..
×
×
  • Create New...