Jump to content

Troezar

Members
  • Posts

    66
  • Joined

Everything posted by Troezar

  1. You need to go niche for this. Try Eve there are consequences there, harsh ones but the masses can't handle that. The big boys just want to turn a profit quickly which means pandering to those same masses. Make it easy, make it quick and have no consequences. Some people would like life to be like that too but as we know it doesn't work like that ;-)
  2. There are much bigger issues with this game. Lobbyists have ruined many a game, hopefully they ignore this along with calls for other minor changes and fix basic bugs and gameplay issues.
  3. Modern designers hadn't yet twigged that endless consuming is not enough, there is always something missing. Allow players to create as well and they'll be hooked for years. Whether it is there own house, clothing, vehicles etc. but it had to have meaning and should require some work to have value. The raid model as end game is tired and worn out, time for something more dynamic and unpredictable and long lasting. Not easy to do or we'd already have it!
  4. It's a theme park mmo, they will never have enough content. The future lies in a hybrid theme park/sandbox giving people things to do between spoon fed content. The next big game that gets the balance right will make a lot of money and last a long time. Personally I can't wait for this trend to blitz content in the shortest possible time to end. I want to be able to create and explore and pvp without it all being worthless in weeks or months. Sadly the games won't change until the gamers change and that takes time....
  5. They should just put a timer on the max you can lose control for and a minimum time between them so you can't be chain stunned.
  6. I don't know why they don't just give them more survivability? More damage avoidance maybe? After all regret are supposed to evade enemies so not to much of a stretch to make them harder to hit. Might make people take more accuracy and less power to deal with them...
  7. There's a much better solution to this that I've suggested previously. Reduce the damage that successive attackers do to a target. E.g. three smashers attack near you, first does 100% damage the second does 66% and the third 33%. TTK is reduced but single target damage is unchanged and prevents the unintended stacking of attacks and crazy spikes in damage. Obviously the values can be changed/fine tuned. I would like to see changes phased in, small changes until the best balance is found. Healers can still be burned down, even one attacker can do that. It will make for more tactical play and less focus on more and more damage.
  8. Sure it says it doesn't stack with other consumables. Rested XP is not a consumable but does the code treat it as one? Not sure about mob XP but quest reward XP does seem to benefit.
  9. The issue is your speeder not your skill. Some speeders have a level requirement others will adapt to your current skill level. You need one that will adapt to use it at that level. I just skip lvl 2 and save some money....
  10. If other games have managed it it can't be impossible to do. This game is good but needs more flavour to be great which includes more player generated content. Players are moving on and games need to too, the beauty of an mmo is it can evolve over time, hopefully this one does too....
  11. I would be happy with something on the scale of old school vanilla AV. That used to be fun and is very lacking in swtor, wz's get old fast if you play them most of the time.... I want to see companions usable too in all world pvp, make them more useful and tactical then they are currently.
  12. The crucial piece of information is missing as it usually is with these questions. What is your screen resolution? More pixels to move around needs more power.... Unless you have a very high resolution I would think that card would be adequate.
  13. I find it odd there are so many assumptions that you would have to write new stories. Just make them an extra choice once you had unlocked an existing class. You don't have to have a class story, most people would just be happy with some more variety. I'm still all for a third faction, criminal underworld, Hutt Cartel and/or Black Sun. Maybe two extra classes Pirate, Black Marketeer. One with a tanking tree and the other with a healing tree it wouldn't be as much work. Let them play either side on existing wz's and design new ones for three factions. Allow smugglers and BH's to defect to the neutral faction. Makes sense to me :-)
  14. As an Englishman I support this. Russia is a huge country and no Russian language option is a real oversight. Besides, what else do Russians have to do in winter other than play swtor? ;-)
  15. You go to every thread and have digs about cash....on the flip side I bet you have lots of spare time on your hands...
  16. It may not stack for mob XP but it does stack for quest completion XP. At least the major boost to all sources does for my level 40 Op.
  17. I'm all for incremental changes, so start at 95% and work down. As for implementing, if the classes are balanced an across the board reduction in damage is balanced by its very nature. Agreed, healers need some thought, how about a healing reduction to go with the damage reduction but by a lower amount?
  18. TTK or Time To Kill is always a problem to balance with pvp and pve to consider. How about for pvp only when player A attacks player B player B acquires a buff reducing the damage that Player A does to them? Say damage is reduced to 80%, TTK then increases without having to mess with any gear or stats and didn't mess up pve. Now say that this buff stacks. In a 2v1 player B gets longer to survive against the double team yet can still do 100% damage to either of them. Makes for a more fun fight as far as I can see and encourages people to pick match ups rather than 4v1 as 0.8*0.8*0.8*0.8 isn't an efficient way to use your dps. With some fine tuning to account for healers and tanks and I think we could see much more interesting and tactical pvp. All without harming the pve content. Any thoughts?
  19. If it was that fast I suspect foul play i.e. someone connected with the sites giving them away waiting to press the button. I'm not paranoid just old enough to have seen what some people will do to"win".
  20. Absolutely and totally agree. I would pay cold hard cash for this! I presume the system would look across all chars and just count unique instances of datacrons? I.e. if my BH had 20 of them and my Sniper had 15 different ones all my chars would get access to 35 datacrons
  21. Easy way to solve the convo issue for alien races. Subtitle your character's speech with a background of their random native tongue. No need to write any new lines off dialogue and probably no actors required either, use canned alien sounds. Assuming the engine can handle the alien models, I would give them invisible armour. You can equip normal armour for stats it just doesn't display. Small price to pay and who wants a Wookie with armour on? I suspect most people wanting to play an alien would be very happy with this solution?
  22. Any chance we can have these as permanent fixtures in our logs rather than having to go back to fleet each time? I'd rather spend waiting time on a planet doing something and not have to rely on someone sharing them or travelling to pick them up each time.
  23. Some interesting points. I hadn't realised the difference between the way force and tech abilities are sometimes treated e.g. cleanse It has occurred to me that force classes are more memorable, buzzing lightsabres in your face are more noticeable than being sit by a sniper from 30m. I'm starting to work on a few tactics now like not hitting my knockback as soon as I am leapt to. Go for evasion first wait for any immunity to wear off then knock back and all being well leg shot sticks.... I'm definitely in the camp for learning more about the classes that p### you off and work out how to beat them. Some may just be your hard counter and you aren't meant to win that fight one on one. In general I do think this game rewards the more skilful...
  24. Ah yes we forgot, when you don't play they turn off the servers...
  25. Good points, I'll take note. I do have lingering toxins but pvp seems to be ruled by high damage instants atm. I'm usually killed by a handful of moves. I remember when they said we'd have long pvp fights, large health pools and fights would be quite tactical. Ttk does seem very low. I still think there should be diminishing returns for focusing people. Rarely do I ever get a 1v1. That said I do enjoy the pvp, just needs a few tweaks.
×
×
  • Create New...