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SantaKlaws

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  1. I hope the devs take the lesson and make something positive out of this. The important lesson: conquest points can be a strong motivator. Recommended outcome: make some open world PvP content based on something similar. Like for example, spawn many mobs like those in KP in an open PvP environment, where the players can farm CQ from the mobs, but also can be attacked by players from the other faction. This can bring a lot of open world PvP action, an important aspect of successful MMORPGs where SWTOR has failed.
  2. IMO, one of the most important parts of a game that makes it a massive success(e.g. WoW and EVE Online) is Open-world PvP. It's not that SWTOR never gave this a try. Ilum featured a open-world PvP content, but as I remember it, it was nothing but grinding, spending most of my time in procuring a certain loot box rather than spending much of my time actually engaging the enemy faction. There is this place in Tatooine, but as I recall, there was no point going there. There wasn't any reward, and it wasn't a natural place of conflict where two factions inevitably cross paths and easily get embroiled into an Open-world PvP battle. I remember in the World of Warcraft, certain places like that actually built up much negative emotion against the other faction and further fueled open-world PVP. After Ilum, I think Bioware should give open-world PvP another try. In the next major content expansion, provide an open-world PvP where players inevitable collide as the proceed with their story-lines. Introduce some vehicles and other special game mechanics that will make this encounter more than such toons fighting each other. Imperial walkers dealing massive damage. Calling in airstrikes. Having a fortified position to defend. Have Darth Malgus make his charged assault against the pubs, and have them truly appreciate the power of the force. Of course, a Jedi to fill that role on the pub side, though I can't think of any Jedi that could amount to Darth Malgus as of this moment. And making new PvP warzones like this could also be a refreshing experience. Incorporate a open-world PvP system for the guilds. Maybe on the new planet, make it rich invaluable resources and make several strongholds that are necessary to attain those valuable resources. If improvements like this prove a success for Bioware and provide them with more subs and revenue, then expand this feature by adding numerous planets that need open-world PvP, not conquest points earn through basic gameplay, to conquer those planets and reap the benefits. This will allow us to make our own user-based history, like EVE Online. User-based alliances and betrayals as they try to conquer those planets, and a tapestry of story-making where users are the story makers, not the developers. And please. Let us attack the enemy's fleet station. Let us massacre the enemies where they feel safe. Let us kill Stele Shan. Let the enemies fill humiliated as their base of operations is overrun. Let us track those immature and annoying brats back to the fleet and gank them. Of course, users should be able to opt out of the PvP experience by switching instances. To sum it up, 1. In the next content expansions, include an open-pvp content that users find it hard to escape and grants significant rewards to provide a significant incentive for players to join on in the fray. 2. Add some interesting mechanics to PvP content, like vehicles and powerful NPCs. 3. Add a guild vs guild PvP content where they can compete for strongholds that provide valuable resources if under control. To go further, make numerous planets that the guilds can conquer through PvP, not the current conquest system. SWTOR is a top-quality single-player game with multiplayer features and minimal MMO content. Add some MMO content, then perhaps that will attract new players, especially in the recent Star War hype including the Mandalorians(the Manjoloians guild being a primary example), and increase revenue for Bioware. I ask the Bioware developers, many of whom I hope are still passionate game developers whose principle is to build a better game for the players, to make these significant innovations. It will also surely appease the EA masters who don't give a **** about user game experience by possibly giving them new revenue.
  3. I personally prefer to keep my own guild with complete control over my guildship, as I like the idea of having my very own Harrower-class Dreadnaught. I invested hundreds of millions of credits to make my own star destroyer. But a few years ago, I was inactive for a couple of months and forgot to subscribe due to demanding circumstances in real life. As a result, I was automatically depromoted and another player too over, and he kicked me out and took complete control over the guild and my ship. One can imagine the profits he got from selling the guild with the guild ship. Sometime later, I started another guild, and again built my Harrower-class Dreadnaught to its full potential, spending hundreds of millions of credits and a lot of cartel coins. I do not want to lose my significant investment again just because I can at times be preoccupied with matters in real life. With regards to this problem, I made a support ticket at Bioware's customer service inquiring on whether I can permanently bind a guild to my account, and because it has received any reply whatsoever for weeks, I made yet another support ticket, and it's been days since without any response. So my main questions are as follows. 1. Can the guildmaster of a guild permanently bind that guildmaster rank to the account, or have customer service reassign my character to the rank of guildmaster? 2. Is it still the case that when the guildmaster character is not online for a long time, or log on as a non-sub, the character loses its guildmaster rank to another member with a sub? 3. If the character loses its guildmaster rank, is it possible for the guildmaster rank to transfer to a trusted account, with proper rank settings, even if that account is also not a sub but a preferred player? 4. Do I get e-mail notifications in advance that I may lose my guildmaster account due to inactivity? To be very frank, I would have just settled for a Terminus-class destroyer as my personal stronghold that I would focus on, but Harrower-class dreadnaught is the only capital ship available. It would be a great idea for Bioware to introduce some ship-based personal strongholds of various designs, including the Terminus-class destroyer and especially the flagship of the Eternal Fleet. I would be very willing to pay massive amounts of credits or cartel coins if Bioware starts selling strongholds like that. I mean, a lot of Star Wars fans are into it because of its space-age theme, and IMO I have very little to no interest in those ground-based strongholds. In fact, if Bioware was to create some special content for these mobile strongholds like making personal invasions on some key strongholds of the enemy faction, it can be a significant point of attraction for players who are more interested in single-player content. To go further, it would be absolutely cool to have legacy-based perks on planets you "invade" with your personal strongholds, much like the guild invasions, such as calling in for a massive spatial bombardment. Now, I understand that the guild is a player community where the players are as much the part of the guild as the senior leadership. To this end, some active guild officers can be given extensive authority functions of the guild, with the only exception being hijacking the guildmaster rank and taking over the guild as guildmaster and take my guildship. Even if the guildmaster is not available for a length of time, the guild officers should have all the necessary authority to keep the guild operating to its potential. As of now, I very much want to invite other users to my guild to share its benefits, along with myself being a long-time player with a mass production system of end-game crafted gear. I have so much to share, like design schematics, interesting gears, vehicles and etc. But without guarantee of my guildmaster position, I am reluctant to invite any new members in fear of losing my "personal" Harrower-class dreadnaught. Any answer and input will be much appreciated. Thank you!
  4. I am about half way decorating my guild flagship, and I already got my hooks maxed out. Please increase the number of hooks for guild flagships by at least 30%.
  5. Some centrepiece decorations, such as the SIth Obelisk, is too tall for the command deck. A simple height adjustment would be appreciated so we can see Sith Obelisk in all its glory in the Flagship.
  6. SIth Obelish is cut short by low ceiling of Sith Flagship. Please heighten the ceiling of the command deck so that we may revel in the full glory of the Sith Obelisk.
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