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anaz

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Posts posted by anaz

  1. Story + sandbox would make this game best MMO out.

     

    Themepark features don't hold people they are boring, dull and lead people crying on the forums for moar once they finish it....Wow killed the MMORPG and made it dull

     

    They should of invested in adding sandbox along with the story.

     

    Give PVP bases to fight over, make crafting meaningful, heck they could of redone the strongholds and added a new open world for the new faction where you could of had a world like SWG with player houses in the world and guild bases ect.

     

    That is the kind of stuff that holds people and with sandbox in place people wouldnt be bored waiting on more story...

     

    So more like the old Star Wars: Galaxies, then.

  2. I am going to guess this is why Game of Thrones averages 8 million viewers per episode after 5 years...

     

    Several issues with that comparison. No one is trying to charge a monthly subscription for GoT nor are hundreds of hours of entertainment expected from it unlike an MMO. When people go through a game of thrones season, they generally watch it once and move on. This is the same issue with swtor, except this an MMO which needs re playable progressive, repeatable content to maintain it. Doing a story is nice but every theme park mmo needs "rides" and for swtor the story is the only ride that they are releasing isn't great for replay ability.

     

    It's such a shame too, they could have done so much more. If they focused less on story and innovated on other areas from the start of development of swtor, it could have had legs to stay the distance. They could have done dynamic movement based combat, pod racing, properly fleshed out space components. They could have capitalize more on the nature of each classes. Bounty Hunters could have bad PvP bounty lists on PvP servers, Siths could make power plays in some sort of PvE political hierarchy system. They also had one of the best IPs possible to introduce some really interesting and fun MMO mechanics.

     

    But I guess innovation is too much to handle for EA. The story elements albeit quite enjoyable, is more "safe" and doesn't cater to longevity very well unlike more repeatable content.

  3. I made a post in a previous thread pointing to a possible solution:

     

    How about the devs introduce difficulty sliders to the companions and to heroics?

     

    Normal and Hard.

     

    Setting the difficulty slider to hard for companions has the following effects: significantly nerfing the companion to the point where the player needs to pay more attention in PVE or risk dying if they pull too much. To incentivize this kind of play, the devs could introduce some small reward for the increased difficulty. Perhaps a small credit boost to all mobs defeated while Hard mode is enabled (10% -15% maybe?) in addition to achievements to completing missions when the companion is on higher difficulty.

     

    2+ Heroics on hard: can only be completed solo if both the companion is quite high level and the player character has very good gear or 2 players with their companions. Players who do this could a small reward with extra tokens for gear and/or credits/achievements etc.

     

    There, everybody wins. Players can have their companions at their current power level if they wish. Players who want the challenge and want to be more influential in their battles can do so while getting a small reward. No one has to lose diminish their SWTOR experience by repeatedly dismissing their companions, artificially gimping them by turning off abilities or any difficulty spike that they don't want.

  4. It truly does baffle me. People were thanking Bioware for making companions so ridiculously OP that they can easily do all solo content for them, in addition to thanking them for removing what little difficulty there was left in solo mode. Also the ability to solo much of the GROUP designed content so they didn't have to interact with others.....in an MMORPG......
  5. How about the devs introduce difficulty sliders to the companions and to heroics?

     

    Normal and Hard.

     

    Setting the difficulty slider to hard for companions has the following effects: significantly nerfing the companion to the point where the player needs to pay more attention in PVE or risk dying if they pull too much. To incentivize this kind of play, the devs could introduce some small reward for the increased difficulty. Perhaps a small credit boost to all mobs defeated while Hard mode is enabled (10% -15% maybe?) in addition to achievements to completing missions when the companion is on higher difficulty.

     

    2+ Heroics on hard: can only be completed solo if both the companion is quite high level and the player character has very good gear or 2 players with their companions. Players who do this could a small reward with extra tokens for gear and/or credits/achievements etc.

     

    There, everybody wins. Players can have their companions at their current power level if they wish. Players who want the challenge and want to be more influential in their battles can do so while getting a small reward. No one has to lose diminish their SWTOR experience by repeatedly dismissing their companions, artificially gimping them by turning off abilities or any difficulty spike that they don't want.

  6. I cannot speak for the power level of companions at high levels. But when I was doing the lower level sith inquisitor storyline for the second time (played before for a time a couple years ago) I actually was lamenting the prospect of getting my first comp.

     

    This resulted from leveling up JK with my companion simply being apparently considerably more powerful than I with more health and capable of more damage. It resulted in every mob encounter, almost regardless of the content, being a complete steam roll with no with input required from me whatsoever. It was a tad disappointing. I don't want the game played for me by an AI.

     

    Someone mentioned earlier about someone's ego needing a checking because they were complaining about their companions being more powerful than they were. I think they need to double check what kind of stories and game they are playing. Quick reminder: the story is trying to give the impression that the character you play is of crucial importance to the galaxy. You repeatedly are asked to stop super weapons, taking down entire ships full of enemy troops and "save the galaxy."

     

    So you'll forgive me when I complain that my companion is far more powerful than I am. That my character has a supposedly crucial role to play but that impression gets quickly muted when my supposed "companion" (not the other way around) makes my character's role seemingly redundant.

  7. I posted a thread on something quite similar to this:

     

    Much of the content in this game is considered too easy by many and I think a difficulty setting would help to cater to a broader audience. The difficulty level should affect all mobs in game outside of heroics, flashpoints and operations. It should give monetary and non-stat/XP affecting bonuses to those choosing a higher level of difficulty. Grouping would cause everyone to scale to the part leaders difficulty level.

     

    An example:

     

     

    Easy: No Change.

     

     

    Normal: All mobs deal an extra 25% damage.

     

    First death: 30 second wait for medical probe

     

    Second death: 1 minute and 30 seconds wait for Medical probe

     

    Third death: 3 minutes

     

    Fourth death: 10 minutes

     

    Fifth death: back to medical bay

     

    The damage to gear on death is double in comparison to easy

     

     

    Hard:

     

    All mobs deal an extra 40% damage.

     

    First death: 1 minute wait for medical probe

     

    Second death: 2 minute wait for Medical probe

     

    Third death: 5 minutes

     

    Fourth death: back to medical bay.

     

    The damage to gear on death is triple in comparison to easy.

     

     

     

    The monetary reward should reimburse the average amount a hard and normal player spend on repairing gear and give 25% extra.

     

    The difficulty rating could be changed inside the mission log for each mission and can only be changed every 60 minutes to prevent players switching back and forth on a whim.

     

     

     

     

    The details are subject to debate, but I think the overall idea is solid.

     

    Agree?

  8. Massive damage and good survivability arent typically found in the same class (or spec). You can get one or the other, but you cant have both, that's how the game is balanced.

     

    If it's only PvP (player vs player) combat you're concerned with, I'd suggest going with a Jedi Sentinel/Sith Marauder, both classes put out quite a bit of damage and still have enough defensive capability to last. They're the least-desired class for PvE (player vs environment, aka flashpoints and operations), however. For PvE, you'll want to go with a ranged class like a mercenary, sorceror, or sniper.

     

    WHY?

     

    If it's true, then I wish I knew it before I got level 42 with one :mad:

  9. Just remember, the side quests really are not optional. If you skip them it WILL come back to bit you later on.

     

    ^^

     

    This.

     

    The only alternative to doing side quests is doing some space dalies and grinding pvp.

  10. The game is already hard enough for some players. I had to call in a friend to help finish my chapter 2 story. And i was high enough level.

     

    Agreed.

     

     

    But having the option for other players wouldn't hurt.

  11. Why are we rewarding "skill"? You're just pushing the number keys. That's not a skill.

     

    Now catching a laser blast in your teeth, now that takes skill. Especially since the blast is a bolt of energy and has no physical body.

     

    Okay then.

     

    Using the same logic, games like counter strike, battlefield and older cod games takes zero skill since you're just pressing buttons.

  12. Isn't the reward in the challenge itself? Or do you really need to have some sort of tangible cookie in order to prove your skill?

     

    One could make the same argument about eventually killing a boss in a flashpoint or heroic etc.

     

     

    But the reward part of it is just my opinion, it was just to put greater incentive on replaying on different toons and reward 'veteran' or 'skilled' players.

     

    It was just idea and it isn't integral to the overall feature.

  13. Don't need anything put in by BioWare to adjust difficulty, you can do it yourself. Start by dismissing your companion. You could also remove and/or switch different pieces of gear, you could avoid spending any talent points, you could not use many abilities, etc., etc.

     

    This has a few drawbacks...

     

    You're limiting your experience with your class, no reward for the more 'skillful' players and the challenge the player has given himself can be gotten rid of on a whim.

  14. Much of the content in this game is considered too easy by many and I think a difficulty setting would help to cater to a broader audience. The difficulty level should affect all mobs in game outside of heroics, flashpoints and operations. It should give monetary and non-stat/XP affecting bonuses to those choosing a higher level of difficulty. Grouping would cause everyone to scale to the part leaders difficulty level.

     

    An example:

     

     

    Easy: No Change.

     

     

    Normal: All mobs deal an extra 25% damage.

     

    First death: 30 second wait for medical probe

     

    Second death: 1 minute and 30 seconds wait for Medical probe

     

    Third death: 3 minutes

     

    Fourth death: 10 minutes

     

    Fifth death: back to medical bay

     

    The damage to gear on death is double in comparison to easy

     

     

    Hard:

     

    All mobs deal an extra 40% damage.

     

    First death: 1 minute wait for medical probe

     

    Second death: 2 minute wait for Medical probe

     

    Third death: 5 minutes

     

    Fourth death: back to medical bay.

     

    The damage to gear on death is triple in comparison to easy.

     

     

     

    The monetary reward should reimburse the average amount a hard and normal player spend on repairing gear and give 25% extra.

     

    The difficulty rating could be changed inside the mission log for each mission and can only be changed every 60 minutes to prevent players switching back and forth on a whim.

     

     

     

     

    The details are subject to debate, but I think the overall idea is solid.

     

    Agree? :D

  15. This is entirely subjective.

     

    Are you seriously asking them to change the look of the gear and skills based on your preferences? People can have entirely different tastes, I personally like how my Sentinel looks and like the robe.

     

    A more appropriate request would be to have more customization with regard to gear, but to ask to change the sentinels skill animations and gear based solely on your taste is just plain .....

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