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tkslfhkdksls

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  1. Sadly you could see this coming since before launch. They were going on a late 1990's WOW model. Why do gaming companies do that? Yes WOW is the king. But WOW stumbled into success. It wasn't because of their model. Think back. Sony got full of themselves and alienated a large portion of it's community. Trying to force people to leave EQ and go to EQ II or Galaxies. The only other choices were Ultima Online. WOW launched ugly, no one would put up with it's problems these days. But no one had any place to go. So they toughed it out. WOW used that time to make itself better and the rest is history. WOW also benefited from a huge reduction in the cost of buying new computers at the time. And a big expansion of faster internet. And they also benefited hugely from "chinese farmers" who payed to play as a job. Selling in game money and items for real money. They literally stumbled into a once in a life time chance. So trying to copy their model is a recipe for disaster IMO. All these games launching today are in an extremely over saturated market. The world wide economy is also down. If you don't launch with your AAA game, most give you 3 months. After that, your done. As players move on to the next big promised game coming out. F2P is the model most failed games use to survive. To make enough money to try to make their next MMO. I guess it's not all bad news. Maybe this F2P move will wake up EA and Bioware to the fact, they didn't do everything right. Just because yes men tell you your great, doesn't mean your great. Awards from fellow companies do not equate to success. Sure the game has great aspects. But the truth is, it just doesn't have anything to keep you playing. What do you do after you hit 50? Most guilds easily beat the raid content, probably in weeks. In truth you can only pvp, for the gear, farm legacy. And then farm credits for the next hoped expansion. This shows banking on the games replay value was a huge mistake. If you want to play with the big boys you gotta bring something to the table. Story is nice, but it's no substitute for having something to do. It still boggles my mind. How did EA, which owns Warhammer. Not use it's RVR system to give this game at least a decent pvp system? SWTOR lent itself to a 3 faction RVR system, which would of fixed the flaws in Warhammer's RVR. A 3 way RVR would of kept PVP types busy for about a year. A 3rd faction would of also allowed for a truly neutral faction. Backing neutral choice rewards. Making all aspects of choice valid. The lessons from Warhammer should of also shown them you need to fully support both PVE and PVP. Fully supporting PVE meant launching with a fully supported raid and guild perks system. Raiding and guild perks should of kept most guilds busy for the first year. Then you own Bioware and are having them make this. Why? So they could give it that KOTOR/Mass Effect feel. You gave us story. But you forgot, to give us choices that really matter. No neutral rewards takes away that feel. But much worse than that, you didn't give us KOTOR/Mass Effect mini games. Again this would of helped keep us busy for the first year. Also WOW wasn't super easy to level when it first launched. It wasn't as much of a grind as EQ. But it took a strong gamer like 6 months to reach cap. Average players a year or more. Guilds seemed to take like 3 years to get to the end of content. So the simple lesson is put stuff in that will keep players busy. Busy but happy with their favorite game aspects. Legacy and alt leveling, because you have nothing else to do. Is annoying. It is not keeping PVE people happy. It is not keeping PVP people happy. It does not keep guild people happy. It doesn't help the game's economy. Instead of concentrating on meaningless fluff. why not show us the beef? Give us stuff to do that makes each gamer group happy. Hopefully EA/Bioware can now stop licking their wounds and nursing their pride. And stand up like adults, roll up their sleeves and at least try to save the game. Everything you did early on, has not led to your imagined success. Now it's time to re evaluate. And fix stuff. This game currently has no meat. To put it plainly, my suggestions to save this game are... 1. Real end game content. Maybe 40 man raids. Maybe farm resist gear before you can start. Maybe lower drop rates, and get rid of "coins" and make guilds earn raid gear the old fashion way. By farming the raid. 2. 3 faction RVR. Maybe make BH and S neutral, bring in Gray Jedi for a neutral faction. Make neutral choices worth something. Have the 3 factions fight over neutral planets. None Empire, Republic, Hutt Cartel controled. 3. Bring in Bioware mini games. Make this game feel like KOTOR. Maybe speeder racing, pvp and pve arena fights. PVE and PVP bounties like in KOTOR. Pazaak. Betting on all of these things. 4. Guild perk/level system. Obviously have crafting, pve, and pvp areas a guild can specialize in. 5. Higher levels, more planets and maybe more races. The key point is, what does the new content your adding do to make all aspects of the gaming community happily busy enjoying your game. I believe all of my suggestions are more then doable and cheap enough to implement. IMO it would certainly go further to keep or regaining subs. Than cosmetic fluffy changes. Like adding to the legacy system.
  2. I had a similar issue. Though I was able to solo the rest of the quest. Here is the simple fix... Have your friends come to YOUR SHIP, then YOU fly them to the instance. Then enter the class quest as normal. You first then them. Long explanation... Many on here say get a group. Sounds simple right? Well it isn't as certain types of class quest will return an error message to your group mates when they try to enter the instance. Even if they have the correct group settings. This seems to happen on class quest that have "special" locations on the galaxy map. Up until I had my group come on my ship, we had never gotten an extra group mate into these unique map location quest. Even though we have done every other quest including all other class quest together, for our entire time together. We just figured out ways to solo them on our own. Even though my group almost always works together. So maybe Bioware should make an adjustment to the error message. One which will help people who want or need to group for these "special location" class quest. Maybe they should add an extra line that is something like... For this "special location" class quest, you need your group class quest options turned on. And you need to have your group mates fly to the location on your personal ship. If they fly there from their personal ships. They may not be allowed to enter. And will continue to get this error message. As far as Bioware fixing the quest for Powertechs. I don't see that happening soon. If you want to solo it. 1st compare your gear to your classes version of the pvp recruit gear at a pvp vendor. Then go to the pvp quest machine on the Imperial Fleet. Which is near the pvp vendors. It has a quest that gives you a free set of Recruit PVP gear (at level 50). Or 230k credits. Which is the price of buying a full set of pvp recruit gear. If your gear is fine take the money and buy a set for your dps companion. As your companion can't wear the relics. If your gear is weaker than the recruit gear, take it. Then do like 16 pvp instances to buy a full set of pvp recruit gear for your dps companion. That should be more than enough to take the guards as a powertech.
  3. I think they were all excited and wanted to give awards, because they heard the news as reported on... MMORPG.com , in it's feature MMOFTW, which quoted a since removed article of the UK's Gamerstm which quoted Star Wars lead designer Emanuel Lewnski (it's a video so I don't know how it's spelt), that SWTOR is seriously looking at the F2P model. Imagine how stupid EA, Bioware will look after they spent a reported 100 million dollars developing a "AAA" MMO they thought would draw 6 million subs. Would be a real competitor to WOW. Then 6 months later was thinking about the F2P model. The award has to be something like the MMO with the most promise, that fell the farthest. And the award goes to SWTOR. I have to be one of the biggest losers though, I pay for 3 subs. While apparently, in 2 months those who are too cheap to buy the initial copy of Guild Wars 2 can play SWTOR for free. Ouch.
  4. I'm glad they are still trying. Though it just seems at this point, the developers need to realize they didn't create the next WOW as they intended. This game is not going to be the next king of MMO's. So they need to change direction and focus on making this game something that will draw and keep many of those bored MMO subs out there. Because this game seems to be bleeding subs. So no matter how much the BW fanbois keep blowing sunshine up your keyboard. The subs show things are not going as intended. Last I heard SWTOR's subs were under 1 million. Say 800k. I fear the current number of subs will be halved when Guild Wars 2 comes out some time this year. That will drop us to 400k. Then you have the other games that are coming out or having expansions. Which at the current rate of apparent sub lose may drop this game to 200k or less subs by the end of the year. A new planet. 5 more levels. New space missions. A new operation. With a HK companion, just won't cut it. Seriously, I like HK, but this game in no way reminds me of KOTOR. Why the endless disappointing references to KOTOR. When the game is a Star Wars rip off of WOW? Whoever is steering the ship needs to cut loses and focus on directions that will draw and keep subs paying to play. Maybe it needs to be a total KOTOR direction. Or something else. All I know is it seems BW and EA need to change the current focus of the programmers or the only game this game may be competing with soon is EQ. Yeah people are still playing it. Sure the game probably was profitable on initial sales, but it's expected continued profits is not panning out. That should be a shock to EA. As this game should of been a gravy train. Don't get me wrong. I like the game. It just doesn't seem to have the stuff that keeps most MMO types paying to play. And oddly BW and EA apparently didn't get the memo. They seem to be pacifying their ego's by telling themselves stuff like this is the natural drop off. It's only casuals that are leaving. Well all my guild/raider friends have left. Me and my 3 casual accounts are still here. Mostly because there is nothing else, and 3 people can do an instance.
  5. At least they are making changes.Sadly none of them seem to matter, as they should of been there from the start. Obviously their copying WOW 1990 strategies are not working. A good leader would recognize this and change direction, before it's too late. The legacy system was exciting for 2 seconds. If your in a decent guild, you had enough points to unlock everything on day 1. If your not guilded, you probably already leveled up all the toons you want to. It's ok as it is, I just think they need to add something like EQ's AA points. That way the legacy helps you with new toons, but an AA aspect would make your main toon stronger. Prepare them for new content. Thus giving the legacy system a purpose as far as your main is concerned. The group finder seems almost silly at this point. You can solo to 50. You can do 2 heroics by yourself with most toons. A 4 heroic can be done by 2-3 players. Instances were doable by my very noob 3 person group. Sadly the rewards just usually weren't worth it. Guilded people don't need it, as they usually group with guildies. So the group finder is great, when they launch content with new levels. Assuming anyone is playing the game by then. Character transfer.This saddens me, as in MMO's this usualy mean your game is on the decline. Usually they do charater transfers, then they get rid of servers. This stuff is ok. I just think they need to focus on stuff that will keep old subs. Or draw new subs. My suggestions... Add Pazaak, Speeder racing, KOTOR style bounties, KOTOR style "arena duels". All of these aspects should add PVE, PVP, and minigame to the game. Yep even speeder racing can have "race time pvp". Thusly everyone can enjoy it. Most of the "bones" are there for these systems already. It should be doable. Warhammer pvp. If it's good enough for Guild Wars 2, why isn't it good enough for SWTOR? Look at GW2's combat it's a dummied down of the Warhammer morale system. I mean EA owns Warhammer, they should use their incredible Warhammer, Age of Camelot pvp area capture open pvp mechanics. I think even the newly announced "The Elder Scrolls Online" will end up with Age of Camelot, Warhammer pvp aspects. Which is better than what we currently have. Add a neutral faction. This helps the Warhammer pvp world captial capture mechanic be balanced. As the the 2 losing sides could turn against the winning side. I suggested this before the game came out. Now "The Elder Scrolls Online is going to use it". This could also allow for changing factions. This would make alignment choices actually matter (besides min/maxing). The simplified Warhammer pvp game, tested it. It is very workable. Lastly guild stuff... Add guild perks system, again from Warhammer, and even WOW added it. Every game has it. Except this one. Have it focus on guild types. Have Raid, PVP, and Crafting perks. Let the guild leader choose. Of course the most important change would be to go with WOW/EQ old school raids. You know require like 40 people to take down the boss. Make it hard, so that the guilds compete with each other to be the best. While leveling up the most players. The current raid system is too easy. I still have a little to do, because me and my group is casual. My buddy who was on a pvp server, and a member of a serious raiding guild. Left beause they already did it all. Guild/PVP Also because guilds tend to thrive on competition, why not make queable pvp instances where it is guild against guild. Obviously making it cross server would be nice also. Winners walk away with bragging rights. Then at least the guilds who are done with all the raids would have something to do, besides trying to stand at the fleet and impress the newbies that aren't in the game with their leet gear.
  6. You nailed it when you said "tickles from above" . Honestly, Bioware tried to pass the new changes to the ability as good. Oh yeah were shrinking the radius but were making if fire faster and more often during the abilities channeled time. They didn't tell us, the formula they were using to calculate damage, meant that incoming damage was much smaller and thus could much more easily be absorbed by the defense chance of even trash mobs. So now the ability only can hit 2 mobs, instead of 4. But those mobs take much less damage. And oh yeah, they also took the knockdown on standard or less mobs away. The result. My Bounty Hunter is level 42. I was doing the daily quests for the Rakghoul pet. And doing class quest. I kid you not. My death from above was not taking out the level 28 mobs, that would attack me, when I was near them. Sure sometimes it would take out all the much lower level mobs. Other times it would barely hit all the mobs in the radius. And on mobs my level or higher, it is basically useless. As at best it hits only 2 mobs. But does no real damage to them, and while i'm in the air doing nothing. The 2 other mobs attack the group i'm supposed to be tanking for. Oh and that doesn't include the two "invisible" elite mobs which every fight seems to spawn. Whom my detect invisiblity doesn't detect, because their not there until the fight starts. The game spawns them after the mobs are pulled. So "death from above" just seems to be a waste of time and engergy now. Frankly I see no reason why they nerfed the ability in the first place. Before the patch, it wasn't even killing trash mobs it would hit that were my level. In fact I often thought the ability needed to be upgraded in damage at higher levels to at least take out trash mobs your level. But at least the ability was still worth using before the patch. As it would hit all the mobs in an area and help you gain aggro. Now the radius and damage are too small to be useful. In pvp they put a huge symbol around the ability which meant only people who were extremely focused fighting others and not paying attention to anything else actually got hit by it. So it was only useful against groups fighting, but even then most of them ran out of the way. In fact in pvp the only time the ability seemed strong was if 4 Bounty Hunters hit you at the same time. And for some reason you didn't notice all of them hitting you at once. Oddly Bioware's sense of pvp balance is that both factions have the same abilitis. Troopers had the same ability, so according to their view it was balanced. And in honesty the timers and the symbol giving it away, seemed to make the BH/T aoe slightly less strong than some other classes aoe. So it really makes me wonder, why would Bioware nerf death from above so bad. This in itself seems like BH/T got seriously nerfed. But the nerf to the shield chance mechanic makes things seem like whoever is in charge of BH/T at Bioware was away on vaction when this patch was created. Not only did death from above get nerfed, but my ability to mitigate damage has dropped seriously. I lost 2% shield chance. That 2% seems to be huge as I am now taking much more damage in every fight. I supposedly gained absorbtion, but in a 4 man group the mobs are all dead before you can use the abilities to gain 8% absorption. In situations with stronger mobs, you take huge damage before you can get your absorbtion up. So essentially my BH lost dps, and mitigation. And to make it even worse, i'm in a all non force user group. And my healer seems to had their heals nerfed. While the dps seems to have his dps nerfed. In the end it seems this patches pvp fixes, did more harm than good. I felt the BH/T tanks were fairly solid before the patch. But the patch ruined them. I will be the first to admit Jedi tanks needed some help. I also think non force healers needed an upgrade in healing. And non force dps needed an upgrade. But in the end all Bioware did was give the Jedi tanks a small upgrade. Nerf all non force users massively. And by subtraction to the non force users, made the classes that were OP even more OP. But oddly the calculations Bioware is using seems to been applied to pve mobs also. So even non pvpers can see the "fixes" for pvp are massively unbalancing.
  7. It looks ok.Next time give us real test video. Not staged stuff. It never gives you the feel of the battlefield. This one is looking like the Alderaan war zone, but just with a different name and terrain. I don't see how it will get more people in. As it stands now we see Huttball so much because one side never has enough people queing up for regular battlegrounds. So the only thing the game can do, is que most of the winning sides people and some of the hardcore from the minority side mix them on 2 teams. I'd much rather see Warhammer style open pvp areas in each zone. With zone capture mechanics. It gives the game more of a war feeling. And in Star Wars that would be epic. A warhammer ability rewards system and twice as many pvp ranks would be nice also. And the game already has it set. So each planet having those, and starting from level 1. Will be fun for pvp. It can't hurt. As right now, pvp is just a mindless zerg to get commendations. If your side is winning on the server you own every time. If your side is the minority, you get zerged each time. It's just as bad as the worse in the warhammer zone control fights. But with much less exciting battlegrounds. Honestly, I love they are putting in new stuff. But I just fail to see how the same battleground with a different name and terrain is going to bring more players into pvp or to the SWTOR game. Frankly if your not going to do "planet capture mechanics", I think Bioware would be better off spending it's "upgrade funds" on mini games. Like Pazaak, speeder racing, KOTOR style npc bounties. And KOTOR style npc arena fights. As to be honest that might win more new players to the game, than the same battleground, with different terrain. I'm not trying to be negative, just trying to be honest. As I enjoy the game and I want to see it get better. And we already saw what happens when we blow sunshine at the programmers. The game falls about 4 million short of what the good Dr's. at Bioware expected. And we have to wait 4 months to get an update that should of been there at launch
  8. I'm gald to see this is finally be putting in the game but as most of us will say... This should of been there at launch. He mentioned target of target. But he only showed the "target" icon being moved around. It didn't seem to show a "target of my target", which would be a true target of target icon. I personally hope they add a Rift style "target of target" feature. It is better than the outdated target of target WOW used to have (when I used to play). And they need to add Warhammer's defensive target feature. Which allowed healers to switch targets for healing, but still keep their enemy targeted. Without losing time having to press any extra buttons. But Rift's target of target system seemed to be the simpliest and most successful target of target system I have seen in an MMO of late. So even though it's too late, and it probably won't add any new features. Except to allow us to move our UI around. It's good to finally see it. Anyone know if they are finally going to allow us to add our alt toons to our 'friend" list anytime soon? It's sad, this is a good game, it just seems to be missing so many of the "expected features" of an MMO today, which is what prevented it from bringing in the huge numbers. And sadly MMO's are like houses. Everyone pays attention to you when you first come on the market. And once you lose the interest, it's almost impossible to get it back.
  9. Unlike some fixes happening lately, I like this one. Instead of feeling like a fix that should of been there at the start. This one actually feels like an upgrade. And instead of being just for raiders and capped pvpers, this benefits the entire player community. Even the casuals. I like the added races, and skills. I like making the classes somehow related. I view them like EQ's AA system. Just extra ablities earned during your leveling up process. Except with the bonus all your characters on the server share the benefits. As most people, I fear that many of these abilities no matter how weak, could be unbalancing. Most of us are not worried about it being a problem in pve. But in pvp a small ablitiy earned through an "legacy system" could be very unbalancing. And it will almost have to make new capped tiers. A level 50 with no legacy points, will certainly be outmatched by a level 50 with max legacy points awards. And I think many feel the pvp is still going through it's adjustment period anways. So it doesn't need more unbalancing. The extra emotes seem weak. As 90% of the emotes in the game don't seem to work anyways. So why don't we fix the broken ones before we add new ones. Storywise it seems messed up, as you can't even mail your other characters stuff on the same sever. So how are you raising, teaching, and sending gear to your character on the other faction? And I hope they allow you to make your extra characters you already created benefit from this system. What if your 2nd or 3rd character wanted to be Pureblood Bounty hunter? Do you have to kill him off and start all over? Probably, but hopefully they will have something to adjust that when this first gets going. But even though I like this development. I still think the game needs pazaak, speeder racing, swtor type arena duels, swtor pve bounties and other mini games Bioware is reknown for in this game.
  10. I'm glad they are trying to fix the crafting system. But let's be honest here. The commendation reward system and orange gear rewards trump anything you can get from crafting early on. And everyone gets commendations and orange gear from quest rewards. In fact most of us get commendations for all our orange gear and to fully mod up at least one of our companions. And in end game, the crafting system seems pointless as your pvp and raid gear should trump anything that is craftable. Adding orange gear is nice. But the social/flight gear and DS/LS gear already give light gear users full sets of orange gear. If your a Consular/Inquisitor and you have grouped, you should have a full set of orange gear by level 10. So it is only medium/heavy users that need to buy other pieces of gear. But Social/flight gear should give it to all armor types not just light. But even then, if you farm DS/LS points you get pieces light/medium/heavy from the DS/LS vendors. Although at later levels. So you can still get almost all orange gear easy enough. In the end, it's SWTOR's commendation, social/flight/ds/ls gear and orange gear rewards that make the crafting system almost pointless. And thus makes the galatic market almost pointless. And those systems massively favor those wearing light armor. But help all avoid needing most crafted stuff. So as you level you really only need to buy earpieces, implants, and relics if you farm one faction (your totally good or evil). It's rare to find the extra medium/heavy orange gear, that isn't a quest reward out there. Don't get me wrong, i'm glad about most of the changes. And it would be really nice to have so much orange gear, that I can actually choose a look for my guy, that I like. But this change should of been made before launch. Not 4 months after. But the thing I really have to queston on the changes is... Why give slicers another huge economic boost? I mean slicers made huge money for the first couple of months. Were talking exploit type money. Then Bioware finally "adjusted it". Only to finally address the other crafting systems. With "vanity" orange gear. And then turn around and give slicers a cornered market on crafting again. As the other crafters will have to buy parts from slicers to make their improved gear? Thus making slicing the "must have" exploit skill once again.
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