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DoctorJest

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Everything posted by DoctorJest

  1. Come on Devs. What the heck the issue here? I was very happy with my character until this "update" and now I am not sure I can play them anymore because they aren't the same. GIVE ME BACK MY FACE!!!!
  2. Same problem here. I suspect this isn't a "bug" but they just decided to change the face without notifying anyone. I'm really not happy about this. Change it back, please. If you guys want to add faces, do that, but don't take others away.
  3. Or they could do it like City of Heroes did where you can sort the characters any way you want.
  4. Agreed. I don't need to be reminded I'm a subscriber. I get a monthly reminder on my credit card bill.
  5. This would be my preference. I sorted my characters by level in City of Heroes, for example, and liked having that ability.
  6. I support this. There should be a way to automatically eliminate any kind of pop-up message that could interfere with play.
  7. As long as no real money or anything with a monetary value is being exchanged it's not gambling in the legal sense. In Star Trek Online, you can play Dabo (a roulette style game from the Star Trek universe) by wagering in-game credits or "Gold Pressed Latinum", an in-game currency with no monetary value that can be used to purchase some items from a special vendor, so it's obviously feasible.
  8. Stims are drugs, and you can help a Spice dealer arrange to sell drugs on Hutta in the BH and IA start area.
  9. I'd be fine with in-game gambling minigames, but they should be Star Wars games, not real world Earth games. Sabaac would be fine, but Texas Hold 'Em is right out.
  10. Deciding what is and is not financially or developmentally feasible is not something anyone outside of Bioware is qualified to determine.
  11. It's possible people will make more purchases if they can trade items between their characters, so it may not cost them money and might make more. It's adding value, and if you add value, that could entice people who are on the fence about spending money to take the plunge. Also it can make sense from a role-playing perspective. A father may pass his armor down to his son, for example, so the item being legacy tradeable would make sense.
  12. I agree with this. Route the warnings to the combat chat text if you must, but don't stick it in the middle of the screen. It being there isn't going to help me, I'm not going to be taking time to read while in the middle of a fight anyways, and will be looking through or around the text, not at it. So it's not like I'm getting the "important" warnings anyways. Seriously. Let us turn these off.
  13. I think a character rename token would be a fine item to add to the Cartel shop.
  14. This. People who know nothing about how actual software development works are always convinced that incredibly complicated things are easy, that moving developers around to vastly different projects would speed up the development of those projects, and that software developers who don't do these things are actively hostile to them, personally. There's also a conflating of game developers with game designers when they're two entirely different jobs with radically different skill sets. This is why people talk about "the devs" like they're a monolithic group who all do everything involved with the game based on a prioritized list, when it's nothing like that at all. There's so many misconceptions on how software development actually works that having a discussion like this one that's actually meaningful and productive is impossible until people educate themselves.
  15. Same here. I played City of Heroes for six years. I'd still be playing if it hadn't shut down. I have six characters here... But no "alas" or "a main"... All my characters are "mains", I explore, don't race to the end game and really enjoy being able to hop on, run a mission for a bit, or do some exploring or crafting or whatever. It's the hardcore players who see the bulk of the game as something to race through to endgame, then get bored at the end when content doesn't appear as fast as they can consume it that jump ship from game to game to game.
  16. Look at the message boards for any MMO and you'll see dozens of threads about why that game is dying. Gloom and doom and naysaying is popular. You can't put stock in these erstwhile prophets of doom. I only recently started playing this game, but I've had my eye on it since its announcement. I think it's obvious it had a very difficult first year of life. I think it's obvious it still has a few technical bugs that are annoying and need to be stomped out. I heard alot about the bugs and problems with the game early on and decided I'd wait a year. The first year is always the hardest for any MMO. Free to play is not a sign of doom, either; it's almost if not actually a necessity to be competitive in the MMO market, which is tighter than ever. I joined the game as a free to play player because... Well, why not? After a day of stomping around Korriban, I decided to go for the plunge and subscribe. My wife joined up around the same time. She wanted a twi'lek sith, and thought of buying an unlock... But then said why not just subscribe? So while this is all anecdotal - but really without hard data that's all we have - its at least an example of how free to play could lure in paid subscriptions. The "try before you buy" offering is strong and the advantages of subscribing if one enjoys the game are enough to be very enticing.
  17. The basic concept of role-playing is to try to think, act, and speak as your character would do. Bioware got you started with this with the conversation system. Why did you choose the options you did for your character? What does that tell you about their personality and who they are? What's their backstory and history that made them that way? Once you have that, it's much the same thing with other players; the difference is you don't have a choice between three canned responses, but any response that you think your character would make. My advice is simply to stay in character like that all the time; when you meet another player, respond as your character. When you join a group, speak in character, think of why your character would be in this group, what their objectives are, and give that voice. After fighting and defeating a boss, would the character show remorse for killing, or revel in their enemy's defeat? Express that through your dialogue or emotes. If you need to speak out of character, use ((parentheses, like this)) to denote you're speaking as yourself, not as your character. Just talking out of character like that will tip off roleplayers that you're a roleplayer, too. From there it should all come fairly natural, as the more you do this, the more "real" your character will be in your mind, and the easier a time you'll have anticipating how they'd react to any situation.
  18. Cliches are used because they work. There's nothing wrong with starting out with a cliche as a basis; in fact it's probably going to turn out alot better than the person who thinks they're clever by playing a good-natured happy Sith who likes daisies and puppies and rainbows. So I don't think avoiding a cliche is a good idea. Rather using it as a guideline is probably a very good idea. From there, what you do is embellish the character with personal details; who they are, how they become what they are, what their personality is like. The nice thing about the cliche is that it has no depth, so you can add as much color, depth and flavor as you like to flesh it out into a "real" person. The first place I start is where does the character fit into my legacy and what is their relationship with, and thoughts about, the rest of the characters in the legacy? What defines their relationship, and the relationship with the others? From there I can extrapolate and build on who the character is, what motivates them, where their weaknesses are, what their hotbuttons are, what they care about, and so on. The rest arises organically through play.
  19. I always RP. What other people do is up to them. Either they'll respond in kind or not.
  20. I don't think that what you as a player are choosing to do for fun doesn't really reflect what would be appropriate to the Sith Code. Unless you're saying you're a Sith in real life.
  21. I don't. I haven't tried PVP here yet (I'm new to SWTOR), but I was considering trying Warzones because they sounded like the PVP minigames in WAR, which I enjoyed for the first few months WAR was around. The thing that killed the fun of WAR PVP for me was after the first couple of months, either one side or the other would just facestomp EVERYONE on the other side. It was no more fun being on the facestomping side, really. Either way there was no real challenge involved. The fun games were when the sides were almost even and victory was never quite certain until the last. I'm going to give Warzones a whirl, but it it turns out that it's just stomp or be stomped with no real fun close matches, then I probably will give up on PVP here as not being fun.
  22. The basic concept of role-playing is to try to think, act, and speak as your character would do. Bioware got you started with this with the conversation system. Why did you choose the options you did for your character? What does that tell you about their personality and who they are? What's their backstory and history that made them that way? Once you have that, it's much the same thing with other players; the difference is you don't have a choice between three canned responses, but any response that you think your character would make. My advice is simply to stay in character like that all the time; when you meet another player, respond as your character. When you join a group, speak in character, think of why your character would be in this group, what their objectives are, and give that voice. After fighting and defeating a boss, would the character show remorse for killing, or revel in their enemy's defeat? Express that through your dialogue or emotes. If you need to speak out of character, use ((parentheses, like this)) to denote you're speaking as yourself, not as your character. From there it should all come fairly natural, as the more you do this, the more "real" your character will be in your mind, and the easier a time you'll have anticipating how they'd react to any situation.
  23. It doesn't have to be submissive or servile, just respectful of their title, position, and power. The problem is that for many people showing respect is the same as being submissive, because they're RPing for a power fantasy. And similarly, a Sith can be respectful of the abilities of others without lowering themselves. Sith aren't independent monomaniacs, they are at the top of a society. For that society to function, there has to be an awareness of the value Imperial agents and Bounty Hunters and others offer, and while their position may be superior, they shouldn't just be instantly abusive to everyone.
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