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EDQUERT

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  1. Over a year ago, came a new update called: knife of the fallen empire. In this update, they made radical changes has aimed to make a more "easy" game. Terrible mistake !!!. The complexity of the game is what makes it attractive. An easier game is a simple and therefore boring game. The same error committed with NFSW, a year after making changes to create a video game supposedly simpler and easier for the players, the game ended. They turned the game into a more advanced version of Mario Bros. This update was promoted by players who wanted to play the game more quickly. However, those same players are those who have left the game because they played everything and now are playing another game. While players who had adapted to the complexity of the game are those who remain and are mostly subscribers. Make a complex game is not the idea. The idea is to make a game more playable, enrich. Only that which is so complex that nobody uses is removed, the rest only improvement but no change in performance. The following are the mistakes and successes I have been identified in the last update: 1. Synchronization of levels. this idea has enriched the game, so it is very successful. 2. The best of the game is at the highest levels. With this idea they are destroying the game because downplays all the way to reach these levels. What turns the game into a race to increase level and not fun. ** Suggestion: make the best game content (Flashpoints, wz, heroics) is distributed proportionally throughout the game, so the player gradually fun, agree to progress in the history of each player. 3. Do not get ahead of the story. Do not allow the player to advance level if you have not completed part of the story that corresponds to its level, and let them know. And that cannot access content that are above their level. ** Suggestion: Only if the player has passed the story that corresponds, can access the content at higher levels, but once he has managed to complete for the first time, you can repeat it from that time until the last level. 4. !!!!! This is the game STAR WARS !!!!!. This game is not like other games, this game is a game of STAR WARS, and people do not come has just play, they are attracted because they want to be a Jedi or sith, learn the light side or the dark side. This game like no other makes important part of the saga. suggestion 5. heroic quests. This is a very good idea but it has two flaws, first makes the player focus to play alone, and the second, the player can access these heroic without having played before in story mode. ** Suggestion: make it mandatory to do the heroic in minimum group of 2 players, and second that one can find these players from the group finder. and that can only be done if the mission has already been done in story mode 6. Vendors on fleet. In the last update they removed the vendors selling armors, ending the trade in them in GTN. ** Suggestion: return these vendors armor, but these armors come with one or two missing modifications, and create a market for these missing pieces. 7. level rise rate. the speed with which it must be level increases slowly, so that the player can enjoy the game, however, it should be able to choose the player the speed with which it progresses. would be four possibilities: 1. stop the progress, slow progress 2. 3. 4. normal speed and fast forward. the free player, only have access to 1 and 3, the status preferred player would have access to 1, 2 and 3 and the Subscriber would have access to all. 8. mastery skill, was a bad idea the other skills disappear and replace them with a single (mastery). originally thought that this new skill will only add to the adaptive armors. This is an example of doing simpler the game and take his grace. **Suggestion: old skills back and let this new ability for adaptive armors. 9. outfits. this idea has enriched the game, so it is very successful ** Suggestion: allow companions have several outfits like the characters. 10. settings companions. This idea is not all bad, on the one hand this is another example of returning more simple and boring game, because the partner was the one who always got the armors that are no longer needed. And on the other hand, the new "system of influence" has enriched the game and help the companions more useful. ** Suggestion: allow companions use armors and that the level of these pieces add to the influence of companions. in the same way it works on raising the level at a character. but in the case of companion, would influence the level. 11. bound and unbound. I suggest creating a machine in the fleet and the stronghold that allows unbound the armors and other items, but it can be used only after buying a weekly pass in the Cartel Market. This pass does not cost a lot so they can buy and sell resellers in GTN credits. 12. events. events should take more time to be more attractive to players, and less frequent in the year, to be more expected by the players. . just a few ideas for the moment
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