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ForfiniteStories

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  1. If the story in an RPG doesn't really allow me to role-play, then in my view, it doesn't count. SWTOR still takes the cake; the small amount of story content we have received still surpasses that of other MMOs, even if it has problems of its own. Unlike ESO, it has factions and other things that are recognized and carry over, such as dialogue options and whatnot. It also has a cinematic appeal, which is far more entertaining than an NPC just standing still and staring at you. SWTOR also offers a lot more unique voice actors. ESO is just short of giving players a unique story depending on their faction, alignment etc, and all quests have more or less the same outcome, or don't branch off as much as I'd like. Sometimes I really want to kill a guy, you know? Or help the bad guys, even. I mean these do happen, but rarely or not to the extent that I'd like. And if they do, it is sometimes forced. Summerset was awkward if you weren't Aldmeri Dominion. The Gold Coast offered almost nothing to those who didn't want to support or join the Dark Brotherhood, etc. In ESO, I don't take my alts through the story. I even rush through it on my main, because it means nothing in relation to my character. Going through SWTOR on my alts is like my one and only thing, besides some GSF here and there. Meaning, that despite no longer being a subscriber (don't ask me how I am making this post) I still very much play and enjoy the game. And I would still be a subscriber if endgame wasn't a miserable mess and it had proper support from EA. I'd take three years of short yet impactful story over mass amounts of cookie cutter crud any day. In that regard, I would take back all the expansions SWTOR had for one expansion that was mostly Class Story. Of course the wait for that one expansion would have been too long going by that logic, lol But I digress, SWTOR can still use more content updates more often, story or otherwise, so I am definitely not disagreeing with you on that one. Just want to point out a difference between the two.
  2. Use something else other than protorps and you will find that what you are describing will happen less often.
  3. "Hearing about these old models is fascinating. As far as I know, no flyable relics still exist. Too bad, because I'd love to put one through its paces." - Luke Skywalker, (Book of Sith, p. 57) Republic Pilot Dossiers Compiled by Grand Moff Rycus Kilran, Commander of the Fifth Fleet, with support and approval from the Minister of War and with references yielded by Zasha Ranken of the Imperial Forward Command as well as various pilots of the Imperial Naval Forces. Written here is a list of our most notable adversaries amid the stars. The purpose of this list is to educate our pilots and their command of the threats we face so that they can best adjust their tactics to more readily lead us to victory. This list has been organized to the best of my ability, with rather personal notes to emphasize the cardinal danger these pilots exhibit so that we can all truly understand said threat. Do NOT take this information for granted, nor the names mentioned therein. Ignored, and you may find yourself losing a battle that would have otherwise been easily won, with your execution and the death of the pilots under your command the end result. This is not a threat, but a statement of fact. Please take this document seriously! Red Squadron When looking for notable pilots, one would be quick to assume that the more veteran members of a squadron would be numerically adjacent to the position of Leader, but this isn't always the case. In this case, a pilot under the callsign of Red Twelve has proven to often best Imperial pilots looking for a quick kill at the back of a file. He has also been known to improvise and provide support in a leadership role when the actual squadron leader is preoccupied. It seems that this squadron is quite capable of looking after its own rear. Some pilots are born with an innate ability to skillfully fly their craft, so much so that they stand out among the others when special circumstances arise, or when straits are dire. Red Twelve is not an uncommon encounter in this regard, but this is not necessarily detrimental to our objective, for every battle he participates in is another opportunity for us to take him down. He is a diamond in the rough, and we are indeed looking to steal this gem from the coffers of the Republic. Time and time again this specific pilot has bested our own, but time does run short sooner or later. That being said, Red Squadron is the most prominent squadron of the Republic Navy, and for a good reason. A victory against them would be quite the sound triumph, and the destruction of number twelve a worthwhile venture if you're willing to risk it. Data of this Pilot has been laid out in a concise manner below. Name: Arots Finbar Squadron: Red Squadron Callsign: Red Twelve Seen flying an FT-7B Clarion | T-65 X-wing, most commonly. Other ship(s) include the Spearpoint | R-60 T-wing and the SGS-45 Quarrel | Toscan 8-Q. Blue Squadron If one finds themselves leading a squadron, it is likely well deserved. The leader of Blue Squadron is certainly no exception to this fact, especially since he has made it onto this very list. What sets him apart from the others who have taken up the mantle of leadership? No, it is not his mustache. It's his skill set bolstered by years of experience and a reputation for survivability and savvy coordination. While it is true that others express much of the same, the results of Blue Leader and his squadron speak for itself. They not only have the highest kill to death ratio, but they always get the job done, and they get it done well enough to warrant not only the placement of Blue Leader on this list, but another one of their pilots as well. Perhaps the Republic is aware of the caliber of this asset of theirs, for while Blue Squadron is extremely effective, they are seldom used in comparison to Red and perhaps some of their other squadrons. They are, however, almost always used for some of the hardest assignments any Republic pilot can face. I suppose it would be best not to waste such a valuable resource on anything less, especially since they are so effective at accomplishing what pilots of other squadrons could only dream of, and still come out alive and on top. I question the validity of Blue Leader's placement on this list, for would his death even break the spirit of his squadron? I suspect it would rather make it stronger, but we lack options against the blue team. Each engagement is an experiment, and one day we will find the right formula to best them. Data of this Pilot has been laid out in a concise manner below. Name: Samuel Stormbrook Squadron: Blue Squadron Callsign: Blue Leader Seen flying a FT-7B Clarion | T-65 X-wing, most commonly. While Blue Squadron is generally known to be a highly effective and talented group, there is still room to shine within its ranks. One such member, she who shall be referred to as Blue Three, has made it that far. Perhaps she will one day make it so far in her speedy little vessel, she will have forgotten to let the others catch up, and that is when we shall strike her down. Truth be told, she is not to be underestimated, even when alone, though the fragility of her vessel would still mean a great deal of risk to her if such a circumstance would arise. The speed and agility of her craft, on the other hand, has often caused us to waste our time in chasing her down as the rest of her squadron proceeds unabated. She is dangerous, yes, but she is also a distraction. We can't look her way and we can't look the other way either. This, my friends, is why she is such a threat. She picks and chooses her battles, and her mind is one with her vessel, seemingly engaging in psychological warfare while in flight. Perhaps her mind is where her heart is. Shall we strike at her homeworld of Alderaan, even go so far as to threaten to turn it to dust? Or shall we strike the shipyards whence her kind of ship is produced and where her supposed crush is employed? I heard that there are exciting times ahead for the Republic Navy on Corellia, that there are plans abound for the development of new technology that will open the gates to a new golden age. Perhaps we shall be the ones to deliver the excitement. Perhaps we shall instead open up the gates to Chaos for them. I do doubt either would draw her out. Surely she hasn't survived this long by being naive and so caring as to be careless. She has done well choosing her battles and making the battle hers, as previously mentioned, but what if we decided the battle? What if we went on the offensive? What options would she have then? What use would she be, even to herself? Do these tactics sound too far-fetched? How about something simpler. When using psychological warfare as a tool, one is not often prepared to face the same in response, rather relying on the stupidity of others. The funny thing about fast craft is that there is always a point where the pilot thinks they have gotten away, and that is when they stop thinking. Let it be known too, that because she primarily flies a different ship than that of Blue Leader, the two are not often assigned to either the same tasks or the same flights. Data of this Pilot has been laid out in a concise manner below. Name: Neveah Scottis Squadron: Blue Squadron Callsign: Blue Three Seen flying a Flashfire | RZ-1 A-wing, most commonly. Other ship(s) include the Warcarrier | H-60 Tempest, Rampart Mark Four | D-wing, and the Zakuul Fighter | UT-60D U-wing. Green Squadron Logical tactics in most scenarios would have the most dangerous of hostiles targeted first with the only exception to that rule being if the target possessed great durability. In the case of the latter, it would be best to focus on those who would be easier to take down lest we are whittled away while whittling away. Obviously, if the target is both weak on offense and defense, they are largely ignored, or ought to be anyway. Sometimes, however, we may mistakenly perceive a hostile to be unimportant, which would then lead us to be caught off guard. This occurs only rarely, however, especially as we adapt to Republic strategies as well as technological advancements. Thankfully, most of their technology is similar to ours. Sometimes it is difficult to determine the assets an enemy has until the battle is well under way, leaving us unprepared to expect the unexpected because we can only do so much to anticipate what may or may not even be. As previously stated, this is not a common occurrence, but it can prove to be a detrimental one. One such nuisance possesses such stigma as to make it onto this list; a hostile often encountered among the ranks of the Republic's Green Squadron, who may seem fragile and frail at first, but left unattended, they can wreak havoc from the background. Scout craft are generally fragile and thus easily destroyed, but they also possess great speed and evasion, which nullifies the allure of an attempt at killing them. This character is no different in this regard, but their offensive ornament is often perceived as a "slew of wet noodles" many would choose to simply ignore as much as something is to shrug off. However, this mistake is also just as often a downfall for any pilot foolish enough to downplay the very purpose of such prowess. The pilot known as Green Six relies on being ignored, so much so that when a target makes itself to be an easy picking, their offensive capabilities come into effect. These supposed "wet noodles" tear through armor and shields like nobody's business when the target they are firing at isn't engaging in any evasive maneuvers. Green Six will then continue to dwindle our numbers until they are focused on. I don't care if you can't chase them in response; that is not the point. During their attack run, they will then be open to be attacked themselves, and attacking them then will prevent them from attacking us in the first place. Use this window to your advantage. The elimination of Green Six will then ease any further conflict with their respective squadron. Their appearance on this list is so that they do not get ignored. They specifically rely on you underestimating their level of threat; do not give them the satisfaction! Data of this Pilot has been laid out in a concise manner below. Name: Cassandra Bellinger Squadron: Green Squadron Callsign: Green Six Seen flying a Flashfire | RZ-1 A-wing, most commonly. Other ship(s) include the FT-8 Star Guard | E-7 E-wing. It is unfortunate that Green Squadron is further bolstered with an addition to their sixth member, Green Five, who has proven to be as deadly. To the contrary, it is fortunate that the Republic has thrown more of their cards in a single deck or two. Green Five's gunship is just that, and has been specially modified to be a dogfighter to some extent. This is not one of those tacky Condor's that pretend to be a bomber of sorts, nor is Green Five's ship a glass cannon that takes its time between shots. Green Five has been known to discharge many slugs within a span of seconds, with damage hardly below that of a much slower-firing ship. It is either the modifications as previously suggested, or Green Five knows how to use his ship in ways we honestly assume other Republic pilots might be scratching their heads at in curiosity and awe. Indeed, Green Five is no glass cannon, but it still wouldn't make sense to call him an automatic glass cannon either, for his ship is equipped with ordnance and whatnot that are specifically designed to fend off would-be attackers in close quarters combat. It appears he is not made out of glass at all. We doubt his arsenal is truly unique, but with the shadier side of the galaxy his brother is supposedly involved with, that is certainly not out of the question. Skill or otherwise, Green Five is extremely overpowered. His distance too, means that we shall only strike at him with craft that can cross the distance without being killed, or overwhelm him with numbers so much so that he does not notice an Imperial gunship setting its sights on him. But do not expect his ship to remain idle; Green Five is as quick as he is in getting out of danger as he is in putting us in danger. Let it be known too, that because he primarily flies a different ship than that of Green Six, the two are not often assigned to either the same tasks or the same flights. Data of this Pilot has been laid out in a concise manner below. Name: Gruurk Barthrer Squadron: Green Squadron Callsign: Green Five Seen flying an SGS-S1 Condor | BTL Y-wing, most commonly. Gold Squadron No adversary is immortal, and that has proven true thus far as it will always, for each of the pilots who vex us--and are thus deemed befitting of the dishonor of being written about here--have had themselves studied enough in that we have also illustrated their weaknesses. Gold Eight is not an exception to this rule. You will not find an exception to this rule, and that means the same to our own pilots. The purpose here is to defeat the Republic's best before our own go down, and that is where my job comes in. That is where this document comes in. Gold Eight flies a bomber known as the Sledgehammer, and a sledgehammer it is indeed. More of a heavy bomber, I might add, for when it does unleash its payload, not even a star destroyer can withstand. The weakness, in all irony I can muster, is this very aggression. Gold Eight's aggression certainly does make him the deadliest of his squad, for what's deadlier than a bomber on a run? One that does not stop running. Gold Eight has been known to quickly follow up with one salvo after another. In many occasions, he does not immediately pull back with the rest of his squadron. This and the sheer size of his craft make him stick out like a sore thumb, and to be frank, it is the first who tries who dies. Our tactics are as follows. Normally, we strike at as many bombers as we can to mitigate as much of the incoming damage as possible for bombers possess strength in numbers. However, because Gold Eight rather stings and likes to be at the forefront, we shall focus on him first. This may have devastating effects on the first target of his squadron's picking, as the rest of the bombers would proceed unabated, but it would spare the rest of us much trouble. Without Gold Eight, we can then proceed to standardize defensive protocols without having to worry about some lunatic who handles even the grandest of our vessels with utter disrespect. Word has it that it isn't just Gold Eight's skill and proclivity for violent methods that ascends his capabilities, but that they are involved in the criminal underworld. I do not know how these sources have been garnered, but I suppose that can help clarify things a bit. Perhaps he has modified his craft to be even more effective at what it does, and then some. Is the Republic aware of this? If so, do they grant him the privilege? Gold Eight has a brother who we also suspect might be utilizing equipment superior to military-grade, but until we can inspect their crafts before or after their destruction, we can never know. We do not believe either are force-sensitive, but perhaps the Force is with them nonetheless. Data of this Pilot has been laid out in a concise manner below. Name: Vruurk Barthrer Squadron: Gold Squadron Callsign: Gold Eight Seen flying a Sledgehammer | A/SF-01 B-wing, most commonly. Other ship(s) include the FT-6 Pike | BTL-S8 K-wing and the IL-5 Skybolt | R-41 Starchaser. Gray Squadron While fragile in both offense and defense, at least in the more common cases, the NovaDive contains an incredible amount of speed. Thus, its pilots are of the tactical mind. When Gray Seven does choose to strike, he picks his targets with reason, and applies various gadgetry to counter them in ways they may not suspect. For one thing, such a maneuver is usually an attempt at a quick kill, but Grey Seven likes to harass his targets more than anything. However, he does get a kill from time to time, especially when the pilot he is focusing on has no back up. Remember, he observes before he strikes. I daresay that against Gray Squadron, it is an absolute necessity to watch each others backs. Gray Seven, despite being the pilot of a fast vessel, is not usually the first into the foray. He awaits with unabated breath for us to be overly occupied with the battle at hand before flying out from the shadows of space, seemingly undetected, to pick us off where there be a weakness among us. His weakness, on the other hand, is that sometimes he remains engaged for a little too long. It is likely that when you are under his fire, that there will be enough time for an ally or more of yours to shift focus onto him before he manages to take you down. Do not panic or give up hope under such a circumstance. Under any assignment against Gray Squadron, it is recommended to keep their seventh member in mind so as to quickly address his presence on the battlefield when needed. He shall not be ignored for long. Data of this Pilot has been laid out in a concise manner below. Name: Oscar Fenix Squadron: Gray Squadron Callsign: Gray Seven Seen flying a NovaDive | Z-95 Headhunter, most commonly. Other ship(s) include the SGS-41B Comet Breaker | X-4 Gunship. *** Due to the passing of my master, Kilran, who died in the service of our cause, I have taken up the mantle to address this document in his absence. Since his passing, there have been a few more troublesome pilots in the Republic Fleet that have forced us to adjust our tactics in response to their presence. Like those mentioned before, the elimination of the following threats is deemed paramount. --NR-02 Dragon Squadron I have been given the honor to illustrate optimism within this document. A pilot for Dragon Squadron possesses a dubious nature. This is especially meaningful as they are a dangerous foe. The Empire wishes to enlist her into our services. We can then make her a dangerous foe to our enemies. Hence it is imperative we try to find a way to convince her to switch loyalties. Despite being deadly within a cockpit, I wish to convey the fact that shooting her down is refrained. She is likely worth an entire squadron of us. Command will plan its strategy around the elimination of her teammates and her capture, so bear that in mind when assigned. Even though she is an excellent pilot, she is just as deadly on foot. She will have many opportunities with us, assuming her heart is where her mind is. And that is if she even has a heart to begin with. Dragon Squadron is ...unorthodox to say the least. This squadron was created from the Republic's most skilled misfits, or most suicidal anyway. Those who possess abnormal characteristics fly in this squadron. Some are highly intoxicated, drugged, psychotic, and cybernetically modified. The squadron was solely responsible for the acquisition of the tech that allowed the Republic to develop the Rampart series of bombers, or at least the fourth iteration of such. Valerie Vincent, the pilot we speak of here, is a mutant. She was an experiment under Doctor Lorrick, who transformed her, if not created her outright, with Rakghoul genetics. She is also force-sensitive, so perhaps she shares a genetic code with that of a Nekghoul, rather. Regardless, her violent tendencies may sway her over to the so-called Dark Side of the Force, and therefore into our embrace. Data of this Pilot has been laid out in a concise manner below. Name: Valerie Vincent Squadron: Dragon Squadron Seen flying an Enforcer, most commonly. Vanguard Squadron This is a newly-formed squadron, or at least one that had not been in our databanks beforehand. It seems that this squadron's duty is to serve under a fleet known to be experimenting with Iokathian tech. This highly-advanced technology could potentially make astronomical breakthroughs for the Republic, something that is of utmost concern to the Ministry of Defense and the Empire at large. We have made reports of a development around this technology, a so-called Starhawk project, in which the Republic may already be producing newly-designed vessels comparable to those of the Eternal Fleet. Spywork has indeed suggested this, but even more alarming is the fact that the technology reported to be utilized exhibits functionalities similar to the supposed superweapons of Iokath, specifically that of the Gravestone. It is of no coincidence that these vessels appear to be quite similar in appearance. Let us hope that they are not too similar in function. The Imperial Navy has made numerous attempts of varying methods to eradicate any and all assets in regard to these vessels. We have not yet been successful, and time is running short. A notable pilot amidst Vanguard Squadron has been responsible for many of our defeats, thus he is now a priority target. If we cannot take him down, and as a result, more easily engage the Republic on their efforts to mass produce this secret project of theirs, then the best that we can hope to achieve is to postpone it for as long as possible. If my calculations are correct, the rate in which this ongoing campaign is proceeding means that unless we destroy Othello D of Vanguard Squadron, we can only hope to postpone the Starhawk project by centuries. That is surely better than failing altogether, but the Empire would much rather have things set straight to begin with. The best thing that could happen if centuries aren't enough, is the demilitarization of the Republic. That alone should be enough to send this project into the abyss of an entirely different universe, or canon as some like to say. I would like to make it clear for those who suspect treason amidst our ranks that the Republic's Vanguard Squadron is completely unrelated to our own. Inquiries made to the Chiss Ascendancy have indeed confirmed this. Data of this Pilot has been laid out in a concise manner below. Name: Othello D Squadron: Vanguard Squadron Seen flying an FT-7B Clarion | T-65 X-wing, most commonly Starfighter renders by Ansel Hsiao and unusualsuspex
  4. I find the lack of starfighter variety disturbing, especially since GSF offers more for free with the exception of the prettier graphics. But that's okay, because it has the flAshfire-Wing, and that's the only ship that matters. I really wish they did more with Squadrons, but I don't expect much from EA. The lack of actual starfighters in a starfighter-based game only solidifies that belief. A mere 5v5 battles from what I can tell, and a single player campaign that means nothing to me because it is Disneyverse, which I don't follow. They should have made Squadrons a much bigger game, otherwise it is simply going to be another "game mode," and we already have game modes as starfighter-esque content ...in like two other games that EA has hardly supported (or maybe the development studios under its wing just suck?) so I don't know what the heck they're trying to achieve with this other than a quick buck.
  5. The removal of level-scaling and the bonus series as dailies would a welcomed change, in my opinion. I really don't like it when they mess with older content so much. You know, the best part of their game. Or at least what used to be.
  6. I am interested in Squadrons. Of that, there is no doubt. I am curious as to why EA would develop a standalone game with just Starfighters in mind, in particular rather, why they'd develop it as a small project, when Starfighter Assault and Galactic Starfighter hardly received any support themselves, and if they were to, they'd probably be all that we needed. A standalone game would and perhaps should be much bigger in scope. I understand why they'd develop such a title in the first place given the fact that both Starfighter Assault and Galactic Starfighter are two of the most popular game modes in their respective games, but I do remain curious as to why this is a small project. There is definitely a following for it after all. Maybe they just want to start small to start with and see where to take off from there, if it takes off at all. Though I don't recall EA having a history of supporting their games after release. They almost never do, or just never do, so I don't expect much going forward. Whether or not I will pre-order or even purchase upon release will be determined by just how much effort they put into it in the first place. If it appears to be nothing more than a cash grab, an attempt to make money without any effort on their part, then I certainly won't purchase it until they make some notable improvements. I already have taken note of the lack of starfighter variety in this starfighter-based game, but I won't judge too harshly until more information is made public. The pre-order bonuses do indicate that there will be at least some customization, for both the ship and the pilot, and how extensive either will be shall be accounted for in my judgement as well. I'm pleasantly surprised at how many people choose GSF as their first video game ever. If it isn't any deeper than GSF, I'd be a tad disappointed. Anything simpler could easily make it more boring, as you have suggested it may, but even for more casual gamers as well. Oh, yeah, 5v5 is not exactly what I was hoping for. I want BIG battles too. GSF can have up to twelve players on each team, eight at minimum. A squadron usually has around twelve pilots. This is even less than that, and the trailer even indicates something about one squadron. What about multi-squadron battles? We shall see, I suppose.
  7. Visit Taris and find out? You can see debris falling in the backdrop.
  8. Same. I thought I'd give SWTOR one last try, and within a few hours I was reminded as to why I quit in the first place, or at least one of the reasons as to why. I remember gearing up and PvPing with my army of alts around 4.0. Now I barely managed to gear my main alone. ESO has a far better gearing system than SWTOR, and it's alt-friendly too, and it respects your time (and money.) SWTOR is too caught up in the past, but truth be told, I don't remember seeing a gearing system this bad in older MMOs either, like WoW even. Of course, even if they were to change the gearing system to something better, far better even, the underlying problem with the gearing system is that they keep changing it. This time, however, I think such a change would be necessary. Does anyone have the bonus set they want? They are all literally dung. And the only Tactical and Set that I found at least somewhat decent among the trash was recently thrown in the trash too. They completely gutted bonus sets this "expansion." You are now weaker and less efficient than you were before, and you have less character. Fun!
  9. True, spending any money and time on SWTOR might end up being waste, but deep down, it will always be a part me. Besides, it's the journey and not the destination, and I certainly don't regret my time and money already spent in the past five years.
  10. If they made everything but Operations and Flashpoints soloable, I'd come back to this game. In the meantime, ESO is my new master, and I'll spend the rest of my subscription time trolling these forums. Of course, if they made Operations and Flashpoints soloable as well, I wouldn't complain.
  11. According to official Star Wars lore, you're wrong. There is also a video game entitled Star Wars: The Old Republic, in which you can explicitly be grey. I highly recommend you give it a try. Have you ever heard of an anti-Hero?
  12. Even just seeing my GSF ship of choice in a cutscene or backdrop with its exact same customization would be pretty cool. I don't know about replacing Class ships though, since those are sizeable and the ones we use in GSF have enough room for ...one person. As for customizing Class ships, I wouldn't mind seeing that at all, especially since the concept art for at least one of them (Defender) features an alternate paint job, and one more reflective of my Consular's style. It'd be just like Hero ships in Battlefront II, so I can see it being a thing. Not that I care; I'll just stick to my A-Wing. It'd have to be its own game mode though. For those who don't like the idea, they'll still have their regular TDM and Doms.
  13. That is a lie out of the pen of hell, perpetrated by racial supremacists, and you don't have a single fact to back that up.
  14. Had my UI turned off prior to triggering a cutscene. I was unable to turn my UI on afterward, which forced me to alt+F4 to exit the game. I tried various methods to re-activate my UI, but neither worked. I couldn't even exit the conversation or log out. The cutscene was the final one before the end of Chapter IV: The Gravestone, of the KOTFE expansion, though I'm going to assume this can occur similarly for all cutscenes in the game.
  15. Let us use Dragon in our guild name, please and spank you, you dirty-minded ToS police.
  16. I'm a Flashfire Supremacist. I want a big black Flashfire tattoo on my chest.
  17. I just play for story and GSF and the rad character customization. That's my incentive. I finally gave up on PvE and Achievements this year. But who knows, maybe I'll make a return someday. Yeah, Classic is a superior MMORPG imo, but that's to be expected from something created as a Sandbox. I was really into it for a month or so, but I am not happy with how Blizzard is treating it. Private servers offered a far superior experience. There is too much Retail mentality in Blizzard's Classic, and thus I don't feel that a forced subscription is worth it. Otherwise, I would still play it. To each their own, I suppose. We all have our niche. I have to agree with what you said with specific item drops. I know there was a significant drop off of players around 4.0, when they made loot universal. That was when I had the misfortune of getting into endgame. That obviously turned out well for me. If players had more incentives for all sorts of content, maybe all sorts of content wouldn't be so dead. I would still have issues with the game, but boy, would I be much happier. Not to mention that you wouldn't need the best gear to get a group for the harder content. Right now, you'll get a gun pointed to your head even with NiM level gear that is augmented because everyone can get it. I thought it would make raids easier. But not really, since no one does that kind of stuff anymore. Prog groups would also make sense. I have no idea why people still prog. You can prog just by picking your nose; I just want the damn achievements, lol.
  18. Except that Covid-19 quiet literally is a normal seasonal flu. EDIT: Errr, I meant coronavirus. COVID-19, on the other hand, doesn't even exist. And no, they're not the same thing.
  19. I would prefer if they were actual taxis. Commuting myself is kind of ...odd.
  20. The Starfighter Pilot is my favorite Class Story. ...Oh, wait.
  21. Literally every time I die in GSF is because of protorps, slicing, and railguns. I DEMAND that Biobreak and Electronic Farts nerf anything but Tier 2 Scouts to the ground and make the Flashfire exclusive to me so no one else can fly it AS SOON AS I MAKE THIS POST. If not, then I expect these changes to be made by SUNRISE at the LATEST. There will be NO exceptions. As a matter of fact, this should have been done YESTERDAY, heck even YEARS ago, thus I expect to be compensated with an abundance of CARTEL COINS for the time I've had to deal with this shenanigans, AND I want that elusive Flashfire pet too!!!!
  22. You have some pretty good points. I do appreciate your perspective on gearing. I recently took a liking to ESO partly because of its superior gearing system; it's more respectful toward players and their time and investment. I am still rocking an armor set I crafted years ago. Despite my long Hiatus from it, it took me only a short time to get back into things. I did not feel left behind on gearing.
  23. They can do one of two things, or both for extra measure. These things being: 1) Make the aforementioned content solo-able, and perhaps other forms of PvE content. 2) Somehow pull a miracle out of a hat and increase this game's meager population a hundred-fold or more so that finding a group won't be such a fruitless task. I do think option one would be easier to implement.
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