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CaptV

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Everything posted by CaptV

  1. A few suggestions to bioware for some quality of life improovements, some ive added in other topics on general and other areas but still relevent here: Strongholds: Remake the Stronghold UI so that its much cleaner and less bulky, list all recently visited strongholds on the right side of the UI so that you can return to previously visited SH's anywhere in the game. Allow people to advertise what kind of SH they own, such as a Stronghold for Social, Trade, Roleplay or Player V Player interactions. Also, add more Strongholds that are *smaller* in scale thus easier to make, such as a 3-4 room Zakuul Apartment or a Korriban Temple/Jedi Enclave in Tython. Finally, make it possible to list that type of strongholds public listings from anywhere rather than that specific planet. Roleplaying Megaserver: While it is true you added a PVP megaserver and a normal megaserver, roleplayers got the short-end of the stick and while we are a minority at times we are one of the biggest minorities in swtor of late with quite a vast amount of rpers still around, it'd be nice if we had our own designated megaserver for planets to make it easier to find other rpers. If not a Roleplaying Megaserver: Roleplaying Tags: Alternatively, similar to a title but free, you can give people a tag that lets them iconise them selves as an Rper, ive seen other MMO's do similar and it has helped rpers find each other in these games. Finally: Outfit and Weapons Storage Redesign: Less clutter, more consumeables: For this, my suggestion is to change the current collections system so that rather than giving you the actual armour set and weapons, it gives you the skins, and lets you transmorph them directly simply by clicking on collections and which specific skins you want, allowing you to tag favourates. You would also be able to reskin over weapons you own in addition to armour. These are a few Q.O.L improovements I think would be pretty nice, while I dont expect most of them are entirley feezeable im sure there are ways to make some of them possible in smaller ways given the situation with TOR atm, I appriciate the realism of the situation but I still think it'd be nice to include them in some way.
  2. Give strongholds a new menu system and expand the strongholds significantly, we could have smaller ones designed to be more like apartments, like the zakuul apartment Kailyo has in KOTFE. In addition, give strongholds the ability to list as either Social, Trade, or Roleplaying so that roleplayers and the like can find specific SH's for their needs. Also, list all the Strongholds you recently visited under 1 tab instead of having to go to a specific planet to visit them.
  3. Im honestly in denial there will be another expansion except maybe one that serves as an epilogue to SWTOR at this point, KOTET basically finished the game. Theres the potential rise of the republic and empire trying to take on your Empire and the Mandalorians, Chiss and everyone trying to take you down. But aside from that, I think SWTOR 2, set in Wild Space (Ala Mass Effect Andromeda) would be far more interesting, using a time skip and a new engine.
  4. Operations, are a relic of an old era of MMO gaming, one that doesnt belong in the age of SWTOR. Try to understand my point before shooting it down friends. Operations were designed to be the raiding of SWTOR, but it was very clear after a few years that SWTOR was never going to have a population large enough for raids on the 40 man calibur. Its probably better that instead of focusing attention and development on OPS they focus on trying to intergrate all current ops into some kind of new form of hybrid Flashpoint and focus only on 4 man content from now on as multiplayer content. Theres a reason for this: 1. Less is more, the game already suffered its biggest loss after its launch and while it has managed to stabalise that loss it can never fully recover. 2. The Dynamic has changed, most people have grown content with the Singleplayer RPG that SWTOR has become with multiplayer on the side. Theres nothing *wrong* with that, at all, infact, it can honestly be exploited as an entirley new form of MMO that keeps SWTOR aloft for years to come. But what *is* wrong is trying to cling to things from other MMO's that just dont belong in SWTOR anymore. Trying to say theres a room for raiding is wrong, because there was never a room for it to begin with. It has no real use or purpose in this game. Arguing that removing raiding would kill the last semblance of community interaction is a null point. People still roleplay, they still interact, infact, id actually say SWTOR is one of 'the' best places to find roleplay in any MMO right now for a variable number of reasons. But Talk of people wanting to bring back raiding and the glory days need to just give up instead of trying to fight for it. Maybe this isnt the MMO for them if thats the case, because honestly, ive seen this pattern so many times before. A game shifts its demographic to raiding, look at WoD, look at GW2 HoT, it always ends up killing the community more than building it. There is no answer that will make everyone happy, but maybe thats fine, maybe its okay to cut away an entire demographic in favor of making other more lucrative ones more interested in your game. What im saying is..., forget Operations, forget Raiding, its not worth it anymore. No matter what anyone says, no matter how much people cry over it comming back, let it go, move on, forget it like a relic of the past, it has no place in the future of SWTOR. I know that sounds harsh, even unfair, but im sure even the raiders can agree, theres no point fighting for a lost cause.
  5. I think the thing is for the age of social MMO's of today we need to change the way things are done, the group content of before couldnt work in todays MMO because of the mentality of todays average MMO gamer. Thats why I saw the GW1 approach as the best option forward, it allows SWTOR to become a singleplayer experience "with" multiplayer, which slowly eases people back into socialising again rather than forcing more group content/raiding/dungeons into peoples faces which has never worked well for most modern mmo developers.
  6. So after seeing the direction of KOTFE and KOTET it almost feels like SWTOR is comming to a journeys end. For that reason I felt like concepting an idea of what could be done with the beloved franchise beyond KOTET and beyond what ever comes after KOTET. I concepted the idea of SWTOR 2, and what it could look like, whadda ya think? Story: The Story would take place at least 300 years after SWTOR itself in a somewhat "what if" timeline somewhat alter canon yet still being semi-canonical. After the events of the KOTET setting the Eternal Empire has thrived for over a hundred years and the Emperor (Previous player character) passes on with no heirs to the throne. This creates a turmoil of succession in the wild space region creating a story for the setting outside the main canon itself. The story revolves around the now "Eternal Republic" that has become cut off from the main universe trapped in its own pocket of wild space with no way to return proper communication due to an unknown phonomenon in that part of the stars. The story, revolves around four individuals within the Republic trying to find out the true mysteries of the galaxy and uncover the truth behind why they have been seperated from the rest of the universe. It would have four playable storylines, each one dictating some inital starting force sensetivity, and some inital starting skills in practical weaponry and technology. Those would be as follows: - The Sith Exile: Something of a last survivor of the remenant of the Empire of a galaxy far away. They, along with a few refugee sith outcasts have tried to "rebuild" themselves on a distant world, raiding it for goods and supplies, looking for an opportunity to resurge themselves as a force of power to be reckoned with. - The Mandalorian: A Clan of Mandalorians have been fractured from the rest of their people for 300 years on a distant jungle world. Among them is the Mandalorian themselves, their people have begun to forget the old ways of tradition and become little better than common bandits. Its up to the Mandalorian if they wish to uphold the old ways, or embrace the new. - The Ressistance Fighter: An Anarchist fighting against the Eternal Republic has become driven by a higher cause. Perhaps a former soldier of Zakuul or something else, they blame the Republic for the wrongdoings of the corrupt galaxy and are determined to bring down the system and the evils of this world, no matter how extreme they have to be. - The Eternal Knight: A loyalist of Zakuul who has thrived in the Eternal Republic's shadow, a well trained knight that has lived for years under tutilage of the best warriors. This loyal soldier has never once questioned their duty to their people or to the Republic, but an event that will change their perception of their duty may soon have them questioning their loyalty, or enforcing it. The idea for me was "less is more" focusing on four specific stories rather than 8 allows for less voice actors, and more depth to the story themselves. Each one would obviously have their own unique prologue and story to tell but over time would eventually begin to converge as one over-arching plotline between them. Regardless, into gameplay: Unlike SWTOR 1, SWTOR 2 would be a mashup of JKA, Force Unleashed and Battlefront with alot of active, heavy FPS focus on the combat and open world playstyle. You might think of it as, Witcher 3 meets Halo as a sci fi setting with a focus on slowly veering away from traditional star wars tropes and gameplay. This allows for a more diverse approach to the game, focusing less on specific classes and more on a branching skill system similar to Path of Exile, where every class has a starting point, but also can diverge into the skillsets of other classes. Example: Want a Sith Exile that can wield a blaster in one hand and a saber in the other, while using the force? Invest into the skill set needed to do that. Want a Mandalorian Dual Saber wielder that can utalise heavy armor and grenade packs, invest into the skill set required to do that. This would give a new meaning to progression in MMO's allowing a focus on each skill individually rather than as a whole about the leveling itself. Its not that it hasnt been done before, but with this, it could be done "alot" better, giving real focus on progression and feeling that every path you take makes your char feel your own. Choices and Consequences/Light/Dark: Much like before, the system of choice and consequence would come into play, but play a far less powerful role in this installment of SWTOR than its predacessor. Every choice would be more specific rather than over all, meaning only specific parts of a story would allow for choices, giving more focus to the events that do matter. This means that you might only get 2 choices throughout your entireplay through of act 1, but the choiec would definatley have a huge branch in the direction of that storyline for example, it might even take you to an entirley different world from another choice. Or impact the character progression of your companions so significantly, that you completley change the people around you as a result of your actions. Speaking of which, Companions would be more significant than ever, having maybe only 2-3 companions per character would be ideal as it would allow you to truly bond with each one specifically and let you grow attached to them and care about them heavily. Social Interaction and End Game: In terms of social interaction, SWTOR 2's focus could shift from the current open world vibe to social hubs more like Guild Wars 1, where specific city areas were open to millions of players, while open world was generally just a canvas people coud explore of their own. This allows it to have the same feel as the current SWTOR only done slightly more effectivly, as it basically makes it very clear where you can find players, and where you can explore. Mechanics would also be important to the game, such as access to new content through the skillset. Example, maybe to reach a high area, I need to learn to force jump (double jump basically) but I can only do that if I have access to the force. This means that for certain classes, that would be easier, than for others. But likewise, maybe other classes have access to hacking earlier on, or have technology that lets them break through difficult doorways into harder areas. This allows replayability as one main, or playing all alts to explore everything and experience everything at least once. As for end game, the focus would be story driven, giving less enphasis on raiding/dungeoning and instead focusing rather on the actual player themselves and their journey ongoing throughout future titles. This would allow SWTOR 2 to veer away from the MMO steriotype of typical MMO's and focus more on actually excelling at what it already does, story narrative. Though elements of group content could exist to make things more interesting, such as unbeatable bosses in the open world that can only be defeated with friends, or PvP content that requires players to join battlegrounds as mercenaries. Speaking of that, there would be no faction in SWTOR 2, much like there isnt in GW2, focusing entirley on an aspect of player interactivity, and allowing it to be stronger bonded. Conclusion: It could work, it might not work, but it was an idea in my head, thoughts and opinions are welcome, thanks for reading if you did, if not, have a biscuit and put up a chair give it a look over.
  7. Tbh if they add any new class, and I do mean any, it will likely be tied to the current story. Im going to say they will probably do a World of Warcraft and give you a Zakuul Squire as a new class, basically the Death Knight of SWTOR. You get a somewhat prequel storyline possibly with Thexan during the conquest of the worlds, leading up to the eventual death of Thexan, you're captured, and put into cryostasis, and forgotten by your fellow Zakuul Knights after an unintended betrayal. People mistake you for the Outlander, and from there, your story basically carries you into the current events. Some dialogue could be added unique to your characters own backstory but most of the stuff stays the same. The Zakuul Knight gets access to the saber pike and saber pike/shield options, either as a Centurion or a Justicar. The class would basically operate like a middle man between sith warrior and jedi knight. They are able to pick either the path of healing as a Justicar, using a saber pike and heals to provide order and control over a battlefield, or, they can go down the road of the Centurion, using a pike and shield, protecting their allies from harm as a bulwark of defence while spearing their foes down mercilessly. They can also equip regular lightsabers as a substitute for the pike. Other than that, the only class I could ever, see, being added as a non-force user class is something that adds to the old fantasy, an imperial officer or republic spy (similar to the agent only more gurellia focused) could work but beyond that, no, new classes seem unlikely if impossible at this point, maybe a droid class though.
  8. Given that we are more or less embracing the idea of megaserver with the latest update and the idea of unifying everyone into pve or pvp, I suggest why not simply add RP and RP-PVP as part of the megaserver choice, simply let people right click what instance they want to be in at the time.
  9. I imagine this has already been done once or twice before but for the sake of staving off boredom and exciting the imagination what would your dream planets be for SWTOR if you could put an SH in them. With SH getting some love in April maybe the time has come to see a new one appear soon, perhaps a smaller one or a larger one or maybe more than one new SH in the long term. Given there was some teasery apartment like quality to a certain characters apartment in chapter 10, I wonder if they are planning on a Zakuul stronghold? Either way, my thoughts were: Small SH: Zakuul (Would be great if it had an elivator, could be like a flat or apartment with multiple floors you have to unlock, roughly the same size as Nar Shadda/DK or Coruscant) Manaan (An overwater area with an unlockable interior, and elivator to a lower floor with additional unlockable underwater rooms) Large SH: Hoth or Ilum (A snow themed planet would complete the "biome" SH theme with a large vast area similar to tatooines or maybe a little different like Yavin giving some levels of height and possibly verticality?, if Ilum, it could have a jedi temple ruin somewhere) Medium SH: New idea, basically, strongholds that have a middle grounded size, bigger than the Nar Shadda palace but smaller than Tatooine, having maybe a small garden or outdoor area but large enough that they are slightly more expansive. Ideas for such: Voss (A temple ruin which has a small verdant outdoor area, surrounded by a large dropping cliff on all segments) Rishi (A coastal vista village on a remote island) Eh, just my ten cents on trying to stirr some interest out of people, whadda you think, deluded maniac or fun ideas to share?
  10. The population will come back in summer, plus the new starwars films have essentially saved SWTOR from complete death. The hype from the new star wars films will create new star wars games, if EA is smart about it, then they can continue to use that to publish SWTOR since its going to be a popular thing again once star wars kicks off to the next generation. SWTOR will stick around for a good 5-10 years yet because of the new films, but it wont necessarily be anywhere near as populated as WOW or GW2 were in their primes. It will however have a constant up/down cycle while the films continue, which gives the devs time to make content to potentially incentivise people to stay a bit longer.
  11. Honestly I think the films will save SWTOR from any kind of death, the next few years will keep SWTOR alive thanks to episodes 7-8-9 and the spin off comming this year rogue one. It wont be necessarily a MAJOR influx of players but it may be enough to keep this thing going for quite a long time yet.
  12. If you dont play a Trooper then Chapter 11 is going to feel fairly weak, Ironically while most dislike Chapter 10 I felt it at least was a bit more choicey and consequency than this one, particularly since there is a very strong "railroad" element in this one that doesnt give you any impact. Chapter 10 at least reflects on a choice you made in the inital chapters, and has a fatal consequence for a certain dark side choice. Chapter 11 was basically "Darkside choices are not an option, because your being railroaded into making the LS ones even if you dont like it" which frankly felt meh. I also just generally find Jorgan to be a very dull character in general, though Kaliyo is hardly better, both frankly are a letdown since neither is very appealing to me. Im more of a force user anyway, im still waiting for jedi/sith and lightsabers to be a major player so chapter 12 may just be my thing from what ive heard of it. Im worried their taking too much time on "companion" stories and not enough on the Outlanders. I get people want to see their companions again but frankly I couldnt give a damn, its my story, we can save the companions later, id rather if they're going to make the big main character (I.E. You and everyone else) important then focus on that, make the main character relevent and screw the rest, they aernt important and if they die they die. Frankly what I really dislike about this is the lack of companion manipulation, KOTOR 2 excelled at one major thing which was moral choice impacted not just "you" but your companions, allowing you to actually shape their morality with your own twisted logic, or morally redeeming qualities if they were evil. It created an odd but interesting way of developing characters in my opinion. Id love a scenerio where we could have made Kaliyo more morally good, or Jorgan start taking extremes to get his concept of "Justice", id like to see Jedi fall and Sith rise, and a morally grey world where I can shape the destinies of those around me, not just be shaped by their choices and reactions to my own.
  13. Hear me out before I get shot at from a blaster at every angle: Mastery and Endurance have become the only norm we even need or care about at this point, and aside from very minor differences in gearing which could easily be tuned with some changes to the classes they now serve very little if any function at all when seperated, even more so considering we have adaptive armor. Simply put: Theres no need for a segregated armor class anymore, it just serves no role. People can make their character look like a buff beast or a timid robed warrior regardless of their armor or design, which contradicts the point of iconic uniforms and specific attire only specific classes were permitted to wear. Rather than trying to go back id say we should go forwards. My proposal: The game currently feels like what it has in an abundance of armor choices it lacks heavily in weapon choices. Id say, considering the TOR team is always adding new emotes and animations it not like you guys dont have the time to work on what im about to suggest: A redefined unlocking system for all: The synopsis: The basis for this concept is that players want more options in weapon choice aswell as armor, two things can be done here to achieve this. 1. Removing the limiter on armor completley and balancing tanking and gearing stats more systematically to each classes abilities as opposed to gear as at this point it already feels that way. 2. Allowing more weapon unlocks for class choice, while giving some restrictions to keep that feeling of personalized decision making. 3. Tanking specs for Sniper/Gunslinger using some kind of mobile shield cover, Healing for Maurader/Sentinel using DPS/Vampirism. Hear me out: 1. This ones a fairly obvious no brainer, given everything is mastery, endurance and secondary stats at this point, theres literally "No" reason at all to seperate armor in any form, it even adds room for new classes, and future class weapon combo's due to this format so "why not?" 2. Examples would be: Juggernaut/Guardian: Double Saber unlocked Sorceror/Sage: Twin Sabers unlocked Operative/Vanguard: Mainhand blaster Pistol unlocked. Scoundrel/Power Tech: Blaster unlocked. The rest stay as is. I dont really see why we cant have more weapon flexiblity for classes while having some limits, it may annihilate some degree of individuality in the case of say, a sith assassin no longer being the special snowflake for double sabers, but I feel like "generator/focus" is a kind of naff thing when you dont have the ability to visually use it. 3. Self explanitory, since these classes are the only "pure" DPS in the game it gives them more functionality to have something else to do, making them feel less of a spare part in say a raid or a flashpoint, or in pvp if they're limited in their function. Personally id also feel we should remove the "unified" spec that every class shares and reduce specs down to 2 while making the 2 specs that remain more viable. 2 specs for 2 specializations seems reasonable enough. All im saying is, the games made steps to change, it should go fully into this, not just half way. Theres alot of unused opportunities here that could easily make it even more interesting.
  14. I am wondering if we will get "new" music in KOTFE, and not just the symphonic stuff from SoR but seriously new orchestral bits, or something ambient at least. Also, maybe its about time the game had a new main menu theme, dont get me wrong, I like Clash of Destnies but KOTFE feels like it should overlap it with something new and darker.
  15. I first became a gamer playing on the Amiga back in my infantile years, playing asteroids, but as far as I know I first played "games" with a sega mastersystem (then snes, never had a nes) I played sonic, then super mario. I was a pc gamer after I got into starcraft, and unreal tournament and quake 2 which were the big things in my childhood days. My Internet gaming life began at Batltefield 1942. And finally my roleplaying life began on Jedi knights jedi academy RPG world. MMOs were introduced to me via guild wars though offically I began playing wow. Annnnd sometime later, im here clear enough ?
  16. Actually im wondering if my slaves finally made my robe of solid gold.
  17. My serious answer would be: The prologue chapter preceeding this will likley be about you as rep/empire making a stand against the Eternal Empire and its endless army. Depending on light/dark moral choices you either willingly stay back or are left behind by betrayal. Your then given only onle goal, fight, kill as many as you can, inavoidably you are defeated, and as you are, they freeze you meriting you to be useful to the eternal empire one day. A typical villians mistake.
  18. Only thing worth noting is that Force Users aernt the godlike space mages with laser swords people cut them out to be. In the Movie universe they are significantly OP for story purposes, and in the SWTOR universe the main protagonists IE the ones we play are heroes for a reason of being significant. But general force users are significantly weaker because so many people can use it in this timeline, thus being able to handle force users isnt entirley unrealistic since there so many of 'em not all of 'em will be adept in fighting aswell as the hero. Keep in mind that the clone troopers did a rather significant job of wiping the jedi slate clean during Episode 3.
  19. Id like Quinn to have a moment to redeem himself after betraying us to Baras in SW storyline, id love him to do something heroic as a true act of retribution, or simply accept his sacrifice is for the greater good (if you tortured him). If he dies, I want his death to make us actually regreat hating him, otherwise it feels like its just too easy. Also, id like more chances to corrupt/redeem characters in this expansion, possibly give Scourge a chance to become a proper Jedi, or turn Nadia into a dark jedi protoge, fully corrupt Ashara and maybe redeem DS Jaesa/corrupt LS Jaesa. Maybe on the non forcie side you can have corruption/redemption from non forcies too. Make Vette's past influence with the Sith Warrior shape who she becomes in the future, e.g. collared vette becomes a total DS monster that wants to kill people for fun because she was bullied and tortured. While LS Vette remains true to her quirky jokey nature while being slightly more empathetic to people than usual. Maybe give Khem Val the chance to become a warrior that thinks of honor more than bloodletting, or make Mako into a ruthless killer that loves credits over kindness. Id love more "influence" its the reason kotor 2 was so immersive over kotor 1, you could literally turn your group into a heroic team or a monsterous army.
  20. Its a little early to call a faction willing to wipe out the sith empire and republic alike "evil". We'll have to see what The Eternal Empire's goal is (Yes that is the factions name if you read Valkorion's character bio in the fallen empire teaser). Until then, saying the good guys cant win, is a little narrow sighted, sure, Valkorion was a tyrant to his children, but is that for a good cause?
  21. God I dont get the amount of people hating on KOTFE when the transition from MMO to guild wars 1 style gating happened in SoR. Get over it will you? Its the direction the game devs want to go and I really dont get why people hate this, frankly, I think its the best way for SWTOR to keep going, the devs get to enjoy creating content again and we get to enjoy playing it. Sure, group content and pvp will be slightly sidelined for the story heavy stuff but complaining about it is a null point, if the story is good, why, do you, care? Honestly, to the quitters, will you stop creating "im leaving" threads? Its just getting annoying. Lets hate the expansion "after" it comes out and people can review it credibly before judging it on a cinematic alone.
  22. This entire expansion ripples the same dark fantasy vibe that kotor 2 gave me, I am hoping im not wrong, I loved Kotor 2 where alot of people treat it like marmite, it is one of in my opinion the best star wars storylines to date. I hope for this to be a very "morally grey" adventure in the SWTOR saga.
  23. The worlds gone upside down I tell you. We all hated EA, Bioware and IGN a few years ago now were confused as to why they're actually giving us content we want.
  24. RP servers will always be the most toxic places to go to in any MMO, but also the best if you enjoy interactivly immersing with people and creating your own adventures in the universe your playing in at present (Starwars, elder scrolls, whatever). Unfortunatley, RP communities, can be very unforgiving, theres a very expected social decorum that if your going to rp on an rp server at least try to be serious about it, e.g. Rping an actual Sith character or a stormtrooper, or whatever, rping something relevent basically within the setting. If you try doing something non canon it'll be very hard to find someone that accepts and even wants to rp with you without feeling socially awkward about it, the fact is, you dont go to an art gallery dressed in townie wear and talk about techno gangnam style remixes. You go there dressed formally, discuss the art with dignity and try to be moderatley accomodating about it weather you have slightly more relaxed opinions about it or not. RPers can get very... up tight, about things, then again, those that do can generally be considered *Insert vulgar comment here* anyway.
  25. SWTOR has gone down the path of GW1's approach to mmo gaming which frankly I believe is a good move since SWTOR was never really going to work as it tried to hybridise MMO and Singleplayer in a mesh that didnt work. Thus they've gone down the path were everyone can solo the entire game which frankly, is a good move since most of us wanted to play a kotor MMO in that kind of format anyway. Honestly, complaining about it is pointless, this is the direction that SWTOR "should" have gone from launch, and it trying to be anything but a singleplayer online rpg was really foolish to begin with.
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