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Starcloud

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Everything posted by Starcloud

  1. Here's an idea for you that would also help the crafters in game, and it comes from a little company known as Digital Extremes. You may have heard of them. In their multiplayer looter-shooter, they have a lot of crafting resources that can be picked up. One of the things to help players along is something they can buy called "resource boosters" which double the number of resources picked up, and "resource chance boosters" which increase the chances of picking up rare resources. These boosters can be purchased in several different durations, each timed in terms of calendar days. 3 day, 7 day, and 30 days. Why not implement something like this, where players can choose to purchase similar boosters for credits, and only credits? It would improve the resource situation for crafters. The other side of that, though, is that you have to actually allow crafters to make relevant items for sale at all levels. Right now, you shifted to a 'you get all your important items from loot and NPC vendors' type economy, and crafters are left out in the cold because no one wants their stuff unless it's at the very top end, or is cosmetics like dyes.
  2. Given this, what about stronghold to stronghold travel? And what about exiting to ship from a stronghold? There's already a legacy power that takes you to your ship, would traveling to your ship from your stronghold carry a cost? Please note that you have to take the time to really think through your changes and ask for feedback before implementing them; given everything that's happening in the world right now, there is a lot less willingness to trust or take things on faith, particularly when it comes to things people have spent or have the potential to spend *real money* on. Just look at what happened to Wizards of the Coast and the OGL1.1 situation.
  3. okay, what the hell. Quick travel is there to cut down on the incredibly long travel times that were introduced in the beginning of the game in order to force players to not rush through content. This is not a 'convenience' it is a necessity, eleven years later with several expansions of content. This hurts beginning players and free to play players the most; do not implement this in Live. Travel to strongholds, again, I understand why you're doing it; to prevent people from travelling to their strongholds and using the legacy vault terminal in order to load up on credits when they have started a new character with no money. But all it does is annoy the hell out of people early in the game, it does not actually do anything to drain credits from the overheated economy. Repairing equipment; seriously, wth? Equipment shouldn't ever be destroyed in the first place. Your problem with the economy is that you allowed credit dupes and exploits to persist for too long. The solution to that is not to punish 95% of players, especially considering that would include 100% of free to play and new players. If you want to bring the credit economy under control, you're going to have to do something other than make the game worse to play.
  4. No. There is the Force, and there is the Dark Side of the Force. The Dark Side of the Force is when a force-user perverts the Force to their ends instead of letting it flow freely. Force Lightning, the various Sith rituals and techniques that shape, alter, and twist life, all of that is the Dark Side. It's unnatural. There is no "Light Side" of the Force. There never has been. The 'dark vs. light' is in the game as a way of distinguishing political sides.
  5. He's not wrong. Melee combat in general feels slower and less effective than blaster combat. I blame PvP balancing for this. And I blame the developers for thinking difficulty = massive hit points + armor + shielding. No, that's not difficult. That's just boring, dull, and tedious. Spamming the same attack chain for ten minutes to take down one enemy is not, I repeat, not fulfilling gameplay.
  6. Finish up all your previous quests. Everything you haven't turned in, go and turn in. Every heroic that you're hanging on to because you haven't done it yet, either abandon or go and DO. Your quest log is full, and needs some things cleared out.
  7. Neither of which are *Shield* generators. Shield generators also have a 5% chance to activate, 20% damage absorption. There are Willpower *shield* generators in game, but the schematics are blue drops from mobs and possibly reverse engineering.
  8. Witness. That means the player was in observer mode, and was just watching. Not in a Flashpoint, not in a Heroic.
  9. THe Ulgo Noble's Outfit from Alderaan is decidedly not "every day work clothes".
  10. The problem here is that PvP changes also affect PvE. So don't expect anything radical like the suggestions in this post.
  11. Light Side: Blue, Green, Red, Crimson, Veridian, Cyan, Purple, Orange, Silver/White, Yellow. Dark Side: Blue, Green, Red, Crimson, Veridian, Cyan, Purple, Orange, Silver/White, Yellow. "Grey:" Blue, Green, Red, Crimson, Veridian, Cyan, Purple, Orange, Silver/White, Yellow.
  12. SWTOR-SPY's datacron list is sadly out of date and terribly incomplete. Search with the terms datacron swtor and you'll see other sites that have far more complete lists.
  13. This is eight separate single player games set in the same setting, with instanced quests and the potential for cooperative play. As an MMORPG, certainly, there are no "grind spots". This is a good thing. Open world grinding really grates on most people's nerves, whether they openly admit it or not. There are also good reasons to leave the Fleet. Mostly, lag due to population. It gets really bad during peak times. What's missing, however, are simple, easy things to implement. Like a /sit emote that doesn't look like you're sprawling all over the floor. The chairs and sofas that currently exist in game are effectively just decor, because no one can sit in them appropriately. You'd be surprised at how much a simple change like that would improve the feel of the game.
  14. It means Jeasa had maximum possible affection for the player character. Affection, among other things, makes crew missions proceed more efficiently with better results; this includes crafting.
  15. The loading screen issues and the putative "choice" you're offered to go to two different planets are both legacies of an earlier Beta build, where you really did have choices. At one point, both planets offered to you had quests progressing through the same levels. That's no longer the case, but no one ever thought to go back and change things to make it clearer, and the loading screens immediately advance to whichever planet is higher level.
  16. And that's just through the retail channels. Origin probably has a good chunk more sales.
  17. Lord Zash. It's so rare to have a cheerful Sith lord.
  18. It's purely personal preference. The Sith had a *tradition* of using only red crystals, but it's just a tradition. There were Sith who used blue, green, other colors. In KotOR 2, you could say what color your now-lost lightsaber was, and the full range of colors were available, including silver, cyan, and a shade of metallic green named veridian. Bioware's enforcement of the ridiculous "Sith can't use green or blue, Jedi can't use red" rule goes against previously established precedent.
  19. Star Wars is definitely Space Opera, which can be defined as Horse Opera in Space. There's some Western themes in there, elements of characters and plot came from Hidden Fortress (though having seen both movies, they're only similar in extremely broad strokes and technically, both of the peasants are C-3P0...), and then the mysticism of the Force comes partly from Zen Buddhism and partly from Taoism.
  20. And it's all bull. Jedi use whatever colors they like. Leia used a red crystal, for instance.
  21. Traviss is a professional. She was in the middle of a story, that story had to rely on certain elements being in place. Then the Clone Wars writers entirely upend the background story and utterly change the character and environment of the planets she was planning on writing about. She and her LucasBooks editor talked and tried to brainstorm ways to continue the novel series, but neither of them could see a way forward. Since writing is her business, she made the simple, logical, and reasonable decision to not commit to another book and moved on. This is something a lot of people don't understand: If you're a professional writer, you don't write novels out of love for a particular universe or series. You write to express a story in order to sell that story so that you can put food on the table. If you end up hitting a roadblock with one book, series, or universe, you either set it aside or drop it in order to continue. Any animosity is on the part of the fans who either feel betrayed that she stopped writing for Star Wars or that she wrote for Star Wars at all.
  22. Both Karen Traviss and Barbara Hambly are professional writers of a pretty good quality. Karen Traviss was lead writer on Gears of War 3, which I'm given to understand is a pretty popular game. Karen's been on the New York Times bestseller list more than once in her own right, and not just riding the coattails of Star Wars. She's pretty darn good as a writer, actually, and usually writes in the science fiction genre. As a character writer, she's very much on top of how people react, and her characters have realistic motivations. Barbara Hambly usually writes in the fantasy genre, often in the real world/fantasy world crossover subgenre. My impression of her writing is less favorable, though I can't pinpoint why; possibly it's because her fantasy worlds seem to feel generic to me. In terms of their Star Wars novels, Barbara Hambly's are considerably less focused, less coherent, and given to outright strangeness. Karen's were focused on the "dirty" side of the Clone Wars; what it might feel like to be "on the ground" and on the moral implications of the Republic using what was effectively a slave army. Both sets of novels didn't mesh with the original "space opera" feel of Star Wars. However, Traviss's novels are, for me, a much more enjoyable read. Hambly's novels are.. well, they were written during a time when LucasBooks really didn't care too much about the consistency of Star Wars novels. I'd very much rather reread the Republic Commando set than the Children of the Jedi/Dark Star pairing.
  23. Huh. So that explains the mysterious failures to fire off abilities. Yes, Bioware, please remove or reduce the animation lockout times for "defense" moves like deflect and block. It makes the character feel slow and unresponsive.
  24. Please, please please. I understand you love to sacrifice yourself for me, but. If I'm running away around a corner, follow me. There's a reason I'm ducking under cover rather than standing out in the open being shot at. [i.e. Developers, please implement a "tether/follow me" mode that makes companions stay within a short (five meters or less) distance of the character while in combat.]
  25. The original poster is correct, though. All animations should finish animating slightly before the time the global cooldown has finished, with the exception of channeled powers. If there is an animation lockout, then there is a problem with how the game "feels" when it plays. It's bad enough during periods of high latency, where you can mash buttons rapidly and not get a response back from the server; to have it built into the client is not acceptable. Targeting issues are another thing that contributes to the feel of character responsiveness being poor, but I've yet to figure out an approach to fix it.
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