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Spife

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  1. SWG kept me hooked for more than 6 years. I, too, had more than one account and payed them all gladly. I'm keeping subbed in SWTOR for a few pvp battles a week only - getting lesser though. I would switch back in an instant, if only it was possible, even with SOE continuing in doing nothing about the game. SWTOR? Just a good replacement for SWG's boring 'legacy' questline to level. But then, in SWG the fun just started once you hit level cap. Damn, I miss SWG
  2. Yes, i would also tend to a nerf, if one class simply dominates all others. The inflation of powers was the reason for the capitalized 'Bad'. Nevertheless - all MMOs are adding more powerful features in their expansions (or else no one would like to grind them) - the buffing up may be specific to PVP, like in the example i gave - and last not least: if the world boss becomes too weak, you can replace him too with something more powerful. Even if total numbers are growing, the balance is based on the relative values.
  3. "Don't take things away from players if it's not *really* necessary" Unfortunally, i can not find the original article, written by a seasoned MUD (*) designer, but it boils down to: Loosing stuff or abilities tends to be frustrating - offering new ways can be challenging. Yep, this is a post about the upcomming changes in 1.2 and quite a few negative responses i've read... and the numbing feeling, that i've seen this all before. Don't get me wrong: too many buffs are Bad. But: say a gunner class is weak (= can't kill) a medic class - what to do? 2 Options: 1 - nerf the medics (influences PVE and PVP, things taken apart), or 2 - enhance an attack of the gunner class to hinder medic heals (change is PVP only, new things added) To me (**), option 2 seems more pleasant ... especially since the gunners may need to do some quests to gain the enhanced ability. What do you think? (*) MUD: Multi User Dungeon - text only MMO from around the '80 (**) and said experienced MUD designer. There's lot of knowledge of "do and donts" in MMOs. For example, check Raph Kostners Laws of Online World Design ... unfortunally not the article I was looking for ^^
  4. BW would have to put a lot of resources into the development of a space part that is worth to be called so. But should they do it .... In SWG, we had a whole set of ship types - Interceptors (like A-Wing or TIE/Adv, ..), Space Superiority Fighters (i.e. X-Wing, TIE Oppressor,..), Bombers (B-Wing,..), even multiperson ships with 2-6 player-controlled turrets. Since SOE did close to nothing, the players organized space events and some of them were the *most epic* actions i've ever seen in *any* game - here's one I'm remembering right now: I was an imperial stromtrooper aboard a YE-4 Gunship with our team. The misson was to aproach Dantooine Space Station, destroy all resistance, land and conquer the mission objective, while the rebs were trying to hinder us. Since all turrets were already in use, all i could do while the fleet was heading towards the space station, was to watch out of the window. I really can't tell you how it felt, when i saw this swarm of X-wings taking aim at us... and I was but a passenger. There's nothing in gaming I can think of, that produced that much adrenaline as space pvp in SWG. nothing. Should BW be able to beat that, I could finally let my pilot and my shipwright rest in peace.
  5. This. Probably the fastest way to level anyhow...
  6. Didn't find it, so here's the question: I would prefer the mouse control to act like this: - When standing still, moving the mouse rotates the camera view *without* the need to press a mouse button - When walking/running, moving the mouse sets the direction and the camera is in "follow mode", *without* the need to press a mouse button - a button press toggles between mouse control and mouse cursor mode Is there a way to configure the game in this way? Most of all, i would like to be able to choose my direction without the need to press a mouse button tbh.
  7. I have to agree with the OP - there have been many features in SWG, that offered possiblities to create content together with other players in SWG. While cities being just one of them, they were certainly offering social hubs, that allowed you to meet yet unknown players more than once. Instanced worlds totally remove this important factor. In ToR, hubs like the fleet or the planets spaceport should be developed into such a direction, imo. One first step could be to allow you to sit on the chairs in the cantina
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