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TheSwamper

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  • Location
    Nova Scotia, Canada
  • Interests
    Gaming, bridge, music
  • Occupation
    Programmer, web-designer
  1. There are many reasons to play an MMO just to solo. I won't reiterate them here, but you can find those reasons in lots of threads. Suffice it to say, that MMOs have a lot more to offer than simply 'group up for combat'. As to your first point, where is this MMO law cast in stone? Where does it state that every MMO, for all eternity, must be designed that way? Every MMO I have ever liked and quit (and that's quite a list) I quit because I was forced to choose between relying on others, or abandoning any sense of meaningful endgame progression. I swear that the first designer who gets it through his head and makes an MMO where it's possible (not easy, not quick, just possible) to earn BIS gear without forcing grouping is going to have a goldmine on his hands.
  2. No offense to OP, but everyone is trying to be that special snowflake with this side-changing nonsense. If you want to be evil, play Imperial. If you want to be good, play Republic. This isn't a tabletop RPG with a million options, nor are you even carving your own path. You're playing a storyline already written for you, and it's in a narrow trench with few branches.
  3. You've got to look at the game from something other than your own skewed perspective. If you only bring companions out once in a while, they will be undergeared and you will likely get pwned. For me, they could remove PvP completely from the game, never add in guild perks (or even guilds!) and it wouldn't affect my gameplay one bit. If the game isn't what you're looking for, find one that is, but it makes you look foolish if you call this game a fail because it doesn't have the specific features you enjoy.
  4. Most players don't like having your kind around. As you said, they consider you a nuisance, and so they do what they can to avoid your type and join PvE servers. If this game had open, non-consentual PVP, everything else about it could be absolutely amazing and I would not even try it for 5 minutes.
  5. What utter nonsense. What percentage of the quests require a group? 5% maybe? Add content; more class quests, more places to level up, etc. My vote is for 2. Put in server transfers for those that have to have them, but NEVER for free. What a waste of customer resources that would be, people switching at a whim, whining about having to change their name, etc.
  6. Except you often don't. There are a few 4-mans I've done that awarded less than 10 social points. IMO, every 4-man should award at least 50.
  7. I much prefer the actual leveling process. From what I've seen so far (highest is 44 on 7 alts), 1-20 is a LOT more fun than 20-40. The first chapter of this game lets you play the class quest much more frequently; in later chapters it's something to dabble in from time to time. In the early levels of any game, you are making frequent progress, getting frequent gear upgrades, regularly getting new powers or power upgrades. To me, that's MUCH more fun than doing a 2-hour run and hoping for 1 single piece of gear.
  8. The OP's point still stands. Some people say 'leveling is too fast', others say 'leveling is too slow'. There are many other issues where opinions are at opposites. To which feedback should Bioware listen or respond?
  9. I think it's pretty clear that in its present state, TOR is more of a leveling game than an endgame. If you are a 'the game starts at level cap' type of player, I really don't think this game will be your cup of tea, at least not for a while. You feel you have done all you can do because you have the best gear. I won't feel I've done all I can til I have completed every class story. After that, datacrons and getting the top gear will be my 'something to do'. I have 7 alts so far, 7 different classes, ranging from levels 20 to 44. I feel I'm about halfway done at this point.
  10. "When used properly..." yes, and anytime someone has the info thrown in their face, the tools are not being used properly. I agree that a damage meter could be a useful tool, but there's too many RL tools on the internet for me to think that it will be. Healbot and threat meter are just plain cheats, IMO. Watching a meter instead of judging for yourself takes way too much fun out of the game. And far too many times I've seen people use DPS when they should be cc'ing or helping heal or w/e just so they reach a higher position on the the meter. When I look at all the pros and cons of these tools, I feel that we're MUCH better off without them.
  11. I can sympathize with the OP. The problem isn't that they aren't ways to make xp, it's that it's such an immersion-dropping pain to jump out of the main story to have to do them. It's like sitting down to watch a three hour movie, but you can only watch it 10 minutes at a time, and have to take a 30 minute break in-between each. And those breaks get longer the further into the story you go.
  12. I do not play MMOs to compete with others in any way. Away from the bridge table, I've no desire to compete with others, especially in video games. The ideas posted by the OP sound interesting, but if this game was like that I wouldn't be playing it. I'm glad that TOR is the way it is.
  13. This. If I'm questing along, and I'm given a soloable quest, I can just do it when it's convenient. If you make it require others, now I have to: a) stop playing until I can convince others to join me and wait until they get there, or b) stop questing and get to another place on the map because someone else is at step a. They need to make a way so that if I'm suddenly given a group quest, I can just jump into it as easily and without wasting time the same way I can do with every soloable quest. I'm not anti-grouping or anti-challenge, I am anti-wasting-time. Having something be convenient is not the same as having it be easy.
  14. Yes, but the numbers that stack up aren't pulled out of the ether. The devs have full control over what those numbers are. So, a clever programmer could simply add all the maximum possible numbers for any stat, note that as the 'cap' (without coding a cap) and build monster stats accordingly. It also makes for more straightforward coding, as you have simpler routines that don't have to have things like 'calculate this way, unless this limit is surpassed, in which case calculate it this other way', etc. This way, players don't have to figure out often-veiled info like soft caps or hard caps or at what point diminishing returns kick in. The player then knows that more always equals more. A much better approach IMO.
  15. So why not remove or lessen the DR on the other powers instead of yet another nerf?
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