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MichaelLatta

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Everything posted by MichaelLatta

  1. Actually not. Because each expansion adds levels content becomes trivial over time. Cata had 3 story mode dungeons for end game, and around 7 hard modes, and only 1 or 2 raids. They opened content over the 2 years for that level cap. They just released pandas with one raid. I do not get the complaints about content. No game can constantly offer new content. If the game itself is not fun to play, and only new content suffices, then that player is doomed. It seems BioWare is releasing more content in its first year than wow did in the last 2 for endgame. What wow has is a much longer leveling process, more grind for money, and gring for rep rewards. A bit more quest variety but not more "end game content" as usually defined by raids and hard modes. I would like to see BioWare put more effort into the solo max level content like more daily quest variety. Fortunately it sounds like a new daily area and hk-51 will be coming along soon.
  2. There are two separate cases: questing, and group content. More people on the server is great for group content. Queues pop etc. when questing there is a point where an area gets overloaded. It can be fun if resources and targets pop quick enough. Firelands was like that, a total zoo, but not frustrating. Having 5 players lined up for each resource node that pops every 3 minutes gets old real quick. Black hole is the worst and they are addressing that. Belsavis has been fine. Illuminate gets annoying for the turret quest given how slow they pop. Hopefully they will up that one next.
  3. A third faction would probably help. World PvP in particular. While classes could mostly be mirrors of existing classes, there would need to be a few unique abilities to be a draw, and a unique class story. Ideally a class story that uses both imperial and republic planets.
  4. While more quickbars is fine, I would like quickbars that can have more than 12 slots. I use a nostronomo that has 3 rows of 5 keys. 15 slots per bar would fit my use better. I currently map my combat bars as rows of 5, leaving only 2 in the last row.
  5. Exactly. The attitude that LFG "belongs" to those rushing through the content to bring comms is exactly why I have yet to use it. I play a couple hours a week, so BH is basically off my radar until I get some friends to play so we can go through the content at a "fun" pace, without having to memorize all the content before being worthy to actually try it. That means grinding dailies for money to buy crafted mods at this point. I am sure there are good people out there willing to take people through at a more measured pace for those not grinding but wanting to enjoy the experience/content. But, the LFG does not seem to be ideal for that purpose. I wish there was a "grind only" button that let people flag as wanting a speed run, or those not wanting that.
  6. Rotating dailies. Rather than offering 17 dailies total, offer 17 from a pool of 40. Each day a different set is up. That reduces the boredom, still limits total daily income, and is not that hard to add in a patch.
  7. My number one request is more slots in quick bars. I use a nostronomo, so a 3x5 arrangement for quick bars would be ideal. My second request is a view of stacking buffs that is visible at a glance. Rather than a tiny number over a buff, the stack icon should be repeated, and ideally be a unique shape. For example shadows have a stacking harnessed shadows that can be lost in the other buff icons. I would like a view on my character that has 3 symbols that glow as the stacks build. See the paladin ui in wow for holy power. It is easy to tell how you stand in building the buff/resource. Next would be easier key binding. I want to hold down the right button on a quick slot and press the key for the slot. If the quickbars are locked of course the bind will not happen. A configurable sound for attack to my companion or other party members would be helpful as a tank.
  8. Action bars with 14 slots. My nostronomo has 14 buttons. The ui already supports a non-linear layout. If we could go past 12 slots I can cover all the buttons in each bar. Bars for regular, alt, and shift do the trick. Better visibility on procs and stacking modifiers. For example consulars with shadow spec, could use a 3 part control for stacking buff. Ability to separate procs from buff/debug indicators, and place or scale separately.
  9. I was in the first day of early access, and during the holidays played a fair amount. In the last 2 months work has picked up and weeks have gone by without playing. I have a consular and commando in the high 30s, and a commando in the 20s to play with my son. Leveling has been just right for my taste. I need to pay attention, and still die once in a while when I get surprised or pull too large a group by mistake. I am having a lot of fun. No hurry to get to 50. I have mostly played alone so few heroics and few flashpoints. Once I get a few friends to play with that should change. I think I am probably the target audience for this game. I doubt I will ever clear level 50 hard mode or above if they are as hard as cataclysm hard modes, but will clear a few. I will probably never do more than story mode operations, as I doubt I will be willing to put in the time.
  10. I have no problem with top rank crafted gear requiring as much effort as raiding to get equal gear. That can mean lots of missions for bop mats, it can mean traveling all over the game getting mats or exchanging one mat for another 20x1 or what ever. There are lots of options for end game crafting content that limits the availability as much as top end pvp or pve. That was what was advertised in early game descriptions. It is ego and hubris (not the quote in particular), to assume raid or pvp have to be the best. There is room in the game for many ways to achieve "best". It will take some innovation and effort to balance. Given how easy top tier pvp gear is reported to get now, that is needed anyway.
  11. They understand it. The issue is that it is totally unacceptable to most pve players. Given the stealth abilities and intentional interference in clearly pve intent of unflagged players, the current rules will result in many players avoiding shared quest areas or simply quitting. I could live with it being a once a year accident, but it sounds like a much more common event (bored pvp players?) Swtor appeals to a much more single player or co-op game player. BW will need to be carefully to not force pvp on unintentional players. Every mmo has eventually given the player a way to fully disable pvp.
  12. Wow at one time did work this way. And, I have heard pvp players state this is a feature not a bug. I having no interest in world pvp definitely call it a bug. Who knows what the devs think. They are not saying, and the pvp design in the game seems full of obvious missteps.
  13. My 8 core 16GB with 4870 gets in the 40s using bootcamp drivers. until 1.1 it was quite smooth. With 1.1 it got quite jerky on Tariq's in open spaces. Nar shada seems fine.
  14. My consular stelthed past mobs that were not in a bonus quest or broke my stealth. He is a level behind having done all non-heroic quests after about 14 to 35. My comando kills just about every thing he sees and is 2 levels ahead at 22. If you do space missions or pvp you can skip a lot. For single player pve killing mobs is required.
  15. Yes on Tariq's I saw lots of stuttering and jerky graphics that were not present before the patch.
  16. Part of the problem is the balance between quests and kills. In other games kill xp is expected to be a lower percent of overall xp. To make the content last longer in this game kill xp is more like half the total xp. If you kill too much you get over leveled. If you stealth past too much you are under leveled. I have 3 toons: shadow stelthed past a lot of mobs and is a level under the content, and 2 commandos that are at the same point in their story but over leveled (one skipped content because of the social bonus, the other is pure solo).
  17. If anything I would say the mob xp is too high. My shadow is under level because of stelthing around mobs that are not part of a mission, while my commando is over leveled for killing everything in sight. Same quest xp basically, but different play style.
  18. It is not great, but look at focus target functions in the ui.
  19. I would love the type of numbers offered in the OP. I would prefer it be visible to me and those I add to my friend list, and any others I share with explicitly in the current group. Having the numbers would help me improve, and in a group of friends can lead to friendly banter. But, it can also lead to compulsive optimization which takes some of the fun out of it. I should have the option of disabling the sharing if I choose. Not a priority in the next 6-12 months though.
  20. Please clarify. Are you complaining that the nods are not affected instantly, or that the animation does not START instantly? There is a big difference. One is game design the other is responsiveness. Just because the power is instant cast does not mean there is no delay in the effects.
  21. No trouble killing groups short of heroic 4 areas. Jim just like the style of steal thing around and doing surgical strikes. I should do more heroics, but hate chat. I can always kill golds for about 3k a pop to level.
  22. Thanks for the input. I tried the space missions, but my eyes are not good enough. My main question is whether there are enough quests in the bonus series to get me to 36. I am not interested in pvp for much the same reasons as the space missions. I am a casual pave at heart.
  23. It looks like the game expects a lot of killing in the leveling process or there are a lot of bonus quests on belsavis. I started 32 on target, I finished class and world quests at 34.5. I have started the bonus quest series bu the bonus quest has me going through a heroic 4 of level 36s. I use stealth to get past any mobs that are not the quest objective. It seems in character to only fight when I have to. But, it looks like I loose out on too much xp that way.
  24. I have noticed a higher chance of detection when standing still, but not across the room. I would file a bug report.
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