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Posted (edited)

Number One: Team Size is TOO SMALL.

MMOs have been around for a while now, and entire Guilds are switching from games like WoW, LotRO, CoH etc. to play SWTOR.

That means a lot of folks are hoping to play together at the same time.

Here's the math:

Our CoH guild alone has ported over 33 players - that's 33 paying accounts, if the Sales Department is listening - with 14 of those players being couples, generally with at least 8 Guild members at a time being online and our typical team size is 6 to 8 people, which means split teams, which means not playing together, which is not why we form a Guildd or, indeed, subscribe.

Team sizes need to go to AT LEAST six, optimally eight (8).

Number Two: All-or-nothing battles.

A team of four fights a Boss. One teammate dies. If the Boss isn't already below 25%, you can pretty much assume a 50/50 chance of a Team Wipe, because - incredibly - there is not in-battle resurrect. Well, also because the "cooldown" mechanic on heals is an ill-advised WoW carryover, but it would be tolerable if teammates could be revivied in combat.

Number Three: Successful Play Requires Perfect Builds.

Some will dismiss this as "bring the right build and stims and team and play better", let me say that is not the solution; it is the problem. A "perfectly structured solution" to a problem is a poor game design. When a movie monster can only be defeated one way, that's fine, but i am not paaying to watch a pre-plotted movie; I am paying to play a game with - hopefully - multiple paths to a given outcome.

I can apreciate that this is an illusion in the storryline - multiple choices may enliven the play, but do not alter the ultimate outcome - but in a battle, it's weak design.

If the only way I can win is the GMs way, why bother to play? I may as well just watch a movie.

Rant over.

But the team sizes need to be increased AT LEAST to six (6).

Edited by Darion_Leonidas
Posted
Number One: Team Size is TOO SMALL.

MMOs have been around for a while now, and entire Guilds are switching from games like WoW, LotRO, CoH etc. to play SWTOR.

That means a lot of folks are hoping to play together at the same time.

Here's the math:

Our CoH guild alone has ported over 33 players - that's 33 paying accounts, if the Sales Department is listening - with 14 of those players being couples, generally with at least 8 Guild members at a time being online and our typical team size is 6 to 8 people, which means split teams, which means not playing together, which is not why we form a Guildd or, indeed, subscribe.

Team sizes need to go to AT LEAST six, optimally eight (8).

 

you already have access to content (ops) that are designed for 8. for flashpoints (read a lot more than your miniscule 33 accounts) many are very happy with 4, since that number makes sense. 1 of each class is a balanced fp. soon you will also have warzones that you can que as an op. thats already a fair bit of content for you to take your group to.

Number Two: All-or-nothing battles.

A team of four fights a Boss. One teammate dies. If the Boss isn't already below 25%, you can pretty much assume a 50/50 chance of a Team Wipe, because - incredibly - there is not in-battle resurrect. Well, also because the "cooldown" mechanic on heals is an ill-advised WoW carryover, but it would be tolerable if teammates could be revivied in combat.

 

2/3 of the healing acs have a brez. they are contemplating adding it to the third. if you are going to whine about the game please educate yourself first.

 

Number Three: Successful Play Requires Perfect Builds.

Some will dismiss this as "bring the right build and stims and team and play better", let me say that is not the solution; it is the problem. A "perfectly structured solution" to a problem is a poor game design. When a movie monster can only be defeated one way, that's fine, but i am not paaying to watch a pre-plotted movie; I am paying to play a game with - hopefully - multiple paths to a given outcome.

 

this is really pretty far from the truth. generally itemization is a bigger hurdle than spec. nothing currently in game is tuned to be super tight, and even then the majority of bosses, in ops and fps, can be tanked into enrage with proper use of cds. on top of this each ac has 2-4 builds that are all within a small percent of each other damage wise. there are more choices in swtor than in wow in terms of overall competitive builds. also, while i can agree that the pve mobs need to be made more interactive, generally, even with an open ended boss, one strat will usually rise to the top in terms of ease and effectiveness. while i can appreciate your desire to open it up to choice, its a ton of extra work for marginal gain.

I can apreciate that this is an illusion in the storryline - multiple choices may enliven the play, but do not alter the ultimate outcome - but in a battle, it's weak design.

If the only way I can win is the GMs way, why bother to play? I may as well just watch a movie.

Rant over.

But the team sizes need to be increased AT LEAST to six (6).

 

you can win multiple ways though. while the overall story does have very specific key points that it hits (and should, its a story afterall) different companions, different choices, all affect the specifics. with how this story is presented, the devil is very much in the details, which even rolling 2 of the same ac i have had 2 very different playing experiences.

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