Jump to content

A Few Suggestions to Improve Gaming Aspects


Lord_Tantalon

Recommended Posts

1) Get the UI team to give us the option to hide some of the "flashy" animations? E.G. The heals that light the character up, or the buffs popping, and maybe even the ground templates for AoE effects? Now I ask this because I've been fiddling with Machinima aspects within TOR, whether for a content release or something like a guild trailer. You can't show good combat though with all the templates and healers keeping the group up. What I'm suggesting is not something that would effect other players. The cameraman would just toggle off these effect just like combat fly-text and player names.

 

2) Add some of the mission skills like Underworld Trading, Treasure Finding, and Investigation materials as available to harvested open world. Put some cloth on kiosks throughout the game world. Place metals in crates or in the ground. I wouldn't even mind if it unrefined and you have to refine it. I hate to say, still what World of Warcraft did, but harvesting mats in the game world is a better time sink than just sending off mission. You need mini games in world; this is a cheap and easy one.

 

3) Incorporate more gathering skills into crafting. If you've got a cape in the finish product, why shouldn't cloth be involved in crafting, ect. Analyze what Rift / Star Wars Galaxies did and emulate. By now, it should be evident that SWTOR will not / should not be a main stream MMO. Carve out a niche, become the most innovative crafting system in the MMO market.

 

4) This is assuming that server population are merged. Add new zones to the planets that emulate the Black Hole. Its the same planet but a separate zone / planetary instance. In these areas, outside of the questing zones, allow for capture the outpost objects that reset every 24 hours. For example, in my dream of SWTOR. Tatooine quest area remains the same; now to the far west when you hit the exhaust wall, instead you get a confirm: Do you want to travel to the Sandswept Wastes? Yes / No. You travel there. And bingo there's this huge area of land with different geometries. Canyons, desert, and a few random cave. They have mobs ranging from 31 to 50 all over the place. There are a few nodes available as well in this area. There are two small outposts in this area as well. (Very similarly to Halaa from World of Warcraft), I want these two outpost to be capture-able objectives. This would then have one or two methods of gameplay.

 

4a) (Simplistic) They reset once per day, (abandoned due to incoming Sandstorm or something. Maybe its just captured to harvest some resource for story and they complete it in a day.) W/E for lore, its capped for a day. And the story area of Tatooine for your faction gets a buff to XP or something.

 

4b) (Advanced) You capture an objective, and you're given a daily at level 50 to hold the object for 20 minutes. You see a progress bar off your time while the NPCs perform their "oil drilling" ect.

 

Additionally, in these areas (probably zoned by coding for Bioware's sake) and preferably away from these objective to prevent abuse, player cities could be built. This not only adds new local hubs, but new money sinks, ect. Say guild A wants to build a town and buy guild bank slots and a GTN. There's 20 mil out of circulation. (Just an exaggeration). Additionally, a travel to home ability that's on a 4 hour CD will be available once you enter the zone with your home.

 

Edit: Not finished, and will make it less wall of text after work.

Edited by Lord_Tantalon
Link to comment
Share on other sites

 

2) Add some of the mission skills like Underworld Trading, Treasure Finding, and Investigation materials as available to harvested open world. Put some cloth on kiosks throughout the game world. Place metals in crates or in the ground. I wouldn't even mind if it unrefined and you have to refine it. I hate to say, still what World of Warcraft did, but harvesting mats in the game world is a better time sink than just sending off mission. You need mini games in world; this is a cheap and easy one.

That's not a 'mini'game' so much as it is a way to skip out on having to take a mission skill and still get the materials without having to buy them from other players.

 

If your goal is to eliminate mission skills from the game, this would be the easiest way to do it..

 

3) Incorporate more gathering skills into crafting. If you've got a cape in the finish product, why shouldn't cloth be involved in crafting, ect. Analyze what Rift / Star Wars Galaxies did and emulate. By now, it should be evident that SWTOR will not / should not be a main stream MMO. Carve out a niche, become the most innovative crafting system in the MMO market.

 

Define 'mainstream MMO'.

 

I think that the numbers do not support the idea that SWTOR is not a 'mainstream MMO' (how many pay to play MMOs boast the subscriber numbers that SWTOR does?), but even if they did, how is making this game more like an even less successful game a winning strategy?

Link to comment
Share on other sites

×
×
  • Create New...