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  • Posts

    • Been a while since I took Jujitsu, but you never forget.  As for the punched in the mouth comment, it's an analogy.  You're paying money to play a game and not being put on an a fair/equal level. The best comparison is paying for food at the best restaurant and getting lousy table service and less than average meals.  Happened to me a few months ago, I won't go back there.  Not sure why came back here either. As for Hockey in the US, its the same around the world. Not sure where you are from, but we have Russian, Swedish, Finland, Norway, Canadian, etc hockey players. Wherever hockey is played, they want to come to the US in the best league on the planet.  Heck, its the same game played in the olympics.
    • Agreed. Problem with the queues are groups. One team gets 2 dps, healer, tank, Ine team gets 4 dps.  Gear between teams can be very fast. With a PUG, we end up, almost always, with someone severely undergeared and dead in 2 shots. There's also a bug somewhere in the game, I see these 336/337 geared players doing more damage than people in 343 gear.  This shouldn't be happening, but it is.
    • "Why don't they listen to their paying customers" Sadly, they listen to the execs, who don't listen the customers. There you go, answered that one for you. 😕    While I don't agree about premade vs solo queue being unbalanced, the rest is true. PvP seasons are hardly worth the effort.
    • While I agree that the "star wars" side of things is kinda bad for the general public at the moment, the mmo side is still kinda thriving. The best examples right now are ESO who's single-handedly supporting Zenimax Online Studios, while having the same "subscription is optionnal and there's a cash shop" as swtor albeit *way, way less scandalous with their pricings*. The team size is huge, and the wonders they do with the *same engine as swtor* are absolutely incredible. The "engine is a limitation" is true, because swtor has some "tweaks" (to be gentle) to its version of HeroEngine, but it still shows that if you properly support your game you can indeed make a lot of money with it. The second which comes to mind is XIV, also responsible for single-handedly putting Square Enix out of the near-bankruptcy they were in prior to their 4.0. With a business model that relies solely on subscriptions and paid expansions. There are a lot of mmos (that aren't the... sh*tshow that is WoW), who are doing very well at the moment, just because they're getting proper financial support from their "overlords", as well as having a team that cares about making a good game. Swtor has neither of those. The updates feels like they're done because they have to (in order to avoid the maintenance mode call), not because they try to make the game better. Part of me would like to actually just play with the devs at some point, talk about various stuff regarding the game, and try to see what they like about their work, because so far it looks like it's just that. Work, pretense, and nothing else. Sad to see that I've worked with indie teams that were both bigger and more passionnate about their -not that good- game than the swtor dev team is about what was *almost* the biggest MMO hit of the past decade.   Story-wise, it was... Okay. As a standalone title I'd have liked it much more. Trying to shove it in swtor's timeline and story was a bad move from the start. The "monthly chapters" style of updates was quite bad too, as none were substantial enough to keep me interested. It was just "the one hour long novelty" for a bit then I never did those again. Uprisings were... Surprisingly okay. Wish they'd have done more of those. Everything else about this expansion was quite bad, apart PvP Balance&Gearing who was surprisingly one of the best we ever had, if not *the best*. Still, you can't hook players and keep them interested with only one hour of story every two months and nothing else. That was a missplay that they're still struggling to overcome now.
    • A few of the older models of lightsabers are rotated in a way that would be non ergonomic, or uncomfortable for the character to hold.  The biggest offender is the model used for Kallig's lightsaber where instead of holding it like a regular curved hilt lightsaber such as the later model Expatriate's lightsaber where the curve of the hilt fits neatly into the palm, the model used for lightsabers like Kallig's turn the pommel inward, abandoning ergonomics and aesthetics, making it look terribly uncomfortable for the character to hold.  To a lesser extent, but one painful for me since I really like the model, is the hilts like the Flamegem lightsaber, a craftable weapon. If you look carefully, you can see that the character model essentially holds it backwards, the yellow metal protrusion from the emitter and the pommel ring should point away from the character, that line of the grip fitting into the fingers instead of the palm.   My suggestion is that you go through some of these older hilt styles and create a reforged version of them with the design, size and especially orientation reworked to either sell from the cosmetic items vendor on the fleet, or even as part of a set on the Cartel Market. A lot of these have fun designs, but for some people they will never be used for reasons such as looking unbearably uncomfortable for the characters' grip. Fellow players, what other models of lightsabers do you notice that look uncomfortable the way they are held? Thanks for reading, and may the force be with you.
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