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Gjorind

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  1. Haha. No offense, but that kind of lacks perspective. We can put lists of games up here that date back to the mid 90's, each title representing years of gameplay and it'll still look like we're hopping around if we condense it into a paragraph. If I play a game for a month or two, it usually falls into the "I tried it but didn't click" category. If I played it for years, I guess I'd view that as something of a dedicated time period. The games falling into that category for me would be Everquest, Dark Age of Camelot, and World of Warcraft. with the exception of the last six months or so, I've had a subscription to one or another concurrently since the Everquest launch, though never having an overlap in any of them. I've returned to all three on at least one occasion. I've tried virtually every other MMO that has come out, even bringing characters to max level in most. In many cases, I've revisited many of them at a later time, almost invariably after they have become F2P or offered a free month to see their changes. Does the subject relate to this game? I think so. Right now, I practically feel like I beta tested it. The game peters out promptly at level 50(yes, I realize that TECHNICALLY there is content, but many know what I am saying). So I've tried it, I rather like the overall "feel" of the game(unsurprising since I like the game it is cloned from), and if it shapes up I'll probably come back. If it winds up Free to Play(which it might if developers don't move very quickly), I'll almost certainly log in and see how the F2P is implemented.
  2. Hopefully it's true, and it is a good thing. It's not a good thing for instant gratification, obviously. It means there aren't enough resources currently allocated to keep the title solid or stem the mudslide of subscriptions, which means they are down to "circling the wagons". Core fixes will take substantial time. But still, it is a step in the very right direction. They need more hands on deck and they need them right away because they have a handful of very core items that need to be handled, so news that they even might be tackling it bodes well for the long term. EDIT: As an aside, purple text on a black background is excruciating to read, by the way.
  3. I'm gonna go with: 6. It'll probably come out while we're all still available on our free month that was given to us. So yeah, some of us will peek in.
  4. Go to the GTN, buy a set of blue/purple PvE gear that is 47-50. Your stats will be higher than recruit gear and it will cost a similar amount. This gear will be more than sufficient to get you into entry level 50 PvE content. "Recruit" PvE gear has been in the game since launch.
  5. Game cost us all fifty bucks plus sub fees. Nobody WANTS it to fail. Fact is, if developers put up a big assed billboard that said "WE ACKNOWLEDGE THE ISSUES POSTED AD-NAUSEUM ON OUR FORUMS AND PARROTTED IN FLEET CHAT DAILY, TUNE IN NEXT WEEK FOR OUR LIST OF SOLUTIONS AND A TIMELINE" The very act of doing so would save subscriptions because no, people do not want the game to fail. There is a very good reason initial sales where some of the very best ever seen for an MMO---people want their Star Wars MMO and they want it to rock. Oddly, folks aren't that fickle, etiher. The reasons given for dissatisfaction are consistent and relatively without variation. What this means is that fixing these things would probably render a stellar product that would have a long subscription retention period. None of this gets posted because anyone gives a hiney whether or not you care, by the way. All of it goes up in some blind hope that somebody that DOES care will read it and actually take action(it rarely works, but gets done on every MMO forum). The only other recourse we have is cancelling our subscriptions, and that venue is being taken with zeal as well.
  6. Yes, all that stuff exists. A person can do hardmodes and flashpoints, if group related PvE is what you want. As with all group related PvE, though, there are limits as once the content is consumed, repeating it is entirely a subject of endurance related to the user. For me, a dead opponent stays dead, and repeated killings are of little more replay value than daily quests. Which brings up daily quests. These are not fun, they are a grind to make funds or gear to play the parts of the game with replayability. After that comes PvP. A fine pursuit, provided the game allows participation. At current, that is very limited even on the best servers. Socializing can be done on facebook, at a bar, at the mall, on other games, in your house, at your job, etc. Socializing happens in the places that you go--every place on earth--so coming to a place that you'd otherwise not have a reason to go is not a selling point. The rest of the game is structured around rerolling and not being 50 anymore because, well, there isn't anything to do at 50.
  7. Have to agree here. I still keep trying, since I like the game overall, but it's just plain boring: I log on, queue PvP. Nothing happens because the queue isn't going to pop. Not interested in playing one or two matches an hour(I'm on a server where they actually DO pop eventually, and even here it's sporadic at best). Eventually I realize I don't have enough credits, so I go do dailies. Dailies sucked when invented in other games, and they suck here. Repeatable grind quests are not now and never will be worth paying a sub for-----unless they finance other types of play that are. The game is flagrantly made to be rerolled, so I reroll and visit another classes storyline. This was fine once, but now it's not worth paying to see the rest. They'd be worth seeing over the course of a couple years, but not worth paying a sub for. I craft, and make a couple credits. The crafting additions are much MUCH more sparse than was indicated, though, so even my aesthetic side isn't gratified by these changes. Last but not least, I do all of this with gameplay that has the most World of Warcraft feel I've ever experienced outside of...WoW. Hell, when a new expansion hits WoW feels less like WoW than STOR does. Not inherently bad in it's own right, but I've played six years or so of WoW already--I was already bored of it, so having limited or clunky progression on a toon that feels like the ones I've played for so long isn't a recipe for continued play. It was worth buying, it was worth a few months of my time. It's not worth more.
  8. It is my earnest hope that they put in a deserter penalty, and that it's a damn sight longer than 15 minutes. I also hope all the waste of human genetics that think like the above back up their play and actually unsub and leave if it happens. Think of the glory, every single darn subscription screwing themselves, but not you too!
  9. Don't be like that, sweetheart, I care what you want. I want your premade to be able to be the entire team, that way the game can be coded so that the other team can be an entire premade as well--and the matchmaking system won't start your match against anything less. You deserve the challenge of going vs. the premade and the pugs don't deserve to see all of you at once, everyone wins.
  10. Agree completely. Glad to see 70 or so pages of folks that experience the same things. Seeing two people at a door in Voidstar, all your AE's on cooldown, and being just plain unable to tab target the guy on the door(apparently the unhittable guys just leaving spawn are better targets) can just plain cause fits of rage. Sadly, physically clicking on targets in this game isn't tremendously better.
  11. I see this stupid statement parroted on these boards all the time, and it's not the experience seen in warzones at all. Healers win matches, over and over again, with consistency. No, they are not as strong as WoW healers. A paladin standing in the middle of three or four opponents healing his buddy and topping himself off with holy shocks is just stupid. Healers here aren't that strong, if you get tag teamed you will have issues. I can lock down a stupid healer with ease. I can be a real pain in the butt of an average healer. Good healers have time to offer charming emotes while topping themselves off and keeping their guard buddy alive. So if you're getting locked down all the time, with ease.....what does that tell you?
  12. No. And it's a very common misconception. See, here's the thing. Most folks aren't as good as they think they are. They get placed against the dominant premade on their server and the first thought in their head is "if I had full War Hero we'd own these guys because it's all gear". It's not all gear(which is what blaming expertise is, blaming gear), and frankly some of these premades would beat a PuG in their skivvy drawers. Cross Server queues fixes it almost completely. Cross server+ranked solves even more of it. The premades don't go away, but suddenly you aren't getting paired against them over and over until they log out.
  13. Good read, would try it again. I'm having trouble figuring part of this out, though and I can't be alone in needing help with it. If there are 200 people in fleet, PvP queues are instant and constant guilds announcing the downing of new content a month ago, but only 50 in fleet today(same time) with 20 minute PvP queues and haven't heard any chatter about PvE in a week, where are the 2-3 thousand people that apparently replaced them?
  14. This. My 50's where both Cyborgs, and if I make a new Cyborg I can make it a Jedi Consular or any other class I want to, even if that class was not allowed with that race without the unlock. In addition to that, I can use the fancy sith robo-face look on these republic characters as well, or use the smuggler/operative eye spectacles on a bounty hunter, etc. It opens up all options, colors, etc, for the race in question.
  15. I think it'll recover, but I wouldn't be at all surprised if it gets worse before better---maybe bad enough to be free to play before it happens or some such thing. They made the same mistakes that every danged MMO in the past ever makes. 1. They didn't take into account how long a player will play per session. 2. They didn't find a balance between PvE difficulty and PvE fun. That is to say, faceroll easy isn't fun and losing a level, the ultimate sword of terror, and half your titles because you drowned in a fountain sucks too. They aren't somewhere in the middle, they went faceroll easy. 3. They bought into the tribble about PvP being "niche". The majority of players PvP, and the of those that try it and don't stick around in other games, it's because of balance issues, queue issues, or some other obstacle the player doesn't want to deal with. PvP here was very accessible with higher populations, and the rewards where there, despite the bag system being clunky. So they made a game with PvE that gets old at 50, and PvP that doesn't stand the test of time. The 1-50 treck isn't terribly long which means massive amounts of players entering these venues when the developer hadn't given them any polish. Makes me wish that game developers actually, honestly played games. The history of MMO's doing this and falling flat is as old as the genre itself.
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